In astonishingly simple terms, there are 3 basic game plans employed. You want to be agile enough to hop between game plans almost instantly as the action of the game unfolds.
The Blockade
This comprises of building a 6-deep wall of checkers, or at least as thick as you can achieve, to lock in your competitor’s checkers that are located on your 1-point. This is considered to be the most acceptable course of action at the begining of the game. You can assemble the wall anyplace within your eleven-point and your 2-point and then move it into your home board as the match advances.
The Blitz
This is composed of locking your home board as quick as possible while keeping your opposer on the bar. i.e., if your competitor rolls an early 2 and shifts one checker from your 1-point to your three-point and you then toss a five-five, you will be able to play six/one six/one 8/3 8/3. Your competitor is then in serious dire straits because they have two checkers on the bar and you have locked half your inner board!
The Backgame
This plan is where you have two or more checkers in your opponent’s inner board. (An anchor spot is a position consisting of at a minimum two of your pieces.) It should be used when you are significantly behind as this action greatly improves your chances. The best places for anchors are towards your opponent’s lower points and also on adjacent points or with a single point in between. Timing is important for a competent backgame: after all, there is no reason having two nice anchor spots and a complete wall in your own inner board if you are then forced to dismantle this right away, while your competitor is shifting their checkers home, owing to the fact that you don’t have any other extra pieces to shift! In this case, it’s more tolerable to have pieces on the bar so that you are able to maintain your position up till your opponent gives you an opportunity to hit, so it may be a wonderful idea to attempt and get your challenger to hit them in this situation!