Board Duel rule guide

English Checkers Rules

Learn the capture, king and draw rules that Board Duel uses for English Checkers.

The objective

Win by capturing all opposing checkers or by leaving the opponent with no legal move. Each player begins with 12 checkers on the dark squares of an 8 × 8 board.

Movement and captures

Regular checkers move diagonally forward by one square. To capture, jump diagonally over an adjacent opposing checker into an empty square immediately behind it.

Captures are mandatory. If at least one capture is available, a non-capturing move is not legal.

Multi-jumps

After a capture, the same checker must continue jumping when another capture is available. The turn passes only after the complete jump sequence finishes.

Kings

A checker becomes a king when it reaches the far row. Kings move and capture diagonally in both directions, making them more flexible during the endgame.

Draws

Board Duel uses a 40-move draw rule. If neither side makes a capture or moves a regular checker during that period, the game is drawn.