Checkers Manual

File Name:Checkers Manual.pdf
Size:3345 KB
Type:PDF, ePub, eBook, fb2, mobi, txt, doc, rtf, djvu
Category:Book
Uploaded27 May 2020, 16:10 PM
InterfaceEnglish
Rating4.6/5 from 597 votes
StatusAVAILABLE
Last checked14 Minutes ago!

Checkers Manual

By using our site, you agree to our cookie policy.Learn why people trust wikiHow To create this article, 51 people, some anonymous, worked to edit and improve it over time.To win a game of checkers, you have to move your pieces towards your opponent's side of the board. You can move faster by jumping your opponent's pieces and removing them from the board. The concept of checkers is simple, but you can use strategies to improve your chances of winning. This wikiHow will show you how to play it.This image is not licensed under the Creative Commons license applied to text content and some other images posted to the wikiHow website.Before you set up the board, you need to choose who goes first. You can do this based on who won the last game, a coin toss, or by any other method.This image is not licensed under the Creative Commons license applied to text content and some other images posted to the wikiHow website.The board is made up of 64 alternating dark and light squares which appear in 8 rows of 8. There are 32 light squares and 32 dark squares.This image is not licensed under the Creative Commons license applied to text content and some other images posted to the wikiHow website.Have each player place his pieces on the 12 dark squares in the first three rows closest to him or her. Each of these three rows should have a total of 4 checkers.This image is not licensed under the Creative Commons license applied to text content and some other images posted to the wikiHow website.In tournament checkers games, each player gets five minutes to make a move.Checkers may only move one diagonal space forward (toward your opponent’s checkers) in the beginning of the game.If your checker is located in the diagonal space nearest to your opponent's checker, then you can jump and capture that checker. To capture a checker, just jump over it by moving two diagonal spaces in the direction of the checker, like you are hopping over your opponent's checker.http://rafaela-motores.com/userfiles/genie-gpwk-12-manual.xml

But if the new position you land in gives you a direct opportunity to capture another checker, then you must keep going until you can't capture any more of your opponent's checkers. To crown a checker and make it a king checker, simply place one of your own captured pieces on top of it. Because of its height, you will be able to tell it apart from the other pieces.However, when a king is capturing checkers, it can move forward and backward on the same turn. This would apply only if a king was doing a capture move that required it to change directions, such as if two checkers were lined up on diagonal spaces that fall into the same horizontal line. To capture these checkers, the king would have to jump forwards and then backwards. Continue jumping and capturing your opponent's checkers until they are all removed from the board.A beginner may be tempted to keep his pieces at the edges of the board and to try to avoid the opponent's checkers as much as possible, but this is a mistake. Work on capturing your opponent’s checkers rather than going out of your way to defend your own. It’s okay if some of your pieces get captured as long as you capture more of your opponent’s pieces. If you move a stray checker a few squares forward without moving the rest of your checkers, that piece will be vulnerable to capture. Instead, try keeping some of your checkers together, like a blockade. The center of the board is a good place to a have a group of checkers protecting each other as they move forward.But if your opponent does still manage to capture your checker, then you'll have a piece waiting to capture his checker as well. This image is not licensed under the Creative Commons license applied to text content and some other images posted to the wikiHow website.If your opponent gets a piece to your back row, then it will be crowned and more difficult to capture. Keeping a full back row is the best way to keep your opponent from crowning his pieces.http://home.russellbedford.co.id/userfiles/genie-gl-8-manual.xml

There's a right time for you to sacrifice your checkers. If you're ahead in the game, or even dead even with your opponent, don't be afraid to sacrifice a piece if it means you'll be able to capture your opponent's piece back or gain a significant positional advantage.The king is much more valuable than a regular checker. This should be a priority as you advance in the game. However, don't crown your pieces if it means losing several checkers on the way. Be strategic about knowing when to crown your piece. Try to keep his active pieces blocked if you can, so he will be forced to play with pieces such as those in the back row. If all your opponent's pieces are blocked and cannot move, then he will lose. You can also work on capturing more of your opponent’s pieces or crowning your own. This image is not licensed under the Creative Commons license applied to text content and some other images posted to the wikiHow website.This will challenge you and will force you to pick up your game. This image is not licensed under the Creative Commons license applied to text content and some other images posted to the wikiHow website.You'll pick up a lot of pointers just by watching an expert maneuver his pieces around the board.Some checkers experts have written about their strategies and reading about them may help you to improve your game. It's just more tricky since the king has more flexibility to move around, and you have to be careful so it doesn't capture you first. Think carefully about your moves.Always jump the opposite color chip, never the same color.Do make sure your own pieces are not captured first.When it reaches the other side of the board, can only be moved sideways, besides the king. Then you can jump a lot of pieces! Use this to your advantage. To create this article, 51 people, some anonymous, worked to edit and improve it over time. This article has been viewed 1,011,811 times.

The goal of the game is to capture each of your opponents pieces, called “men,” or to make it impossible for them to move a piece. To play, first each player sets up their 12 pieces in the 3 rows at the bottom of their side. Each row should have 4 pieces, and each piece should be placed on a dark square. Then, players take alternating turns moving pieces forward diagonally on the dark squares. Pieces cannot be moved on to the white squares, and a piece may not move backwards. As players move their pieces, they want to capture their opponent's pieces by jumping over them diagonally on the board. In order to jump a piece, the dark square on the opposite diagonal side of the piece must be unoccupied. Once a piece has been jumped, it is removed from the game. If another jump is available after a piece has been removed, the player that captured the first piece must jump the next available piece. If a player moves their piece all the way to the opposite side of the board, that piece becomes a king. Place another piece of the same color on top of it to signify that it is a king. Kings can move forwards or backwards, but must stay on the same color as the rest of the pieces. The game is over when a player wins by removing all of their opponent’s pieces or making it impossible for their opponent to legally move a piece. If you want to learn more, like how to block your opponent's moves, keep reading! By continuing to use our site, you agree to our cookie policy. Please help us continue to provide you with our trusted how-to guides and videos for free by whitelisting wikiHow on your ad blocker. If you really can’t stand to see another ad again, then please consider supporting our work with a contribution to wikiHow. Only the 32 dark colored squares are used in play. Each player begins the game with 12 pieces, or checkers, placed in the three rows closest to him or her. You can not move a checker backwards until it becomes a King, as described below.

If a jump is available, you must take the jump, as described in the next question and answer.Your opponent’s checker is captured and removed from the board. Your checker must take that jump too. It must continue to jump until there are no more jumps available. Both men and kings are allowed to make multiple jumps.But once you have chosen one, it must take all the jumps that it can.If more jumps are available with that same piece, you must continue to jump with it until it can jump no more. To make the second and third jump with a piece, you do not need to click that piece again. Just click the next space to which it will jump.But then you must make all the jumps available for that piece.Your turn ends there. It can only move a distance of one space.It must jump when possible, and it must take all jumps that are available to it. In each jump, the King can only jump over one opposing piece at a time, and it must land in the space just beyond the captured piece. The King can not move multiple spaces before or after jumping a piece.Here is a brief explanation. Near the top under 'Play' you will see 'Start Game.' Click 'Start Game' and you will see a page where you choose what game you want to play. If you choose checkers, a game board will appear. You will be Red, and you will have the option of making your first move at that time. To move, clicking on a piece; then click on a place to move it to; then click 'Submit' beneath the game board. If an opponent picks up the game, the game will reappear on your game status page in the list where it's your turn to move. Remember, if a jump is available, you must take it. After you click a checker that you want to move, a new page will appear showing that checker with a red outline. Now, click the space to move that checker to. A new page will load showing the checker moved. Just click the next space that it will jump to.You must click a submit button to finish your move.

Check the board again and make sure you have made all your jumps.When this happens, look at the board carefully. You probably have a jump available with a different piece. If this is the case, then you must jump with the piece that has the jump. Also, you must take every jump that a piece has available. Your opponent will be sent a message asking whether she would like to accept or decline a draw. It does not have to be your turn to offer a draw.If you offer a draw in a tournament game, you might want to make an actual move in the game as well, to be sure you do not time out. If your opponent makes a move without responding to the draw offer, the draw offer will be erased from her message inbox.Official checkers rules do not really cover this either way, so we are setting it up as a house rule in the interests of keeping the tournaments moving, and to avoid the situation where a game goes on for hundreds of moves. This rule is an official rule in chess, and we have chosen to implement it for American Checkers as well.This is an official rule of chess, but we are expanding it as a house rule in all games to stop games when they are no longer progressing.However, if you'd like to declare a draw manually, click 'Offer Draw' among the options beneath the game board. If your opponent refuses a draw in this situation, you may have to wait for the software to detect this situation.If a 3-move repetition has occurred, then we will declare the game a draw.The opening moves come from a set of 144 openings approved for many official tournaments, plus some additional openings approved for by-mail play. If you invite an opponent to a two-game match of Pro Checkers on ItsYourTurn.com, each game uses the same opening moves, and you play each game as a different color. If you enter a tournament on ItsYourTurn.com, the two games that you play with a single opponent also use the same opening moves, and you play a different color in each.

See the next question for more help choosing the Pro Checkers opening in a game invitation.When you get to the screen where you write the message to go with your invitation, look beneath the box where you type in the message. There, you will see a drop-down list where you choose an opening, or let the opening be random. If you are inviting someone to a two-game match, the same opening will be used in both games.When placing a game in our Waiting Room or playing in a tournament, openings can only be random.All other rules are the same as in regular checkers. While the original version of this game was based on Russian Checkers, this versionOne mule from each side has beenSee the rules for. American Checkers for more details on how the game is played. Mules onlyYou lose the game if you are forced to promote your Mule. You also lose the game if you lose all your regular pieces.You may also want to buy a checkers book and study it. Browse our selection of popularPlease Contact Us All rights reserved. He's the author of a gaming book and the former VP of the Strategy Gaming Society. It has also been the focus of several inventive computer programmers interested in artificial intelligence.Carbon dating showed the board to be from about 3000 BCE, or more than 5000 years old.This game may have originated about 1400 BCE, and was popular until the Middle Ages.This version, played on a chess board, was generally played by women (much as Mah Jong is played today).In 1847, the first Draughts and Checkers championships were played with formal awards given. Changes were made to the rules because advanced players gained an advantage by playing first. More tweaks to the rules helped make the game more consistent across locations and playing situations.The very first computer program built to play Checkers was created in 1952 by programmer Arthur L. Samuel. Since then, many more advanced and complex Checkers programs have been developed; some have defeated even very advanced players.

Gradually, these game programs were improved as computer speed and capacities increased. Today, computer programs rely more on database information that shows every possible move combinations when 10 pieces remain on the board and less on strategies. Checkers has entered practically every home through the Internet and has played to a draw and sometimes, even defeated the best players. Checkers continues to be as popular as ever and people all over the world play different versions of the game to entertain themselves, strengthen their powers of logic or simply enjoy quality time playing a good game at home with the family.Each player begins the game with 12 colored discs. (Typically, one set of pieces is black and the other red.) Each player places his or her pieces on the 12 dark squares closest to him or her. Black moves first. Players then alternate moves.It is positioned so that each player has a light square on the right side corner closest to him or her.In most cases, this is because all of the opponent's pieces have been captured, but it could also be because all of his pieces are blocked in.Single pieces are always limited to forward moves (toward the opponent). Only one piece may be captured in a single jump; however, multiple jumps are allowed during a single turn. If more than one capture is available, the player is free to choose whichever he or she prefers. One of the pieces which had been captured is placed on top of the king so that it is twice as high as a single piece. Single pieces may shift direction diagonally during a multiple capture turn, but must always jump forward (toward the opponent). Checkers is a fun, challenging, and relatively easy to learn game.The pieces are placed on every other dark square and then staggered by rows, like shown on the board.Sometimes the pieces are black and red or red and white.Each player takes their turn by moving a piece.

Pieces are always moved diagonally and can be moved in the following ways:If you get a piece across the board to the opponent's king row, that piece becomes a king. Another piece is placed onto that piece so it is now two pieces high. King pieces can move in both directions, forward and backward.If neither player can move then it is a draw or a tie.By using this site you agree to the. Besides the name of Checkers, it is also know as Draughts, Dama (Spain and Italy), Le Jeu de Dames (France), Warcaby (Poland) and das Damenspiel (Germany) to name a few. This ancient Egyptian game has been played in just about every country of the world have has been found in archeological digs dating back as far as 600 BC. Checkers is a fun two player board game that involves strategy to outsmart your opponent. Each player is in control of one color of pieces that can jump the other color in adjacent squares. The checkers board is made up of 64 alternately colored squares (usually black and red). Checkers boards have been made is all shapes and sizes including small travel boards to life size boards spanning 10-12 feet. Checkers is a board game that even kids enjoy playing. For more information on the exact checkers rules please read below. There should be two rows of squares in the middle with no Checker pieces on them. If checker pieces are such that on one side there is a crown, those should be faced down until further in the game. Game Play: If playing with black Checkers, the rules and instructions suggest that red moves first and colors are alternated in subsequent games. Also, each player has 5 minutes to complete his turn before loosing it. Rules on moving normal checkers pieces are they can move one square forward in a diagonal direction landing on the same color as all other pieces. A piece that has been Kinged can move one square diagonally in both directions (forward or backwards). All pieces can only be moved onto vacant squares unless they are jumping the opponent.

You can reduce the number of pieces the other player has by jumping over their piece if they are located on the adjacent square with a vacant square following them for your piece to land. Multiple jumping is not against the rules as far as the Checker piece is advanced in a forward direction. If piece being played is a King, player can move jumping in both directions in the same manner. Each jump or sequence of jumps consists of one turn. If a player can jump another player, you must jump and remove their piece. The Checker instructions state that multiple jumps must be completed and not stopped half way through. If you have a choice of jumps, you can choose among them regardless of whether some of them are multiple jumps or not. Jumping your own pieces is against the rules. Any piece, whether it is a king or not, is allowed to jump a king. Pieces can be Kinged by reaching the last row of the opposite side referred to in the rules as the King Row. The Kinged piece then follows the normal turn pattern. Please keep in mind that the official Checkers rules and instructions could be different depending on the game version you have. The rules below are some of the exact directions that came in the original packaging.All submissions will be reviewed within 24 hours. Amanda says: 08-11-2008 My bro and i play this all the time. Bob says: 12-10-2007 I HATE CHECKERS. In fact it's based on an earlier Victorian game called Halma which is played on a square 16 x 16 chequer board. At Masters Traditional Games, we know that cheap Chinese Checkers games can be found all over the place so for our discerning customers we put effort into finding things that are either high quality or a little bit special in some way. We think that ours is the most interesting selection of Chinese Checkers boards around. Each point of the star is a triangle consisting of ten holes (four holes to each side). The interior of the board is a hexagon with each side five holes long.

Each triangle is a different colour and there are six sets of ten pegs with corresponding colours. Preparation Chinese Checkers can be played by two, three, four or six players. Obviously, for the six player game, all pegs and triangles are used. If there are four players, play starts in two pairs of opposing triangles and a two player game should also be played from opposing triangles. In a three player game the pegs will start in three triangles equidistant from each other. Each player chooses a colour and the 10 pegs of that colour are placed in the appropriately coloured triangle. Many rules state that any unused triangles must be left populated with their unused pegs so that they cannot be used during the game. We suggest that the game is slightly more interesting if unused triangles are left empty so that pegs can hop through and come to rest in them, if desired. Objective The aim of the game is to be the first to player to move all ten pegs across the board and into the triangle opposite. The first player to occupy all 10 destination holes is the winner. Play A toss of a coin decides who starts. Players take turns to move a single peg of their own colour. In one turn a peg may either be simply moved into an adjacent hole OR it may make one or more hops over other pegs. Where a hopping move is made, each hop must be over an adjacent peg and into a the vacant hole directly beyond it. Each hop may be over any coloured peg including the player's own and can proceed in any one of the six directions. After each hop, the player may either finish or, if possible and desired, continue by hopping over another peg. Occasionally, a player will be able to move a peg all the way from the starting triangle across the board and into the opposite triangle in one turn. Pegs are never removed from the board. However, once a peg has reached the opposite triangle, it may not be moved out of the triangle - only within the triangle.

The question soon arises as to whether it is possible to move a peg into a triangle that is the starting or target triangle for another player. House rules apply but Masters Games suggests the following: A peg can be hopped through such a triangle but is not allowed to come to rest in that triangle. Anti-Spoiling Debate has always arisen over the situation where a player is prevented from winning because an opposing player's peg occupies one of the holes in the destination triangle. Most Chinese Checkers rules omit to mention this - implying that it is perfectly legal to block opponents in this dubious fashion. A number of anti-spoiling rules have been proposed - one work-around is to say that should one or more of the holes in the target triangle contain a peg belonging to another player, this does not prevent a player from winning. The game is simply won when all the available points within the triangle are occupied. Masters Games suggests the following additional rule invented by James Masters in 2002 which is wide enough to capture all such situations: If a player is prevented from moving a peg into a hole in the destination triangle because of the presence of an opposing peg in that hole, the player is entitled to swap the opposing peg with that of his own peg. This applies for both a single hole move and any part of a hopping move. Variations For a more involved game, when three players play, each player can control two sets of pegs instead of one. Two players can control three sets of pegs each. For general information or for copying and copyright, see our Rules Information page. If in doubt, always abide by locally-played or house rules. All rights reserved. The game given first is English Draughts which is known as Checkers in North America. Also given is Polish Draughts, which is played all over Western Europe and which is the most commonly played version of the game in International competition.

Each player has 12 pieces normally in the form of fat round counters. The real shades of the pieces and the board do not necessarily need to be black and white but they are normally referred to as black and white, regardless. The board is placed between the two opponents so that the near right-hand corner square is white for both players (in the same way as for Chess). Preparation and Objective Black always plays first. A coin is tossed to decide which player will be black. Each player's pieces are placed on the 12 black squares nearest to that player. The white squares are not used at all in the game - the pieces only move diagonally and so stay on the black squares throughout. The objective of the game is to take all of the opponent's pieces or to produce a position such that the opponent is unable to move. Play Players take turns to move a piece of their own colour. The act of crowning is a physical one - another piece of the same shade is placed on top of the piece in order to distinguish it from an ordinary piece. Kings are allowed to move and capture diagonally forwards and backwards and are consequently more powerful and valuable than ordinary pieces. However, ordinary pieces can capture Kings. Whenever a piece has an opponent's piece adjacent to it and the square immediately beyond the opponent's piece is vacant, the opponent's piece can be captured. If the player has the opportunity to capture one or more of the opponent's pieces, then the player must do so. A piece is taken by simply hopping over it into the vacant square beyond and removing it from the board. Unlike an ordinary move, a capturing move can consist of several such hops - if a piece takes an opponent's piece and the new position allows it to take another piece, then it must do so straight away. The move finishes only when the position of the capturing piece no longer allows it to taken any more pieces or when an uncrowned piece arrives at the far edge of the board and is crowned.

If more than one piece can capture, then the player is entirely free to choose which of those pieces to move. Likewise, if a capturing piece is able to capture in more than one direction, the player is free to choose which direction to move in. i.e. it is not compulsory to move the piece or take the route that will result in the maximum number of captures. If no capturing moves are available, then an ordinary move is made by moving a piece one square diagonally. For this, if a player noticed that the opponent had failed to capture when the option was open (even if the offending piece had already captured one or more pieces that turn), the player can huff the offending piece before the next move is made and it is removed from the board. Nowadays, this rule is rarely used. Instead a player just points out the error and the opponent is forced to make the correct move. Finishing The game is won by the player who first manages to take all his opponent's pieces or renders them unable to move. A draw occurs by agreement at any point during the game. If a player refuses the offer of a draw, that player is required to force a win or show a decided advantage within 40 of that players own moves from that point. Draws are fairly common in the game of draughts - especially at the top level of the game. Polish Draughts Equipment Polish Draughts is played on a 10 x 10 chequered board with 20 black pieces and 20 white pieces. The pieces start on the black squares of the four rows nearest to the players. Play The game is played in a similar fashion to English Draughts but the pieces move and capture in an extended fashion. Crowned pieces are called Queens. The following are the additional rules: Un-crowned pieces can only move diagonally forwards but can capture diagonally forwards AND backwards. A Queen moves by diagonally traversing any number of unoccupied squares.

Likewise, when capturing, a Queen can travel over any number of unoccupied squares before and after hopping the piece. Capturing is compulsory and where there is a choice, the move that captures the greatest number of pieces must be made. Captured pieces are not removed from the board until the end of a move. Any pieces which have been captured but not yet removed cannot be hopped over again during the course of the move - dead pieces form an impassable barrier. A piece is only crowned if the piece finishes the move on the final square. So, if a piece moves onto and off the final row during the course of a capturing move, and does not finish on the final row, it is not crowned. A number of opening sequences of three moves are written on cards and a card is selected at random to start the game. The game then proceeds with white playing the fourth move. Once the game is finished, players swap sides and play a second game with the same starting card. The player who achieves the best result over the pair of games is the winner. For general information or for copying and copyright, see our Rules Information page. If in doubt, always abide by locally-played or house rules. Section 1.2 describes how to install and use pluggableThis lets software developers detect and Section 5 )Section 6 ) These checkers are easy to use and are invoked as arguments to javac. The Checker Framework also enables you to write new checkers of yourJava's built-in typechecker finds and prevents many errors — but itThe Checker Framework lets youJava compiler, it runs on any JVM, and your coworkers don't have to use theYou can check only part ofProgrammers canFramework. The binary release contains everything that you need, both toAs an alternative, the sourceRequirement. You must have JDK 6 or later installed. You can get JDK 6 from When using Windows, the files may be in. Add the correct folder to your PATH environment variable. Verify that the installation works.