Holding Game with a Low Anchor
Holding games are quite commonly played in backgammon. Both players are either waiting to make a hit or make a home run. We shall consider one type of a holding game, which appears to be on the losing end, called low anchor.
The low anchor variation of the holding game is not a very favorable position any player would want to be in. The chances to turn things around to a player's favor with the low anchor are not really pretty.
One piece of advice that players ought to take is to avoid getting in this situation (i.e. low anchor) in the first place. Either a player made some bad rolls on the dice during mid game or perhaps he made some bad moves along the way. Either case, players should study the safe practices and round up their shoulders on strategy regardless of bad rolls on the dice.
We shall also discuss what little else can we do if we are stuck in this predicament. But first off, let's take a look at the characteristics of the low anchor variation of the holding game.
A low anchor holding game is a situation when one player makes an anchor (or perhaps anchors) on the 1 up to the 3 point (these points could have been made due to the player getting hits every now and then). One safe practice players should learn from beginners is to play safe - that is, to avoid getting hit or making unreasonable blots.
Having a low anchor in a holding game puts a player in a very unfavorable position. When offered a double, the consensus is that the player with the low anchor will be better off if he will pass.
Now let's move on to what an underdog with the low anchor can check out and do given this pretty tough situation. First item that a player needs to consider, of course, is the pip count. This one is pretty obvious given the situation. But this is not the decisive matter in this type of holding game.
The main strategy for a player who is stuck with the low anchor is tied to making a good home board and hitting a checker late in the game. This would facilitate a chance for the trapped checkers to escape.
Other than that, a player should also check the position of his anchor in this type of holding game. If it's at the 1 point, chances are grim. When offered a double, advice goes for a pass. Otherwise fight on and take the cube.
Another element a player needs to check is the presence of a mid-point. If a player still has a mid-point other than the low anchor his chances are improved. The mid point checkers serve as support and a hindrance to the other player's development.
One last item to check before raising the white flag is to see if our opponent has made his 7 and 5 points. If both are made chances are slim. If either one is not yet made, a player still has a chance to turn things around in this holding game.
The holding game with a low anchor is a grave situation to be avoided in the first place. In case a player is stuck in this situation, players can check the different conditions set forth, don't lose hope, and turn the game around.