In exceptionally simple terms, there are three chief plans used. You want to be able to switch game plans instantly as the action of the game unfolds.

The Blockade

This consists of building a 6-thick wall of checkers, or at a minimum as deep as you might achieve, to lock in the opponent’s pieces that are on your 1-point. This is considered to be the most adequate procedure at the start of the match. You can assemble the wall anyplace inbetween your eleven-point and your two-point and then shift it into your home board as the match advances.

The Blitz

This is comprised of closing your home board as quickly as as you can while keeping your competitor on the bar. i.e., if your opponent rolls an early two and moves one piece from your 1-point to your three-point and you then roll a 5-5, you are able to play 6/1 6/1 eight/three 8/3. Your challenger is then in serious difficulty because they have two checkers on the bar and you have locked half your inside board!

The Backgame

This plan is where you have two or more anchors in your competitor’s inner board. (An anchor is a point consisting of at least 2 of your pieces.) It would be played when you are extremely behind as this plan much improves your circumstances. The strongest places for anchor spots are near your competitor’s lower points and either on adjacent points or with a single point separating them. Timing is integral for a competent backgame: at the end of the day, there is no point having two nice anchor spots and a solid wall in your own inner board if you are then forced to break apart this straight away, while your opposer is shifting their checkers home, owing to the fact that you don’t have any other additional pieces to shift! In this case, it is more favorable to have checkers on the bar so that you can preserve your position until your challenger gives you an opportunity to hit, so it will be a wonderful idea to try and get your opponent to get them in this situation!