and Basic Fundamentals
Standard Laws of Checkers
Checkers rules are followed during checker
board game play. Basic fundamentals are used
in play between two opposing
players, who take alternate turns moving their
checker pieces on the checker board.
~ Game Rules and Objective ~
- This is, of course, to win the game; however, in order to do so, it is
necessary to prevent the opponent from making a move, when it is his/her turn.
- The player who can’t make a move, either because all his/her pieces have
been captured or because all of his/her checkers are blocked, loose the game.
- If neither checker player can accomplish
this, then the game is ruled a draw.
- Checker players can also resign from the
game and give the opponent the victory by
checkers rules default.
~ Checkerboard Fundamentals ~
Before commencing the initial play, checkers
rules say the checkerboard is placed squarely
between the two players with a dark square
(green or black) situated on each player’s
far left hand side and a light square (buff
or white) on his far right hand side with the
double corner in the near right corner.
- A standard checkerboard is a square board that consists of 64 alternating
light and dark smaller squares arranged in an 8x8 grid of eight rows and eight
- The squares are technically called
‘black’ and ‘white’,
though game sets may offer a board in different contrasting colors.
- The checkers rules say official board colors
in a checker tournament are buff and green,
where buff is ‘white’ and
~ Checker Pieces ~
- The playing pieces are called ‘checkers’ or ‘men’
that are colored Red and White, but most often are called Black and White in
- Checkers are fashioned in a cylindrical shape, which is wider than it is
high and may be made of wood or plastic.
Store bought sets may have checkers of various colors and where the colors are
Black and Red, the checker pieces are still called Black (or Red) and White.
It is important that the Checkerboard and the
Checkers be in contrasting colors in order
to avoid fundamental problematic combinations
such as a Black checker on a Black square.
- Official Tournament checkers rules say
the checkers are to be 1 ¼ to 1 ½ inches
in diameter, are smooth and have no concentric
designs or crown patterns on the top.
~ Starting Position Rule ~
Each Checkers player uses twelve playing pieces or men that are all the same size.
- These are placed on the 12 dark squares closest to the player.
- One player has dark (Black or Red) Checkers and the other player plays with
the light or White Checkers.
- Red (Black) uses squares numbered 1 through 12, while White uses squares
numbered 21 through 32.
- Checkers rules note that in the diagrams
of various Checkers publications, the plays
are shown on the White squares for readability,
but this notation is not employed in a
- The toss of a coin may determine which player uses White checkers and which
uses Red (Black) checkers, or a random choice of color may be made.
- After the first game checkers rule, the
Checkers players will alternate colors
with each subsequent game.
- The player with the Red (Black) Checkers begins the game with the first move.
- After the first play, the opponents take
turns making one fundamental move at a
~ Checkers Fundamentals The Moves ~
Single Checkers move forward only one square or space at a time in a diagonal
direction to an empty square.
- A King has two choices: to move one square
diagonally, either forward or backward. This
is fundamentally a checkers basic rule.
- A basic checkers move can also consist of
one or more jumps to capture the opponent’s
Checker or Checkers.
The player captures the opponent’s Checker (Man or King) by jumping over
it into an adjacent and vacant square beyond it.
- Several jumps checkers rule, jumps can
be made in one move providing the squares
adjacent to the Checker or Checkers being
jumped are unoccupied.
- A player may not jump over his/her own
Checkers. This non jump is basic checkers rule.
- In a multiple jump, the jumping Checker or King can change directions,
jumping first in one direction and then in another as long as the Checkers
being jumped are situated in the diagonal path.
The same Checker cannot be jumped twice in
the same move. This is fundamentally another
basic checkers rule.
- Checkers rule, if a player can capture an opposing
Checker, then the jump must be taken.
- Likewise, a player must also complete a
multiple jump if he/she chooses a sequence
of captures; the player may not leave one
or more Checkers un captured if they could
be taken by continuing the jump.
- Checkers basic rule, if there is a choice of jumps, then the Checker opponent can choose among
them, regardless if the jump is multiple or not.
- When a capture of the opponent’s Checker or Checkers is made, the piece
or pieces are removed from the board.
- If a player removes one of his/her own Checkers, it cannot be replaced;
however, the opponent can either play or insist it be replaced.
- Basic checkers rule, a Checker, whether it is a Man or King, can jump a King.
- A ‘huff’ of a Checker for failure to jump properly is no longer
- Basic checkers rule, when an incorrect move is made, it must be retracted and replaced with a
- If at all possible, the correct move must be made with the Checker or King
originally moved incorrectly in the first place.
- Basic rule, when a Checker reaches the last row or King Row of the opponent, it then
becomes a King. The opponent places a second Checker upon the first to signify
- Basic king rule, once a Checker has been Kinged, it cannot continue jumping Men until the next
~ Checkers Basic Rules, Touching Pieces ~
Before the Checkers players begin the game with the first move, either opponent
can adjust the position of any Checker on the board.
- After the first basic checkers move has been made, neither player can adjust any Checker without
indicating his/her intention to do so.
- The player who adjusts a Checker without informing the opponent of his/her
intention can be warned for the first offence, but will forfeit the game on the
- Basic move rule, if a player touches a Checker that can be played during his/her move, then
that Checker must be moved or the player forfeits the game.
- If any part of a playable Checker is moved or adjusted over the corner of
its square, then the Checker must be played in that direction.
- Checkers basic rule, once the Checker player’s hand is withdrawn from the board, the play
~ Improper or Illegal Moves ~
Rule, a move will be recalled and the player cautioned if he/she makes an illegal
false or improper move in accordance with Checkers Standard Laws:
Checkers that are accidentally displaced by the players, or through causes
beyond their control are replaced without any penalty and the game is resumed.
- Rule, fails to jump or complete a multiple jump.
- Rule, during his/her move, touches a piece that is not movable.
- Rule, during a regular move or a jump sequence, moves the Checker onto the wrong
- Basic rule, completes a move backwards.
- In a capturing move, removes an opponent’s Checker or Men that have
not been jumped.
- During a jump, removes one or more of his/her own Checkers.
- Continues a capturing move through the King-Row with a Checker.
- Basic checkers rule, moves a Checker though it is not the player’s turn.
- Should a player make a second false, improper or illegal move during the same
game, he/she shall forfeit the game.
- Any player who refuses to follow the Checkers rules shall immediately forfeit
~ Game Win Rules ~
- A win is achieved when a Checkers player makes the last move by either
capturing all of the opposing player’s Checkers or by blocking the opposing
player so that he/she is unable to make any legal moves during his/her turn.
- Win the game rule, a win is also achieved if an opponent resigns anywhere throughout the
Checkers game or forfeits the game by violating any of the Checkers rules.
~ Game Draw Rule ~
- Draw rule, a draw is declared if both Checkers opponents mutually agree at any point
during the play to such a conclusion of the game.
- Draw rule, a draw is declared if a Checkers player can show that his next move would
also create the same position for the fourth time during the game.
- Draw rule, a draw is declared if a Checkers player can show that the following holds
- Draw rules, neither Checkers player has moved a Checker forward towards the King-Row
during the preceding 50 moves.
- Basic draw rules, no Checkers have been removed from the checkerboard within the 50 preceding
(For the purposes of this checkers draw rule, a move consists of one Red (Black) and
one White move).