In exceptionally general terms, there are three basic plans used. You want to be agile enough to switch game plans instantly as the course of the match unfolds.
The Blockade
This consists of building a 6-deep wall of checkers, or at a minimum as deep as you are able to manage, to lock in the competitor’s checkers that are located on your 1-point. This is deemed to be the most acceptable course of action at the start of the game. You can assemble the wall anyplace within your eleven-point and your 2-point and then move it into your home board as the match advances.
The Blitz
This involves locking your home board as quick as as you can while keeping your competitor on the bar. For example, if your challenger tosses an early two and shifts one checker from your one-point to your three-point and you then roll a 5-5, you can play six/one 6/1 8/3 eight/three. Your opposer is then in big-time dire straits since they have 2 pieces on the bar and you have locked half your home board!
The Backgame
This strategy is where you have two or more anchors in your opponent’s inner board. (An anchor spot is a position consisting of at least two of your checkers.) It should be used when you are significantly behind as this plan much improves your chances. The strongest places for anchors are close to your opponent’s smaller points and also on abutting points or with one point in between. Timing is critical for a competent backgame: at the end of the day, there is no reason having 2 nice anchor spots and a complete wall in your own home board if you are then required to break down this straight away, while your opponent is shifting their checkers home, considering that 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 till your challenger provides you a chance to hit, so it may be a wonderful idea to try and get your competitor to get them in this case!
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