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26Sep/250

Backgammon – Three General Schemes


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In exceptionally general terms, there are 3 main game plans employed. You must be able to hop between techniques quickly as the action of the game unfolds.

The Blockade

This consists of assembling a 6-deep wall of checkers, or at a minimum as thick as you can achieve, to block in your competitor's checkers that are on your 1-point. This is deemed to be the most suitable procedure at the start of the game. You can assemble the wall anywhere between your 11-point and your 2-point and then shift it into your home board as the game 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 one-point to your three-point and you then toss a 5-5, you will be able to play 6/1 six/one 8/3 eight/three. Your opposer is then in serious dire straits since they have 2 checkers on the bar and you have locked half your inner board!

The Backgame

This course of action is where you have 2 or more checkers in your opponent's inner board. (An anchor spot is a point occupied by at a minimum 2 of your checkers.) It should be employed when you are significantly behind as it greatly improves your chances. The strongest areas for anchors are close to your opponent's lower points and either on adjoining points or with a single point separating them. Timing is crucial for an effectual backgame: at the end of the day, there is no reason having 2 nice anchors and a complete wall in your own inner board if you are then forced to break up this straight away, while your opposer is moving their checkers home, considering that you do not have other extra pieces to shift! In this case, it is better to have pieces on the bar so that you can maintain your position up until your opposer gives you an opportunity to hit, so it can be a good idea to try and get your opponent to hit them in this case!

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