In very simple terms, there are three chief game plans used. You must be able to hop between game plans almost instantly as the action of the match unfolds.
The Blockade
This is composed of assembling a 6-thick wall of checkers, or at a minimum as deep as you might achieve, to barricade in your opponent’s checkers that are located on your 1-point. This is deemed to be the most acceptable procedure at the begining of the game. You can build the wall anywhere within your eleven-point and your 2-point and then shift it into your home board as the game advances.
The Blitz
This is composed of locking your home board as quickly as possible while keeping your opponent on the bar. For example, if your opposer rolls an early 2 and shifts one piece from your one-point to your 3-point and you then toss a 5-5, you are able to play 6/1 six/one eight/three 8/3. Your opponent is now in big-time calamity seeing that they have 2 checkers on the bar and you have locked half your home board!
The Backgame
This strategy is where you have two or higher anchors in your competitor’s inner board. (An anchor is a position filled by at a minimum two of your checkers.) It would be played when you are extremely behind as this strategy much improves your chances. The strongest places for anchors are near your opponent’s lower points and also on abutting points or with one point in between. Timing is important for a competent backgame: after all, there’s no point having 2 nice anchors and a complete wall in your own home board if you are then forced to break apart this right away, while your opponent is getting their checkers home, owing to the fact that you do not have any other spare checkers to shift! In this situation, it is better to have pieces on the bar so that you might maintain your position up till your opponent gives you an opportunity to hit, so it can be a wonderful idea to attempt and get your challenger to hit them in this case!