Checkers puzzles
12 positions where Red, to move, can win by force. Each is built around a shot: a sacrifice that forces your opponent to capture and sets up a bigger capture in return.
Every puzzle was found and checked by our checkers engine. In each one, exactly one first move wins against any defense, and it is never a capture: you have to see past the obvious. Squares are numbered as in standard notation. If you're new to shots, read the tactics guide first.
Solve on the board sets the position up in the game against the computer on Expert, which will defend as well as it can. Win the game to solve the puzzle. If you go wrong, press Undo and try again.
Beginner
A single sacrifice sets up a double jump. Look for the square the forced capture lands on.
Let it go
Red to move and win (3 Red moves). Hint
Your piece on 24 is attacked and cannot be saved. Make White pay for taking it.
Solution
1. 17-22 28x19 2. 22x15x24 20-16 3. 12x19Move the king to 22, next to White's piece on 18. White must still capture 28x19, and the capturing piece lands on 19, the next square in line behind 18. Your king jumps both, 22x15x24: two pieces for one. White is left with a single piece, and 12x19 picks it up a move later.
Choose the landing square
Red to move and win (3 Red moves). Hint
Where does a White capture end up, and what is next to that square?
Solution
1. 23-26 31x22 2. 25x18x11 4-8 3. 11x423-26 offers a piece. White has to take it with 31x22, but 22 sits diagonally in front of your king, with 18 empty behind it and another White piece on 15. The king jumps 25x18x11, and when the White king moves out, 11x4 finishes the game.
Lure the king
Red to move and win (3 Red moves). Hint
White's king on 7 would love to take something. Let it, on your terms.
Solution
1. 31-27 7x16 2. 27x20x11 4-8 3. 11x4Bring your king to 27, beside White's piece on 24. White's king must capture 7x16, which puts it directly behind 24. Your king jumps both: 27x20x11. That leaves one White king, and it runs straight into 11x4.
The back-row shot
Red to move and win (4 Red moves). Hint
Your back-row pieces are not just defenders. One of them can jump.
Solution
1. 6-9 13x6 2. 1x10x19 17-14 3. 2-6 14-10 4. 6x156-9 gives White a capture, 13x6, and White's piece lands right in front of your piece on 1. That piece jumps twice, 1x10x19, taking two for one. In the two-against-one ending that follows, the last White piece cannot get past.
Intermediate
Triple jumps, crowning combinations and an endgame squeeze.
Clear the path
Red to move and win (3 Red moves). Hint
Something is stopping your king on 31 from jumping. It is one of your own pieces.
Solution
1. 22-25 1x10 2. 31x22x15x6 20-16 3. 11x20The king on 31 could jump 26 if 22 were empty, but your own piece is standing there. Move it with 22-25. White's king takes 1x10 and lands on the last square of the king's path: 31x22x15x6 takes three pieces in one move.
Crown and sweep
Red to move and win (3 Red moves). Hint
Crowning ends your move. What will White's king capture, and where will it stop?
Solution
1. 26-31 2x9x18 2. 31x24x15x22 21-17 3. 22x13Crown with 26-31. White's king captures twice, 2x9x18, but stops on 18, which completes a chain for your new king: 31x24x15x22 jumps 27, 19 and 18. Two pieces for three, and the last White piece is caught by 22x13.
The third piece
Red to move and win (4 Red moves). Hint
Your new king could jump 27 and 19, but not a third piece. Yet.
Solution
1. 26-31 1x10 2. 31x24x15x6 23-19 3. 8-11 19-16 4. 11x20After 26-31 the new king threatens a double jump through 27 and 19. White's king, forced to take 1x10, adds the third link: 31x24x15x6. With only one White piece left, Red brings a second piece up and wins it.
Out of moves
Red to move and win (4 Red moves). Hint
An even trade can win if it leaves your opponent with nothing safe to play.
Solution
1. 16-19 23x16 2. 12x19 27-24 3. 19x28 22-18 4. 14x2316-19 offers an even exchange: 23x16 12x19. Now look at White's two pieces. Either move of the piece on 27 runs into a capture by 19, and either move of the piece on 22 runs into a capture by 14. White is not short of pieces but of safe moves, and in checkers you cannot pass.
Advanced
Longer combinations, some with two sacrifices before the payoff.
Double decoy
Red to move and win (4 Red moves). Hint
Two quiet moves in a row, each one giving White a capture it must take.
Solution
1. 1-6 21x14 2. 6-10 14x7 3. 2x11x20x27 29-25 4. 22x291-6 lets White take 21x14. Then 6-10 offers a second piece, and 14x7 drags White's piece back to 7, in front of your piece on 2. From there 2x11x20x27 jumps 7, 16 and the king on 24. Red has given two pieces and taken three, and 22x29 removes the last one.
From the back row
Red to move and win (6 Red moves). Hint
Count the White pieces sitting on one long zigzag starting next to your piece on 3.
Solution
1. 8-11 16x7 2. 3x10x17x26 30x23 3. 27x18 28-24 4. 18-23 24-20 5. 23-19 20-16 6. 19x12White's king on 14 and the piece on 22 are lined up for a jump from 3, if only there were a White piece on 7 to start it. 8-11 provides one: 16x7 is forced, and 3x10x17x26 takes three. White recaptures with 30x23, your king takes back with 27x18, and the king then hunts down the last piece.
Three down, three up
Red to move and win (5 Red moves). Hint
You are a piece down. Your king needs a stepping stone.
Solution
1. 30-26 29x22 2. 26x17x10x3 19-16 3. 4-8 16-11 4. 8x15 12-8 5. 3x1230-26 puts the king in front of 29, and White's forced capture 29x22 lands on exactly the square the king needs. 26x17x10x3 jumps 22, 14 and 7 in one move. Red, a piece down a moment ago, is now ahead, and the remaining White pieces fall to 8x15 and 3x12.
Two sacrifices
Red to move and win (6 Red moves). Hint
The piece on 25 is lost anyway. Use the time, and then give up another.
Solution
1. 28-24 30x21 2. 18-23 26x19 3. 24x15x6 21-17 4. 6-10 17-13 5. 10-14 13-9 6. 14x5White is threatening 30x21, so let it happen with the king already on 24. Then 18-23 gives up a second piece: 26x19 is forced and puts White's piece in the king's path, so 24x15x6 jumps 19 and 10. Red has given two pieces and taken two, but the lone White piece left is too far from home and the king catches it.
Want more?
The best puzzles are the ones from your own games. When the computer catches you with a shot, press Undo until you reach the position before it, and see if you can find the move that stopped it. The strategy guide covers the ideas behind these combinations.