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Men can jump diagonally forward only; kings can jump in any diagonal direction. A jumped piece is considered "captured" and removed from the game. Any piece, king or man, can jump a king. Jumping is always mandatory: if a player has the option to jump, they must take it, even if doing so results in disadvantage for the jumping player.
Because jumped pieces remain on the board until the turn is complete, it is possible to reach a position in a multi-jump move where the flying king is blocked from capturing further by a piece already jumped. Flying kings are not used in American checkers; a king's only advantage over a man is the additional ability to move and capture backwards.
Play free online Checkers with traditional rules (you must jump if possible). Make your move and king me! Increase your ranking playing at easy, medium, and difficult skill levels to become a ...
Rules Pieces. Pawns move as pieces in checkers: they move, without taking, one square diagonally forward, but take by jumping two squares diagonally forward over an ...
Today's Game of the Day is that old-fashioned classic board game we all know and love: Checkers! You all know the rules to Checkers: you can only move diagonally forwards, and if you are placed ...
A king's movement and jumping are along rows of adjacent hex cells (six directions – two vertical and four oblique). Other than the above, the rules for Hexdame can be taken directly from those for international draughts (checkers). For convenience, these have been summarized below. (Else see International draughts#Rules.)
International draughts (also called international checkers or Polish draughts) is a strategy board game for two players, one of the variants of draughts. The gameboard comprises 10×10 squares in alternating dark and light colours, of which only the 50 dark squares are used.
Multiple-jump moves are possible if, when the jumping piece lands, there is another piece that can be jumped. Jumping is mandatory and cannot be passed up to make a non-jumping move. When there is more than one way for a player to jump, one may choose which sequence to make, not necessarily the sequence that will result in the most captures.