Checkers

Jump, capture and crown kings on an 8×8 board.

Mode
Difficulty
Moves0
Wins0
Losses0

Red captured0

White captured0

You play red on the bottom and move first. Tap one of your pieces to select it, then tap a marked square to move or start a jump. When any capture exists you must capture, and a jump chain continues with the same piece until it is complete. Men crown on the far row, and kings move and jump in every diagonal direction. Use the arrow keys and Enter, Esc to cancel, U to undo and N for a new game. In two player mode both sides play on the same board.

FAQ

What are the basic rules?
Both sides play on the dark squares of an 8×8 board, and men move one square diagonally forward. Jump an adjacent enemy piece into the empty square directly behind it to capture. The first side to remove every enemy piece, or to leave the opponent without a legal move, wins.
What does mandatory capture mean?
When any capture exists, the side to move must play a capture and cannot make a quiet move instead. You may choose between several captures, and the board marks every legal landing, so the alternatives stay visible while quiet moves disappear.
How do chain jumps and crowning work?
One piece must finish an entire jump chain before the turn passes, and it cannot stop halfway or switch pieces. A man that reaches the far row is crowned at once, which ends that move. Kings move one square diagonally in any direction and jump in all four.
How do the levels and two player mode differ?
Easy picks randomly among legal moves, normal searches three plies ahead, and hard searches five plies with a material and positional evaluation. Two player mode removes the AI entirely, so two people alternate moves on the same board while the engine still referees every rule.

How to use

  1. Pick mode and level

    Switch between the AI game and the two player board at the top, and choose easy, normal or hard. Changing either starts a fresh round at once. In the AI game you play red on the bottom and move first.

  2. Tap to move

    Tap one of your pieces and every legal landing gets a mark, then tap a marked square to move or jump. Taps are ignored while it is the AI's turn, and the status line names the side to move.

  3. Mandatory capture and chains

    When a capture exists you must capture, and quiet moves are refused. During a chain the same piece keeps jumping, so only its next landings respond to taps, and the turn passes once the chain is done.

  4. Crowning and kings

    A man that reaches the far row is crowned immediately and the move ends there. Kings move one square in any diagonal direction and jump in all four, which makes them the strongest pieces in the endgame.

  5. Keyboard and undo

    Move the cursor with the arrow keys, press Enter to select or land. Esc cancels, U undoes and N starts a new game. One undo takes back both the AI reply and your own last move.

About this tool

Checkers, also called draughts, is played on the dark squares of an 8×8 board, and each side starts with twelve men. A man slides one square diagonally forward, and it captures by jumping over an adjacent enemy piece into the empty square directly behind. When any capture exists, capturing is compulsory and quiet moves are refused. A piece that starts jumping must finish the whole chain with the same piece, and it may not stop halfway. A man reaching the far row is crowned and becomes a king, which moves and jumps in every diagonal direction. A side loses when it has no pieces left or no legal move on its turn.

This version offers a game against the computer and a two player board on the same screen. The AI ships in three strengths: easy plays random legal moves, normal searches three plies ahead. Hard searches five plies with alpha-beta pruning and a positional evaluation. Undo takes back the AI reply together with your last move, and the win and loss counters live in your browser. Every rule, from mandatory capture to chain jumps and crowning, is enforced by the engine, so the board never allows an illegal position. Nothing leaves the page, no account is needed, and the game works with a keyboard or with taps.

How it works

Checkers is one of the few classic board games that has been solved completely. In 2007 a research team announced, after nearly two decades of computation, that 8×8 draughts is a draw under perfect play. The proof combined endgame databases covering hundreds of billions of positions with forward search that pushed lines into known results. For club players the verdict says a perfect defence exists, while one careless move is still enough to lose a playable position. Mandatory capture is the rule that gives the game its character. Forced exchanges and sacrifice shots appear everywhere, and they reward exact calculation over slow maneuvering.

The engine here runs a negamax search with alpha-beta pruning. Evaluation starts from material: men score a base value and kings score more. On top come a small advance bonus, a reward for keeping the back row and a centre preference for kings. Move generation enumerates complete jump chains, and the search tries captures with the largest haul first, which improves pruning a lot. The three levels map to random play, three plies and five plies of search. A node budget keeps replies quick on modest hardware. The whole engine is written as pure functions, so automated tests can drive every rule directly.

When to use it

  1. First board game for kids

    The rules fit in one minute, and a child can capture and crown within the first game. The easy level gives pieces away now and then, which keeps early wins coming. Parents can narrate the mandatory capture rule while playing, and the marked landings show exactly what the rules allow.

  2. Short breaks

    A round often ends within five minutes, and the page opens straight into play with no install and no sign in. Switch levels between rounds to keep the games honest, and one quick undo rescues a misclick during a commute or a queue.

  3. Two players, one screen

    Pass a single device back and forth and the engine referees everything, from mandatory captures to finished chains. Nobody has to remember the rules or argue about a jump, so the match stays about tactics. That makes it a solid choice for a quiet evening.

Tips & tricks

  • Keep the back row intact for as long as you can, since it blocks enemy crowning.
  • Before every move, check whether the reply can jump one of your pieces.
  • Compare captures carefully: the longest chain is not always the one that survives.
  • Push a man to the far row in the endgame, because a king changes the fight at once.

Things to watch

  • Forgetting mandatory capture

    Planning a quiet developing move while a capture is on the board leads to a refused move and a broken plan. Scan the whole board first. If any capture exists, calculate along the jumping lines instead, because the engine will not let you decline it.

  • Emptying the back row

    Push the back row forward too early and the crown row stands open, waiting for one enemy man to reach it. Keep one or two guards at home through the middlegame, especially while many exchanges are flying around the centre.

  • Grabbing into a trap

    A long chain looks generous, but the finishing square is often covered by an enemy piece ready to jump back. Look one step past every capture and check the landing square before you commit. Pick a shorter chain when the long one walks into a counter shot.

Related Tools