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Checkers Β· Rules guide

Checkers rules: how to play checkers and draughts

The complete rules with diagrams: diagonal moves, why capturing is compulsory, multi-jumps, crowning kings, how games are won and drawn, and how Russian and international draughts differ.

The short answer

  • Twelve men each on the dark squares; Black moves first and all moves are diagonal.
  • Men move one square forward; capturing by jumping is compulsory and multi-jumps must be completed.
  • A man reaching the far row is crowned a king and can then move and capture backwards.
  • You lose if you cannot move β€” whether from being captured out or blocked in.
  • Russian draughts adds flying kings and backward captures by men; international draughts uses a 10Γ—10 board.

Board, pieces and the first move

Checkers β€” draughts outside North America β€” is played on the dark squares of an 8Γ—8 board with twelve pieces a side. Every move is diagonal, every capture is a jump, and capturing is compulsory. That last rule is what turns a children's game into a game that took a research team eighteen years to solve.

  • Board: 8Γ—8, using only the 32 dark squares. A dark square goes in each player's left-hand corner.
  • Pieces: twelve men each, on the three rows nearest you.
  • Black moves first, then turns alternate.
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Twelve men each on the dark squares of the three nearest rows. The eight empty squares in the middle are the whole battlefield at the start.
Black (moves first)White

Moving and the compulsory jump

A man moves one square diagonally forward to an empty square. It never moves backwards and never moves straight.

Jumping

If an enemy piece sits diagonally in front of yours and the square directly beyond it is empty, you jump over it and remove it from the board. Two rules make jumping the engine of the game:

  • Capturing is compulsory. If a jump is available, you must take it.
  • Multiple jumps must be completed. If the jumping piece can jump again from its new square, it must keep going β€” and the chain may change direction.

If several different jumps are available you may choose any of them. In English draughts you are not required to pick the one that captures the most pieces β€” a rule that differs in international and Russian draughts.

Crowning and how kings move

A man that reaches the far row is crowned a king β€” shown as two pieces stacked, or here with a crown. Kings move and capture diagonally in both directions, one square at a time in English draughts.

β™”crowned: now a kingabcdefgh87654321
Crowning ends your move β€” a newly crowned king cannot continue jumping on the same turn. From then on it moves and captures backwards as well as forwards.

Kings are worth roughly one and a half men, and a lone king can usually hold off two men in the right position. Getting the first king is the main strategic goal of the middlegame.

Winning, drawing and the variant rules

You win when your opponent cannot move β€” because every piece has been captured, or because every piece is blocked. There is no checkmate and no stalemate rule: being unable to move is simply a loss.

Draws

  • Agreement, which is how most games between strong players end.
  • Threefold repetition of the same position.
  • Forty moves each with no capture and no man move.

Russian draughts, also on this site

The same board, three changed rules β€” and a different game:

RuleEnglish draughtsRussian draughts
Men capturing backwardsNoYes (but they still only move forwards)
King movementOne squareFlying: any distance along the diagonal
King captureAdjacent piece onlyFrom any distance, landing anywhere beyond
Crowning mid-jumpMove endsThe piece is crowned and continues as a king
Choice of captureAny available jumpAny available jump

Flying kings make the endgame far sharper: a single king controls a whole diagonal, and material advantages convert much faster. If you find English endgames slow, try the Russian rules.

The other draughts family

International draughts is played on a 10Γ—10 board with twenty pieces a side, flying kings and the rule that you must take the maximum number of pieces available. It is the tournament game in the Netherlands, France, Eastern Europe and much of Africa, and is considerably deeper than the 8Γ—8 game.

How a game of checkers unfolds

Checkers has three phases, and they are much more distinct than in chess.

1. The opening: the first eight or ten moves

The middle eight squares are empty and both sides push men towards them. Nothing is captured for several moves, and the aim is simply to build a formation where your men defend each other while keeping your back row intact. There is a huge published literature on these moves; you do not need it, but be aware that your opponent may.

2. The middlegame: exchanges and shots

The first capture usually triggers a chain of exchanges, because taking is compulsory. This is where games are decided: a shot β€” a sacrifice that forces a jump and wins two pieces for one β€” is the standard winning device, and most players lose their first hundred games to one.

3. The endgame: kings and tempo

With a handful of pieces left, the first player to crown usually wins, and the game becomes an exercise in restricting the enemy king. Endings of two kings against one, or king and man against king, are fully analysed and worth learning.

Rules people get wrong

  • "You can take the piece or not, as you like." No β€” capturing is compulsory in standard rules. The casual version without it is a different, much shallower game.
  • "You must take the jump that captures most." Not in English or Russian draughts; only in international 10Γ—10 draughts.
  • "Huffing". The old rule where a player who missed a compulsory capture forfeited the piece was abolished in the nineteenth century. Today the move is simply illegal and must be replayed.
  • "Kings can fly." Only in Russian, international, Brazilian and similar variants. In English draughts kings move one square at a time.
  • "A crowned piece keeps jumping." Only under Russian rules. In English draughts crowning ends the move.
  • "Blocked means a draw." No β€” if you cannot move, you lose.

Numbering the squares

Checkers notation numbers the 32 playable squares from 1 to 32, starting in Black's left-hand corner. A move is written as origin–destination: 11-15. A capture uses a multiplication sign: 22x15.

The standard opening 1.11-15 is the "Old Faithful", and if you go looking for checkers literature you will find every opening catalogued and analysed to a depth that surprises people who think of it as a children's game.

Common questions

Do you have to jump in checkers?

Yes. In standard rules capturing is compulsory: if a jump is available you must take it, and if the same piece can jump again you must continue. This is what makes forcing combinations possible.

Can a king jump backwards?

Yes β€” kings move and capture in all four diagonal directions. Ordinary men move forward only, although in Russian draughts men may capture backwards.

Do you have to take the most pieces?

Not in English draughts or Russian draughts: any available jump is legal. In international (10Γ—10) draughts you must take the line that captures the most pieces.

Does a man become a king in the middle of a jump?

In English draughts the move ends when it reaches the back row β€” it is crowned but cannot continue jumping until your next turn. In Russian draughts it is crowned immediately and continues as a king.

What happens if you cannot move?

You lose. There is no stalemate draw in checkers: being blocked counts the same as being captured out.

How many pieces do you start with?

Twelve each on the 8Γ—8 board, on the dark squares of the three rows nearest you. The 10Γ—10 international game uses twenty each.

Play Checkers free, right now

No sign-up, no download β€” it runs in your browser against the computer, a friend on the same device, or a friend online.

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