In very general terms, there are three basic game plans used. You want to be able to hop between strategies almost instantly as the course of the match unfolds.
The Blockade
This is composed of creating a 6-deep wall of checkers, or at least as deep as you might achieve, to barricade in your competitor’s checkers that are on your 1-point. This is deemed to be the most acceptable procedure at the begining of the game. You can create the wall anyplace between your 11-point and your two-point and then shuffle it into your home board as the match progresses.
The Blitz
This involves closing your home board as quick as possible while keeping your opponent on the bar. e.g., if your opposer rolls an early 2 and shifts one piece from your 1-point to your three-point and you then roll a 5-5, you are able to play 6/1 6/1 eight/three eight/three. Your competitor is now in big-time dire straits because they have two pieces on the bar and you have closed half your inner board!
The Backgame
This plan is where you have 2 or higher pieces in your competitor’s inner board. (An anchor is a point consisting of at a minimum 2 of your checkers.) It should be used when you are extremely behind as this plan greatly improves your opportunities. The better places for anchor spots are near your opponent’s lower points and also on adjacent points or with one point in between. Timing is essential for an effective backgame: after all, there is no point having 2 nice anchors and a solid wall in your own home board if you are then required to break apart this straight away, while your opponent is shifting their pieces home, seeing that you don’t have any other spare checkers to move! In this situation, it’s more tolerable to have pieces on the bar so that you might maintain your position up until your competitor provides you a chance to hit, so it can be a great idea to attempt and get your opposer to hit them in this case!


