In astonishingly simple terms, there are three basic plans employed. You must be able to hop between game plans quickly as the course of the game unfolds.

The Blockade

This comprises of creating a 6-deep wall of checkers, or at a minimum as deep as you are able to manage, to barricade in the competitor’s pieces that are located on your 1-point. This is deemed to be the most adequate course of action at the begining of the game. You can create the wall anyplace within your 11-point and your 2-point and then shift it into your home board as the game advances.

The Blitz

This is composed of closing your home board as quick as possible while keeping your challenger on the bar. For example, if your opponent tosses an early 2 and shifts one piece from your 1-point to your 3-point and you then roll a five-five, you are able to play six/one six/one eight/three 8/3. Your opponent is now in big-time calamity considering that they have two pieces on the bar and you have locked half your home board!

The Backgame

This plan is where you have two or more anchors in your opponent’s inner board. (An anchor is a point consisting of at least two of your pieces.) It must be played when you are decidedly behind as it greatly improves your circumstances. The better locations for anchor spots are near your competitor’s smaller points and either on abutting points or with one point in between. Timing is essential for an effective backgame: after all, there is no point having 2 nice anchor spots and a solid wall in your own home board if you are then required to dismantle this right away, while your opposer is moving their checkers home, considering that you do not have any other additional checkers to move! In this situation, it’s more tolerable to have checkers on the bar so that you can maintain your position up till your competitor gives you an opportunity to hit, so it may be a good idea to try and get your challenger to hit them in this situation!