Cash game, White owns the cube.
White to play 6-3.
Checker play in holding games is generally a pretty simple matter. When you’re holding onto an anchor and you’re way behind in the race, you try to follow three rules:
1) Keep your anchor as long as you can.
2) Run off your anchor when the alternative is breaking your board.
3) Run off the anchor if staying raises your gammon chances a lot.
If you’re familiar with these rules, you’ll be able to handle most normal holding game positions well.
Things get trickier when you have a third checker back. The third checker can generate more potential shots; it can also get you gammoned if Black can point on the checker and you get stuck on the bar a long time. This position shows a typical situation: Should White stay to get more shots, or run to eliminate gammon chances?