In exceptionally general terms, there are three fundamental game plans used. You want to be able to hop between game plans instantly as the course of the game unfolds.
The Blockade
This consists of assembling a 6-deep wall of pieces, or at least as thick as you can achieve, to lock in your opponent’s checkers that are located on your 1-point. This is judged to be the most adequate procedure at the start of the game. You can create the wall anyplace inbetween your eleven-point and your two-point and then move it into your home board as the match progresses.
The Blitz
This consists of locking your home board as quick as possible while keeping your competitor on the bar. e.g., if your competitor tosses an early two and shifts one checker from your one-point to your 3-point and you then roll a five-five, you are able to play six/one six/one eight/three eight/three. Your challenger is now in big-time calamity seeing that they have two checkers on the bar and you have locked half your inner board!
The Backgame
This tactic is where you have 2 or more anchors in your competitor’s home board. (An anchor is a position filled by at a minimum two of your pieces.) It would be used when you are extremely behind as this strategy much improves your circumstances. The strongest places for anchors are near your competitor’s lower points and either on abutting points or with one point in between. Timing is crucial for an effective backgame: besides, there’s no point having two nice anchor spots and a complete wall in your own home board if you are then forced to break apart this right away, while your opposer is getting their pieces home, owing to the fact that you do not have any other spare pieces to move! In this case, it’s more tolerable to have checkers on the bar so that you can maintain your position until your challenger provides you a chance to hit, so it may be a wonderful idea to attempt and get your opposer to hit them in this situation!

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