[ English ]

In astonishingly simple terms, there are 3 general game plans employed. You must be agile enough to switch techniques instantly as the action of the match unfolds.

The Blockade

This is composed of building a 6-deep wall of checkers, or at least as deep as you are able to manage, to block in your opponent’s checkers that are on your 1-point. This is judged to be the most adequate procedure at the start of the game. You can assemble the wall anyplace between your 11-point and your two-point and then shuffle it into your home board as the match progresses.

The Blitz

This is composed of locking your home board as fast as as you can while keeping your competitor on the bar. i.e., if your competitor rolls an early 2 and shifts one piece from your 1-point to your three-point and you then roll a 5-5, you can play 6/1 six/one eight/three 8/3. Your opposer is now in big-time difficulty taking into account that they have 2 pieces on the bar and you have locked half your inner board!

The Backgame

This plan is where you have two or higher anchors in your competitor’s home board. (An anchor spot is a position filled by at least 2 of your pieces.) It needs to be used when you are decidedly behind as this plan much improves your circumstances. The best locations for anchors are close to your opponent’s smaller points and also on adjacent points or with a single point separating them. Timing is integral for an effectual backgame: besides, there’s no point having two nice anchor spots and a complete wall in your own home board if you are then required to dismantle this straight away, while your competitor is moving their pieces home, considering that you don’t have other extra checkers to shift! In this situation, it is more favorable to have checkers on the bar so that you are able to maintain your position up until your opponent gives you an opportunity to hit, so it may be a wonderful idea to attempt and get your competitor to hit them in this case!