![]() Keep in mind your long-term goal of winning instead of focusing only on defending.Ĭontrol the center: While it’s a beginner’s instinct to move to the edge of the board to evade captivity, forming a pyramid with your checkers in the center will help keep your pieces together and prevent your opponent from reaching the end of your side. Sometimes losing one checker may put you in the situation to capture one or more of your opponent’s. Sacrifice a checker: As the saying goes, you can’t make an omelet without breaking a few eggs. This will prevent your opponent from turning their checkers into kings and having greater mobility around the board. Guard your side: Try to keep your checkers in the last row as long as possible. It involves moving the black checker from square 11 to square 15, or the second from the left diagonally to the right.įor the second player (usually white or red), the best first move is to move from square 23 to square 18, or the second from the right diagonally to the right.Īnother popular counter to the 11-15 opening move is the 22-17. Check out these free sites to play with a friend or against a computer.Īccording to Quadibloc, “Old Faithful” is the best first move, and one of the most popular. There are plenty of free websites where you can try your hand at checkers with varying levels of difficulty. If you don't have a checkerboard on hand, don't worry. You can also win checkers if you block your opponent’s pieces so they can’t make any more moves. Players continue jumping to capture checkers until one color remains on the board. Whoever captures all their opponents’ checkers wins. It is now a king and can move forward or backward diagonally. This sets it apart from the other checkers. Once you reach the last row, either stack a captured checker on top of it or flip your checker over. A double jump is when two jumps are made consecutively within a single turn.Īs you make your way across the board, try to get to the end of your opponent’s side. If the space you land on after jumping your opponent’s checker puts you in position to jump another of their checkers, you can make a “double jump” in one move. Jump the checker by moving your piece straight over theirs and landing on the empty dark space. Remove your opponent’s checkers from the board by jumping them if your checker is diagonal to your opponent’s and there is an empty dark space to hop to. After the first player takes their turn the next player goes, also moving their checker forward diagonally. You are only allowed to move one checker per turn, moving one space at a time unless jumping. ![]() Move your checker forward diagonally, always staying on the dark squares.
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