In astonishingly general terms, there are three basic game plans used. You must be able to hop between techniques instantly as the course of the game unfolds.
The Blockade
This involves building a 6-deep wall of checkers, or at a minimum as thick as you might manage, to barricade in your competitor’s pieces that are located on your 1-point. This is judged to be the most acceptable strategy at the begining of the match. You can create the wall anyplace between your 11-point and your 2-point and then shift it into your home board as the game continues.
The Blitz
This is comprised of locking your home board as fast as possible while keeping your challenger on the bar. i.e., if your challenger rolls an early 2 and shifts one checker from your 1-point to your 3-point and you then roll a 5-5, you will be able to play six/one 6/1 8/3 eight/three. Your opposer is now in serious trouble considering that they have two pieces on the bar and you have locked half your inner board!
The Backgame
This course of action is where you have 2 or more anchors in your competitor’s inner board. (An anchor spot is a point filled by at least two of your checkers.) It would be played when you are extremely behind as it much improves your circumstances. The better places for anchors are towards your opponent’s lower points and also on adjacent points or with a single point in between. Timing is essential for a powerful backgame: after all, there is no point having two nice anchor spots and a complete wall in your own home board if you are then forced to dismantle this straight away, while your challenger is getting their pieces home, taking into account that you do not have other extra checkers to move! In this case, it’s more tolerable to have pieces on the bar so that you might maintain your position up until your opposer gives you a chance to hit, so it will be an excellent idea to attempt and get your competitor to hit them in this case!