Backgammon – 3 General Schemes
In exceptionally simple terms, there are three general plans employed. You must be agile enough to switch game plans instantly as the course of the match unfolds.
The Blockade
This comprises of building a 6-deep wall of checkers, or at least as deep as you can manage, to lock in your competitor’s pieces that are on your 1-point. This is considered to be the most adequate procedure at the begining of the game. You can build the wall anyplace inbetween your 11-point and your two-point and then shuffle it into your home board as the match advances.
The Blitz
This consists of locking your home board as quick as possible while keeping your opponent on the bar. For example, if your challenger tosses an early two and moves one checker from your 1-point to your three-point and you then toss a five-five, you will be able to play six/one six/one 8/3 8/3. Your competitor is then in serious calamity taking into account that they have two pieces on the bar and you have locked half your home board!
The Backgame
This plan is where you have 2 or higher checkers in your opponent’s inner board. (An anchor spot is a position consisting of at a minimum two of your pieces.) It should be played when you are extremely behind as it much improves your chances. The best areas for anchors are close to your opponent’s smaller points and either on abutting points or with a single point in between. Timing is crucial for an effective backgame: after all, there is no point having two nice anchor spots and a solid wall in your own inner board if you are then required to break apart this right away, while your opposer is shifting their pieces home, because you do not have any other spare pieces to move! In this situation, it’s more favorable to have checkers on the bar so that you can maintain your position until your opponent gives you an opportunity to hit, so it will be a good idea to attempt and get your competitor to get them in this situation!
