
Checkers
Jump, capture, and crown kings to clear the board.
What you are trying to do
Capture every opposing piece or leave the opponent with no legal move.
Advance
Men move one diagonal square forward; a legal capture takes priority over a normal move.
Complete jumps
A capture jumps an enemy piece, and any available continuation must be played as the same turn.
Crown and close
Reach the far row to become a king that moves both ways, then convert that mobility into the finish.
Complete rules for Checkers
These are the disclosed rules used by the room—not a simplified summary that changes once the match begins.
- 01
Move your pieces diagonally forward one square.
- 02
Capture by jumping over an opponent's piece into the empty square beyond.
- 03
Captures are mandatory, and multi-jumps must be played out fully.
- 04
Reach the far row to crown a king, which can move and jump in both directions.
- 05
Win by capturing all of your opponent's pieces or leaving them with no move.
- 06
Draw: 40 moves each with no capture and no man move, or the same position three times.
Modes & room settings
Every setting below is validated by the server. The default is marked so a new host knows exactly what will run without changing anything.
Classic setup—no hidden host modifiers
Checkers currently runs the complete rules shown above for every room. The host chooses who joins and when to start, but cannot silently change the board, scoring, or win condition.
Three useful habits
Before moving, scan the entire board for a mandatory capture.
Keep a back-row guard until you understand the opponent's promotion threat.
Do not win one piece if the landing square gives away a longer multi-jump.



