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In astonishingly simple terms, there are 3 chief game plans employed. You must be agile enough to hop between techniques almost instantly as the course of the game unfolds.
The Blockade
This is comprised of building a 6-thick wall of checkers, or at least as thick as you can manage, to block in your competitor’s checkers that are on your 1-point. This is deemed to be the most acceptable procedure at the start of the game. You can build the wall anywhere within your 11-point and your two-point and then shuffle it into your home board as the match advances.
The Blitz
This consists of closing your home board as quick as as you can while keeping your opposer on the bar. i.e., if your opposer 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 6/1 6/1 8/3 8/3. Your challenger is then in big-time calamity taking into account that they have 2 checkers on the bar and you have closed half your inner board!
The Backgame
This plan is where you have 2 or higher pieces in your opponent’s inner board. (An anchor spot is a point consisting of at a minimum 2 of your checkers.) It would be played when you are decidedly behind as this strategy much improves your opportunities. The better locations for anchors are near your competitor’s lower points and either on adjacent points or with a single point separating them. Timing is essential for a competent backgame: at the end of the day, there’s no point having 2 nice anchors and a solid wall in your own home board if you are then required to break up this straight away, while your opposer is shifting their pieces home, seeing that you don’t have any other extra pieces to move! In this situation, it is more favorable to have checkers on the bar so that you might preserve your position until your challenger gives you an opportunity to hit, so it may be a good idea to attempt and get your competitor to hit them in this case!
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