How to Play Checkers

A complete guide for beginners and improving players · Updated August 9, 2026

Checkers — also called draughts — is one of the world's most popular board games: a two-player contest of moving and jumping on a chequered board that is simple to learn but rich to master. This guide covers the version played on Checkers Arena, known as English draughts (American checkers): the setup, how the pieces move, capturing and the all-important forced-jump rule, crowning kings, how to win, and the strategy that turns a beginner into a tough opponent. When you are ready, play a free game right here on Checkers Arena and put it into practice.

The goal of the game

Each player starts with twelve pieces (called men). The two sides move toward each other and try to capture the opponent's pieces by jumping over them. You win when your opponent has no pieces left — or when they still have pieces but cannot make a single legal move because everything they own is blocked. So the whole game is a fight: trade wisely, trap your opponent's pieces, and be the last side still able to move.

The board and starting position

Checkers is played on an 8×8 board of 64 squares, exactly like a chessboard. Play happens on the dark squares only — every move is diagonal, so the light squares are never used. On Checkers Arena the board is lettered a–h across the bottom and numbered 1–8 up the side.

A checkers starting position on an 8×8 board: twelve red pieces on the three near rows and twelve black pieces on the three far rows, all on the dark squares, with the files lettered a to h and ranks numbered 1 to 8.
The starting position. Each player has twelve pieces on the dark squares of their three nearest rows. You play Red at the bottom and move up the board; your opponent plays Black at the top and moves down.

Set-up in one line for each side:

On Checkers Arena: you always play the red pieces at the bottom of your screen, and Red moves first. The board highlights the pieces you can move and the squares you can move to, so you never have to guess what is legal.

How the pieces move

An ordinary piece (a "man") moves one square diagonally forward onto an empty dark square — forward meaning toward the opponent's side. Red men move up the board; Black men move down. Men can never move straight, sideways, or backward (only kings can go backward — see below).

A checkers board showing a red man with two arrows pointing diagonally forward and up to its two empty target squares, and a black man with two arrows pointing diagonally forward and down to its target squares.
A man moves one square diagonally forward to an empty dark square. Red (bottom) moves up; Black (top) moves down. Each has two possible forward moves here.

If a square is empty and diagonally forward, you may move there. If it is blocked by another piece — yours or the opponent's — you cannot simply move onto it. But if an enemy piece is directly in front of you with an empty square beyond it, something more important happens: you must capture it.

Capturing: jumps are forced

To capture, you jump diagonally over an adjacent enemy piece and land on the empty square immediately beyond it. The jumped piece is removed from the board. A single jump moves you two squares in a straight diagonal line.

A red man on c3 jumps diagonally over a black man on d4 (circled) and lands on the empty square e5, capturing the black piece.
Capturing: the red man jumps over the adjacent black piece (circled) and lands on the empty square just beyond. The captured piece comes off the board.

The single most important rule in checkers: if you can capture, you must. Captures are compulsory. You are not allowed to make a quiet move while a jump is available — you have to take the jump. If two different captures are on offer, you may choose which one to make, but you cannot decline capturing altogether.

Never miss a jump: Checkers Arena enforces the forced-capture rule for you. When a jump is available it only lets you play a capturing move, so you will never accidentally give up a free piece — and neither can your opponent.

Multiple jumps in one turn

A capture can chain. If, after landing from a jump, the same piece can immediately jump another enemy piece, it must continue jumping — all as a single turn. One move can sweep two, three, or more of the opponent's pieces off the board.

A red man makes a double jump: from c3 it jumps a black man on d4 to land on e5, then jumps a black man on f6 to land on g7, capturing both black pieces in one turn.
A multi-jump: after the first jump the red piece can jump again, so it must — capturing both black pieces in a single turn. Chains like this decide games.

Because chained jumps must be completed, a tempting-looking capture can lead you straight into a trap, and a quiet-looking position can hide a double or triple jump. Always look at the whole chain — yours and your opponent's — before you commit.

Kings and crowning

When one of your men reaches the far row — the opponent's back rank, called the king row — it is crowned and becomes a king. A king is more powerful: it can move and capture diagonally in all four directions, forward and backward.

A checkers board showing a red king crowned on the top row (marked with a gold crown), and a second red king in the middle of the board with arrows pointing diagonally in all four directions.
A man that reaches the far row becomes a king (shown with a gold crown). Unlike a man, a king moves and captures diagonally in every direction — including backward.

A few important details about crowning:

How to win (and draws)

You win the game if your opponent:

Sometimes neither side can force a win — for example when both players are down to a couple of kings that simply chase each other. That is a draw. On Checkers Arena either player can offer a draw at any time, and the server also declares a draw automatically on threefold repetition or after 40 moves with no capture and no man advancing — so a dead-drawn game can't drag on forever.

Fair play on Checkers Arena

Every rule on this page is enforced by the server, not just the browser, so a game is always legal and fair for both sides:

Strategy for beginners

Checkers is far deeper than it first looks. A handful of principles will take a beginner a long way:

Common beginner mistakes

Glossary of terms

Ready to play?

The fastest way to learn is to play. On Checkers Arena the board highlights your legal moves, enforces forced captures, and lets you play the computer on three levels or a friend over a private link — all free, with no signup.

▶ Play checkers now

Prefer a concise reference? See the complete checkers rules, or sharpen your play with the strategy guide.

Prefer a real board? Print one: printable checkers board — board, cut-out pieces and one-page rules.

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