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Game Guide

CHECKERS

Three thousand years old and still the most deceptively simple game on the board.

Players2
TypeAbstract Strategy
DifficultyEasy to learn, deep to master
Play Time10 – 30 min

Ancient Origins

Checkers is one of the oldest board games still played in recognizable form. Its most direct ancestor, a game called Alquerque, was played in ancient Egypt as far back as 1400 BCE — game boards have been found carved into the stone of the temple at Kurna. Alquerque used a five-by-five grid and pieces that moved and captured in multiple directions, and it spread through the ancient world via Mesopotamia and Persia into the Islamic world, where it remained popular for centuries.

The game reached medieval Europe through the Moorish occupation of Spain, and it was in 12th century France that the crucial modifications were made that produced modern Checkers. A French player adapted Alquerque to be played on a standard chess board — the 8×8 grid — expanded the number of pieces, and restricted movement to diagonal squares only. This version, known in France as Fierges or later Jeu de dames (the Ladies' Game), spread across Europe and eventually became the standard form of the game.

The rule requiring players to capture whenever possible — the forced capture rule — was added around 1535, transforming the game from a casual diversion into a game of genuine tactical complexity. This single rule change is largely responsible for the depth that makes Checkers worth studying seriously even today.

In 2007, a team of computer scientists at the University of Alberta announced that they had "solved" Checkers — meaning they had computed the perfect play from every possible position. The result: with perfect play from both sides, every game of Checkers ends in a draw. The program, named Chinook, had taken nearly two decades to complete the computation.

Checkers and Chess: The Great Divide

Checkers and Chess developed alongside each other in medieval Europe, sharing a board and some cultural space, but diverging radically in character. Chess became associated with the nobility and military strategy — each piece had a rank, a role, and a value hierarchy. Checkers was more democratic: all pieces were equal, there were no ranks, and the game's depth came entirely from position and timing rather than from the special powers of individual pieces.

This democratic quality made Checkers accessible to everyone. It required no expensive set of carved figures, just any flat objects of two colors. It could be played on scratched markings in dirt, on a cloth, on a board drawn in chalk. For working-class communities across Europe and America, Checkers was the board game. Chess was for the educated; Checkers was for everyone else — and everyone else turned out to be much better at it than the educated gave them credit for.

"Checkers has only two types of pieces and four types of moves. That it produces games of genuine complexity is one of the most elegant facts in all of game design."

The American Game

Checkers arrived in America with European settlers and took firm root in American culture. By the 19th century it was one of the most widely played games in the country, with a particularly strong tradition in rural communities where it was played on porches and in general stores. The American Checker Federation was founded in 1948 and organized competitive play at local, regional, and national levels.

American Checkers — also called English Draughts — uses the 8×8 board with 12 pieces per side, moving on dark squares only, and the forced capture rule. This is the version most North Americans know. It differs from international variants primarily in that pieces can only move and capture forward until crowned King, at which point they can move in any diagonal direction.

The game produced dedicated masters who studied it with the same rigor applied to Chess. Marion Tinsley, widely considered the greatest Checkers player in history, was virtually undefeated for decades and finally met a worthy opponent in Chinook — the computer program that would eventually solve the game. Tinsley retired from his match against Chinook in 1994 due to illness and died shortly after. He had lost only seven games in his entire career spanning 45 years.

Chinook and the Solved Game

The story of Chinook is one of the most interesting chapters in the history of artificial intelligence and games. Developed by Jonathan Schaeffer and his team at the University of Alberta beginning in 1989, Chinook used a combination of search algorithms and an endgame database to play Checkers at a superhuman level. It became the first computer program to win a world championship in any game when it claimed the World Checkers title in 1994.

The complete "solving" of Checkers in 2007 — proving that perfect play results in a draw — raised philosophical questions about the value of playing a solved game. The answer, most players concluded, was that knowing the theoretical outcome of a game played between two perfect players has almost no impact on the experience of playing against another imperfect human. Knowing Chess is theoretically a draw (as most grandmasters believe) doesn't make the game less interesting to play. The depth exists at human level; the solution exists at a level no human can reach.

Checkers Worldwide

While American/English Checkers is the most familiar version in the English-speaking world, several major variants are played internationally. International Draughts, played on a 10×10 board with 20 pieces per side, is the standard in the Netherlands, Russia, and much of continental Europe and Africa. It is considered a significantly deeper game than the 8×8 version — the larger board and additional pieces create far more combinatorial complexity.

Russian Draughts adds the rule that Kings can move any number of squares diagonally (like a Bishop in Chess) rather than just one square at a time. This makes Kings dramatically more powerful and changes the endgame character of the game considerably. Turkish Draughts plays on an 8×8 board but allows pieces to move orthogonally (forward, left, right) as well as diagonally, producing a very different tactical environment.

How To Play

How to Play Checkers

American Checkers (English Draughts) — 8×8 board, 12 pieces per side, dark squares only.

The Board

The board is 8×8, positioned so each player has a dark square in the bottom-left corner. Play occurs exclusively on the dark squares. Red (or dark) pieces start at the top; Black pieces start at the bottom, though colors vary by set.

Starting Position — Red moves first
1

Setup

Each player places 12 pieces on the dark squares of the three rows nearest to them. The row closest to each player is their back row — or "king row." The two middle rows are empty at the start. Red (or the lighter color) moves first.

2

Basic Movement

Ordinary pieces (men) move one square diagonally forward only — toward the opponent's side of the board. They cannot move backward. Pieces must always land on dark squares. If a move or capture is available, the player must make one — you cannot skip your turn.

3

Capturing (Jumping)

A piece captures an opponent's piece by jumping over it diagonally to the empty square immediately beyond. The captured piece is removed from the board. Capturing is mandatory — if a capture is available, you must make it. If multiple captures are available, you may choose which one to take, but you must capture. You cannot voluntarily skip a capture.

4

Multiple Captures

If after making a capture your piece can immediately capture another opponent piece, it must continue capturing in the same turn. A single piece can capture multiple enemy pieces in a single turn by making a chain of jumps. The captured pieces are removed only after the entire sequence is complete.

5

Becoming a King

When a piece reaches the opponent's back row (the farthest row from where it started), it becomes a King. A King is crowned by placing a captured piece on top of it, or by some other mark. Kings can move and capture both forward and backward diagonally, making them significantly more powerful than ordinary pieces. A King that reaches the back row during a capture sequence is crowned immediately — it cannot continue capturing in that turn.

6

Winning

You win by capturing all of your opponent's pieces, or by leaving your opponent with no legal move. A player with no legal move on their turn loses immediately. If neither player can make progress — typically in an endgame with only Kings — the game may be declared a draw after a set number of moves without capture.

Key Rules at a Glance

Forced Capture
If any capture is available, you must capture. You cannot make a non-capturing move when a capture exists. If multiple captures are available, you choose which one — but you must capture.
Forward Only (Men)
Ordinary pieces may only move and capture in the forward direction — toward the opponent. They cannot retreat or capture backward until crowned King.
Kings Move Both Ways
Kings can move and capture diagonally in any direction — forward and backward. They still move only one square per non-capturing move in American Checkers.
Dark Squares Only
All movement occurs on dark squares exclusively. Pieces never touch light squares. This effectively makes the board a 32-square diagonal grid.
No Backward Capture for Men
In American Checkers, ordinary pieces cannot capture backward — only forward. This differs from some international variants where backward captures are allowed even for men.
Crown on Arrival
A piece is crowned immediately upon reaching the back row, even if it arrived there during a multi-jump sequence. The turn ends at the crowning — no further captures that turn.

Variations

International Draughts (10×10)
Played on a 10×10 board with 20 pieces per side. Kings can move any number of squares diagonally (flying kings). Men can capture backward. Widely played in Europe, Russia, and Africa. Considered the deepest standard form of the game due to the larger board and more powerful pieces.
Russian Draughts
Uses the 8×8 board but grants Kings the ability to move any number of squares diagonally — flying kings. Men can capture backward. The flying king dramatically changes endgame dynamics compared to American Checkers.
Giveaway Checkers (Losing Draughts)
The objective is reversed — the first player to lose all their pieces (or be left with no moves) wins. Completely inverts strategy. Capturing is still mandatory, which allows the "losing" player to force their opponent to take pieces they don't want to give up.
Suicide / Misère Checkers
A variant of Giveaway where the first player with no legal move wins rather than the first to lose all pieces. Combined with mandatory capture, this creates unusual strategic situations where sacrificing pieces becomes the primary tactic.
Canadian Checkers
Played on a 12×12 board with 30 pieces per side. Men can capture backward. Flying kings. The largest mainstream checkers variant, producing very long games with complex endgames.

Strategy and Tips

👑
King Your Pieces — But Not at Any Cost
Kings are dramatically more powerful than men, and getting pieces to the back row is a core objective. But racing to king at the expense of piece count or board control is a common beginner mistake. A two-piece material advantage is often more valuable than a King. Evaluate the trade before committing.
🏰
Control the Center
The four central squares of the board offer the most mobility and the most capture opportunities. Pieces in the center threaten more squares and can shift to either side of the board. Pieces on the edges are less flexible and easier to trap. Building your early game around center control is correct at every level of play.
🔒
Guard Your Back Row as Long as Possible
Your back row prevents your opponent's pieces from becoming Kings. Every piece you leave on your back row denies your opponent a coronation. Moving back-row pieces prematurely is one of the most common structural errors in Checkers — only advance them when the board position clearly calls for it.
🪤
Use Forced Captures Offensively
The mandatory capture rule is not just a constraint — it is a weapon. Setting up a sequence where your opponent is forced to capture a piece that then exposes a multi-jump for you is the core of Checkers tactics. When you see a sequence two or three moves deep, look for forced captures that set it up.
⚖️
Think in Terms of Position, Not Just Pieces
A player with eleven pieces in strong central positions will often beat a player with twelve pieces scattered on the edges. Material count matters, but position matters more at the intermediate level. A piece that cannot move or capture is functionally worthless. A piece that controls the center and threatens multiple captures is worth two.
🔢
Learn the Classic Openings
Unlike Chess, Checkers has a limited number of opening move sequences — there are only seven legal first moves for Red. The most common openings (Old Faithful, the Cross, the Dyke) have been analyzed extensively, and knowing their basic continuations avoids the structural traps beginners fall into in the first several moves.
Your Move
THE BOARD IS SET.

AI opponents at every difficulty level. Live multiplayer available. Free to play.

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