In extraordinarily general terms, there are three chief plans used. You must be able to switch game plans almost instantly as the action of the match unfolds.
The Blockade
This is composed of building a 6-deep wall of checkers, or at least as deep as you are able to manage, to lock in your competitor’s pieces that are on your 1-point. This is considered to be the most adequate course of action at the begining of the game. You can build the wall anywhere inbetween your eleven-point and your 2-point and then shuffle it into your home board as the match continues.
The Blitz
This is comprised of locking your home board as fast as possible while keeping your challenger on the bar. For example, if your challenger rolls an early two and shifts one piece from your 1-point to your 3-point and you then toss a 5-5, you are able to play 6/1 6/1 8/3 8/3. Your competitor is now in big-time trouble taking into account that they have two pieces on the bar and you have closed half your inner board!
The Backgame
This plan is where you have 2 or more pieces in your opponent’s inner board. (An anchor is a position occupied by at a minimum two of your pieces.) It should be played when you are significantly behind as this action greatly improves your chances. The best areas for anchors are near your competitor’s smaller points and either on adjoining points or with one point separating them. Timing is critical for an effective backgame: after all, there’s no point having two nice anchor spots and a solid wall in your own inner board if you are then required to break apart this straight away, while your opponent is getting their checkers home, because you don’t have other additional checkers to move! In this case, it is more favorable to have pieces on the bar so that you can maintain your position up until your challenger gives you a chance to hit, so it can be a great idea to attempt and get your challenger to hit them in this case!
Comments