Checkers Rules — Complete Guide to American Checkers

Everything you need to know about the rules of checkers — from board setup and basic moves to kings, mandatory jumps, and winning strategies.

Checkers (also called Draughts) is one of the oldest and most widely played board games in the world. Whether you are learning how to play checkers for the first time or settling a rules dispute with a friend, this guide covers every rule in American Checkers with clear explanations and practical examples. For a step-by-step walkthrough aimed at total beginners, see our beginner's guide to playing checkers.

Quick Reference: All Checkers Rules at a Glance

Before diving into the details, here is a summary of every rule in American Checkers. Use this table as a quick reference any time you need to look something up during a game.

Rule Details
Board8×8 board; only the 32 dark squares are used
Pieces per player12 regular pieces each (24 total)
Starting positionPieces fill the dark squares of each player's first three rows
Who moves firstThe player with dark (Black) pieces moves first
Regular movementOne square diagonally forward onto an empty dark square
CapturingJump diagonally over an adjacent opponent piece to an empty square beyond it
Mandatory jumpsIf a capture is available, you must take it
Multi-jumpsIf the same piece can jump again after landing, it must continue
King promotionA piece reaching the opponent's back row becomes a King
King movementKings move one square diagonally in any direction (forward or backward)
King capturingKings capture in all four diagonal directions; same jump rules apply
WinningCapture all opponent pieces, or leave them with no legal moves
DrawNeither player can force a win; agreed by both players or declared by tournament rules

1. Checkers Board Setup

Checkers is played on a standard 8×8 board with alternating light and dark squares — the same board used for chess. Only the 32 dark squares are used during the game; pieces never touch the light squares.

In our online game, you play as Red (bottom three rows) and the AI plays Black (top three rows). The setup is handled automatically when you start a new game.

Getting the checkers board setup right matters because placing pieces on the wrong squares changes the game entirely. If you are playing on a physical board, double-check that every piece sits on a dark square and that the bottom-left corner square is dark.

2. Basic Moves

Understanding movement is the foundation of the rules of checkers. Regular pieces (those that have not been promoted to Kings) follow strict movement rules.

A common question for beginners is whether pieces can move sideways. They cannot — all movement in checkers is strictly diagonal. Pieces never move horizontally or vertically.

3. Capturing (Jumping)

Captures are the heart of checkers. Jumping over your opponent's pieces is the only way to remove them from the board, and mastering captures is essential to winning.

To capture (jump) an opponent's piece, three conditions must all be true:

  1. Your piece is diagonally adjacent to an opponent's piece.
  2. The square directly beyond that opponent's piece, continuing in the same diagonal direction, is empty.
  3. The jump direction is legal for your piece type (forward only for regular pieces; any diagonal direction for Kings).

When you make a capture, your piece "jumps" over the opponent's piece and lands on the empty square beyond it. The opponent's piece is then removed from the board permanently.

Keep in mind that you cannot jump over your own pieces, and you cannot jump over two pieces in a single hop. Each individual jump clears exactly one opponent piece. To capture multiple pieces in one turn, you need a multi-jump sequence (covered below).

4. The Mandatory Jump Rule

The mandatory jump rule is one of the most important — and most frequently debated — rules in checkers. Here is how it works:

This rule creates many of the tactical opportunities in checkers. Skilled players use the mandatory capture rule to force their opponent into unfavorable positions — offering a tempting jump that actually sets up a devastating counter-capture. You can read more about these tactics in our checkers strategy guide.

In casual games, some players adopt a "huff" rule where a player who fails to make a mandatory capture loses the piece that should have jumped. This is not used in official American Checkers tournament rules, where the correct procedure is simply to require the player to take back their move and make the jump.

5. Double Jump and Multi-Jump Rules

Multi-jumps (also called double jumps, triple jumps, or chain captures) are one of the most exciting parts of checkers. The checkers double jump rules are straightforward:

All captured pieces are removed from the board after the entire multi-jump sequence is complete, not one at a time during the chain. In practical terms this rarely matters, but it means you cannot jump the same piece twice in a single sequence since it remains on the board until the chain finishes and it would still be blocking its square.

Multi-jumps can be devastating — a well-planned chain capture can remove three or even four opponent pieces in a single turn, completely swinging the balance of the game.

6. Checkers King Rules

Promotion to King is the most significant upgrade a piece can receive. Here are the complete checkers king rules:

How promotion works

King movement and capturing

Because Kings are so much more versatile than regular pieces, gaining a King advantage is often the turning point in a game. Controlling the center of the board and advancing pieces safely toward promotion are core elements of good checkers strategy.

7. How to Win a Game of Checkers

There are two ways to win a game of checkers:

  1. Capture all of your opponent's pieces. If your opponent has zero pieces remaining, you win immediately.
  2. Block all of your opponent's pieces. If it is your opponent's turn and none of their remaining pieces can make a legal move (all are trapped), you win.

The second condition is sometimes called a "stalemate win" or a "block." It happens most often in the endgame when one player has more Kings and uses them to pin the opponent's remaining pieces against the edges of the board.

There is no time-based win condition in casual play, though tournament games may use clocks. If both players are playing with clocks and one player runs out of time, that player loses.

8. Draws and Stalemates

Not every game of checkers produces a winner. A draw occurs when neither player can force a victory. Common draw scenarios include:

In 2007, researchers at the University of Alberta mathematically proved that checkers, played perfectly by both sides from the starting position, always ends in a draw. This makes checkers the most complex game ever "solved," though the vast majority of games between human players still produce a winner because perfect play is extraordinarily difficult to achieve.

Checkers Rules Comparison: American vs International

American Checkers and International Draughts are the two most popular versions of the game worldwide. The international draughts rules differ from American Checkers in several important ways. Here is a side-by-side comparison:

Feature American Checkers International Draughts
Board size8×8 (64 squares)10×10 (100 squares)
Pieces per player1220
Regular piece movementOne square diagonally forwardOne square diagonally forward
King movementOne square in any diagonal directionAny number of squares diagonally ("flying kings")
Backward captures (regular)Not allowedNot allowed
Mandatory capturesMust jump, choice of whichMust take the sequence capturing the most pieces
Promotion during multi-jumpTurn ends; piece stops on back rowPiece passes through back row without promoting; promotes only if it ends there
King capture rangeOne square (short-range)Multiple squares diagonally (long-range)
First moveBlack (dark pieces)White (light pieces)
Game complexitySolved (proven draw with perfect play)Unsolved; far more complex

If you are looking for what are the rules for checkers as played in most of North America and the United Kingdom, American Checkers (also called English Draughts) is the standard. International Draughts is dominant in continental Europe, parts of Africa, and in world-championship tournaments.

9. Other Checkers Variants

Beyond American Checkers and International Draughts, several other regional variants are played around the world:

Our online game uses standard American Checkers rules. If you want to practice against a computer opponent, you can play a game right now — no account or signup needed.

Common Rules Misconceptions

Many casual players grow up with house rules that differ from the official rules of checkers. Here are the most common misconceptions:

Frequently Asked Questions About Checkers Rules

Can you jump backwards in checkers?

In American Checkers, regular pieces cannot jump backwards — they can only move and capture diagonally forward. Kings, however, can jump both forward and backward in any diagonal direction. The ability to capture backward is a major reason Kings are so powerful and why earning promotions is a key part of checkers strategy.

Is jumping mandatory in checkers?

Yes. The mandatory jump rule in checkers states that if any of your pieces can make a capture on your turn, you must make a capturing move. You cannot choose a quiet, non-jumping move when a jump is available. If multiple pieces can jump, you choose which one, but a jump must happen. This rule applies to regular pieces and Kings alike.

What happens when a checker reaches the other side?

When a regular piece reaches the last row on the opponent's side, it is promoted to a King. In American Checkers, the turn ends immediately upon promotion. The newly crowned King cannot continue jumping until its next turn, even if a jump is available from its promotion square.

How many pieces does each player start with?

In American Checkers, each player begins with 12 pieces placed on the dark squares of their nearest three rows, for 24 pieces total. In International Draughts, each player starts with 20 pieces on a larger 10×10 board.

Can a King be jumped in checkers?

Yes. Kings can be captured just like regular pieces. Any piece — whether regular or King — can jump a King as long as the square beyond it is empty. Kings are not immune to capture; their advantage comes from being able to move and jump in all four diagonal directions.

What are the rules for double and triple jumps?

After completing a jump, if the same piece can immediately jump another opponent piece from its landing square, it must keep jumping. This chain continues until no more captures are possible. Each jump in a multi-jump sequence can change diagonal direction. All captured pieces are removed after the full chain is complete.

Who goes first in checkers?

In official American Checkers rules, the player with the dark-colored (Black) pieces moves first. In casual games, players often alternate who goes first between games. The first-move advantage in checkers is very slight, and with perfect play from both sides, the game ends in a draw regardless of who starts.

How does a game of checkers end?

A game ends when one player captures all opponent pieces, or when one player has no legal moves on their turn. Both result in a loss for the player without pieces or moves. Games can also end in a draw by mutual agreement, repeated positions, or the 40-move rule in tournaments. Ready to test your understanding? Play a game now and put these rules into practice.

What is the difference between American Checkers and International Draughts?

The biggest differences are board size (8×8 vs 10×10), piece count (12 vs 20 per player), and King movement. American Checkers Kings move one square at a time, while International Draughts Kings are "flying kings" that slide across multiple empty squares diagonally. International Draughts also requires players to choose the capture sequence that takes the most pieces, while American Checkers allows free choice. See the full comparison table above for a detailed breakdown.

Can you jump your own pieces in checkers?

No. You can only jump over opponent pieces. Your own pieces act as obstacles — you cannot jump over them or land on a square they occupy. If one of your pieces has all diagonal paths blocked by your own pieces, it cannot move until a path becomes available. This is why keeping your pieces spread out and mobile is an important part of the game. For more on positioning, see our how to play checkers guide.

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