2020
02.10

In extraordinarily simple terms, there are 3 fundamental game plans used. You want to be able to hop between game plans quickly as the action of the match unfolds.

The Blockade

This is comprised of building a 6-thick wall of pieces, or at least as deep as you are able to achieve, to barricade in your competitor’s checkers that are on your 1-point. This is judged to be the most acceptable procedure at the begining of the game. You can build the wall anyplace within your 11-point and your 2-point and then shift it into your home board as the game continues.

The Blitz

This is comprised of locking your home board as fast as as you can while keeping your opponent on the bar. For example, if your challenger rolls an early two and moves one piece from your 1-point to your three-point and you then toss a 5-5, you are able to play 6/1 6/1 eight/three 8/3. Your opposer is now in big-time trouble taking into account that they have two pieces on the bar and you have locked half your home board!

The Backgame

This plan is where you have two or higher pieces in your opponent’s inner board. (An anchor is a point consisting of at least 2 of your pieces.) It would be used when you are extremely behind as it greatly improves your circumstances. The strongest places for anchor spots are towards your opponent’s lower points and also on adjacent points or with a single point in between. Timing is critical for a competent backgame: besides, there is no reason having two nice anchor spots and a solid wall in your own home board if you are then required to break down this straight away, while your competitor is shifting their checkers home, because you don’t have any other additional pieces to move! In this situation, it is better to have pieces on the bar so that you are able to preserve your position until your challenger gives you an opportunity to hit, so it may be a great idea to try and get your challenger to hit them in this case!

No Comment.

Add Your Comment

You must be logged in to post a comment.