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Checkers strips strategy down to its bones: twelve men a side, dark squares only, and one ruthless rule that captures are mandatory. On Classic Play Games you push your men diagonally up the 8x8 board, jump over enemy pieces into the empty square beyond, and chain those jumps into multi-capture combinations that can clear half a row in a single turn. Reach the far rank and your man is crowned a king, free to step and strike in every diagonal direction. Capture every enemy piece or leave them with no legal move, and the game is yours.

How to Play Checkers

Checkers (also called draughts) is played on an 8x8 board, with each side starting with 12 men on the dark squares of their first three rows. Red moves first. Ordinary men move one square diagonally forward only — Red advances up the board, Black advances down — and they can never step backward until they are crowned.

Capturing is mandatory: if any of your pieces can jump, you must make a jump that turn, though you are free to choose which one when several are available. You capture by leaping diagonally over an adjacent enemy piece into the empty square just beyond it. If the same piece can immediately jump again from its landing square, the capture chain continues in one turn — but with one key twist this engine enforces: a man that reaches the back rank and becomes a king during a jump stops there, ending the turn.

Reach the opponent's back rank and your man is promoted to a king, which moves and captures one square diagonally in all four directions. You win by capturing every enemy piece or by leaving your opponent with no legal move. If 40 full moves pass for each player with no capture and no promotion, the game is declared a draw.

Playing Against the Computer

The computer plays at three levels, all with the same evaluation and a time limit on each move. Easy looks two turns ahead and picks at random among its four best moves; Medium looks four turns ahead and picks between its two best; Hard searches as deep as its time allows, up to 14 turns, and always plays the best move it finds. No level judges a position in the middle of a capture sequence: pending jumps are played out first, so a forced shot inside its horizon does not surprise it.

The engine counts a king as three men and rewards pieces near the center, men closer to promotion, and having more moves than you. Men that stay on their home rank earn a small bonus, so it is slow to give up its back rank. Against Hard, keep your own back rank intact and trade down only when you are ahead.

Frequently Asked Questions

Do ordinary men capture backward, or only forward?

Only forward. An uncrowned man can move and jump only in its two forward diagonals; it can never capture backward. The moment it reaches the far rank and becomes a king, it gains the ability to move and capture in all four diagonal directions.

If I start a jump and reach the back rank mid-capture, do I keep jumping?

No. In this version, a man that is crowned a king during a jump ends its turn immediately, even if another jump looks available from that square. The new king can resume capturing on your next turn.

Are captures mandatory, and do I have to take the longest one?

Captures are mandatory — if any jump is available you must make a jump. However, you are not forced to take the maximum-capture sequence; when several different jumps exist, you may choose whichever one you like, but you cannot decline to capture entirely.

How can a game end without all the pieces being captured?

You also win if your opponent has no legal move on their turn — for example, if all their remaining pieces are blocked or trapped. A game can also end in a draw if 40 moves pass for each player with no capture and no promotion.

Why are red pieces moving first instead of black?

This engine has Red occupy the bottom three rows and take the opening move, with Black on top. It is the same game as black-moves-first draughts variants — only the color labels and starting side differ — and all the standard forced-capture and kinging rules apply unchanged.

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