Play

How to play Checkers

Checkers is a classic capture game. Every move is either a step or a capture, and the moment a piece reaches the far side of the board it becomes a king and reverses direction. That one rule creates almost all of the game’s tension.

The goal: capture all of your opponent’s pieces, or block them so none can move.

Rules

Capturing, and promotion

Simple capture

One jump over an adjacent enemy piece. A piece can chain several captures in a single turn.

Long jump

The same idea, longer range. Kings jump from further away, which is what makes them valuable.

Promotion

A man landing on the far row flips to a king. The flip is immediate and changes which directions it can move.

Strategy

1. Do not jump into a trap

A capture that leaves your piece capturable simply trades one man for one. Count the landing square before you commit.

2. Get a king early

A king is worth roughly two men because it moves backwards. Trading a man to reach the far row is usually worth it.

3. Force the tempo

When you have a choice between a step and a jump, the jump is forced — use that to make your opponent move the way you want.

4. Push from the back

Advancing one man at a time from the rear keeps your options open. Moving everything at once rarely works.

Playing here

Modes on BoardDuel: vs AI — play a live engine at three difficulty levels; Pass & play — two players, one screen; Friend room — share a six-character code and play remotely.

FAQ

What happens when a piece is blocked?

It simply cannot move. The game does not end automatically — it ends when one side has no pieces left, or no legal move for any of them.

Can a king be captured by a man?

No. Kings may only be captured by other kings. This is why a lone king against a full set of men is still a real game.

Is checkers solved?

Not fully, unlike some simpler board games. Opening theory is well documented, but middlegame play still has plenty of unsolved positions.