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Learn Checkers — A Visual Guide
Learn Checkers
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A visual guide · 西洋跳棋

Learn Checkers

Diagonal moves, jumps, and a crown for the brave.
8×8
board · 64 squares total
12
pieces per side
2
players · diagonal warfare

An 8×8 board, but only the dark squares matter.

Checkers is played on the same board as chess — but every move happens on the dark squares only. That leaves 32 playable squares. Each side starts with 12 pieces filling the three rows closest to them.

The starting position — Light at the bottom, Dark at the top.

Forward, diagonal, one square at a time.

On your turn you slide one of your pieces one square forward along a diagonal — either left or right. Pieces can't move backward… yet. Players alternate turns, and Light traditionally moves first.

Click the highlighted piece to see its two legal moves.
Tap the highlighted piece
Two diagonals open up: front-left and front-right.

A jump takes the piece you leap over.

If an opponent's piece sits diagonally adjacent and the square just beyond is empty, you must jump it — landing two squares away and removing the captured piece. Captures are mandatory in most rulesets, so always look for them first.

Click the Light piece to capture the Dark piece.
Multi-jumps: chain captures in one turn.

Reach the back row — and you're crowned.

When a regular man reaches the opponent's back row, it becomes a king. Kings can move and capture both directions along the diagonals. They're powerful and worth defending. The crown turn ends the move — kings can't keep jumping in the same turn they're promoted.

Watch a Light man reach row 8 and crown.

A turn, in order.

Each turn is short and sweet — but the captures-required rule shapes everything. Here's the four-step rhythm to remember.

Look for jumps first.
If you can capture, you must capture. Pick which jump if there are several.
Otherwise, slide one square diagonally.
Forward only — unless the moving piece is already a king.
Chain jumps if you can.
After a capture, if the same piece can immediately jump again, it must.
Promote, then yield.
If you reached the back row, your piece is crowned and the turn ends.

What moves — and what doesn't.

Quick visual cues for the most common new-player mistakes.

Legal

Diagonal forward by one — the basic slide.
Jump and land two squares away — capture complete.
A king moving backward — kings travel both ways.

Not allowed

Sideways or straight — pieces only move on diagonals.
A man moving backward — only kings can do that.
Skipping over your own piece — you can only jump opponents.

Capture them all — or lock them down.

You win as soon as your opponent has no legal move. That happens two ways: every one of their pieces has been captured, or all the survivors are blocked and can't move. A draw is possible if neither side can make progress for many turns.

Capture all opposing pieces.
The classic, satisfying win.
Trap them so nothing can move.
Blocked pieces count as a loss for that side.
Otherwise, agree to a draw.
Common in king-vs-king endgames where neither side can make progress.

Now play a quick game.

A live solo demo against an AI opponent. Click your pieces, see the legal moves, and crown your first king.