Forced Captures in Checkers: Use Them as a Weapon
In checkers you must jump when you can, and that rule binds your opponent too. Put a man where White has to take it, and you have chosen White's move. Players call this forcing, and it lets you plan two moves ahead with no guessing.
Step 1 of 3
You choose White's move
Watch. Black plays c3 to d4. The white man on e5 must jump it: that is White's only legal move. It lands on c3 and stops there, because the square behind b2, a1, is filled. Black's man on b2 jumps straight back. One man each, and Black chose every move of this exchange.
Stop a runaway man
White's man on d4 has slipped past your men. Next it steps to c3 or e3, then on to your back row to crown. Your men only move up the board, so none of them can chase it down. A forced exchange can still catch it.
Your move
Make the man on d4 jump, then take it.
A fair trade
Not every offer is a fair trade. Before you give a man, follow White's jump to the end and ask two questions: does the jump stop there, and can you jump the piece back?
Your move
Trade one man for one.
What you learned
- Jumping is compulsory for your opponent too, so a man you offer decides their move.
- An exchange can remove a man you otherwise can't stop.
- Before you offer a man, follow the jump to its end and make sure you can take back.
In this course
Unit 1The rules
Unit 2Tactics
- The Two-for-One Shot in Checkers
- Forced Captures in Checkers: Use Them as a Weapon
- Guard Your Back Row in Checkers: The Bridge
- How to Get a King in Checkers: Break Through
Take it to the table.
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