In astonishingly simple terms, there are 3 chief plans used. You must be agile enough to hop between game plans quickly as the course of the match unfolds.
The Blockade
This is comprised of building a 6-thick wall of pieces, or at a minimum as deep as you are able to manage, to barricade in the competitor’s checkers that are located on your 1-point. This is considered to be the most suitable course of action at the start of the game. You can build the wall anyplace within your eleven-point and your 2-point and then move it into your home board as the game advances.
The Blitz
This consists of locking your home board as quick as as you can while keeping your opposer on the bar. e.g., if your opponent tosses an early 2 and moves one checker from your one-point to your three-point and you then toss a 5-5, you will be able to play 6/1 6/1 eight/three eight/three. Your competitor is then in serious calamity taking into account that they have 2 pieces on the bar and you have locked half your inner board!
The Backgame
This tactic is where you have two or more checkers in your opponent’s home board. (An anchor is a position consisting of at least two of your pieces.) It must be used when you are significantly behind as this plan much improves your opportunities. The better areas for anchors are towards your opponent’s smaller points and either on abutting points or with one point in between. Timing is integral for an effective backgame: after all, there is no reason having 2 nice anchors and a solid wall in your own home board if you are then required to break down this straight away, while your competitor is shifting their pieces home, because you do not have other spare pieces to shift! In this situation, it’s better to have checkers on the bar so that you are able to preserve your position up until your competitor provides you an opportunity to hit, so it may be a good idea to try and get your competitor to get them in this case!