In extraordinarily simple terms, there are three basic game plans employed. You must be able to hop between tactics instantly as the action of the game unfolds.

The Blockade

This involves assembling a 6-thick wall of checkers, or at a minimum as thick as you are able to achieve, to block in the competitor’s checkers that are located on your 1-point. This is deemed to be the most acceptable course of action at the start of the game. You can create the wall anyplace between your eleven-point and your two-point and then shuffle it into your home board as the game advances.

The Blitz

This involves locking your home board as quick as possible while keeping your challenger on the bar. For example, if your opposer tosses an early two and moves one piece from your 1-point to your 3-point and you then toss a five-five, you can play six/one six/one 8/3 eight/three. Your opposer is then in serious dire straits considering that they have 2 checkers on the bar and you have closed half your inner board!

The Backgame

This strategy is where you have two or higher checkers in your opponent’s inner board. (An anchor spot is a position filled by at a minimum 2 of your checkers.) It should be employed when you are significantly behind as this strategy much improves your chances. The strongest areas for anchor spots are near your competitor’s lower points and also on adjacent points or with one point separating them. Timing is integral for an effectual backgame: after all, there is no reason having two nice anchor spots and a solid wall in your own home board if you are then forced to break up this right away, while your opposer is shifting their pieces home, owing to the fact that you don’t have any other spare checkers to shift! In this case, it is more favorable to have checkers on the bar so that you are able to maintain your position up until your challenger gives you an opportunity to hit, so it will be an excellent idea to attempt and get your competitor to hit them in this case!