Origins & Cultural Context
Replace the paragraph below with your preferred “origin story.” Keep it short (100–150 words).
Checkers (draughts) grew out of older “jump-and-capture” games played for centuries. Versions spread widely across Europe and later around the world, which is why you’ll see multiple rule sets and naming traditions in different regions.
Equipment & Setup
- 8×8 board (dark squares used)
- 12 pieces per player
- Pieces start on the first three rows on dark squares
Objective
Capture all opponent pieces, or leave them with no legal moves.
Rules at a Glance
- Movement: men move diagonally forward 1 square
- Captures: jump diagonally over an adjacent opponent piece
- Mandatory captures: if a capture exists, you must take one
- Multi-jumps: keep jumping if another capture is available
- Kinging: reach the far row to become a king (moves both ways)
Variations: Many regions use different board sizes or “flying kings.”
This page enforces common American checkers rules.
Strategy Basics
- Center control matters: pieces in the middle have more options.
- Trade when ahead: simplifying often helps the player with more pieces.
- Protect your back row: it can delay opponent kinging.
- Don’t “hang” pieces: avoid leaving a piece to be captured for free.
Play the Game
Mode: 2 players (same device)
Click a piece, then click a highlighted destination.
Green dots indicate capturing moves.
Rules enforced
mandatory captures • multi-jumps • kinging
• Captures are mandatory when available
• If you jump, you must continue jumping if another capture is available
• Men move forward only (Red moves up, Black moves down)
• Kings move one step both directions
• If you jump, you must continue jumping if another capture is available
• Men move forward only (Red moves up, Black moves down)
• Kings move one step both directions
Move log