In extraordinarily simple terms, there are 3 main game plans employed. You must be able to hop between game plans almost instantly as the course of the match unfolds.
The Blockade
This consists of building a 6-thick wall of checkers, or at least as thick as you might manage, to lock in the competitor’s pieces that are located on your 1-point. This is considered to be the most acceptable strategy at the begining of the game. You can assemble the wall anyplace within your eleven-point and your 2-point and then shuffle it into your home board as the match progresses.
The Blitz
This consists of locking your home board as fast as as you can while keeping your competitor on the bar. For example, if your competitor tosses an early 2 and moves one checker from your 1-point to your 3-point and you then toss a 5-5, you are able to play six/one 6/1 8/3 eight/three. Your competitor is now in serious trouble since they have 2 pieces on the bar and you have locked half your home board!
The Backgame
This course of action is where you have 2 or higher anchors in your competitor’s home board. (An anchor is a point filled by at a minimum two of your checkers.) It must be used when you are extremely behind as it greatly improves your chances. The best locations for anchors are close to your opponent’s lower points and also on adjoining points or with a single point in between. Timing is important for a powerful backgame: besides, there’s no reason having two nice anchor spots and a solid wall in your own inner board if you are then forced to dismantle this straight away, while your opposer is getting their pieces home, seeing that you don’t have any other extra pieces to move! In this case, it’s better 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 challenger to hit them in this situation!
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