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A man reaching the kings row is promoted only if he does not have additional backwards jumps (as in international draughts).[2]similarly to Pool Checkers with the exception of the main diagonal on the right instead of the left.

A man reaching the kings row is promoted only if he does not have additional backwards jumps (as in international draughts).

During a capturing move, pieces are removed immediately after a capture.

Kings stop on the field directly behind the piece captured and must go on capturing from there, if possible, even in the direction where they have come from.

The main difference with the other games is that the captures can be made diagonally, but also straight forward and sideways. The rules come from international draughts, but board size and number of pieces come from English draughts.

In the Philippines, it is known as "derecha" and is played on a mirrored board, often replaced by a crossed lined board (only diagonals are represented). It is mainly played in the southeastern United States; traditional among African American players.

(American English) is a group of strategy board games for two players which involve diagonal moves of uniform game pieces and mandatory captures by jumping over opponent pieces. The most popular forms are English draughts, also called American checkers, played on an 8×8 checkerboard; Russian draughts, also played on an 8×8; and international draughts, played on a 10×10 board.

There are many other variants played on 8×8 boards.

Only the dark squares of the checkered board are used.

A piece may move only diagonally into an unoccupied square.

Capturing is mandatory in most official rules, although some rule variations make capturing optional when presented.

When a man reaches the crownhead or kings row (the farthest row forward), it becomes a king, and is marked by placing an additional piece on top of the first man, and acquires additional powers including the ability to move backwards and (in variants in which they cannot already do so) capture backwards.

The same as men, a king can make successive jumps in a single turn provided that each jump captures an enemy man or king.