Checkers
Draughts with forced captures, multi-jumps and kings — vs AI or 2P.
About this game
The full rules, enforced: captures are compulsory (the move list simply offers nothing else when a jump exists), multi-jumps chain in one turn, and the back rank crowns kings that move both ways. Tap a piece, tap a green square; you're red, moving up.
A solved game that still bites
Checkers earned a place in computing history: after 18 years of computation ending in 2007, Jonathan Schaeffer's team PROVED perfect play draws — the largest game solved to date, half a million billion positions. Human-scale strategy is untouched by the proof: hold the centre (edge pieces capture in only one direction), keep your back row home early (it denies enemy kings), and trade eagerly when ahead — equal trades amplify an advantage. The forced-capture rule is the game's tactical engine: sacrifices that FORCE a capture into a double-jump reply are how material swings, and spotting them coming is the whole middle game. The AI plays honest tactics without deep search, so a two-move trap beats it — as in Connect Four, building the double threat is the lesson. Tic-tac-toe teaches it smallest.
Frequently asked questions
Are captures really compulsory?
In standard rules, yes — if a jump exists you must jump, and this build enforces it by only offering capture moves. The rule powers the game's sacrifice tactics.
How do multi-jumps work?
A capturing piece that lands with another jump available continues in the same turn — the status bar prompts you. Landing on the king row ends the turn even if jumps remain (standard rule).
What can a king do?
Move and capture diagonally in all four directions (ordinary pieces only move forward). Kings are worth roughly a piece and a half — racing to crown first usually decides close endgames.
Has checkers really been solved?
Yes — proven a draw with perfect play (Schaeffer et al., 2007) after an 18-year computation. Between humans, the first mistake still loses, same as ever.