Tips & strategy
Make points rather than scattering checkers. Two checkers on the same point form a block your opponent cannot land on, and a wall of consecutive made points can trap their checkers completely. A row of six is a prime, and it is the most powerful structure in the game.
A lone checker on a point is a blot, and if your opponent lands on it, it is sent all the way back to the start. Early on, some risk is fine because a hit costs little. As checkers advance into your home board, an exposed blot becomes far more expensive, so cover them.
Know when you are in a race and when you are in a battle. If the checkers have passed each other and can no longer be hit, stop playing safe and simply move as efficiently as possible. Wasting pips on cautious play in a pure race is how won games are lost.
Use the bar point and your five point early. Those are the most valuable points to make because they do the most to block your opponent escaping from your home board. Rolls that let you make them are usually worth prioritising over pushing a back checker forward.