In exceptionally simple terms, there are three main plans used. You must be able to hop between tactics quickly as the action of the match unfolds.
The Blockade
This is composed of assembling a 6-deep wall of checkers, or at a minimum as deep as you might achieve, to barricade in the competitor’s pieces 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 build the wall anywhere between your eleven-point and your 2-point and then shuffle it into your home board as the match progresses.
The Blitz
This is composed of closing your home board as quickly as as you can while keeping your opponent on the bar. e.g., if your competitor rolls an early two and moves one piece from your 1-point to your 3-point and you then toss a 5-5, you are able to play six/one six/one eight/three eight/three. Your opponent is then in serious difficulty seeing that they have two checkers on the bar and you have closed half your home board!
The Backgame
This plan is where you have 2 or higher checkers in your opponent’s home board. (An anchor spot is a point occupied by at least 2 of your checkers.) It should be played when you are decidedly behind as it greatly improves your circumstances. The strongest places for anchors are close to your competitor’s lower points and also on adjoining points or with one point separating them. Timing is critical for an effective backgame: besides, there’s no point having 2 nice anchors and a complete wall in your own inner board if you are then forced to break apart this straight away, while your opposer is moving their checkers home, because you don’t have any other extra checkers to shift! In this situation, it is more tolerable to have checkers on the bar so that you are able to maintain your position until your opponent provides you an opportunity to hit, so it will be a good idea to try and get your opponent to get them in this case!
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