Puzzimo

How to win at checkers: centre, back row and forced jumps

5 min read ·

Checkers (English draughts) has simple rules and surprisingly sharp tactics. The rule that shapes everything is that captures are compulsory: if a jump is available, it must be taken. That makes it possible to force your opponent's moves, and to lose pieces if you forget it.

This guide covers the positional habits and the tactical tricks that win against the computer.

The rules on Puzzimo

  • You play red and move first. Pieces move one square diagonally forward on the dark squares.
  • Jump an opposing piece to capture it. Captures are compulsory, and you keep jumping while you can.
  • A piece reaching the far row is crowned a king, which ends the move. Kings move and jump both ways.
  • A side with no legal move loses. The game is drawn after 40 moves each without a capture or a man moving.

Keep your back row

Your back row is the computer's crowning row. As long as it's filled, enemy pieces can't become kings. Don't move those pieces early; in particular, keep the back-row pieces that guard the squares the computer would most like to reach.

Control the centre

Pieces in the middle of the board have two forward moves and support each other; pieces on the edges have only one and are easily trapped. Build a solid group in the centre and advance it together, so every piece is backed up.

Use forced captures

Because the computer must take a jump when one is available, you can offer a piece to drag one of its pieces where you want it. The classic trick: give up one piece so the capturing piece lands where you can jump two or more in return.

The same rule works against you. Before every move, check whether it lets the computer force a jump that sets up a double jump of its own.

Getting and using kings

A king is worth far more than a man, since it moves both ways. Head for crowning when your path is safe, and use kings to attack the computer's pieces from behind, where they can't respond. In the endgame, two kings against one can trap it in a corner.

Practise

The computer searches 2 moves ahead on Easy, 4 on Medium and 6 on Hard. Only wins are ranked, and quicker wins score higher: your score is 100 minus the number of moves you made.

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Frequently asked questions

Do you have to jump in checkers?

Yes. In English draughts, captures are compulsory, and once you start jumping you keep going while more jumps are available.

Can a king move backwards in checkers?

Yes. Kings move and capture diagonally both forwards and backwards. Ordinary pieces (men) only move forwards.

What's the best checkers strategy for beginners?

Keep your back row as long as you can, build in the centre with pieces backing each other up, and before every move check whether it lets the computer force a double jump.