In exceptionally simple terms, there are three fundamental game plans used. You must be able to hop between game plans almost instantly as the course of the match unfolds.
The Blockade
This is composed of creating a 6-thick wall of checkers, or at least as deep as you can achieve, to barricade in your competitor’s checkers that are located on your 1-point. This is judged to be the most adequate tactic at the begining of the game. You can assemble the wall anyplace inbetween your 11-point and your two-point and then shift it into your home board as the game progresses.
The Blitz
This involves locking your home board as fast as possible while keeping your challenger on the bar. i.e., if your opponent tosses an early two and moves one checker from your one-point to your 3-point and you then roll a 5-5, you will be able to play 6/1 6/1 eight/three 8/3. Your opponent is then in big-time trouble taking into account that they have 2 pieces on the bar and you have locked half your home board!
The Backgame
This plan is where you have two or more checkers in your competitor’s home board. (An anchor spot is a position occupied by at least 2 of your pieces.) It must be played when you are extremely behind as this strategy much improves your opportunities. The better locations for anchor spots are near your competitor’s lower points and also on abutting points or with one point in between. Timing is crucial for a powerful backgame: besides, there is no point having 2 nice anchor spots and a solid wall in your own home board if you are then forced to break up this straight away, while your opposer is getting their pieces home, owing to the fact that you do not have other additional pieces to move! In this situation, it’s better to have pieces on the bar so that you can maintain your position up till your competitor gives you an opportunity to hit, so it will be a wonderful idea to attempt and get your competitor to get them in this situation!