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Opposition is the key concept, the side that moves loses.

Short Opposition
Long Opposition

Changing the Opposition

During the jump checker moves two rows, thus changing the opposition.

White win regardless of the move.
White move, no exchange needed
Black move, exchange resets the opposition

Combinations are one or more pitches ending with a long jump.

White checkers are arranged as a column, black checkers in a chain.
The column strikes, one checker is pitched, the other jumps, the third one supports the column.
Same pattern, but the chain is closed.
Open the chain up!.
We need a black checker in the corner
This shot (combination) has four moves!

Ending is the hardest part of the game, study it well!

Only two checkers each, but so much drama!
The ending ends with an opposition
Another classic ending, learn it by heart.
Once again, the ending is decided by a clever pitch.

Notation is the language of checkers, its how we record games and share the ideas.

Board numbers, white side down
With checkers

Recording Moves

Moves are recorded in the “from-to” fashion,
for example, f4-e5 below, from square f4 to square e5.

1.f4-e5 d6xf4 2.c3-b4 a5xc3 3.d2xf8
(the x denotes the jump)

First, we pitch a checker to open up the chain. Notice that both white and black moves are recorded, together with the move numbers (1,2,3).

An intense position – black checker is trying to sneak into the king row.
On the negative side there is a ready chain of checkers open to the shot from h2.

d4-c5 a3-b2
c3-d4 b2-c1
Both sides got what they wanted –
black the king and white the opportunity to strike. Can you spot the shot?
Your imagination is the key to success. Do not worry about giving many checkers, see where that leads…

These puzzles teach by example, click under Direction and choose from the list.

The first lesson demonstrates how the same idea develops in ten similar positions.

Another ending idea – the pitch to grab the center.

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