In exceptionally simple terms, there are three main game plans employed. You want to be able to hop between game plans almost instantly as the course of the game unfolds.

The Blockade

This is comprised of creating a 6-thick wall of checkers, or at least as thick as you can manage, to barricade in the competitor’s checkers that are located on your 1-point. This is deemed to be the most suitable strategy at the start of the game. You can build the wall anyplace inbetween your eleven-point and your two-point and then shift it into your home board as the game advances.

The Blitz

This is composed of locking your home board as quick as as you can while keeping your opposer on the bar. For example, if your opposer rolls an early 2 and shifts one checker from your one-point to your 3-point and you then toss a five-five, you are able to play six/one six/one eight/three eight/three. Your competitor is now in serious dire straits because they have two checkers on the bar and you have locked half your inner board!

The Backgame

This strategy is where you have two or more checkers in your competitor’s home board. (An anchor is a point consisting of at least 2 of your pieces.) It needs to be used when you are significantly behind as this action greatly improves your chances. The better areas for anchor spots are close to your opponent’s lower points and also on adjoining points or with one point in between. Timing is essential for a competent backgame: after all, there is 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 competitor is getting their checkers home, seeing that you don’t have any other additional checkers to shift! In this situation, it is better to have checkers on the bar so that you are able to maintain your position up till your competitor provides you a chance to hit, so it may be a wonderful idea to attempt and get your challenger to hit them in this situation!