Backgammon blitz: attack hard, close the board
A blitz is an all-out attack: you hit checkers in your home board again and again while making points there, aiming to close the board with enemy checkers on the bar. It is the plan that produces the most gammons — and the one that collapses fastest when it fails. This guide expands the short blitz section of the strategy overview into a focused look at attacking only.
- What a blitz is
- When & how
- Close-out & fail
- Cube + FAQ
What a blitz is
A blitz is a direct assault on checkers that sit — or have been hit into — your home board. You hit, cover, and make points until the board is closed with one or more opposing checkers on the bar. Unlike a prime, which traps checkers behind a wall, a blitz tries to put them on the bar and keep them out while you close the door.
The blitz sits among the five game plans in backgammon strategy; this page is the deep dive on attacking alone. It often aims at a gammon — see how to win or save a gammon — because checkers stuck on the bar while you bear off are how many gammons are born.
When to blitz
A blitz tends to be right when several signals line up — not when only one of them is true:
- Targets in your home board. Opposing blots or a checker already on the bar give you something to hit now.
- No enemy anchor. Without a safe point in your board, they cannot park a checker and wait out the storm.
- Home-board strength. Two or three made points (often more) already cut entering rolls and make return hits less dangerous.
- Builders aimed at the attack. Spare checkers a few pips behind the points you want — builders — so many rolls hit or cover.
- Checker concentration in the attacking zone. Stacks and spares near your home board, not stranded on the midpoint or further back.
| Signal | Why it helps the attack | Soft feel |
|---|---|---|
| Blots / bar targets | Something to hit now | Strong invite |
| No enemy anchor | Close-out still possible | Required for pure blitz |
| 2–3+ home points | Cuts entering rolls | Board already bites |
| Builders ready | Hits and covers land | Sustain the attack |
| Checkers in the zone | Attacking material nearby | Not stranded mid-board |
How to run a blitz
The attack is a sequence of small jobs, not a single hit:
- Point on the blot when you can. Making a point on an opposing blot both hits and covers — often stronger than a bare hit that leaves a return shot.
- Hit and cover. When you cannot make the point, hit and leave a blot only if many rolls cover next turn and their board is still weak. Hitting decisions in general are in when to hit.
- Bring builders forward. Idle stacks waste the rolls that would have covered or made the next point.
- Put a second checker on the bar when it is on offer. Two checkers against a strong board enter far less often than one — the charts are in entering from the bar.
- Prefer making points over endless loose hits. Loose hits that do not improve the board tend to rebound; points take entering numbers away for good.
Closing the board / the close-out
The aim of a blitz is often a closed board — all six home-board points made — with one or more checkers on the bar. Against a closed board, a checker on the bar cannot enter at all until a point opens. That is maximum pressure: every roll you bear off while they dance raises gammon chances.
- Fill the gaps in order of value. Deep points and the ones that kill the most entering numbers usually matter most; exact priority depends on where their checkers sit.
- Do not strip your last covers casually. A close-out that leaves you with no spare to play can force you to break a point and let them in.
- Bear off with contact in mind. Once the board is closed, clearing against checkers still on the bar is a race-plus-contact problem — see bearing off and gammons.
When the blitz fails
A blitz collapses when the attack runs out of steam before the board closes. Common failure modes:
- The opponent makes an anchor. Once they hold a point in your home board, you can no longer close them out. Stop endless loose hitting and switch — typically to priming in front of the anchor, or to a race/holding plan if the pip count says so.
- Out of builders. Hitting without checkers left to cover or make points leaves return shots that can reverse the game.
- Scattered blots. An attack that leaves several of your own blots gives them a shot that undoes the whole sequence.
Failed blitzes often become priming games: the same home-board points that were meant for a close-out become the start of a wall. Reading that switch early tends to save more games than forcing one more hit.
Defending against a blitz
When you are the one under fire, the priority is usually to make an anchor in their home board before the door closes. An anchor ends the pure close-out threat and forces them to change plans. Details in our guide to anchors.
- Enter to make or cover. Coming in from the bar onto a blot that makes a point — or covering a blot you already own — is often worth more than a random advance.
- Do not waste last spares. Checkers that could make the anchor next turn should not be scattered for small gains elsewhere.
- Leave the board when staying is hopeless. If their board is nearly closed and you still have no anchor, sometimes running remaining checkers is the only path left — a race judgment, not a pride contest. Pip count helps: see pip count.
Cube tendencies in blitz games
Attacking positions swing fast, so the doubling cube often comes early. Soften every claim — the engine at the real score is the clean check — and remember that gammon danger changes take/pass a lot.
- Doubles tend to be strong when the attack is rolling: multiple checkers under fire, a board that is filling, and no opposing anchor.
- Takes get narrower as a second checker hits the bar and your board strengthens; a bare race take can become a pass once gammon chances rise.
- Too-good territory appears when you can play on for the gammon instead of cashing — same idea as in doubling strategy. In money play, Jacoby (if in force) changes whether a gammon without a cube matters; see gammons and the cube.
- Match score still overrides money instincts. At some away scores you take, pass, or play on differently; see match play and the cube in match play.
How to practice the blitz on Megammon
Blitz sense comes from choosing when to attack, sustaining hits without scattering, and switching plans the moment an anchor appears. On Megammon you can play the bot with no sign-up, play a friend, or play ranked matches online.
New to the five plans? Start with backgammon strategy, then come back here. Want the entering numbers behind a close-out? Open backgammon odds. Ready to convert an attack into a gammon — or save one? See gammons.
Frequently asked questions
What is a blitz in backgammon?
A blitz is an all-out attack: you hit opposing checkers in your home board while making points there, aiming to close the board with one or more of their checkers on the bar. It is the plan that produces the most gammons, and also the one that fails fastest when the opponent anchors or you run out of builders.
When should you blitz?
A blitz tends to be right when the opponent has blots in your home board or a checker on the bar, no anchor to fall back on, your home board already has strength (often two or three points or more), and you have builders aimed at the attack. One signal alone is rarely enough.
How do you close out a backgammon board?
A close-out means all six home-board points are made, so a checker on the bar cannot enter until a point opens. Fill gaps with builders, prefer making points over endless loose hits, and keep a spare so you are not forced to break a point. Against a closed board, gammon pressure rises while they dance.
What happens when a blitz fails?
Usually the opponent makes an anchor in your home board, or you run out of builders and leave scattered blots. Stop pure attacking, then switch — often to priming in front of the anchor, or to a race or holding plan if the pip count says so.
How do you defend against a blitz?
Make an anchor in their home board as early as you can, enter from the bar to make or cover when possible, and do not waste the last spares that could complete that anchor. An advanced anchor both stops a full close-out and gives you a safe re-entry.
Why does hitting a second checker matter in a blitz?
Each point you make cuts entering rolls; with two checkers on the bar against a strong board, both entering on the same roll becomes rare. The full entering charts are in the odds guide. That is why a second checker on the bar is often the key move of a blitz.
When should you double in a blitz?
Doubles often become strong while the attack is rolling and no opposing anchor exists — especially with rising gammon chances. Close takes and too-good decisions still need the position and the score; use the engine when it is close.
Is a blitz the same as priming?
No. A blitz hits and tries to close the board with checkers on the bar. Priming builds consecutive points to trap checkers that are still on the board. When a blitz stalls because of an anchor, players often switch into a priming game.
Turn the attack into wins.
Play the bot with no sign-up, move on to ranked games when you're ready, or open the strategy guide for all five game plans.