In exceptionally simple terms, there are three fundamental game plans employed. You need to be able to hop between game plans quickly as the action of the game unfolds.

The Blockade

This involves assembling a 6-thick wall of checkers, or at a minimum as thick as you are able to manage, to barricade in your competitor’s checkers that are on your 1-point. This is judged to be the most adequate strategy at the begining of the match. You can assemble the wall anywhere inbetween your 11-point and your 2-point and then move it into your home board as the game continues.

The Blitz

This involves locking your home board as fast as as you can while keeping your challenger on the bar. e.g., if your opponent tosses an early two and moves one checker from your one-point to your 3-point and you then roll a five-five, you are able to play six/one 6/1 eight/three 8/3. Your challenger is then in big-time dire straits taking into account that they have 2 checkers on the bar and you have closed half your inside board!

The Backgame

This plan is where you have two or more pieces in your opponent’s inner board. (An anchor is a point filled by at a minimum two of your pieces.) It should be employed when you are decidedly behind as it greatly improves your circumstances. The strongest places for anchor spots are towards your competitor’s smaller points and also on adjacent points or with a single point separating them. Timing is crucial for a powerful backgame: after all, there is no point having 2 nice anchors and a solid wall in your own home board if you are then required to break apart this straight away, while your challenger is getting their pieces home, seeing that you do not have any other spare checkers to move! In this situation, it is more favorable to have pieces on the bar so that you can maintain your position up until your competitor provides you a chance to hit, so it will be a good idea to try and get your challenger to get them in this case!