Checkers Strategy and Tips

Here is how to think about winning at Checkers, split into short lessons. Each one reads on its own, and each one comes with a real position: press Try it on the board and you play the move yourself.

Take the centre

Lesson 1

A checkers man only steps diagonally forward, so where a piece can go next is decided entirely by the square it stands on. The far left and far right files have just one diagonal ahead of them. A square nearer the middle has two. The same single move can leave a piece busy or leave it idle.

Push the second piece from the right out to the edge here. The square it lands on has one diagonal ahead, and an enemy man is sitting on it. That piece now has nowhere to go at all — still on the board, but out of the game for a while.

Send the same piece towards the middle instead and it has two diagonals ahead. One is blocked for the moment, the other is open, and the block clears as soon as your opponent moves that man. Neither move loses a piece, so when the risk is equal, choose the square with more roads out.

Hold your back row

Lesson 2

When an enemy man reaches your back row — the rank nearest you — it is crowned a king. A king moves and captures diagonally backwards as well as forwards, which makes it plainly stronger than a man. Turn that around: while your own pieces sit on those four squares, there is nowhere for your opponent to land.

All four back-row squares are still occupied here. Move the piece on the right and that square opens up. Your opponent simply advances the man waiting beside it, lands on the empty square, and crowns. One move, and you have handed over a king.

Advance a piece from the middle instead and nothing your opponent moves can reach your back row at all. Keep the back row until late, and when you do break it, break it on the side your opponent cannot reach. That ordering alone makes defending far easier.

Count the trade

Lesson 3

In checkers, if a capture is available you must take it — and that is just as true for your opponent. So offering a piece lets you decide their next move for them. Once you know where their piece will land, you can count in advance how many you take back.

Push the third piece from the left one square forward here. Your opponent now has exactly one legal move: jump that piece and land in front of your line.

Then it is your turn. You jump one man, the same piece jumps again, and two enemy pieces come off. Eleven against eleven becomes ten against nine — a piece up on the exchange. Giving one to take two is the commonest shape in any game with compulsory captures, so learn to count it before you play it.

How to use a king

Lesson 4

A man that reaches the far rank becomes a king, and a king moves and captures diagonally in all four directions. That backward move matters most when you are waiting, not when you are chasing: run after an enemy king from behind and it simply runs at the same speed, for ever.

Black has a king and a man here; Red has a king. Move the black king away from the red one and Red escapes either way, with no capture in sight.

Instead, place the black king two squares in front of the red king. Red has to move, and both of its squares step straight into a jump. Next move you take it, and only Black is left on the board. Don't chase — stand where the escape routes end and wait. That is the basic use of a king.

Try it on the board

Pick a lesson and the board starts from that position. Start over as often as you like.

Now put it to work

Last updated 2026-09-14 · Run by Qdan, Inc.