Free printable

Chess & Checkers Board

Game night fit: 2 players

Use the same board for chess or checkers with paper pieces, coins, or pieces from another set.

Quick rules

How to use this sheet

Use coins or pieces you already own. For a complete paper set, open Game Tokens, choose Checkers — 24 pieces or Chess — complete set, and print one page. Print the board and pieces at 100% or “Actual size”; every paper piece fits inside the board’s 7/8-inch squares.

Checkers

  1. Each player takes 12 matching pieces. Place them on the dark squares in the three rows nearest that player, leaving the two middle rows empty. DARK moves first.
  2. An uncrowned piece moves one empty dark square diagonally forward. Pieces stay on dark squares throughout the game.
  3. To capture, jump diagonally forward over one adjacent opposing piece into the empty square immediately beyond it, then remove the jumped piece. If a capture is available, it must be taken.
  4. After a capture, continue jumping with the same piece while another legal capture is available. If more than one capture path is available, choose one.
  5. When an uncrowned piece reaches the farthest row, crown it after that turn. A king may move and capture diagonally forward or backward.
  6. Win by capturing all opposing pieces or leaving the opponent with no legal move.

Chess

  1. Turn the board so each player has a light square at the right end of the nearest row. White uses the two nearest rows on one side; Black uses the two nearest rows opposite.
  2. On each back row, place Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook from left to right as that player faces the board. Each queen starts on her own color. Put all eight pawns in the row directly in front.
  3. White moves first, then players alternate one move. Except for knights, pieces cannot move through occupied squares, and a piece cannot finish on a square occupied by a friendly piece.
  4. Rooks move any distance straight; bishops move any distance diagonally; queens move either way; knights move in an L and may jump; kings move one square in any direction.
  5. Pawns move one square straight forward, or two from their starting square if both squares are clear. They capture one square diagonally forward and promote to a queen, rook, bishop, or knight on the farthest row.
  6. A king in check must escape immediately by moving, blocking, or capturing the attacking piece. A player may never make a move that leaves their own king in check.
  7. Castle only if the king and chosen rook have not moved, the spaces between them are empty, and the king is not in check and does not cross or land on an attacked square. En passant is allowed only immediately after an opposing pawn advances two squares beside your pawn.
  8. Checkmate wins. Stalemate—no legal move while not in check—is a draw; players may also agree to a draw.

Set your options above, select Print, and make sure your printer scale is set to 100% or “Actual size” for the most accurate layout.