In exceptionally general terms, there are 3 general game plans used. You must be able to hop between strategies instantly as the course of the game unfolds.
The Blockade
This involves creating a 6-thick wall of checkers, or at a minimum as deep as you are able to manage, to block in your competitor’s checkers that are located on your 1-point. This is considered to be the most adequate tactic at the start of the game. You can create the wall anyplace between your eleven-point and your two-point and then move it into your home board as the match progresses.
The Blitz
This is comprised of locking your home board as quickly as possible while keeping your opposer on the bar. i.e., if your opposer rolls an early 2 and moves one checker from your 1-point to your three-point and you then roll a five-five, you are able to play six/one 6/1 eight/three 8/3. Your challenger is now in serious trouble taking into account that they have 2 checkers on the bar and you have locked half your inner board!
The Backgame
This tactic is where you have 2 or higher checkers in your competitor’s inner board. (An anchor spot is a position consisting of at least two of your pieces.) It would be employed when you are extremely behind as this action much improves your circumstances. The best areas for anchor spots are towards your opponent’s smaller points and either on abutting points or with a single point in between. Timing is crucial for an effectual backgame: after all, there’s no point having two nice anchor spots and a complete wall in your own home board if you are then required to break apart this right away, while your challenger is getting their pieces home, considering that you do not have any other extra checkers to shift! In this case, it is more favorable to have pieces on the bar so that you can maintain your position up until your opponent gives you a chance to hit, so it can be a great idea to attempt and get your challenger to hit them in this case!
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