[ English ]

In extraordinarily simple terms, there are three general game plans used. You must be able to hop between tactics quickly as the action of the game unfolds.

The Blockade

This comprises of creating a 6-thick wall of pieces, or at least as thick as you can manage, to lock in the opponent’s checkers that are on your 1-point. This is judged to be the most acceptable strategy at the begining of the game. You can assemble the wall anyplace inbetween your 11-point and your two-point and then shift it into your home board as the game progresses.

The Blitz

This is comprised of locking your home board as quick as possible while keeping your opposer on the bar. i.e., if your opposer rolls an early 2 and shifts one checker from your 1-point to your three-point and you then roll a 5-5, you will be able to play 6/1 6/1 8/3 8/3. Your opposer is now in big-time dire straits taking into account that they have 2 checkers on the bar and you have closed half your inner board!

The Backgame

This plan is where you have two or higher checkers in your competitor’s inner board. (An anchor is a point consisting of at a minimum two of your checkers.) It must be played when you are extremely behind as it greatly improves your opportunities. The better places for anchor spots are close to your opponent’s smaller points and also on abutting points or with one point separating them. Timing is important for an effective backgame: besides, there is no reason having 2 nice anchors and a complete wall in your own home board if you are then required to dismantle this right away, while your competitor is getting their checkers home, considering that you do not have any other extra checkers to shift! In this case, it’s more favorable to have pieces on the bar so that you are able to maintain your position up till your challenger provides you a chance to hit, so it can be a good idea to attempt and get your opponent to hit them in this case!