International Draughts
Overview
International Draughts (also known as International Checkers or Polish Draughts) is a two-player abstract strategy game played on a 10x10 board with 20 pieces per side. Players move diagonally, capturing opponent pieces by jumping over them. The goal is to capture all opposing pieces or block them so they cannot move. Key differences from standard checkers: the board is 10x10, checkers can jump both forward and backward, and Kings can move any distance along a diagonal.
Components
- 1 Board (10x10 grid, using only the dark squares = 50 playable squares)
- 20 Light pieces (one player)
- 20 Dark pieces (other player)
Setup
- Place the board so each player has a dark corner square on their left.
- Each player places their 20 pieces on the dark squares in the first 4 rows closest to them (20 pieces fill 20 of the 50 dark squares on each side).
- The center 2 rows (10 dark squares) remain empty.
Turn Structure
Players alternate turns. On your turn, you must either:
- Move one of your pieces, OR
- Jump (capture) — this is mandatory if available.
Actions
Checker Movement
- A regular checker moves one space diagonally forward to an unoccupied dark square.
- Checkers cannot move backward (only forward) when not capturing.
King Movement
- A King can move any distance along an unobstructed diagonal, forward or backward.
- Must land on an unoccupied square.
Capturing (Jumping) with a Checker
- A checker can capture by jumping over an opponent’s piece (checker or King) that is on an adjacent diagonal square, landing on the empty square just beyond.
- Checkers can jump both forward and backward.
- If a multi-jump is available after a capture, the checker must continue jumping.
- Captured pieces are not removed until the turn is complete.
- You cannot jump over the same piece twice in one turn.
- You cannot jump over your own pieces.
Capturing (Jumping) with a King
- A King can jump over an opponent’s piece from any distance along the diagonal, as long as:
- The target piece is on the same diagonal.
- No friendly pieces are between the King and the target.
- Only one enemy piece is jumped at a time.
- At least one empty square exists beyond the target piece.
- The King does not have to land immediately after the captured piece; it may continue along the diagonal to any open square beyond.
- During multi-jumps, the King must land on a square that allows the next jump if one is available. The King can change diagonal direction between jumps.
- A checker that reaches the opponent’s back row becomes a King.
- A checker does NOT become a King if it merely passes through the back row during a multi-jump sequence; it must end its turn on the back row.
Mandatory Capture Rules
- If a jump is available at the start of your turn, you must take it.
- If multiple jump sequences are available, you must choose the one that captures the most pieces.
- Kings must also follow the maximum capture rule.
Scoring / Victory Conditions
A player wins by:
- Capturing all of the opponent’s pieces, OR
- Blocking all opponent pieces so they have no legal move.
A draw may occur by agreement or if neither side can force a win.
Special Rules & Edge Cases
- All captured pieces remain on the board until the jumping sequence is complete, then are removed.
- A piece can only be jumped once per turn.
- The maximum capture rule means you must always take the sequence that captures the most pieces.
- If multiple sequences capture the same number of pieces, the player may choose which to take.
- Kings formed during a capture sequence (by passing through the back row) do NOT gain King powers until the turn ends — but in International Draughts, a checker passing through the back row mid-jump does not promote at all; it must stop there.
Player Reference
| Piece |
Movement |
Capture |
| Checker |
1 square diagonally forward |
Jump forward or backward over adjacent enemy piece |
| King |
Any distance along diagonal, any direction |
Jump any distance along diagonal over enemy piece |
Board: 10x10, 50 playable dark squares.
Pieces: 20 per player.
Mandatory capture: Must jump if possible. Must take maximum captures.