Skip to activities
← Back to games

At the table / Your play guide

Checkers

A small board can hide a long chain of jumps. This guide uses American checkers, also called English draughts: ordinary pieces move and capture forward, while crowned kings can go backward.

2 peopleOne game to capture or block; rematches optionalEight-by-eight board + 12 checkers per side
Two adults playing checkers on an eight-by-eight board with pieces on dark squares
In this guide

The quick version

Play on the dark squares. A capture is compulsory whenever available. Win by taking every opposing piece or leaving the opponent unable to move on their turn.

Get ready

Saved on this device only — clearing your browser's cache or site data removes them (no account backup).

Set up and choose the finish

Place the eight-by-eight board with a dark square at your near-left corner. Each player puts 12 single pieces on the dark squares of their nearest three rows; leave the middle two rows empty. Choose colors by chance. With a black-and-red set, Black moves first; with WCDF red-and-white colors, Red is the starting side.

One game ends when a player has no legal move, no pieces, or resigns. Their opponent wins. A draw can be agreed; it can also be claimed on the third occurrence of the same position with the same player to move, or after each player has made 40 moves without advancing an uncrowned piece or capturing anything. For a casual rematch, rebuild the layout and exchange colors.

Move, jump, and crown

Make the first move

The starting player slides one single piece diagonally forward onto an adjacent empty dark square. Players then alternate. Forward always means toward your opponent's back row; there are no sideways or straight-ahead moves.

Check every capture before sliding

If any of your pieces can jump a diagonally adjacent opponent onto the empty square immediately beyond it, you must capture. Single pieces jump forward only. You cannot jump your own piece, cross an occupied landing square, or choose a noncapturing move when a capture exists.

Complete the chain

A jump removes the opposing piece. If the same jumping piece has another legal jump, continue with it; the complete chain is one turn. When several captures or branches are available, choose any legal route, but finish that route. You need not choose the route that captures the most pieces.

Crown at the far row

Reaching your opponent's back row crowns the piece: stack a spare same-color checker on it. Crowning ends your turn, including when reached during a jump. The new king may move or jump backward only from its next turn.

Use kings without flying

A king slides one diagonal square forward or backward and captures by jumping one adjacent enemy onto the empty square beyond. It can change direction in a capture chain. It does not slide several squares as kings do in some other draughts games.

Blocked is a loss

Count legal moves, not just pieces. A player can still have several checkers and lose because every destination is occupied or inaccessible.

Help both players see the board

Demonstrate a two-jump sequence with spare pieces before the first scored game. Keep captured pieces beside the board so they are ready for crowns. This is useful with flat sets where a new king otherwise looks like an ordinary piece.

For an informal teaching game, agree to point out a missed compulsory jump and restore the position before the next player moves. That is a suggested learning policy. Avoid introducing tournament forfeits into a first friendly game. Ask spectators to save move suggestions until the game ends.

Already know the game?

Ideas & Twists

Choose a variation together before you start.

Checkers · See main rules

Suggested house variation

First king wins

Use the usual starting position and all compulsory-capture rules, but the first player to crown a piece wins immediately. Capturing or blocking the opponent still wins sooner. Ordinary draw conditions remain. Play twice with colors exchanged; award one point for a win and half for a draw, sharing a tied match. This changes the goal toward reaching the far row.

Checkers · See main rules

Suggested house variation

Giveaway checkers

Keep the same movement, crowning, and mandatory jumps, but reverse the objective: the player who has no pieces or no legal move on their turn wins. Set traps that force your opponent to capture you. An agreed draw or the stated repetition/40-move draw still ends level. Rebuild the full layout and switch colors between games.

About this guide

American/English rules are selected, not international draughts. Federation and manufacturer sets name their starting colors differently; identify that side before play. The two alternative objectives and teaching correction policy are suggested house rules.

Ready for something different?

Find another game →

Saved on this device only — clearing your browser's cache or site data removes them (no account backup).

Turn on JavaScript to see games saved in this browser.

How we play

Four letters. One way to show up.

Show up.

Bring the effort or the willingness to join.

Try stuff.

Take the shot, try the Twist, join the round.

Uplift the group.

Include people and keep the room moving.

Do it fair.

Call it clean and respect the group.

STUD Sportsmanship

All challenges, rule calls, scoring decisions, and outcomes should be handled in good faith. If a challenge is phrased unclearly or leaves out a detail that later becomes relevant, resolve it according to the original intent of the group and the fair spirit of the activity, not by exploiting loopholes or technical wording. If an unforeseen circumstance, ambiguity, or disputed dynamic arises, participants should work together respectfully to reach the fairest interpretation. Where no agreement can be reached, the matter should be decided by the group, event host, or an agreed neutral third party.

Socialize. Play. STUD.