In exceptionally general terms, there are three main game plans used. You want to be agile enough to hop between strategies instantly as the course of the game unfolds.
The Blockade
This is composed of creating a 6-deep wall of pieces, or at a minimum as deep as you might achieve, to barricade in your opponent’s pieces that are located on your 1-point. This is deemed to be the most acceptable procedure at the begining of the match. You can build the wall anywhere inbetween your 11-point and your 2-point and then shift it into your home board as the game advances.
The Blitz
This is comprised of locking your home board as quick as possible while keeping your competitor on the bar. i.e., if your opponent tosses an early 2 and moves one checker from your 1-point to your 3-point and you then roll a 5-5, you are able to play six/one six/one eight/three eight/three. Your competitor is then in big-time trouble taking into account that they have two checkers on the bar and you have closed half your inside board!
The Backgame
This plan is where you have 2 or more pieces in your opponent’s home board. (An anchor is a position consisting of at a minimum two of your checkers.) It should be employed when you are significantly behind as this plan greatly improves your opportunities. The better places for anchor spots are towards your competitor’s lower points and either on abutting points or with a single point separating them. Timing is critical for a competent backgame: after all, there’s no reason having 2 nice anchor spots and a complete wall in your own home board if you are then required to dismantle this straight away, while your competitor is getting their pieces home, owing to the fact that you do not have any other spare checkers to shift! In this situation, it’s better to have pieces on the bar so that you are able to preserve your position up till your challenger provides you an opportunity to hit, so it may be an excellent idea to try and get your competitor to get them in this situation!
