In extraordinarily simple terms, there are three fundamental plans used. You want to be able to hop between game plans instantly as the course of the match unfolds.

The Blockade

This consists of building a 6-thick wall of checkers, or at a minimum as thick as you might achieve, to block in your competitor’s checkers that are located on your 1-point. This is judged to be the most acceptable tactic at the begining of the game. You can create the wall anywhere inbetween your 11-point and your two-point and then shuffle it into your home board as the game advances.

The Blitz

This involves closing your home board as fast as possible while keeping your challenger on the bar. e.g., if your opponent rolls an early two and moves one piece from your one-point to your 3-point and you then toss a five-five, you can play six/one six/one 8/3 8/3. Your opposer is then in big-time calamity since they have 2 pieces on the bar and you have closed half your home board!

The Backgame

This plan is where you have two or more pieces in your opponent’s inner board. (An anchor is a position occupied by at least two of your checkers.) It needs to be used when you are significantly behind as this action greatly improves your chances. The strongest areas for anchors are near your opponent’s lower points and either on abutting points or with a single point separating them. Timing is crucial for an effective backgame: after all, there is no reason having 2 nice anchors and a solid wall in your own home board if you are then required to break apart this right away, while your challenger is getting their checkers home, considering that you do not have any other spare checkers to shift! In this situation, it is more tolerable to have checkers on the bar so that you might maintain your position up until your challenger provides you a chance to hit, so it will be a great idea to attempt and get your opponent to get them in this case!