Multi-Jump Chains
📋 What it is
One turn can chain several jumps in a row — after landing you keep jumping while more captures are available.
🗣️ Coach says
The best feeling in checkers: one piece hops over two, three, even four enemies in a single turn. If your piece lands and there is ANOTHER jump from the new square, the turn is not over — you keep going. Look for the whole chain before you commit.
🧠 Memory hook
Land, look again. If another jump is there, the turn keeps going.
😂 Giggle
Why did the king checker feel so free?
Because it can move both forward AND backward!
😲 Whoa!
The record for a single legal multi-jump in a real draughts position is a chain that clears NINE pieces in one turn — a whole army in one move.
✅ Quick check: Your piece jumps one enemy and lands where it can immediately jump a second. Is your turn over?
Say your answer out loud first — then reveal.
No — you must continue the chain and take the second jump too; the turn ends only when no further capture is available from the landing square.
A multi-jump continues as long as captures remain from the new square.
🪄 Trick question: In a multi-jump, can you stop halfway because you like where you landed?
Careful — think it through, then reveal.
No — if a further jump exists you must keep jumping; you cannot end the chain early.
The forced-capture rule applies to every link of the chain.
🧪 Try it! (2 minutes)
Arrange three coins so one piece can zig-zag-jump all three. Trace the landing squares first, then do it.