Want the rules of checkers on paper — for a classroom, a family game night, or to keep with the board? Download the free one-page PDF below, or read the full rules right here. No signup, no email required.
Checkers rules — the one-page version
Setup
8×8 board, 32 dark squares in play. Each player gets 12 pieces on the dark squares of the three rows nearest them. Two centre rows start empty. Dark pieces move first.
Moving
Regular pieces move one square diagonally forward onto an empty dark square. No straight, sideways, or backward moves for regular pieces.
Capturing
Jump diagonally over an adjacent opponent's piece into the empty square beyond, then remove it. Captures are mandatory — if you can jump, you must. After a jump, if the same piece can jump again, it must continue (a multi-jump). You can never jump your own pieces.
Kings
A piece reaching the opponent's back row is crowned a king (shown as a stacked, double-height piece). A king moves and jumps diagonally both forward and backward, one square at a time, and must also capture when able.
Winning
Capture all your opponent's pieces, or leave them with no legal move. There is no stalemate — a player with no legal move loses. Evenly matched players can draw.
Who is this for?
Teachers introducing the game, parents teaching kids, club organizers, or anyone who wants the rules nearby without a screen. The PDF is one clean page, designed to print in black and white and read at a glance.
Prefer to just play?
You can skip the printout entirely and play instantly in your browser — the rules are enforced automatically, so it's a great way to learn by doing. Play checkers now. For a fuller walkthrough with examples, see the complete How to Play Checkers guide.