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In exceptionally general terms, there are three basic game plans employed. You want to be agile enough to switch strategies quickly as the course of the game unfolds.
The Blockade
This is comprised of building a 6-deep wall of checkers, or at least as deep as you can achieve, to barricade in the competitor’s checkers that are located on your 1-point. This is deemed to be the most adequate procedure at the begining of the game. You can build the wall anywhere between your 11-point and your two-point and then shift it into your home board as the game progresses.
The Blitz
This involves closing your home board as quickly as possible while keeping your competitor on the bar. For example, if your challenger tosses an early two and moves one piece from your one-point to your 3-point and you then roll a 5-5, you will be able to play six/one 6/1 8/3 8/3. Your opposer is then in big-time difficulty due to the fact that they have two checkers on the bar and you have locked half your home board!
The Backgame
This course of action is where you have 2 or more anchors in your opponent’s inner board. (An anchor spot is a point consisting of at least 2 of your checkers.) It would be employed when you are decidedly behind as this action much improves your circumstances. The better places for anchor spots are towards your opponent’s lower points and either on adjoining points or with a single point separating them. Timing is integral for a powerful backgame: besides, there is no reason having two nice anchors and a solid wall in your own home board if you are then required to break up this straight away, while your challenger is getting their pieces home, seeing that you don’t have any other spare checkers to shift! In this situation, it’s more tolerable to have checkers on the bar so that you are able to preserve your position until your opposer provides you an opportunity to hit, so it may be an excellent idea to try and get your opposer to get them in this case!
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