A Glossary of Checkers Terminology
If you wish to learn to play the game of checkers, the first thing that you ought to do is to understand the lingo of the game. The following are some of the basic terms that you'll need to know:
Blitz - Type of timed game where players are limited to one to three minutes each per game
Blockade - Position where one player's pieces cannot move
Bridge - Two checkers of the same color on king row with one empty square between them to form a bridge
Capture - Elimination of one or more of the opponent's pieces by jumping over them
Checkerboard - 64-square checkered board game
Cook - Non-book move intended to force an opponent to use a difficult line of play
Crowning - Placement of a checker on top of a piece that has reached the last rank to indicate its promotion to king.
Double Corner - Corner of the board where there are two squares each adjacent to the corner square
Double Hump - Move where two jumps are made
Dyke Square - Putting pressure on the opponent's double corner by occupying square 14 by White or 19 by Red
Draw - Situation where both players agreed that neither has enough advantage nor time to win
End Game - Portion of the game where there are 8 or fewer pieces left on the board
File - Vertical row of squares
First Position - Standard ending position that results in a win for the attacking side
"Flying" King - Kinged piece that can move any number of spaces diagonally, either way, or jump over any piece in its path provided there is at least one space between them.
Give Away - Any variation of checkers whose goal is to lose all of one's checkers first
Jump - Two-square diagonal move in which the second square is initially vacant and the intervening square is occupied by an opponent's piece, which is captured and removed from play
King - Piece that can move and capture backward and forward
King Row - First rank where the opponent forms kings
Man - Single checker piece
Mid-game - Portion of the game between the opening and endgame
Material - Advantage or disadvantage depending on the remaining pieces on the board
Move - Having "the move" means to have the opposition
Opening - First 3 or 4 moves that determines positional advantages or disadvantages
Opposition - Timing factor held by the player who has the ability to pursue the opponent
Piece - Checker piece
Pin - Situation where a piece cannot move without being captured
Pitch - Also known as a sacrifice
Position - Advantage or disadvantage not entirely based on the number of pieces on each side
Quadruple Jump - Move in which four jumps are made
Rank - Horizontal row of squares
Resign - Concede the game
Shot - Forced combination of moves in which a player sacrifices one or more pieces to capture more pieces
Single Corner - Corner of the checkers board where only the corner square is left in play
Timed Game - Game in which players are limited to a certain amount of time per move or per game
Trap - Line of play that ensnares the opponent
Triple Jump - Move where three jumps are made
Zugzwang - Position where any move a checkers player makes loses