World Mind Games

Draughts Rules

International draughts, also known as Polish draughts, is the globally recognized standard for competitive play. Governed by the Fédération Mondiale du Jeu de Dames (FMJD), this 10×10 board version is more complex and strategically deep than common 8×8 checkers variants. Its rules produce a dynamic and decisive contest of skill.

The game is an abstract strategy board game for two players. The goal is to capture all opponent’s pieces or trap them so they have no legal moves. Understanding its unique capturing rules and the powerful “flying king” is essential for any aspiring player.

This guide provides a complete set of rules for the 10×10 international game. While sharing common ancestry with other board games, its specific regulations create a distinct challenge. For a broader look at its place in mind sports, see the main draughts discipline overview.

Setup and Objective

International draughts is played on a 10×10 board of 100 alternating colored squares. The board is oriented so each player has a dark square at their bottom-left corner. All gameplay occurs on the 50 dark squares.

Each player starts with 20 “men” pieces, placed on the first four rows of dark squares on their side. One player uses light pieces (White), the other dark (Black). White always makes the first move.

For game recording, the 50 playable dark squares are numbered 1 to 50. Numbering starts on Black’s back rank (squares 1-5) and ends on White’s back rank (squares 46-50). This standardized notation allows for unambiguous recording and study.

How Pieces Move

The Man’s Move: A man moves one step diagonally forward to an adjacent, unoccupied dark square. Men only move forward in non-capturing moves. Reaching the opponent’s back row promotes a man to a king, a more powerful piece.

Capturing with a Man: A capture is a forced jump over an adjacent opponent’s piece to the vacant square immediately beyond it. Men can capture both forwards and backwards. The captured piece is removed from the board.

If, after a jump, the landing square offers another immediate jump, the player must continue jumping with the same piece. This can result in a multi-jump sequence capturing several pieces in a single turn. The turn ends only when the piece has no more available captures.

Compulsory Capture Rule: Capturing is mandatory. If a capture is available, a player must make it; non-capturing moves are illegal. Overlooking a capture can lead to immediate forfeiture in tournaments.

The game also follows the “majority rule” or “maximum capture” rule. If multiple capturing sequences are available, the player must choose the one that captures the greatest number of opposing pieces. If sequences capture the same maximum, the player chooses.

Piece Removal and “Turkish Strike”: Captured pieces are removed only after the entire multi-jump sequence is complete. They remain on the board until the turn ends. This matters in the so-called “Turkish strike”: because a jumped piece stays on the board until the turn ends, it acts as an obstacle, and no piece may ever be jumped twice in the same capturing sequence.

The King

Promotion to a King: When a man’s move finishes on any square in the opponent’s back row (kings’ row), it is immediately promoted to a king. This is typically indicated by placing a second piece of the same color on top, creating a “crowned” piece.

Promotion only occurs if the man’s turn ends on the back row. If a man lands on the back row mid-jump but must continue, it remains a man for that turn. It gains king’s powers only when it can stop on a back-row square.

The Flying King: A king is far more powerful than a man. It can move any number of empty squares along any open diagonal, forwards and backwards. This “flying king” rule allows it to influence the entire board.

When capturing, a flying king jumps over an opponent’s piece from any distance along a diagonal, provided the path is clear. After the jump, the king must land on any unoccupied square behind the captured piece on the same line. Like a man, a king must continue to capture if possible and adhere to the majority rule.

Winning and Drawing the Game

A player wins by capturing all opponent’s pieces or blocking them so they have no legal moves. A player may also resign, granting the win to the opponent.

A game can end in a draw under several conditions. The most common is mutual agreement. A draw is also declared if the same position occurs three times with the same player to move (threefold repetition). To prevent indefinite games, if 25 consecutive moves involve only kings with no captures or man moves, the game is a draw.

International Draughts vs. English Checkers

Draughts is one of many mind sports disciplines with regional variations. The international 10×10 version differs significantly from the 8×8 game known as English or American checkers. The table below highlights key distinctions for players familiar with the smaller game.

Feature International Draughts (10×10) English Checkers (8×8)
Board Size 10×10 (100 squares total) 8×8 (64 squares total)
Pieces per Side 20 12
Man Captures Forwards and backwards Forwards only
King Movement “Flying king” moves any distance on an open diagonal Moves only one diagonal step at a time
Mandatory Capture Compulsory, must choose sequence with most captures (“majority rule”) Compulsory, but player may choose any available capture
Promotion Man must end its move on the back row to be promoted Man is crowned on reaching the back row; the move ends there

Frequently Asked Questions

What is the official name for this game?

The official name is international draughts, also known as Polish draughts due to its popularization. This 10×10 version is the standard for premier world championships, governed by the World Draughts Federation (FMJD). Its name reflects widespread adoption for top-level competition, distinguishing it from national 8×8 variants.

Can men move backward in international draughts?

A man can only move backward as part of a capture. For non-capturing moves, a man is restricted to one step diagonally forward to an empty square. This rule, allowing backward captures but not backward non-capturing moves, is fundamental. It creates complex tactical possibilities differing from variants where men are more restricted.

What happens if I have two different captures available?

The “majority rule” or “maximum capture” rule dictates that you must choose the capture sequence taking the greatest number of opponent’s pieces. This is not optional; failing to take the longest sequence is illegal. If multiple sequences capture the same maximum number of pieces, you are free to choose among them.

Do I have to stop on the square right after a captured piece?

A man must land on the square immediately beyond the captured piece. A “flying king,” however, can land on any empty square beyond the captured piece along the same diagonal line, if its path is clear. This long-range capability makes the king an extremely powerful piece, especially in the endgame.

What if a man lands on the kings’ row mid-jump?

A man is promoted to a king only if its move ends on the opponent’s back row (kings’ row). If a man lands on the kings’ row mid-jump but must continue, it remains a man for that turn. It gains king’s powers only when it comes to rest on a back-row square at the turn’s conclusion.

Is draughts a solved game?

The 8×8 English/American checkers was weakly solved in 2007; perfect play always results in a draw. However, 10×10 international draughts has vastly more possible positions and remains unsolved. It presents a rich, complex challenge for human players and powerful computer analysis alike.

Where can I learn advanced tactics?

Mastering rules is the first step. To develop competitive skill, study tactical patterns, endgame principles, and opening theory. Common motifs include shots, combinations, and positional sacrifices for long-term advantages. A dedicated draughts strategy guide is ideal for players seeking to move beyond basics and understand deeper strategic elements.

Was draughts played at the World Mind Games?

Yes, international draughts was a core sport at the SportAccord World Mind Games, held annually in Beijing from 2011-2014. The event gathered elite players globally to compete in chess, bridge, go, xiangqi, and draughts, celebrating these disciplines as premier tests of intellectual skill and strategic thinking.

Who governs the sport internationally?

The official international governing body is the Fédération Mondiale du Jeu de Dames (FMJD), or World Draughts Federation. Founded in 1947, the FMJD standardizes rules for international competition, organizes the World Championship and major tournaments, and promotes the game globally. It oversees the 10×10 international game and other competitive variants.