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Checkers Strategy: 8 Tips to Win More Games

These tips assume you know the rules. Square numbers follow the standard 1–32 numbering with Dark starting on 1–12. You can show the numbers on the kawu board in settings.

1. Keep your back row as long as you can

Your opponent can't crown a man while your back row is guarded. For Dark, the classic setup keeps men on 1 and 3 (the "bridge"); for Light, on 30 and 32. Together they cover every crowning square. Don't move these pieces early unless you have to.

Dark's bridge on 1 and 3 keeps Light from crowning

2. Take the centre

The squares 14, 15, 18 and 19 are the middle of the board. Pieces there restrict the opponent's moves and can support each other. The most popular first move, 11-15, heads straight for them.

Pieces on the side squares (5, 13, 21 on the left edge; 12, 20, 28 on the right) are safe from capture but do less.

3. Move in groups

A man with a friend directly behind it can't be jumped from the front, because the landing square is occupied. Advance pieces in pairs or small triangles. A lone piece far in front of the others is a target.

4. Watch for "shots"

A shot is a sacrifice that forces your opponent to capture and opens a bigger capture for you, often a two-for-one. Because captures are mandatory, your opponent can't refuse. Before every move, ask yourself two questions:

Dark to move plays 14-18! Light must capture: after 22x15 Dark jumps 10x19x26, and after 23x14 Dark jumps 10x17x26. Two for one either way

Try the game's Hint button in tricky positions. The computer looks several moves ahead, including every forced capture.

5. Trade when you're ahead, avoid trades when you're behind

When you are a piece up, exchanging one for one makes your advantage bigger in proportion: 8 against 7 is close, 3 against 2 is usually a win. When you are behind, keep pieces on the board and look for complications.

6. Count tempo in the endgame

In the endgame it matters who has to move, because a blocked position can force a player to give a piece away. Count how many free moves each side has left. Saving a spare move, or "tempo", far from the action can win a position that looks equal.

7. Use your kings actively

A new king belongs in the middle of the board, not on the edge. From the centre it attacks men from behind, where they can't capture back, and it can come home to defend.

8. Know the basic king endings

Practise against the computer

Undo is allowed against the computer. Use it to replay a position where you lost a piece and find the better move.

Frequently asked questions

What is the best first move in checkers?

11-15 is the most popular and one of the strongest opening moves for Dark. 9-14, 10-15 and 11-16 are also sound. Avoid opening with 12-16 or 9-13 repeatedly until you know the replies.

Is it better to have more kings or more pieces?

Material counts first. A king is worth more than a man (roughly one and a half men), but an extra man that can safely be crowned often decides the game.

Can two kings beat one king?

Yes. The lone king will run to a double corner, but the stronger side can drive it out and trap it with careful play. One king against one king is a draw.

Last updated 2026-10-17

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