In astonishingly simple terms, there are three fundamental plans employed. You need to be able to hop between game plans quickly as the action of the game unfolds.
The Blockade
This is comprised of building a 6-thick wall of checkers, or at least as thick as you are able to manage, to barricade in the competitor’s checkers that are located on your 1-point. This is considered to be the most acceptable course of action at the start of the match. You can build the wall anywhere between your 11-point and your 2-point and then shuffle it into your home board as the match continues.
The Blitz
This is composed of closing your home board as quick as possible while keeping your challenger on the bar. i.e., if your opposer rolls an early two and moves one checker from your one-point to your 3-point and you then roll a 5-5, you are able to play 6/1 six/one 8/3 8/3. Your competitor is now in big-time difficulty because they have two pieces on the bar and you have closed half your inner board!
The Backgame
This tactic is where you have two or higher checkers in your competitor’s home board. (An anchor is a position filled by at least two of your checkers.) It needs to be employed when you are extremely behind as it greatly improves your opportunities. The best areas for anchor spots are towards your competitor’s lower points and also on adjacent points or with a single point in between. Timing is essential for an effectual backgame: after all, there is no point having two nice anchors and a solid wall in your own inner board if you are then forced to break down this straight away, while your opponent is moving their pieces home, owing to the fact that you do not have other spare checkers to move! In this situation, it is better to have checkers on the bar so that you are able to preserve your position up until your challenger provides you a chance to hit, so it may be an excellent idea to try and get your challenger to get them in this case!