In extraordinarily general terms, there are three chief plans used. You must be able to hop between game plans almost instantly as the course of the match unfolds.
The Blockade
This is composed of building a 6-thick wall of checkers, or at a minimum as deep as you are able to manage, to barricade in your opponent’s checkers that are located on your 1-point. This is judged to be the most acceptable procedure at the start of the match. You can assemble the wall anyplace inbetween your eleven-point and your two-point and then move it into your home board as the game progresses.
The Blitz
This involves closing your home board as quick as as you can while keeping your opponent on the bar. e.g., if your opposer tosses an early 2 and moves one piece from your one-point to your three-point and you then roll a 5-5, you are able to play 6/1 6/1 eight/three 8/3. Your opponent is then in serious calamity since they have two pieces on the bar and you have closed half your home board!
The Backgame
This course of action is where you have two or more anchors in your competitor’s inner board. (An anchor is a point filled by at a minimum two of your checkers.) It must be employed when you are extremely behind as it greatly improves your chances. The strongest places for anchor spots are towards your competitor’s smaller points and also on abutting points or with a single point separating them. Timing is crucial for a competent backgame: besides, there’s no point having two nice anchors and a solid wall in your own inner board if you are then required to break up this right away, while your opponent is getting their checkers home, owing to the fact that you do not have other extra pieces to shift! In this case, it’s more favorable to have checkers on the bar so that you are able to maintain your position until your challenger gives you a chance to hit, so it can be a wonderful idea to try and get your challenger to get them in this case!