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John Deere

John Deere Checkers

A John Deere checkerboard game with green and yellow pieces and tractor markers for kings.

$23.99

In stock at the store

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SKU
3688
Department
Toys
More from John Deere

A John Deere checkerboard game with green and yellow pieces and tractor markers for kings.

A familiar board game with a farm twist

John Deere Checkers puts familiar two-player play on a John Deere board. The set includes the board, 24 checkers in green and yellow, and eight tractor pieces for marking kings. The tractor makes a crowned piece easy to spot once it gains movement in both directions. For players aged six and up, it suits a family game night or rainy-day break at the farm.

Set up the board before the first move

Place the board between players with a dark square at each player’s lower-left corner. Play on dark squares only. Each side starts with twelve pieces across its three nearest rows, leaving the two middle rows empty. The green and yellow sides are easy to distinguish. Keep the tractors beside the board until a checker reaches the far row. A clear tabletop leaves room to move pieces and set captures aside.

A jump changes the board quickly

Ordinary checkers move one square diagonally forward into an empty dark square. To capture, jump diagonally over an adjacent opponent piece into the empty square beyond it, then remove the captured piece. Captures are compulsory in standard checkers. If another jump is available from the landing square before the far row, finish that sequence. A capture that reaches the far row crowns the piece and ends the turn. Before moving, scan the adjacent diagonals for a required jump. This quick check prevents a missed capture from interrupting play.

Use the tractors when a piece is crowned

A checker reaching the far row becomes a king. Place a tractor marker on it so both players can track its new status. Kings move diagonally forward or backward, opening routes that ordinary pieces cannot take. The tractor gives a visible reminder when several kings are on the board. Keep these markers with the remaining game pieces between rounds so they are ready for the next promotion.

Make the first round easy to follow

When teaching a new player, set up the three starting rows and demonstrate one forward move before showing a jump. Then use a tractor marker to show what changes when a checker becomes a king. Agree beforehand that captures must be taken and that a multiple jump must be completed. In a position with more than one capture route, the rules allow a player to choose any available complete sequence. Settling that detail before play keeps the game moving.

Product details

Maker model: LP76931. Item code: 47282. Product: John Deere Checkers. Board-game set includes board, green and yellow checkers, and tractor king pieces. Maker age grade: 6+.

Directions for use

Standard checkers setup and play

  • Use the dark squares of an 8 × 8 board. Place twelve pieces per player on the dark squares of the three rows nearest each player, leaving the center two rows open.
  • Players alternate turns. An uncrowned piece moves one square diagonally forward into an empty square.
  • Capture by jumping diagonally forward over an adjacent opponent piece into the empty square beyond it. Remove the captured piece. Captures are compulsory. If another jump is available from the landing square, continue the same capturing sequence. If a capture reaches the farthest row, the piece becomes a king and the turn ends; it cannot continue jumping until the opponent has moved.
  • A piece reaching the farthest row becomes a king. Place a tractor marker on the checker to show its crowned status. Kings move one square diagonally forward or backward.
  • A player wins when the opponent has no legal move available.

Cautions

Maker age grade: 6+.

Pick it up in Baker.

Order online or call ahead and we’ll have it ready for pickup at 5791 Hwy 4. Free delivery within 5 miles, and a flat $15 out to 20 miles.

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Saturday
8 am – 2 pm

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