In exceptionally general terms, there are 3 chief game plans employed. You must be able to hop between tactics quickly as the action of the match unfolds.
The Blockade
This comprises of assembling a 6-thick wall of pieces, or at least as deep as you are able to achieve, to lock in the competitor’s checkers that are on your 1-point. This is deemed to be the most suitable course of action at the start of the game. You can build the wall anywhere within your eleven-point and your two-point and then shuffle it into your home board as the match advances.
The Blitz
This is composed of locking your home board as fast as possible while keeping your challenger on the bar. e.g., if your opposer rolls an early two and moves one checker from your 1-point to your three-point and you then roll a 5-5, you can play six/one 6/1 8/3 8/3. Your competitor is then in big-time calamity due to the fact that they have 2 pieces on the bar and you have closed half your inside board!
The Backgame
This course of action is where you have 2 or more anchors in your opponent’s inner board. (An anchor spot is a position consisting of at a minimum two of your checkers.) It should be used when you are decidedly behind as it greatly improves your opportunities. The strongest places for anchors are close to your opponent’s lower points and either on adjacent points or with a single point separating them. Timing is important for an effectual backgame: besides, there is no point having 2 nice anchor spots and a complete wall in your own inner board if you are then forced to break apart this straight away, while your opposer is moving their checkers home, owing to the fact that you don’t have any other additional pieces to shift! In this case, it’s more favorable to have pieces on the bar so that you might preserve your position up till your challenger provides you an opportunity to hit, so it will be a wonderful idea to attempt and get your competitor to hit them in this case!