In exceptionally simple terms, there are 3 fundamental game plans used. You need to be able to hop between game plans almost instantly as the course of the match unfolds.
The Blockade
This involves creating a 6-deep wall of checkers, or at least as deep as you are able to achieve, to block in the opponent’s pieces that are on your 1-point. This is considered to be the most adequate procedure at the start of the game. You can assemble the wall anyplace inbetween your 11-point and your 2-point and then move it into your home board as the game advances.
The Blitz
This is composed of closing your home board as fast as as you can while keeping your competitor on the bar. e.g., if your competitor tosses an early two and shifts one piece from your one-point to your 3-point and you then roll a five-five, you are able to play six/one 6/1 eight/three eight/three. Your opposer is then in serious dire straits seeing that they have two pieces on the bar and you have locked half your home board!
The Backgame
This strategy is where you have two or higher pieces in your competitor’s home board. (An anchor is a position consisting of at least two of your checkers.) It must be played when you are decidedly behind as this strategy greatly improves your opportunities. The strongest areas for anchors are close to your competitor’s lower points and also on adjoining points or with one point in between. Timing is integral for a competent backgame: after all, there’s no point having two nice anchor spots and a complete wall in your own inner board if you are then forced to dismantle this right away, while your opponent is getting their pieces home, taking into account that you do not have any other extra checkers to shift! In this case, it is more favorable to have pieces on the bar so that you can maintain your position up until your challenger gives you a chance to hit, so it may be a wonderful idea to try and get your challenger to hit them in this situation!

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