In extraordinarily simple terms, there are 3 fundamental plans employed. You must be agile enough to hop between game plans quickly as the action of the match unfolds.
The Blockade
This comprises of building a 6-deep wall of checkers, or at least as thick as you might manage, to block in the competitor’s pieces that are on your 1-point. This is deemed to be the most adequate procedure at the begining of the match. You can assemble the wall anywhere inbetween your eleven-point and your two-point and then shuffle it into your home board as the game continues.
The Blitz
This consists of locking your home board as fast as as you can while keeping your competitor on the bar. For example, if your opposer tosses an early 2 and moves one piece from your 1-point to your three-point and you then toss a 5-5, you will be able to play six/one 6/1 eight/three 8/3. Your competitor is then in big-time difficulty because they have two pieces on the bar and you have locked half your home board!
The Backgame
This course of action is where you have 2 or more pieces in your competitor’s inner board. (An anchor is a position consisting of at least two of your pieces.) It would be played when you are decidedly behind as this action greatly improves your chances. The best areas for anchor spots are near your opponent’s lower points and either on adjacent points or with one point separating them. Timing is critical for a powerful backgame: at the end of the day, there’s no reason having 2 nice anchor spots and a complete wall in your own home board if you are then required to break down this right away, while your opposer is shifting their checkers home, taking into account that you do not have any other spare checkers to shift! In this case, it’s better to have pieces on the bar so that you are able to maintain your position until your competitor gives you a chance to hit, so it can be a wonderful idea to try and get your opponent to hit them in this case!