In extraordinarily simple terms, there are 3 fundamental game plans employed. You want to be able to switch game plans quickly as the action of the game unfolds.

The Blockade

This is comprised of creating a 6-thick wall of checkers, or at a minimum as thick as you might manage, to block in the opponent’s pieces that are on your 1-point. This is considered to be the most adequate course of action at the start of the game. You can assemble the wall anywhere inbetween your eleven-point and your two-point and then shift it into your home board as the match continues.

The Blitz

This consists of locking your home board as fast as possible while keeping your challenger on the bar. e.g., if your opposer rolls an early 2 and moves one checker from your one-point to your three-point and you then toss a five-five, you can play 6/1 6/1 eight/three 8/3. Your challenger is then in serious dire straits since they have two pieces on the bar and you have closed half your inside board!

The Backgame

This course of action is where you have two or higher checkers in your opponent’s home board. (An anchor is a point consisting of at a minimum 2 of your pieces.) It needs to be played when you are decidedly behind as it greatly improves your circumstances. The strongest areas for anchors are near your competitor’s smaller points and either on abutting points or with one point separating them. Timing is critical for a competent 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 dismantle this right away, while your competitor is moving their checkers home, seeing that you don’t have any other extra checkers to move! In this case, it’s more favorable to have pieces on the bar so that you might preserve your position up till your opposer gives you a chance to hit, so it will be a wonderful idea to try and get your competitor to get them in this situation!