In astonishingly simple terms, there are three main strategies employed. You must be able to hop between game plans instantly as the action of the game unfolds.

The Blockade

This involves assembling a 6-thick wall of checkers, or at a minimum as deep as you are able to manage, to lock in the competitor’s checkers that are on your 1-point. This is considered to be the most suitable course of action at the start of the match. You can create the wall anyplace inbetween your eleven-point and your 2-point and then move it into your home board as the match continues.

The Blitz

This is comprised of locking your home board as quick as possible while keeping your competitor on the bar. For example, if your opposer tosses an early 2 and moves one checker from your 1-point to your 3-point and you then roll a 5-5, you are able to play 6/1 six/one eight/three eight/three. Your opposer is now in serious difficulty seeing that they have 2 pieces on the bar and you have locked half your home board!

The Backgame

This plan is where you have 2 or higher checkers in your opponent’s inner board. (An anchor spot is a point consisting of at a minimum two of your pieces.) It must be played when you are decidedly behind as this strategy greatly improves your chances. The better areas for anchors are near your competitor’s smaller points and either on adjoining points or with a single point in between. Timing is critical for an effective backgame: at the end of the day, there is no reason having 2 nice anchors and a solid wall in your own inner board if you are then required to break apart this right away, while your competitor is moving their checkers home, seeing that you don’t have other additional pieces to shift! In this case, it’s more tolerable to have checkers on the bar so that you can maintain your position up until your opposer gives you an opportunity to hit, so it will be a wonderful idea to try and get your challenger to get them in this situation!