In astonishingly general terms, there are three chief game plans used. You must be agile enough to switch game plans almost instantly as the action of the match unfolds.
The Blockade
This comprises of building a 6-thick wall of checkers, or at least as deep as you can manage, to block in your competitor’s pieces that are on your 1-point. This is deemed to be the most adequate course of action at the begining of the game. You can create the wall anyplace within your 11-point and your 2-point and then shuffle it into your home board as the match continues.
The Blitz
This is comprised of closing your home board as fast as as you can while keeping your competitor on the bar. For example, if your opponent tosses an early 2 and moves one piece from your one-point to your three-point and you then toss a 5-5, you are able to play 6/1 six/one 8/3 eight/three. Your competitor is then in big-time dire straits due to the fact that they have 2 checkers on the bar and you have locked half your inner board!
The Backgame
This course of action is where you have two or higher pieces in your opponent’s inner board. (An anchor spot is a point consisting of at a minimum 2 of your pieces.) It needs to be played when you are decidedly behind as this action greatly improves your opportunities. The best areas for anchors are towards your competitor’s lower points and also on adjoining points or with one point separating them. Timing is crucial for a powerful backgame: at the end of the day, there is no reason having two nice anchors and a solid wall in your own inner board if you are then forced to break down this right away, while your competitor is shifting their checkers home, considering that you do not have other extra pieces to move! In this situation, it is more favorable to have checkers on the bar so that you are able to preserve your position up until your opposer provides you an opportunity to hit, so it will be a great idea to try and get your opponent to get them in this situation!