18.2.14.1 Checkers Rules

Checkers is played upon a board of eight ranks and eight files, though only the
dark squares are used for play. Each player begins with twelve pieces arranged
upon the dark squares of the three ranks closest to them. One player moves
first, and players then alternate turns.

PIECE MOVEMENT
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A normal piece moves diagonally forward one square at a time, from one dark
square to another. Pieces may only move forward until they are crowned.

CAPTURING
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A capture occurs when one of your pieces jumps diagonally over an opposing
piece that is on an adjacent square, landing on the empty square immediately
beyond it. The opposing piece is removed from the board.

If a capture is available, it must be taken. A player may not make a normal
move when a capture is possible.

MULTIPLE JUMPS
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After making a capture, if the same piece can capture another opposing piece
from its new position, it must continue jumping. These additional captures are
made within the same turn until no further captures are possible.

KINGING
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When a piece reaches the far side of the board (the opponent's back rank), it
is crowned and becomes a king.

Kings move diagonally both forward and backward, allowing them greater freedom
of movement and capture.

ENDING THE GAME
---------------
A player wins the game when the opponent can no longer make a legal move. This
may occur either because all of their pieces have been captured, or because
their remaining pieces are blocked and unable to move.

DRAWN GAMES
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A game may be drawn if both players agree to a draw, or if neither player can
force a victory through continued play.

NOTATION
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Moves are recorded using algebraic board coordinates (a1, b3, etc). A move is
written as the starting square followed by the destination square.

For example:
   c3 to d4

When a capture is made, the move is recorded in the same way, reflecting the
square upon which the capturing piece lands.

See also: HELP CHECKERS