Game Rules
The Official Rules of International Draughts (Checkers)

1. The Board & Setup

  • The game is played on a 10x10 board with alternating dark and light squares. The game is played only on the 50 dark squares.
  • Each player starts with 20 pieces, called "men", placed on the first four rows on their side of the board.

2. Movement

  • Men: Men move one step forward diagonally to an adjacent empty square. Men cannot move backward.
  • Kings: A king can move any number of empty squares diagonally, both forward and backward. A king must stop on the square immediately after capturing a piece.

3. Capturing

  • Mandatory Capture: If a player has a capture available, they MUST make a capture. You cannot choose to make a non-capture move if a capture is possible.
  • Maximum Capture Rule: If there are multiple capture paths available, the player MUST choose the path that captures the maximum number of opponent's pieces.
  • How to Capture: A capture is made by jumping over an opponent's piece to the vacant square immediately beyond it. The captured piece is removed from the board.
  • Multiple Captures: A single piece can capture multiple opponent pieces in one turn by making a series of consecutive jumps. The piece making the jumps only lands on the final vacant square of the sequence.
  • Men vs. Kings Capturing: Men can capture forwards and backwards. Kings capture by jumping over an opponent's piece to any empty square along the same diagonal, as long as the path is clear. After a capture, a king must stop on the square immediately after the captured piece to see if it can continue the capture sequence.

4. Promotion to King

  • When a man reaches the farthest row on the opponent's side of the board (the "king's row"), its turn ends, and it is promoted to a "king".
  • If a man reaches the king's row as part of a capture sequence, it is promoted, but it cannot continue capturing as a king in the same turn. Its turn ends.

5. Winning and Drawing

  • Winning: You win the game if your opponent has no pieces left, or if your opponent has no legal moves available.
  • Timeouts: Each turn has a 60-second timer. If you fail to make a move within the time limit, you receive a timeout. After 3 timeouts, you automatically forfeit the game.
  • Timeout Penalty: For the first and second timeout, your opponent gets to remove any one of your pieces from the board. After this penalty move, the game continues with your opponent's turn.
  • Draws: A draw occurs under specific endgame conditions, such as when 2 kings face 1 king, or when 3 kings against 1 king fails to show progress in 16 moves. A game also ends in a draw if the same position repeats three times.