Checkers

English draughts: diagonal moves, compulsory jumps, kings on the far row. Play it on the board, against the computer or online.

The table of Checkers

2 players

Each side has twelve men on the dark squares of an 8×8 board. A man moves one square diagonally forward; it captures by jumping over an adjacent enemy onto the empty square beyond, and may keep jumping with the same piece. Capturing is compulsory. A man that reaches the far row becomes a king, which moves and jumps backwards too. You lose when you have no legal move.

English draughts: men do not jump backwards, kings move one square (no flying kings). When several captures are possible you choose which; you need not take the longest sequence. White (player 1) moves first here, where the official rules let the dark side start. A piece jumped earlier in a multiple capture is removed at once, so it may be jumped over again (the official rules remove the pieces after the move). No draw by repetition; a game that goes on for 80 moves without a capture or a promotion is a draw.

Goal and end of the game

  • Win the side to move has no legal move: the other side wins
  • Draw eighty moves without a capture or a promotion

How the game goes

Follow the track from top to bottom. ↻ repeats, a side track is a branch; under every step: what you decide there. Tap a step for what you decide there.

start↻ Gameuntil an end condition firesThe side to move makesa move (and keeps…end of the game
All steps in words
  1. Game until an end condition fires
    1. The side to move makes a move (and keeps jumping while it can)

      Allowed if there is a legal move.

      • Choose legal moves (captures first, when there are any)

Under the hood

These rules are read straight from the game's model: the same data the engine plays with. For the exact expressions, the rules diagram and the model source:

Rules diagram · Model (YAML) · Edit a copy