In astonishingly simple terms, there are three fundamental plans employed. You must be agile enough to hop between game plans almost instantly as the course of the match unfolds.
The Blockade
This is comprised of assembling a 6-thick wall of checkers, or at a minimum as thick as you can manage, to barricade in the competitor’s checkers that are on your 1-point. This is deemed to be the most adequate strategy at the start of the game. You can build the wall anyplace inbetween your eleven-point and your 2-point and then shift it into your home board as the match advances.
The Blitz
This consists of locking your home board as quickly as possible while keeping your opponent on the bar. i.e., if your opposer tosses an early two and shifts one checker from your 1-point to your 3-point and you then roll a 5-5, you will be able to play 6/1 6/1 eight/three eight/three. Your challenger is then in big-time dire straits taking into account that they have two checkers on the bar and you have locked half your inner board!
The Backgame
This course of action is where you have 2 or higher anchors in your competitor’s home board. (An anchor spot is a position consisting of at a minimum two of your checkers.) It needs to be employed when you are extremely behind as it greatly improves your chances. The strongest locations for anchor spots are near your opponent’s smaller points and also on abutting points or with a single point separating them. Timing is integral for an effectual backgame: at the end of the day, there’s no point having two nice anchors and a complete wall in your own home board if you are then forced to break apart this straight away, while your opposer is getting their checkers home, taking into account that you do not have any other spare checkers to shift! In this situation, it’s more favorable to have pieces on the bar so that you are able to preserve your position until your competitor gives you an opportunity to hit, so it may be a wonderful idea to attempt and get your competitor to get them in this case!