Making Your First Move in Online Checkers

Control the center with early moves that do not overextend single pieces.

TL;DR: Move one is not a personality test. In American checkers, a safe first idea is to develop toward the center without hanging a jump. You cannot castle. You cannot push two squares. You pick one man, one dark square forward. If the engine flashes a capture you did not want, someone (maybe you, after a premove) left a jump. There is no “pass.” There is only a legal diagonal.

Who actually starts

Black (or the darker set) often moves first in English draughts; some sites let red go first. Look at the turn banner, not at chess memory. If the banner is not you, drink water. Premoving as second player can still work on some sites and can steal your first thought on others. Disable premove until you can see jumps. Premove plus forced capture is a practical joke.

On the live board, watch whose clock ticks. Ticking clocks are the only referee. Avatars lie. Clocks do not.

A first move that does not donate

Moves that step a side man so far forward that two enemy men can double-jump you next are donations. Moves that clog your own back rank so you cannot make kings later are also donations, just slower. Center-ish development (the dark squares that look at more of the board) is the boring default. Copy a bot’s first move once if you must, then stop copying. Bots are not a religion.

If you only have a phone, your first move is also a UX move: zoom so the from-square and to-square are both fat. Fat targets prevent “I moved the neighbor.” Neighbor moves are not theory. They are a 40px error.

What you are aiming at in move 1–6

Empty squares in the fourth rank (your fourth, their fifth) are the first parking. You want men that can become jumps later without being jumped now. You do not want a single man so advanced it has no friends. Friends are adjacent dark squares with your pieces. A lone scout is a jump gift if they have a landing behind him.

Count landings behind your scout: if the square beyond him (from their view) is empty, he is edible. If you just moved him there, you plated him. First moves that plate a man are how people decide “the site cheats.” The site served the plate. You cooked it.

When the first “move” is a capture

Rare at ply one from the start position (the start is closed). Common after you return to a saved game, or in puzzle rooms, or after a glitch that dropped a piece. If the highlight is a jump on move one, take it or lose the right to quiet moves. Do not search “best first move” while a jump is flashing. The flashing jump is the first move. Articles cannot override it.

If two jumps exist on your first action of a restored game, look at which one keeps a king-row threat. Beginners pick the capture that is closest to their thumb. Thumbs are not strategy. Distance-to-thumb is a mobile bug in your head. Zoom out. Then jump.

After they reply

Your second move should answer what they changed, not what a video said about “always play 11–15” if their reply made 11–15 a hanging jump. Notation can wait. Eyes first: did they offer a trade? Trades of one for one in the opening are often fine. Trades that let them king while you sit on the back rank are not. You cannot king on move two. They cannot either, unless the board was not a start position. If they kinged on move two, you were not in a start position. Leave the opening-theory headspace. You are in a tactical puzzle.

Write one sentence: “I will not hang a landing square behind my furthest man.” That sentence is a better first-move coach than a tree of variations you will not remember on a bus.

Blitz versus first-move quality

In 1+0, a legal central step is enough. In untimed, you can ask whether the move invites a two-for-one later. Untimed first moves deserve ten extra seconds of “what if they jump.” Blitz first moves deserve a pre-chosen default so you do not flag. Mixing the two tempos on the same account without switching brains is how a 10-second think on move one eats the whole blitz clock. Pick a default. Use it in blitz. Think in untimed. Defaults are not cowardice. They are a clock setting for your personality.

If you are teaching a kid, their first move should be any legal non-hanging step, celebrated. Do not install a named opening. Named openings are how kids freeze. Celebration is how they click. Clicking is the curriculum of move one. Theory is the curriculum of move twenty, if they still like the game.