In extraordinarily general terms, there are 3 basic plans used. You want to be agile enough to switch techniques almost instantly as the course of the match unfolds.

The Blockade

This is composed of building a 6-deep wall of checkers, or at least as thick as you are able to manage, to lock in the 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 assemble the wall anywhere within your eleven-point and your two-point and then shuffle it into your home board as the match continues.

The Blitz

This is composed of locking your home board as fast as possible while keeping your competitor on the bar. e.g., if your opponent tosses an early two and shifts one checker from your one-point to your 3-point and you then roll a 5-5, you can play six/one six/one 8/3 eight/three. Your opponent is now in serious difficulty taking into account that they have 2 pieces on the bar and you have closed half your inside board!

The Backgame

This plan is where you have 2 or higher pieces in your opponent’s home board. (An anchor spot is a position occupied by at least two of your checkers.) It would be used when you are significantly behind as it much improves your chances. The better areas for anchors are close to your competitor’s smaller points and also on adjoining points or with one point separating them. Timing is critical for a competent backgame: after all, there is no point having two nice anchors and a solid wall in your own inner board if you are then required to break up this right away, while your challenger is moving their checkers home, considering that you do not have any other spare pieces to shift! In this situation, it is more tolerable to have checkers on the bar so that you are able to maintain your position until your competitor gives you an opportunity to hit, so it can be a great idea to try and get your competitor to get them in this situation!