Advanced Backgammon Strategy: Running Game vs Holding Game
// pip count · positional play · mid-game decisions
Every backgammon game eventually settles into one of a few strategic types: a pure race, a holding game, a priming battle, or a back game. Knowing which type you're in — and which one your opponent thinks they're in — is the single biggest skill upgrade an intermediate player can make.
What is a Running Game?
A running game is exactly what it sounds like: both sides have disengaged, no more hitting is likely, and the game becomes a pure dice race. The first player to bear off all 15 checkers wins. Skill matters in how you bear off (avoiding wastage, keeping the right distribution), but the outcome is largely determined by the pip count at the moment contact ended.
Counting the Pips
The pip count is the total number of points you need to move all your checkers home. To calculate, multiply each checker's distance from home by the number of checkers on that point, then sum. Example: 5 checkers on the 6-point = 30 pips.
The starting position is 167 pips for each side. The player with the lower pip count is "ahead in the race." In a pure race, a 5-pip lead is significant, 10 pips is winning, 20+ pips is dominant.
What is a Holding Game?
A holding game is when you keep an anchor — a point with two or more checkers — in your opponent's territory. Classic holding points are the 24-point (your starting back position), the 20-point (advanced anchor, very strong), and the 21-point. The strategy: wait for the opponent to leave a shot as they bring builders home. One well-timed hit can swing a losing race into a winning game.
When to Race, When to Hold
Three rules of thumb:
- Race if you're ahead in the pip count by 8+ pips and have no exposed checkers
- Hold if you're behind by 10+ pips — wait for a shot
- Prime if you have a strong board structure and the opponent has back checkers trapped — build the wall
The Back Game (Advanced)
A back game is the most advanced defensive strategy: you keep two or more anchors deep in the opponent's home board (e.g., 1 and 2-points) and play for late hits. Back games are risky — when they fail, they fail badly — but when they work, they win even desperate-looking positions. Most strong players consider a back game only when down 50+ pips with no escape.
Common Mistakes
- Holding too long. If the opponent has cleared most of their inner board, the holding anchor becomes worthless — break it and run.
- Racing too early. Don't break an anchor just because you're "ahead by a few." A swing hit can turn the race upside down.
- Misreading the position. Holding games and back games look similar to beginners. The difference is intent and the supporting board structure.
Next Steps
Mid-game strategy means nothing without solid openings — review our beginner strategies guide if you haven't already. Then learn the doubling cube — in holding games especially, when to offer and when to take a double separates great players from average ones.
Practice these concepts on MrPegasus — playing real games against the bot or friends is the fastest way to develop positional instincts.