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Checkers Help Contents

Checkers, known as draughts in England, is one of the world's oldest games. It has the intrigue of chess, but is simple enough for players of all ages. And like chess, checkers is purely a game of skill--the best player always wins. This software version of checkers can be played with two people or against the computer.

Note: If you have a jump, you must take the jump. See Rules.

Rules

Strategy

Two-for-one Shots

Checker Board Diagram


Rules

Object: In order to win, all your opponent's checkers (or "men") must be captured or blocked so that they cannot move. The player making the last move of the game wins.

The Play: Players take turns making moves. Black moves first. At the start of the game all checkers are "uncrowned" men and may advance towards the opposite side of the board diagonally from one black square to another vacant black square. If a diagonal square is unoccupied, the checker can move to that square. If a diagonal square is occupied by an opponent with a vacant square beyond, the checker must be jumped over and captured and removed from the board. If the landing square presents the same situation, successive jumps in a straight or zigzag direction must be completed in the same play. The one exception is that when an uncrowned man moves or jumps into the king row, it can't leave until the next turn. When there is more than one way to jump, you can choose which jump to take. You can not jump over your own men. When a checker reaches the opposite side of the board the man is crowned and becomes a king. On subsequent plays, a king can move or jump in any diagonal direction on the board.


Strategy

A checkers tyro will often try to avoid being jumped at all costs--this is a fatal mistake. Leaving all the king-row men unmoved in hopes of preventing the opponent from making a king is another common beginner's error. Forcing jumps and placing king-row men in play are parts of a strong strategy. I'll explain while I give six of the basic winning strategies of checkers.

1. Play your men toward the center of the board in a wedge-shape formation. Each advanced checker should be backed up so that the ranks are solidly massed. You can then attack your opponent on any weak side. If your opponent controls the center of the board, it is generally wise to attack and exchange pieces (provide they are amply backed up). This lets your capturing men take over the center squares. The key squares are 14, 15, 18 and 19 (see checker board diagram). The strongest opening move is 22-18; the weakest is 24-20.

2. In general avoid moves to the side of the board. This handicaps a checker as it subsequently can only move in one direction--away from the side. Occasionally it's okay to move to the side when you can set up your opponent for a two-for-one shot trap or to avoid being jumped without a return exchange jump.

3. The first player to obtain a king has an advantage since it can attack from behind.

4. The single corners are squares 4 and 29 (see checker board diagram). The double corners are squares 1 and 5, and 28 and 32. Play from your single corner and attack your opponent's double corner. Keep your double corner as strong as possible as this is the easiest place for your opponent to make a king. If the double corner is vacated the opponent player can easily slip in from 28 to 32 or 5 to 1, making a king, and escaping back out the same way.

A player often finds himself trapped, however, if s/he makes a king in the single corner square 4 or 29. For example, if red is on 21 and 30, black can move 22, 25, and 29 making the king. Red, however, while black is being crowned, can remove the bridge checker on 21 to 17, and by doing so trap the black king.

5. Contrary to common belief, it is not a good strategy to hold all four king row squares in order to keep your opponent from making a king. Doing so lessens your strength since you will have less men to attack with. Instead, defend your king row with only two men; leave a man on every other square starting with the double corner. For red these defense squares are 1 and 3; for black they are 30 and 32 (see checker board diagram).

With this defense it takes two checkers for your opponent to make a king. For example, if red stays on 1 and 3 and vacates 2 and 4, black needs to first build a bridge by placing a checker on 10 to keep the second checker from being jumped as it moves into 2 to make a king. Getting two checkers safely down board for this maneuver takes precious time, giving your opponent a chance to come from behind and attack with his or her own king.

6. When you are a checker ahead, it is wise to judiciously exchange jumps to reduce forces. Whittling down the total number of checkers on the board reduces the number of possible moves and the chances of your making a mistake and losing your checker-ahead advantage.


Two-for-one shots

The trick plays listed below force black into exchanging two checkers for one.  For positional references, see checker board diagram.

Red on 21, 17 and 18; Black on 9, 10 and 11. Red moves 17-14. Black has to jump to 17 and Red in return takes the two on 17 and 9.

Red on 25, 22 and 18; Black on 7, 9 and 11. Red moves 18-14. Black has to jump to 18 and Red in return takes the two on 18 and 11.

Red on 25 and 14; Black on 17 and 18. Red moves 25-22. Black has to jump to 26 and Red in return takes the two on 26 and 18.

Red on 28 and 32; Black on 20 and 18. Red moves 28-24. Black has to jump to 27 and Red in return takes the two on 27 and 18.

Red on 18, 22 and 25; Black on 11, 13 and 15; Black moves 13-17. Red has to jump to 13 and Black return takes the two on 18 and 25.

Red on 18, 20, 22, 25 and 29; Black on 6, 7, 11, 13 and 15. Red moves 20-16. Black has to jump to 20 and Red in return takes two on 15 and 7.


Checker Board Diagram