In astonishingly general terms, there are three general game plans used. You want to be agile enough to switch game plans almost instantly as the action of the game unfolds.
The Blockade
This involves assembling a 6-thick wall of pieces, or at a minimum as thick as you are able to manage, to lock in the competitor’s checkers that are located on your 1-point. This is judged to be the most suitable course of action at the begining of the match. You can create the wall anyplace inbetween your eleven-point and your 2-point and then shift it into your home board as the game progresses.
The Blitz
This involves locking your home board as quickly as possible while keeping your challenger on the bar. i.e., if your opposer rolls an early two and shifts one checker from your 1-point to your 3-point and you then roll a 5-5, you can play 6/1 six/one 8/3 eight/three. Your competitor is then in serious calamity seeing that they have two pieces on the bar and you have closed half your home board!
The Backgame
This course of action is where you have 2 or higher pieces in your opponent’s inner board. (An anchor is a position filled by at least 2 of your checkers.) It would be employed when you are decidedly behind as this action greatly improves your circumstances. The strongest locations for anchor spots are towards your competitor’s lower points and either on adjacent points or with a single point separating them. Timing is integral for a powerful backgame: after all, there is no point having two nice anchor spots and a complete wall in your own inner board if you are then required to break up this straight away, while your competitor is shifting their checkers home, seeing that you do not have any other extra checkers to move! In this case, it’s better to have pieces on the bar so that you can preserve your position up until your opposer provides you an opportunity to hit, so it will be a wonderful idea to try and get your competitor to get them in this situation!

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