In extraordinarily general terms, there are three main plans employed. You want to be agile enough to switch game plans almost instantly as the action of the match unfolds.
The Blockade
This comprises of assembling a 6-deep wall of checkers, or at a minimum as deep as you are able to achieve, to block in your opponent’s checkers that are on your 1-point. This is judged to be the most adequate tactic at the begining of the match. You can create the wall anywhere within your eleven-point and your 2-point and then move it into your home board as the game advances.
The Blitz
This is comprised of locking your home board as fast as possible while keeping your competitor on the bar. For example, if your opposer rolls an early 2 and moves one piece from your 1-point to your three-point and you then roll a five-five, you will be able to play six/one six/one eight/three 8/3. Your opposer is then in big-time difficulty seeing that they have 2 pieces on the bar and you have closed half your home board!
The Backgame
This plan is where you have two or more anchors in your competitor’s home board. (An anchor is a point consisting of at least 2 of your pieces.) It should be employed when you are significantly behind as this plan much improves your chances. The strongest areas for anchor spots are towards your opponent’s lower points and either on adjoining points or with one point in between. Timing is essential for an effectual backgame: at the end of the day, there is no reason having 2 nice anchors and a complete wall in your own home board if you are then required to break apart this straight away, while your competitor is shifting their pieces home, owing to the fact that you don’t have any other additional pieces to move! In this case, it is better to have checkers on the bar so that you are able to preserve your position up till your competitor gives you a chance to hit, so it will be a good idea to attempt and get your challenger to get them in this case!
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