Introduction: Understanding Checkers
Checkers (also known as Draughts in many countries) is a classic board game played on an 8×8 squared board with 12 pieces per player. The game combines simple rules with deep strategic thinking, making it accessible to beginners while offering complexity for advanced players. This cheatsheet covers American/English Checkers rules, basic strategies, and advanced tactics to improve your gameplay.
Game Setup and Basics
The Board
- Standard 8×8 chess/checkerboard with 64 alternating light and dark squares
- Only the 32 dark squares are used for play
- Board is positioned with a dark square in the bottom left corner for each player
Initial Setup
- Each player starts with 12 pieces (traditionally red vs. black or white vs. black)
- Pieces are placed on the dark squares of the first three rows closest to each player
- Black (or darker color) typically moves first
Game Objective
- Capture all opponent’s pieces, OR
- Block all opponent’s pieces so they cannot move
- A draw occurs when neither player can force a win
Movement Rules
Basic Movement
- Regular pieces (non-kings) move diagonally forward only, one square per turn
- Pieces can only move to empty dark squares
- Players must take turns moving one piece per turn
- No passing of turns is allowed
Capturing Moves
- Capture by jumping over an opponent’s piece to an empty square directly beyond
- Jumps must be made diagonally
- Multiple captures in one turn are permitted (and mandatory) when possible
- The jumped (captured) pieces are removed from the board
Kings
- When a piece reaches the opposite side of the board (king’s row), it becomes a king
- Kings are typically marked by placing a second piece on top of the original
- Kings can move diagonally forward OR backward, one square per turn
- Kings capture the same way as regular pieces but can jump in any diagonal direction
Mandatory Capture Rules
| Rule | Description |
|---|---|
| Mandatory Jumping | If a player can capture an opponent’s piece, they MUST make that capture |
| Multiple Jumps | If multiple jumps are possible, all jumps in the sequence must be completed |
| Choice Between Captures | If multiple different capture sequences are available, player may choose which sequence to take |
| Maximum Capture Rule | Some variants require taking the sequence that captures the most pieces |
Special Rules
Huffing (Optional Rule)
- In some casual games, if a player fails to make a mandatory capture, the opponent may remove the piece that should have jumped (“huffing”)
- This rule is NOT used in tournament play
Touch-Move Rule
- Once a player touches a piece, they must move that piece if a legal move is available
- Used in tournament play
Clock Rules (Tournament)
- Tournament games typically use chess clocks
- Standard time controls: 5-25 minutes per player for the entire game
End Game Conditions
- Win: Capture all opponent’s pieces OR leave opponent with no legal moves
- Draw: Occurs in several situations:
- Both players agree to a draw
- Same position occurs three times
- No captures made in 40 consecutive moves (20 moves by each player)
- Neither player can force a win
Basic Strategy Elements
Opening Principles
- Control the center: Develop pieces toward the central squares
- Maintain a solid formation: Keep pieces connected diagonally for mutual protection
- Avoid creating holes: Don’t leave isolated pieces or create weaknesses in your formation
- Advance systematically: Move pieces forward in a coordinated manner
- Balance mobility: Don’t advance all pieces too quickly
Common Opening Sequences
| Opening | First Moves | Characteristics |
|---|---|---|
| Single Corner | 11-15, 22-18, 15-22 | Aggressive opening with early exchange |
| Double Corner | 9-14, 22-18, 5-9 | Conservative, solid development |
| Old Faithful | 11-15, 23-19, 8-11 | Classic opening with good balance |
| Edinburg | 11-15, 24-19 | Creates immediate tactical possibilities |
| Dundee | 9-14, 24-19 | Leads to complex middle game positions |
Tactical Patterns
Key Tactical Elements
- Fork: Attacking two pieces simultaneously
- Sacrifice: Giving up a piece to gain positional advantage or multiple captures
- Bridge: Defensive formation that prevents opponent from capturing
- Shot: Tactical sequence involving sacrifices to achieve a winning position
- Breakthrough: Sacrificing pieces to promote a man to king
Common Combinations
| Tactic | Description |
|---|---|
| Two-for-One | Sacrifice one piece to capture two |
| Back-Door Shot | Capture sequence that ends by entering the king row |
| In-and-Out Shot | Jumping in and out of the king row in the same move |
| Swindle Shot | Surprise combination that turns a losing position into a win |
| Opposition | Controlling the diagonal to restrict opponent’s king movements |
Endgame Principles
King vs. King
- Single king vs. single king always results in a draw with correct play
- The side with two kings vs. one king can force a win
- Control the “double corner” (corners at a1, h8) in king endgames
King vs. Pieces
- A king is generally worth about 2 regular pieces
- Kings are most powerful in open positions
- Kings should attack from behind enemy pieces when possible
Bridge Position
- Key defensive formation where three pieces form a “bridge”
- Prevents opponent’s king from breaking through
- Especially valuable in defending the back rank
Common Mistakes to Avoid
- Advancing too quickly: Creating holes in your position
- Neglecting the center: Giving opponent control of central squares
- Breaking up formations: Weakening mutual protection
- Missing mandatory jumps: Results in losing pieces unnecessarily
- Single-piece thinking: Not considering the entire board position
- Ignoring back rank: Leaving it vulnerable to king promotions
- Not planning ahead: Reacting instead of creating threats
Notation System
American checkers uses a numerical notation system:
- Each dark square is numbered 1-32
- Numbers run from left to right, top to bottom (from each player’s perspective)
- Moves are written as “from-to” (e.g., 11-15)
- Captures use x or : (e.g., 15×24 or 15:24)
- Multiple jumps list all squares (e.g., 15-22-29)
1 2 3 4
5 6 7 8
9 10 11 12
13 14 15 16
17 18 19 20
21 22 23 24
25 26 27 28
29 30 31 32
Advanced Strategy Concepts
Positional Elements
- Tempo: The pace of development and initiative
- Space: Control of key board areas
- Mobility: Freedom of movement for your pieces
- Structure: Formation of your pieces
- King Safety: Protecting your kings or denying opponent’s kings
Strategic Planning
- Create imbalances: Force asymmetrical positions
- Exchange wisely: Trade pieces only when gaining an advantage
- Control timing: Force opponent to make moves that weaken their position
- Anticipate promotion: Plan several moves ahead for king creation
- Exploit weaknesses: Target isolated pieces or structural weaknesses
Tournament Rules Variations
American Checkers (English Draughts)
- 8×8 board, 12 pieces per side
- Pieces move diagonally forward, kings move diagonally in any direction
- Captures are mandatory
International Draughts
- 10×10 board, 20 pieces per side
- Kings can move any distance along diagonals
- Majority capture rule (must take maximum pieces)
Russian Checkers
- 8×8 board, 12 pieces per side
- Kings can move any distance along diagonals
- Captures are mandatory
Brazilian/Canadian Checkers
- 12×12 board, 30 pieces per side
- Similar to International but with larger board
Practice Exercises
Beginner Exercises
- Set up endgame positions with 3 vs. 2 pieces and practice winning
- Practice identifying all possible jumps in complex positions
- Study and recreate basic tactical patterns
Intermediate Exercises
- Analyze game positions to find the best move
- Set up king endgames and practice winning techniques
- Study classic games notation and replay famous matches
Advanced Exercises
- Calculate complex jump sequences several moves deep
- Analyze losing positions to find drawing resources
- Study theoretical endgames with minimal material
Resources for Further Learning
- Books: “The Checkers Bible” by Tom Wiswell
- Online Play: PlayOK, Gameknot, or Lidraughts
- Software: CheckerBoard, Martin Fierz’s Cake Manchester
- Tournaments: American Checkers Federation events
- Problem Collections: Richard Pask’s “Key Endings” and “Starting Out in Checkers”
- Historical Games: Compilations of Marion Tinsley and Asa Long matches
- AI Practice: Chinook (world champion checkers program)
Famous Checkers Players
- Marion Tinsley: Greatest checkers player in history (1927-1995)
- Asa Long: American champion who dominated from 1930s-1960s
- Derek Oldbury: British champion and theoretician
- Alfred Jordan: Early American champion and author
- Chinook: Computer program that retired undefeated as world champion
This comprehensive checkers cheatsheet covers the essential rules, strategies, and techniques needed to improve your game from beginner to advanced levels. Practice regularly, study classic games, and analyze your own play to continue developing your skills.
