In extraordinarily general terms, there are 3 chief game plans employed. You need to be able to hop between strategies instantly as the action of the game unfolds.
The Blockade
This is comprised of building a 6-thick wall of pieces, or at least as deep as you can achieve, to barricade in your opponent’s pieces that are on your 1-point. This is considered to be the most adequate procedure at the begining of the match. You can assemble the wall anyplace within your 11-point and your 2-point and then shift it into your home board as the match continues.
The Blitz
This is comprised of locking your home board as quick as as you can while keeping your opposer on the bar. e.g., if your challenger rolls an early two and moves one piece from your one-point to your three-point and you then roll a five-five, you can play 6/1 6/1 eight/three eight/three. Your opponent is then in serious calamity considering that they have 2 pieces on the bar and you have closed half your home board!
The Backgame
This plan is where you have two or more pieces in your opponent’s home board. (An anchor is a position occupied by at least two of your checkers.) It must be employed when you are significantly behind as it much improves your chances. The better places for anchors are close to your opponent’s smaller points and also on adjoining points or with one point separating them. Timing is integral 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 forced to break apart this straight away, while your challenger is getting their checkers home, because you don’t have any other extra checkers to shift! In this case, it’s more favorable to have pieces on the bar so that you can preserve your position up until your challenger provides you an opportunity to hit, so it may be a great idea to try and get your opposer to hit them in this situation!