Interactive learning
MIND
Checkers.
Choose an emphasis. Make your move.
Learn what the other side brings.
01Choose your mind competition
Select the MIND area you would like to explore.
02Choose your emphasis
You play from the bottom in blue. The computer plays the paired emphasis in amber. Neither emphasis is inherently better.
Exposure & Saturation
Take your time.
Choose an emphasis and start a match.
Move record · 0 turns
Use the arrow keys to move through squares. Press Enter or Space to select a piece or destination. Escape clears a selection before the first jump. A started jump sequence must be completed, or use Undo.
Name the main emphasis.
Explore the distinction with a short scenario. Learning checks never change the rules or award extra moves.
0 / 10 scenarios explored in this area.
How to play & what the game teaches
Move. Select one of your blue checkers, then a legal diagonal destination. Uncrowned pieces move and capture forward. Kings move and capture one diagonal step or jump in either direction.
Capture. A capture is mandatory whenever one is available. Jump over an adjacent opponent into an empty square. Continue any further jumps with the same piece. When more than one capture route is possible, you may choose a route; the longest is not required.
Crown. Reach the far row to become a king. Reaching that row ends the turn, including a capture turn.
Finish. A side loses when it has no pieces or no legal move. This game automatically draws after a third identical position with the same side to move, or 80 consecutive turns with neither a capture nor an uncrowned-piece move.
Learn. MIND names the front-end target you can notice. The paired emphases are learning roles, not fixed identities or competing brain systems. Both roles use the same rules. The computer’s level—not its emphasis label—sets its playing strength. A match win does not establish that one emphasis is superior.
Controls. A hint suggests one legal route, not a guaranteed best move. Undo restores your previous decision; learning checks remain recorded. Use arrow keys, Enter, and Space on the board. Escape clears a selection before a jump starts.
Saving. A match is saved on this device when browser storage is available. A resumed match returns to a completed turn. Export a recap to keep the match record and reflection.