In extraordinarily general terms, there are 3 basic game plans employed. You must be able to hop between game plans quickly as the course of the game unfolds.
The Blockade
This consists of creating a 6-thick wall of pieces, or at a minimum as thick as you can achieve, to block in the competitor’s checkers that are on your 1-point. This is judged to be the most adequate course of action at the begining of the match. You can build the wall anyplace within your eleven-point and your 2-point and then move it into your home board as the match progresses.
The Blitz
This involves locking your home board as fast as possible while keeping your challenger on the bar. i.e., if your opponent rolls an early two and shifts one checker from your one-point to your three-point and you then toss a 5-5, you are able to play six/one six/one 8/3 eight/three. Your competitor is now in big-time difficulty seeing that they have 2 pieces on the bar and you have locked half your inner board!
The Backgame
This strategy is where you have 2 or higher pieces in your competitor’s inner board. (An anchor spot is a position occupied by at a minimum two of your checkers.) It needs to be employed when you are decidedly behind as this plan much improves your chances. The best areas for anchor spots are near your competitor’s lower points and either on abutting points or with one point in between. Timing is crucial for an effectual backgame: besides, there is no point having 2 nice anchors and a complete wall in your own inner board if you are then forced to break down this right away, while your competitor is getting their pieces home, taking into account that you do not have any other spare checkers to move! In this case, it is more favorable to have checkers on the bar so that you might maintain your position up until your opposer gives you an opportunity to hit, so it will be a great idea to attempt and get your challenger to get them in this situation!
