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In extraordinarily simple terms, there are three main game plans used. You must be able to switch game plans quickly as the course of the match unfolds.
The Blockade
This is comprised of building a 6-thick wall of pieces, or at least as deep as you might achieve, to lock in the competitor’s pieces that are located on your 1-point. This is judged to be the most adequate tactic at the start of the match. You can assemble the wall anywhere between your 11-point and your two-point and then shift it into your home board as the match continues.
The Blitz
This is composed of locking your home board as quick as as you can while keeping your opposer on the bar. i.e., if your competitor tosses 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 six/one 8/3 8/3. Your challenger is then in big-time trouble taking into account that they have two checkers on the bar and you have locked half your inner board!
The Backgame
This plan is where you have two or more checkers in your competitor’s home board. (An anchor is a point consisting of at least two of your pieces.) It would be played when you are extremely behind as this plan greatly improves your opportunities. The better areas for anchors are close to your competitor’s smaller points and also on adjoining points or with a single point separating them. Timing is important for an effectual backgame: at the end of the day, there’s no reason having two nice anchor spots and a solid wall in your own home board if you are then required to break apart this right away, while your opposer is shifting their pieces home, seeing that you don’t have any other additional checkers to shift! In this situation, it is more tolerable to have pieces on the bar so that you can maintain your position up till your competitor provides you an opportunity to hit, so it may be an excellent idea to try and get your competitor to get them in this case!
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