Checkers
Play Checkers against an AI with three difficulty levels. Captures are mandatory, kings move any direction.
About Checkers
Checkers, also called draughts outside North America, has roots going back to a similar game played in ancient Egypt around 1400 BCE, though the modern 8×8 version with its current capture rules solidified in Europe by the 12th century. It's simple enough to teach in a minute yet deep enough that the American variant played here was only completely "solved" (proven to always end in a draw with perfect play from both sides) in 2007, after a team of researchers ran computers continuously for nearly two decades.
The rules are compact but strict: pieces move diagonally forward one square at a time, capture by jumping over an adjacent enemy piece into the empty square beyond, and reaching the far row crowns a piece as a king, which can then move and capture diagonally in any direction. Critically, capturing is mandatory whenever it's available — if you can jump, you must, and if a jump leads to another available jump with the same piece, you're required to continue the chain before your turn ends (unless that piece just became a king mid-jump, which always ends the turn immediately, even if another capture would otherwise be possible). This version enforces every one of those rules exactly, including multi-jump chains, which play out automatically once you tap your intended final landing square — so you'll never accidentally miss a forced capture or make an illegal move. Three AI difficulty levels adjust how many moves ahead it searches, from a beatable Easy for players still learning the forced-capture rules to a Hard mode that reliably punishes any missed mandatory jump or overextended piece.
How to Play
- 1Tap one of your pieces (highlighted if it has a legal move) to select it
- 2Tap a highlighted destination square to move there
- 3If a capture is available anywhere on the board, you must take a capturing move — non-capturing moves are disabled
- 4Multi-jump chains are completed automatically in a single tap to your final landing square
- 5A piece that reaches the far row becomes a king and can then move and capture diagonally in any direction
- 6Win by capturing all of the AI's pieces or leaving it with no legal moves
Tips & Strategy
- Always check for a forced capture before planning any other move — if one exists anywhere on the board, you must take it.
- Keep pieces supported by a neighboring piece behind them whenever possible — an unsupported piece near the enemy's front line is often just a free capture waiting to happen.
- Control the center columns rather than the edges — center pieces have more directions to move and more ways to set up multi-jumps.
- Don't rush to promote a piece to king if it means leaving your back row undefended — an open back row lets the opponent create their own king easily.
- On Hard, avoid any move that hangs a piece to a jump — the AI reliably takes every mandatory and optional capture it can find.
Frequently Asked Questions
Is capturing really mandatory in Checkers?
Yes — in standard rules (enforced exactly in this version), if any capturing move is available anywhere on the board for the player to move, a non-capturing move is illegal. You must take a capture if one exists.
What happens during a multi-jump?
If a capturing jump leaves another capture immediately available with the same piece, you're required to continue jumping with it before your turn ends. This version plays the full chain automatically once you tap your final destination square.
Does becoming a king let me keep jumping in the same turn?
No — if a piece is promoted to king by landing on the back row during a capturing move, its turn ends immediately, even if the newly-crowned king could technically make another capture from that square.
Has Checkers been "solved"?
Yes — American checkers was proven in 2007 to be a draw with perfect play from both sides, after a computer search ran for nearly 18 years. That doesn't make it any less fun against an imperfect opponent, human or AI.
