In astonishingly general terms, there are three chief game plans used. You must be able to hop between tactics almost instantly as the action of the match unfolds.
The Blockade
This comprises of creating a 6-deep wall of pieces, or at least as deep as you might achieve, to barricade in the competitor’s checkers that are on your 1-point. This is deemed to be the most suitable procedure at the start of the match. You can build the wall anywhere inbetween your 11-point and your two-point and then shuffle it into your home board as the game progresses.
The Blitz
This consists of closing your home board as fast as as you can while keeping your challenger on the bar. For example, if your opposer tosses an early two and moves one checker from your 1-point to your 3-point and you then toss a 5-5, you can play six/one six/one 8/3 eight/three. Your challenger is now in big-time trouble since they have two checkers on the bar and you have closed half your inner board!
The Backgame
This course of action is where you have 2 or higher checkers in your competitor’s inner board. (An anchor spot is a position occupied by at a minimum 2 of your checkers.) It should be played when you are extremely behind as this plan greatly improves your opportunities. The better places for anchors are towards your competitor’s smaller points and either on adjoining points or with one point separating them. Timing is integral for a powerful backgame: at the end of the day, there’s no reason having two nice anchors and a complete wall in your own home board if you are then required to dismantle this right away, while your competitor is shifting their pieces home, because you don’t have any other additional pieces to move! In this case, it’s more favorable to have checkers on the bar so that you are able to maintain your position up till your opposer gives you an opportunity to hit, so it can be a good idea to attempt and get your opposer to get them in this case!