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Polish Draughts/Checkers Game
Warcaby Polskie

Poland Checkers MapPoland Checkers Flag

Polish Draughts/Checkers game is spearheaded by the Polish Draughts Federation (Polskie Towarzystwo Warcabowe), a member of the World Draughts Federation ~ FMJD. The game of Draughts/Checkers has been played in Poland since the 18th century. There are three different variants: Polish (International) Draughts/ Checkers, Traditional Draughts/Checkers and Classic Polish Draughts/Checkers.

Polish Checkers Game Rules:

~ The Game Checker Board ~

Polish Checker Board

  • This form of Polish checkers is played by two opposing players on a checkerboard consisting of 10 x 10 (100) alternating light and dark squares.

  • Each opponent uses 20 checkers of contrasting colors, often referred to as ‘white’ and ‘black’, though they may be colored differently.
  • ~ Object of the Game Polish Checkers ~

  • The game objective is to prevent an opposing player from making a legal move on his/her turn.

  • In order to do so, the checkers player tries to capture all of the opponent’s pieces or tries to block the opponent’s moves so that no pieces can move forward.
  • ~ Polish Checkers Starting Position ~

  • At the beginning of the checkers game, the checkerboard is positioned squarely between the two opponents and turned so that single corner or dark square is situated to the left of the players and a double corner or two dark squares are situated to the right of the players.

  • Each opponent places the 20 checkers on the four rows closest to his/her side.

  • The player with the light checkers commences the game with the first move of the game and afterward, the opponents alternate turns, moving one square at a time.
  • ~ Game Moves & Captures ~

  • Single checkers are called ‘men’ and may only move one space at a time on a forward diagonal line to an empty square.

  • Capturing is compulsory and is achieved by jumping over the opponent’s checker on a diagonally adjacent square but there must be an unoccupied square in between.

  • Checkers may jump forward or backward and continue jumping as long as there are opposing pieces on the diagonal path.

  • If there is more than one way to jump, the player must choose the sequence of jumps that result in capturing the most checkers (men and kings) of the opposition.

  • A“huff” of a checker is not permitted if a player fails to jump correctly, but instead the incorrect move must be retracted and replaced with a correct one; if possible, the new move must be made with the checker that was originally moved incorrectly.

  • A player may not jump over his/her own checkers.
  • ~ Crowned to be King ~

  • When a checker reaches the far side of the checkerboard at the opponent’s king row, it is crowned a king.

  • If, however, the checker reaches the king row by means of a capturing jump and is then able to jump backward away from the king row to continue the capture of a man or king, it must do so and then it is not promoted to king.

  • The checker becomes a king at the king row only if its jump or series of jumps end there.

  • Once a checker reaches the king row, the opponent must crown the checker by placing another checker on top to signify its kingship; it is then the other player’s turn, but he/she must not make a move until the king is crowned.
  • ~ King Moves & Capture ~

  • Kings are able to move forward or backward diagonally on any number of squares to an empty square.

  • Capture is achieved from any distance along a diagonal path through jumping forward or backward over the opponent’s pieces as long as there are empty squares adjacent to the occupied squares.

  • The capturing king will land on any unoccupied square but must continue the jump until all men in the path are captured.

  • The capturing king may jump along one diagonal in the same line or may change directions by making a right angle turn to another diagonal line.

  • A player may never use a king to jump over his/her own checkers.

  • A checker or king may not jump over the opponent’s men more than once.

  • Captured checkers are not removed from the checkerboard until all jumps made on any given move are completed and the player’s hand has been removed from the board.
  • ~ Poland Checkers Win or Draw ~

  • If a checkers player captures all the opposing pieces, the result is a win.

  • If the opponent is blocked from making any further moves, the result is a win for the other player.

  • If neither player can make any further moves or they encountered the same position three times, then the game is a draw.

  • The game is also a draw if both opponents agree to this result.
  • Draughts/Checkers Rules of Play:

    ~ The Polish Game Board ~

  • Traditional polish checkers is played on an 8 x 8 standard checkerboard of 64 light and dark squares.

  • Two opponents play the game with 12 checkers each that are contrasting colors, usually referred to as ‘white’ and ‘black’.
  • ~ The Object of the Game ~

  • The game objective is to employ strategy and experience to outmaneuver one’s opponent and thus capture all his/her checkers or prevent the opposing player from being able to make any future moves.

  • The result is winning the Polish checkers game.
  • ~ Checkers Game Starting Position ~

  • The players position the checkerboard squarely between them so that it is turned with a single dark corner on the left and a double dark corner on the right of each opponent.

  • The checkers are placed on the first three rows of dark squares nearest each player.

  • The opponent with the light checkers begins the game with the first move and then players alternate turns thereafter, making only one move at a time.
  • ~ Game Moves & Capture ~

  • The players move the checkers forward only from square to empty square in a diagonal direction towards the opponents end row, viewing the board strategically.

  • Opposing checkers are captured by jumping over them to an adjacent square that is unoccupied.

  • Jumps are also completed in a diagonal line across the checkerboard.

  • Checkers may jump forward or backward as long as they encounter opposing men or kings along the diagonal path and there are empty squares adjacent to the checkers being captured.

  • A player may not jump over his/her own checker pieces.
  • ~ Crowned to become a King ~

  • A checker can only be crowned a king when it reaches the opponent’s king row in a single move or if a capturing jump or series of jumps terminate there.

  • If, however, a checker can jump backward away from the king row to capture another man or king, then the checker is NOT crowned a king.

  • Once the checker has reached the king row, it must be crowned by the opponent, and only when this is done can the opposing player take his/her turn.

  • Kings move in a forward or backward diagonal on any number of squares to empty squares adjacent to the move.
  • ~ The Capturing Moves of the King ~

  • In this variation, kings may also capture from any distance along any diagonal to unoccupied squares by jumping either forward or backward over the opponent’s man or king.

  • As long as there are opponent’s checkers in the player’s path, he/she must continue to jump either on the same diagonal or by making a right angle turn to another diagonal line.

  • As with checker men, capture is mandatory.

  • If more than one way to capture presents itself, the player may choose the path that best suits his/her strategy; capturing with the king does not mean that the player has to jump the line that captures the most checkers from the opponent.

  • In a capturing move, once the king has jumped over a man or king of the opponent and there is more than one unoccupied square beyond the one the king landed on, then the king piece must land on a square that will lead to a continuous jump.

  • If there are more than one such square, the player may choose the direction he/she wishes to proceed in.

  • Once an opponent chooses a sequence of captures, he/she must take advantage of all the capturing jumps possible in that sequence.

  • A “huff” of a checker is not permitted for failure to jump properly, though this rule was allowed years past.

  • Any incorrect move must be retracted and a proper move must be made in its place; if at all possible, the new move must be made with the original checker or king that made the wrong move.

  • Kings may not jump over any of their own checkers and may not jump over an opponent’s checker or king more than once.

  • Captured checkers or kings are not removed from the checkerboard until all jumps on that move are finished and the player’s hand has been removed.
  • ~ Polish Style Win or Draw ~

  • If a player has captured all the opponent’s checkers, then he/she has won the game.

  • If a player has successfully blocked his/her opponent from making any further legal move, then the game is won.

  • If neither player can continue to make any moves, the game is a draw.

  • The game is also a draw if both players agree to this outcome.

  • Should a situation arise wherein one player has three kings and the opponent has only one king, and no other checkers remain on the checkerboard, then a count is begun of the moves made by the lone king.

  • If this lone king can make 13 moves, then the game is a draw, even if the next move made by the opponent would have resulted in the capture of the lone king.

  • Generally speaking, a win is only possible if the side with 3 kings has possession of the diagonal running from the lower left to upper right corner.
  • (Polish Minor Checkers)

    ~ Polish Minor Game Board ~

  • The game of Classic Draughts/Checkers or Little Polish Draughts is played on a smaller checkerboard than Polish Draughts/Checkers.

  • Two opposing players use the dark squares of an 8 x 8 checkerboard/ 64 alternating light and dark squares.

  • Each player has 12 checkers of contrasting colors.
  • ~ Polish Minor Game Objective ~

  • The object of the checkers game is to prevent the opponent from making a move on his/her turn, either by capturing all the opponent’s checkers or by blocking any future move by this player.
  • ~ The Starting Position ~

  • Each checkers player places the checker pieces on the first three rows closest to self.

  • The board is positioned squarely between the two opponents with a single dark corner to the left and a double dark corner to the right of the players.

  • The checker player with the lighter checkers begins the game with the first move and then they alternate turns thereafter.

  • Each player may only make one move at a time.
  • ~ Game Moves & Captures ~

  • As in many other variations, the players may only move the single checkers diagonally forward one space at a time to their position on an empty square.

  • A player captures the opponent’s checker by jumping over it to an adjacent unoccupied square.

  • Capturing jumps may move forward or backward diagonally over the opponent’s checker(s) to an empty square beyond.

  • The jump may continue as long as there are checkers to be captured on the diagonal path of the move.

  • A player may not jump over his/her own men.
  • ~ Crowned to become King ~

  • When a checker reaches the king row of the opponent, it is crowned a king; however, if the checker lands on the king row through a jumping sequence and can continue to jump away from the last row, it is not crowned a king, but must continue the capture.

  • A checker is kinged only if the move, whether through a jump or sequence of jumps ends at the king row.

  • The opponent crowns the new king and then may take his/her turn.
  • ~ King Moves & Captures ~

  • Kings are able to move forward or backward diagonally on any number of squares to reach an unoccupied square.

  • Capture is compulsory throughout the game.

  • Capture is achieved from any distance along a diagonal path through the process of jumping either forward or backward over the opponent’s men or kings until the checker lands on an empty square adjacent to the jump or series of jumps.

  • A king continues to jump if at all possible along this diagonal path or by making a right angle turn to another diagonal line.

  • A player may not use the checker or king to jump over his/her own pieces.

  • If a king has an option of several ways to jump, the player must choose the path that results in the largest number of captures.

  • As in all other forms of checkers, a “huff” is not permitted if a player fails to make a proper move; the improper move must be retracted and a new move made using, if possible, the same checker that made the wrongful move.

  • Each opponent may only jump over the opposing man or king once in a capture.

  • Captured checkers are not removed from the checkerboard until all jumps in a given move have been completed and the player’s hand has been removed from the capturing king or man and the board itself.
  • ~ Polish Checkers Minor Win or Draw ~

    • When a player has captured all the opponent’s checkers or blocked the opponent from making further moves, the result is a win for this player.

    • If neither player can complete all the moves of the game, the end result is a draw.

    • If both parties agree to the draw, this is how the game from Poland ends.









    International Checkers
    Brazilian Checkers
    or Draughts
    English Draughts
    (Great Britain)
    Danish Draughts
    (Checkers)
    Frisian Checkers Canadian Checkers Russian Checkers
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    French Checkers German Checkers African Checkers
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    Thai Checkers Czech Checkers Sri-Lanka Checkers
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    Checkers is a two-player game, where one player is assigned white-chip checkers and the other red. The aim is to play checkers online, capture all of the other player's checkers or make them impossible to move.

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