Welcome!
Learning to identify your game plan is critical in backgammon. Before every play consider whether your optimal game plan is racing, hitting, priming or anchoring. Look at the entire board and think about what your game plan is and how to implement that plan.
In this set of positions, think about the main game plan Blue should pursue. Think about your opponent's game plan also. Then compare your choice with the bot's analysis.
The aim is not to guess at a table. The goal is to make moves and decisions that are consistent with your game plan, and when to amend your game plan based on the dice rolls.
Unlimited Game
What Should Blue's Main Game Plan Be?
Unlimited Game
Game Plan and Reasoning
- Blue's Main Game Plan
- PRIMING
- White's Main Game Plan
- RACING
Those are the main game plans, but other game plans may apply depending on the dice.
Key Indicators
Reasoning
Does your move support the main plan? If not, what concrete tactical benefit justifies the exception?
Positions in this deck
Position 1
Blue's main game plan: Priming. White's main game plan: Anchoring.
Key Indicators
- Blue leads by 55 pips.
- Blue holds a five point prime from the 2 through 6 points.
- White has an ace point anchor and a blot on Blue’s 18 point.
Reasoning
Blue should prime despite the 55-pip lead. Blue owns the 2 through 6 points, a five point prime, while White has an ace point anchor and a blot on Blue’s 18 point. White’s anchoring plan is to keep that deep anchor and wait for Blue to break points or leave a shot while clearing. The race lead makes safe bearing-in attractive. The five point prime constrains White’s ace point anchor, although a 6 can carry a checker from Blue’s 1 point to the open 7 point. Blue should improve distribution as the front checkers come home rather than dismantle the prime too early. The blot on the 18 point does not create a reason to abandon containment. If White escapes or Blue must break the prime, racing becomes more important. Until then, Blue’s larger objective is to keep White contained while converting the lead into a safe bearoff.
Position 2
Blue's main game plan: Attacking. White's main game plan: Racing.
Key Indicators
- Blue holds six consecutive blocking points from the 3 through 8 points.
- White has a blot on Blue’s 2 point behind that structure.
- White’s other checkers are already bearing in.
Reasoning
Blue should attack, but the attack must preserve the prime. Blue holds six consecutive blocking points from the 3 through 8 points, while White has a blot on Blue’s 2 point behind it. Priming therefore looks natural, and White’s racing plan cannot work until that checker escapes. Yet a selective hit can send White to the bar and leave a five point prime, increasing the pressure on White’s entry. The tactical action is not an excuse to dismantle the structure merely for a blot. Blue should use contact when it leaves White facing a meaningful inner board and retains enough blocking points to contain White’s remaining checkers. White’s other checkers are already bearing in, so the attack must strengthen Blue’s board and make entry and escape harder. If a hit breaks the prime without improving Blue’s board, continuing to prime is the better expression of the larger plan.
Position 3
Blue's main game plan: Attacking. White's main game plan: Priming.
Key Indicators
- White has a checker on the bar and a blot on Blue’s 9 point.
- White holds a five point prime from Blue’s 16 through 20 points.
- Blue leads by 22 pips.
Reasoning
Blue should attack before White’s priming structure can dictate the game. White has a checker on the bar, a blot on Blue’s 9 point, and a five point prime from Blue’s 16 through 20 points. Blue leads by 22 pips, but a straightforward race cannot ignore White’s prime. Priming is tempting because Blue already holds the 3, 4, 6, 7 and 8 points, but White’s five point prime constrains Blue’s blot on White’s 4 point, although a 6 can leap from Blue’s 21 point to the open 15 point. A conditional hit on the 9 point can put a second White checker on the bar and interrupt White’s building turn. The aim is bar pressure that creates time to strengthen Blue’s board, not hitting loose for its own sake. If no attack adds pressure or improves a blocking point, Blue should preserve the useful structure and reconsider the prime battle.
Position 4
Blue's main game plan: Anchoring. White's main game plan: Attacking.
Key Indicators
- Blue trails by 15 pips and holds White’s 4 point.
- White holds Blue’s 5 point and a four point prime from Blue’s 17 through 20 points.
- Blue has a blot on Blue’s 24 point, while White has a blot on Blue’s 11 point.
Reasoning
Blue should anchor, although a suitable hit can contest White’s attack. Blue trails by 15 pips, holds White’s 4 point, and has a blot on Blue’s 24 point. White holds Blue’s 5 point and a four point prime from Blue’s 17 through 20 points. White can hit the 24 point blot from the 18, 19 or 20 point, so White’s attacking plan is concrete. Blue can hit White’s blot on Blue’s 11 point from the 13 point. With a suitable roll, Blue can also make the 11 point. That tactical option helps only when it preserves Blue’s advanced anchor and improves Blue’s board. Racing the deficit would discard the contact that compensates for it. The larger objective is to retain the anchor, avoid giving White a clearer attacking sequence, and wait for White’s structure or direct target to change.
Position 5
Blue's main game plan: Attacking. White's main game plan: Priming.
Key Indicators
- Blue leads by 2 pips and has a blot on White’s 3 point.
- White has a blot on Blue’s 1 point, while Blue holds the 2, 3, 5 and 6 points.
- White owns the 17 and 19 through 21 points, but Blue occupies the 18 point.
Reasoning
Blue should attack or work toward a prime, depending on whether contact also strengthens the board. Blue leads by 2 pips, has a blot on White’s 3 point, and can attack White’s blot on Blue’s 1 point from the 2, 3, 5 or 6 point. Blue already owns the 2, 3, 5 and 6 points, so a suitable roll can develop the open 4 point toward a five point prime from the 2 through 6 points. White’s made 17 and 19 through 21 points do not yet form a prime because Blue holds the 18 point. White can hit Blue’s blot on White’s 3 point from the 17, 19, 20 or 21 point. Thus an attack gains value only when it buys time to build Blue’s board or protect the blot. The larger objective is to develop Blue’s structure before White can complete a prime or exploit the vulnerable checker.
Position 6
Blue's main game plan: Anchoring. White's main game plan: Priming.
Key Indicators
- Blue trails by 2 pips but holds White’s 5 point.
- Blue owns the 2, 4, 5, 6 and 8 points.
- White has made points on Blue’s 14, 17, 18, 19, 22 and 24 points.
Reasoning
Blue should anchor rather than run merely because Blue trails by 2 pips. Blue holds White’s 5 point, an advanced anchor, while White has three consecutive points on Blue’s 17 through 19 points in front of it. Holding keeps contact and preserves the chance of a later shot. Running gives up that contact for a very small race change. White can extend the 17 through 19 structure to the 16 point, creating a four point prime in front of the anchor. White’s scattered 22 and 24 points do not join that structure. Blue can develop the open 7 point to complete a 4 through 8 prime without treating the anchor as untouchable. The choice remains conditional. A changed race, available attackers, or worsening timing can make running more attractive. For now, the larger objective is to retain advanced contact while developing Blue’s board.
Position 7
Blue's main game plan: Attacking. White's main game plan: Attacking.
Key Indicators
- Blue trails by 4 pips with one checker on the bar.
- Blue has a four point prime from the 6 through 9 points, and White has blots on Blue’s 3 and 10 points.
- White holds a four point prime from Blue’s 19 through 22 points and can hit Blue’s 13 point blot.
Reasoning
Blue should attack after entry only when contact improves Blue’s board. Blue trails by 4 pips with one checker on the bar, Blue holds a four point prime from the 6 through 9 points, and White has blots on Blue’s 3 and 10 points. Entry must come first, and some rolls may offer no hitting or structural choice. When entry permits a choice, Blue can weigh contact that interrupts White’s attack against preserving the prime and entering with the least new exposure. A suitable entry can hit White’s blot on Blue’s 23 point, while later hits on the 3 or 10 point can build on Blue’s board. White owns a four point prime from Blue’s 19 through 22 points and can hit Blue’s 13 point blot from the 10 or 12 point. The larger objective is to regain initiative without breaking the useful prime carelessly.
Position 8
Blue's main game plan: Attacking. White's main game plan: Priming.
Key Indicators
- Blue leads by 10 pips and has a blot on Blue’s 24 point.
- White’s blot on Blue’s 1 point is reachable from the 3 or 6 point. The blot on Blue’s 2 point is reachable from the 3, 6 or 8 point.
- White holds the 17, 18 and 19 points and can extend to the 20 point.
Reasoning
Blue should weigh attack against running the back blot. Blue leads by 10 pips, has a blot on Blue’s 24 point, and White owns the 17, 18 and 19 points. White can extend that structure to the 20 point, creating a four point prime before the back blot, and can hit it from the 18 or 19 point. White has blots on Blue’s 1 and 2 points. Blue can hit the 1 point blot from the 3 or 6 point, and the 2 point blot from the 3, 6 or 8 point. An attack earns value when it strengthens Blue’s board or takes time. Blue can seek a safe chance to advance the 24 point blot before White completes the prime. A 10-pip lead does not promise an immediate escape. The larger objective is to reduce pressure on the back blot while keeping White from controlling the board.
Position 9
Blue's main game plan: Priming. White's main game plan: Priming.
Key Indicators
- Blue trails by 77 pips.
- Blue holds a four point prime from the 4 through 7 points.
- Four Blue checkers sit behind White’s five point prime from Blue’s 19 through 23 points.
Reasoning
Blue should treat this as a priming battle, not a race. Blue trails by 77 pips and holds a four point prime from the 4 through 7 points. Four Blue checkers sit behind White’s five point prime from Blue’s 19 through 23 points. White’s lone blot on Blue’s 3 point makes an edge hit a tactical option. Timing is the problem. Blue needs the prime to restrict that blot while waiting for White’s longer prime to crack. A hit is useful when it adds a blocking point or improves Blue’s timing, not as a route to race 77 pips behind. White also pursues a prime. Blue’s four checkers are constrained behind White’s five point prime, although a 6 can carry one checker from Blue’s 24 point to the open 18 point. The larger objective is to preserve Blue’s structure until White must loosen the longer prime or leave a shot.
Position 10
Blue's main game plan: Racing. White's main game plan: Anchoring.
Key Indicators
- Blue leads by 52 pips.
- White holds anchors on Blue’s 3 and 5 points.
- White has a blot on Blue’s 20 point while Blue owns the 1, 4 and 6 points.
Reasoning
Blue should race while respecting White’s anchor game. Blue leads by 52 pips, and White holds anchors on Blue’s 3 and 5 points, with a blot on Blue’s 20 point. White’s two-anchor backgame shape aims to preserve contact and wait for a late shot as Blue bears in and clears outer-board checkers. Blue’s 1, 4 and 6 points restrict White’s movement, but White’s anchors on Blue’s 3 and 5 points are not direct attacking targets. A sustained attack is less promising. Blue should seek to clear and bear in without leaving an unnecessary direct shot. The larger objective is to use the race lead to reduce contact, not to chase White’s waiting game. Blue should improve distribution and preserve safe clearing points when possible. If White loses an anchor or Blue is forced to leave a shot, the balance changes and Blue must reassess.