In extraordinarily general terms, there are three basic game plans employed. You need to be able to hop between game plans instantly as the action of the match unfolds.
The Blockade
This is composed of assembling a 6-deep wall of pieces, or at a minimum as deep as you can achieve, to barricade in your competitor’s checkers that are located on your 1-point. This is deemed to be the most acceptable procedure at the begining of the game. You can build the wall anywhere inbetween your eleven-point and your two-point and then shift it into your home board as the game progresses.
The Blitz
This consists of locking your home board as quickly as possible while keeping your opponent on the bar. i.e., if your competitor tosses an early two and shifts one piece from your one-point to your 3-point and you then roll a five-five, you are able to play 6/1 6/1 8/3 eight/three. Your competitor is then in serious trouble taking into account that they have two pieces on the bar and you have locked half your home board!
The Backgame
This tactic is where you have 2 or higher anchors in your competitor’s home board. (An anchor spot is a point consisting of at a minimum 2 of your checkers.) It must be employed when you are extremely behind as it much improves your chances. The better places for anchors are close to your competitor’s lower points and also on adjoining points or with one point in between. Timing is critical for a powerful backgame: at the end of the day, there is no reason having two nice anchor spots and a solid wall in your own home board if you are then forced to dismantle this right away, while your opponent is shifting their checkers home, seeing that you do not have any other spare pieces to shift! In this situation, it is more tolerable to have pieces on the bar so that you are able to preserve your position up till your competitor provides you a chance to hit, so it can be an excellent idea to attempt and get your opponent to hit them in this case!
You must be logged in to post a comment.