Two-Player Draughts
Two people, one screen, one board between you. There is no computer on this page and no strength setting to argue about: Light moves, then Dark, and both sides are tapped on the same device. The board below keeps the piece count in the corner, says whose turn it is, and refuses any move the rules do not allow, which in a game where captures are compulsory saves a certain amount of shouting.
What changes when nobody is thinking for you
People reach this board searching for checkers 2 player, or draughts 2 player, or some spelling in between, and they all want the same thing: a board two people can share without either of them installing anything. That is what this is. Because there is no opponent to wait for, the board never pauses to think, and there are no strength buttons underneath it, since those belong to the pages where a machine is playing. What is left is the board, a line saying who is to move, a piece count, and the two buttons that belong to both of you equally: New game and Take back.
Take back undoes one turn here
Worth knowing before somebody reaches for it in a hurry. On the pages where you play the computer, one press rewinds a whole round, because your move and the reply arrived together and half a round is a position neither of you ever saw. Here there is no reply to rewind, so one press undoes exactly one turn, the last one played, by whichever of you played it. Press it twice and you are back before your own previous move. It is the same button behaving honestly in both places, which is the thing to remember when the two of you disagree about how far back the argument goes.
The rule that ends the arguments
Compulsory capture is the rule most often quietly bent in a friendly game, usually by whoever it is hurting at the time. It cannot be bent here. While a jump exists anywhere on your side, the board offers you nothing else: only the pieces that can capture carry the faint circle that marks a legal move, and touching any other piece produces a line of text saying that a capture is available and that captures are compulsory. Between two players who half-remember the rules, that is the most useful thing on the page, and it settles the question without either of you having to be the one who insists.
The move that wins games between humans
Once you have both accepted the compulsion, the game changes shape. If your opponent has exactly one capture available, you have not merely permitted their move, you have chosen it, several turns in advance if you set it up properly. That is the shot: offer a man, watch them take it because they have no choice, and take two or three back in the reply because the piece they captured with has landed somewhere you prepared. Beginners count pieces and refuse to give any away. The player who wins in the passing-the-phone game is nearly always the one who gave one away on purpose.
Reading the position without a scoresheet
Four things on the page tell you where you are. The line above the board says who is to move, and once it is over it says who won. The pair of numbers beside it is the piece count, Light first, so eight against eleven is a three-piece deficit whether or not anybody was keeping track. The square a piece came from and the square it landed on stay shaded until the next move, which is how the player who looked away can see what just happened. And while you are picking your way through a multiple jump, every piece you are about to remove is drawn faded and dashed before you commit to any of it, so you can count the damage before it is irreversible.