Checkers Rules Print E-mail

The game of checkers or Draughts if you’re from Great Britain is s a game that involves two players, who move pieces in order to win a game. To win a game of checkers you must block all of your opponent’s pieces, rendering him unable to move and thus making him loose.

Checkers is a very popular game that has hundreds of variations and is played all over the world. There are different sets of rules for each unique checker game variation. Chinese checkers are a great example of a different checkers variation. They also do not use similar rules as American checkers or English Draughts. In a game of checkers players are given the choice of a red or a white set of pieces (or black and white in some cases). Each player has the right to quit/forfeit the game at anytime and also agree to a draw.

The board game it’s self has 64 smaller squares that are arranged in a 8x8 grid. The squares are checkered with light and dark colors (green and buff color in tournaments). The game of checkers is usually played on the dark squares which could be either a black or a green color. Each player will have a dark square on their far left and a light square on their far right. There is also a double corner which is the distinctive pair of the dark squares in the near right corner.

The checkers pieces take on cylinder like shape, each piece, both red and white are usually placed on the dark squares of the board. Some checker sets and pieces include crowns and circular spirals in their pieces. Each player has 12 pieces each. Each player also has 12 spots on each side of the board. The side of the board that has your 12 spots is your side.

During the start of the game, players may set a start/stop clock to limit the amount of time each player gets to move (the more time you use, may determine if you win or loose). The game starts with the dark or black pieces, the black moves first and then the white pieces move. A players Checkers or pieces may only move forward. There are two main moves that can be made during the game, the first move is called the capturing move, and the second the non-capturing move. The Non–capturing move is simply a diagonal move forward from one square to another the move must also be adjacent to the previous square. Capturing moves can occur when a player “Jumps” or captures and the opponents piece. The capturing move can only be done when the square is behind (on the same diagonal) is open too. This then means that it’s not possible to “Jump” an opponent’s piece around a corner.

No pieces can move more than one square; the king is the only game piece that can move diagonally, forward and backward. The king piece can also only move to vacant squares to capture a piece on checkers, all you have to do is to jump over it, to jump over a piece and capture it you will need to make sure that you piece is diagonally jumping over the piece you would like to capture. A king piece can also jump forward, backward and diagonally. Multiple jumps are jumps that are designed to give the player the opportunity to jump over and capture more than one piece at a time.

This feature enables people to take control of the checker game board and dominate other checkers players. Other rules regarding jumping say that you cannot jump a piece more than once. You also cannot stop halfway through a jump, mainly because this will distort the game and confuse your opponent. There may be situations when a player is forced to capture a piece, and in this case the only option is to capture the piece, the only exception to this is if he has more than one capturing move. The last row of a checkers board is called the kings row. 

When a piece from the opponent’s side reaches the kings row, it is automatically turned into a king, this action gives the opponent the ability to move back, because now his piece has turned into a king. This act is called Kinging. The rules of checkers are fairly simple, but the same does not apply for checker tournaments. Rules are added additionally during checker tournaments.