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Checkers openings and traps
Every game of American checkers starts from the same position, and a few well-studied first moves lead into most games. Knowing the names and the ideas behind them keeps you out of the common traps.
Opening names and move numbers vary between books. Check any line you plan to rely on against a standard text (see the sources below) before trusting it in a tournament.
How openings are written
Checkers moves are recorded with the numbers 1 to 32 given to the dark squares. The dark side, which moves first, starts on squares 1 to 12, and the light side on squares 21 to 32. A move is written "11-15" (from 11 to 15), and a capture "22x15". The first move splits the game into families of openings, named after the first move or the player who made it popular.
The main first moves
The dark side has seven possible first moves. The ones you will hear named most often are:
- 11-15 is the most popular first move. It brings a man from the centre-left towards the middle and leads into a large group of openings, including the Old Fourteenth (a very old line that runs 11-15, 23-19, 8-11, 22-17) and the Single Corner (11-15 followed by 22-18).
- 9-14 starts the Double Corner family. These openings have many sharp traps for the light side.
- 10-14 is associated with the Denny, an even and solid choice.
- 9-13 is the Edinburgh. It has the reputation of being slightly weak for the dark side, because the reply 22-18 takes the centre, but modern analysis has found counterplay.
Strong players do not memorise every line; they remember the structure each opening aims at.
Why openings matter
A single early slip can lose a piece to a forced sequence. In tournaments, the first moves are drawn at random (the "three-move restriction") so that players cannot rely on pure memorisation. For a beginner, the best habit is to follow principles: develop towards the centre, keep the back row, and check every capture.
The shots
A shot is a combination that wins material by force. Checkers shots all use compulsory capture. The common patterns are:
- The two-for-one. You give up one man; the opponent must jump; your answering jump takes two of their men.
- The breakthrough. You trade or sacrifice to open a clear road for one of your men to reach the king row.
- The exchange that opens a gap. A well-timed trade pulls an enemy piece out of their back row, leaving a hole to run through.
How to avoid traps
- List the forced jumps. After each candidate move, list every capture your opponent could be forced to make, and where the jumping piece ends up.
- Count the follow-up. Does your piece then have a jump to continue? Does their landing square expose another piece?
- Keep a piece behind. A man with a friend directly behind it cannot be jumped.
- Guard the edge of the board. Pieces about to be crowned are the targets of most late tricks.
- Slow down. Most lost games are lost by a quick, natural move.
Openings in other variants
Russian draughts has its own opening theory, with named lines. International draughts openings are built around the balance of the centre of the 10 by 10 board. Because kings fly and men capture backward, traps in those games often use long sequences, so look in every direction.
Try the ideas in a live game: play CheckersTalk, and go through strategy and tips alongside this guide.
Frequently asked questions
What are the main openings in checkers?
In American checkers the opening families include the Old Fourteenth and Single Corner (from the first move 11-15), the Double Corner (9-14), the Denny (10-14) and the Edinburgh (9-13). The names vary slightly between books.
What is a shot in checkers?
A shot is a combination in which you sacrifice one or more pieces to force your opponent's compulsory jumps, then win more pieces back, often with a multiple jump.
How can I avoid traps?
Before each move, list every capture your opponent would be forced to make and look at where their piece lands and what you can then take. Keeping pieces backed up and your back row at home also prevents most traps.