Play classic American checkers (English draughts) against the computer or a friend on one screen. Jump your opponent's pieces, crown kings and clear the board to win.
You (Red)0
Draws0
Computer (White)0
Your move
American checkers (English draughts) rules: men move and capture diagonally forward, kings move one square in any diagonal direction, multi-jumps must be completed. Keys: arrows + Enter to move, Esc to cancel, U undo, H hint, N new game.
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How to use the Checkers
Choose a mode. Play vs Computer and pick Easy, Medium or Hard, or switch to 2 players to play a friend on one device.
Pick your color. Red moves first. If you choose White, the board turns so your pieces are at the bottom.
Move a piece. Click one of your highlighted pieces, then click a marked square. For a multi-jump, click each landing square in turn.
Capture and crown. Jump over an opponent's piece to capture it. Reach the far row to make a king, which can move backwards too.
Win the game by capturing all of your opponent's pieces or leaving them with no legal move. Use Undo move or Show hint whenever you like.
Checkers rules at a glance
This game follows the rules of American checkers, also called English draughts, the version played in official tournaments in the United States and the United Kingdom.
Rule
Details
Board
8 × 8, only the 32 dark squares are used. Each player has a dark square in their bottom-left corner.
Pieces
12 per side, placed on the first three rows of dark squares.
First move
The darker side (Red here) moves first.
Men
Move one square diagonally forward and capture only forwards.
Captures
Jump an adjacent enemy piece into the empty square beyond it. Jumps are compulsory and multi-jumps must be completed.
Kings
A man reaching the far row is crowned. Kings move and capture one square diagonally in all four directions. Crowning ends the turn.
Winning
Capture all enemy pieces or block them so they cannot move.
Draws
Threefold repetition, or 40 moves each without a capture or a man moving.
Squares are numbered 1 to 32 in standard checkers notation, starting from Red's side. Turn on Square numbers to see them. In the move list, 11-15 means a piece moved from square 11 to 15 and 22x15 means it captured on the way.
Checkers strategy tips
Control the center. Pieces on the central squares have more options and block your opponent's development. Pieces on the edge can only move one way.
Keep your back row. As long as your back row stays guarded, your opponent cannot crown kings. Many players keep two back-row pieces (on squares 1 and 3 for Red) until late in the game.
Move in groups. A piece with a friendly piece behind it cannot be jumped from the front. Lone pieces in front of your formation are easy targets.
Use forced captures. Because jumps are compulsory, you can sacrifice one piece to drag an enemy piece into a square where you then capture two. These "shots" decide most games between beginners and club players.
Trade when ahead. With one extra piece, exchanging pieces one for one makes your advantage bigger in proportion and easier to convert.
Use the double corner when behind. A single king can often hold off two kings by shuttling between the two squares of a double corner.
How the computer plays
The computer generates every legal move, including all possible multi-jump sequences, and searches the game tree with minimax and alpha-beta pruning. When the search depth runs out in the middle of a capture sequence it keeps going until the position is quiet, so it doesn't misjudge exchanges. Positions are scored by material (a king is worth about 1.65 men), advancement, center control, back-row defense and, in the endgame, how close its kings are to your pieces. Hard deepens the search move by move for about one second, Medium looks five moves ahead and Easy looks two moves ahead and plays random moves fairly often.
Frequently asked questions
What are the basic rules of checkers?
Each player starts with 12 pieces on the dark squares of an 8 × 8 board. Pieces move one square diagonally forward. You capture by jumping diagonally over an opponent's piece into the empty square behind it, and you can chain several jumps in one turn. A piece that reaches the far row becomes a king. You win when your opponent has no pieces or no legal moves left.
Is capturing mandatory in checkers?
Yes, in official American checkers and most other versions, if a capture is available you must take it, and you must finish a multi-jump. If several captures are available you may choose any of them, not necessarily the longest. This game lets you turn forced captures off for a more relaxed casual game.
How do kings move in checkers?
In American checkers a king moves and captures one square diagonally in any direction, forwards or backwards. It does not fly across the board like a king in international draughts. When a man reaches the king row during a jump, the move ends there and it is crowned.
Who moves first in checkers?
The player with the darker pieces moves first. In this game that is Red. You can choose to play White if you want the computer to start.
How strong is the computer?
Easy looks only two moves ahead and often picks a random move. Medium searches five moves ahead and varies its play. Hard uses iterative-deepening minimax with alpha-beta pruning and capture extensions for about a second per move, usually reaching ten or more moves deep, so it rarely misses tactics.
When is a checkers game a draw?
This game declares a draw when the same position appears three times with the same player to move, or when 40 moves each go by without any capture or any man moving forward, which is how most rule sets handle drawn king endgames.
Can I play checkers with a friend?
Yes. Choose 2 players and take turns on the same screen. The score tally keeps separate counts for Red and White.