In exceptionally general terms, there are three chief game plans used. You must be able to hop between game plans instantly as the course of the match unfolds.
The Blockade
This is comprised of assembling a 6-thick wall of checkers, or at least as thick as you can achieve, to barricade in the competitor’s pieces that are on your 1-point. This is deemed to be the most suitable procedure at the begining of the match. You can assemble the wall anywhere inbetween your eleven-point and your 2-point and then shift it into your home board as the game continues.
The Blitz
This involves closing your home board as quick as as you can while keeping your challenger on the bar. e.g., if your competitor tosses an early 2 and shifts one piece from your one-point to your three-point and you then roll a 5-5, you can play 6/1 6/1 eight/three eight/three. Your opponent is now 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 strategy is where you have two or higher anchors in your competitor’s home board. (An anchor spot is a position occupied by at least 2 of your pieces.) It should be played when you are significantly behind as this strategy much improves your chances. The better locations for anchor spots are near your competitor’s smaller points and either on adjacent points or with one point in between. Timing is critical for an effectual backgame: at the end of the day, there is no point having two nice anchor spots and a solid wall in your own inner board if you are then forced to break up this right away, while your opposer is getting their checkers home, because you do not have 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 until your opposer gives you a chance to hit, so it can be an excellent idea to try and get your opponent to get them in this case!
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