In very simple terms, there are 3 chief game plans employed. You need to be agile enough to switch game plans almost instantly as the action of the game unfolds.
The Blockade
This involves creating a 6-deep wall of pieces, or at least as thick as you are able to achieve, to block in your competitor’s pieces that are on your 1-point. This is judged to be the most acceptable tactic at the begining of the game. You can assemble the wall anywhere inbetween your eleven-point and your two-point and then move it into your home board as the game continues.
The Blitz
This involves closing your home board as quickly as as you can while keeping your opponent on the bar. e.g., if your challenger rolls an early two and moves one checker from your one-point to your three-point and you then toss a five-five, you will be able to play 6/1 six/one eight/three eight/three. Your opponent is then in big-time trouble since they have two checkers on the bar and you have closed half your home board!
The Backgame
This plan is where you have two or higher checkers in your competitor’s inner board. (An anchor spot is a point consisting of at a minimum two of your checkers.) It needs to be played 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 either on adjoining points or with one point in between. Timing is integral for a competent backgame: at the end of the day, there’s no point having 2 nice anchors and a complete wall in your own inner board if you are then required to break up this straight away, while your opponent is shifting their checkers home, seeing that you do not have other additional checkers to shift! In this case, it’s more favorable to have pieces on the bar so that you are able to preserve your position up till your competitor provides you a chance to hit, so it may be an excellent idea to try and get your challenger to get them in this situation!