Checkers is one the most popular and fun board games in history as it has captured the minds and hearts of board game enthusiasts around the world for centuries. It appears easy, but despite its simplicity, Checkers is as entertaining as other classic board games such as chess or backgammon, and it requires just as much skill and cunning. Looking at the board and the pieces of Checkers, it looks like a kid's game, and while it can be hard learning how to play Checkers like a pro, it's easy to pick up the basic gist of the game in just a few minutes.
By now you are probably ready to learn how to play Checkers and reap the benefits of this great game. In this article we'll teach how to play Checkers like a pro by starting with the basic moves and strategies, the rules of the game, and other special tips and tricks on how to play Checkers, master the game, and defeat your opponent.
Philosophy shogi checkers: A variant on a 9×9 board, game ending with capturing opponent's king. Invented by Inoue Enryō and described in Japanese book in 1890. Suicide checkers (also called Anti-Checkers, Giveaway Checkers or Losing Draughts): A variant where the objective of each player is to lose all of their pieces. He posted: Arguing with liberals is like playing chess with a pigeon. No matter how good I am at chess, the pigeon is just going to knock over all the pieces, crap on the board, and strut around the table looking victorious. My response: Arguing with conservatives is like playing chess with a six year old. No matter whether you let them win,.
What Is The Game Of Checkers?
The present-day American version of Checkers is a board game that is more widely known throughout the world as the game Draughts. It's a strategy game that two people play on a board with 64 checkered squares, and each player begins with 24 pieces, called Checkers. The goal is to capture your opponent's Checkers by performing a series of strategic moves guided by the rules of the game. Though it appears simple, Checkers a complex game that requires focused attention and a strategic mindset.
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Players can move one checker piece forward and diagonally to an adjacent square. If the square is occupied by the opponent's piece, it may be 'captured' by jumping over it to the unoccupied square directly behind it in the diagonal row, as long as it's not occupied by a checker from either player. When one player can no longer move his or her checker pieces, they lose the game, and his or her opponent, therefore, is the winner.
A History Of Checkers
The earliest Checkers-like game board was discovered in Mesopotamia (present-day Iraq) by archeologists, and the artifact is thought to be more than 5,000 years old. According to historians, the first version of Checkers was called Alquerque; an Egyptian Checkers game popular until the Middle Ages. Alquerque uses a five-square by five-square board and has similar jumping moves than today's Checkers.
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As time passed, different versions of the game have appeared around the world. For example, American Checkers uses a 64-square board, while most of Europe uses a 100-square board, and the rules of Checkers can vary from country to country, but the essence of the game, or main rules, have remained the same for some time.
Computers And Checkers
Checkers is a game of mathematical possibilities; therefore, as with the game of Chess, it has fascinated computer programmers. The first computer program designed to play Checkers was built in 1952 by Arthur L. Samuel, many other computer programs followed, and nowadays computer checker games are so advanced they can defeat the best players. Computer games have increased Checkers' popularity, and it's now played all over the world for both leisure and as a sport. It requires great concentration, and it is a healthy activity that's beneficial for your brain and peace of mind.
Checkers is a game for everyone; some play it for fun while others play it as a competitive sport in tournaments held all over the world. Anyone can learn to play this simple game but to master the game and play Checkers like a pro can be difficult. Once you know the basics of the game, you can learn how to play Checkers on your own or with a partner. There are books about how to learn to play Checkers, including different strategies and moves, but it's best to start with the basics.
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Checkers can be played anywhere with a flat surface. It is a two-person game in which each player gets 12 Checkers, typically a black set and a red or white set of pieces. The U.S. Checkers board size is the same as in chess; it has 64 alternating dark and light squares that alternate between light and dark colors, typically black and white or black and red.
To set up a game, each player places his 12 discs on the dark squares closest to him, taking up three rows. Once the board is ready, the players alternate making moves across the board. The goal of Checkers is to capture as many pieces as possible to defeat your opponent and win. By capturing all the other player's Checkers — without getting all of yours captured in the — or by blocking him/her and leaving him/her with no legal moves, you win the game.
Now, let's learn how to play Checkers. Get a Checkers board, if you don't have a physical one, no worries you can use your computer and find a game of checkers online. Computers are great to practice and learn the rules of the game.
The goal of the game of Checkers is to leave your opponent with no legal moves; this can happen by capturing all of your opponent's pieces or trapping them on the board squares where they cannot move, that will mean they are blocked. In all versions of modern Checkers, the rules for starting a game are the same: The darker color moves first. You can go first or let your opponent start the game as there is no set rule for who goes first. Once you've decided who moves first, it's time to figure out how to move. There are two types of moves.
To start, you can only move one space diagonally forward. If you aren't able to capture any pieces, you can move any of your pieces one square forward. Players can only move one piece per move.
In Checkers, this move is of the essence to capture all of your opponent's pieces and win. To capture a piece next to yours, your piece must land on an available square. You can jump as many of your opponent's pieces in one turn as the board allows. Once you've captured a piece, that piece is removed from the board.
When you move of your Checkers to the opposite end of the board (often called the 'crown head' or 'kings row'), that piece becomes a 'king' piece. It still moves like regular pieces, but it can move backward as well, giving you a great strategic advantage. Players who reach the 'kings row' with one of their pieces often say 'king me' to denote that piece's ability to move in either direction.
Checkers rules are straightforward, but what has drawn players from all over the world to the game is its strategy. Once you master the basics, you are ready to take your game to the next level. Checkers is more complex than it looks, there are many strategies and play styles to consider. By learning various strategies, you'll have a big advantage over first-time or amateur players.
1. The basic moves require a player to capture an opponent's piece if able, and you can sacrifice some of your pieces to gain an advantage. Envision what the board would look like if your opponent captures a particular piece and decide if it is worth the sacrifice. Does it open a pathway for some of your other pieces to reach the king row? Sometimes the sacrifice is worth it, other times it isn't. It's up to you to make that decision.
2. You can double jump or trap two pieces at a time. To trap your first checker piece, it should be in the leftmost or rightmost column, against the edge of the board. Your second piece should be one row in front of your first checker on the diagonal.
3. You can divide your pieces into two groups, 6 pieces on one side of the board and the other 6 on the other side, then determine what pieces you move at different times in the game. Move the pieces in the first group at the start of the game and occasionally move a piece from the second group. When you trade pieces with your opponent, trade A pieces over B pieces as often as possible. As the game progresses, your opponent will probably focus on your first group. Move the other pieces in groups, with your opponent weakened you are in a good position to reach the crowning line.
Conclusion
Now that you've learned how to play Checkers like a pro, you can go enjoy this great game with more advanced players, and who knows, you might even become a champion at a Checkers tournament. The game of Checkers is here to stay, so take out your board or turn on your computer and play this simple game of strategy like a pro.
Genre(s) | Board game Abstract strategy game |
---|---|
Players | 2 |
Random chance | None |
Skill(s) required | Strategy, tactics |
Synonym(s) | Chequers Checkers |
Draughts (UK ) or checkers (American English) is a group of strategyboard games for two players which involve diagonal moves of uniform game pieces and mandatory captures by jumping over opponent pieces. Draughts developed from alquerque. The name derives from the verb to draw or to move.
The most popular forms are English draughts, also called American checkers, played on an 8x8 checkerboard; Russian draughts, also played on an 8x8; and international draughts, played on a 10x10 board. There are many other variants played on an 8x8, and Canadian checkers is played on a 12x12 board.
General rules
Draughts (or checkers) is played by two opponents, on opposite sides of the gameboard. One player has the dark pieces; the other has the light pieces. Players alternate turns. A player may not move an opponent's piece. A move consists of moving a piece diagonally to an adjacent unoccupied square. If the adjacent square contains an opponent's piece, and the square immediately beyond it is vacant, the piece may be captured (and removed from the game) by jumping over it.
Only the dark squares of the checkered board are used. A piece may move only diagonally into an unoccupied square. Capturing is mandatory in most official rules, although some rule variations make capturing optional when presented. In almost all variants, the player without pieces remaining, or who cannot move due to being blocked, loses the game.
Men
Uncrowned pieces (men) move one step diagonally forward, and capture an opponent's piece by moving two consecutive steps in the same line, jumping over the piece on the first step. Multiple opposing pieces may be captured in a single turn provided this is done by successive jumps made by a single piece; the jumps do not need to be in the same line but may 'zigzag' (change diagonal direction). In English draughts men can capture only forward, but in international draughts and Russian draughts they may also capture (diagonally) backwards.
Kings
When a man reaches the crownhead or kings row (the farthest row forward), it becomes a king, and is marked by placing an additional piece on top of the first man, and acquires additional powers including the ability to move backwards (and capture backwards, in variants in which they cannot already do so). As with non-king men, a king may make successive jumps in a single turn provided that each jump captures an opponent man or king.
In international draughts, kings (sometimes called flying kings) move any distance along unblocked diagonals, and may capture an opposing man any distance away by jumping to any of the unoccupied squares immediately beyond it. Since captured pieces remain on the board until the turn is complete, it is possible to reach a position in a multi-capture move where the flying king is blocked from capturing further by a piece already captured.
Flying kings are not used in English draughts, in which a king's only advantage over a man is the ability to move and capture backwards as well as forwards.
Once a game has been gridlocked, where only back and forth moves between same locations on the board avoid jumps, the player with the majority of free space wins the games.
Naming
In most non-English languages (except those that acquired the game from English speakers), draughts is called dame, dames, damas, or a similar term that refers to ladies. The pieces are usually called men, stones, 'pion' or a similar term; men promoted to kings are called dames or ladies. In these languages, the queen in chess or in card games is usually called by the same term as the kings in draughts. A case in point includes the Greek terminology, in which draughts is called 'ντάμα' (dama), which is also one term for the queen in chess (the men are known as 'pawns').
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National and regional variants
Flying kings; men can capture backwards
National variant | Board size (in squares) | Pieces per side | Double-corner or light square on player's near-right? | First move | Capture constraints | Notes |
---|---|---|---|---|---|---|
International draughts (or Polish draughts) | 10x10 | 20 | yes | White | A sequence must capture the maximum possible number of pieces. | Pieces only promote when they land on the final rank, not when they pass through it. It is mainly played in the Netherlands, Suriname, France, Belgium, some eastern European countries, some parts of Africa, some parts of the former USSR, and other European countries |
Ghanaian draughts (damii) | 10x10 | 20 | no | White | Any sequence may be chosen, as long as all possible captures are made. Accidentally passing up a king's capture opportunity leads to forfeiture of the king. | Played in Ghana. You lose if you are left with a single piece (man or king). |
Frisian draughts | 10x10 | 20 | yes | White | A sequence of capture must give the maximum 'value' to the capture, and a king (called a wolf) has a value of less than two men but more than one man. If a sequence with a capturing wolf and a sequence with a capturing man have the same value, the wolf must capture. The main difference with the other games is that the captures can be made diagonally, but also straight forward and sideways. | Played in Friesland (Dutch province). |
Canadian checkers | 12x12 | 30 | yes | White | A sequence must capture the maximum possible number of pieces. | International rules on a 12x12 board. Played mainly in Canada. |
Brazilian draughts or derecha | 8x8 | 12 | yes | White | A sequence must capture the maximum possible number of pieces. | Played in Brazil. The rules come from international draughts, but board size and number of pieces come from English draughts. In the Philippines, it is known as 'derecha' and is played on a mirrored board, often replaced by a crossed lined board (only diagonals are represented). |
Pool checkers | 8x8 | 12 | yes | Black | Any sequence may be chosen, as long as all possible captures are made. | Also called Spanish Pool Checkers. It is mainly played in the southeastern United States; traditional among African American players. A man reaching the kings row is promoted only if he does not have additional backwards jumps (as in international draughts). In many games at the end one adversary has three kings while the other one has just one king. In such a case the first adversary must win in thirteen moves or the game is declared a draw. |
Jamaican Draught/checkers | 8x8 | 12 | yes | Black | Any sequence may be chosen, as long as all possible captures are made. | similarly to Pool Checkers with the exception of the main dioginal on the right instead of the left. A man reaching the kings row is promoted only if he does not have additional backwards jumps (as in international draughts). In many games at the end one adversary has three kings while the other one has just one king. In such a case the first adversary must win in thirteen moves or the game is declared a draw. |
Russian draughts | 8x8 | 12 | yes | White | Any sequence may be chosen, as long as all possible captures are made. | Also called shashki or Russian shashki checkers. It is mainly played in countries the former USSR and in Israel. Rules of the game are similar to international draught. Differences:
Also exist the 10x8 board variant (2 additional columns, labelled 'i' and 'k') and the give-away variant poddavki. There are official championships for shashki and its variants. |
Flying kings; men cannot capture backwards
National variant | Board size | Pieces per side | Double-corner or light square on player's near-right? | Who moves first? | Capture constraints | Notes |
---|---|---|---|---|---|---|
Spanish draughts | 8x8 | 12 | Light square is on right, but double corner is on left, as play is on the light squares. (Play on the dark squares with dark square on right is Portuguese draughts.) | White | A sequence must capture the maximum possible number of pieces, and the maximum possible number of kings from all such sequences. | Also called Spanish checkers. It is mainly played in Portugal and in some parts of South America and some Northern African countries. |
Malaysian draughts / Singaporean draughts | 12x12 | 30 | not fixed | Capture is forced. Failing to do so results in forfeiture of that piece (huffing). | Mainly played in Malaysia, Singapore and the region nearby. Also known locally as 'Black-White Chess'. Sometimes it is also played on 8x8 board when 12x12 board is not available. 10x10 board is rare in this region. | |
Czech draughts | 8x8 | 12 | White | If there are sequences of captures with a man and other ones with a king, it is necessary to capture with a king. After that, any sequence may be chosen, as long as all possible captures are made in the chosen sequence. | This variant is from the family of the Spanish game. | |
Hungarian Highlander (Slovak) draughts | 8x8 | 8 | White | All pieces are long - range. Skipping is mandatory after fist move of the rook. Any sequence may be chosen, as long as all possible captures are made. | Symbol uppermost of the cube determines its value, which is decreased after skipping it. Less than two pieces loses a games. | |
Argentinian draughts | 8x8 | 12 | no | White | A sequence must capture the maximum possible number of pieces, and the maximum possible number of kings from all such sequences. | The rules are similar to the Spanish game, but the king, when it captures, must stop after the captured piece, and may begin a new capture movement from there. With this rule, there is no draw with 2 pieces against 1. |
Thai draughts | 8x8 | 8 | yes | Black | Any sequence may be chosen, as long as all possible captures are made. | During a capturing move, pieces are removed immediately after a capture. Kings stop on the field directly behind the piece captured and must go on capturing from there, if possible, even in the direction where they have come from. |
German draughts 'Dame' | 8x8 | 12 | yes | Black | Any sequence may be chosen, as long as all possible captures are made. | Kings stop on the field directly behind the piece captured and must continue capturing from there as long as they can. |
Turkish draughts | 8x8 | 16 | yes | White | A sequence must capture the maximum possible number of pieces. | In this game type (also known as Dama), all 64 board cells are used, dark and light. Men move straight forward or sideways, instead of diagonally. When a man reaches the last row, it is promoted to a flying king (Dama), which moves like a rook (or a queen in Armenian variant). The pieces are placed on the second and third rows. It is played in Turkey, Kuwait, Israel, Lebanon, Syria, Jordan, Greece and several other locations in the Middle-East, as well as the same locations as Russian checkers. There are several variants in these countries, with the Armenian variant (called tama) also allowing forward-diagonal movement for men. |
Myanmar draughts | 8x8 | 12 | White | A sequence must capture the maximum possible number of pieces. | Players make agreement before starting the game. They can choose two options 'Must Capture' and 'Free Capture'. In 'Must Capture' type of game, the man that doesn't capture will be collected by the opponent as a fine. In the 'Free Capture' game, it is optional to capture. |
No flying kings; men cannot capture backwards
National variant | Board size | Pieces per side | Double-corner or light square on player's near-right? | Who moves first? | Capture constraints | Notes |
---|---|---|---|---|---|---|
English draughts | 8x8 | 12 | yes | Black | Any sequence may be chosen, as long as all possible captures are made. | Also called 'straight checkers' or American checkers, since it is also played in the USA. |
Italian draughts | 8x8 | 12 | no | White | If multiple capture sequences are available, one must select the sequence that captures the most pieces. If more than one sequence qualifies, one must capture with a king instead of a man. If more than one sequence qualifies, one must select the sequence that captures the most number of kings. If there are still more sequences, one must select the sequence that captures a king first. | Men cannot jump kings. It is mainly played in Italy, and some Northern African countries. |
Starting position in International draughts
Starting position in Russian, Brazilian, Czech draughts and Pool checkers
Starting position in Canadian draughts
Starting position in Turkish draughts
Starting position in Italian and Portuguese draughts
Sport
The World Championship in English draughts began in 1840. The winners in men's have been from the United Kingdom, United States, Barbados, and most recently Italy in the 3-Move division. However the women's championship in English draughts is more recent than the women's championship in International draughts and started in 1993. On the women's side the winners have been from Ireland, Turkmenistan, and the Ukraine.
The World Championship in international draughts began in 1885 in France, since 1948 organized by the World Draughts Federation (FMJD, Fédération Mondiale du Jeu de Dames). The championship occurs every two years. In the even year following the tournament must take place the World Title match. The men's championship has had winners from the Netherlands, Canada, the Soviet Union, Senegal, Latvia, and Russia. The first Women's World Championship was held in 1973. Since 1971, was played the World Junior Championship. Also held European Championships - since 1965 (men) and 2000 (women).
The World Championship in Brazilian draughts began in 1985, in Russian draughts began in 1993. First official Turkish draughts World Championships were in 2014.
Invented variants
- Cheskers: A variant invented by Solomon Golomb. Each player begins with a bishop and a 'knight' (which jump with coordinates (3,1) rather than (2,1) so as to stay on the black squares), and men reaching the back rank promote to a bishop, knight, or king.
- Damath: A variant utilizing math principles and numbered chips popular in the Philippines.
- Dameo: A a variant played on an 8x8 board, move and capture rules are similar to those of Armenian draughts. A special 'sliding' move is used for moving a line of checkers similar to the movement rule in Epaminondas. By Christian Freeling (2000).
- Hexdame: A a literal adaptation of international draughts to a hexagonal gameboard. By Christian Freeling (1979).
- Island Checkers: Uses a 6x6 board, allows trapping and swapping pieces, and jumping your own.
- Lasca: A a checkers variant on a 7x7 board, with 25 fields used. Jumped pieces are placed under the jumper, so that towers are built. Only the top piece of a jumped tower is captured. This variant was invented by World Chess ChampionEmanuel Lasker.
- Les Vauriens (or Mule Checkers): A variant in which some pieces affect the outcome as in Suicide checkers, while the rest are treated normally.
- Philosophy shogi checkers: A variant on a 9x9 board, game ending with capturing opponent's king. Invented by Inoue Enryō and described in Japanese book in 1890.
- Standoff: An American checkers variant using both checkers and dice.
- Suicide checkers (also called Anti-checkers, Giveaway checkers, or Losing draughts): The misère version of checkers. The winner is the first player to have no legal move: that is, all of whose pieces are lost or blocked.
- Tiers: A complex variant which allows players to upgrade their pieces beyond kings.
Games sometimes confused with draughts variants
- Chinese checkers: Based on Halma, but uses a star-shaped board divided into equilateral triangles.
- Halma: A game in which pieces move in any direction and jump over any other piece (but no captures), friend or enemy, and players try to move them all into an opposite corner.
- Konane: 'Hawaiian checkers'.
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History
Ancient games
A similar game has been played for thousands of years. A board resembling a draughts board was found in Ur dating from 3000 BC. In the British Museum are specimens of ancient Egyptian checkerboards, found with their pieces in burial chambers, and the game was played by Queen Hatasu. Plato mentioned a game, πεττεία or petteia, as being of Egyptian origin, and Homer also mentions it. The method of capture was placing two pieces on either side of the opponent's piece. It was said to have been played during the Trojan War. The Romans played a derivation of petteia called latrunculi, or the game of the Little Soldiers.
Alquerque
Read main article: Alquerque
An Arabic game called Quirkat or al-qirq, with similar play to modern draughts, was played on a 5x5 board. It is mentioned in the 10th century work Kitab al-Aghani. Al qirq was also the name for the game that is now called Nine Men's Morris. Al qirq was brought to Spain by the Moors, where it became known as Alquerque, the Spanish derivation of the Arabic name. The rules are given in the 13th century book Libro de los juegos. In about 1100, probably in the south of France, the game of Alquerque was adapted using backgammon pieces on a chessboard. Each piece was called a 'fers', the same name as the chess queen, as the move of the two pieces was the same at the time.
Evolution
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The rule of crowning was used by the 13th century, as it is mentioned in the Philip Mouskat's Chronique in 1243 when the game was known as Fierges, the name used for the chess queen (derived from the Persian ferz, meaning royal counsellor or vizier). The pieces became known as 'dames' when that name was also adopted for the chess queen. The rule forcing players to take whenever possible was introduced in France in around 1535, at which point the game became known as Jeu forcé, identical to modern English draughts. The game without forced capture became known as Le jeu plaisant de dames, the precursor of international draughts.
The 18th-century English author Samuel Johnson wrote a foreword to a 1756 book about draughts by William Payne, the earliest book in English about the game.
Checkers Rules For King
Computer draughts
English draughts
English draughts (American 8x8 checkers) has been the arena for several notable advances in game artificial intelligence. In the 1950s, Arthur Samuel created one of the first board game-playing programs of any kind. More recently, in 2007 scientists at the University of Alberta developed their 'Chinook' program to the point where it is unbeatable. A brute force approach that took hundreds of computers working nearly two decades was used to solve the game, showing that a game of draughts will always end in a draw if neither player makes a mistake. The solution is for the draughts variation called go-as-you-please (GAYP) checkers and not for the variation called three-move restriction checkers. As of December 2007, this makes English draughts the most complex game ever solved.