How to Play Checkers
2 players · 12 pieces each · 8 × 8 board, dark squares only
Goal
Take all your opponent's pieces, or leave them with no move on their turn. White moves first, then the players alternate, one move each.
Men
Men move one square diagonally forward and capture forward only, jumping over an adjacent enemy piece onto the empty square beyond. A man that ends its move on the far row becomes a king (a dama).
Kings
A king flies: it moves any distance along a diagonal, forwards or backwards, and captures a piece at any distance, landing on any empty square beyond it. It cannot jump two pieces in a row, nor the same piece twice.
Capturing
Capturing is compulsory and goes on while there is something to take; the captured pieces leave the board only when the move is over. Of all the captures you have, you must take the most pieces — and, with the same number, the most kings. The pieces that must capture are marked.
Draws
The game is drawn automatically after 20 moves each with no man moved and no capture; when three kings against one king (no men on the board) don't win within 12 moves of taking the long diagonal (the forçada); and when the same position occurs three times. You may also offer a draw.
The clock
The host may choose a clock: minutes each plus seconds added after every move. Running out of time loses. You may resign at any time.
Scoring
Every game is a match of its own: a win is worth 1 point, a draw ½. Games between accounts count for the Checkers rating; games with a bot are practice. Colours are drawn for the first game and alternate after that. The squares are numbered 1–32 from White's side, as in the moves list.