In very simple terms, there are 3 general game plans used. You need to be agile enough to switch tactics almost instantly as the action of the match unfolds.

The Blockade

This is composed of building a 6-deep wall of pieces, or at least as deep as you are able to achieve, to lock in your competitor’s checkers that are on your 1-point. This is judged to be the most adequate procedure at the begining of the game. You can build the wall anyplace between your eleven-point and your two-point and then shuffle it into your home board as the game continues.

The Blitz

This is composed of locking your home board as fast as possible while keeping your opposer on the bar. e.g., if your competitor tosses an early 2 and moves one piece from your one-point to your three-point and you then toss a five-five, you can play 6/1 six/one eight/three eight/three. Your opponent is then in big-time calamity since they have two pieces on the bar and you have locked half your inner board!

The Backgame

This course of action is where you have 2 or more anchors in your opponent’s inner board. (An anchor spot is a position consisting of at least two of your checkers.) It needs to be employed when you are extremely behind as it much improves your opportunities. The strongest locations for anchor spots are towards your competitor’s lower points and also on adjacent points or with one point separating them. Timing is integral for a competent backgame: besides, there is no point having two nice anchors and a complete wall in your own inner board if you are then required to break apart this straight away, while your opponent is moving their pieces home, because you do not have any other spare checkers to move! In this case, it is more tolerable to have checkers on the bar so that you might maintain your position up until your opponent provides you an opportunity to hit, so it will be a wonderful idea to try and get your competitor to get them in this situation!