The holding game is the most versatile defensive strategy in backgammon — and the one you will use more than any other. When you’re behind in the race, a well-placed anchor in your opponent’s home board can reverse the game in one roll. This guide covers when to hold, which points are worth holding, how to time the break, and how the cube interacts with holding positions.
Key Takeaways
- A holding game means maintaining one anchor (2+ checkers) in your opponent's home board while the rest of your checkers race home
- The best anchor points are the 5-point (golden point) and 4-point — closest to escaping and most dangerous for the opponent
- The holding game buys time to close your own board and wait for a late shot when the opponent bears off
- Break the anchor when the race becomes close enough that running is profitable, or when forced to
- Never break an anchor prematurely — this is the most common holding game mistake
- The cube is often correctly turned in holding games where gammon chances are significant
What Is a Holding Game?
A holding game means you maintain one (or two) made points — an anchor — in your opponent’s home board while the rest of your pieces race toward your own home board. The anchor:
- Prevents your opponent from bearing off freely
- Gives you a landing spot if you’re hit
- Threatens a late shot when your opponent starts bearing off
- Reduces your opponent’s gammon threats
The holding game is the middle ground between the running game (pure race) and the back game (two deep anchors). It’s often the correct strategy when you’re 10–30 pips behind in the race.
The Anchor Points: Which to Hold
| Anchor point | Quality | Notes |
|---|---|---|
| 5-point (golden point) | Excellent | Most dangerous for opponent, hardest to dislodge |
| 4-point | Very good | Strong pressure, good shot threats during bearoff |
| 3-point | Good | Useful but opponent can maneuver around it more easily |
| 2-point | Moderate | Some shot threats but opponent has more room |
| 1-point (ace point) | Poor | Very hard to escape, low shot threat, gammon risk high |
The golden point (opponent’s 5-point) is the best anchor. It sits at the border of the opponent’s home board, meaning:
- You’re one good roll from escaping
- When the opponent starts bearing off, you have direct shots at almost all their bearoff blots
- It’s psychologically intimidating — many players over-adjust to dislodge it
Avoid the 1-point anchor when possible. It’s an “ace-point game” — a weak holding position where you rarely get a good shot and face high gammon risk.
The Strategic Logic of a Holding Game
When you hold an anchor, three things are happening simultaneously:
1. You’re Slowing the Opponent
Your anchor limits your opponent’s movement. Any checker they try to move within their home board must avoid landing on your anchor point. This creates awkward checker distribution for them.
2. You’re Threatening a Shot
Every time your opponent bears off a checker that was covering their home-board points, they may leave a blot. If your anchor is on the 5 or 4 point, you have direct shots (1–4 pip hits) at most of those blots.
3. You’re Building Your Own Board
While you hold the anchor, your other 13 checkers are building your home board. A strong home board means: if you hit a shot, the opponent can’t easily re-enter.
The ideal holding game plays out as:
- Hold anchor for 8–15 moves
- Opponent races ahead but leaves a blot during bearoff
- You hit it, send to the bar
- Opponent can’t enter because your home board is strong
- You contain and win (or save gammon)
When to Play a Holding Game
Choose a holding game when:
- You’re 10–30 pips behind (far enough that racing is unfavourable, close enough that a single hit can reverse it)
- You can establish a 5-point or 4-point anchor (not just any point)
- Your opponent’s home board is still incomplete (there are blots to hit during bearoff)
- Your own home board is developing well
Don’t hold when:
- You’re less than 10 pips behind — race instead
- You’re more than 40 pips behind — a back game may be needed
- The anchor you can establish is weak (1-point or 2-point only)
- Your opponent’s home board is complete — they won’t leave any shots
Building and Maintaining an Anchor
Getting the Anchor
You can establish an anchor by:
- Playing your back checkers (24-point) forward to the target point on a good roll
- Re-entering from the bar and landing on the opponent’s home board point
- Moving builders from mid-board into position to make the point
Key: Make the anchor as soon as you recognise you need one. A floating checker that hasn’t made a point is vulnerable and can be hit.
Maintaining the Anchor
Once established, protect your anchor:
- Keep at least 2 checkers there at all times
- Adding a 3rd checker provides security but slightly wastes a checker that could be building elsewhere
- Don’t abandon the anchor prematurely — this is the most common mistake
When to Break the Anchor
Knowing when to break the anchor (give it up) is as important as knowing when to hold it.
Break the anchor when:
- The race is now close enough that running gives you a fighting chance (pip count roughly even)
- Your opponent has borne off 10+ checkers with no realistic blot to come
- You need the checkers elsewhere urgently (e.g., to fill a gap in your own board)
- You’re being doubled and the holding game no longer gives you enough equity to take
Don’t break the anchor when:
- Your opponent still has many checkers to bear off (shots may come)
- Your home board is not yet strong enough to benefit from running
- The race is still significantly in your opponent’s favour
The classic mistake: breaking the anchor too early when the opponent rolls well, then losing both the anchor advantage and the race.
The Anchor and the Doubling Cube
Holding games create interesting cube dynamics:
When You’re Holding
If your home board is strong and the opponent has blots to come, your anchor keeps your position competitive even when behind. This means:
- You can often take a double in a holding game even when behind in the race
- The shot threat adds significant equity to your position
Cube Timing for the Leader
The player ahead should double when:
- They’ve borne off many checkers safely
- The anchor position is becoming hopeless (too few bearoff blots remain)
- Gammon threats against the trailer are significant
Don’t double too early — an anchor on the 5-point with a good home board on the trailer’s side can turn the game at any moment.
Holding Game vs Back Game
| Feature | Holding Game | Back Game |
|---|---|---|
| Number of anchors | One (usually) | Two |
| Depth of anchor | 3–5 point | 1–3 point |
| Race gap | 10–30 pips | 30+ pips |
| When used | Common, viable strategy | Last resort |
| Timing challenge | Moderate | Extreme |
| Win probability | Moderate | Low but possible |
Frequently Asked Questions
What is a holding game in backgammon?
A holding game is when you maintain one anchor in your opponent’s home board while your other checkers race home, waiting for a late shot during their bearoff.
Which anchor is best in a holding game?
The 5-point (golden point) is best — it’s hard for the opponent to avoid leaving blots on adjacent points during bearoff, and it’s close enough that you can escape on good rolls.
When should you break the anchor?
When the race becomes close enough to run profitably, or when there are realistically no more shots to be had. Breaking too early — while opponent still has many checkers to bear off — is the most common mistake.
How does the cube work in a holding game?
Holding games make taking doubles more justifiable — your anchor and home board give you winning equity even when behind in the race. Leaders should double once the anchor position becomes clearly hopeless, not too early.
Can you win a holding game without hitting a shot?
Sometimes — if your opponent’s position deteriorates for other reasons (over-extension, timing problems). But normally, a holding game requires hitting at least one late shot to win.
What’s the difference between a holding game and a back game?
A holding game has one anchor (often on the 5- or 4-point), is used when moderately behind, and is a viable midgame strategy. A back game has two deep anchors (1–3 point), is used only when far behind, and is a last resort.
Further Reading
- Backgammon Anchor Guide — Anchor strategy in depth
- Backgammon Back Game — The more extreme defensive option
- Backgammon Priming Strategy — The offensive counterpart
- Doubling Cube Guide — Cube decisions in holding positions
- Pip Count Guide — How far behind triggers a holding game