/Capture rules
Capture rules

Triestine Draughts 10×10

When capturing is compulsory, which capture you must play, and how it is counted, in Triestine Draughts 10×10.

CapturesRules

Capturing is the most tightly regulated part of the game. Knowing how to capture is not enough: you need to know which capture you are obliged to play. Every rule is here, in the exact order the game applies it.

Source: F.I.D. Technical Regulations, January 2025.

Capturing is compulsory

  • Capturing is mandatory, and you must take the sequence that captures the most pieces.

If a capture exists on your turn, every quiet move disappears: they are not bad moves, they simply do not exist. The obligation applies to the whole position, not to a single piece.

There is no penalty for getting it wrong: a capture that breaks the rules is rejected and the position stays as it was.

How a capture works

  • Captures are made diagonally, jumping over an adjacent enemy piece.
  • Men may capture forward only.
  • Kings move one square at a time (no flying kings).

A king also jumps a single square: the enemy piece must be immediately next to it on the diagonal.

The square behind the captured piece must be empty. If it is occupied, by any piece at all, or off the board, that capture does not exist.

White jumps the adjacent piece and lands immediately behind it.Compulsory move33x24

Men and kings

  • Men cannot capture kings.

To a man, an enemy king is a wall: it can neither be captured nor jumped over. A king placed in front of a group of pieces puts them out of reach of every man.

The man stands next to an enemy king and cannot take it: only a quiet move is left.Compulsory move27-23

The multi-capture

If after a jump the piece faces another capturable piece, it must carry on. Stopping halfway is not a choice: an incomplete sequence is not a legal move.

You may change direction at every jump. A man, however, only alternates between its two forward diagonals: it never gains a backward capture during the sequence.

The same enemy piece cannot be jumped twice in one sequence. The same empty square, on the other hand, may be crossed as often as needed.

One legal move only: the sequence must be played to the end.Compulsory move38x7

Capture precedence

When more than one capture is available, the choice is not yours. The game compares them by these criteria, in this order: it only moves to the next criterion when the previous one leaves several captures tied.

The comparison spans every capture by every one of your pieces. A piece can therefore be stuck because another piece has a better capture.

  1. Level 1You must play the capture that takes the greatest number of pieces.Pieces are counted, not their value: two men beat one king.
    Two captures available: one takes a single piece, the other takes two. Only the longer one is legal.Compulsory move37x17
  2. Level 2With the piece count equal, you must capture with a king, not with a man.The criterion is about the capturing piece, not the captured one. If a king and a man take the same number of pieces, the king must move, even when the man would take more valuable pieces.
    The king and the man each take one piece: the king is the one that must move.Compulsory move27x16
  3. Level 3Still equal, you must play the capture that takes the greatest number of kings.Here what matters is the value of what you remove. Since only kings can capture kings, this criterion only ever separates captures made by a king.
    Two kings can capture: the enemy king must be taken, not the man.Compulsory move27x16
  4. Level 4Still equal, you must choose the sequence that captures a king earliest.It looks at the order of the jumps: between two routes taking the same pieces, the one that meets the king on the earlier jump wins.
    Two routes of two pieces with one king each: the one taking the king first is compulsory.Compulsory move23x3
  5. Level 5If the captures remain equivalent, the choice is free.Beyond this point no rule binds the player: two captures identical on every criterion may be played interchangeably.
    The same loop, either way round, takes the same four pieces: you may choose.Legal moves7x77x7

When the pieces come off

  • Each captured piece is removed from the board immediately, which can open up further captures in the same sequence.

The vacated square becomes available at once. Jumping the same piece twice remains forbidden.

Promotion ends the capture

  • A man reaching the last row is promoted and the move ends, even mid-capture.

If a man reaches the last row during a sequence, the move ends there: the man becomes a king and the turn passes, even if further jumps would be available from that square. The new king moves from the following turn.

Promotion grants no exemption from precedence: the interrupted sequence is compared on the pieces it actually took. If another capture takes more, the promoting one is illegal.

For precedence, a man that promotes still counts as a man: it does not gain a king's priority.

White reaches the last row, so the move ends there — even with a piece still to take.Compulsory move12x3

No huffing

The "huffing" rule does not apply: a player who misses a compulsory capture does not lose the piece, they simply cannot play that move.