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In extraordinarily general terms, there are three basic game plans used. You must be able to switch game plans almost instantly as the course of the match unfolds.
The Blockade
This is composed of creating a 6-thick wall of pieces, or at least as deep as you can manage, to lock in the competitor’s checkers that are on your 1-point. This is considered to be the most adequate strategy at the begining of the match. You can create the wall anywhere within your eleven-point and your two-point and then shift it into your home board as the game advances.
The Blitz
This is comprised of closing your home board as quick as possible while keeping your opponent on the bar. For example, if your challenger rolls an early 2 and moves one piece from your one-point to your 3-point and you then roll a 5-5, you will be able to play 6/1 six/one eight/three 8/3. Your competitor is then in big-time calamity seeing that they have two pieces on the bar and you have closed half your inner board!
The Backgame
This plan is where you have 2 or higher pieces in your competitor’s inner board. (An anchor spot is a point filled by at least two of your pieces.) It must be employed when you are significantly behind as this strategy much improves your opportunities. The better locations for anchor spots are towards your competitor’s smaller points and either on adjoining points or with a single point separating them. Timing is integral for a powerful backgame: besides, there is no point having two nice anchor spots and a solid wall in your own home board if you are then forced to break up this right away, while your opposer is getting their pieces home, taking into account that you do not have any other extra checkers to move! In this case, it’s better to have pieces on the bar so that you might maintain your position up till your competitor gives you an opportunity to hit, so it can be a wonderful idea to try and get your opponent to hit them in this situation!