In very simple terms, there are three fundamental game plans employed. You want to be able to switch game plans instantly as the action of the game unfolds.

The Blockade

This involves assembling a 6-deep wall of checkers, or at a minimum as thick as you are able to achieve, to lock in your opponent’s pieces that are located on your 1-point. This is judged to be the most acceptable course of action at the begining of the match. You can build the wall anywhere between your eleven-point and your 2-point and then shift it into your home board as the match advances.

The Blitz

This involves locking your home board as quick as as you can while keeping your opponent on the bar. e.g., if your opposer rolls an early two and shifts one checker from your one-point to your 3-point and you then roll a five-five, you can play six/one 6/1 8/3 eight/three. Your challenger is then in serious calamity considering that they have two checkers on the bar and you have closed half your home board!

The Backgame

This course of action is where you have 2 or higher anchors in your competitor’s home board. (An anchor is a point filled by at least 2 of your checkers.) It needs to be played when you are significantly behind as it greatly improves your opportunities. The best areas for anchors are near your competitor’s smaller points and also on abutting points or with one point separating them. Timing is integral for an effective backgame: besides, there’s no reason having 2 nice anchors and a solid wall in your own inner board if you are then required to break up this right away, while your competitor is shifting their pieces home, owing to the fact that you do not have other additional checkers to move! In this case, it’s better to have checkers on the bar so that you can preserve your position until your opponent provides you an opportunity to hit, so it will be a great idea to attempt and get your opposer to hit them in this situation!