Openings
Checkers opening traps
Most opening disasters in checkers look the same: a move that seems perfectly safe lets your opponent jump two men. Here are ten from real opening lines. On each board, you play the side that springs the trap.
Short answer
The commonest opening trap in checkers is a natural-looking move that leaves two of your men lined up to be jumped, often after your opponent gives up a man to force the jump. The ten below come from Checky’s opening lines. Before every move, ask what your opponent could give up to set up a jump.
Each trap shows the opening moves, the mistake, and what it costs. Then it’s your turn: you’re the side that gets to punish it.
1. The Maid of the Mill: Ink’s 5-9
After 11-15 22-17 8-11 17-13 15-18 23x14 9x18 26-23, Ink might play 5-9. It looks natural, but it loses two men: Pink jumps two men at once. The punishment is 23x14x5.
2. The City Game: Pink’s 19-16
After 11-15 23-19 8-11 22-17 9-13, Pink might play 19-16. It looks natural, but it loses a man: Ink jumps straight away, and more jumps follow. The punishment is 13x22 26x17 12x19.
3. The Switcher: Ink’s 12-16
After 11-15 21-17 9-13 23-18 5-9 18x11 8x15 27-23, Ink might play 12-16. It looks natural, but it loses a man: Pink gives up a man on purpose, and the forced jump sets up a double jump. The punishment is 24-19 15x24 28x19x12.
4. 9-14 22-17: Ink’s 14-17
After 9-14 22-17 11-15 23-19 5-9 17-13, Ink might play 14-17. It looks natural, but it loses two men: Pink jumps two men at once. The punishment is 21x14x5.
5. 9-14 24-19: Pink’s 19-16
After 9-14 24-19 11-15 28-24 8-11 22-17 5-9, Pink might play 19-16. It looks natural, but it loses two men: Ink jumps two men at once. The punishment is 12x19x28.
6. The Skull Cracker: Ink’s 7-10
After 10-15 22-17 15-19 24x15 11x18 23x14 9x18 26-23, Ink might play 7-10. It looks natural, but it loses a man: Pink jumps two men at once. The punishment is 23x14x7 2x11.
7. The Strickland’s Cross: Pink’s 23x16
After 10-15 23-18 7-10 27-23 3-7 24-20 9-13 28-24 15-19, Pink might play 23x16. It looks natural, but it loses two men: Ink jumps two men at once. The punishment is 12x19x28.
8. The Bristol Trunk: Ink’s 7-11
After 11-16 24-20 16-19 23x16 12x19 27-23, Ink might play 7-11. It looks natural, but it loses a man: Pink jumps two men at once. The punishment is 23x16x7 2x11.
9. The Cheek: Ink’s 14-18
After 11-16 22-17 9-14 24-19 8-11 17-13 16-20 25-22, Ink might play 14-18. It looks natural, but it loses a man: Pink jumps two men at once. The punishment is 22x15x8 4x11.
10. The Bonnie Dundee: Pink’s 25-22
After 12-16 24-20 8-12 28-24 9-13 22-18 10-15, Pink might play 25-22. It looks natural, but it loses a man: Ink gives up a man on purpose, and the forced jump sets up a double jump. The punishment is 16-19 23x16 12x19x28.
How not to fall into them
Every trap above works the same way. The mistake doesn’t hang a man to an obvious jump. It lets your opponent give up a man, or make a quiet move, so that the forced jump drags your men into line. To avoid it:
- Look at what your move leaves behind, not just where your man is going.
- Ask what your opponent could give up. If a man of theirs could be jumped by you, check where your jumping man would land, and what could jump it there.
- Learn your openings’ lines. Most of these traps sit in well-known openings, so knowing the main line keeps you out of them.
For the tactics behind these traps, see the shots every player should know.
Questions people ask
What is a trap in checkers?
A move that looks safe but lets your opponent win material, usually by giving up a man so that their forced jump sets up a double jump.
How do you avoid traps in checkers?
Before every move, look at what it leaves behind and ask what your opponent could give up to set up a jump. Learning the main lines of your openings helps too.
What is a 2 for 1 in checkers?
A shot where one side gives up one man and takes two back. It’s the most common way to lose a man in the opening.