In exceptionally simple terms, there are three main game plans employed. You want to be agile enough to hop between tactics almost instantly as the action of the match unfolds.
The Blockade
This is comprised of assembling a 6-thick wall of checkers, or at a minimum as deep as you can manage, to barricade in your competitor’s pieces that are on your 1-point. This is judged to be the most suitable procedure at the begining of the match. You can create the wall anyplace inbetween your eleven-point and your 2-point and then shift it into your home board as the game progresses.
The Blitz
This is composed of closing your home board as fast as possible while keeping your opposer on the bar. e.g., if your opposer rolls an early 2 and moves one piece from your 1-point to your three-point and you then toss a 5-5, you are able to play 6/1 6/1 8/3 8/3. Your opposer is then in big-time dire straits taking into account that they have two pieces on the bar and you have closed half your home board!
The Backgame
This plan is where you have two or higher pieces in your opponent’s inner board. (An anchor spot is a point consisting of at least 2 of your checkers.) It would be employed when you are significantly behind as this plan greatly improves your circumstances. The strongest locations for anchor spots are close to your opponent’s smaller points and either on adjacent points or with a single point separating them. Timing is critical for a powerful backgame: after all, there is no point having two nice anchors and a solid wall in your own inner board if you are then required to dismantle this right away, while your competitor is moving their pieces home, owing to the fact that you don’t have other spare checkers to move! In this situation, it’s more favorable to have checkers on the bar so that you can maintain your position up until your competitor provides you a chance to hit, so it can be a great idea to attempt and get your challenger to get them in this situation!