Recent studies on the planning problem Rush-Hour showed that certain spatial properties among the game's elements affect human planning and bias it towards a suboptimal solution. A cognitive model that solves Rush-Hour problems has been implemented with the goal of better understanding this effect. The ACT-R framework has been chosen as the foundation for this experiment. The model has been evaluated while solving 24 board configurations from which human data had been collected. Different strategies have been implemented and compared against human data.