The rules of International Draughts have been standardized by the World Draughts Federation (FMJD). While the basic concept — diagonal movement and jumping captures — is shared with all checkers variants, the specific rules create a distinctly different game. The 10×10 board with 20 pieces per side provides approximately 4 times more positions than the 8×8 board, leading to much more complex games. The flying king is the most distinctive feature of International Draughts. Unlike American Checkers where kings move only one square backward, flying kings can traverse entire diagonals in a single move. This makes king promotion a decisive advantage and king-based tactical combinations spectacularly complex. The maximum capture rule adds another unique dimension. Players must always choose the capture sequence that takes the most pieces, even if a shorter sequence would be strategically preferable. This rule creates fascinating situations where the "obligation" to capture more pieces can be exploited through clever positional setup.
About This Game
International Draughts (10×10) has specific rules that distinguish it from other checkers variants. This comprehensive guide covers everything from board setup to endgame conditions. Whether you are transitioning from American Checkers or learning draughts from scratch, understanding these rules is essential for enjoyable and competitive play.
How to Play
International Draughts is played on the dark squares of a 10×10 board. Each player has 20 pieces placed on the dark squares of their closest four rows (rows 1-4 for one player, rows 7-10 for the other). Regular pieces (men) move diagonally forward one square. Captures: jump over adjacent enemy pieces diagonally to the empty square beyond. Chain captures: if after a jump, another jump is available, you must continue. Maximum capture rule: when multiple capture sequences are possible, you MUST choose the one that captures the most pieces. Flying kings: when a piece reaches the opposite back row, it becomes a king that can move AND capture any number of squares diagonally in any direction (like a bishop in chess). The game ends when one player captures all opposing pieces, or a player has no legal moves.
Strategy Tips
- 1The maximum capture rule is the most important rule to master. Always count the pieces captured by each available sequence.
- 2Flying kings can capture pieces from a distance. A flying king can jump over an enemy piece even if there are several empty squares between them.
- 3During a chain capture with a flying king, the king can land on any empty square beyond the captured piece.
- 4Pieces captured during a chain jump are not removed until the entire chain is complete. This means you cannot jump over the same piece twice.
- 5A piece promoted to king during a chain capture continues capturing as a regular piece (not as a flying king) in many rule variants.
Features
- Complete FMJD-compliant rule implementation
- Automatic maximum capture rule enforcement
- Flying king movement and capture
- Chain capture completion
- Legal move highlighting
- Free practice to learn rules
In-Depth Guide
Benefits
- Learn all official International Draughts rules in one guide
- Understand the unique flying king and maximum capture rules
- Know exactly how games start, progress, and end
- Apply rules immediately on our platform with automatic enforcement
- Transition smoothly from American Checkers to International Draughts
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