Checkers level 1 starting board

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Checkers

English draughts: compulsory jumps, multi-jump chains and kings.

Play level 1

Level 1: Mandatory Jump. Complete the compulsory B6 to D4 jump.

Rules

Goal: Capture all of your opponent's pieces, or leave them with no legal move.

  • Play is on the dark squares of an 8×8 board. Black moves first.
  • Men move one square diagonally forward. Kings move one square diagonally in any direction.
  • Capturing is compulsory: if you can jump an enemy piece, you must. When several jumps are available you may choose which.
  • A jump that can continue must be completed as a multi-jump.
  • A man reaching the far row is crowned a king, and the move ends there.
  • A player who cannot move loses. A draw is declared after threefold repetition or 80 half-moves in a row with no capture and no crowning. Draws do not clear a level.

Controls: Tap or click a piece, then its landing square. For a multi-jump, tap each landing square in turn. With a keyboard, use the arrow keys and Enter.

The ten levels

Levels 1 to 7 are free and open one at a time. Levels 8 to 10 are expert challenges with Premium.

  1. Mandatory Jump Identify and complete a compulsory capture. Complete the compulsory B6 to D4 jump. Starter · 8×8 · Challenge move · Untimed Available
  2. First Promotion Work toward crowning a man. Win by capturing all opposing pieces or leaving no legal move. Starter · 8×8 · You play Black · Untimed Locked
  3. Keep the Centre Coordinate central pieces and their support. Win by capturing all opposing pieces or leaving no legal move. Tactical · 8×8 · You play White · Untimed Locked
  4. Capture Order Choose between legal capture chains. Win by capturing all opposing pieces or leaving no legal move. Tactical · 8×8 · You play Black · Untimed Locked
  5. Trade with Purpose Assess exchanges and promotion lanes. Win by capturing all opposing pieces or leaving no legal move. Tactical · 8×8 · You play White · Untimed Locked
  6. King Activity Use a king to control several routes. Win by capturing all opposing pieces or leaving no legal move. Advanced · 8×8 · You play Black · Untimed Locked
  7. Break the Formation Find a route through defended squares. Win by capturing all opposing pieces or leaving no legal move. Advanced · 8×8 · You play White · Untimed Locked
  8. Precision Endgame Convert a middlegame with limited thinking time. Win by capturing all opposing pieces or leaving no legal move. Expert · 8×8 · You play White · 4:00 clock Premium
  9. Narrow Escape Calculate opponent replies before committing. Win by capturing all opposing pieces or leaving no legal move. Expert · 8×8 · You play Black · 3:00 clock Premium
  10. Endgame Final Finish against stronger replies without takebacks. Win by capturing all opposing pieces or leaving no legal move. Expert · 8×8 · You play White · 2:00 clock Premium

Strategy tips

Forced jumps are weapons
Because jumps are compulsory, you can offer a piece to pull an enemy man onto a square where you take two back.
Keep your back row
Pieces on your own back row stop enemy men from crowning. Move them late.
Control the centre
Central men support each other and restrict your opponent's routes.

Read the full Checkers guide