In extraordinarily general terms, there are three chief game plans employed. You must be able to hop between techniques instantly as the course of the game unfolds.
The Blockade
This is comprised of creating a 6-deep wall of checkers, or at a minimum as deep as you can achieve, to block in your opponent’s pieces that are on your 1-point. This is judged to be the most acceptable tactic at the begining of the match. You can build the wall anyplace inbetween your eleven-point and your two-point and then shift 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 opponent on the bar. For example, if your challenger rolls an early 2 and shifts one piece from your one-point to your three-point and you then toss a five-five, you are able to play 6/1 six/one 8/3 eight/three. Your opposer is now in serious calamity taking into account that they have two checkers on the bar and you have locked half your inner board!
The Backgame
This plan is where you have 2 or more checkers in your opponent’s home board. (An anchor is a position filled by at least two of your pieces.) It would be used when you are extremely behind as it much improves your circumstances. The strongest locations for anchor spots are near your opponent’s smaller points and either on adjacent points or with a single point in between. Timing is crucial for a competent backgame: after all, there is no point having 2 nice anchors and a complete wall in your own home board if you are then required to break apart this straight away, while your challenger is getting their pieces home, considering that you don’t have any other spare pieces to move! In this case, it is more favorable to have checkers on the bar so that you are able to maintain your position until your opposer provides you a chance to hit, so it will be a good idea to attempt and get your challenger to get them in this case!