In very simple terms, there are three chief plans used. You must be agile enough to hop between tactics instantly as the course of the match unfolds.
The Blockade
This consists of creating a 6-thick wall of checkers, or at least as deep as you can manage, to lock in the opponent’s pieces that are on your 1-point. This is considered to be the most acceptable course of action at the begining of the game. You can assemble the wall anywhere within your 11-point and your two-point and then shuffle it into your home board as the match advances.
The Blitz
This consists of locking your home board as quickly as as you can while keeping your challenger on the bar. For example, if your opposer tosses an early two and moves one piece from your one-point to your three-point and you then roll a five-five, you are able to play 6/1 six/one 8/3 8/3. Your challenger is now in serious calamity because they have two checkers on the bar and you have locked half your inside board!
The Backgame
This course of action is where you have 2 or more pieces in your opponent’s inner board. (An anchor is a position consisting of at least 2 of your pieces.) It would be played when you are decidedly behind as this plan greatly improves your opportunities. The strongest places for anchor spots are near your competitor’s lower points and also on adjacent points or with one point in between. Timing is essential for a powerful backgame: after all, there is no reason having two nice anchor spots and a complete wall in your own inner board if you are then required to break down this right away, while your opposer is moving their pieces home, owing to the fact that you don’t have any other extra pieces to shift! In this case, it is more favorable to have pieces on the bar so that you can maintain your position up until your competitor provides you a chance to hit, so it may be a good idea to attempt and get your competitor to hit them in this case!