In exceptionally simple terms, there are 3 general game plans employed. You must be agile enough to hop between strategies almost instantly as the course of the game unfolds.

The Blockade

This is comprised of building a 6-thick wall of pieces, or at least as deep as you are able to manage, to barricade in the opponent’s pieces that are on your 1-point. This is judged to be the most adequate course of action at the start of the game. You can create the wall anyplace between your 11-point and your two-point and then shift it into your home board as the game advances.

The Blitz

This consists of closing your home board as quickly as possible while keeping your opposer on the bar. e.g., if your opposer rolls an early 2 and shifts one checker from your one-point to your three-point and you then toss a 5-5, you will be able to play 6/1 6/1 8/3 8/3. Your opponent is now in serious dire straits because they have 2 checkers on the bar and you have locked half your home board!

The Backgame

This plan is where you have two or higher checkers in your opponent’s home board. (An anchor is a position consisting of at a minimum two of your pieces.) It must be employed when you are decidedly behind as it greatly improves your opportunities. The best areas for anchors are close to your competitor’s lower points and also on abutting points or with a single point in between. Timing is essential for an effective backgame: besides, there’s no reason having two nice anchor spots and a complete wall in your own inner board if you are then required to dismantle this straight away, while your competitor is getting their pieces home, because you don’t have any other extra checkers to move! In this case, it is more tolerable to have pieces on the bar so that you can preserve your position until your opposer provides you an opportunity to hit, so it can be a good idea to try and get your competitor to get them in this case!