Checkers

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Controls

  • Click your red piece to select it.
  • Green dots show where you can move.
  • Click a dot to move there.
  • Jumps are mandatory when available.

Checkers (called Draughts in British English) is the 1,000+ year old strategy board game played on an 8×8 board with 12 pieces per side. Despite its apparent simplicity, Checkers is a deep game — and in 2007 was officially “solved” by computer (Schaeffer’s Chinook project), proving that perfect play from both sides ends in a draw. The game’s accessibility (anyone can learn the rules in 60 seconds) combined with its strategic depth makes it one of the most-played board games in history.

How to play

  • Setup: 8×8 board, dark squares used only. Each player has 12 pieces on the 3 closest rows of dark squares.
  • Movement: a regular piece moves diagonally FORWARD one square at a time.
  • Capture: jump diagonally over an adjacent enemy piece into an empty square beyond. Multiple jumps in one turn if possible.
  • Forced captures: if a capture is available, you MUST take it (standard American rules).
  • Kinging: reach the opponent’s back row → your piece becomes a King. Kings can move and capture diagonally in any direction.
  • Win: capture all opponent pieces, or trap them so they have no legal moves.

Beginner strategy

  • Control the centre. Centre squares give your pieces more attack lines and more retreat options.
  • Keep pieces in pairs. Lone pieces are easy to capture. Pieces supporting each other (diagonally adjacent) can’t both be captured cleanly.
  • Don’t move back-row pieces hastily. Your back row blocks the opponent from making Kings. Moving back-row pieces leaves a gap.
  • Trade when ahead. If you have 8 pieces vs 6, trading 1-for-1 simplifies toward victory.
  • Get to King first. Kings are dramatically more powerful. A King vs single regular piece is usually winning.

Intermediate strategy

  • The “two-move” rule. When you see a capture, check if it leads to YOUR piece being captured on the next move. Many beginner mistakes are forced captures into traps.
  • Multi-jump combos. A piece jumping multiple opponents in one turn can devastate. Set these up by luring opponents into vulnerable adjacent positions.
  • The “back row” defense. Hold pieces on the back row to deny the opponent King access. Especially important late-game.
  • Centre kings vs edge kings. Centre Kings have all 4 diagonal directions. Edge Kings have only 2. Push toward centre control.
  • Endgame: 2-for-1 trades. Sacrificing one piece to capture two is usually right when ahead. Even when behind, it can equalize material.

Advanced strategy

  • “Going first” advantage. White (or red) moves first — but Checkers is a perfect-play DRAW. Going first doesn’t win; mistakes lose.
  • Time pressure. In tournament play, time clocks add a layer. Master endgame patterns to play them at speed.
  • Triangle and zigzag formations. Three pieces in a tight triangle support each other and resist captures. Build these structures.
  • King opposition. Two Kings in opposition (facing each other on the diagonal) is a key endgame concept — like Chess’s king opposition.
  • Schaeffer’s Chinook. Computer Chinook played perfect Checkers in 2007, proving the game is a perfect-play draw. Use Chinook-derived databases for endgame analysis.

Checkers history

  • ~3000 BC — earliest ancestors: Senet (Egypt) and Alquerque (Spain) are precursors.
  • ~1100 — Alquerque morphs: the modern board emerges in France/Spain.
  • 1535 — first published rules: Antonio Torquemada’s Checkers manual.
  • 1847 — first international tournament: Wyllie vs Anderson in London.
  • 1952 — Arthur Samuel’s program: first machine-learning Checkers AI. Demonstrated on IBM 701.
  • 2007 — Chinook solves Checkers: Jonathan Schaeffer’s team proves perfect play = draw. First widely-known board game to be fully solved.

Common mistakes

  • Forgetting forced captures. Missing a forced capture (or making your own piece captureable) is the most common loss cause.
  • Premature back row movement. Moving back-row pieces opens lanes to Kings.
  • Trading when behind. Trades simplify the game — bad when you’re losing.
  • Spreading too thin. Lone pieces are vulnerable. Keep pairs and triangles.

Checkers variants

  • International Draughts. 10×10 board, 20 pieces per side. Flying Kings. Mandatory captures.
  • Russian Draughts. 8×8 with flying Kings. Kings can stop anywhere along a capture diagonal.
  • Italian Checkers. 8×8 with stricter capture rules (must take maximum pieces).
  • Pool Checkers / American Pool. Backwards captures allowed for regular pieces.
  • Suicide Checkers / Anti-Checkers. Player who loses all pieces wins.

FAQ

  • Q: Are captures really mandatory? A: In standard American/British rules, yes. If you can capture, you must.
  • Q: How does kinging work? A: When your piece reaches the back row of the opponent’s side, it becomes a King. Kings move and capture in all 4 diagonal directions.
  • Q: Is Checkers a draw with perfect play? A: Yes, proven by Chinook in 2007. Both sides can guarantee at least a draw.
  • Q: How many pieces start? A: 12 per side. 24 total on the 32 dark squares of the board.

For other 2-player board games, try Chess, Connect Four, Reversi, or Backgammon.