β Arcade
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Checkers
Year 2 and up Β· Problem solving Β· Strategy Β· Counting
Draughts on the dark squares: jump to capture, and jumps are compulsory. Multi-jumps, kings, and a computer that will take your pieces if you leave them.
How do you want to play?
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Same screen
One tablet or laptop between two of you. Pass it across, no setup.
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A friend, by code
Make a table, share the five-letter code, they join from any device.
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Class tournament
A teacher hosts a room, the class joins by a six-letter code and is paired automatically, match after match, with a ladder on the board. Students type the code above.
Host a tournamentWhat it practises
Looking ahead, counting pieces and trades, spotting forced sequences, the numbered-square notation.
How to play
- Red moves first. Men move one square diagonally forward.
- If you can jump an enemy piece you must. Keep jumping while you can.
- A man that reaches the far row becomes a king and can move backwards.
- You win when your opponent has no pieces or no moves left.