Checkers is the diagonal board game of jumps and kings. You play red at the bottom, the CPU plays black at the top, and the first side to leave the other without pieces or legal moves wins.
Captures are mandatory: if a jump is available, you must take it. That rule turns the game into a sequence of forced trades, and the player who controls the trades usually controls the board. Reaching the far row promotes a piece to a king, which can move and capture in both directions.
The CPU uses a four-ply search with a simple material and position evaluation. It will punish loose pieces and protect its back row, so building a double threat is the reliable way to win.
How to play Checkers
- You play red and move first. Click one of your pieces.
- Highlighted squares show legal moves; red markers indicate captures.
- Captures are mandatory. Multi-jumps continue with the same piece.
- Reach the far row to make a king. Win by capturing or blocking all enemy pieces.
Tips & strategy
Checkers is about forcing trades. A piece that cannot retreat is a liability, not an asset.
- Keep your back row intact as long as possible; it stops the opponent from promoting a king.
- Trade pieces when you are ahead. Every even trade brings the endgame closer to your advantage.
- Look for two-for-one jumps: a capture that lands you in position to capture again is usually worth the setup.
- Avoid the edges early. Edge pieces have half the mobility and are easy to trap.
- A king is strongest in the centre, where it controls both diagonals; do not park it on the side.
- If you must sacrifice a piece, make sure the resulting position gives you a forced capture back.
Controls
| Input | Action |
|---|---|
| Click / Tap | Select piece or move |
| New Game | Restart |