2019
02.09
[ English ]

In extraordinarily simple terms, there are three main game plans used. You want to be agile enough to switch game plans instantly as the action of the game unfolds.

The Blockade

This involves creating a 6-thick wall of checkers, or at a minimum as deep as you might achieve, to block in your competitor’s checkers that are on your 1-point. This is judged to be the most acceptable course of action at the start of the game. You can assemble the wall anywhere within your eleven-point and your 2-point and then shuffle it into your home board as the game continues.

The Blitz

This consists of locking your home board as quickly as as you can while keeping your opposer on the bar. i.e., if your competitor tosses an early 2 and moves one piece from your one-point to your 3-point and you then roll a five-five, you are able to play 6/1 six/one eight/three 8/3. Your competitor is now in big-time calamity seeing that they have 2 pieces on the bar and you have locked half your inner board!

The Backgame

This tactic is where you have 2 or higher anchors in your opponent’s inner board. (An anchor is a position filled by at least two of your checkers.) It needs to be used when you are extremely behind as this plan greatly improves your opportunities. The best places for anchors are near your opponent’s smaller points and also on adjoining points or with one point in between. Timing is critical for an effectual backgame: after all, there is no reason having two nice anchor spots and a solid wall in your own inner board if you are then required to break down this straight away, while your competitor is moving their checkers home, owing to the fact that you don’t have other spare checkers to move! In this situation, it’s better to have checkers on the bar so that you can preserve your position until your opponent provides you a chance to hit, so it will be a great idea to try and get your competitor to hit them in this situation!

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