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How to Play Checkers

Complete guide: the goal, diagonal moves, mandatory captures, capture chains, promotion to king, controls on muta.pro and tips for beginners. Read it — and head straight to the board.

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In brief

Goal
Capture all the opponent's pieces
Players
2
Game
10–20 min
Difficulty
Medium
Luck
None

Goal of the game

Checkers is a duel of two armies on an 8×8 board. Your task is to deprive the opponent of all moves: either capture all of their pieces, or block the remaining ones so they have nowhere to go. Whoever is first left without pieces or without a possible move loses. All pieces move only on the dark squares and only diagonally.

Setup

Each player has 12 pieces of their color — white and black. They occupy the dark squares on the three nearest rows on each side of the board. The light squares are not used in the game. White moves first, after which players alternate moves one at a time.

Moves

Only diagonally

A regular piece moves one square diagonally and only forward — onto a free adjacent dark square. Regular pieces do not move backward.

One square per move

Without a capture you may move only one step per turn. You cannot jump over your own pieces or empty squares.

Turn order

Players move strictly in turn: White first, then Black. You cannot skip a move — if a move is possible, it must be made.

Capturing is mandatory

If you can capture an opponent's piece, the capture is mandatory — you cannot make a simple move at that moment.

Capturing

How to capture

To capture an opponent's piece, jump over it diagonally onto the empty square right behind it. The captured piece is removed from the board.

Capturing in any direction

You may capture along any of the four diagonals — including backward, even with a regular piece. The forward-only rule does not apply to captures.

Chain captures

If after a jump the same piece can capture again — it is required to continue. Several of the opponent's pieces are removed in a single series of jumps in one move.

Capturing takes priority

When a capture is available, you cannot choose a regular move. If you click a piece that has no capture, the game will remind you that a mandatory capture exists.

King

A regular piece that reaches the last row on the opponent's side becomes a king and is marked with a crown. The king moves diagonally in any direction and over any distance over free squares, and captures along all four diagonals. It is the strongest piece — a single king can sweep the board from corner to corner.

What it looks like: moves explained

Mini fragments of an 8×8 board. Pieces move only on the dark squares. The active piece is ringed in gold, the target square is marked with a gold dot, and the opponent's piece being captured is shown in red.

Simple move. A regular piece advances one square diagonally forward — onto either of the two free dark squares (gold dots).
Mandatory capture. You jump over the opponent's piece onto the empty square right behind it (red ring). The captured piece is removed from the board.
Chain capture. If the same piece can capture again after a jump, it must continue — two of the opponent's pieces are removed in a single move.
Promotion to king. On reaching the opponent's last row, the piece earns a crown: it now moves and captures diagonally over any distance.

How to win

The game ends in a winwhen the opponent has no pieces left or cannot make a single move — all of their pieces are blocked. On muta.pro the outcome is announced automatically: a window with the winner appears. A player can also resign with a button, in which case victory is awarded to the opponent.

Controls on muta.pro

🖱️
Selecting a piece
Click your piece — the squares you can move to diagonally light up. Pieces that can move are outlined in gold.
Move
Click a highlighted square — the piece moves there. The Esc key clears the selection.
⚔️
Captures and chains
The square behind an opponent's piece is marked with a red ring. After a capture the game itself offers to continue the chain if one exists.
🏳
Resign and rematch
On the right are the Resign and Rematch buttons, the move log and a chat with the opponent.

Tips for beginners

Keep formation

Do not advance pieces one by one — pieces in a tight formation are harder to capture.

Count your trades

Capturing is mandatory, so it is sometimes worthwhile to offer a piece in order to take two in return.

Push for kings

A piece breaking through to the last row changes the game dramatically — keep a free lane open for it.

Guard your back row

Do not rush to move your back row: it prevents the opponent from reaching kings.

Combinational motifs

In Russian draughts the pretty shots repeat from game to game — it pays to recognise them "on sight". They all work off the same lever: the opponent must capture, and his reply can be calculated in advance. Below are three basic motifs from which almost every combination is built.

The "Bridge" — a two-for-one exchange

You offer a piece so that after the forced capture your own return chain opens up on the opponent. You gave one and took two. You must calculate the position after his capture, not before.

The "Crossroads" — a double threat

A single piece of yours on a central square holds two diagonals under potential capture at once. The opponent cannot cover both — he has to give up a piece on whichever side he could not reach.

The "Decoy" into a pin

With a sacrifice you force the opponent's piece onto the square you need, where it immediately falls into a pin against the edge or under a return shot. The bait is always a "free" piece.

The "Bridge": the black piece (●) captures one white piece (○), but its jump places it under a return capture by the second black piece — a two-for-one exchange, the landing square marked in gold.

Breaking through to a king

A breakthrough is when, through a series of exchanges, you clear one diagonal all the way to the king row and push a piece down it. This is the most common decisive combination in Russian draughts: a fresh king shatters the whole defence. But you must calculate the breakthrough to the end — up to the first move of the new king, otherwise the opponent will take it with a return chain.

Look for the "breaking" piece

This is a piece two or three moves from the last rank with an almost clear path in front of it. It is worth giving up one or two pieces to let it through — a king is stronger.

Count the tempi of the race

Often both players rush for kings at the same time. The winner is the one who gets there half a move earlier and, with that very first king, captures or pins the other.

Don't promote into a capture

A king that lands on a square where it is immediately cut down along a diagonal is a gift. Check that the king square and the cells next to it are not covered.

Breakthrough: the lower black piece (●) travels down a clear diagonal to the last rank (the gold square) and turns into a king (♛).

Counting tempo and "capture by choice"

Because there is no chance element, draughts is the arithmetic of the move. Two skills separate a beginner from a solid player: the ability to count tempo (who will be forced to retreat first) and the ability to choose which capture to begin with when several are available.

Tempo is a resource

Every "empty" move along the edge hands the opponent half a tempo. In an equal position the winner is the one for whom the turn to move has fallen favourably by the time of the first capture.

The choice of the first capture decides everything

The rules of Russian draughts do not force you to take the "majority" — you are free to choose any capture. But a chain once begun must be carried to the end, so the first jump sets the whole sequence.

Calculate the whole chain

Before you capture, mentally play out the whole sequence to the last piece removed and see where your piece ends up. Sometimes a "greedy" capture leaves it under a return shot.

A practical trick: before an exchange, count the free dark squares between your pieces and the opponent's along the line of contact. An even number of squares more often means the opponent will have to retreat first — and so the opposition and the forced move will be yours.

Reading the position

More than half of beginners' losses come not from the opponent's shot but from their own blunder. The discipline is simple: every move, ask yourself three questions — what am I exposing, how will the opponent reply, am I locking myself in.

Check for backward captures

A man captures in all four directions, including backward. A square that looks "safe" is often covered by a backward capture — beginners fall for this most often.

Don't lock in your own pieces

If after a move your own piece has nowhere to go and nothing to capture, you are bringing on your own zugzwang. Leave your formation "escape hatches" to retreat through.

Keep your pieces in a group

A lone advanced piece is almost always lost in a two-for-one exchange or caught in a pin. Neighbouring pieces should cover one another.

A blunder: the lone black piece (●) has stepped into the centre between two white pieces (○) — now it is under a two-for-one capture, and the only retreat is backward.

Frequently asked questions

Who moves first?
Always White. Then players alternate moves one at a time.
Is capturing mandatory?
Yes. If a capture is possible, you cannot make a simple move — the capture is mandatory, and a started chain must be carried through to the end.
Can a regular piece capture backward?
Yes. A regular piece can only move forward, but when capturing it is allowed to jump in any of the four directions.
How does a king appear?
When a regular piece reaches the last row on the opponent's side. It receives a crown and begins to move diagonally any distance.
What is the best way to start the first move?
In Russian draughts there is no single "correct" opening, but it is safer to bring your pieces towards the centre and develop them evenly. Don't push one piece forward and don't occupy the outer edge squares without need — there a piece is twice as weak.
What is a "two-for-one" exchange?
It is a technique where you offer one piece, and after the opponent's forced capture his piece falls under your return chain of two captures. In the end you lose one piece and take two.
How do you catch the opponent's lone king?
A lone king is driven towards the edge or into a corner, where the length of its move is at a minimum, and you block the main road and the adjoining diagonals with your own pieces. The classic technique is three kings against one: any move by the cornered king leads under capture.
Why shouldn't you touch the back rank early?
The pieces on the last rank hold back the opponent's breakthrough to a king. By moving them, you open the road to your own king row. The back rank should be touched last of all.
Can you win without capturing all of the opponent's pieces?
Yes. The win also counts when the opponent still has pieces but cannot make a single move — all his pieces are locked. Sometimes a game is decided by locking one or two pieces with pins.
Should you immediately take a "free" piece?
Not always. The capture is compulsory, but first look at the position after your own capture: often the offered piece is bait, and by taking it you fall under a chain of two or three return captures or let the opponent through to a king.
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