Checker Rules Explained - an in depth explanation

This Nugget has been written by Badger on 15 Jun at 12:27PM

Category: Checkers

CHECKER_RULES

Checkers is the oldest game in the world and dates back over 4000 years. A board game that appeared very similar to checkers (called "Draughts" in Great Britain} was discovered in the ruins of the ancient city of Ur in modern day Iraq. This board game dates to about 3000 B.C. Checkers as we know it today has been around since 1400 B.C.

Checkers are played by two people, on opposite sides of a playing board, alternating moves. One player has dark pieces, and the other has light pieces. The player with the dark pieces makes the first move unless stated otherwise. Pieces move diagonally and pieces of the opponent are captured by jumping over them. The playable surface consists only of the dark squares. A piece may only move into an unoccupied square. Capturing is mandatory in most rules. A piece that is captured is removed from the board. In all variants, the player who has no pieces left or cannot move anymore has lost the game unless otherwise stated.

Uncrowned pieces ("men") move one step diagonally forwards and capture other pieces by making two steps in the same direction, jumping over the opponent's piece on the intermediate square. Multiple opposing pieces may be captured in a single turn provided this is done by successive jumps made by a single piece; these jumps do not need to be in the same direction but may zigzag. In English draughts men can only capture forwards, but in international draughts they may also capture (diagonally) backwards.

When men reach the crownhead or kings row (the farthest row forward), they become kings, marked by placing an additional piece on top of the first, and acquire additional powers including the ability to move backwards (and capture backwards, in variants in which they cannot already do so).[2]

In international draughts, kings can move as far as they want in diagonals like a bishop in chess. However, they cannot capture like a bishop, but jump over the captured piece, moving over as many empty fields as the player wants but jumping over only a single, opposing piece in each jump. (As with men, a king may make successive jumps in a single turn provided that each is a capture.) This rule, known as flying kings, is not used in English draughts, in which a king's only advantage over a man is the ability to move and capture backwards as well as forwards. Notice that captured pieces are removed from the board only after capturing is finished. Thus sometimes the captured but not yet removed piece obliges a king to stop after capturing at a given field where he in turn will be captured by the adversary.

Armenian and Frisian checkers are very wild games as the rules allow for the king to jump by multiple squares in all 8 directions!

  • International checkers (also called Polish draughts) - The board size is 10×10 with 20 pieces on each side and has flying kings. Unlike in chess the playing fields are numbered just by the numbers from 1 to 50. In this variant of the game, the player with the lightest colored pieces moves first. Pieces, although sometimes bought in a set, originally are sold is groups of eleven pieces all of a like color. This has lead to the coinage of the term draughts dozen. Also, because the lighter color moves first often the lighter colored pieces are more expensive and bought by more experienced players. If there are many sequences to capture, one has to capture the sequence that has the most pieces. If a man touches the kings row from a jump and it can continue to jump backwards, it has to jump backwards, but it is not kinged. It is mainly played in the Netherlands, France, some eastern European countries, some parts of Africa, some parts of the former USSR, and other European countries.

  • English draughts is our main Checkers game - Also called American checkers or "straight checkers". It is played on an 8×8 board with 12 pieces on each side. Black (the darker color) moves first. Men (the uncrowned pieces) can only move and capture forward. When there is more than one way for a player to jump, one may choose which sequence to make, not necessarily the sequence that will result in the greatest number of captures. However, one must make all the captures in that sequence.

  • Brazilian checkers - Exactly the same rules as international draughts, but it is played on an 8×8 board with eight "men" (or pieces) to begin the game with. It is mainly played in Brazil.

  • Canadian checkers - Exactly the same rules as international draughts, but it is played on a 12×12 board with 30 pieces on each side. It is mainly played in Canada.

  • Pool checkers - Exactly the same rules as Brazilian checkers but when there is more than one way for a player to jump, one may choose which sequence to make, not necessarily the sequence that will result in the greatest number of captures. However, one must make all the captures in that sequence. Another difference this carries between Brazilian Checkers is that the carker pieces move first. It is mainly played in the South-Eastern states in the United States.

  • Spanish checkers - Also called Spanish pool checkers. Men cannot jump backwards. Exactly the same rules as Brazilian checkers, but if there are many sequences to capture, one has to capture the sequence that has the most pieces. If there are still more sequences, one has to capture the sequence that has the most kings. The board is mirrored (the left side is flipped to the right side and vice versa). It is mainly played in some parts in South America and some Northern African countries.

  • Russian checkers - Exactly the same rules as Brazilian checkers, but if a man touches the kings row from a jump and it can continue to jump backwards, it has to jump backwards as kings, not men. It is mainly played in some parts in Russia, some parts of the former USSR, and Israel. In many games at the end one adversary has three kings while the other one has just one king. In such a case the first adversary normally wins if (s)he occupies the main diagonal first and then builds the so-called Petrov's triangle.

  • Italian checkers - Men cannot jump kings and men cannot jump backwards. If there are many sequences to capture, one has to capture the sequence that has the most pieces. If there are still more sequences, one has to capture with a king instead of a man. If there are still more sequences, one has to capture the sequence that has the most kings. If there are still more sequences, one has to capture the sequence that has a king first. The board is mirrored (the left side is flipped to the right side and vice versa). It is mainly played in Italy, and some Northern African countries.

  • In Turkish checkers (a common form of checkers in the Middle-East, known as Dama), played on an 8×8 board, pieces move straight forward or sideways, and capture by jumping over an enemy piece. If there are many sequences to capture, one has to capture the sequence that has the most pieces. When a piece reaches the last row it promotes to a flying king (Dama) which moves like the rook in chess. Each player starts with 16 pieces on the second and third rows. It is played in Turkey, Kuwait, Israel, Lebanon, Syria, Jordan and several other locations of the Middle-East, as well as the same locations as Russian checkers.

  • Czech Checkers - Played on a 8x8 or 12x12 board depending on region. Both sizes are available here. While it is mandatory to make a jump when possible, you are not required to make the best possible jump. Kings may not jump over more than a single opposing piece in one jump. If there is more than one unoccupied square beyond the jumped piece, the king must land on a square from which it is possible to continue jumping, if such a square exists in the chosen direction. If both a man and a king can jump, a king has to, even if the man would be able to capture more pieces.

  • Armenian checkers - This game is very similar to Turkish Checkers and played on an 8x8 board. The only difference being that the pieces can move diagonally.


  • Frisian checkers - Surely the zaniest of all checker variations! Pieces are allowed to move diagonally forward on a 10x10 board, but unlike the standard Checkers, all pieces may jump in all eight directions.
    • When you move one of your pieces to your opponent's edge of the board, that piece may become a king. Kings can move not only diagonally forward, but also diagonally backward.Furthermore, kings are able to move by any number of squares on a diagonal line.
    • The piece on the opponent's edge only becomes a king if it cannot jump more pieces in its current turn.
    • Kings may not jump over more than a single opposing piece in one jump. If there is more than one unoccupied square beyond the jumped piece, the king must land on a square from which it is possible to continue jumping, if such a square exists in the chosen direction.
    • Kings may jump in all eight directions. Horizontal and vertical jumps are similar to the jumps of regular men, with the exception that the king may pass over several unoccupied squares while jumping, landing on any unoccupied square beyond the jumped piece.
    • It is not possible to jump over a single piece more than once. Pieces that have been jumped in your turn are grayed out on the board to illustrate squares through which you cannot jump. Maximum jumps are mandatory.
    • If one sequence of jumps (with any piece) can jump over two pieces, and another sequence leads to three pieces being jumped, the sequence that leads to three jumps must be played. If multiple jump sequences with the same number of jumps are possible, you have to choose a sequence that captures the maximum possible number of kings. If there are more ways to do this, one has to jump with a king instead of with a single man, if this is possible.
    • If there still are multiple ways to jump, any may be chosen.

  • 11 Man Ballot - This game follows the standard Checkers rules except that the opening is different. One man of each player gets randomly removed from the board and one piece of each player randomly moves. Each game consists of a round of two games, with the players swapping colors for the second game of the round.

  • Restriction Checkers - This game follows the standard Checkers rules except that the first three moves of the game are already played. The three initial moves are either selected randomly from a list of 156 standard openings, or you can pick an opening that you want to play. Each game consists of a round of two games, with the players swapping colors for the second game of the round.

Useful checker links

The American Checker Federation: http://usacheckers.com/index.php
Jim Loy's Checkers Pages: http://www.jimloy.com/checkers/checkers.htm
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Nugget Comments
Checkers

Posted on 15 Jun at 2:38PM by amthevessel

In the Brazilian game there are 12 pieces a side at the commencement of a game.
Czech Checkers

Posted on 24 Jul at 10:02AM by ghardh

Czech Czeckers on a 12x12 board?
We have the variants with 8 men or 12 men here, both played on the 8x8 board.
Checkers

Posted on 20 Apr at 1:06PM by Bobbyb1947

Hello Mary! This is a very fine example of explaining the rules and types of Checkers I've seen to date! It has certainly helped me with a few questions that I had. Keep up the fine writings! BobbyB
African-American Straight Checkers

Posted on 4 Jul at 7:19AM by T-Rex

African-American Straight Checkers is played in the Black communities of the United States.
It is played the same way as American Straight Checkers (English Draughts) except for the fact that the king is a sliding king with the long move and the long jump.
It differs from Pool Checkers, also played in the Black communities of the United States, in that a single piece cannot jump backward.
In all three games, Red moves first and the single corner is to the player´s left.
Spanish Draughts

Posted on 4 Jul at 7:33AM by T-Rex

Spanish Checkers is better compared to African-American Straight Checkers.
It differs mostly in cosmetic ways.
White, not Red, moves first.
And the single corner is to the player´s right, not his or her left.
However, a player must always jump the maximum number of pieces, kings and men counted the same (quantity rule).
If there is more than one way to do this, the player must do it in the way that also jumps the maximum number of kings (quality rule).
If there is more than one way of satifying both the quantity rule and the quality rule, then the player is free to choose among these ways.
Pool Checkers update

Posted on 31 Aug at 8:58AM by Symix

Please fix the typo in "is that the carker pieces move first." to "darker" in the Poolcheckers description.

Also - poolcheckers rules have changed. More precise the American Pool (described above where black side moves first) is recognized as its own variation, while the classical Pool Checkers are uniformed with its sister games, Russian and Brazilian checkers, to use alphanumeric notation and white move first. http://poolcheckers.com
Book on many checker variants

Posted on 14 Jun at 2:48PM by ChipsChap

I realize this is more than a little obscure, but if you read French there is a terrific book that covers many, many checker variants as played around the world: Les jeux de dames dans le monde, by Jean-Bernard Alemanni, published by Chiron.

It can be found easily on amazon.fr and there are some quite inexpensive used copies available (international shipping may be another matter though).

This is easily the best (and maybe only) book of its type. The research and scholarship are impeccable and it's a very interesting read.
Guide to checkers families and rules

Posted on 15 Feb at 5:10AM by Sultan Ratrout

Hello everybody
I am a draughts/checkers researcher. I know I should have posted this earlier.
Anyway,the best way to understand various checkers variants is to classify them to families and related variants.Last year, I wrote a paper on this topic. I always update it.The last update is February 11, 2017.
You can download the my paper form academia
https://www.academia.edu/28503616/A_Guide_to_Checkers_Families_and_Rules

regards
On Armenian checkers

Posted on 19 May at 3:21PM by hawretto

Let me share more authentic information on Armenian checkers or Tama.

It is sad that I have to see Armenian checkers being interpreted only as a little bit different variant to Turkish checkers. Although both Turkish and Armenian checkers share some similarities, there are significant difference in jumping rules which may impact the result of an endgame.

Let me quote an excerption from article from Russian Wikipedia https://ru.wikipedia.org/wiki/%D0%90%D1%80%D0%BC%D1%8F%D0%BD%D1%81%D0%BA%D0%B8%D0%B5_%D1%88%D0%B0%D1%88%D0%BA%D0%B8 which I translated.

Rules on capturing opponent's pieces

  1. If a player has to move and he or she is able to capture any piece of opponent, he or she must capture. A capture can take place only when there is a vacant square next to a piece which is to be captured. If a player can continue jumping and capturing with same piece in renewed position, a capture is to be be performed immediately (thus, a player can capture multiple pieces during one move).

Commentary: so far, Armenian checkers is similar to majority of other checker variants.

  1. If there are several options of capturing available, a player must choose a capturing sequence where he or she can capture the higher amount of pieces. It should be applied to both checkers and kings.

Commentary: This is known as "majority capturing rule" which exists in many checkers variants, including (but not limiting to) International, Frisian, Brazilian, Spanish, Argentinian, Italian and Turkish checkers.

  1. If there are sevaral options for capturing equal amount of pieces, a player is free to choose any of them.

Commentary: This means that in Armenian checkers "quality capturing rule" is not applied.

  1. A checker can be used for capturing any piece of opponent which is placed in front, to left or to right, by jumping over it to next square horizontally or vertically.

Commentary: This is similar to Turkish checkers.

  1. "Tama" or ("flying") king can capture any piece of opponent which are located forwards or backwards, or to left or to right from it, provided that there is a vacant square next to it. Similarly to a checker, a flying king can capture multiple pieces.

Commentary: This is similar to Turkish checkers.

  1. If a capture of multiple pieces takes place within a move, it is a conventional norm that each captured piece of opponent is reversed immediately after corresponding jump. It is done because a player must not capture same checker twice time!

Commentary: This is essential difference between Turkish checkers and Armenian checkers.

Let me show it in a diagram.

Important note: there is no need to indicate lightsquares or darksquares in Armenian checkers, and it is why colouring is ommited. (In classical chess it is done only because of bishops which are attached to colouring of squares.)

Diagram #1: White has to move

0102030405060708
0108
0916
1724
2532
3340
4148
4956
5764
5758596061626364

In Turkish checkers, unlike in majority of checker variants, each captured piece is to be removed from board immediately. Thus, in Turkish checkers, white is able to capture all black's pieces: 60x28x30x14x11x27x32. White is winning.

However, you must take into account that white's king jumped over checker 29 twice, but it is not allowed in Armenian checkers. Thus, in Armenian checkers a player must capture 60x28x30x18x11x27 (it is possible to end last jump on any of squares 43, 51, 59). It is a draw, because it is a two piece endgame.
Rules on crowning

  1. A checker which by simple move has land on 8th horizontal, becomes a flying king.

Commentary: This is valid in majority of checker variants.

  1. If a checker reaches 8th horizontal by a shot, it gets crowned "en passant" and must immediately continue capturing as a flying king, if it is possible.

Commentary: This rule is similar to Russian checkers, but it is contrary to Turkish checkers.

Diagram #2 : White has to move

0102030405060708
0108
0916
1724
2532
3340
4148
4956
5764
5758596061626364

In Turkish checkers white must capture 1. 20x4x6 . White has to wait before flying king gets activated. However, black has to capture white's flying king which leads to immediate win: 1. .. 8x4x33.

However, in Armenian checkers white can capture 1. 20x4x7x63, and it is evident that white can win an endgame: white has only to crown checker 25. Two flying kings can always trap one flying king in both Armenian and Turkish checkers.

I hope that you had noticed the differences, and you will take care that Armenian checkers is played authentically.