In astonishingly simple terms, there are three general game plans employed. You need to be agile enough to hop between strategies instantly as the action of the match unfolds.
The Blockade
This is composed of assembling a 6-thick wall of checkers, or at least as deep as you can achieve, to lock in your competitor’s pieces that are on your 1-point. This is deemed to be the most acceptable procedure at the start of the game. You can build the wall anyplace inbetween your 11-point and your two-point and then move it into your home board as the game progresses.
The Blitz
This is comprised of locking your home board as quick as as you can while keeping your challenger on the bar. e.g., if your opposer tosses an early two and moves one checker from your 1-point to your three-point and you then roll a 5-5, you can play 6/1 6/1 8/3 eight/three. Your challenger is then in serious dire straits since they have two pieces on the bar and you have closed half your inside board!
The Backgame
This plan is where you have 2 or higher anchors in your opponent’s home board. (An anchor spot is a point consisting of at least two of your pieces.) It should be employed when you are significantly behind as this action greatly improves your opportunities. The strongest locations for anchor spots are towards your opponent’s lower points and either on adjoining points or with a single point separating them. Timing is crucial for a powerful backgame: at the end of the day, there is no point having 2 nice anchor spots and a solid wall in your own home board if you are then forced to break down this right away, while your opposer is shifting their checkers home, because you do not have any other spare checkers to move! In this case, it’s more tolerable to have checkers on the bar so that you can maintain your position until your opponent gives you a chance to hit, so it can be a great idea to try and get your challenger to get them in this situation!
