In exceptionally simple terms, there are three basic plans employed. You want to be agile enough to switch game plans instantly as the action of the match unfolds.
The Blockade
This is comprised of creating a 6-deep wall of checkers, or at a minimum as thick as you might achieve, to lock in your opponent’s checkers that are located on your 1-point. This is judged to be the most adequate procedure at the begining of the match. You can create the wall anyplace within your 11-point and your 2-point and then shuffle it into your home board as the match continues.
The Blitz
This consists of locking your home board as fast as as you can while keeping your opponent on the bar. For example, if your competitor tosses an early 2 and shifts one piece from your 1-point to your 3-point and you then roll a five-five, you are able to play six/one 6/1 8/3 eight/three. Your opposer is now in serious difficulty taking into account that they have two checkers on the bar and you have locked half your inside board!
The Backgame
This plan is where you have 2 or higher anchors in your competitor’s home board. (An anchor is a position consisting of at a minimum two of your checkers.) It needs to be employed when you are extremely behind as this action greatly improves your chances. The better places for anchors are near your opponent’s lower points and also on abutting points or with one point in between. Timing is crucial for an effective backgame: besides, there is no reason having 2 nice anchor spots and a solid wall in your own home board if you are then forced to break down this right away, while your challenger is moving their checkers home, taking into account that you don’t have any other additional checkers to move! In this case, it is better to have pieces on the bar so that you might maintain your position up till your opponent provides you an opportunity to hit, so it can be a good idea to try and get your competitor to hit them in this situation!