Checkers

1. Learn The Rules


2. Basic Tips & Mistakes To Avoids

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 (provided 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 Figure 2 ). The strongest opening move is 22-18; the weakest is 24-20.

In general, avoid moves to the side of the board. This handicaps a checker as it subsequently can move only 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.

The single corners are squares 4 and 29. 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. Players often find themselves trapped, however, if they make 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. While black is being crowned, however, red can remove the bridge checker on 21 to 17, and by doing so trap the black king.

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. 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.

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.


3. Learn The Common End Game


4. Practice

  • Download Checkers Free on Android by AI Factory Limited, choose difficulty level ‘1’ and start practicing, going up one difficulty level when you start winning at least 50% of your games. Play one game per day. (To learn how you can make playing one game per day into a habit, read here)
  • Use the undo button and learn from your mistakes.
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