Draughts
You have to take, and that is the whole game
About Draughts
Twelve men each on the dark squares, moving one diagonal step forward at a time. Jump an enemy piece to the empty square beyond and it comes off the board. Reach the far row and your man is crowned a king, which can move and jump backwards as well as forwards.
One rule turns that into a game: you are not allowed to decline a capture. If a jump is available anywhere on the board, a jump is what you must play. That means a piece you leave in the way is not a mistake, it is an instruction — and setting up a position where your opponent is forced to take the wrong thing is how draughts is actually won. Two-for-one trades, a man offered to open a line, a run of three jumps in a single turn: all of it comes out of that one rule.
These are the English rules, on eight squares by eight, which is what a British or American player means by draughts or checkers. Kings move one square, not the whole diagonal — that is the international game, and it is a different one. Three strengths of opponent: easy looks one move ahead, medium four, and hard seven, which is enough to set a trap and wait for you to walk into it.
How to play Draughts
Take all of your opponent's pieces, or leave them with no legal move. Play is on the dark squares only.
Read the full rules for Draughts