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English draughts

English draughts, also known as American checkers or straight checkers, is a two-player played on an 8×8 checkered board using only the 32 dark squares, with each player starting with 12 pieces positioned on the three rows closest to them. The objective is to capture all of the opponent's pieces or block them from making any legal moves, with involving diagonal forward movements for regular pieces (men) and mandatory captures by jumping over adjacent enemy pieces to an empty square beyond. Pieces that reach the opponent's back row are promoted to kings, which can move and capture diagonally in any direction one square at a time; unlike in , there are no long "flying" moves for kings, and multiple captures must maximize the number taken without jumping the same piece twice. typically moves first, and the game emphasizes tactical jumping sequences, with rules prohibiting passing over one's own pieces and requiring the maximum number of captures when multiple options exist. English draughts evolved from earlier games like in 12th-century , initially known as Fierges or Ferses before becoming Jeu de Dames by the . It gained popularity in by the as "draughts," distinguishing it from the American term "" brought by settlers. Unlike the 10×10 board and 20 pieces of governed by the FMJD, English draughts uses an 8×8 setup with fewer pieces and simpler king mechanics, making it a foundational variant in the draughts family. It is particularly popular in English-speaking countries and has organized competitive play through bodies like the English Draughts Association, with notable advancements including the 1952 development of the first computer program for the game by Arthur L. Samuel.

History

Origins and early development

English draughts, also known as , traces its roots to the ancient board game of , an known as El-Qirq or Quirkat, documented in texts like the around 950 AD and featuring a 5x5 board with 12 pieces per player moved diagonally and captured by jumping. 's boards have been tentatively linked to carvings at the Egyptian temple of from circa 1400 BCE, though these may reflect later influences. Introduced to by the during their conquest of in the 8th century, evolved under Islamic rule and spread northward, appearing in the 13th-century Spanish manuscript (1283) commissioned by , which details its rules as "alquerque de doze" on an expanded board. By the 12th to 13th centuries, the game merged with the 8x8 —adopted for its checkered pattern—transforming into early European draughts variants like "Fierges" or "Dames," with 12 pieces per side placed on dark squares and diagonal movement; by the , it was known as Jeu de Dames. This adaptation distinguished it from Alquerque's smaller grid, emphasizing strategic positioning and captures. The game reached by the , likely via trade and cultural exchanges with , where it was played on the standard with the same 12 pieces per player. The first significant printed influencing English rules appeared in 1535 with the "Jeu Force," introducing compulsory capturing (huffing for non-compliance), a mechanic soon adopted in . Early development culminated in William Payne's Introduction to the Game of Draughts (1756), the first English-language book on the subject, which outlined positions, strategies, and 50 select games, solidifying the variant's core elements before later standardization.

Modern standardization

In the 19th century, the standardization of English draughts gained momentum through the establishment of organized clubs starting in the 1860s, which initially promoted the game locally before expanding to inter-club competitions across Britain. These efforts were supported by a growing body of literature, including influential rule books and treatises such as those by early authors like William Sturges, William Drummond, Robert Kemp Hay, and Alexander Anderson, which helped codify strategies and variations for consistent play. By the late 1800s, the game's rules had largely stabilized, emphasizing an 8x8 board, diagonal movements, and the principle of mandatory captures, with huffing—the penalty of removing a piece for failing to capture—still in use but increasingly debated in competitive circles. The early 20th century saw further institutionalization with the founding of the English Draughts Association (EDA) in 1898, dedicated to promoting and regulating the game across the and beyond. Key milestones included the first international match between and the in 1905, held in , which featured team competitions and highlighted transatlantic rivalries. This was followed by a second match in 1927 in , further solidifying English draughts as a with global appeal and encouraging rule alignment between nations. Post-World War II developments were shaped by the establishment of the American Checker Federation (ACF) in 1948, which organized tournaments and player ratings in the United States, influencing English draughts through shared conventions and cross-border events. By the mid-20th century, official bodies like the EDA and ACF had adopted mandatory capturing as an absolute rule, abolishing huffing to streamline play and reduce disputes in tournaments. These changes promoted fairness and accessibility, with minor adjustments—such as clarifications on multiple jumps—implemented for competitive consistency. English draughts spread widely within the British Commonwealth, where it retained the name "draughts," and in the United States as "," becoming a staple parlor and embedded in cultural traditions. This popularity fostered variant tweaks in organized play, like enforced maximum captures in some U.S. events, while maintaining core rules to ensure across regions.

Equipment

The board

English draughts is played on an 8×8 checkered board comprising 64 alternating light and dark squares, with all movement and captures occurring solely on the 32 dark squares. The board measures between 4.5 and 5 centimeters per square, yielding an overall size of approximately 36 to 40 centimeters square for official play. Tournament-standard boards are typically 16 inches square, ensuring squares are about 2 inches across for optimal piece handling. In competitive settings, the board must be constructed from non-reflective, stable materials to prevent glare and maintain fairness under lighting conditions. Traditionally, light squares are or off-white, while dark squares are , though is also common in non-tournament sets. The board is oriented so that a dark square occupies the bottom-left corner from White's perspective, placing White's pieces on the first three rows of dark squares (positions 21–32) and Black's on the opposite side (positions 1–12).

The pieces

In English draughts, there are two types of pieces: men, which are the standard playing pieces, and , which are promoted men. Each player starts with 12 men and no kings, placed on the dark squares of the three rows closest to their side of the board. The men are typically disc-shaped or cylindrical, designed to fit comfortably on the board's squares while allowing easy stacking for promotion. Men are commonly made from , , or metal, with official tournament pieces being cylindrical discs to minimize glare and ensure uniformity. These pieces have a diameter ranging from 31 mm to 38 mm and a thickness of 5 mm to 9 mm, often flat or slightly raised for stability during play. They are colored in contrasting shades— (traditionally or ) for one player and light (white or off-white) for the other—to clearly differentiate sides against the board's alternating squares. The player with the pieces makes the first move. Kings are formed by crowning a man that reaches the opponent's king row, typically achieved by stacking a second man on top or using a distinct marker, taller piece, or crown-shaped topper to denote the promotion. This distinction allows kings to be visually identifiable without altering the base design, maintaining the set's simplicity and portability.

Rules

Initial setup

The game of English draughts begins with the board oriented such that a dark square occupies the lower left corner and a square the lower right corner from each player's perspective. The 8×8 board features alternating and dark squares, with play occurring exclusively on the 32 dark squares, which are conventionally colored green in settings. Each player deploys 12 men—cylindrical discs approximately 3–4 cm in diameter and 5–9 mm thick—on the dark squares of the three rows nearest to them. The player assigned the red men positions theirs on squares 1 through 12 according to standard numbering, which labels the dark squares 1 to 32 starting from the red player's lower left, proceeding left to right and bottom to top in a pattern that accounts for the alternating colors. The opponent, with white men, places theirs on squares 21–24, 25–28, and 29–32. The player with the red men always initiates play, with colors assigned via random selection such as a toss; players alternate colors in subsequent games. No captures are possible at the outset, as the pieces occupy non-adjacent positions, rendering the game ready for the opening move.

Movement of men

In English draughts, men— the uncrowned pieces—perform non-capturing moves by advancing diagonally forward one square to an adjacent empty dark square. This movement is restricted to the forward direction only, with red men progressing toward the opponent's back row (row 8) and white men toward row 1, prohibiting any backward or sideways steps. Such ordinary advances are permitted solely when no capturing opportunities exist elsewhere on the board for the player; capturing is mandatory if available, overriding simple movement. The huffing rule, an older convention allowing the opponent to remove or "huff" a piece that failed to capture when required, is optional in casual play but has been eliminated from official tournament rules to streamline enforcement. Upon reaching the king row—the farthest forward row (row 8 for red, row 1 for white)—a is promoted to a at the conclusion of that move, typically indicated by stacking another piece atop it or flipping it over, enhancing its mobility thereafter. This promotion occurs immediately after the lands on the designated square, without requiring an additional turn.

Kings

In English draughts, a man promotes to a king upon reaching the king row, which is the eighth row for red pieces advancing from rows 1–3 and the first row for white pieces advancing from rows 6–8. This promotion occurs at the end of the move, crowning the piece by placing another of the same color atop it if available, or simply designating it as a , thereby completing the player's turn. If promotion happens during a capturing sequence, the new cannot continue capturing on that turn but may do so after the opponent has played. Kings move one square diagonally to an adjacent empty square, either forward or backward, providing bidirectional flexibility that ordinary men lack due to their forward-only restriction. Unlike long-range kings in variants such as , English draughts kings advance or retreat only one square at a time, maintaining the same speed as men but gaining access to rearward positions. Strategically, kings exert greater board control by navigating both directions, allowing them to blockade opponents, support forward pieces, or reposition effectively in midgame and endgame phases, though their short-range movement limits rapid traversal compared to faster variants. Accumulating kings markedly strengthens a player's position, as their versatility facilitates superior mobility and dominance over unpromoted men. Once promoted, a remains in that status permanently, with no provision for or uncrowning during play.

Capturing

In English draughts, capturing occurs when a player's piece jumps over an adjacent opponent's piece to an empty square immediately beyond it on the diagonal, after which the jumped piece is removed from the board. This mechanic applies to both men and kings, but with directional restrictions based on the piece type. Men capture only in a forward diagonal direction, jumping over an opponent's man or to the vacant square beyond, provided the landing square is empty. During a single turn, a man may make multiple captures if additional opportunities arise from the landing position, allowing changes in direction but always maintaining a forward trajectory overall. A man cannot capture backward or jump over its own pieces, nor can it jump over an empty square. Kings, having greater mobility, can capture in any diagonal direction—forward or backward—jumping over an adjacent opponent's to the empty square immediately beyond, regardless of the distance in terms of board progression. Like men, kings may perform multiple jumps in one turn, navigating in any direction to continue capturing as long as valid opportunities exist, but they are limited to jumping one square at a time per capture. Kings also cannot jump over their own pieces or empty squares. Capturing is mandatory whenever a jump is possible; a player must capture if an opportunity exists, and failure to do so results in penalties such as a warning or correction of the move. Unlike some international variants, English draughts does not require selecting the sequence that maximizes the number of captures—any legal capturing path may be chosen, though all possible jumps in the chosen sequence must be completed. In casual or historical play, an optional rule known as huffing allows the opponent to remove a piece that failed to make a mandatory capture, though this is not part of modern official rules and has been largely abolished.

End of the game

A player wins in English draughts by capturing all of the opponent's pieces or by maneuvering their pieces to block the opponent from making any legal move on their turn. Conversely, a player loses if all their own pieces are captured or if none of their remaining pieces can legally move when it is their turn to play. A player may also resign at any time by explicitly stating so or by stopping their clock in timed games, thereby conceding victory to the opponent if the position seems irredeemably lost. Draws occur under specific circumstances to prevent indefinite play. These include mutual agreement by both players at any point in the game; the rule, where the exact same position (including whose turn it is) arises three times; or the 40-move rule, which declares a draw after 40 consecutive moves during which no uncrowned man has advanced toward the king row and no pieces have been captured. Furthermore, a draw is mandated if insufficient material remains to achieve a win, such as when both players possess only kings that cannot force a capture or block the opponent. If neither player can move but pieces remain on the board without captures possible, the game also ends in a draw. In competitive tournaments governed by organizations like the World Checkers Draughts Federation, time controls regulate play to ensure timely conclusions. Standard controls allocate 30 moves per hour for the initial phase, followed by 15 moves per half-hour thereafter, often using analog or clocks; a player who exceeds their time limit without completing required moves loses the game. These limits typically equate to 30-60 minutes per player for an entire game, depending on the event's format, with flag fall or clock expiration resulting in defeat.

Shortest possible game

In English draughts, the shortest possible game resulting in a win occurs through a series of blunders by , leading to capturing key pieces and forcing into a position with no legal moves or material disadvantage that ends rapidly. One such line is found in the Kelso opening, where can secure a win in 10 plies (5 full moves by ) if errs on the fifth ply. The sequence is as follows:
  1. Black 10-15
  2. White 23-19
  3. Black 6-10
  4. White 22-17
  5. Black 11-16 (blunder, exposing pieces to multiple captures)
  6. White 17-13 (initiating a capture )
  7. Black 16-23
  8. White 13-6 (capturing black's piece on 9 or adjacent)
  9. Black 2-9
  10. White 27-2 (promotion to , after which white's dominates the center and captures remaining black pieces, leaving black unable to move or respond effectively).
This line exemplifies how early aggressive play can collapse under poor defense, with white gaining a while black's forces are scattered and vulnerable to successive jumps. The resulting position after white's promotion allows white to clear the board or block black completely within a few additional plies if black continues suboptimally. Traps leading to such short games have been analyzed since the , with the Single Corner variant (an early opening trap) documented as early as 1756, where similar blunders lead to rapid defeat by blocking or material loss. For a complete win by capturing all 12 opposing pieces—the most thorough form of victory—the shortest known sequence is 20 plies, discovered by Alan Malcolm Beckerson in 1977 and later verified by computer analysis in 2003, involving coordinated captures that leave black with no pieces after white's 10th move.

Variations

Rule differences

In English draughts, the huffing rule represents a significant historical deviation from modern standard play, particularly in casual or non-tournament settings. Under this rule, if a player overlooked a compulsory capture, the opponent could "huff" or remove the offending piece from the board without completing a full turn, enforcing the mandatory nature of jumps in a punitive manner. This practice originated in earlier forms of and was common in informal matches to prevent strategic avoidance of captures, but it was gradually abolished in official competitions between the mid-19th and mid-20th centuries, with the English Draughts Association fully eliminating it by the to streamline and reduce disputes. The term "" is sometimes used interchangeably with "huff" in historical contexts to describe the same penalty of removing the . Time limits also vary between formal and informal contexts, highlighting another difference. In competitive tournaments governed by the World Checkers Draughts Federation, time controls have evolved; as of the 2020s, common formats include fixed time such as 45 minutes per player with a 20-second increment per move, enforced via digital clocks to prevent stalling, though traditional move-based limits like 24 moves per hour may still apply in some events. Exceeding these results in loss of the game. Conversely, casual home games often dispense with clocks entirely, permitting unlimited time per move to emphasize enjoyment over speed.

Regional variants

English draughts, also known as American checkers in the United States, shares identical core rules with its North American counterpart, including an 8×8 board, 12 pieces per player, diagonal forward movement for men, short-range kings, and no backward captures for men. However, some U.S. clubs and tournaments employ the three-move ballot , where the first three moves are drawn from a predefined of 156 openings to prevent rote memorization of standard lines and promote varied play. In contrast, , governed by the World Draughts Federation (FMJD), uses a larger 10×10 board with 20 pieces per side, allowing men to capture backward and kings to make long-range "flying" moves any number of unoccupied squares diagonally. Additionally, international rules mandate the maximum capture rule (or ), requiring players to select the sequence capturing the most opponent pieces when multiple options exist, unlike the choice-based approach in English draughts. Among other 8×8 variants, closely mirrors international rules but adapts to the smaller board with 12 pieces per player, incorporating backward captures for men, flying kings, and the maximum capture obligation, which English draughts omits. diverges further by using orthogonal ( and vertical) movements and captures for both men and kings, with men advancing only forward or sideways one square and no diagonal play, features absent in English draughts. Canadian checkers employs a 12×12 board with 30 pieces per side and follows international-style rules, including backward men captures and flying kings, representing a scaled-up rather than a direct regional tweak of English draughts. Similarly, Malaysian draughts uses a 12×12 board with 30 pieces but introduces a minor variation by prohibiting unpromoted men from moving or capturing backward, aligning more closely with English draughts' forward-only restriction for men while expanding the board size.

Notation

Numbering system

In English draughts, the 32 dark squares of the 8×8 board are assigned unique numbers from 1 to 32 to facilitate precise notation and . This official reference system, established by governing bodies, allows players and analysts to describe positions and record games without relying on visual aids. The playable squares are the dark ones, as pieces move only diagonally on them, and the numbering excludes the light squares entirely. The board is oriented from White's perspective, with White positioned at the bottom and Black at the top; the lower-left corner must be a dark square, designated as number 1. Numbering proceeds row by row from the bottom upward, left to right across the dark squares in each row, skipping the light squares. Thus, row 1 ( baseline) contains dark squares 1 (leftmost), 2, 3, and 4 (rightmost); row 2 has 5, 6, 7, and 8; row 3 has 9 through 12; row 4 has 13 through 16; row 5 has 17 through 20; row 6 has 21 through 24; row 7 has 25 through 28; and row 8 ('s baseline) has 29 through 32. At the start, 12 pieces occupy squares 1–12, while 's occupy 21–32. This fixed orientation ensures consistency across all notations, regardless of the player's side. For visualization, the numbering appears as follows on the board (dark squares indicated with numbers; light squares left blank, rows numbered 1–8 from bottom to top, columns a–h left to right):
Rowabcdefgh
829303132
725262728
621222324
517181920
413141516
39101112
25678
11234
An alternative algebraic notation, akin to chess (assigning letters a–h to files and numbers 1–8 to ranks for the dark squares, e.g., square 1 as , exists but remains uncommon in English draughts, where the numeric system predominates for its simplicity in move recording. The primary purpose of this numbering is to enable unambiguous communication of board states and sequences in tournaments, publications, and computer programs, supporting detailed study without diagrams.

Recording moves

In English draughts, moves are typically recorded using a numerical notation system based on the standard board numbering from 1 to 32, where square 1 is located at the bottom-left from White's perspective (the single corner for White), and numbering proceeds left to right and bottom to top along the dark squares used for play. A simple move is denoted by the starting square followed by a hyphen and the ending square, such as 11-15, which represents Black's common opening move from square 11 to square 15. Captures are indicated similarly but with an "x" separator to distinguish the jumping action, for example, 11x18 for a piece on 11 jumping over an opponent's piece to land on 18; multiple captures in a single turn are recorded sequentially, such as 11x18 18x25. This format, often referred to as Temple notation in historical contexts, allows for clear documentation of games on scoresheets, with Black's moves recorded first and each full turn (Black then White) typically numbered sequentially. For computational and digital archiving purposes, the Portable Draughts Notation (PDN) serves as the standardized format, analogous to the Portable Game Notation (PGN) used in chess, and is widely adopted for English draughts under GameType identifier "21". PDN files begin with header tags in square brackets, such as [Event "Example Game"], [Site "London"], [Date "2025.11.09"], [Round "1"], [Black "Player1"], [White "Player2"], [Result "1-0"], and [GameType "21,B,8,8,N1,0"] to specify the 8x8 board, Black moving first, and non-flying kings. The movetext follows, with moves numbered starting from 1. for Black's turn (e.g., 1. 11-15 22-18), using hyphens for non-capturing moves and "x" for captures, and results viewed from Black's perspective (1-0 for Black win, 0-1 for White win, 1/2-1/2 for draw). Variations or alternative lines are enclosed in parentheses, such as (15-19 24-15), enabling detailed analysis of alternative plays. Alternative notations exist for specific contexts, including algebraic systems adapted from chess, where dark squares are labeled with letters a-h for files (from Black's left) and numbers 1-8 for ranks (1 being Black's side), resulting in moves like c3-d4 for a piece advancing from c3 to d4. In such systems, Black's moves may be prefixed with an (*) in some publications to distinguish turns, though standard PDN continues unified numbering without prefixes. These methods ensure precise reconstruction of positions and are essential for scoresheets, where players must record moves legibly move-by-move, including clock times and draw offers if applicable.

Sample game

One illustrative example of English draughts play is the following game in the "Whilter" variation, demonstrating opening development, multiple captures, and a leading to White's victory after 20 moves. The notation uses the standard system, where Black moves first.
  1. 11-15 21-17
    Black's standard single-corner opening advances the center .
  2. 8-11 25-21
    White counters by developing on the king side.
  3. 4-8 29-25
    Black builds a strong .
  4. 15-18 23-14
    White exchanges to open lines.
  5. 9-13 25-22
    After move 5, Black has gained space in the center, but White's pieces are well-positioned for counterplay (key position: Black controls squares 9, 13, 15, 18, 4, 8; White holds 21, 22, 23, 25, 29). Black's development here pressures White's wing.
  6. 11-15 22-18
    White retreats to avoid isolation.
  7. 8-11 26-23
    Black continues aggressive pawn pushes.
  8. 15-19 23-16
    White initiates an sequence.
  9. 12-19 24-15
    Black captures, gaining material but exposing the king row.
  10. 10-19 32-28
    After move 10, the board features multiple exchanges; Black leads in material but White threatens on the edge (key position: Black pieces on 4, 8, 11, 19, 15; White on 16, 28, 32, 25, 21). This midpoint shows White's gain through the prior trade.
  11. 7-10 28-24
    White recaptures, maintaining .
  12. 3-7 24-20
    Black supports the advance.
  13. 10-14 20-16
    White blocks central control.
  14. 14-17 16-12
    Black jumps to disrupt.
  15. 17-21 27-23
    White responds with a defensive move.
  16. 21-25 23-19
    Black advances toward .
  17. 25-29 19-15
    White captures to force a trade.
  18. 29-25 15-10
    Black recaptures, but White gains an edge.
  19. 6-15 31-26
    White promotes a piece to a on move 19, shifting momentum with long-range mobility.
  20. 1-6 26-22
    Black's final move cannot prevent the loss, as White's dominates , securing the win. (Final position: White's promoted on 22 controls key diagonals, trapping Black's remaining pieces.)

Digital representation

English draughts positions and games are digitally represented using standardized Unicode symbols for pieces, introduced in Unicode 5.1 (2008) within the Miscellaneous Symbols block. The white draughts man is encoded as U+26C0 (⛀), the white draughts king as U+26C1 (⛁), the black draughts man as U+26C2 (⛂), and the black draughts king as U+26C3 (⛃). These symbols allow for text-based rendering of boards without graphics, often combined with Unicode characters like U+25A0 (■) for dark squares or U+25CB (○) for light squares to depict the 8x8 checkered board. Portable Draughts Notation (PDN), an extension of the (PGN) format for chess, facilitates import and export of English draughts games across software. PDN 3.0, the current standard released in January 2025, uses headers like [GameType "21"] to specify the English variant on an board with black starting and numeric move notation. Files are encoded, including tags for event details, player names, results, and FEN (Forsyth-Edwards Notation) for initial or mid-game positions, enabling seamless data exchange. In software such as KingsRow, a strong engine for English draughts, digital representation integrates PDN for game storage and analysis, supporting features like of multi-game files and variant-specific . Text-based outputs often employ ASCII diagrams, numbering playable dark squares from 1 to 32 (starting bottom-left for white), with symbols like "W" for white men, "B" for black men, and uppercase for kings to visualize positions in console or log formats. Recent web implementations approximate draughts pieces with these Unicode emojis for mobile and browser displays, while (SVG) standards from 2011 onward enable interactive, high-resolution board rendering in applications, supporting zoom and customization without pixelation.

Competitive play

Governing bodies

The English Draughts Association (EDA), founded in 1898 in , , serves as the primary governing body for English draughts in , standardizing rules and organizing national championships and events to promote the game domestically. In the United States, the American Checker Federation (ACF), established in 1948 following the 1947 merger of the National Checker Association and the American Checker Association, acts as the central authority for checkers (the American term for English draughts), overseeing rule enforcement, player ratings, and national tournaments including youth competitions. Internationally, the World Checkers and Draughts Federation (WCDF), formed in 2003 as the dedicated section for 8x8 English draughts within the broader World Draughts Federation (FMJD)—which primarily focuses on 10x10 international draughts—coordinates world championships and titles, maintaining separate governance for English variant events since FMJD's founding in 1947. These bodies collectively enforce uniform rules, award titles such as (GM), (IM), and Candidate (CM) based on performance in rated events, and support youth development through dedicated programs and tournaments to grow participation.

Major tournaments

The major tournaments in English draughts, also known as in , serve as the pinnacle of competitive play, attracting top players from around the world and showcasing the game's strategic depth. These events are sanctioned by governing bodies such as the English Draughts Association (EDA) and the American Checker Federation (ACF), emphasizing formats like Swiss-system pairings and multi-game matches to determine champions. The British Open Draughts Championship, organized by the EDA, has been a flagship event since the 1920s, held biennially in alternation with the English Open to promote international participation. It employs a 7-round Swiss system over several days, allowing players to compete against opponents of similar strength while accumulating points to vie for the title. The 2024 edition took place from September 16 to 20 in , , drawing competitors from multiple countries in a format that balances accessibility and competitive rigor. In the United States, the U.S. National Checkers Championships, run by the ACF since 1948, trace their origins to 1907 under predecessor organizations like the American Checkers Association. These annual events feature open divisions across variants such as 3-move restriction and Go-As-You-Please (GAYP), alongside board-specific competitions divided into masters, majors, minors, and youth categories to accommodate diverse skill levels. The tournaments culminate in a title, fostering development through regional qualifiers. The , governed by the World Checkers/Draughts Federation (WCDF), stands as the premier international title match, held regularly since its inception in the , with modern format under federations since in a rotating series of global venues to ensure broad representation. Contested in both 3-move and GAYP formats, it typically involves extended matches of 30 to 40 games, with the first player to secure a predetermined number of wins claiming after draws are factored in. This structure highlights endurance and tactical precision, as seen in historical ties resolved over dozens of games. As of 2025, the 3-move world champion is Borghetti (, since 2013), and GAYP titles continue in cycles. Following the in 2020, English draughts saw a surge in tournaments via platforms like Checkers.online, enabling participation in rated events and qualifiers that mirror traditional formats. These digital competitions, often held monthly with pairings and time controls, have sustained global engagement, including practice series for major championships through 2024 and beyond.

Notable players

Marion Tinsley (1927–1995) is widely regarded as the greatest player in the history of English draughts, holding the world championship title from 1955 to 1958 and again from 1975 to 1991, during which he remained undefeated in international competition. Tinsley won multiple U.S. national titles, including in 1948, 1954, 1956, 1970, 1974, 1978, 1982, and 1990, showcasing his dominance across decades. Richard Jordan (1872–1911), a Scottish player from , served as world champion from 1896 to 1903, remaining unbeaten in during that period and contributing to the game's literature through analyses of his games. His career highlighted the early international stature of British players in English draughts. Alex Moiseyev, a Soviet-born grandmaster, has secured numerous U.S. national titles, including six in the 3-move restriction variant (2000, 2004, 2006, 2008, 2010, 2012) and four in go-as-you-please (1999, 2001, 2003, 2011). Moiseyev's achievements span the late 20th and early 21st centuries, establishing him as a leading figure in competitive play. Brian Hinkle, an American expert-rated player from , has won the state 3-move championship multiple times, including from 1983 to 1987, and placed highly in national majors events. In the , Richard Pask (born 1961) holds status and has authored influential instructional works on English draughts, promoting the game through detailed analyses and coaching materials. Among women players, Patricia Breen (born 1976) from became the youngest women's world champion at age 17 in 1993 and defended the title multiple times, including in 2003 and 2005, while also finishing as runner-up in the 2003 English Open. Amangul Berdieva (born 1973) from made history as the first woman to win the go-as-you-please in 2006, followed by the 3-move women's world title in 2007, excelling in both variants.

Computer draughts

Early programs

The development of computer programs for English draughts, known as in , began in the mid-20th century as part of early research. In 1952, at created the first program for the computer, initially using fixed evaluation functions to select moves. By 1959, Samuel had enhanced it into the world's first successful self-learning AI, incorporating —where the program stored and replayed outcomes from previous games—and a to evolve its evaluation weights through . This allowed the program to improve without human intervention, reaching a level capable of defeating experienced amateur players after thousands of simulated games. In the , Samuel's program achieved a notable milestone by defeating Robert Nealey, a self-described master, in a publicized , marking the first time a computer beat a recognized expert in the —though it later lost to stronger like Walter Hellman and Derek Oldbury in 1966. During the 1970s, researchers at , including Eric Jensen, Tom Truscott, and Alan Bierman, developed an advanced program that outperformed Samuel's in a two-game but struggled against top s, winning only one against Elbert Lowder while drawing two and losing two. These efforts highlighted the potential of search algorithms with alpha-beta pruning, but hardware constraints limited search depths to typically 5-7 plies (half-moves), restricting programs to tactical rather than strategic play. The 1980s saw the rise of microcomputer-based programs, making checkers AI more accessible. In the UK, Martin Bryant's Colossus, first released commercially in the mid-1980s for home computers like the Amiga and Atari ST, became a popular strong program, emphasizing efficient search and opening books; it later won regional human tournaments by 1990 but was already competitive against club-level opponents by the decade's end. Early endgame databases emerged around this time, with initial 4-piece tables (covering about 7 million positions) computed by the late 1980s using retrograde analysis to pre-solve simple endings as wins, losses, or draws. By 1985, programs running on personal computers like the IBM PC could routinely beat average club players through deeper searches enabled by faster hardware, though they remained far from grandmaster strength due to ongoing limitations in processing power and memory for full game-tree exploration.

Chinook and the solving of the game

is a program developed at the from 1989 to 2007, led by Jonathan Schaeffer, with the goal of achieving world-class performance and ultimately solving the game. The project leveraged resources, including clusters that processed an estimated 500 billion billion (5×10^20) positions over nearly two decades, enabling exhaustive analysis of the game's state space. This computational effort built on advanced search algorithms and databases to evaluate positions with perfect play. In competitive milestones, placed second in the 1992 Man-Machine World Checkers Championship, losing to 2–4 (with 33 draws) in a 39-game match, though it became the first program to defeat a reigning world champion in non-exhibition games by winning two. Two years later, in 1994, after six draws in the rematch, Tinsley forfeited the title due to health issues (later diagnosed as ), making the Man-Machine World Checkers Champion; then defended the title by drawing a 20-game match 1–1 (with 18 draws) against challenger Don Lafferty. These victories marked as the first to claim a title in . The program was retired in 1997 after further successful defenses. The culmination of the project came in July 2007, when Schaeffer's team announced that English draughts (also known as American checkers) had been solved: with perfect play by both sides, the game is a draw. This result stemmed from exhaustive 8-piece databases covering all possible configurations with eight or fewer pieces on the board, retroactively analyzed to confirm outcomes from earlier positions. The solving process proved that no first-move advantage exists for the first player (Black), resolving a long-standing question in checkers theory. The impact of Chinook's achievement extended beyond competition, as the endgame databases were open-sourced, allowing researchers and enthusiasts to analyze solved positions and verify the draw result independently. This milestone demonstrated the feasibility of solving complex board games through sustained computational effort, influencing subsequent research in games like chess.

Computational complexity

English draughts possesses a state space of approximately $5 \times 10^{20} legal positions, making it a computationally intensive game to analyze exhaustively. This complexity was overcome through , a method that builds databases starting from terminal endgame positions (with few pieces) and propagates results toward the initial setup, ultimately proving that perfect play by both sides results in a draw. Determining the winner from an arbitrary position in English draughts is PSPACE-hard, reflecting the challenges of evaluating optimal play in positional games with branching factors and potential for long sequences. Despite this, the fixed 8×8 board size enables exhaustive enumeration in principle, distinguishing it from unsolved games like chess, whose state space exceeds $10^{46} positions. In the generalized N×N variant, deciding the outcome is EXPTIME-complete, highlighting the escalation in difficulty with board size. Post-solving, advanced engines such as KingsRow leverage alpha-beta pruning—a optimization that discards irrelevant branches—to search the game tree efficiently, evaluating on the order of $10^6 positions per second on modern hardware. This allows for strong practical play by approximating perfect strategy within time constraints. With the core game fully solved, no major open questions persist regarding its computational analysis under ; however, larger variants like on a 10×10 board remain unsolved due to their expanded state space.

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