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Draughts

Classic · two players

2 players10–30 minCompetitiveLight

Get to the other side.

PlayPlayable

Ready to play now.

A demonstration of Draughts, played by the computer against itself.

Draughts — playing itself

Ways to play

  • Alone, against the computer

    Your own pace, no arranging anything. Take a move back whenever you like.

    5 opponents, weakest first
    • LearningSees the move in front of it and often takes the first thing offered.
    • CasualLooks a move ahead and will not hang a man for nothing.
    • SteadyFour ply. Finds the two-for-one and takes it.
    • SharpSix ply, and follows a forced run all the way to its end.
    • RelentlessEight ply. Sets shots up several moves before they land — though twenty measured games against Sharp came out level.
    Play alone
  • Together, in the same room

    2 players. One device goes round the table, or everybody plays off the same screen.

    Play in the same room
  • Online, at a table

    A room code, joinable from anywhere. Pause tonight and pick it up next week from your device.

    Play online

About

English draughts, complete. Twelve men a side on the dark squares, and one rule that runs the whole game: if you can take, you must.

How it feels

  • Direct
  • Tactical
  • Quick to teach

What the design is for

  • Capturing is compulsory

    One jump anywhere on the board makes every other move illegal — including moves by men in the far corner who cannot see it. Choosing the short capture over the long one is a decision, not a mistake.

  • A turn is a whole route

    A multi-jump is one move, however many hops it takes. The board plays out the forced ones for you and asks only where there is a genuine choice.

  • English rules, and only those

    Men do not jump backwards, kings are short-range, and a man crowned mid-jump stops there. The international game is a different game and is not pretending to be here.

  • An opponent that does not depend on your computer

    Bounded by positions counted rather than by a clock, so the same seed plays the same move on any machine.

  • A winner that gets on with it

    Once the computer is a man ahead it breaks a deadlock rather than shuffling kings to the forty-move draw. It cut the dead stretch at the end of a game between the top two rungs from sixty plies to twenty-one.

Best at
Kind
Classic
Table
Competitive
Studio
Classics

The opponents

  1. Learning

    Sees the move in front of it and often takes the first thing offered.

  2. Casual

    Looks a move ahead and will not hang a man for nothing.

  3. Steady

    Four ply. Finds the two-for-one and takes it.

  4. Sharp

    Six ply, and follows a forced run all the way to its end.

  5. Relentless

    Eight ply. Sets shots up several moves before they land — though twenty measured games against Sharp came out level.

Achievements

0 of 4 earned

  • The Far Side

    Win a game of draughts.

  • All Twelve

    Win without losing a single man.

  • Three at a Time

    Take three or more men in one turn.

  • No Crown Needed

    Win without ever crowning a man.

Key art

Key art — Board.game art system

Draughts — key still
Draughts — key cover
Draughts — key backdrop
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