In extraordinarily simple terms, there are 3 general plans used. You need to be able to hop between game plans instantly as the course of the match unfolds.
The Blockade
This is comprised of creating a 6-thick wall of checkers, or at a minimum as thick as you are able to achieve, to barricade in your opponent’s pieces that are located on your 1-point. This is considered to be the most adequate course of action at the start of the match. You can assemble the wall anyplace inbetween your eleven-point and your 2-point and then move it into your home board as the match advances.
The Blitz
This is composed of closing your home board as quick as as you can while keeping your competitor on the bar. e.g., if your opposer rolls an early 2 and shifts one checker from your 1-point to your 3-point and you then toss a 5-5, you are able to play 6/1 six/one 8/3 eight/three. Your competitor is then in serious calamity considering that they have 2 pieces on the bar and you have closed half your inside board!
The Backgame
This plan is where you have 2 or more anchors in your opponent’s home board. (An anchor is a position consisting of at least two of your pieces.) It needs to be played when you are significantly behind as this action greatly improves your circumstances. The best areas for anchors are close to your competitor’s lower points and also on adjoining points or with a single point separating them. Timing is essential for an effective backgame: at the end of the day, there is no point having 2 nice anchor spots and a complete wall in your own inner board if you are then required to break apart this straight away, while your competitor is moving their pieces home, owing to the fact that you do not have any other spare checkers to move! In this situation, it’s more tolerable to have pieces on the bar so that you can preserve your position until your opponent provides you an opportunity to hit, so it will be a wonderful idea to attempt and get your opponent to hit them in this case!