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Backgammon – Three Basic Schemes

In astonishingly simple terms, there are three general plans used. You need to be agile enough to switch game plans almost instantly as the course of the match unfolds.

The Blockade

This consists of assembling a 6-deep wall of pieces, or at least as thick as you might manage, to barricade in the competitor’s checkers that are located on your 1-point. This is judged to be the most suitable procedure at the start of the match. You can create the wall anyplace inbetween your eleven-point and your two-point and then move it into your home board as the game progresses.

The Blitz

This consists of locking your home board as fast as as you can while keeping your competitor on the bar. For example, if your opposer rolls an early two and moves one checker from your 1-point to your three-point and you then toss a 5-5, you can play 6/1 six/one 8/3 8/3. Your competitor is then in big-time calamity taking into account that they have 2 pieces on the bar and you have locked half your inside board!

The Backgame

This course of action is where you have 2 or more checkers in your competitor’s inner board. (An anchor spot is a point filled by at a minimum 2 of your checkers.) It needs to be used when you are significantly behind as this plan greatly improves your chances. The best areas for anchors are near your competitor’s lower points and either on adjoining points or with one point separating them. Timing is crucial for a competent backgame: at the end of the day, there’s no point having 2 nice anchors and a solid wall in your own home board if you are then forced to break apart this straight away, while your opponent is shifting their pieces home, owing to the fact that you do not have other extra pieces to shift! In this situation, it is more tolerable to have checkers on the bar so that you might preserve your position until your competitor gives you an opportunity to hit, so it will be an excellent idea to try and get your opposer to hit them in this case!