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Checkers
Jump over your opponent’s pieces, link captures, and reach the far side to earn a king.
12 min · Medium
Choose how to play
Choose the computer or take turns with another player on this device.
First player uses Coral. Second player uses Cream.
How to play
Goal
Capture all of your opponent's pieces by jumping over them, or leave the opponent with no legal move.
- Find your way around the board
- You play Coral, moving toward row 8. Select a checker, then its destination. Use the mouse, touch, or Tab and Enter. Arrow keys move keyboard focus across the board.
- Move diagonally forward
- Practice example: Move the Coral checker from C3 one square diagonally forward. B4 and D4 are the empty forward diagonal neighbors of C3.
- Jump an opposing checker
- Practice example: Jump from C3 over D4 and land on E5. E5 was empty and D4 held an opponent, so the jump removed that opponent.
- Captures come first
- Practice example: A second checker could step forward, but a capture is required. Find the jump. You took the available capture; a normal step is forbidden while any capture exists.
- Finish the jump chain
- Practice example: Capture twice with the same checker: C3 to E5, then E5 to G7. The first jump left another capture available to the same checker, so the turn continued until that second jump was finished.
- Choose a legal capture route
- If several captures are possible, you may choose any legal one. This English-style game does not require the route taking the most pieces. Once you begin, finish all available jumps on your chosen route.
- Reach the back row
- Practice example: Move the checker from C7 to B8. Reaching row 8 crowned your checker as a king.
- Crowning ends a capture turn
- When a regular checker reaches the back row by jumping, it becomes a king and its turn ends. It does not immediately turn around to continue jumping as a new king.
- Kings can move backward
- Practice example: Move the king backward from D4 to E3. Kings can use either forward or backward diagonals, one square at a time.
- Kings jump in both directions
- Kings also capture forward or backward by jumping an adjacent opponent into the empty square beyond. Mandatory capture and repeated jumps still apply.
- Capture the final checker
- Practice example: Jump C3 to E5 to remove the final opposing checker. The opponent has no checker left and therefore no legal move. You won immediately.
- Blocking also wins
- You also win if the opponent still has pieces but cannot move any of them. There is no point total to chase; legal moves and remaining pieces decide the result.
- A repeated position can draw
- The engine declares a draw when the same board and player to move occurs three times. Repeating a position can prevent either player from making progress.
- The quiet-move limit
- This version also draws after 40 consecutive king moves without a capture. A capture or a regular checker move resets that count. This is the shipped rule, rather than a tournament claim procedure.
- Choose your opponent in normal play
- Normal play offers a computer opponent or two people sharing the board. Difficulty changes the computer search, not the movement rules. In this course the staged positions wait for you.
Controls & accessibility
Some reading · Best on phone, tablet, computer, TV
KeyboardReady to use
MouseReady to use
TouchWhen available
ControllerGamepad ready
Fullscreen: Supported
Accessibility
Features available in this game
Screen readerNot available
High contrastAvailable
Reduced motionAvailable
CaptionsNot needed for game sounds
- Reviewed for keyboard names, larger text, contrast, motion, and non-audio instructions.
About
Account saving: Cloud unavailable.
- Version
- 0.1.72
- Developer
- YoolVi Play
- Content rating
- Everyone