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Checkers terminology
Checkers Glossary
What makes a jump a shot? Where is the double corner? Find the terms used in the rules, strategy and history of American checkers, grouped by when you’ll encounter them.
The board and pieces
- Dark square
- One of the 32 playable squares. Diagonal moves stay on the same square color throughout the game.
- Diagonal
- A slanting line of squares of the same color. All steps and jumps in American checkers follow diagonals.
- Man
- An uncrowned checker. It steps and jumps diagonally forward. The plural is men.
- King
- A crowned checker that can step and jump both forward and backward. A physical set often marks a king by stacking two discs.
- Back row
- The row nearest you. Checkers left there can guard the squares your opponent needs to reach to make a king.
- King row
- The row farthest from you. A man reaching it is crowned. It is also called the crown head.
- Single corner
- The corner where a playable dark square sits directly in the corner of the board. From your side, it is the near-left corner.
- Double corner
- The corner at the other end of your back row, with two playable squares next to it on the same diagonal. A defending king can use the pair to avoid being trapped.
Moves and captures
- Step
- An ordinary move to a neighboring empty square along a diagonal. You may step only when you have no available capture.
- Jump
- A capture in which your piece moves over an adjacent enemy piece to the empty square just beyond it. The jumped piece is removed.
- Landing square
- The empty square where a piece comes to rest after a jump. An opposing piece cannot be jumped if the square beyond it is occupied.
- Compulsory capture
- The rule that you must jump if any of your pieces can capture. If several routes are available, you may choose any legal one in American checkers.
- Multiple jump
- Two or more captures by the same piece in one turn. Follow the chain until the piece cannot capture again or a man reaches the king-row.
- Crowning
- Promoting a man to a king by reaching the far row. Crowning ends the turn, including when it happens during a jump.
- Blocked
- Unable to move or jump. If every piece on the side to move is blocked, that side loses.
Tactics and position
- Opening
- The first phase of play, when pieces leave their starting squares and players contest the center. The term can also mean a named sequence of starting moves.
- Center
- The middle of the board, where pieces have more diagonal routes than they do on an edge.
- Mobility
- How freely your pieces can move. A piece may have more usable moves in the center, while one on the edge has fewer ways out.
- Material
- The pieces each side still has. A material advantage usually means more pieces, though the number of kings also matters.
- Sacrifice
- Giving up a piece on purpose. You might force an opponent’s jump to open a route to the king row or set up a shot.
- Shot
- A tactical sequence that uses one or more forced captures to set up a payoff, often a multiple jump.
- Trade
- An exchange in which both players lose pieces in the same sequence. Trading evenly can help a player who is already ahead.
The endgame
- Endgame
- The last phase of play, with relatively few pieces left. The timing of a move and the routes available to kings can decide the result.
- Opposition
- An endgame relationship in which the side that has to move gives way or exposes a piece. With few pieces left, an otherwise identical position can play differently depending on whose turn it is.
- Draw
- A game that ends without a winner. The ending rules explain when LarkSpark declares a draw.
Variants and tournament play
- English draughts
- Another name for American checkers, the version with an 8×8 board, twelve pieces a side, and short-range kings.
- International draughts
- A 10×10 version with twenty pieces a side, backward captures for men, flying kings, and a rule requiring the maximum number of captures.
- Flying king
- A king that can slide along an open diagonal and jump from a distance in variants such as international-draughts. American checkers uses short-range kings.
- Go-as-you-please (GAYP)
- A format in which players choose their own opening moves from the standard starting position.
- Three-move ballot
- A tournament format in which a draw from an approved list determines the first three individual turns. Players choose their own moves after that.
- Numbered notation
- A way to record play by numbering the 32 usable squares. A step may be written 11–15, while a jump uses an x, as in 22x15.
- Huffing
- An old rule that let a player remove an opposing piece that had failed to make an available capture. Modern American checkers requires the jump instead.