How to always win a game of checkers


















A single checker can make multiple jumps over as many kings as it can. As long as it is possible to continue making jumps , a single checker can continue jumping. However, a single checker cannot make a backwards jump on the same turn it is made a king.

Advance en Masse. Use Forced Moves to Your Advantage. Checker Movement If no jump is available, a regular checker can only move one space diagonally forward to an unoccupied square. King Movement If no jump is available, the King can move any distance, forward or backward, along an unobstructed diagonal. It must land in an unoccupied square. If you land on a square where you can kill another opponent piece you must jump over that piece as well, immediately. One turn can kill many pieces.

It is required to jump over pieces whenever you can. If a piece reaches the end row of the board, on the opponent's side, it becomes a King.

In chess, time the initiative is very important, being the first player to move is an advantage. This is true, to a lesser extent, in checkers. Moving first is an advantage.

But as the game goes on, most possible moves are weak. Rules of the Game Single pieces are always limited to forward moves toward the opponent. A piece making a non-capturing move not involving a jump may move only one square.

A piece making a capturing move a jump leaps over one of the opponent's pieces, landing in a straight diagonal line on the other side. The player who cannot move , because he has no pieces, or because all of his pieces are blocked, loses the game.

Players can resign or agree to draws. Black exits from a single corner, as opposed to a double corner, towards the center. Playing chess, bingo, checkers and card games may help keep your brain fit. A French study found a 15 percent lower risk of dementia among people who played board games versus those who did not. Reading, in general, is good for the brain. Chess cannot be solved in the same way because the possibilities are far more complex.

It is now a King! Kings are move powerful than pieces because they can move diagonally forward and back- wards. Kings may combine jumps in several directions—forward and backward—on the same turn. A player wins the game when the opponent cannot make a move. Marion Franklin Tinsley February 3, — April 3, was an American mathematician and checkers player.

He is considered to be the greatest checkers player who ever lived. Both men and kings are allowed to make multiple jumps. If, at the start of a turn, more than one of your checkers has a jump available, then you may decide which one you will move.

But once you have chosen one, it must take all the jumps that it can. Checkers can not jump Kings. When moving and not jumping, Kings can only move one square at a time in any direction to an empty space along a diagonal. They can not move unlimited distances along a diagonal, as in International Checkers.

When jumping, Kings can only jump adjacent pieces. Game Basics Each player begins the game with 12 colored discs. Typically, one set of pieces is black and the other red. Each player places his or her pieces on the 12 dark squares closest to him or her.

Black moves first. All rights reserved. This image may not be used by other entities without the express written consent of wikiHow, Inc. Focus on crowning more pieces than your opponent. In checkers, the person who has more kings also has the advantage. Try to crown as many pieces as possible to increase your chances of winning the game.

If you can protect this piece with nearby pieces and sacrifices, then you have a good chance at making a king.

See Intermediate Strategies below for how to "redirect the enemy" and sneak through a king. Keep your back row in place until you need to move those checkers. It's impossible for your opponent to crown his or her pieces if your back row is occupied, so this strategy will prevent your opponent from getting the advantage too soon in the game. You will also have more movement options left when you do start moving your back row pieces. Once you're low on pieces or you see an opportunity for an advantageous trade, don't hesitate to move out.

Advance pieces in close groups and in tandem. Two pieces "in tandem" are adjacent to each other on a diagonal line. Keeping pieces near enough to form tandem in one move makes it much harder for your opponent to capture them. Following it with two pieces is even safer, since you can block capture from two directions. See Intermediate Strategies to learn how to form "trapping pairs".

Trade checkers when you're ahead. It's obvious that trading one of your checkers for two of your opponent's checkers benefits you, but even trading one for one is useful if you had more checkers to begin with. But once you trade three pieces each, you have a huge advantage with twice as many pieces as your opponent.

Control the center of the board. If you keep a few pieces near the center, you will keep your options open and be able to move rapidly to whichever side of the board needs your attention. Likewise, preventing your opponent from placing pieces in the center will deny him or her this advantage. As a general rule, you should try to build up enough of a position that the opponent is unable to safely advance anywhere except the left and right edges.

After that goal is achieved, adding more of your pieces can actually clog up your board and lower your options. Part 2. Sacrifice pieces to gain advantages. The "forced capture" rule requires a player to make a capture if they are able to. Think ahead to what the board will look like if you force your opponent to capture your piece and you might discover it's worth the sacrifice. If you're trying to crown a piece but your opponent is pursuing it, you can sacrifice a less important piece to lure the pursuer away from your soon-to-be king.

Make sure you don't open yourself up to a double capture! Try a "Trapping Pairs" strategy. To use the "Trapping Pairs" strategy, you need to wait for a certain setup on the board.

Your first checker piece 1 should be in the leftmost or rightmost column, against the edge of the board. Your second checker piece 2 should be one row in front of your first checker on the diagonal. Following that same diagonal, there should be an empty space, then one of your opponent's checkers piece A , then another opponent checker piece B one row behind. The forced capture rule requires your opponent's piece A to jump piece 2, but it cannot then jump piece 1 because it is against the edge of the board.

After your opponent has captured your piece 2, the you can use your piece 1 to jump piece A. In the basic scenario described, this is an unexciting 1-for-1 trade. However, after setting up your trapping pair, you can often wait to "trigger" it until the opportunity for a double capture arises.

Use the "Redirect Your Enemy" strategy. To use "Redirect Your Enemy," you will need to designate 6 pieces on one side of your board as group A and the other 6 on the other side as group B.

You will use these designations to determine what pieces you move at different times in the game. When you begin trading pieces with your opponent, trade A pieces over B pieces whenever possible.

Once a few capture exchanges have happened, your opponent will likely be concentrated on the side of the board with your A pieces. Begin advancing your B pieces in groups and you'll be in a strong position to crown past your opponent's depleted defenses.

Part 3. Decide which rules of checkers to follow. Others follow the 3-move rules, which limit players' options at the start of the game to a set of three move sequences. The 3-move rules greatly reduce the possibility of a draw between skilled players. Study a checkers strategy guide that matches your rules system and skill level.

More recent books will contain up-to-date strategic advances, but this is less important if you're a beginner. Browsing the checkers shelf at a library or bookstore can help you find a book that is helpful and fun to read. Practice and memorize specific opening sequences. For 3-move play, find an encyclopedia of 3-move openers. For GAYP rules, select a preferred opener and practice games with every possible response from your opponent.

Play against the best opponents you can find.



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