How To Win Game Pigeon Checkers

Note about multiple jumps: it is a basic rule in checkers that if you can jump (capture) then you must.If after that jump your piece can do another jump then it must (called a 'double jump'), and if it can do another it must ('triple jump'), and so on!

Checkers Guide:Overview | How to play | Standard Rules | Rules Variations | Where to Play | Tips and Strategy | Links | Glossary
  • Instructions Step 1: Position board Sit across from the other player, with the board between you. Turn the board so that you each have a red corner square on.
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Checkers (also known as Draughts) is a two-player board game. This page gives the standard British-American rules for checkers, which are the rules most commonly used for online play.

For information on Canadian Checkers, Suicide Checkers, Russian Checkers and other variations, see our Games Variations page.

Checkers is played on a board which is divided into 64 squares. Each player starts the game with 12 checkers, also called “men”.

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The two players sit across from one another. The board is oriented so a black (dark) square is in the bottom left corner for each player.

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Flip a coin to determine who is black and who is white. Black goes first. After the first game, alternate colors.

To set up the board, place your checkers on all 12 black squares in the three rows closest to you, as shown below.

Checkers uses only the black squares. You can’t move your checkers into a white (red) square.

Move your checker forward one space diagonally in either direction to an open black square. A checker can only move forward. You may not land on a square that is occupied by your checker or your opponent’s checker.

Players alternate turns, making one move per turn.

When a checker reaches the last row of the board, he is “kinged” or “crowned” and becomes a king. A king moves the same way as a regular checker, except he can move forward or backward. To king a checker, the opponent stacks an extra checker of the same color on top of it. Or, on some games, the player flips the checker to reveal a crown.

On your turn, if your checker is next to your opponent’s checker, and the black square behind your opponent’s checker is open, you must jump over it. After you jump your opponent’s checker, remove it from the board. You have “captured” your opponent’s checker.

If one jump leads to another jump, you then continue with the next jump as part of the same turn. Continue in this way until all possible jumps are complete. If your checker jumps to the last row and is crowned, you may not make any further jumps, your turn is over.

Jumping is compulsory. If you have the opportunity to jump and capture an opponent’s checker, you must take it. If you have more than one capturing opportunity, you may choose whichever you prefer.

You may not jump over your own checkers.

You can jump and capture a king the same way as you jump and capture a regular checker.

How To Win Game Pigeon Checkers Free

A player wins the game when they capture all of their opponent’s checkers, or when they block their opponent completely and the opponent cannot move.

Players may agree to a draw if neither player can win the game.

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How To Win Game Pigeon Checkers 24/7

Below is a video explanation of how to play checkers.

There are many techniques using which you can significantly increase your chances of winning in this game. Need from the start to make maximum efforts to your pieces was more than the enemy. To do this, concentrate on how to pick an opponent more pieces, or force him to give up checkers.
Build your strategy so that one or several figures could quickly become a king. As you know, the kings can move to an unlimited number of cells diagonally, so even one such figure will significantly tip the scales of victory in your favor. In addition, such a figure would restrict the movement of opponent's pieces in certain directions.
During the game, place your checkers closer to the center of the field, because the edge of the Board they can beat in only one direction that narrows the possible application of it. Rest pieces must be carefully, to Central were under the protection of other figures who are closer to your top plank.
When your opponent makes some move - he probably tries to perform some kind of a tactical idea, so after each stroke, try to predict what is going to take your opponent - and, if possible, destroy his plans for the stage of implementation. If the opponent makes the moves, opening one of his sticks for combat - rather, it's a tricky maneuver, unless you stop that, you will lose much more.
Think over your every move, and better if your plans are to extend at least two-three moves ahead. In addition, you always have to be psychologically tuned to win and not to give his opponent the slightest chance.