In exceptionally simple terms, there are three fundamental plans employed. You need to be able to switch game plans almost instantly as the action of the match unfolds.

The Blockade

This consists of assembling a 6-thick wall of checkers, or at least as thick as you might achieve, to block in the opponent’s pieces that are located on your 1-point. This is judged to be the most acceptable procedure at the start of the match. You can build the wall anywhere inbetween your 11-point and your two-point and then shuffle it into your home board as the game advances.

The Blitz

This consists of closing your home board as quick as possible while keeping your competitor on the bar. e.g., if your opposer rolls an early 2 and shifts one checker from your one-point to your 3-point and you then roll a 5-5, you are able to play 6/1 six/one 8/3 8/3. Your opponent is then in big-time dire straits since they have two pieces on the bar and you have locked half your inner board!

The Backgame

This course of action is where you have two or higher checkers in your competitor’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 much improves your chances. The better locations for anchor spots are towards your opponent’s lower points and also on abutting points or with a single point in between. Timing is crucial for an effectual backgame: at the end of the day, there’s no reason having two nice anchors and a solid wall in your own inner board if you are then forced to break up this right away, while your competitor is moving their checkers home, owing to the fact that you do not have any other extra checkers to shift! In this situation, it’s better to have checkers on the bar so that you can preserve your position up till your opponent provides you an opportunity to hit, so it will be a wonderful idea to attempt and get your competitor to hit them in this situation!