What are the rules for playing checkers?

King pieces can move in both directions, forward and backward. Once a piece is kinged, the player must wait until the next turn to jump out of the king row. You win the game when the opponent has no more pieces or can’t move (even if he/she still has pieces). If neither player can move then it is a draw or a tie.

What are the rules for international checkers?

International Checkers

  • Pawns move one space diagonally forward only, but can capture diagonally forward or backward.
  • Jumped pieces are removed from the board after the full move is performed and every enemy piece can be jumped over only once.
  • It is mandatory to capture as many pieces (as one multi-jump) as possible.

What are the rules of drafts?

The object of the game is to capture all of your opponent’s pieces or block them so they cannot be moved. Pieces are always moved diagonally, 1 square at a time, towards the opponent’s side of the board. You play the entire game on the black squares, you do not need the white ones.

Can a flying King double jump in checkers?

A King can move in any direction and ‘jump’ in any direction one or more pieces, as the limits of the board permit. The King can only jump diagonally over one adjacent piece at a time, in any of the four diagonal directions. Multiple jumps apply to kings as well.

Can you capture backward in checkers?

No flying kings; men cannot capture backwards Also called “straight checkers” or American checkers, since it is also played in the United States. Men cannot jump kings. A sequence must capture the maximum possible number of pieces. If there are still more sequences, the one that captures a king first must be chosen.

Can you take a man for not jumping in checkers?

The idea of the huff was that if a player refused to make an available jump, the opposing player could remove the piece that should have jumped. In modern checkers, all jumps must be taken. A player wins by either capturing all of the other player’s pieces or putting them into a position where they cannot move.

What is flying king rules in checkers?

King. King can move diagonally any number of fields, forwards or backwards – these are called “flying kings”. King can stop on any square behind the piece that was captured. A piece becomes a king if it reaches the promotion line of the board (the most distant row on the opponent’s side) and stops on it.

Can a single checker double jump?

A checkers double jump is possible if, after making a single jump that results in a capture, the very same checkers piece is in a position to make yet another capture. This subsequent move can either be along the same diagonal direction or it may move off into another direction.

How does the Flying kings rule work in checkers?

With the Flying Kings rule in effect, any piece that has been crowned king is allowed to move any number of spaces in a diagonal direction both forward and backward, in addition to being able to jump any checkers piece in its path, just as long as there is at least one space after the opponent’s checkers piece.

What are the rules for the Checkers game?

Men may only move forward, but kings can move diagonally forwards as well as backwards. Multiple pieces maybe jumped by both men and kings provided that there are successive unoccupied squares beyond each piece that is jumped. Now that you know the setup and the rules, here are some general strategies on how to win checkers.

How many checkers do you need to play Canadian checkers?

If during a move, you land in the king row but are still able to jump backwards, you must jump backward and the checker is not kinged. In order to be kinged the piece must land exactly in that row. Canadian checkers uses a 12×12 board and 30 checkers per player. The same rules as international draughts apply.

How does a piece move in a checkers board game?

Pieces can only move in a forward direction, toward their opponent. If you are moving your disc forward, and not capturing your opponent’s piece in the move, you may only move it forward one square. In a capturing move, a piece leaps of the opponents piece in a diagonal line, landing on a dark square on the other side.