In extraordinarily general terms, there are three general plans used. You must be able to switch techniques almost instantly as the action of the game unfolds.
The Blockade
This is comprised of creating a 6-deep wall of checkers, or at least as deep as you can achieve, to barricade in your opponent’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 game. You can create the wall anyplace between your eleven-point and your 2-point and then shuffle it into your home board as the game continues.
The Blitz
This is comprised of locking your home board as fast as possible while keeping your opposer on the bar. i.e., if your competitor tosses an early 2 and shifts one checker from your 1-point to your 3-point and you then toss a five-five, you can play 6/1 6/1 eight/three 8/3. Your opponent is now in big-time difficulty because they have 2 checkers on the bar and you have locked half your inside board!
The Backgame
This course of action is where you have 2 or higher checkers in your competitor’s inner board. (An anchor is a point occupied by at a minimum two of your checkers.) It would be used when you are extremely behind as this strategy greatly improves your circumstances. The better places for anchor spots are towards your opponent’s lower points and also on adjoining points or with one point in between. Timing is essential for an effective backgame: after all, there is no reason having two nice anchors and a complete wall in your own inner board if you are then forced to break up this straight away, while your challenger is getting their checkers home, seeing that you don’t have other spare checkers to move! In this case, it’s more tolerable to have pieces on the bar so that you are able to maintain your position until your challenger gives you a chance to hit, so it can be a good idea to try and get your opposer to hit them in this situation!
