Checkers Openings Explorer: Every First Move, Rated

Pick a move to play it and see every reply. For the first two moves, each one shows its rank in published theory next to our engine's score. Named openings show up as you reach them. This is American checkers (English draughts), Black moves first, and moves use the standard 1 to 32 square numbers printed on the board.

No moves yet. Black moves first.

Moves played
  1. Starting position

Black to move: 7 moves, engine's best first

Theory: the published rank, strongest first (Pask and Irish Draughts), from a century of master play. Engine: our engine's score for Black, searched 12 half-moves ahead from scratch. 1.00 is about one man. The two can disagree. They give the same place to 3 of 7: 9-14, 11-16, 10-14.

What is a checkers opening?

A checkers opening is the first few moves of a game, and the name players give to a known sequence of them. Maurice Chamblee, quoted in Richard Pask's Checkers in a Nutshell, called it "an initial combination of moves, fully executed". The named lines on this page run from one move to five.

Black always moves first, and only the four men on squares 9, 10, 11 and 12 can move at the start. That gives Black seven possible first moves. White has seven replies to each, so there are 49 two-move openings and 302 legal ways to play the first three moves.

Moves here are written in standard notation. The 32 dark squares are numbered 1 to 32, starting in Black's double corner with Black at the top. Black's men start on 1 to 12 and White's on 21 to 32. A move goes from-to, so 11-15 moves the man on 11 to 15. A capture uses an x, as in 15x22, and a double jump lists both landing squares.

If you are new to the game, read how to start a game of checkers first. It covers the habits that matter more than any named line: take the centre, keep your back row, and never give away a free jump.

What is the best first move in checkers?

11-15 is the best first move in checkers in published theory. It moves a man from Black's single corner towards the centre. The Irish Draughts Association calls it "universally regarded as the best opening move". Richard Pask's Checkers in a Nutshell ranks all seven first moves by White's strongest answer to each: 11-15 first, 9-14 second, 9-13 weakest. The Irish Draughts list gives the same order.

Our engine searched every first move 12 half-moves ahead. It gives the same place as theory to 9-14, 11-16 and 10-14, and puts 11-15 joint 3rd and 9-13 joint 5th. Its best and worst first moves are only 0.11 apart, a small fraction of one man. It finds no first move that wins material within 12 half-moves, so the gaps come only from its small bonuses for advanced men and men near the centre. Read its order as a tie-break between near-equal moves.

How theory and our engine rate every first move

Published theory is the order Pask and the Irish Draughts Association give, drawn from a century of master play. Engine is our score for Black after a fresh 12-half-move search. The engine sees only those 12 half-moves and knows no theory, so the two can disagree.

Rows in published order. Engine scores are for Black; joint means a tied score. Names are from the Irish Draughts Association, which gives none for 9-14.
First moveNamePublished theoryEngine (depth 12)Compared
11-15 Old Faithful 1st of 7, strongest −0.06, joint 3rd Differ
9-14 None given 2nd of 7 −0.03, joint 1st Agree
11-16 Bristol 3rd of 7 −0.06, joint 3rd Agree
10-15 Kelso 4th of 7 −0.14, 7th Differ
10-14 Denny 5th of 7 −0.09, joint 5th Agree
12-16 Dundee 6th of 7 −0.03, joint 1st Differ
9-13 Edinburgh 7th of 7, weakest −0.09, joint 5th Differ

What are the best replies to each first move?

Pask quotes a rule from Maurice Chamblee: a first move is only as strong as the best reply to it. The table puts Pask's best answer for White next to our engine's view of it. The two pick the same reply after 9-14, 10-15 and 12-16.

Published theory is Pask's list. Engine scores are for White after a separate 12-half-move search from each position; joint means a tied score.
Black playsPublished best replyEngine on that replyEngine's best replyCompared
11-15 23-19 −0.09, joint 4th 22-17 0.00 Differ
9-14 22-18 −0.06, 1st 22-18 −0.06 Agree
11-16 22-18 −0.11, joint 5th 21-17 −0.09 Differ
10-15 21-17 +0.06, 1st 21-17 +0.06 Agree
10-14 24-19 −0.06, joint 2nd 22-17 −0.03 Differ
12-16 24-20 −0.09, joint 1st 21-17 −0.09 Agree
9-13 22-18 −0.06, joint 4th 24-19 0.00 Differ

Pask marks 21-17 as a losing reply to both 9-14 and 10-14. Our engine agrees and ranks it last both times (7 of 7 after 9-14 with a score of −1.20 for White, 7 of 7 after 10-14 with −1.11). A score near −1.00 means White is about a man down. After 11-15, Pask's top reply is 23-19 and our engine's is 22-17.

Every reply to every first move
White's seven replies in Pask's order, strongest first, with our engine's score for White and its place among the seven.
Black playsWhite repliesPublished theoryEngine (depth 12)Compared
11-15 23-19 1st of 7, strongest −0.09, joint 4th Differ
22-17 2nd of 7 0.00, joint 1st Agree
23-18 (Cross) 3rd of 7 −0.11, 6th Differ
24-20 4th of 7 −0.09, joint 4th Agree
22-18 (Single Corner) 5th of 7 −0.06, 3rd Differ
24-19 (Second Double Corner) 6th of 7 0.00, joint 1st Differ
21-17 7th of 7, weakest −0.14, 7th Agree
9-14 22-18 1st of 7, strongest −0.06, 1st Agree
22-17 2nd of 7 −0.09, joint 2nd Agree
24-20 3rd of 7 −0.11, 5th Differ
24-19 4th of 7 −0.09, joint 2nd Agree
23-19 5th of 7 −0.14, 6th Differ
23-18 6th of 7 −0.09, joint 2nd Differ
21-17 7th of 7, loses −1.20, 7th Agree
11-16 22-18 1st of 7, strongest −0.11, joint 5th Differ
23-18 2nd of 7 −0.17, 7th Differ
24-19 3rd of 7 −0.09, joint 1st Agree
22-17 4th of 7 −0.09, joint 1st Agree
21-17 5th of 7 −0.09, joint 1st Differ
24-20 6th of 7 −0.09, joint 1st Differ
23-19 7th of 7, weakest −0.11, joint 5th Differ
10-15 21-17 1st of 7, strongest +0.06, 1st Agree
22-17 2nd of 7 +0.03, 2nd Agree
22-18 3rd of 7 −0.03, 4th Differ
23-18 4th of 7 −0.06, joint 5th Differ
23-19 5th of 7 −0.06, joint 5th Agree
24-19 6th of 7 0.00, 3rd Differ
24-20 7th of 7, weakest −0.09, 7th Agree
10-14 24-19 1st of 7, strongest −0.06, joint 2nd Differ
22-18 2nd of 7 −0.06, joint 2nd Agree
22-17 3rd of 7 −0.03, 1st Differ
23-19 4th of 7 −0.09, joint 4th Agree
24-20 5th of 7 −0.09, joint 4th Agree
23-18 6th of 7 −0.09, joint 4th Agree
21-17 7th of 7, loses −1.11, 7th Agree
12-16 24-20 1st of 7, strongest −0.09, joint 1st Agree
22-18 2nd of 7 −0.11, joint 5th Differ
23-18 3rd of 7 −0.17, 7th Differ
24-19 4th of 7 −0.09, joint 1st Agree
22-17 5th of 7 −0.09, joint 1st Differ
21-17 6th of 7 −0.09, joint 1st Differ
23-19 7th of 7, weakest −0.11, joint 5th Differ
9-13 22-18 1st of 7, strongest −0.06, joint 4th Differ
24-19 2nd of 7 0.00, 1st Differ
23-18 3rd of 7 −0.06, joint 4th Differ
23-19 4th of 7 −0.06, joint 4th Agree
24-20 5th of 7 −0.06, joint 4th Agree
22-17 6th of 7 −0.03, joint 2nd Differ
21-17 7th of 7, weakest −0.03, joint 2nd Differ

What are the named checkers openings?

14 of the 15 lines named in Hoyle's start with 11-15. Two sources use the names a little differently. The Irish Draughts Association names each first move. Hoyle's Games Modernized names longer lines of two to five moves. Both call something the Bristol: Irish Draughts uses it for 11-16 alone, Hoyle's for 11-16 24-20 16-19.

OpeningMovesNamed by
Old Faithful 11-15 Irish Draughts Association
Bristol 11-16 Irish Draughts Association
Kelso 10-15 Irish Draughts Association
Denny 10-14 Irish Draughts Association
Dundee 12-16 Irish Draughts Association
Edinburgh 9-13 Irish Draughts Association
Single Corner 11-15 22-18 Hoyle's Games Modernized
Cross 11-15 23-18 Hoyle's Games Modernized
Second Double Corner 11-15 24-19 Hoyle's Games Modernized
Dyke 11-15 22-17 15-19 Hoyle's Games Modernized
Bristol 11-16 24-20 16-19 Hoyle's Games Modernized
Will-o'-the-Wisp 11-15 23-19 9-13 Hoyle's Games Modernized
Ayrshire Lassie 11-15 24-20 8-11 28-24 Hoyle's Games Modernized
Defiance 11-15 23-19 9-14 27-23 Hoyle's Games Modernized
Fife 11-15 23-19 9-14 22-17 5-9 Hoyle's Games Modernized
Glasgow 11-15 23-19 8-11 22-17 11-16 Hoyle's Games Modernized
Laird and Lady 11-15 23-19 8-11 22-17 9-13 Hoyle's Games Modernized
Maid of the Mill 11-15 22-17 8-11 17-13 15-18 Hoyle's Games Modernized
Old Fourteenth 11-15 23-19 8-11 22-17 4-8 Hoyle's Games Modernized
Souter 11-15 23-19 9-14 22-17 6-9 Hoyle's Games Modernized
Whilter 11-15 23-19 9-14 22-17 7-11 Hoyle's Games Modernized

Hoyle's explains a few of the names. The Single Corner plays both moves from one single corner towards the other. The Cross plays its second move across the direction of the first. The Old Fourteenth is named after game 14 in Joshua Sturge's Guide to the Game of Draughts of 1800, and the Defiance is so called because it stops the Fife.

What is the three-move restriction?

The three-move restriction is how tournament checkers is played. The first three moves are drawn at random from a list of accepted openings, called ballots. The two players then play two games with that opening, each taking Black once and White once.

Before 1900, championships were played with no restriction, a style called Go As You Please. A two-move restriction ran in the United States from 1900 to 1934 and in the British Isles until the 1950s. The US championship has used three-move ballots since 1934. The Irish Draughts Association says Go As You Please is still the most popular way to play.

StyleWhat is fixedOpenings
Go As You PleaseNothingAny
Two-move restrictionBlack's first move and White's reply47 (Irish Draughts)
Three-move restrictionThe first three moves156 accepted (Wikipedia)

There are 302 legal ways to play the first three moves, and our explorer scores every one of them. The accepted list has 156. When checkers was solved in 2007, the proof covered the starting position only, not every ballot (see is checkers solved?).

How did we score the moves?

The published ranks come from Pask and the Irish Draughts Association. Both rank Black's first moves, and Pask also ranks White's replies. Neither ranks a third move, so from there on the explorer shows the engine score alone, with a note that there is no published verdict.

Every engine score on this page comes from the same engine that plays the AI on this site. For each position in the first three moves, it searched every legal move 12 half-moves ahead, which is 6 moves for each side, with no time limit. It uses minimax with alpha-beta pruning: it assumes both sides pick their best reply, and skips lines that cannot change the result.

At the end of each line it counts material. A man is worth 1.00 and a king 3.00, and a man gets up to 0.20 more as it advances and up to 0.10 more near the centre. A score is from the point of view of the side to move, so +0.06 means a slightly better position and −1.00 means a man down. "Wins" means the search found a forced win.

Deeper positions in the explorer are scored live in your browser at the same depth, with a five-second cap, so a busy position may show a shallower search. The note under the move list says how deep each search went. These scores are one engine's opinion, not the solved result. To check a position from your own game, set it up in the checkers solver, and read the opening traps lesson for the tricks these lines can hide.

To try an opening yourself, play checkers against the AI, check the American checkers rules, or browse the strategy lessons.

Frequently Asked Questions

What is the best first move in checkers?

Published theory says 11-15. The Irish Draughts Association calls it "universally regarded as the best opening move", and Richard Pask's Checkers in a Nutshell ranks it first of Black's seven choices, with 9-14 second and 9-13 last. Our engine, searching 12 half-moves ahead, puts 9-14 and 12-16 joint first and 11-15 joint 3rd. All seven moves score within 0.11 of a man, so read the engine's order as a tie-break and published theory as the better guide.

How many first moves are there in checkers?

Seven. Black moves first, and only the four men on squares 9 to 12 can move: 9-13, 9-14, 10-14, 10-15, 11-15, 11-16 and 12-16. White then has seven possible replies to each of them.

What do the numbers in checkers moves mean?

The 32 dark squares are numbered 1 to 32, starting in Black's double corner with Black shown at the top of the board. Black's men start on 1 to 12 and White's on 21 to 32. A move is written from-to, so 11-15 moves the man on 11 to 15. A capture uses x, as in 15x22.

What is the three-move restriction in checkers?

It is the way tournament checkers is played. The first three moves, two by Black and one by White, are drawn at random from a list of accepted openings, and the two players play two games with that opening, swapping colours. The US championship has used it since 1934, and the list holds 156 openings.

Are the engine scores on this page the truth?

No. They come from this site's own engine looking 12 half-moves ahead, not from the 2007 proof that solved checkers. That proof shows perfect play from the start ends in a draw. Treat the scores as one engine's opinion, and the move order of published theory as the better guide for small differences.

Can I share an opening line?

Yes. The address bar updates with every move you play in the explorer, so the link opens the same line. Copy link puts it on your clipboard.