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Checkers strategy: how to win more games

Most games between beginners are lost, not won: someone leaves a man where it can be jumped. So the first half of good strategy is staying safe, and the second is having a plan. Here are twelve tips, each with a board to try.

Short answer

To win more checkers games: check every move for jumps before you make it, keep your men backed up, head for the centre, guard your back row with two men, swap men off when you’re ahead, and keep spare moves in hand for the endgame.

The first two tips keep you from losing men. The rest are about where your men should go, and what to aim for.

1. Look before you step

Before every move, ask whether your man can be jumped on the square it’s going to.

Look Before You Step: Don’t step next to a man that can jump you.Take the Look Before You Step lesson in Checky

2. Keep your men backed up

A man can’t be jumped if the square behind it is full, so keep your men close enough to protect each other.

Back Up Your Men: A man with a friend behind it is safe.Take the Back Up Your Men lesson in Checky

3. Head for the centre

Head for the centre when you can. A man on the side is safe but has less to do, so go there for a reason, not just to hide.

Why the Centre Matters: And why the side isn’t safe.Take the Why the Centre Matters lesson in Checky

4. Use your single-corner men first

Develop your single-corner men early. Keep as much strength as you can in your double corner.

The Two Corners: Which men to move first.Take the The Two Corners lesson in Checky

5. Guard your back row with two men

Keeping all four back men is a mistake. Two in the right places can guard the whole row.

Guarding Your Back Row: Two men can do the job of four.Take the Guarding Your Back Row lesson in Checky

6. Don’t run to the side to hide

A man on the side can’t be jumped, but moving it there takes it out of the fight, and can leave a hole behind it.

Running to the Side: The side looks safe, until it isn’t.Take the Running to the Side lesson in Checky

7. Move the right back man

Before you move a back man, check what it was guarding. The wrong one can cost you a man several moves later.

The Wrong Back Man: Which man you move from home matters.Take the The Wrong Back Man lesson in Checky

8. Swap men off when you’re ahead

When you’re a man up, swap men off. Three against two is good, and two against one is better.

Swap When You’re Ahead: The fewer men on the board, the more one extra counts.Take the Swap When You’re Ahead lesson in Checky

9. Swap off a man that cramps you

A forward man with no support can be swapped off. It often costs your opponent more than it costs you.

Swap Off a Forward Man: Get rid of a man that’s cramping you.Take the Swap Off a Forward Man lesson in Checky

10. Keep spare moves at the back

Count your safe moves and your opponent’s. A spare move at the back can decide a whole game.

Spare Moves at the Back: Whoever runs out first loses.Take the Spare Moves at the Back lesson in Checky

11. Stay out of the dog hole

Think twice before stepping into the dog hole early in a game.

The Dog Hole: Square 28, where a man gets stuck.Take the The Dog Hole lesson in Checky

12. Don’t leave your breakthrough too late

Late in the game, don’t leave men behind, and break up the back row while there’s still time. One move late is too late.

Breaking Through: Don’t leave it too late.Take the Breaking Through lesson in Checky

Put it into practice

Strategy sticks when you use it. Play a bot just above your level, then look at the review: it shows the moments that decided the game. Play a bot in Checky, or take the Strategy lessons.

Questions people ask

What is the best strategy in checkers?

Stay safe first: never leave a man where it can be jumped, and look for your opponent’s shots. Then take the centre, keep your back row guarded, and swap off when you’re ahead.

Should you keep your back row in checkers?

Not all of it. Keeping all four back men costs you moves. Two men in the right places can guard the whole row.

Is it good to trade pieces in checkers?

When you’re ahead, yes. The fewer men on the board, the more an extra one counts. When you’re behind, avoid even swaps.

What is the dog hole in checkers?

Square 28 for Ink, or 5 for Pink: a corner square where a man gets stuck. An Ink man on 28 can’t move while Pink keeps a man on 32. Think twice before going there early in the game.

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