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2Mar/210

Backgammon – 3 Main Schemes


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In very simple terms, there are 3 basic plans used. You must be able to switch game plans instantly as the course of the game unfolds.

The Blockade

This involves creating a 6-deep wall of checkers, or at least as thick as you can manage, to barricade in the competitor's checkers that are on your 1-point. This is considered to be the most acceptable course of action at the start of the match. You can create the wall anywhere inbetween your 11-point and your two-point and then shuffle it into your home board as the match progresses.

The Blitz

This consists of closing your home board as fast as possible while keeping your opponent on the bar. For example, if your opposer rolls an early two and shifts one checker from your 1-point to your 3-point and you then roll a 5-5, you are able to play 6/1 six/one eight/three eight/three. Your challenger is now in serious calamity taking into account that they have 2 checkers on the bar and you have locked half your inside board!

The Backgame

This plan is where you have two or more checkers in your competitor's inner board. (An anchor spot is a point occupied by at a minimum 2 of your checkers.) It should be used when you are extremely behind as it much improves your circumstances. The better locations for anchors are near your opponent's lower points and also on abutting points or with a single point separating them. Timing is important for an effective backgame: after all, there is no reason having two nice anchors and a solid wall in your own home board if you are then forced to break down this right away, while your challenger is moving their pieces home, because you don't have any other spare pieces to shift! In this situation, it's more favorable to have checkers on the bar so that you are able to maintain your position up until your competitor provides you an opportunity to hit, so it can be an excellent idea to try and get your challenger to get them in this case!

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