In extraordinarily general terms, there are three fundamental game plans used. You want to be able to hop between techniques almost instantly as the course of the game unfolds.
The Blockade
This is composed of building a 6-deep wall of pieces, or at a minimum as thick as you are able to manage, to lock in the opponent’s checkers that are located on your 1-point. This is judged to be the most adequate tactic at the begining of the game. You can create the wall anyplace between your 11-point and your two-point and then shuffle it into your home board as the game advances.
The Blitz
This involves locking your home board as quick as as you can while keeping your opponent on the bar. e.g., if your competitor rolls an early 2 and moves one piece from your 1-point to your 3-point and you then roll a five-five, you can play 6/1 six/one eight/three 8/3. Your competitor is then in serious dire straits taking into account that they have two checkers on the bar and you have closed half your inside board!
The Backgame
This strategy is where you have 2 or higher checkers in your opponent’s inner board. (An anchor spot is a point consisting of at a minimum two of your checkers.) It should be played when you are decidedly behind as it greatly improves your chances. The strongest areas for anchors are close to your competitor’s lower points and either on abutting points or with a single point separating them. Timing is crucial for an effective backgame: besides, there’s no reason having two nice anchor spots and a solid wall in your own inner board if you are then required to dismantle this right away, while your competitor is moving their checkers home, taking into account that you do not have any other additional checkers to move! In this case, it’s more tolerable to have pieces on the bar so that you are able to preserve your position until your competitor gives you an opportunity to hit, so it may be a great idea to attempt and get your opposer to hit them in this case!

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