The Two-for-One Shot in Checkers
Jumping is compulsory, so when you put a man where White can take it, you decide White's next move. The two-for-one shot uses that: you give one man, and the jump White has to make leaves two white pieces for you to take.
Step 1 of 4
Give one, take two
Watch. Black plays g3 to f4, in front of two white men. White must jump, and only the man on e5 can: the jump from g5 would land on e3, which is filled. So e5 jumps and lands on g3, next to your man on h2. Now h2 jumps it and carries on over g5 to h6. Black gave one man and took two. This is a two-for-one shot.
Your shot
The same idea on the other side of the board. Find the man to give, so that White's jump lands next to your man on a3, and your jump back can carry on over a second white man.
Your move
Give a man, then take two with the jumps that follow.
Spot it in a game
Early in a game, eleven pieces each, and the same shot is hiding here. Look for a man you can give so that White's only jump lands next to one of your men, and your jump back can carry on over a second piece.
Your move
Find the two-for-one shot.
Does the shot work?
This is the position from your shot, with one change: a white man now stands on a7. Black plays b4 to c5 again, and the man on d6 has to jump it. How does it end?
What you learned
- Jumping is compulsory, so a man you offer decides White's move.
- In a two-for-one shot, White's forced jump lands next to one of your men, and your jump back carries on over a second piece.
- Check every landing square before you give a man away.
In this course
Unit 1The rules
Unit 2Tactics
Take it to the table.
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