THE GAMES ROOM

Checkers.

A little strategy. A little time together.

No clock. Just the next move.
YOUR NEXT GAME

A table for two

Opening the room
Setting the table
Welcome to the games room
THE REPLAYThe opening position

AMERICAN CHECKERS·Captures are compulsory.

THE PRIVATE GAMES ROOM

Come on in.

The table is waiting. Enter your room code to pick up where you left off.

A little strategy. A little time together.

MAKE SOME TIME

A fresh beginning.

No clock to watch. Just a table and twelve pieces each.

Who’s at the table?
Your side

GOOD GAMES KEEP

Your tables.

An unfinished thought, or a game to remember.

A GRACEFUL FINISH

Leave this one here?

Resigning ends this game. Every move stays saved, and a fresh table is always an option.

THE HOUSE RULES

Simple pieces.
Wonderful possibilities.

American checkers / English draughts. Copper goes first; play stays on the dark squares.

  1. A step at a time. Men move one diagonal square forward. Jump an adjacent opposing piece into the empty square beyond to capture it; men also capture forward only.
  2. A capture is a commitment. If any capture is available, you must take one. Follow every jump in the path you choose. You don’t have to choose the longest path. Select each landing; the complete turn is saved together.
  3. Earn your crown. Reach the far edge to become a king. Crowning ends that move. Kings move and capture diagonally in either direction, one square or jump at a time.
  4. The finish. A side loses when it has no pieces or no legal moves, or resigns. This untimed room automatically draws on the third occurrence of the same position and mover, or after 80 half-moves with no capture and no man moving. This replaces tournament claims and referee handling.

At your keyboardUse arrow keys to explore the board, Enter or Space to select a piece and its landing, and Escape to cancel an uncommitted path. Replay is read-only.