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Math / Checkers / Grade 3 / mh3c1

Checkers Jumps Come First

Look across the whole board before choosing a quiet move.

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Learn the skill

A capture jumps over an adjacent opponent onto the empty square immediately beyond it. In English/American checkers a man captures forward. If any of your pieces can jump, you must choose a capture instead of an ordinary step.

Worked example

Imagine red on 10, white on 15 and an empty 19. Red can jump from 10 over 15 to 19. If 19 were occupied, that jump would not be available: an opponent to jump over is not enough without an empty landing square.

Red men at 9 and 12. White men at 14 and 28. Red 9 and white 14 are highlighted; square 18 immediately beyond 14 is empty.
Find an opponent, then check the empty landing square immediately beyond it.

One Piece Can Jump

Red men are on 9 and 12. White men are on 14 and 28. Every other square is empty. Red moves toward the top and it is red's turn. The man on 12 has an empty diagonal neighbor, but first check whether the man on 9 can capture.

Question 1 Which white piece can the red man on 9 jump over?
Question 2 On which square does that jump land?
Question 3 How many white pieces does this complete jump remove?
Question 4 May red ignore the jump and step from 12 to 16 instead?
Question 5 In the worked example, what would stop the jump from 10 over 15 to 19?