Backgammon – 3 General Plans

In astonishingly simple terms, there are 3 main game plans used. You need to be able to switch tactics quickly as the action of the game unfolds.

The Blockade

This is composed of 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 located on your 1-point. This is judged to be the most acceptable course of action at the begining of the game. You can assemble the wall anyplace inbetween your eleven-point and your 2-point and then shift it into your home board as the match advances.

The Blitz

This involves locking your home board as quick as as you can while keeping your competitor on the bar. For example, if your competitor rolls an early two and moves one checker from your 1-point to your 3-point and you then roll a 5-5, you are able to play six/one 6/1 eight/three 8/3. Your opposer is then in big-time difficulty since they have 2 checkers on the bar and you have locked half your inner board!

The Backgame

This plan is where you have 2 or higher pieces in your competitor’s inner board. (An anchor is a position consisting of at a minimum two of your checkers.) It should be used when you are significantly behind as it greatly improves your circumstances. The best places for anchor spots are towards your opponent’s smaller points and either on adjacent points or with one point in between. Timing is important for a powerful backgame: at the end of the day, there’s no point having 2 nice anchors and a complete wall in your own inner board if you are then forced to break up this right away, while your challenger is shifting their pieces home, seeing that you do not have any other spare checkers to move! In this case, it’s better to have pieces on the bar so that you can preserve your position up until your opposer gives you an opportunity to hit, so it can be a wonderful idea to try and get your opposer to hit them in this case!

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