Checkers Master follows the standard rules of American Checkers (also known as English Draughts). The game is played on an 8×8 board with 12 pieces per player. Your objective is simple: capture all of your opponent's pieces, or trap them so they can't make a legal move.
Below you'll find everything you need to know — from basic controls to advanced winning strategies.
| Input | Action | Device |
|---|---|---|
| Left-click & drag | Pick up a piece and move it to a valid square | Desktop (mouse) |
| Touch & drag | Tap a piece and slide it to the target square | Mobile / Tablet |
| Release / Drop | Confirm the move (piece snaps to nearest valid square) | All devices |
Each player starts with 12 pieces placed on the dark squares of the three rows closest to them. The board has 32 playable dark squares on an 8×8 grid.
Regular pieces move one square diagonally forward (toward the opponent's side). Pieces can only move to empty dark squares. You cannot move backwards unless your piece is a king.
To capture an opponent's piece, jump over it diagonally to the empty square on the other side. If another capture is available immediately after landing, you must continue jumping in a multi-capture chain.
If a capture is available on your turn, you must take it. You cannot choose a regular move when a jump is possible. This is a core rule of standard checkers.
When one of your pieces reaches the far row (your opponent's back rank), it is crowned a king. Kings can move and capture both forward and backward diagonally, making them extremely powerful.
You win by capturing all of your opponent's pieces, or by blocking them so they cannot make any legal move on their turn. If neither player can win, the game is a draw.
Pieces in the center of the board have more options for movement and capturing. Avoid clustering your pieces on the edges where their mobility is limited.
Keeping at least one piece on your back row prevents your opponent from crowning easily. A strong defense can force your opponent into unfavorable trades.
Before making a move, check what your opponent can do in response. Avoid giving away free captures by thinking one or two turns into the future.
Sometimes giving up one piece intentionally can set up a double or triple jump on your next turn. This is called a sacrifice play. Offer a piece in a position where capturing it forces your opponent's piece into a vulnerable position for your follow-up jump.
Position two or more of your pieces in a diagonal line to create a "wall" that limits your opponent's movement. If they have a single piece stuck behind your wall, they'll be forced to make unfavorable moves that you can exploit.
When the board is mostly empty and both players have kings, the game becomes a chase. Use the edges of the board to limit your opponent's king movement and gradually corner them. Two kings will typically beat one king if you coordinate them properly.
Tempo refers to who has the initiative — who is forcing the other player to react. In checkers, having the tempo means your opponent must respond to your threats rather than executing their own plans. You gain tempo by creating multiple threats at once and by positioning pieces aggressively in the center.
No. In standard American Checkers, only kings can move and capture backwards. Regular pieces are limited to forward diagonal movement.
Captures are mandatory. If a jump is available, you must take it. If multiple jumps are available, you can choose which one to take, but you cannot skip capturing entirely.
In standard American Checkers rules, if a piece reaches the king row during a multi-jump sequence, the turn ends and the piece is crowned. It cannot continue jumping as a king in the same turn.