Step 1 · Ready for a match
In an online Boardgammon checkers match, the board only allows legal moves. You also play with a clock, and you can resign, offer a draw, or review the game afterwards.
Coach narration
Step 2 · Online expectation
Imagine this position in an online match. A capture is available. What should you expect?
Choose what to expect.
Quick check
- You must take the jump
- You may ignore the jump
- Undo is always available
Show the correct answer
Correct answer: You must take the jump — Correct. The board only allows legal moves for the ruleset.
- You may ignore the jump — A mandatory capture cannot be ignored.
- Undo is always available — Online confirmed moves are final.
Coach narration
Step 3 · Make the enforced move
Now play the move the online board would allow: the forced jump.
Tap the highlighted dark piece, then tap the landing square beyond the light piece.
The move: 9x18
Accepted. The rule engine enforced the capture before the match advanced.
Common mistake: Online checkers locks quiet moves when a capture is available. Take the jump.
Coach narration
Step 4 · The clock
One more match rule: your clock is ticking on every turn. What happens if it reaches zero?
Choose what the clock does.
Quick check
- You lose the game on time
- The turn is skipped
- The game becomes a draw
Show the correct answer
Correct answer: You lose the game on time — Correct. Manage the clock like a resource — it is part of online play.
- The turn is skipped — Turns are never skipped for time. The clock decides the game, not the move.
- The game becomes a draw — Running out of time is a loss for that player, not a draw.
Coach narration
What you learned
That capture was enforced for you, and the light piece is off the board. You are ready for a real match: the board keeps every move legal, and the match screen adds the clock, resign, draw, and review controls.
Coach narration