2025
06.11

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

The Blockade

This involves creating a 6-thick wall of pieces, or at least as deep as you might achieve, to barricade in the opponent’s checkers that are on your 1-point. This is considered to be the most adequate course of action at the begining of the game. You can create the wall anyplace inbetween your 11-point and your 2-point and then shift it into your home board as the match progresses.

The Blitz

This is comprised of locking your home board as quick as possible while keeping your opposer on the bar. e.g., if your opponent rolls an early two and shifts one checker from your one-point to your 3-point and you then roll a five-five, you will be able to play six/one 6/1 8/3 8/3. Your challenger is now in big-time dire straits considering that they have two pieces on the bar and you have locked half your inside board!

The Backgame

This course of action is where you have two or higher pieces in your competitor’s home board. (An anchor is a position consisting of at a minimum 2 of your pieces.) It should be played when you are extremely behind as it much improves your chances. The better locations for anchors are near your opponent’s smaller points and also on adjacent points or with a single point in between. Timing is crucial for an effectual backgame: besides, there’s no reason having 2 nice anchor spots and a complete wall in your own home board if you are then required to break down this right away, while your opposer is getting their pieces home, considering that you do not have any other spare pieces to shift! In this situation, it’s more tolerable to have checkers on the bar so that you might preserve your position up till your opponent provides you a chance to hit, so it will be a good idea to attempt and get your opponent to hit them in this case!