The game everyone already knows, against a computer that will take whatever you leave hanging. Move diagonally, jump what you can, and crown your pieces at the far end.
Three levels, so there is a version of it that is a warm up and a version that is a fight.
You play the pieces at the bottom. Click one to see where it can go, then click a square.
Pieces move one square diagonally forward. To capture, jump over a piece that sits diagonally next to you and land on the empty square beyond it.
Captures are compulsory, and if a jump leads into another jump you have to keep going, which is where games swing.
A piece that reaches the far row is crowned and becomes a king, which can move and jump backwards as well as forwards.
Yes. If a jump is available, you have to play one, which is the rule that makes checkers a game of setting traps rather than taking what is offered.
Everything a normal piece can, in both directions. Getting one is usually worth a lot more than the piece you spend to get there.
By taking all of the opponent's pieces, or by leaving them with no legal move at all.
Yes. A new opponent means a new board, so the dropdown deals again.
Checkers is older than most board games people still play, and it survives because the rules are tiny and the tactics are not. Compulsory captures turn every piece into bait.
The habit that wins games is keeping your back row intact early, since a hole there is an invitation for a king, and a king roaming your side is usually the end of it.
The computer looks a few moves ahead and takes anything you leave loose, so the easiest way to improve is to count what a move gives away before you play it.