In extraordinarily general terms, there are three basic game plans employed. You want to be agile enough to switch game plans quickly as the course of the match unfolds.
The Blockade
This is comprised of building a 6-deep wall of checkers, or at least as thick as you are able to achieve, to block in the competitor’s checkers that are on your 1-point. This is judged to be the most acceptable tactic at the start of the match. You can create the wall anyplace within your 11-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 quick as possible while keeping your challenger on the bar. i.e., if your opponent tosses an early 2 and shifts one piece from your 1-point to your 3-point and you then roll a 5-5, you will be able to play 6/1 six/one eight/three eight/three. Your competitor is then in big-time dire straits seeing that they have two pieces on the bar and you have closed half your inside board!
The Backgame
This course of action is where you have two or more checkers in your opponent’s inner board. (An anchor is a point occupied by at a minimum 2 of your pieces.) It should be used when you are significantly behind as it much improves your chances. The better locations for anchors are towards your opponent’s lower points and either on adjoining points or with one point separating them. Timing is critical for an effectual backgame: at the end of the day, there’s no point having two nice anchor spots and a solid wall in your own home board if you are then forced to dismantle this straight away, while your opponent is moving their pieces home, owing to the fact that you don’t have any other extra checkers to shift! In this case, it’s more tolerable to have checkers on the bar so that you might maintain your position until your opposer gives you an opportunity to hit, so it will be a great idea to attempt and get your opposer to get them in this case!