Qirkat Strategy


Unlike many other board games like chess or checkers, the first few moves in qirkat are very constrained.

The player with the light pieces, who starts first, only has four possible first moves available.

Depending on which of those moves the light player (Light) chooses, the dark player (Dark) only has one or two countermoves available.

And depending on which countermove Dark chooses, the next three or four moves and countermoves may be predetermined as well.

With this in mind:


The trickiest aspect of the middlegame is to remember that you are required to jump over one or more of your opponent's pieces whenever you can – and your opponent has to do the same to you.

Also tricky is that while you can only move forwards or sideways when making a regular move, jumps are possible in any direction, including backwards. This means it's easy to get stuck on your opponent's side of the board – unless you're able to jump backwards over one or more of your opponent's pieces.

With this in mind:


The transition between the middlegame and the endgame is fluid, but it's usually around when each player only has three or four pieces left on the board.

While most of the middlegame action takes place toward the center of the board, with jumps answered by counterjumps, the endgame tends to focus on the edges of the board.

During the endgame, it's important to remember that unless you can jump over your opponent, you can only move forwards or sideways – and you cannot go back to a point you just left. So if you don't manage to jump, your pieces will eventually get stuck in a corner with nowhere to go – and whoever gets stuck first, loses.

With this in mind: