In extraordinarily general terms, there are three chief game plans used. You need to be agile enough to switch game plans almost instantly as the action of the match unfolds.
The Blockade
This is comprised of creating a 6-deep wall of checkers, or at a minimum as deep as you might achieve, to barricade in the competitor’s checkers that are located on your 1-point. This is considered to be the most suitable procedure at the begining of the game. You can build the wall anywhere within your eleven-point and your 2-point and then shuffle it into your home board as the match continues.
The Blitz
This is composed of closing your home board as fast as as you can while keeping your challenger on the bar. For example, if your competitor tosses an early two and shifts one checker from your one-point to your three-point and you then roll a 5-5, you can play 6/1 6/1 8/3 eight/three. Your opposer is now in serious difficulty due to the fact that they have 2 checkers on the bar and you have closed half your inner board!
The Backgame
This tactic is where you have two or more pieces in your competitor’s inner board. (An anchor is a position filled by at a minimum two of your checkers.) It would be employed when you are decidedly behind as it greatly improves your circumstances. The best locations for anchors are near your opponent’s lower points and also on abutting points or with one point in between. Timing is integral for a competent backgame: at the end of the day, there’s no reason having two nice anchors and a solid wall in your own inner board if you are then forced to break down this straight away, while your opponent is getting their checkers home, considering that you don’t have other spare pieces to shift! In this case, it is better to have checkers on the bar so that you might preserve your position up until your challenger gives you an opportunity to hit, so it will be a great idea to try and get your opponent to hit them in this situation!