Checkers, known in the UK as draughts, is played here by English and American rules on an 8×8 board. Men step one square diagonally forward and capture forward only. A man reaching the far row is crowned king, and his move ends there. Kings step one square diagonally in any direction and capture in any direction. Captures are compulsory. You may choose which capture to make, but a jump must carry on while it can.

The game has two modes. In the puzzles you play White, moving up the board, and each position has exactly one winning first move, proved by search. The computer answers with its most stubborn defence. A wrong move is shown with Black's escape, then taken back and counted as a miss. No misses and no hint earns three stars; one or two misses, or a hint, earns two. Sixty puzzles run from First Jumps to Masterclass, with a daily puzzle.

Play vs computer is in the menu: a full game at four difficulty levels, Beginner, Casual, Club and Expert. Choose whether you or the computer starts. It is practice only, with undo, a free move suggestion and a record of results, but no stars or coins. A game is drawn by threefold repetition, or after 40 moves each with no capture and no man moved.

Worked example

Many puzzles are shots. You give up a man on purpose. Because captures are compulsory, Black must take it, and that capture leaves two black pieces lined up with an empty square behind each. Your reply is a double jump, winning two pieces for one. When two captures are on offer, count what each wins and whether Black can recapture.

Strategy tips

Look for forced replies. Compulsory captures let you steer Black's move.

Guard your back row. Men left at home stop Black from crowning.

Use the double corner. In king endgames, the defender's safest spot is the double corner, so drive kings away from it.