In astonishingly general terms, there are three fundamental game plans employed. You must be able to switch strategies quickly as the action of the match unfolds.
The Blockade
This comprises of assembling a 6-thick wall of checkers, or at a minimum as deep as you can manage, to lock in your competitor’s pieces that are located on your 1-point. This is deemed to be the most adequate procedure at the start of the game. You can build the wall anyplace between your eleven-point and your 2-point and then move it into your home board as the match progresses.
The Blitz
This consists of locking your home board as quickly as possible while keeping your opponent on the bar. For example, if your opponent tosses an early 2 and shifts one piece from your one-point to your three-point and you then toss a five-five, you are able to play 6/1 6/1 8/3 8/3. Your competitor is now in serious difficulty because they have two checkers on the bar and you have locked half your inside board!
The Backgame
This plan is where you have two or higher checkers in your competitor’s inner board. (An anchor spot is a point occupied by at a minimum two of your pieces.) It must be played when you are significantly behind as this action greatly improves your chances. The best locations for anchors are near your opponent’s smaller points and also on adjoining points or with one point separating them. Timing is important for an effectual backgame: besides, there’s no reason having two nice anchor spots and a solid wall in your own inner board if you are then forced to break down this straight away, while your competitor is getting their checkers home, because you don’t have any other extra checkers to shift! In this case, it’s better to have pieces on the bar so that you can preserve your position up until your challenger gives you an opportunity to hit, so it may be an excellent idea to try and get your competitor to get them in this situation!