Section 4: Gameplay
- An ordinary move of a man is its transfer diagonally forward, left or right, to an immediately neighbouring vacant square (WCDF Rules of Draughts, Section One).
- All capturing moves are compulsory, whether offered actively or passively — the single rule most often played wrong casually (WCDF Rules of Draughts, Section One).
- Multiple jumps must be completed; a player may not stop part-way through a capture sequence (WCDF Rules of Draughts, Section One).
- A man reaching the king-row becomes a king, and this completes the turn of play — a newly crowned king cannot continue jumping until its next turn (WCDF Rules of Draughts, Section One).
- Kings move and capture diagonally both forward and backward (WCDF Rules of Draughts, Section One).
- A player who cannot move loses the game (WCDF Rules of Draughts, Section One).
- Clock use is governed separately, with a first period of 30 moves per hour and subsequent periods of 15 moves per half-hour (WCDF Rules of Draughts, Section Two).
- In the Master Division, matches use clocks set to 90 minutes, or 80 minutes plus a 10-second increment (ACF National Tournament Rules, Section One, X.A.a).
- Major and Minor divisions may use clocks or the five-minute rule, with "one minute per move" as the fallback (ACF National Tournament Rules, Section One, X.B).
- Games are recorded on a score-sheet under defined conditions (WCDF Rules of Draughts, Section Three).
- Player conduct is regulated separately (WCDF Rules of Draughts, Section Four), as is spectator conduct (WCDF Rules of Draughts, Section Five).