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CHECKERS

Rules
Checkers is played by two opponents. A player cannot move the opponent's pieces. A move consists of moving a piece diagonally to an adjacent unoccupied square. If the adjacent square contains an opponent's piece, and the square immediately beyond it is vacant, the piece may be captured (and removed from the game) by jumping over it.

Only the dark squares of the checkerboard are used. A piece can only move diagonally into an unoccupied square. When capturing an opponent's piece is possible, capturing is mandatory in most official rules. If the player does not capture, the other player can remove the opponent's piece as a penalty (or muffin), and where there are two or more such positions the player forfeits pieces that cannot be moved (although some rule variations make capturing optional). In almost all variants, the player without pieces remaining, or who cannot move due to being blocked, loses the game.

When a piece reaches the farthest row forward, known as the kings row, it becomes a king. It is marked by placing an additional piece on top of the piece or otherwise marking the piece. The king has the ability to move any amount of squares at the time (in international checkers), move backwards and, in variants where pieces cannot already do so, capture backwards. Like an ordinary piece, a king can make successive jumps in a single turn, provided that each jump captures an enemy piece.

Read more about the game and rules on Wikipedia.

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