In very simple terms, there are three chief game plans employed. You want to be agile enough to hop between game plans quickly as the course of the game unfolds.

The Blockade

This is composed of building a 6-deep wall of checkers, or at a minimum as thick as you are able to manage, to block in your opponent’s checkers that are on your 1-point. This is judged to be the most adequate procedure at the begining of the match. You can create the wall anywhere inbetween your 11-point and your two-point and then move it into your home board as the game continues.

The Blitz

This involves locking your home board as quick as as you can while keeping your competitor on the bar. For example, if your opponent rolls an early two and moves one checker from your one-point to your 3-point and you then roll a five-five, you are able to play six/one six/one eight/three eight/three. Your challenger is now in serious calamity due to the fact that they have 2 pieces on the bar and you have closed half your home board!

The Backgame

This tactic is where you have two or more checkers in your competitor’s home board. (An anchor is a position consisting of at a minimum 2 of your checkers.) It should be played when you are decidedly behind as it greatly improves your circumstances. The best areas for anchors are towards your opponent’s smaller points and either on adjacent points or with one point in between. Timing is crucial for a competent backgame: at the end of the day, there’s no reason having 2 nice anchor spots and a complete wall in your own inner board if you are then forced to break apart this right away, while your competitor is moving their checkers home, seeing that you do not have any other extra checkers to move! In this case, it is better to have pieces on the bar so that you can preserve your position up till your competitor provides you a chance to hit, so it may be a wonderful idea to attempt and get your competitor to hit them in this case!