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In very general terms, there are 3 fundamental game plans used. You must be able to switch strategies quickly as the action of the game unfolds.
The Blockade
This involves assembling a 6-thick wall of checkers, or at least as deep as you are able to manage, to lock in your competitor’s checkers that are located on your 1-point. This is considered to be the most acceptable tactic at the start of the match. You can create the wall anywhere between your eleven-point and your 2-point and then move it into your home board as the game progresses.
The Blitz
This consists of closing your home board as quickly as possible while keeping your opposer on the bar. i.e., if your competitor rolls an early two and moves one checker from your one-point to your 3-point and you then roll a five-five, you are able to play 6/1 six/one 8/3 8/3. Your opponent is now in serious dire straits because they have two checkers on the bar and you have closed half your home board!
The Backgame
This plan is where you have 2 or more checkers in your competitor’s inner board. (An anchor is a position filled by at least 2 of your checkers.) It would be used when you are decidedly behind as this plan much improves your opportunities. The strongest areas for anchors are close to your opponent’s smaller points and also on adjoining points or with one point separating them. Timing is essential for a powerful backgame: after all, there’s no point having two nice anchor spots and a complete wall in your own inner board if you are then forced to break apart this right away, while your challenger is getting their checkers home, considering that you don’t have any other additional pieces to shift! 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 challenger gives you a chance to hit, so it will be a good idea to try and get your opposer to get them in this case!