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Math / Checkers / Grade 3 / mh3c2

Follow a Complete Checkers Jump Trail

Keep the same piece moving until its capture turn is complete.

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Watch the lesson | Checkers Club

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Learn the skill

After a jump, look again from the landing square. If the same piece has another legal jump, it must continue. Do not switch pieces halfway through. A turn can contain several jumps. Reaching the king row is the special stop: crown the man and end its turn.

Worked example

A route written A to B to C describes two jumps by one piece in one turn. Count the transitions: A to B is the first jump; B to C is the second. Three visited places do not mean three jumps.

Red man on 9; white men on 14, 22 and 32; all other squares empty. Red can trace a forward route through the numbered empty landing squares.
Use a pencil to trace one piece through the whole capture turn.

Red's Two-Jump Trail

Red has a man on 9. White men are on 14, 22 and 32. All other squares are empty. Red moves toward the top. Start by jumping over 14, then inspect the position again from the landing square. Neither landing in this trail is on the far king row.

Question 1 Where does red land after its first jump over white 14?
Question 2 From that landing, where must red jump over white 22?
Question 3 How many white pieces are captured in the complete route?
Question 4 How many red turns does this two-jump route use?
Question 5 Why may red not stop after the first landing?