Games
Checkers
Checkers is part of Toolspire and is ready as soon as this page loads. Jump, capture and crown kings — classic American checkers or international, Brazilian and Russian draughts, against the computer or a friend on the same screen.
On this page
What you can do here
The rules you grew up with
Pick American checkers, international draughts, Brazilian or Russian rules — the board, first player and capture rules follow automatically.
Captures made clear
When a jump is compulsory the tool says so and rings the pieces that must jump; landing squares are marked for the piece you pick.
Multi-jumps your way
Click each landing square in turn, or go straight to the final square when only one route ends there.
A computer that fights back
Three levels, from random-ish moves for beginners to a search that sees exchanges coming.
Learn the notation
Moves are written the standard way for each variant, with optional square numbers on the board.
Two players, one screen
Play a friend with your own names; the board turns so the first player sits at the bottom.
The sequence
How to play checkers
- 1
Choose the rules
American / English checkers is the default; pick international, Brazilian or Russian draughts if that is what you play.
- 2
Choose an opponent
Play the Computer at Easy, Medium or Hard (and choose your colour), or A friend on the same device.
- 3
Move diagonally
Click one of your pieces, then a highlighted square. Men move forward one square on the dark squares; kings move both ways.
- 4
Capture by jumping
Jump over an opponent’s piece to an empty square beyond it. If you can capture, you must — and keep jumping while you can.
- 5
Crown and win
A man reaching the far row becomes a king. You win when your opponent has no pieces left or no legal move.
Worth knowing
- Checkers on Toolspire: four rule sets: American / English checkers (8×8), international draughts (10×10), Brazilian draughts (8×8) and Russian draughts (shashki) (8×8).
- Every rule that differs between them is built in: backward captures by men, flying kings, the rule to capture the most pieces (international and Brazilian), and the Russian rule that a man crowned mid-jump keeps jumping as a king.
- Captures are compulsory and multi-jumps must be finished; jumped pieces leave the board only when the move ends, so no piece can be jumped twice.
- Play the computer on Easy, Medium or Hard — Hard thinks for about a second a move and follows every exchange to its end — or a friend on one device.
- English checkers is solved: Jonathan Schaeffer’s team showed in 2007 (Science) that perfect play from the start is a draw. The game has 500,995,484,682,338,672,639 possible positions.
- Hints, undo, a move list in standard notation (11-15 or e3-d4), optional square numbers, sound and keyboard play. Free, with no account.
How the rule sets differ
| American / English | International | Brazilian | Russian | |
|---|---|---|---|---|
| Board | 8×8 | 10×10 | 8×8 | 8×8 |
| Pieces each | 12 | 20 | 12 | 12 |
| Moves first | Dark | Light | Light | Light |
| Men capture backwards | No | Yes | Yes | Yes |
| Kings | One square | Flying (any distance) | Flying | Flying |
| Must take the most pieces | No | Yes | Yes | No |
| Man reaching the far row mid-jump | Is crowned; move ends | Not crowned unless it ends there | Not crowned unless it ends there | Is crowned and keeps jumping |
Checkers strategy
- Control the centre. Pieces in the middle of the board have more moves and support each other.
- Keep your back row. Leaving your own back-row pieces at home stops the opponent from crowning cheaply.
- Use the compulsory capture. Offer a piece so that the forced jump lands your opponent where you can take two back.
- Trade when ahead. With a piece more, swapping pieces off makes your advantage count.
- Kings win endgames. Get a king early in the endgame — in the flying-king variants one king can control whole diagonals.
When the game is a draw
In every variant a game is drawn when the same position, with the same player to move, comes up a third time. Each rule set also ends games that make no progress after a set number of moves by each side, and the tool applies these automatically, warning you in the last ten moves. A player who cannot move loses, whether their pieces are all gone or just blocked.
| Rules | Automatic draw after |
|---|---|
| American / English | 40 moves each without a capture or a man moving. Official rules have no automatic limit: a player who refuses a draw offer must show a win within 40 moves. With no draw offers here, the limit applies to every game. |
| International (FMJD) | 25 moves each with only kings moving and no captures; 16 moves each with three pieces (at least one a king) against a lone king; 5 moves each with two pieces or one, including a king, against a lone king. |
| Brazilian | 20 moves each with only kings moving and no captures, which also covers three kings against one. |
| Russian | 15 moves each with only kings moving and no captures, or with three or more kings against a lone king; with kings on both sides and no capture or crowning, 5 moves in 2–3 piece endings, 30 in 4–5 and 60 in 6–7; 5 moves with three pieces against a lone king on the main road (a1–h8). |
FAQ
Questions about Checkers
Where does Checkers run?
Is capturing compulsory in checkers?
Who moves first in checkers?
Can kings move more than one square?
Is checkers solved?
How do I make a multiple jump?
When is a game of checkers a draw?
Can I play against a friend?
Keep going
Related tools
Last updated Report a problem or suggest a feature