S3U

Checkers Club

English/American rules

Red and white checkers, including a crowned king, on a green board.
White 12Computer
Red 12You

Red moves first

Twelve pieces each. A man moves diagonally forward; a king can also move backward.

Active time0:00
Turns played0
Red captures0

Student computer practice can be saved without changing grades or coins.

Rules and a strategy tip
  • Red goes first. Only dark squares are used.
  • A man moves or captures diagonally forward. A king can also move or capture backward, one step or jump at a time.
  • A jump is required whenever one is available. Continue jumping with the same piece. Choose any complete route, not necessarily the longest.
  • Reaching the far edge makes a king and ends that turn, even during a jump.
  • You win when your opponent has no legal move, including when all their pieces are gone.

Plan ahead: Before you move, look for the jump your opponent could make next. Two pieces can protect one another.

Practice automatically draws on the third identical position with the same player to move, or after 40 turns by each player with no capture and no move by a man. Tournament claims and touch-move rules are not used here. Hints and undo are practice aids.

Official English rules

Learn step by step

  1. Your first moves: Read a Checkerboard and Choose a Legal Step.
  2. Follow the jump trail: Jumps Come First and Follow Every Jump.
  3. Think one reply ahead: Kings: Crown and Stop and Compare Two Plans.

Saved practice

    Fun fact: An 8-by-8 board has 64 squares, but checkers uses just 32 of them. Every legal diagonal move stays on the same color.