In extraordinarily general terms, there are 3 general game plans used. You want to be agile enough to hop between game plans quickly as the course of the game unfolds.

The Blockade

This involves creating a 6-thick wall of checkers, or at a minimum as thick as you are able to achieve, to block in your opponent’s checkers that are located on your 1-point. This is deemed to be the most acceptable strategy at the start of the game. You can assemble the wall anyplace inbetween your eleven-point and your 2-point and then shuffle it into your home board as the game continues.

The Blitz

This is composed of locking your home board as quick as possible while keeping your opponent on the bar. For example, if your opposer tosses an early 2 and moves one piece from your 1-point to your three-point and you then roll a 5-5, you will be able to play 6/1 6/1 8/3 eight/three. Your challenger is then in serious difficulty taking into account that they have two pieces on the bar and you have locked half your inside board!

The Backgame

This course of action is where you have two or more pieces in your opponent’s inner board. (An anchor is a point occupied by at least 2 of your pieces.) It needs to be employed when you are extremely behind as it greatly improves your circumstances. The better areas for anchor spots are towards your competitor’s smaller points and also on adjoining points or with one point separating them. Timing is essential for an effectual backgame: besides, there is no point having two nice anchors and a complete wall in your own inner board if you are then required to dismantle this right away, while your challenger is shifting their pieces home, seeing that you do not have any other additional pieces to move! In this situation, it is more favorable to have checkers on the bar so that you are able to maintain your position up until your opponent gives you an opportunity to hit, so it can be a great idea to attempt and get your competitor to get them in this situation!