In astonishingly simple terms, there are three general plans used. You need to be agile enough to switch techniques instantly as the course of the match unfolds.

The Blockade

This involves assembling a 6-thick wall of checkers, or at a minimum as deep as you are able to achieve, to lock in your opponent’s pieces that are located on your 1-point. This is deemed to be the most suitable course of action at the begining of the game. You can create the wall anywhere between your 11-point and your 2-point and then move it into your home board as the match continues.

The Blitz

This involves closing your home board as quick as possible while keeping your competitor on the bar. i.e., if your challenger rolls an early two and shifts one checker from your 1-point to your three-point and you then roll a 5-5, you are able to play six/one 6/1 8/3 8/3. Your competitor is then in serious trouble seeing that they have two checkers on the bar and you have locked half your inner board!

The Backgame

This plan is where you have 2 or higher pieces in your competitor’s inner board. (An anchor spot is a point occupied by at a minimum two of your checkers.) It must be played when you are extremely behind as this plan greatly improves your opportunities. The better places for anchors are close to your opponent’s smaller points and either on adjoining points or with a single point separating them. Timing is essential for a powerful backgame: besides, there’s no reason having two nice anchors and a solid wall in your own home board if you are then required to dismantle this straight away, while your competitor is getting their pieces home, owing to the fact that you do not have any other extra pieces to shift! In this situation, it is more tolerable to have checkers on the bar so that you are able to preserve your position up until your competitor provides you an opportunity to hit, so it will be a great idea to attempt and get your opposer to get them in this situation!