[ English ]

In exceptionally general terms, there are 3 fundamental game plans used. You need to be agile enough to hop between strategies almost instantly as the action of the match unfolds.

The Blockade

This comprises of building a 6-deep wall of checkers, or at a minimum as deep as you can manage, to lock in the competitor’s pieces that are located on your 1-point. This is considered to be the most adequate strategy at the start of the game. You can assemble the wall anyplace within your 11-point and your two-point and then shuffle it into your home board as the game continues.

The Blitz

This involves closing your home board as quick as as you can while keeping your challenger on the bar. i.e., if your opposer tosses an early two and moves one piece from your one-point to your three-point and you then roll a five-five, you will be able to play 6/1 six/one eight/three eight/three. Your opposer is then in big-time calamity due to the fact that they have 2 pieces on the bar and you have closed half your inside board!

The Backgame

This plan is where you have 2 or higher pieces in your opponent’s inner board. (An anchor spot is a point occupied by at a minimum two of your pieces.) It must be employed when you are extremely behind as it much improves your chances. The best places for anchor spots are close to your competitor’s lower points and also on adjacent points or with a single point in between. Timing is integral for an effectual backgame: besides, there’s no reason having two nice anchors and a complete wall in your own home board if you are then forced to break up this right away, while your competitor is getting their pieces home, because you do not have any other additional checkers to move! In this case, it is more tolerable to have checkers on the bar so that you might preserve your position up till your opposer gives you an opportunity to hit, so it can be a good idea to try and get your competitor to get them in this case!