CheckerGames

The Rules of Checkers

Last updated: June 2026

This is the complete rules reference for standard American checkers (English draughts). It's written to be the page you can point anyone to when there's a dispute. For a slower, beginner-friendly walkthrough, see How to Play Checkers; this page is the concise canonical version.

The objective

Checkers is a two-player game. You win by capturing all of your opponent's pieces, or by leaving them with no legal move on their turn. There is no draw by stalemate as in chess — a player who cannot move loses.

The board and setup

The board is 8×8 with 64 alternating light and dark squares; play happens only on the 32 dark squares. Each player begins with 12 pieces on the dark squares of the three rows nearest them, leaving the two center rows empty. The player with the dark pieces moves first, then turns alternate.

How pieces move

A regular piece (a "man") moves one square diagonally forward onto an empty dark square. It cannot move straight, sideways, or backward, and cannot move onto an occupied square. "Forward" means toward the opponent's side.

How capturing works

You capture by jumping diagonally over an adjacent opponent piece into the empty square directly beyond it, then removing the jumped piece. The landing square must be empty. You may never jump your own pieces.

Capturing is mandatory

If a capture is available on your turn, you must take it. If more than one capture is available, you may choose which to make (in standard American rules there is no "must take the most" requirement). This forced-capture rule is central to checkers tactics.

Multi-jumps

After a jump, if the same piece can immediately jump again, it must continue, capturing two or more pieces in one turn. Multi-jumps continue until that piece has no further capture. A regular piece's multi-jumps must all be forward; a king may combine forward and backward jumps.

Kinging

When a piece reaches the opponent's back row (the king's row) it is crowned a king. A king moves and jumps diagonally both forward and backward (one square at a time in standard checkers). If a piece reaches the king's row in the middle of a jump, it is crowned and its turn ends — it does not continue jumping as a king that turn.

How the game ends

The game ends when a player has no legal move — either because all their pieces are captured, or because their remaining pieces are blocked. That player loses. A game is drawn when neither side can force a win, which between strong players is the typical result of perfect play.

Common rule points, settled

Rule differences in variants

Standard American checkers is one of a family. International and Russian draughts let regular pieces capture backward and use flying kings that slide and capture from a distance; some variants require taking the longest available capture; Turkish checkers moves orthogonally across all squares. See the variants hub for each one's rules.

Play by the rules now

Our engine enforces every rule above automatically — mandatory captures, multi-jumps, kinging, and end conditions — so every game is legal. Start one on the home page.

Frequently asked questions

Is capturing mandatory in checkers?

Yes. If a jump is available on your turn you must take it, and you must complete any available multi-jump. In standard American rules you may choose between multiple available captures.

Can regular pieces move backward in checkers?

No. Regular pieces move only diagonally forward. Only kings can move and jump backward, after a piece is crowned by reaching the opponent's back row.

Is there a stalemate in checkers?

No. Unlike chess, checkers has no stalemate. A player who has no legal move on their turn loses the game.

How do you win a game of checkers?

You win by capturing all your opponent's pieces or by blocking them so they have no legal move. Evenly matched players can draw when neither side can make progress.

Do you have to take the maximum capture in checkers?

Not in standard American checkers — you may choose among available captures. Some variants, such as International draughts, do require taking the longest capturing sequence.