♟️

Checkers

Capture all the black pieces — or block every move — to win.

Hard
🔴 Red: 12⚫ Black: 12

Red to move. Captures are mandatory when available.

You play Red (moving up). Captures are forced, multi-jumps chain, and pieces that reach the far row become kings ♛.

About Checkers

Checkers — draughts outside North America — descends from games scratched into stone in ancient Egypt and took its modern form in medieval France and England. The American/English rules used here are deceptively compact: men move one diagonal step, captures are compulsory, and a man that reaches the far row is crowned. From those rules flows a deep game of traps and exchanges that has been studied seriously for over a century.

This is a faithful implementation of those rules. You play red from the bottom of an 8×8 board with 12 pieces a side. Captures are mandatory — pieces that must capture light up, and only their landing squares are offered — and a capture that can continue must continue, so multi-jumps are forced with the same piece. Reaching the far row crowns a king (marked ♛) that moves and captures one square in any diagonal direction, though crowning ends your turn immediately, as the official rules demand. Play against the computer, which values captures and kinging in its move choices, or switch to 2 Players for a hotseat game. You win by capturing all enemy pieces or by leaving the opponent with no legal move.

How to Play Checkers

1

Choose Vs Computer (you play red and move first) or 2 Players for a shared board.

2

Click one of your lit-up pieces to select it; the squares it may move to are marked with dots. Click a marked square to move.

3

If any of your pieces can capture, capturing is compulsory: only capturing pieces can be selected, and ordinary moves are locked out.

4

Land beyond an adjacent enemy piece to capture it. If the same piece can capture again from its new square, your turn continues and you must keep jumping with it.

5

Reach the far row to be crowned a king ♛, which moves and captures backwards as well as forwards (one square at a time). Capture every enemy piece, or block the enemy so it has no legal move, to win.

Controls

Click your pieceSelect it and show its legal moves
Click a marked squareMove or capture to that square
Vs Computer / 2 PlayersChoose the opponent (restarts the game)
RestartReset the board to the opening position in the current mode

Tips & Tricks

  • 💡Protect your back rank. Keeping your two corner-side pieces home early denies the computer easy crowns, and a king is worth roughly two ordinary pieces in the endgame.
  • 💡Trade when ahead, refuse when behind. With forced captures in play, exchanges are often compulsory anyway — steer them so the material count after the dust settles favours you.
  • 💡Set the classic bait: offer a piece the opponent must take in a way that lets you double-jump the reply, emerging a piece ahead. The forced-capture rule makes such combinations reliable rather than speculative.
  • 💡Advance in connected formations. Pieces that guard each other's landing squares cannot be jumped safely, while lone advanced pieces are simply targets.

Checkers — Frequently Asked Questions

Are captures really compulsory?+

Yes, exactly as in official American/English rules. If any capture exists, the game only offers capturing pieces, and if a capture can chain into another jump with the same piece, you must continue — the piece stays selected until its jumps are exhausted.

What can a king do?+

A king (♛) moves and captures one square diagonally in any of the four directions, forwards or backwards. These are short kings, not the long-range flying kings of international draughts. Note that crowning ends your turn at once, even mid-capture-chain.

Does Checkers support two players?+

Yes — the 2 Players toggle makes it a hotseat game on one device, with red and black taking alternate turns. In Vs Computer mode you play red and the computer plays black after a short thinking pause.

How does a game end?+

You win by capturing all 12 enemy pieces or by leaving the side to move with no legal move at all (a blockade). There is no resignation or draw rule in this implementation, so blocked positions are decided on the spot.

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