In exceptionally general terms, there are 3 main game plans used. You want to be agile enough to switch techniques instantly as the action of the game unfolds.
The Blockade
This is comprised of creating a 6-deep wall of pieces, or at least as thick as you are able to achieve, to lock in the competitor’s checkers that are located on your 1-point. This is considered to be the most adequate strategy at the start of the game. You can assemble the wall anyplace between your 11-point and your 2-point and then shuffle it into your home board as the game advances.
The Blitz
This involves locking your home board as quickly as possible while keeping your competitor on the bar. i.e., if your challenger tosses an early 2 and shifts one piece from your one-point to your three-point and you then roll a five-five, you are able to play six/one 6/1 8/3 eight/three. Your challenger is then in serious difficulty considering that they have two checkers on the bar and you have closed half your inside board!
The Backgame
This plan is where you have two or more checkers in your competitor’s inner board. (An anchor is a position occupied by at least 2 of your checkers.) It must be played when you are extremely behind as this action much improves your chances. The better areas for anchors are close to your opponent’s lower points and also on abutting points or with one point separating them. Timing is important for a powerful backgame: at the end of the day, there is no reason having 2 nice anchors and a complete wall in your own inner board if you are then forced to break apart this straight away, while your opponent is shifting their checkers home, owing to the fact that you do not have other spare pieces to shift! In this situation, it is better to have checkers on the bar so that you might preserve your position up till your opposer provides you a chance to hit, so it will be a good idea to attempt and get your opposer to get them in this situation!

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