In extraordinarily general terms, there are three general plans employed. You want to be able to switch game plans almost instantly as the course of the game unfolds.
The Blockade
This involves creating a 6-thick wall of pieces, or at a minimum as thick as you might manage, to lock in your competitor’s checkers that are on your 1-point. This is deemed to be the most suitable tactic at the start of the game. You can create the wall anyplace within your eleven-point and your two-point and then move it into your home board as the match advances.
The Blitz
This involves locking your home board as quick as possible while keeping your competitor on the bar. For example, if your competitor tosses an early two and moves one checker from your one-point to your 3-point and you then roll a 5-5, you are able to play 6/1 6/1 eight/three 8/3. Your opponent is now in big-time difficulty seeing that they have 2 pieces on the bar and you have closed half your inner board!
The Backgame
This course of action is where you have 2 or higher pieces in your opponent’s inner board. (An anchor is a point occupied by at a minimum 2 of your pieces.) It needs to be employed when you are significantly behind as this plan much improves your opportunities. The strongest places for anchor spots are near your opponent’s smaller points and also on abutting points or with a single point in between. Timing is essential for an effective backgame: at the end of the day, there is no point having two nice anchor spots and a complete wall in your own inner board if you are then forced to dismantle this right away, while your challenger is getting their checkers home, considering that you do not have any other extra pieces to shift! In this situation, it is better to have checkers on the bar so that you might maintain your position until your opponent provides you an opportunity to hit, so it can be a great idea to try and get your competitor to get them in this situation!
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