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Checkers / Draughts

Players2
Play time10-30 min
Ages6+
Board8x8

Checkers, also called draughts, is a two-player strategy game played on the dark squares of an 8x8 board. Each player starts with twelve pieces. The aim is to capture all of the opposing pieces, or leave the opponent with no legal move. Unlike chess, there is no stalemate: a player who cannot move loses.

Why two names?

In the United States the game is usually called checkers. In the United Kingdom and many other English-speaking countries it is usually called draughts. This page teaches the 8x8 game commonly known as American checkers or English draughts. Other draughts games, especially international draughts, use different rules.

The board

Only the dark squares are used. Each player places twelve pieces on the dark squares in the three rows closest to them, leaving the two middle rows empty. The dark pieces normally move first, then players alternate one move at a time.

How the pieces move

An ordinary piece is called a man. Men move diagonally forward by one square. If a capture is available, the player must capture instead of making an ordinary move. You may jump only opposing pieces, and the landing square beyond them must be empty.

Man

A man moves one square diagonally forward onto an empty dark square.

Capture

A man captures by jumping forward over an opposing piece to the empty square beyond it.

Multiple capture

If the same piece can jump again after a capture, it must keep jumping. Men still jump forward only.

Crowning

When a man reaches the far row, stack a captured counter of the same colour on top. It is now a king.

King

A king moves one square diagonally forward or backward.

King capture

A king captures in the same jumping style, but it can jump backward as well as forward.

How to play

  1. Set up the board. Put the pieces on the dark squares in the three rows nearest each player. Each side starts with twelve pieces.
  2. Move forward diagonally. On a normal turn, move one man one dark square diagonally forward. Men cannot move backward unless they have been crowned.
  3. Take compulsory captures. If one of your pieces can jump an opposing piece, you must make a capture. If more than one capture is available, choose one legal capture sequence.
  4. Continue multiple jumps. If the same piece can capture again after landing, it must keep jumping until no further capture is available. Men continue forward only; kings may chain jumps forward or backward.
  5. Crown kings. When a man reaches the far row, crown it by stacking a captured counter of the same colour on top. In English draughts and American checkers, reaching the king row ends that turn.
  6. Use kings in both directions. Kings move and capture diagonally forward or backward, one square at a time.
  7. Win the game. You win by capturing all of the opponent's pieces or by leaving them with no legal move.

Strategy

  • Look for forced captures. Because captures are compulsory, sacrifices can pull an opposing piece onto a square where it can be captured next.
  • Keep pieces connected. Pieces that protect each other are harder to pick off with single jumps.
  • Control the centre. Central pieces usually have more movement and capture options than edge pieces.
  • Value kings. Crowning a piece is important because kings can move and capture backward, which makes them much harder to trap.
  • Count the whole jump sequence. Before making a capture, check where the piece will finish, because a forced multi-jump can move it into danger.

History

Draughts developed from older diagonal-movement board games played on chequered boards. The 8x8 English form became established in Britain and later in North America, where the name "checkers" became standard. The wider draughts family now includes several variants, including international draughts on a 10x10 board.