Checkers
English draughts: diagonal moves, compulsory jumps, kings on the far row. Play it on the board, against the computer or online.
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.
All steps in words
- Game
- 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)
- The side to move makes a move (and keeps jumping while it can)
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: