In astonishingly simple terms, there are three fundamental strategies employed. You must be able to hop between game plans instantly as the action of the match unfolds.
The Blockade
This involves assembling a 6-deep wall of checkers, or at a minimum as deep as you can achieve, to lock in the opponent’s checkers that are on your 1-point. This is judged to be the most adequate procedure at the begining of the game. You can build the wall anyplace between your 11-point and your 2-point and then shift it into your home board as the game progresses.
The Blitz
This is comprised of locking your home board as quick as as you can while keeping your challenger on the bar. i.e., if your competitor tosses an early two and shifts one piece from your 1-point to your three-point and you then roll a five-five, you are able to play six/one six/one 8/3 8/3. Your opponent is now in big-time calamity because they have 2 checkers on the bar and you have closed half your inside board!
The Backgame
This plan is where you have 2 or higher anchors in your competitor’s inner board. (An anchor is a position occupied by at a minimum 2 of your pieces.) It would be used when you are significantly behind as it greatly improves your opportunities. The better locations for anchor spots are near your opponent’s lower points and also on adjacent points or with a single point separating them. Timing is essential for an effective backgame: besides, there is no reason having two nice anchor spots and a complete wall in your own home board if you are then forced to dismantle this straight away, while your opponent is shifting their checkers home, because you do not have any other additional pieces to move! In this situation, it’s more favorable to have pieces on the bar so that you are able to maintain your position until your challenger gives you a chance to hit, so it may be a wonderful idea to try and get your opponent to hit them in this case!
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