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In exceptionally general terms, there are 3 chief game plans used. You want to be able to hop between tactics quickly as the action of the match unfolds.
The Blockade
This comprises of assembling a 6-thick wall of checkers, or at least as deep as you can manage, to block in your competitor’s pieces that are on your 1-point. This is considered to be the most acceptable course of action at the start of the match. You can create the wall anywhere within your 11-point and your two-point and then move it into your home board as the match progresses.
The Blitz
This is comprised of locking your home board as quickly as possible while keeping your challenger on the bar. i.e., if your competitor rolls an early 2 and shifts one piece from your 1-point to your three-point and you then roll a 5-5, you can play 6/1 6/1 8/3 eight/three. Your opponent is now in big-time difficulty seeing that they have 2 pieces on the bar and you have locked half your inside board!
The Backgame
This plan is where you have 2 or more checkers in your competitor’s home board. (An anchor spot is a position filled by at least two of your pieces.) It would be used when you are significantly behind as this action much improves your circumstances. The best areas for anchor spots are close to your opponent’s smaller points and also on adjacent points or with a single point separating them. Timing is important for a competent backgame: at the end of the day, there is no reason having 2 nice anchors and a solid wall in your own inner board if you are then required to break apart this right away, while your opposer is moving their checkers home, seeing that you do not have other spare checkers to move! In this case, it’s more favorable to have pieces on the bar so that you are able to preserve your position up till your competitor provides you a chance to hit, so it can be a wonderful idea to attempt and get your challenger to get them in this situation!
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