In astonishingly simple terms, there are three general game plans employed. You need to be agile enough to switch game plans quickly as the course of the match unfolds.
The Blockade
This is composed of creating a 6-thick wall of checkers, or at least as deep as you might achieve, to lock in the opponent’s checkers that are on your 1-point. This is deemed to be the most acceptable course of action at the start of the game. You can create the wall anywhere inbetween your 11-point and your 2-point and then shift it into your home board as the match continues.
The Blitz
This involves closing your home board as quick as possible while keeping your competitor on the bar. i.e., if your competitor tosses an early 2 and moves one piece from your 1-point to your three-point and you then toss a 5-5, you can play 6/1 six/one 8/3 8/3. Your competitor is now in big-time calamity due to the fact that they have two checkers on the bar and you have locked half your inside board!
The Backgame
This plan is where you have two or higher pieces in your competitor’s home board. (An anchor is a position occupied by at a minimum two of your checkers.) It would be employed when you are extremely behind as it much improves your circumstances. The strongest places for anchors are towards your competitor’s smaller points and either on abutting points or with a single point separating them. Timing is important for an effective backgame: besides, there is no point having 2 nice anchors and a complete wall in your own home board if you are then forced to break down this right away, while your opposer is moving their checkers home, taking into account that you don’t have other extra pieces to move! In this situation, it’s more favorable to have pieces on the bar so that you are able to preserve your position up until your opposer provides you a chance to hit, so it may be a great idea to attempt and get your opposer to get them in this case!
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