In astonishingly general terms, there are 3 fundamental game plans used. You want to be able to hop between game plans almost instantly as the action of the game unfolds.

The Blockade

This involves assembling a 6-deep wall of pieces, or at least as deep as you can achieve, to block in your competitor’s checkers that are on your 1-point. This is considered to be the most acceptable procedure at the start of the match. You can build the wall anywhere between your eleven-point and your two-point and then shift it into your home board as the game progresses.

The Blitz

This consists of locking your home board as quick as possible while keeping your challenger on the bar. i.e., if your opponent tosses an early 2 and shifts one piece from your 1-point to your three-point and you then roll a five-five, you will be able to play 6/1 6/1 8/3 eight/three. Your competitor is now in serious dire straits due to the fact that they have two checkers on the bar and you have locked half your inner board!

The Backgame

This tactic is where you have 2 or more checkers in your competitor’s home board. (An anchor is a point occupied by at a minimum two of your checkers.) It must be used when you are significantly behind as this action much improves your chances. The strongest locations for anchor spots are close to your opponent’s smaller points and also on adjacent points or with one point separating them. Timing is important for an effective backgame: at the end of the day, there’s no reason having 2 nice anchors and a solid wall in your own inner board if you are then required to dismantle this straight away, while your challenger is getting their checkers home, seeing that you do not have any other additional checkers to move! In this situation, it’s more favorable to have pieces on the bar so that you might preserve your position up till your challenger provides you an opportunity to hit, so it will be a great idea to attempt and get your challenger to get them in this situation!