
Mancala
Sow the seeds, count the beads

Unroll the gingham, set out the old tin board and play draughts the way it was meant to be played. Step forward, take every jump on offer, stack a second disc on the back row and hunt the last man down.
Did you like Checkers?
Checkers is the game everybody already knows, laid out here on a lithographed tin board in cream and racing red with a rolled metal edge and forty years of scuffs printed into the squares. The discs are chunky turned wood, scarlet and charcoal, and a king is exactly what it should be: a second disc stacked on top with a gold star pressed into the crown. There is a jar of lemonade sweating on the cloth, a folded newspaper at the edge of the table and birds in the hedge.
Pick your rules. English draughts runs on eight by eight with twelve discs a side: men step and jump forward, kings move a single square in any direction, a jump is always compulsory and you may take whichever sequence you fancy. International draughts fills a ten by ten board with twenty discs each, lets men jump backward as well as forward, and hands the kings the run of the diagonals — they slide any distance, take a disc from across the board and land wherever they like beyond it. There you must take the line that captures the most, the captured discs stay standing until the move is over, and a man is only crowned if the move actually ends on the far row.
Play red or black against a computer that thinks in the background while you look around the board, at Easy, Normal or Sharp. Pass the tablet back and forth in two-player mode, where a face-to-face layout turns each player's panel toward them. Or open the puzzle box: twenty-four hand-built endings, Red to play and win in one move or two, from a simple triple jump to a flying king crossing the whole board. Tap or drag, undo a whole exchange, ask for a hint, flip the board, and read the game back in proper numbered notation.
Jumps are compulsory in Checkers, and the game shows them, so before every move look at which jumps you are about to hand your opponent. The same rule works for you: offering one disc can force your opponent into a jump that leaves a bigger capture open for you on the reply. In English draughts you may choose which jump sequence to take when there are several, so pick the one that leaves your discs safest afterwards. Kings there move only a single square, so they are useful but slow.
International draughts changes the plan. Men can jump backward, kings fly along the diagonals, and you must take the line that captures the most, so count every option before you move and watch for a flying king crossing the whole board. Start with English rules against Easy, then open the puzzle box, where twenty-four endings ask Red to win in one move or two. Undo takes back a whole exchange, and H gives a hint when you are stuck.
The goal in Checkers is to capture all your opponent's discs or leave them with no legal move. You choose the rules first: English draughts or International draughts. Then pick red or black and play the computer at Easy, Normal or Sharp, or share the device with a friend.
In English draughts the board is eight by eight and each side has twelve discs on the dark squares. Men move one square diagonally forward. To capture, you jump diagonally over an enemy disc into the empty square behind it, and you can keep jumping in one move if more captures follow. Jumps are compulsory, and the game shows them, but you may choose which jump sequence to take. A man that reaches the far row is crowned as a king, shown as a second disc on top, and a king moves one square diagonally in any direction.
International draughts uses a ten by ten board with twenty discs each. Men can also jump backward, kings fly any distance along the diagonals, and you must take the line that captures the most discs. A man is only crowned if its move ends on the far row.
Tap a disc and then a highlighted square to move it, or drag it. On a computer you can click or use the arrow keys and Enter. U undoes a move, H shows a hint, F flips the board, P pauses and M mutes.
Checkers, also called draughts, is one of the oldest and most widely played board games, and most people learn it as children. The English game on the eight by eight board is the one known as checkers in North America, while International draughts on the ten by ten board is widely played in the Netherlands and in other parts of Europe. Kiloo's Checkers offers both rule sets, so you can play the game you grew up with or try the faster, wider one with flying kings.
It suits all ages. The rules are quick to learn, compulsory jumps are shown on the board, and Easy is a gentle opponent, while Sharp and the International rules give practised players plenty to think about. Two-player mode with a face-to-face layout works well with a tablet on the table between you. The puzzle box adds twenty-four hand-built endings to win in one move or two, and the move list shows the game in numbered notation.
Yes. Checkers is free to play in your browser on Kiloo. There is nothing to download and no account to create. Choose your rules, pick red or black and play the computer, or share one device with a friend.
Yes. On a phone or tablet you tap a disc and then a highlighted square to move it, or drag it. On a computer you can click, or use the arrow keys and Enter. U undoes a move, H shows a hint and F flips the board.
English draughts uses an eight by eight board with twelve discs a side, and kings move one square in any direction. International uses ten by ten with twenty discs each, men can jump backward, kings fly along the diagonals, and you must take the biggest capture.
Yes. Two-player mode lets you pass the device back and forth. A face-to-face layout turns each player's panel towards them, so it works well with a tablet between you on the table.
You win at Checkers when your opponent has no discs left or none of their discs can make a legal move. Because jumps are compulsory, setting up a forced jump that leaves a bigger capture open for you is one of the main ways to get ahead.
A man becomes a king in Checkers when it reaches the far row of the board, and a second disc is stacked on top. In International draughts the man is only crowned if its move actually ends on that row, not if it passes through during a jump.
Classic table games for one or more.

Sow the seeds, count the beads

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Three in a row, one man fewer

Find the fleet, sink the fleet

Five dice, fifteen rounds

Race four tokens home

Race, hit, bear off

Match the pips, block the table

Every rule, a real engine, no download

Meld, knock, gin

Got any sharks? Go fish!

Flip, ramp, orbit, multiball

Close the box, go again

Classic Klondike, beautifully dealt

Slide, merge, reach 2048

Stack, clear, don't top out

Logic, nerves and one wrong click

Four difficulties, one right answer

Every deal can be won
Checkers
Jump, crown, corner them