How to Play Checkers (Draughts): Rules & Tips (2026)

Checkers looks almost too simple to take seriously — a grid, some round pieces, and one move you can teach a five-year-old in a minute. Then you lose three games in a row to that same five-year-old and realize there's a whole game of traps, tempo, and forced jumps hiding under the friendly surface. Known as Draughts in much of the world, it's one of those rare games you can learn in two minutes and keep getting better at for years. Here's everything you need to actually play it well.
Setting up the board
Checkers is played on a standard 8×8 board — the same one you'd use for chess. The key rule that surprises beginners: the entire game happens on the dark squares only. The light squares are never used.
Turn the board so each player has a light square in their near-right corner, then place your pieces:
- Each player gets 12 pieces, all on dark squares.
- Fill the three rows closest to you, leaving the two middle rows empty.
- One player takes the dark pieces, the other the light; darker pieces traditionally move first.
That empty no-man's-land in the middle is where the whole game gets decided.
Moving and capturing
On your turn you move one piece diagonally forward by one square onto an empty dark square. Ordinary (non-king) pieces can only ever move forward, toward the opponent's side — never sideways and never backward.
Capturing is where checkers comes alive. You capture by jumping: if an opponent's piece sits on a square diagonally next to yours, and the square directly beyond it (in the same diagonal line) is empty, you leap over that piece and land in the empty square. The jumped piece is removed from the board.
Two rules make jumping the heart of the game:
- Multi-jumps. If, after landing, your same piece can immediately jump another opponent piece, it must continue — you chain the jumps in a single turn and clear several pieces at once.
- Captures are mandatory. In the standard rules, if a jump is available you have to take it; you can't make a quiet move instead. When several captures are possible you usually get to pick which one. (Some relaxed casual versions skip this rule, so confirm before a serious game.)
This forced-capture rule is the source of every clever trap in checkers: you can offer a piece, knowing your opponent is obligated to jump it — straight into a position where you jump two of theirs back.
Kings: the game changer
Push one of your pieces all the way to the farthest row from you — your opponent's back row, sometimes called the "king row" — and it gets crowned a king. You mark this by stacking a captured piece on top, giving it that signature double-decker look.
A king plays by different rules: it can move and jump diagonally both forward and backward. That backward freedom is enormous. A single king can roam the whole board, defend your back line, and set up captures an ordinary piece could never reach. Getting the first king is often the moment a close game tips decisively in someone's favor.
How to win
There are two ways to win a game of checkers:
- Capture all of your opponent's pieces, leaving them with nothing on the board.
- Block them completely — if it's their turn and they have no legal move (every piece is stuck or surrounded), they lose, even with pieces remaining.
If neither side can force a win and the position repeats with no progress, the game is declared a draw.
Beginner tips
A few habits will lift you above casual play fast:
- Control the center. Pieces in the middle have more diagonals to use; pieces hugging the edge are easy to trap.
- Use the side walls. A piece on the edge can't be jumped from outside the board, so the back row and side columns are safer parking spots.
- Think before you're forced to jump. Because captures are mandatory, count what happens after your jump — a tempting capture can drop you into a multi-jump that costs you two pieces.
- Race for a king, but don't rush a lone piece forward where it gets picked off on the way.
- Trade when you're ahead. If you have more pieces, swapping evenly simplifies the board and makes your advantage decisive.
Ready to play?
That's the whole game: dark squares, diagonal forward moves, mandatory jumps, kings that go both ways, and a win by capture or blockade. The rules take five minutes; the strategy takes a lifetime — which is exactly why people have been playing for centuries.
Best part is you don't need a physical set. Jump straight into a match of Checkers, put these rules to work, and start hunting for that first king. When you're ready for something new, the rest of our games are one click away.
Frequently asked questions
Are captures mandatory in checkers?+
In most standard rule sets, yes — if a jump is available you must take it. When more than one capture is possible you may usually choose which to play, but you can't decline a capture in favor of a quiet move. Always check the rules of the version you're playing, since some casual variants make jumping optional.
How do you make a king in checkers?+
Move one of your pieces all the way to the farthest row from you — your opponent's back row. The moment it lands there it's 'crowned' a king (usually shown by stacking a second piece on top). A king can move and capture diagonally both forward and backward, which makes it far more powerful than an ordinary piece.
How do you win a game of checkers?+
You win by capturing all of your opponent's pieces, or by trapping them so they have no legal move on their turn — even if they still have pieces on the board. If neither side can force a win, the game is a draw.


