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In extraordinarily simple terms, there are three general plans employed. You need to be able to hop between techniques almost instantly as the action of the game unfolds.
The Blockade
This involves assembling a 6-thick wall of pieces, or at a minimum as thick as you are able to achieve, to barricade in the competitor’s checkers that are located on your 1-point. This is judged to be the most acceptable course of action at the begining of the match. You can assemble the wall anywhere inbetween your 11-point and your 2-point and then move it into your home board as the game progresses.
The Blitz
This is comprised of locking your home board as fast as possible while keeping your challenger on the bar. i.e., if your competitor rolls an early 2 and moves one checker from your one-point to your 3-point and you then roll a five-five, you will be able to play 6/1 six/one eight/three 8/3. Your challenger is now in serious dire straits since they have two checkers on the bar and you have closed half your inner board!
The Backgame
This plan is where you have two or more checkers in your opponent’s inner board. (An anchor spot is a position consisting of at least 2 of your pieces.) It would be played when you are extremely behind as this action greatly improves your circumstances. The better areas for anchor spots are close to your competitor’s lower points and either on abutting points or with one point separating them. Timing is important for an effectual backgame: at the end of the day, there is no point having 2 nice anchors and a complete wall in your own home board if you are then required to dismantle this right away, while your opponent is shifting their checkers home, considering that you don’t have any other additional pieces to shift! In this situation, it is more favorable to have pieces on the bar so that you are able to maintain your position up until your opponent gives you a chance to hit, so it can be a good idea to try and get your opponent to get them in this case!