In astonishingly simple terms, there are 3 basic plans employed. You want to be agile enough to hop between game plans almost instantly as the course of the match unfolds.
The Blockade
This consists of assembling a 6-deep wall of checkers, or at least as thick as you can achieve, to lock in your competitor’s pieces that are located on your 1-point. This is considered to be the most suitable course of action at the begining of the match. You can build the wall anywhere inbetween your 11-point and your two-point and then move it into your home board as the match progresses.
The Blitz
This is composed of locking your home board as quick as as you can while keeping your challenger on the bar. For example, if your opposer tosses an early 2 and moves one checker from your 1-point to your three-point and you then toss a 5-5, you are able to play 6/1 6/1 eight/three 8/3. Your opponent is now in big-time calamity considering that they have 2 pieces on the bar and you have locked half your home board!
The Backgame
This plan is where you have 2 or more checkers in your competitor’s home board. (An anchor is a point occupied by at a minimum 2 of your checkers.) It must be used when you are significantly behind as this plan much improves your circumstances. The better areas for anchors are towards your competitor’s lower points and also on adjacent points or with one point in between. Timing is critical for an effective backgame: at the end of the day, there is no reason having two nice anchors and a complete wall in your own inner board if you are then forced to break down this right away, while your opposer is getting their checkers home, owing to the fact that you do not have any other additional pieces to move! In this case, it is better to have checkers on the bar so that you might preserve your position up till your challenger gives you an opportunity to hit, so it can be an excellent idea to try and get your opposer to get them in this situation!