Checkers glossary

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.

Nova welcomes players with an open hand.

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.