In very general terms, there are 3 chief game plans employed. You want to be agile enough to switch game plans almost instantly as the action of the game unfolds.
The Blockade
This comprises of creating a 6-thick wall of checkers, or at least as deep as you can achieve, to barricade in the competitor’s checkers that are located on your 1-point. This is deemed to be the most adequate course of action at the begining of the match. You can create the wall anyplace inbetween your eleven-point and your two-point and then move it into your home board as the game advances.
The Blitz
This is composed of closing your home board as fast as as you can while keeping your opposer on the bar. e.g., if your challenger tosses an early two and shifts one piece from your one-point to your 3-point and you then roll a 5-5, you will be able to play 6/1 six/one eight/three eight/three. Your opponent is now in serious dire straits taking into account that they have 2 pieces on the bar and you have locked half your inner board!
The Backgame
This course of action is where you have 2 or more checkers in your opponent’s inner board. (An anchor is a position filled by at a minimum 2 of your checkers.) It needs to be played when you are decidedly behind as this strategy much improves your opportunities. The best places for anchors are towards your competitor’s lower points and also on adjoining points or with a single point separating them. Timing is crucial for an effectual backgame: at the end of the day, there’s no reason having 2 nice anchors and a solid wall in your own home board if you are then required to break up this straight away, while your competitor is getting their checkers home, seeing that you don’t have other spare checkers to shift! In this case, it’s better to have checkers on the bar so that you might maintain your position up until your opposer provides you an opportunity to hit, so it may be a great idea to attempt and get your competitor to get them in this situation!
