In extraordinarily general terms, there are 3 chief plans used. You want to be able to switch game plans almost instantly as the course of the game unfolds.

The Blockade

This consists of building a 6-deep wall of checkers, or at a minimum as thick as you can manage, to block in the competitor’s checkers that are on your 1-point. This is judged to be the most acceptable strategy at the begining of the game. You can assemble the wall anyplace within your eleven-point and your two-point and then shuffle it into your home board as the match advances.

The Blitz

This is comprised of closing your home board as fast as as you can while keeping your challenger on the bar. For example, if your opponent rolls an early two and moves one piece from your one-point to your 3-point and you then roll a five-five, you are able to play 6/1 6/1 8/3 8/3. Your challenger is now in big-time calamity seeing that they have two checkers on the bar and you have closed half your inner board!

The Backgame

This strategy is where you have two or higher anchors in your competitor’s home board. (An anchor spot is a position filled by at a minimum 2 of your pieces.) It must be played when you are decidedly behind as this plan much improves your chances. The better places for anchor spots are towards your opponent’s smaller points and also on adjoining points or with one point in between. Timing is integral for an effective backgame: besides, there’s no point having 2 nice anchor spots and a complete wall in your own inner board if you are then forced to dismantle this right away, while your challenger is getting their pieces home, considering that you don’t have other additional checkers to shift! In this case, it’s more tolerable to have pieces on the bar so that you might preserve your position up until your challenger gives you a chance to hit, so it may be a great idea to try and get your competitor to get them in this situation!