In extraordinarily simple terms, there are three general game plans used. You want to be agile enough to hop between strategies almost instantly as the action of the match unfolds.

The Blockade

This is composed of creating a 6-thick wall of checkers, or at least as deep as you can manage, to block in your competitor’s checkers that are on your 1-point. This is considered to be the most suitable procedure at the begining of the match. You can create the wall anywhere within your 11-point and your two-point and then move it into your home board as the game progresses.

The Blitz

This consists of closing your home board as quick as possible while keeping your competitor on the bar. i.e., if your opposer tosses an early 2 and shifts one checker from your 1-point to your 3-point and you then toss a 5-5, you can play six/one six/one 8/3 8/3. Your opponent is then in serious dire straits considering that they have two checkers on the bar and you have locked half your inner board!

The Backgame

This plan is where you have 2 or higher anchors in your opponent’s home board. (An anchor is a position consisting of at least 2 of your checkers.) It must be employed when you are significantly behind as it much improves your chances. The best areas for anchor spots are towards your opponent’s smaller points and also on adjoining points or with one point separating them. Timing is crucial for a powerful backgame: after all, there’s no reason having two nice anchor spots and a complete wall in your own home board if you are then required to dismantle this right away, while your competitor is shifting their checkers home, because you don’t have any other extra pieces to shift! In this case, it is more tolerable to have pieces on the bar so that you might maintain your position until your opposer gives you a chance to hit, so it may be a good idea to try and get your challenger to hit them in this case!