Dama Linda — Checkers and draughts: how the game is | damalinda.com

Set up, jump, crown

Dama Linda — Checkers and draughts: how the game is | damalinda.com

Checkers is played on the dark squares: twelve men per side on rows 2 and 3 of an 8×8 board, stepping one square diagonally forward and capturing by jumps that are never optional. Reach the far row and the man is crowned the dama — the king. What it may do next depends on your variant: one diagonal step in English draughts, or a flying slide of any distance in the international and Brazilian game.

The four main draughts variants compared — board, army, king, captures and draws
RuleEnglish (checkers)
Board8×8, 64 squares
Men per side12
Start positionDark squares of rows 2–3; 24 of 32 dark squares filled
Man's move1 square diagonally forward; may capture backwards, never move backwards
King (dama) moveExactly 1 square diagonally, any direction
Capture ruleCompulsory jumps
PromotionRow 8; crowned mid-jump, the man stops and the move ends
Draw ruleDraw after 25–50 quiet moves, varying by ruleset

Terms used at the board

Man
The uncrowned piece. It moves one square diagonally forward and captures by jumping an adjacent enemy man into the empty square beyond; in English draughts it may capture backwards but can never move backwards.
Dama
The crowned piece — the king — named from the Spanish and Portuguese game. A man becomes a dama by reaching the far row: row 8 on an 8×8 board, row 10 on a 10×10.
Flying king
The king of international and Brazilian draughts. It slides any distance along a clear diagonal and may turn after each jump, unlike the one-step English king.
Jump (capture)
The only way to remove enemy men: leap an adjacent enemy into the empty square directly beyond. Captures are compulsory in all four main variants.
Majority rule
The international-draughts requirement to take the longest available capture chain — a branch taking 4 men beats one taking 2.
Quiet move
A move with no capture and no promotion. Draw rules count consecutive quiet moves, commonly 25–50, before declaring the game drawn.

How do you set up the board?

Dark squares only: twelve men per side on rows 2 and 3, with the middle of the board left open.

Checkers is played entirely on the dark squares. An English-draughts board has 64 squares in an 8×8 grid, 32 of them dark, and only those 32 are ever used. Set the board so both armies sit on dark squares before a single man is placed.

Each side starts with 12 men on the dark squares of rows 2 and 3, in the row numbering this guide uses. Together the two armies fill 24 of the 32 dark squares, which leaves 8 dark squares open between them — the corridor where every capture and every crowning will later happen.

The international game scales the same idea up: a 10×10 board of 100 squares, 50 of them dark, with 20 men per side filling 40 of those 50 dark squares at the start. The full setup checklist, including who moves first and the opening moves that follow, lives on the setup page.

  • Set the board so play runs on the dark squares only
  • Count out 12 men per side for an 8×8 game, 20 for a 10×10 game
  • Fill the dark squares of rows 2 and 3 on each side
  • Leave the central dark squares empty — that is the playing corridor
  • Agree who opens, and alternate the first move from game to game

The arc of a single game

With no fixed dates to chart, this guide tracks phases instead: setup, the exchange of compulsory captures, and the endgame of damas under the quiet-move count.

How do you set upthe board?How does a turnactually run?What changes when aman is crowned theWhich of the fourvariants shouldWhich mistakes ruina beginner's game?When does a gameend in a draw?
A map of this guide's sections

How does a turn actually run?

Scan for a jump first — if one exists you must take it — otherwise step one man one square diagonally forward.

Every turn begins with the same check: is any of your men sitting diagonally next to an enemy man with an empty square directly behind it? If yes, a capture is available, and captures are compulsory in all four main variants — you may not choose a quiet move instead. Most casual turns resolve in seconds, but the jump scan is the one habit that separates a played game from a pushed-around one.

Where more than one jump exists, the variant decides. International draughts enforces the majority rule: you must take the longest chain available, so a branch capturing 4 men beats one capturing 2. A chain keeps going as long as the landing square offers another jump, and captured men come off the board as you go.

The long horizon of a game is set by the draw rule rather than the clock: federations commonly declare a draw after 25–50 consecutive moves with no capture and no promotion. The five steps below are the full turn procedure, each named after the failure that ruins it.

  • 1. Scan the whole board for a jump before touching a piece — the 'missed jump' is the most common beginner failure
  • 2. If several jumps exist, count the chains — under the majority rule the 'short chain', taking 2 when 4 is on, is an illegal choice
  • 3. Jump, remove the captured man, and check the landing square for a follow-up jump — stopping early is the 'broken chain'
  • 4. Reach the far row and the man is crowned — but beware the 'over-eager crown': in English draughts the move ends on the crown square
  • 5. If no jump exists, move one man one square diagonally forward — the 'backwards step' is illegal for men in English draughts
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What changes when a man is crowned the dama?

The piece gains movement power — but exactly how much depends on the variant you are playing.

Promotion happens on the far row: row 8 on an 8×8 board, row 10 on a 10×10 board. The crowned piece is the king, called the dama in the Spanish and Portuguese game — the name this site carries. From the moment of crowning, the variant's king rule replaces the man's single forward step.

In English draughts the king moves exactly one square diagonally, but in any direction, forward or backward. The flying king of international and Brazilian draughts is stronger: it slides any distance along a clear diagonal and may turn after each jump, so one dama can sweep a long diagonal and change direction in the middle of a capture chain.

One rule catches nearly every new player: in English draughts a man crowned during a jump stops on the crown square and the move ends there as a king. Even if a further jump would be available to a king, it waits for the next turn. The capture and promotion page walks through the full mechanics.

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Four variants, one table

The four main draughts variants compared — board, army, king, captures and draws
RuleEnglish (checkers)InternationalBrazilianTurkish
Board8×8, 64 squares10×10, 100 squares8×8, 64 squares8×8, 64 squares
Men per side12201216
Start positionDark squares of rows 2–3; 24 of 32 dark squares filled40 of 50 dark squares filledSame start as EnglishRows 2–3, back row left empty
Man's move1 square diagonally forward; may capture backwards, never move backwards1 square diagonally forward1 square diagonally forwardForwards or sideways only
King (dama) moveExactly 1 square diagonally, any directionFlying: any distance along a clear diagonal, may turn after each jumpFlying, as in international—
Capture ruleCompulsory jumpsCompulsory, and the longest chain must be taken — 4 men beats 2Compulsory jumpsCompulsory jumps
PromotionRow 8; crowned mid-jump, the man stops and the move endsRow 10Row 8Row 8
Draw ruleDraw after 25–50 quiet moves, varying by rulesetSame 25–50 range, by federationSame range, by rulesetSame range, by ruleset
The four main draughts variants compared — board, army, king, captures and draws

Sources and rule basis

The guide follows the standard published descriptions of the English, international, Brazilian and Turkish rule sets.