In very general terms, there are 3 chief game plans used. You need to be able to switch game plans instantly as the action of the match unfolds.

The Blockade

This comprises of building a 6-thick wall of pieces, or at a minimum as thick as you are able to achieve, to lock in your opponent’s pieces that are on your 1-point. This is deemed to be the most suitable procedure at the begining of the match. You can create the wall anyplace within your 11-point and your two-point and then move it into your home board as the match continues.

The Blitz

This is composed of locking your home board as quickly as possible while keeping your challenger on the bar. i.e., if your opposer tosses an early 2 and moves one piece from your one-point to your three-point and you then roll a five-five, you are able to play 6/1 six/one 8/3 eight/three. Your competitor is then in serious trouble taking into account that they have two checkers on the bar and you have locked half your inner board!

The Backgame

This course of action is where you have two or more anchors in your opponent’s inner board. (An anchor spot is a point filled by at a minimum 2 of your pieces.) It should be employed when you are extremely behind as this action greatly improves your opportunities. The strongest places for anchor spots are close to your competitor’s lower points and also on adjoining points or with one point separating them. Timing is integral for an effective backgame: besides, there is no point having 2 nice anchors and a complete wall in your own home board if you are then forced to break apart this straight away, while your opposer is getting their pieces home, seeing that you don’t have any other spare checkers to move! In this situation, it is more tolerable to have pieces on the bar so that you can maintain your position until your competitor gives you a chance to hit, so it will be a good idea to attempt and get your challenger to get them in this case!