Founded in England in 1880 as Halma (Greek for "to jump"), the original board was a square with 256 squares, starting with pieces in the four corners and aiming to jump to the opposite corner as quickly as possible, with rules similar to those of Chinese checkers.
It was soon adapted to a star-shaped board, patented by a German company called Ravensburger and called Stern-Halma, and became popular in the United States from the 1930s onwards.
Checkers is one of the oldest and most popular mental games in the world.
The first book on checkers was published in Venice as early as 1531.
Checkers, based on checkers, has gained popularity in many countries.
The International Checkers Federation already has more than 50 member countries.
According to historical records, checkers first came out of ancient Egypt, Rome and Greece.
Paintings of checkers have been found in tombs in ancient Egypt.
Museums in the UK have seal engravings of a lion and antelope playing checkers in ancient Egypt.
Two marble checkers boards excavated from near the pyramids are kept in Loire, France.
Ancient checkers spread to Europe, Asia, Africa and North America, and later underwent some changes.
National checkers were formed in many countries.
The number of squares on the board is 64 in most countries and is called: 64 checkers.
But in Babylon it is one hundred squares and is called: Hundred Checkers.
Canadian checkers are 144 squares, with 20 pieces on each side.
Checkers can be played with 2, 4 or 6 players, but when playing it is important to note that the number of players can only be an even number, usually no more than six.
The checkers board is hexagonal in shape, with 131 dots and 40 pieces, and each player takes a turn in a clockwise direction.
The rules of checkers are as follows.
1. Checkers board pieces: Checkers is played on a hexagonal star shaped board.
There are 6 colours of checkers, 6 pieces of each, 10 or 15 pieces.
2. How the pieces are played: 2-6 players play against each other (but not 5 players).
Each player takes a corner with one colour piece and jumps to the opposite corner using adjacent jumps or equidistant jumps.
3. Winning rule: Whoever jumps all the pieces to the opposite corner first is first, and so on.