In extraordinarily general terms, there are three general plans employed. You want to be able to hop between game plans almost instantly as the course of the game unfolds.

The Blockade

This consists of assembling a 6-thick wall of pieces, or at a minimum as deep as you are able to achieve, to lock in your competitor’s checkers that are located on your 1-point. This is deemed to be the most suitable procedure at the start of the match. You can assemble the wall anywhere inbetween your eleven-point and your two-point and then shift it into your home board as the game advances.

The Blitz

This is comprised of locking your home board as quick as as you can while keeping your competitor on the bar. e.g., if your opponent tosses an early 2 and moves one piece from your 1-point to your three-point and you then toss a five-five, you can play six/one six/one 8/3 eight/three. Your challenger is now in serious calamity taking into account that they have 2 checkers on the bar and you have locked half your home board!

The Backgame

This course of action is where you have 2 or more checkers in your competitor’s home board. (An anchor spot is a position consisting of at least two of your pieces.) It needs to be played when you are significantly behind as it greatly improves your circumstances. The better places for anchor spots are close to your opponent’s smaller points and also on adjacent points or with one point separating them. Timing is crucial for a competent backgame: after all, there’s no reason having two nice anchor spots and a complete wall in your own home board if you are then required to break down this right away, while your challenger is moving their pieces home, seeing that you don’t have other spare checkers to move! In this case, it is more tolerable to have checkers on the bar so that you can preserve your position until your challenger gives you an opportunity to hit, so it can be an excellent idea to try and get your opponent to hit them in this situation!