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Learn to Play English Draughts / American Checkers

Learn English draughts / American checkers on an 8 × 8 board: setup, compulsory captures, multiple jumps, kings, wins and draws, with examples checked against WCDF rules.

Explore the 8 × 8 examples

The short answer

Two players move diagonally on the dark squares. Captures are compulsory. Win by taking all opposing pieces or leaving your opponent with no legal move. Men move and capture forward; kings can also move and capture backward, one square or one jump at a time.

Players
2
Board
8 × 8
Pieces per player
12
First move
Red
RedWhiteKing (K)

What is English draughts / American checkers?

Checkers is a two-player board game. In the English / American variant, each player starts with 12 men on an 8 × 8 board of 64 squares; only its 32 dark squares are used. Players alternate turns, moving and capturing opposing pieces. The aim is to leave the opponent unable to move, by capturing or blocking all their pieces.

WCDF, rules 1.1, 1.8, 1.30

How to set up the board

Place a dark square at each player's near-left corner. Put the twelve men of each colour on the dark squares in that player's first three rows. The two middle rows begin empty.

Starting position: 12 Red men below, 12 White men above; the two middle rows are empty. Red moves towards row 8, White towards row 1.a8b7c6d5e4f3g2h1
Starting position: 12 Red men below, 12 White men above; the two middle rows are empty. Red moves towards row 8, White towards row 1.

The letters a–h and numbers 1–8 are teaching coordinates used in this article. WCDF game records use numbers 1–32 for the playable squares.

  • Two contrasting colours

    WCDF specifies Red and White pieces. Its dark side, Red, is sometimes called Black in books. The diagrams here use Red at the bottom and White at the top.

  • Only dark squares

    Put four men in each starting row. Pieces occupy squares, not intersections. They remain on dark squares throughout the game.

  • Red plays first

    Under WCDF 1.12–1.13, choose colours randomly for the first game; Red makes the first move. Players alternate turns and swap colours in subsequent games. This lesson starts from the normal position without a balloted tournament opening.

WCDF, rules 1.4–1.5, 1.8–1.13

How does an ordinary man move?

A man moves one square diagonally forward into an empty square. It cannot move backward, sideways or straight ahead. Forward means towards the opponent's back row.

  • One square at a time

    In the diagrams, Red advances towards higher row numbers and White towards lower ones. For example, Red on c3 may move to b4 or d4 if the destination is empty and there is no compulsory capture.

  • Check for captures first

    A quiet move is permitted only if none of your pieces can capture. If another piece has a legal jump, you must take a capture instead. You cannot pass your turn.

Red man on c3: the two quiet destinations are b4 and d4, provided no capture is available elsewhere.a8b7c6d5e4f3g2h1
Red man on c3: the two quiet destinations are b4 and d4, provided no capture is available elsewhere.
WCDF, rules 1.15, 1.20

How do you capture a piece?

If a legal capture is available, you must capture. A man jumps diagonally forward over one adjacent opposing piece and lands on the empty square immediately beyond it. Men cannot capture backward in this variant.

  1. Find an adjacent opponent

    The diagonally adjacent forward square must contain an opposing man or king. You cannot jump your own piece or jump over two pieces at once.

  2. Check the landing square

    The next square on that same diagonal must be empty and on the board. If it is occupied or lies beyond the edge, the jump is not legal.

  3. Jump and remove the captured piece

    Move to the landing square, not to the captured piece's square. For a single jump, remove the captured piece when the jump is complete. For a multiple jump, WCDF 1.19 specifies removing the captured pieces at the end of the sequence.

WCDF, rules 1.18–1.20

Multiple jumps: when must you continue?

If your landing square offers another legal capture with the same piece, keep jumping in the same turn. The sequence ends when that piece has no further legal jump, or when a man reaches the king-row and is crowned.

  • Continue with the same piece

    Do not stop halfway through a capture sequence or switch to a different piece. Each jump must obey the moving piece's directions and have an empty landing square.

  • Do not capture a piece twice

    An opposing piece may be jumped only once in a sequence. Finish the sequence, then clear the captured pieces from the board.

  • Choose any legal capture route

    When two or more jumps are available, you may choose any of them, including at a branch within a sequence. You do not have to choose the route taking the most pieces, nor prefer a king over a man. Complete the route you choose.

WCDF 1.20 explicitly allows a capture that takes fewer pieces. Compulsory capture does not mean maximum capture. Do not import the maximum-capture rule from International draughts.

Both routes are legal

Red on c3 may take b4 and stop at a5, or take d4 and then f6 to reach g7. The shorter route is legal because there is no further forward capture from a5. Select a route to highlight it.

Both routes are legal: c3 × a5 · one capturea8b7c6d5e4f3g2h1
c3 × a5 · one capture
WCDF, rules 1.19–1.20

When does a man become a king?

A man becomes a king when it reaches the farthest row on the opponent's side, whether by an ordinary move or a capture. That move ends its turn.

  • Mark the new king

    Crown it before the next move, traditionally by placing another piece of the same colour on top. The diagrams use K to identify a king.

  • Stop on the king-row

    If a capturing man reaches that row, crown it and end the turn immediately. It cannot turn back and jump as a king in the same turn; the opponent must move first.

Example: Red jumps b6 × d8 over White on c7. Red is crowned on d8 and stops. White on e7 remains, even though the new king could otherwise jump backward towards f6.

WCDF, rules 1.16, 1.19

How does a king move and capture?

An English / American king is a short-range king, not a flying king. It gains backward movement and backward captures, not unlimited diagonal range.

  • Quiet move: one diagonal square

    A king moves to an immediately adjacent empty diagonal square, forward or backward. With no captures available, a king on d4 may move to c3, e3, c5 or e5 if empty.

  • Capture: one adjacent opponent per jump

    Jump over an adjacent opposing piece to the empty square immediately beyond, in either direction. Compulsory capture and completion of multiple jumps still apply. A king can change diagonal direction between legal jumps.

Red king on d4: quiet moves reach c3, e3, c5 and e5, not distant squares along those diagonals.Ka8b7c6d5e4f3g2h1
Red king on d4: quiet moves reach c3, e3, c5 and e5, not distant squares along those diagonals.
WCDF, rules 1.17, 1.21

When do you win?

You win when your opponent has no legal move on their turn. Having pieces left does not prevent a loss if all of them are blocked.

  • Capture all opposing pieces

    Once the opponent has no pieces, they cannot move. You win; no point total or particular number of kings is needed.

  • Block every legal move

    If the opponent still has pieces but none can legally move or capture, they lose. This blocked position is not a draw.

  • Resignation, forfeiture or time control

    WCDF also awards a win when the opponent resigns, forfeits or fails the time control. In timed competition, the required moves must be completed within the announced time; the referee or a valid claim establishes the flag fall. Without a clock, there is no timeout.

WCDF, rules 1.30–1.31, 2.15, 2.19–2.20

When is the game drawn?

WCDF recognises agreement and the following draw procedures. Its repetition and 40-move clauses require demonstrating the condition to the referee; they are not a licence to invent an automatic draw counter.

  • Both players agree

    A draw can be agreed at any stage. One player's offer alone does not end the game.

  • The next move would repeat a position for the third time

    Under 1.32.1, a player must show to the referee's satisfaction that their next move would create the same position for the third time in that game. Record the position and intended move instead of simply declaring a draw.

  • Forty moves by each player without progress or capture

    Under 1.32.2, both conditions must hold during each player's own previous 40 moves: neither has advanced an uncrowned man towards the king-row, and no pieces have been removed. It is 40 moves each, not 40 turns in total. The claim must satisfy the referee.

  • A referee's decision in a quickplay finish

    A quickplay finish requires all remaining moves within a fixed time. Under 2.29, a player nearing the end while still having time, whose draw offer was refused, may ask the controller to intervene. The controller may declare a draw if the position is even with little winning chance under reasonable care; otherwise play may continue. This is a specific tournament procedure.

Do not apply International draughts' 25-, 16- or 5-move limits here. A small number of remaining pieces by itself is not one of the draw procedures listed above.

WCDF, rules 1.32, 2.29

Mistakes beginners often make

Before moving, check the piece type, the direction and every available capture. These six checks prevent the most common rule mix-ups.

  • Moving or capturing backward with a man

    Only a king can move or capture backward. A man uses forward diagonals for both.

  • Ignoring a compulsory jump

    Look across all your pieces. If any can capture, a quiet move with another piece is illegal.

  • Stopping partway through a sequence

    Continue with the same piece while it has another legal jump, except when a man is crowned.

  • Believing the longest capture is compulsory

    Choose any legal route, even one taking fewer pieces. Then complete that route.

  • Sliding a king across several squares

    English / American kings move one diagonal square. The flying kings of International draughts belong to another variant.

  • Continuing immediately after crowning

    End the turn as soon as a man reaches the king-row, including during a capture sequence.

In WCDF competition, 1.25 calls for a warning and recall of the first illegal move, then forfeiture for a subsequent offence in the same game. Under 1.26, an illegal move is condoned if the opponent makes their next move. Ask the referee when correcting tournament play.

WCDF, rules 1.15–1.21, 1.25–1.26

How to practise as a beginner

These are practice suggestions, not extra rules. Start slowly with the examples below, then play a complete game using the same 8 × 8 ruleset.

  1. Spot every capture

    Before each turn, find an adjacent opponent and an empty square beyond it. Repeat for every piece before selecting a move.

  2. Keep pieces supported

    Avoid sending one man far ahead without checking the reply. Nearby friendly pieces can help, but always inspect the actual jump and landing squares.

  3. Practise reaching the king-row

    Use a few pieces to plan a safe route to the far edge. Crown the man and remember to end the turn before using its new directions.

  4. Watch the diagonals

    Notice which diagonals stay open and which become blocked. Before advancing, check that your pieces will still have useful legal moves.

  5. Look one jump further

    After imagining the opponent's first capture, inspect the next landing square too. This helps you notice a multiple jump before giving it away.

Four examples to try step by step

Red is to move in every example; unshown squares are empty. Red advances from row 1 towards row 8. The arrow shows the chosen route: a dash means a quiet move, × means a jump. These are teaching positions, not complete games.

Move a man: c3–d4

Red on c3 has no capture. It moves one square diagonally forward to empty d4. White on h8 stays in place; it is then White's turn.

Move a man: c3–d4. Step 0 of 1. Starting position · Red to movea8b7c6d5e4f3g2h1
Step 0 of 1

Starting position · Red to move

One capture: c3 × e5

White is on d4 and e5 is empty. Red jumps from c3 to e5 and removes d4. There is no further capture from e5, so the turn ends.

One capture: c3 × e5. Step 0 of 1. Starting position · Red to movea8b7c6d5e4f3g2h1
Step 0 of 1

Starting position · Red to move

Multiple jump: c3 × e5 × g7

Red first jumps over d4 to e5. White on f6 and empty g7 make a second jump compulsory. Stop at g7 and remove both captured pieces. White on b8 remains. The crossed-out piece in the intermediate frame is cleared only when the sequence ends.

Multiple jump: c3 × e5 × g7. Step 0 of 2. Starting position · Red to movea8b7c6d5e4f3g2h1
Step 0 of 2

Starting position · Red to move

Crown and stop: b6 × d8

Red jumps over c7 and reaches d8. Crown it, remove c7 and end the turn. White on e7 stays: Red cannot jump back to f6 in this turn.

Crown and stop: b6 × d8. Step 0 of 1. Starting position · Red to movea8b7c6d5e4f3g2h1
Step 0 of 1

Starting position · Red to move

WCDF, rules 1.15–1.21

Frequently asked questions about checkers

All answers below refer to English draughts / American checkers 8 × 8.

How many squares are on a checkers board?

This variant uses an 8 × 8 board with 64 squares. Only the 32 dark squares are used for play.

How many pieces does each player have?

Each player starts with 12 men, placed on the dark squares of their nearest three rows.

Are captures compulsory?

Yes. If any of your pieces has a legal capture, you must capture. You cannot choose a quiet move instead.

Must I choose the route capturing the most pieces?

No. WCDF 1.20 lets you choose any available capture route, even a shorter one. Once chosen, complete its compulsory continuation.

Can an ordinary man capture backward?

No. In English / American checkers, men move and capture only diagonally forward. Backward movement and captures are for kings.

Can a king move several squares at once?

Not as a quiet move: it moves one diagonal square. Each capture jumps one adjacent opponent to the square immediately beyond. A multiple jump may cover more ground through several legal jumps.

When do I win?

When the opponent has no legal move because all their pieces are captured or blocked. Resignation, forfeiture and failure of the time control also give a win under WCDF competition rules.

Which colour moves first?

Red moves first under WCDF 1.13. This is the dark side, sometimes called Black in checkers literature.

Can I keep jumping after reaching the king-row?

Not if the moving piece was a man. It is crowned and its turn ends immediately. A piece that was already a king is not subject to this crowning stop.

Is the 40-move draw counted for both players together?

No. WCDF 1.32.2 refers to each player's own previous 40 moves, with neither advancement of an uncrowned man nor removal of a piece. The conditions must be demonstrated to the referee.

Rules and references

Rules were checked against the official WCDF English document: 1.1–1.21 for setup and movement, 1.25–1.26 for illegal moves, 1.30–1.32 for results, and 2.15, 2.19–2.20, 2.29 for timed competition. Diagrams and teaching coordinates are original explanations of those rules. Practice advice is not a tournament rule.