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Checkers

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How to play

Move on the dark squares

Play against the computer on an eight-by-eight board with twelve counters each. Ordinary counters move one square diagonally forwards. Select a counter and a legal destination. Reaching the far row crowns it; a king can move one diagonal square forwards or backwards.

Take every required jump

When a capture is available, you must take one. Jump an adjacent opposing counter into the empty square beyond. Ordinary counters capture forwards; kings can capture backwards too. Continue with the same counter while it can jump. Any available capture path is allowed; you need not take the longest.

Finish or draw

Reaching the king row ends that turn, even during a capture. Win when the opponent has no counter or legal move. The same position and turn three times draws, as do 80 consecutive single-player turns without a capture or an ordinary counter moving.

Strategy

Check the reply

A tempting jump may leave your counter ready to be taken. Look at the opponent’s forced capture after your move, and where a continued sequence would land. Choosing the longest immediate capture is not automatically the strongest position.

Keep the counters supported

Move nearby counters so one can answer a capture of another. A king’s backward movement helps in a small endgame, but empty paths can still let the opponent escape. Avoid blocking all your own ordinary counters behind one another.

About the game

The English-style variant

This board uses compulsory captures and short-range kings. Promotion ends the move instead of granting an immediate backward jump. Crown marks distinguish kings from ordinary seed discs. Repetition and the stated no-progress count keep an unresolved endgame from continuing indefinitely.