Can you move sideways in draughts




















Remember that checkers may only move in diagonal directions on the dark squares. In tournament checkers games, each player gets five minutes to make a move. Part 2. Checkers must stay on the dark squares. Jump your opponent's checkers to remove them from the board. If your checker is in the diagonal space nearest to one of your opponent's checkers, then you can jump and capture that checker.

If you have the opportunity to jump your opponent's checker, then the rules state you must jump it. If you have the opportunity to jump your opponent's checker in multiple parts of the board, then you can choose which checkers you'd like to jump. If the new position you land in gives you a direct opportunity to capture another checker, then you must keep going until you can't capture any more of your opponent's checkers.

King your pieces when your checkers reach the end of your opponent's side. To crown a checker and make it a king checker, simply place one of your own captured pieces on top of it.

The king can move forward and backward diagonally on the dark squares, so it's easier for king checkers to capture your opponent's checkers. However, when a king is capturing checkers, it can move forward and backward on the same turn. This would apply only if a king were doing a capture move that required it to change directions, such as if two checkers were lined up next to each other on dark squares in a horizontal line. To capture these checkers, the king would have to jump forwards and then backwards.

Some checkers sets have a crown on the back of the checkers, so you can just flip a piece over once it is crowned to designate it as the king. There is no limit to how many crowned pieces you can have. Keep jumping and capturing to win the game. Continue jumping and capturing your opponent's checkers until they are all removed from the board.

Part 3. Play an offensive game, not a defensive game. A beginner may be tempted to keep their pieces at the edges of the board and to try to avoid the opponent's checkers as much as possible, but this is a mistake. Be bold and try to capture your opponent's checkers whenever you can. Move your pieces together.

If you move a stray checker a few squares forward without moving the rest of your checkers, that piece will be vulnerable to capture.

Instead, try keeping some of your checkers together, like a blockade. The center of the board is a good place to have a group of checkers protecting each other as they move forward.

Just try not to move all of your checkers towards the center because it will be hard to move them. But if your opponent does still manage to capture your checker, then you'll have a piece waiting to capture his checker as well. Keep a full back row for as long as you can. If your opponent gets a piece to your back row, then it will be crowned and more difficult to capture.

Keeping a full back row is the best way to keep your opponent from crowning his pieces. It will also make it easier for you to capture any opposing pieces that approach your back row. Know when to sacrifice your pieces. If you're ahead in the game, or even dead even with your opponent, don't be afraid to sacrifice a piece if it means you'll be able to capture your opponent's piece back or gain a significant positional advantage.

Keep the forward momentum going. The king is much more valuable than a regular checker. Don't trade pieces if it will make it easier for your opponent to king a piece.

Trade one for two. Give up one of your pieces if it means you can capture two of your opponent's pieces in return. Focus on the kings. You should focus on crowning as many of your pieces as possible, as well as on keeping your opponent from crowning his pieces.

This should be a priority as you advance in the game. However, don't crown your pieces if it means losing several checkers on the way.

Be strategic about knowing when to crown your piece. The exception to this rule is English draughts and American checkers - a king can only move one field forwards or backwards.

It is usually considered that all pieces can capture forwards and backwards. Capturing means that your piece jumps over the opponent's piece and stops on an empty field just behind it.

You can also capture more than one piece in one move named as multiple capturing or even change the direction of the capture, provided that there is one empty space between the opponent's pieces so that your piece can freely jump on the field between them. Players have often doubts whether the capture in draughts is obligatory. Amateurs, as well as professionals, agree that capturing in draughts is mandatory.

Following international rules, the player should choose a sequence of capturing so that he captures the maximum number of pieces - which means as follows :. In American checkers or English draughts you can choose any sequence of capturing, you have no obligation to capture the maximum number of pieces.

Each player strives to win by capturing all the opponent's pieces. The more kings you have, the easier it is for the player to win. However, you should try not to let the opponent do the same.

And not only capturing of all opponent's pieces can give you a victory - if you can block his pieces in such a way that he won't make any move, you've got your work done : You won! Winning after a long fight with a demanding opponent gives a lot of satisfaction.

But it also requires a lot of concentration, the ability to predict a few moves in advance, planning, and often sacrificing one or even more pieces. More experienced players know that confrontation cannot be avoided - pieces must meet on the board, and the first "meeting" usually happens quickly in the middle of the board. To some extent, the player's success depends on the ability to place the pieces in such positions so as to capture as many pieces of the opponent as possible. And surprisingly, losing or not any of your own pieces is not the most significant issue- in the end remember that a fight requires victims.

It is essential to confront your opponent in such a manner that leads to capturing his pieces. Draughts beginners are often under the illusion that setting the pieces on the left or right side of the board is safer. Can a king jump in chess? Can you go backwards in Draughts? Can a single jump a king? Can a single draft jump a king? What is a huff in Draughts? Can you double jump in Draughts? A piece can move one space sideways, forward, or diagonally towards the opposing home space.

The Moves of the Men: Checkers pieces can move forward on each empty square to the left or to the right. Captures by the Men: Men can effect capture by moving forward or backward and jumping over a single piece of the opponent provided that the said piece is adjacent to it and the following square is empty. The idea of the huff was that if a player refused to make an available jump, the opposing player could remove the piece that should have jumped.

In modern checkers, all jumps must be taken. A piece, whether it is a king or not, can jump a king. Kinging: When a piece reaches the last row the King Row , it becomes a King. A second checker is placed on top of that one, by the opponent.

A piece that has just kinged, cannot continue jumping pieces, until the next move. When jumping, Kings can only jump adjacent pieces. They can not jump any distance as in International Checkers. When jumping, Kings must land in the next square beyond the piece they jump over.

If there is no empty square immediately beyond the piece to be jumped, then that jump is not possible. King pieces can move in both directions, forward and backward. Once a piece is kinged, the player must wait until the next turn to jump out of the king row. If neither player can move then it is a draw or a tie.

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. But you can jump several pieces, with a move of several jumps. You remove the jumped pieces from the board. You cannot jump your own piece. You cannot jump the same piece twice, in the same move.

A Queen moves by diagonally traversing any number of unoccupied squares. Likewise, when capturing, a Queen can travel over any number of unoccupied squares before and after hopping the piece. Capturing is compulsory and where there is a choice, the move that captures the greatest number of pieces must be made.

If a player is prevented from moving a peg into a hole in the destination triangle because of the presence of an opposing peg in that hole, the player is entitled to swap the opposing peg with that of his own peg.

A player may not combine hopping with a single-step move — a move consists of one or the other.



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