Prime when you can trap checkers
A prime is a row of consecutive made points. A six-prime is an impassable wall as long as it stands. Even a 6 cannot jump it from the point directly behind it. A checker farther back may still be unable to reach the edge of the wall. With a five-prime, a 6 can escape from the edge, so the exact location of the trapped checkers matters.
Use spares to fill gaps and extend the prime. You may eventually have to break a point because your other checkers have run out of useful moves. Before building a wall, check how many spare moves you have elsewhere and whether the opponent has to dismantle theirs first.
From 13 and 10, a 4 and a 1 can make 9. The new six-prime runs from 4 through 9 in front of Umber’s rear checkers.
Ivory controls 5 through 9, but has only one checker on 4. Umber can hit that checker from 3 with a 1. With two Ivory checkers on 4, none of Umber’s rear checkers could get through the wall while it holds.
Blitz when you can keep the bar occupied
A blitz is an attack aimed at hitting loose rear checkers and closing home-board points before those checkers can regroup. The strongest ingredient is already having several closed entry numbers. You also need builders close enough to cover new points. An opposing anchor reduces the attack’s reach because its occupants cannot be hit.
In the example, one Umber checker is on the bar and the other is a blot on 2. Ivory can hit it and cover point 2 in one turn. The two Umber checkers will have only two open entry numbers. If Ivory could only hit loosely, Umber might return the hit from the bar and reverse the attack.
Ivory plays 6/2* with the 4 and 3/2 with the 1. Points 2, 4, 5 and 6 then block entry, leaving only 1 and 3 open.
Hold when you need a late shot
A holding game uses a defensive anchor while you wait for the leader to leave an exposed checker during the move home. A high anchor is useful because many opposing rolls must move through the nearby outer board. Your own home board needs to be ready so a late hit actually buys time.
With a large racing deficit, leaving the anchor early can turn a position with counterplay into a losing race. If you catch up after rolling doubles or hitting a blot, re-evaluate. The same anchor that kept you in the game can become an obstacle to bearing off.
Ivory holds printed point 21, so Umber cannot land there. Umber’s checkers on 12 and 15 still have to clear the outfield.
Practice question
Umber is on the bar with four closed entry points. What is the chance that Umber can enter at least one checker on the next roll?
Show answer
20 out of 36. Both dice miss only when they both land among the four blocked numbers, which happens on 16 of 36 ordered outcomes.