In very simple terms, there are 3 general game plans employed. You must be agile enough to switch game plans almost instantly as the action of the match unfolds.
The Blockade
This involves creating a 6-thick wall of checkers, or at least as thick as you can manage, to block in the opponent’s checkers that are on your 1-point. This is considered to be the most suitable course of action at the start of the match. You can build the wall anyplace inbetween your eleven-point and your 2-point and then move it into your home board as the game advances.
The Blitz
This is composed of locking your home board as fast as possible while keeping your challenger on the bar. For example, if your challenger tosses an early two and moves one checker from your one-point to your 3-point and you then toss a five-five, you are able to play six/one 6/1 eight/three 8/3. Your opposer is now in big-time trouble considering that they have two checkers on the bar and you have closed half your home board!
The Backgame
This course of action is where you have two or more anchors in your opponent’s inner board. (An anchor spot is a point filled by at a minimum two of your pieces.) It should be used when you are decidedly behind as this plan much improves your opportunities. The strongest locations for anchors are near your competitor’s lower points and either on adjacent points or with one point separating them. Timing is essential for an effective backgame: at the end of the day, there is no reason having 2 nice anchors and a solid wall in your own home board if you are then required to dismantle this straight away, while your competitor is getting their checkers home, taking into account that you do not have any other additional pieces to move! In this case, it is more favorable to have pieces on the bar so that you can preserve your position up until your opposer provides you an opportunity to hit, so it will be a good idea to try and get your challenger to get them in this situation!