In exceptionally simple terms, there are three chief game plans used. You want to be able to switch tactics quickly as the course of the match unfolds.

The Blockade

This consists of building a 6-thick wall of pieces, or at a minimum as deep 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 acceptable course of action at the start of the game. You can assemble the wall anyplace within your 11-point and your 2-point and then shift it into your home board as the game progresses.

The Blitz

This is composed of locking your home board as quick as as you can while keeping your opposer on the bar. For example, if your challenger rolls an early two and shifts one checker from your 1-point to your 3-point and you then roll a five-five, you will be able to play 6/1 six/one eight/three eight/three. Your competitor is then in big-time dire straits since they have 2 checkers on the bar and you have locked half your home board!

The Backgame

This course of action is where you have 2 or higher checkers in your competitor’s home board. (An anchor is a position consisting of at least two of your checkers.) It should be employed when you are decidedly behind as this action greatly improves your circumstances. The strongest locations for anchor spots are towards your competitor’s lower points and either on adjacent points or with one point in between. Timing is critical for an effective backgame: after all, there is no reason having two nice anchor spots and a solid wall in your own home board if you are then required to break apart this right away, while your opposer is shifting their checkers home, taking into account that you don’t have any other extra pieces to move! In this situation, it’s more favorable to have pieces on the bar so that you can preserve your position until your challenger provides you an opportunity to hit, so it may be a great idea to attempt and get your competitor to hit them in this situation!