Checkers rules: moving, capturing, kings

A reference for the rules of checkers: moving, capturing, kings, how a game ends, and how five variants differ — Russian, international, Brazilian, English and giveaway. Every rule is shown on the board, and below it a course of short tasks puts each rule straight into your hands — up to international draughts on a 10×10 board.

1

Read the rules: moving, capturing, kings — five minutes.

2

Look at the variants table if you plan to play something other than Russian draughts.

3

Work through the four ideas — they are what separates knowing the rules from winning.

4

Do the tasks at the bottom of the page, then go and play.

Get it in five minutes, then test yourself on the board

The point of the game

You win by capturing all your opponent’s pieces, or by shutting them in so they have no move at all. Players move in turn; white starts.

The board and the setup

The board is 8×8, but play happens only on the dark squares — 32 of them. Each side has 12 pieces on the three nearest rows. The board is placed so that a dark square sits at the bottom left.

The starting position of Russian draughts: twelve a side, four middle rows empty.

How pieces move

A plain piece steps one square diagonally forward, onto a free dark square. It never steps back, and it never hops over an occupied square — not even its own.

The piece on c3 has two squares: b4 and d4. A piece on the edge has no choice at all — only one move.

How capturing works

If an enemy piece stands next to yours on a diagonal and the square right behind it is free, you jump over and take it off the board. A capture moves one square past the piece taken.

White on c3 jumps the black piece on d4 and lands on e5. The black piece leaves the board.

Capturing is compulsory

If a capture is available, no other move is legal. When several captures exist, Russian draughts lets you pick any — there is no majority rule, unlike the international game. This is not a nuisance but the main working tool: almost every combination is built on the fact that the opponent has to take.

The capture continues

Having landed, the piece looks for another enemy with a free square behind it. If there is one, it captures again, and so on. All of it counts as a single move, and the captured pieces come off at the end.

White on c3 takes d4, lands on e5, and from there takes f6, finishing on g7. Two captures, one move.

Plain pieces capture backwards too

A plain piece cannot move backwards, but it can capture in any direction. Even adults do not expect this, and it is what catches people out most often.

The king

A piece that reaches the far row becomes a king. A king moves and captures along a diagonal any distance, forwards and back, and may stop on any free square beyond the piece it took. If a plain piece reaches the far row mid-capture and can carry on, it continues as a king.

The piece on c7 needs a single move to d8 to become a king.

How a game ends

A game ends in one of three ways.

  • A win: the opponent has no pieces left, or has no move — the shut-in side loses.
  • A draw by agreement: both sides agree.
  • A draw by counter: for example fifteen moves with kings only, no captures and no plain piece moving. The exact numbers come from the federation rules and are counted for you on our board.

How the five variants differ

The rules above are Russian draughts. The others differ in board size, in how strong the king is, and in whether you must take the larger number.

Variant Board Pieces Flying king Plain captures back Must take the most
Russian 8×8 12 yes yes no
International 10×10 20 yes yes yes
Brazilian 8×8 12 yes yes yes
English 8×8 12 no no no
Giveaway 8×8 12 yes yes no

Four ideas people win with

The rules are enough to play, but not enough to win. Here are four ideas that give an edge straight away — each checked by calculation on the board, not taken on trust.

White plays b4-c5, offering a piece. Black must take — and on either capture White sweeps both black pieces off in a single chain.
  • Do not move into a capture. Before every move, check whether the piece can be taken: this is the commonest loss among beginners.
  • Do not drive a piece to the edge. A piece on the edge has exactly one move; a piece in the middle has two. The edge halves your choice.
  • Use the compulsory capture. Give up one piece and you take away the opponent’s choice, forcing the move you need — and take two on the next one.
  • Sacrifice for a king. One piece for a breakthrough is almost always a good trade: a king is worth several plain pieces.

Test yourself

Short tasks on the same board, from “where do the pieces go” to the ideas people win with — plus an international step on a real 10×10 board. What lets you move on is a solved task, not a button.

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