Checkers strategy: 8 tips to win more games
Checkers looks simple, but most games are decided by a few ideas: forced jumps, a strong back row and good timing.
Play Checkers nowDraughts with forced jumps and kings1. Use the forced-capture rule
In checkers, if you can jump, you must. Strong players use this to set traps called shots: give away one piece so that your opponent is forced to jump into a spot where you can then jump two or three pieces back. Before every move, check which jumps your move would force on your opponent – and on you.
2. Guard your back row
As long as your back row has defenders, your opponent can’t crown a king. Don’t move all your back-row pieces early; two well-placed back-row men can hold off kings for most of the game.
3. Control the centre
Pieces in the middle of the board can go either way and support each other. Pieces on the side can’t be jumped, but they only cover one square ahead and are easy to block in.
4. Move in groups
A lone piece far ahead is a target. Advance pieces so that they back each other up: a jump needs an empty square to land on, so a piece with a friend right behind it on a diagonal can’t be jumped along that diagonal.
5. Trade when you are ahead
Being one piece up means more the fewer pieces are left. When you have the advantage, offer even trades (one for one). When you are behind, avoid them.
6. Crown kings, then use them
Kings move and capture both forwards and backwards, so they can attack pieces from behind. Once you have a king, bring it back into play quickly instead of leaving it on the edge.
7. Win the endgame with kings
Two kings against one is a win. The lone king will run to a double corner (the two dark squares in the corner of the board), and you need both kings working together to force it out. More kings than your opponent usually wins too, as long as you avoid giving away pieces to shots.
8. Watch the tempo
In endgames with few pieces, it matters who has to move. Sometimes the best move is a waiting move that forces the other side to step forward into trouble.
Practise against the computer in Checkers: Easy is relaxed, while Hard thinks many moves ahead and punishes loose pieces.
Play Checkers nowDraughts with forced jumps and kings