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Checkers is the purest board duel: diagonal steps, forced-looking jumps and the sweet moment a humble man is crowned. Chain multi-jumps for a double take, race for the back row and outmanoeuvre a five-ply AI across three difficulties.
Как играть
Tap your piece then a dark square. Kings move backwards — use them.
Советы и хитрости
- Captures are optional here, but a jump chain must run to the end; trace the whole chain and its landing square before you tap.
- Trade only when you come out ahead: count the men after every exchange, because the AI will happily steer into a winning endgame.
- Crown with support: a king made deep in enemy territory can be surrounded and traded for two men before it ever moves.
- You move first as red, so keep your back rows connected early; one gap lets the AI's jump chain sweep two or three men in a single turn.
Частые вопросы
Do I have to capture when a jump is available?
No, jumps are optional in this rule set, but once you start a multi-jump you must take every capture it offers; reaching the last rank also ends the chain.
How does scoring work, and when does my run end?
A win pays 500 plus 8 for each move under 50, and every consecutive win after the first adds 200; one loss ends the session, because only wins start a new round.
How do the three difficulty levels differ?
Easy plays a greedy one-ply move with some randomness, Medium searches three plies and Hard five, so Hard punishes loose men and half-finished plans.