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In extraordinarily general terms, there are three fundamental game plans employed. You must be able to hop between game plans quickly as the action of the match unfolds.
The Blockade
This is comprised of building a 6-thick wall of checkers, or at least as thick as you can manage, to barricade in the opponent’s checkers that are on your 1-point. This is deemed to be the most acceptable course of action at the begining of the game. You can assemble the wall anyplace between your eleven-point and your two-point and then shift it into your home board as the match continues.
The Blitz
This is comprised of closing your home board as fast as as you can while keeping your challenger on the bar. For example, if your challenger tosses an early two and shifts one piece from your 1-point to your three-point and you then toss a five-five, you will be able to play six/one six/one eight/three eight/three. Your opponent is then in serious dire straits taking into account that they have two checkers on the bar and you have locked half your inside board!
The Backgame
This tactic is where you have two or more pieces in your opponent’s home board. (An anchor spot is a point filled by at least two of your pieces.) It needs to be used when you are extremely behind as this action greatly improves your opportunities. The better areas for anchors are close to your opponent’s smaller points and either on adjacent points or with a single point separating them. Timing is essential for a competent backgame: after all, there is no point having 2 nice anchors and a solid wall in your own inner board if you are then forced to break up this straight away, while your competitor is moving their pieces home, owing to the fact that you do not have other extra checkers to move! In this case, it’s more tolerable to have pieces on the bar so that you are able to preserve your position up till your competitor gives you a chance to hit, so it can be a good idea to attempt and get your opponent to get them in this situation!