In astonishingly simple terms, there are 3 basic plans employed. You want to be agile enough to hop between game plans instantly as the course of the match unfolds.

The Blockade

This involves creating a 6-thick wall of checkers, or at a minimum as thick as you are able to achieve, to barricade in your competitor’s checkers that are located on your 1-point. This is deemed to be the most suitable course of action at the begining of the match. You can create the wall anyplace inbetween your 11-point and your two-point and then move it into your home board as the match advances.

The Blitz

This is comprised of locking your home board as quickly as possible while keeping your opposer on the bar. For example, if your opponent tosses an early two and shifts one piece from your 1-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 serious difficulty taking into account that they have 2 pieces on the bar and you have locked half your home board!

The Backgame

This course of action is where you have two or more pieces in your competitor’s home board. (An anchor is a point consisting of at least two of your pieces.) It must be employed when you are significantly behind as this action much improves your opportunities. The best places for anchor spots are near your competitor’s smaller points and either on adjacent points or with one point separating them. Timing is essential for a powerful backgame: after all, there’s no reason having 2 nice anchors and a complete wall in your own home board if you are then forced to break up this right away, while your challenger is shifting their pieces home, because you don’t have other extra checkers to shift! In this case, it is more tolerable to have pieces on the bar so that you are able to preserve your position up till your competitor provides you an opportunity to hit, so it can be an excellent idea to attempt and get your opposer to get them in this situation!