Checkers Basics: Rules and First Strategies
Checkers — called draughts in Britain — looks like a children's game, but it is a deep strategy game with centuries of theory behind it. The rules fit on one page, which is exactly why small details matter so much: a single forced capture can turn a winning position into a loss. This guide explains the rules used on MindLounge, the American and English version played on an 8×8 board, with a diagram for every rule.
The board and the square numbers
Checkers is played only on the dark squares of an 8×8 board, so there are 32 playable squares. Players and books refer to them by number: 1–4 along the top row (seen from White's side), then row by row down to 29–32 along the bottom. Moves are written as the start and end square: 11-15 is a normal move, and 22x15 is a capture.
The starting position
Each player starts with twelve pieces, called men, on the dark squares of the three rows closest to them: Black on squares 1–12, White on 21–32. The two middle rows are empty. Black moves first, and players then alternate.
How men move
A man moves one square diagonally forward to an empty square. It can never move backwards and never sideways. Because pieces always stay on dark squares, each man has at most two possible moves.
Capturing is compulsory
A man captures by jumping diagonally forward over an enemy piece on the next square, landing on the empty square directly behind it. The jumped piece is removed. The most important rule in checkers is that capturing is not optional: if you can capture, you must. When several captures are available, you may choose any of them — you don't have to pick the one that takes the most pieces.
This rule is the heart of checkers strategy. Because your opponent must take, you can force their pieces onto the squares you want by offering a man. Good players think of every move as a question: "What captures does this allow — for me and for my opponent?"
Multiple jumps
If, after a jump, the same man can jump again, it must continue in the same turn. A multi-jump can change direction along the way, as long as every jump goes forward for a man. You must complete the whole sequence; stopping halfway is not allowed.
Crowning a king
When a man reaches the far row — squares 1–4 for White, 29–32 for Black — it is crowned and becomes a king. On a real board, another piece is placed on top of it. If a man is crowned by a capture, its turn ends there, even if it could jump again as a king.
Kings in American checkers move only one square at a time. That differs from international draughts, where kings can fly along a whole diagonal. A king is still worth much more than a man, because it can attack from behind and return to defend.
How the game ends
You win when your opponent has no legal move on their turn — either because all their pieces have been captured, or because every remaining piece is blocked. A game is drawn when neither side can make progress, for example two kings against two kings, or when both players agree.
First strategies for new players
- Check captures before every move. Ask what your opponent will be forced to take after your move, and what you'll be able to take back. Most games between beginners are lost to a forced capture that set up a double jump.
- Control the centre. Men on squares 14, 15, 18 and 19 have the most options and restrict the opponent's movement.
- Keep your back row as long as you can. Men on your own back row stop enemy men from crowning. Leaving them there is a cheap and effective defence.
- Move in groups. A man that runs forward alone is easy to trap or exchange on bad terms. Men that support each other can't be jumped.
- Trade when you're ahead. With an extra piece, even exchanges make your advantage relatively bigger.
Once the rules feel natural, read Checkers Strategy: Position, Tempo and Promotion to learn how to use forced captures to your advantage.
Continue the discussion in the MindLounge forum.
Go to the forum