Easy International checkers
Easy International checkers is the standard 10×10 start against a shallow computer. Rules match International checkers: flying kings, backward man captures, and mandatory longest capture when you must jump.
You play black at the bottom; white moves first, so the computer opens. Easy only shortens how far the computer looks ahead.
International rules in Easy mode
Remove every opposing piece, or leave the other side with no legal move. The game uses the standard 10×10 International draughts start: twenty men each on fifty dark squares, white to move first.
- Men step one square diagonally forward on quiet moves; captures may run forward or backward.
- When jumps are available you must capture; if several lines exist, you must take one that captures the maximum number of enemy pieces (longest capture).
- Kings fly along open diagonals and may land on any empty square beyond a taken piece.
- A man promotes to a king only when the move ends on the far rank. A capture that passes that rank and continues leaves the piece a man; it does not fly on that turn.
What the Easy International opponent calculates
The Easy opponent runs alpha-beta with maximum depth about 1 on the International rules engine — no extra quiescence pass beyond that fixed tree.
The evaluation weights men, kings, and mobility with mandatory longest capture and flying kings; only search depth changes between Easy, Medium, and Hard.
It often misses a longer capture you are forced to find, and it rarely sees a flying king shot two full turns away.
Longest capture drills on Easy
Count pieces before you jump
When two jump lines are legal, the longer one is mandatory. Easy sometimes picks a shorter line because depth is about one — you should still practice counting every victim in the chain.
Backward man shots
A quiet-looking position can explode when a man captures toward its home row. Easy undervalues rearward hops that open a flying king next turn.
Wide board, slow wings
With twenty men, the flanks matter. Keep one file defended while you probe the center; Easy rarely punishes a slow wing march if you do not blunder a longest-capture line.
International checkers difficulty levels compared
| Level | Best for | Search | Typical gap | Practice focus |
|---|---|---|---|---|
| Easy (this page) | First games on the 10×10 board | alpha-beta depth ≈ 1 | Misses longest-capture forks two plies away | Count every piece in a forced jump before you tap |
| Medium | Regular International draughts practice | alpha-beta depth ≈ 3 | Finds short tactical shots; weaker on quiet king endgames | Use backward man jumps to open flying king lines |
| Hard | Longer tactical lines on 50 squares | alpha-beta depth ≈ 5 | Still fixed depth — not FMJD-level International play | Plan long capture chains — a man crowns only if the chain ends on the far rank |
Need a refresher on the basics? Read the complete International Checkers guide and rules on Checkerso for 10×10 board rules, mandatory longest capture sequences, and flying kings.
Frequently asked questions
Does Easy International checkers change the 10×10 rules?
No. Board size, flying kings, backward captures, and longest-capture obligation are the same as on the main International checkers page. Only alpha-beta depth about 1 differs.
Why must I take the longest capture on Easy?
International draughts requires maximum capture at every difficulty. Easy simply does not always choose the best reply after you obey that rule.
When should I switch to Medium International checkers?
Move up when you win most Easy games without missing a forced longest-capture line. Medium searches about three plies on the same rules.