Checkers rules

Learn the game

Rules of Checkers

Checkers is a two-player strategy game about forcing trades, opening lanes, and racing to the king row. These are the rules used in LarkSpark matches.

The starting position: 12 pieces per player on the dark squares.
12 + 12 pieces at the start
8 × 8 squares on the board
Black makes the first move

01 · Objective

Leave your opponent with no move.

You win by capturing all of your opponent’s pieces or by blocking every piece they have left so that none can make a legal move.

02 · Set up the board

Twelve pieces, three rows each.

  • Place every piece on a dark square in the three rows closest to that player.
  • Leave the two center rows empty.
  • Black makes the first move; turns then alternate.

03 · Moving

Move diagonally on dark squares.

A regular piece—often called a man—moves one square diagonally forward into an empty square. Regular pieces cannot move backward and no piece may move onto a light square.

A normal diagonal move is allowed only when no capture is available anywhere on your side.

04 · Capturing

If you can jump, you must jump.

Capture an adjacent opposing piece by jumping diagonally over it into the empty square immediately beyond it. Remove the jumped piece from the board.

1

Captures are compulsory

When any one of your pieces can capture, you cannot choose a simple move instead.

2

You may choose the route

If several capture sequences are legal, choose any one of them. You do not have to take the sequence with the most pieces.

05 · Multiple jumps

Keep going while another capture is open.

After a jump, if that same piece can capture again, it must continue jumping in the same turn. A multiple jump may change diagonal direction, and all captured pieces are removed when the sequence is complete.

06 · Kings

Reach the far edge to earn a crown.

A regular piece becomes a king when it reaches the opponent’s back row. Kings may move and capture diagonally forward or backward, but still move only one square at a time when they are not capturing.

LarkSpark uses standard short-range kings—there are no “flying kings.” If a piece reaches the king row during a jump, it is crowned and that turn ends.

07 · Ending the game

Capture, block, or draw.

The game ends when one player has no pieces or no legal move; the other player wins. A match can also be declared a draw after a long stretch in which neither side captures or makes meaningful progress.

Quick reference

Your turn in four checks

  1. 01 Look for a jump A capture takes priority over every simple move.
  2. 02 Choose a sequence When several jumps are available, pick any legal route.
  3. 03 Finish every jump Continue with the same piece until it cannot capture again.
  4. 04 Move toward the crown Without a capture, move one diagonal square forward.

Ready to play?

Put the rules into practice.

Challenge a bot, find an online match, or invite a friend.

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This guide uses original LarkSpark wording and draws on the Checkers & Draughts Wiki, where community content is available under CC BY-SA unless otherwise noted.