In checkers, you must take your jumps if they are available. Skipping them is not allowed.
In the game of checkers, if a player has the option to jump an opponent's piece, they must make that jump if it is possible. However, if multiple jumps are available, the player may choose which jump to take, but they must complete all jumps in a single turn before moving to another piece. If a player is unable to jump any pieces, they simply continue with their turn without jumping.
Contrary to popular belief, the original game of Checkers rule pamphlet does not state that you must take a jump.
When a player lands on the "Monopoly" space and decides to skip their turn by using the "Go" option in the game, they simply do not take any actions on their turn and move directly to the next player's turn.
Yes
usually 7-8 jumps
In checkers, jumping is mandatory if you have a move that allows you to jump over an opponent's piece. If you have a jump available, you must take it.
In Connect Four, there are a total of 42 checkers used in the game—21 for each player. Each player has their own color of checkers, typically red and yellow. Players take turns dropping their checkers into a vertical grid, aiming to connect four of their own checkers in a row, either horizontally, vertically, or diagonally.
In Connect 4, each player has 21 checkers. Therefore, there are a total of 21 red checkers for the player using the red pieces. The game is played on a vertical grid, and players take turns dropping their checkers into the columns to try to connect four in a row.
take it to an autozone, checkers, oreillys, etc......
take one out or put three in if you can
In the game of checkers, jumping is mandatory if a player's piece is able to jump over an opponent's piece. If a player has a jumping move available, they must take it.
Keep working with your instructor and don't skip steps in order to rush. Take it slow and easy and you'll get there.