Racing

The first game plan is by far the simplest, and is the one most players unconsciously play when they first pick up the dice: the racing game plan.

When you’re racing, you aren’t getting distracted by what your or your opponent’s boards look like, and you’re just trying to rush your checkers home ASAP. If you ever rolled 65 in the opening and played 24/13, you were executing a racing game plan. An example below showcases the power of committing to the racing game plan:

In the position above, you rolled a 64. This would be a great roll to make the 2-pt, which would give you a powerful 6-prime. Your opponent, Gary, is holding 2 points in your outfield, and has no more spare 6s to roll, meaning that there are a lot of numbers that can leave you a shot. (Picture what would happen if he rolled a 61, for example, recalling that he would be forced to play both numbers if he did.)

However, you are already leading in the race by 13 pips, which will extend to 23 pips after you play your move. If you break contact and run, Gary will have no recourse but to race against you as well. And here’s the thing — racing is a losing proposition for your opponent! They would much prefer you stay put on the 13-pt and roll something that will leave them a shot. But with a 20 pip lead, you are an 80%+ favorite to win this game, so take advantage of this clean roll you were gifted and make a break for it! Play 64: 13/9, 13/7 and cruise to victory.

Next lesson: Holding games


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