[ English ]

In exceptionally simple terms, there are three fundamental plans employed. You need to be agile enough to hop between game plans quickly as the course of the game unfolds.

The Blockade

This consists of building a 6-thick wall of checkers, or at a minimum as thick as you might achieve, to block in your competitor’s pieces that are located on your 1-point. This is considered to be the most acceptable course of action at the start of the match. You can assemble the wall anyplace within your eleven-point and your two-point and then move it into your home board as the game continues.

The Blitz

This involves closing your home board as quick as possible while keeping your challenger on the bar. For example, if your opponent rolls an early two and shifts one checker from your one-point to your three-point and you then toss a 5-5, you will be able to play six/one six/one eight/three 8/3. Your challenger is now in serious dire straits taking into account that they have 2 checkers on the bar and you have closed half your home board!

The Backgame

This course of action is where you have two or more checkers in your competitor’s home board. (An anchor spot is a position consisting of at a minimum 2 of your pieces.) It would be used when you are decidedly behind as this action greatly improves your chances. The strongest locations for anchor spots are near your opponent’s smaller points and either on adjacent points or with one point separating them. Timing is essential for a competent backgame: after all, there’s no reason having 2 nice anchors and a solid wall in your own inner board if you are then forced to break down this right away, while your opponent is shifting their checkers home, because you don’t have other extra pieces to move! In this case, it’s better to have pieces on the bar so that you can maintain your position up till your challenger gives you an opportunity to hit, so it can be a wonderful idea to try and get your competitor to hit them in this case!