In astonishingly simple terms, there are three general game plans used. You must be able to hop between tactics instantly as the course of the game unfolds.

The Blockade

This consists of assembling a 6-deep wall of pieces, or at least as deep as you might manage, to barricade in the opponent’s checkers that are on your 1-point. This is judged to be the most acceptable course of action at the begining of the game. You can create the wall anyplace between your 11-point and your 2-point and then move it into your home board as the game continues.

The Blitz

This involves closing your home board as quick as possible while keeping your opposer on the bar. e.g., if your challenger tosses an early two and shifts one checker from your 1-point to your three-point and you then toss a five-five, you will be able to play six/one six/one eight/three 8/3. Your opposer is then in serious calamity since they have 2 pieces on the bar and you have locked half your inside board!

The Backgame

This course of action is where you have two or more pieces in your opponent’s home board. (An anchor is a position filled by at least 2 of your checkers.) It should be used when you are extremely behind as it greatly improves your chances. The strongest places for anchor spots are towards your competitor’s smaller points and either on abutting points or with a single point separating them. Timing is crucial for an effectual backgame: besides, there’s no reason having two nice anchors and a complete wall in your own inner board if you are then required to break apart this straight away, while your competitor is getting their checkers home, considering that you don’t have any other extra checkers to shift! In this case, it is more favorable to have checkers on the bar so that you are able to preserve your position until your competitor gives you an opportunity to hit, so it will be a wonderful idea to try and get your opponent to hit them in this situation!