In exceptionally general terms, there are 3 chief game plans used. You need to be agile enough to hop between game plans quickly as the action of the game unfolds.
The Blockade
This comprises of assembling a 6-deep wall of checkers, or at least as thick as you are able to achieve, to block in your competitor’s checkers that are on your 1-point. This is deemed to be the most suitable strategy at the start of the game. You can assemble the wall anywhere within your eleven-point and your 2-point and then shift it into your home board as the game progresses.
The Blitz
This is comprised of closing your home board as fast as possible while keeping your competitor on the bar. i.e., if your challenger rolls an early 2 and moves one checker from your one-point to your three-point and you then roll a five-five, you are able to play 6/1 six/one 8/3 8/3. Your opposer is then in big-time difficulty taking into account that they have two checkers on the bar and you have closed half your home board!
The Backgame
This tactic is where you have 2 or more checkers in your opponent’s home board. (An anchor is a position consisting of at least 2 of your checkers.) It would be played when you are extremely behind as this strategy much improves your chances. The better areas for anchor spots are near your competitor’s lower points and also on abutting points or with one point separating them. Timing is critical for a competent backgame: after all, there is no point having two nice anchors and a complete wall in your own home board if you are then required to break down this right away, while your challenger is getting their pieces home, owing to the fact that you do not have other additional pieces to shift! In this case, it is better to have pieces on the bar so that you might preserve your position up until your opponent gives you a chance to hit, so it may be a wonderful idea to try and get your opponent to get them in this case!