Holding Game Advanced Strategy

In holding game basic strategy we explained how to recognize a holding game and which checkers to move. Here we look at the most common types of holding positions and the strategy for each, with special attention to the doubling cube. In a holding game one side is usually behind in the race, but that does not mean he should pass every double.

The typical holding positions are:

Positions with two or more anchors deep in the opponent's board are closer to a backgame and are not covered here.

Midpoint against an anchor

One of the most frequent holding positions has one player keeping his midpoint and the other an advanced anchor, usually on the opponent's 5-point. Suppose White leads the race and has to bring his midpoint checkers home, while Black holds White's 5-point.

A key detail is the distance between the two points. White's midpoint and Black's anchor on White's 5-point are eight pips apart. That matters because if White moves one midpoint checker to safety and leaves the other behind, the blot is eight pips from Black's anchor. That is only an indirect shot, hit by 6 of 36 rolls, much less than a direct one.

Even behind in the race, Black has real chances. He wins mainly by hitting: White has to bring two checkers past the anchor and may well leave a shot along the way. If Black has built a strong board, one hit can be enough to win. He can also win by rolling big doubles that bring him back into the race.

In positions like this, White often has a good double, but Black frequently has a take because his winning chances are around 30 percent, above the 25 percent needed to accept.

Midpoint against a bar-point anchor

If Black instead holds White's bar point, his chances improve. The bar point and White's midpoint are only six pips apart. Unless White rolls a double to clear the midpoint at once, he will usually leave a direct six-pip shot, which hits 17 of 36 rolls, almost half the time. In this position White should usually wait before doubling.

If Black's anchor is a little farther forward, on White's 8- or 9-point, the distance to the midpoint shrinks to five or four pips, and White has more ways to bring both checkers to safety in one roll. That often makes it a double and still a take. When the distance is three pips or less, White has so many safe clearing rolls that it tends to become a clear pass for Black.

Low anchors

A low anchor sits on the opponent's 1-, 2- or 3-point. It is a weaker position, and when the opponent doubles, the player with the low anchor often has to pass. Several factors decide it, all related to his chances of hitting a shot:

Where is the anchor?

An anchor on the ace point is the weakest: the opponent can bear in around it with relatively little risk. Anchors on the 2- or 3-point see more of the board and generate more shots, though they are still far from comfortable.

Does the trailer still hold his midpoint?

A midpoint makes it much harder for the leader to bring his outfield checkers home safely. Without a midpoint to help, a low anchor rarely produces enough shots, and a double is usually correct for the leader and a pass for the trailer.

Does the leader hold his 5- and 7-points?

These two points stop the trailer from moving his anchor up to a better spot and give the leader safe landing places for his outfield checkers. If the leader holds both, it is usually a double and a pass.

High anchors

A high anchor sits on the opponent's 4- or 5-point. These positions resemble midpoint-against-anchor games, except that the leader has already made two or three points in front of the anchor. Those points give him safe landing spots as he brings his checkers in.

Where is the anchor?

The 5-point anchor is the best, the 4-point anchor is a clear second.

Does the leader still have midpoint checkers?

If so, he would like to land them on the points in front of the anchor before carrying them past it.

How many points stand in front of the anchor?

Three points give the leader a solid base: he can bring his midpoint checkers onto them and then move past the anchor safely. With three such points, a double is usually a pass. With only two points and checkers still on the midpoint, it is often a take.

Are there gaps?

Gaps between the leader's points make it much harder to clear safely. A position that is a clear double and pass with a solid block can become a take, or not even a double, once gaps appear.

As always, the pip count is one input among several. Combine it with these questions and check your judgment against a bot such as GNU Backgammon or eXtreme Gammon.