Checkers Game

Draughts Board game (Checkers)

Checkers OrDraughts is board game that is popular and played around the world. To ensure the best experience possible, our checkers game was created with love and affection. Play all checkers variations for free.

The rules differ from one country to another, you may have heard of Russian or English checkers, but the main goal is always the same. To capture all your opponent’s pieces.

Different levels of difficulty:

Let’s start from the easiest level and check if you can defeat the computer. The more experienced you are, the more likely you are to win with an expert. Take up the challenge and go through all 4 levels!

Different rules:

There is not the only way to play Checkers. Everyone has various habits and usually prefers to play the same way as in the past, that is why decide on your favourite rules:

American Checkers (English Draughts):

Capturing is mandatory, but the pieces cannot capture backwards. The Queen doesn’t have long moves, and it only has one step. The queen can move and capture backwards.


I 10 different rules of checkers.

It has seven levels of difficulty.

Has a two-player mode.

a game assistant that helps you play in a better way.

You can choose from five different themes (dark, light, gold, art and black).

It has really amazing sound effect to enhance your passion towards game.

how to Play a Draughts Board Game (Checkers)?

  1. There are two teams playing Checkers. With 12 coloured discs, each player starts the game. (One set of bits is usually black and the other red.) 
  2. The board consists of 64 squares, with 32 dark and 32 light squares alternating with each other.
  3. It is positioned in such manner that any player has light square in the right corner closest to it.
  4. On the 12 dark squares nearest to him or her, each player positions his or her pieces. Next, Black travels. Then players alternate moves. 
  5. Only on the dark squares are gestures permissible, so pieces still move diagonally. 
  6. Only one square will move a piece that makes a non-capturing move (not involving a jump).
  7. A piece making a catching move (a jump) jumps over one of the pieces of the enemy, stopping on the other side in a straight diagonal line. 
  8. Just one piece can be captured in single jump; however, several jumps are allowed on single turn. 


  1. He is excluded before piece is captured from the board.
  2. There is no choice whether a player is willing to make a capture — the jump must be made. The player is free to pick whatever he or she wants if there is more than one capture available. 
  3. It is crowned and becomes king when the player who owns the piece joins the farthest ranks. 
    One of the pieces caught is mounted above the king so twice as high. 
  4. Kings are just diagonally moving, but they can move forward and backwards. (Remember that only forward moves, i.e. non-kings, are limited to single pieces).
  5. On the same turn, kings will mix hops in many directions — forward and backward —. During a multiple capture turn, single pieces can change direction diagonally, but they must still jump forward (toward the opponent). 
  6. When the enemy does not make a move, a player wins the game. This is because all of the pieces of the enemy have been caught in most situations, but it may also be because all of his pieces are blocked.


  1. The darker (in this case, red) colour shifts first, then white, then alternately red before the end of the game. Each turn, one must play, no passing. 
  2. simple move is to split piece of cubit in diagonally to an adjacent, unoccupied, dark square.
  3. A leap by a regular, uncrowned piece is a step in the forward direction from a square diagonally adjacent to the piece of an opponent to an empty square directly beyond it. 
  4. Uncrowned bits can only leap forward diagonally.
  5. It becomes a King if and when a regular piece enters the back row of the opposing player, and earns the power to pass both forward and backward. By going or jumping into the back row and having crowned, it does not either step out again or leaps out in the same turn on the turn where it arrives.


  1. Kings will leap like ordinary pieces in any diagonal direction, not just forward. Any bit, crowned or not, will make a king hop. 
  2. The player must select whether more than one multiple-jump move is possible.
  3. It also needs to be jumped, even though the leaping player is stopped. Before player will leap, he or she has to take it.

    (A single leap, for example, might set up a player such that the opponent has a multi-jump move in response.) 

  4. By taking all of the opponent’s pieces or leaving the opponent without a legal move, a player wins. 
  5. If neither side can compel a victory, whether, through consent, the game ends in a tie (one side offering a draw, the other accepting).