Checkers

The classic board game of diagonal moves and forced jumps. Play red against a thinking computer, crown your kings and sweep every black piece off the 8×8 board. Choose Easy, Medium or Hard.

Wins
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Losses
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Your turn — pick a piece

You win! 🎉

What is Checkers?

Checkers — known as Draughts across much of the world — is a two-player strategy board game played on the dark squares of an 8×8 grid, the same chequered board used for chess. Each side begins with twelve simple pieces called men, lined up on the three rows nearest to them. Play alternates one move at a time: a man slides a single square diagonally forward onto an empty dark square, or it captures by jumping straight over an adjacent enemy piece to land on the empty square immediately beyond, lifting the jumped piece off the board. The moment a man reaches the far side of the board it is promoted to a king, gaining the freedom to travel both forward and backward. On vygam you command the red pieces at the bottom and always move first, while a computer opponent answers with black from the top.

The game is ancient — versions of it have been played for centuries, and the modern rules crystallised in Europe and America hundreds of years ago — yet its appeal has never faded, because the rules take seconds to learn and a lifetime to exhaust. Under that friendly surface sits real depth: the compulsory-capture rule turns every position into a web of threats and counter-threats, and a single well-timed jump can peel two or three pieces off your opponent in one sweeping turn. That blend of instant accessibility and genuine tactical bite makes Checkers a superb brain game. A few rounds sharpen forward planning, pattern recognition and the discipline of thinking a move ahead — light, satisfying mental exercise you can enjoy in a couple of minutes, then come back to again and again as your eye for the winning combination grows keener.

How to Play

1You are red and move first. Tap one of your pieces to select it — its legal destinations light up.
2Tap a highlighted dark square to move there. Men step one square diagonally forward; a gold ring marks a square you can jump to.
3Jump over an adjacent black piece to capture it, and keep jumping the same piece to chain several captures in one turn.
4Reach the top row to crown a king, then clear every black piece — or leave the computer with no move — to win.

Checkers has few rules, but some moves are simply not allowed. A move is illegal — or you lose the game — when:

  • you make a quiet slide while a jump is available — capturing is compulsory, so the game only offers you the jumping moves;
  • you try to move a man backward — only a crowned king may travel back toward your own side;
  • you move onto a light square or an occupied square — pieces live only on empty dark squares;
  • you are left with no piece that can legally move — a fully blocked side loses the game;
  • you run out of pieces entirely — losing your last man ends the game in defeat.

Checkers Tips & Strategy

Checkers rewards planning far more than it first appears, especially against the Medium and Hard computer. Build these four habits and you will start turning even positions into wins.

  1. Control the centre

    Pieces in the middle of the board reach more squares and more capture lines than pieces stranded on the edge. Push toward the centre early, but keep your men supporting one another in connected diagonals so a single jump can never rip a hole through your formation.

  2. Use forced captures against the computer

    Because jumping is compulsory, you can set traps: offer a piece so that after the forced capture you win two or more in return. Always count the exchange to the end before you give a piece away — a jump that looks generous is often the first move of a combination that leaves you ahead.

  3. Hold your back row

    The four squares on your home row are the last line that stops the computer from crowning a king. Keep at least a couple of them guarded for as long as you can; every enemy king that never gets made is a powerful piece you never have to face roaming freely across the board.

  4. Race for kings

    A king moves and captures in every diagonal direction, so it is worth far more than a man. When the board opens up, steer a piece toward the crowning row along the safest lane. One well-placed king can shepherd your remaining men home and hunt down a scattered enemy with ease.

FAQ

Is Checkers free to play?

Yes — Checkers on vygam is completely free. There is no download and no sign-up; it plays instantly in your browser on phones, tablets and computers.

How do you play Checkers?

Each turn you slide one of your red men one square diagonally forward to an empty dark square, or you jump diagonally over an adjacent black piece to the empty square just beyond it, capturing that piece. Clear all the computer's pieces, or leave it with no legal move, to win.

What happens when a piece is kinged?

When one of your men reaches the far row it is crowned a king. A king is marked with a gold crown and gains the ability to move and capture both forward and backward along the diagonals, which makes it far more powerful than an ordinary man.

Do you have to jump in Checkers?

Yes — capturing is compulsory. If any of your pieces can make a jump, you must play a jumping move rather than a quiet slide. When a jump lands you next to another capturable piece, the same piece keeps jumping, chaining several captures together in a single turn.

How does the computer opponent work?

The black pieces are driven by a minimax search with alpha-beta pruning that looks several moves ahead and always obeys the forced-capture rule. Easy searches shallowly and slips up, Medium looks about four moves deep, and Hard plans further ahead and rarely leaves a piece hanging.

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