Duel Hall

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How to play

  • Red moves first, then players alternate. Tap one of your pieces to see where it can go, then tap a highlighted square. Men move one square diagonally forward.
  • Capturing is forced. If you can jump an enemy piece you must — and if the same piece can jump again, the multi-jump has to be played out. Jumped pieces are removed.
  • Kings: a man that reaches the far row is crowned and can then move and jump diagonally in any direction. Being crowned mid-jump ends the turn.
  • Winning: take all of your opponent's pieces, or leave them with no legal move.
  • Draws: a draw offer both players accept, or 40 moves each with no capture and no man moved.
  • Online games are 10 minutes per side. Running out of time loses — there's no per-move limit.

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Checkers

Classic checkers (draughts) — forced captures, multi-jumps and kings. Play a friend online with challenges, a rating and match history, take on the built-in engine, or pass-and-play on one device.

Play online

Challenge a friend by name or code, or anyone in the lobby. A ready-check on both sides, a 10-minute clock each, and every result feeds a separate checkers rating.

Vs the computer

A built-in engine that searches several moves deep and always takes the forced jumps — entirely in your browser, no server.

Pass & play

One board, one device, no sign-in. The board flips for whoever's turn it is.

Real rules

Standard English draughts — compulsory captures, multi-jumps, men that capture forward only, and kings that move both ways.

Checkers You Win!
Checkers

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Both players must start before the clock begins.

Checkers

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