Thursday, September 17, 2009

Checkers

The board is square, of 8 by 8 cells. The smaller squares are alternately light and dark colored. Each player has a dark square on his far left and a light square on his far right. The double-corner is the distinctive pair of dark squares in the near right corner.
The pieces are Red and White cylindrical shape pawns, 12 of them for each color. Pieces are played on dark squares on the board.
The dice are 2 normal six-sided cubic, marked on each of its six faces with a different number of 1 to 6.
The starting position is with each player having twelve pieces, placed on the twelve dark squares closest to his edge of the board.
Moving: A piece which is a normal pawn can move one square, forwarding diagonally left or right to another vacant square, while a king piece can more one square diagonally left or right, both forward or backward, to another vacant square. Exceptions, see Twist below.
Jumping: Capture an opponent piece (pawn or king) by jumping over it, diagonally to the adjacent vacant square beyond it. The three squares must be lined up (diagonally adjacent). A king can jump diagonally, forward or backward. A pawn can only jump diagonally forward. Multiple jumps can be made with a single piece if above conditions are fulfilled. In a multiple jump, the jumping piece can change directions, jumping first in one direction and then in another direction. You can only jump one piece with any given jump, but you can jump several pieces with a move of several jumps. You remove the jumped pieces from the board. You cannot jump your own piece. You cannot jump the same piece twice, on the same move. If you can jump, you must. And, a multiple jump must be completed; you cannot stop part way through a multiple jump. If you have a choice of jumps, you can choose among them, regardless of whether some of them are multiple, or not. A piece, whether it is a king or not, can jump a king. Exceptions, see Twist below.
Kinging: When a piece reaches the last row (the King Row), it becomes a King. A second checker is placed on top of that one, by the opponent. A piece that has just kinged can not continue jumping pieces, until the next turn.
Red moves first. The players take turns moving. You can make only one move per turn. You must move. If you cannot move, you lose. Players normally choose colors at random, and then alternate colors in subsequent games. Exceptions, see Twist below.
Winning: All opponent pieces captured.
Twist: Whenever a player’s king makes a jump (single or multiple), that player gains an option. Option can be used to Pass a turn, or gain additional parameter (Speed or Initiative) on any king piece, last for a turn. Option must be chosen before throwing dice. Player loses an unused option whenever his king is captured.
Passing: Allows the player a chance to pass a turn, or make the opponent miss a turn, without making move or jump. After choosing to pass or to gain an extra turn (opponent is forced to pass), 2 dice are thrown, if both dice shown different numbers, passing is succeeded, else if same number shown, passing failed. You must play different pieces (regardless of pieces’ statuses) on both turn.
Speed: Allows a king to move more squares in a move (same direction). Additional speed gained diminished after the first jump are made (multiple jumps must be completed). 2 dice are thrown, the lower number are taken (in case of same number on both dice, that number is taken), and indicates the speed of the king in that particular turn. Additional speed left must be used. All pieces have base speed of 1. So if number 4 is taken, the king gained 3 more speed; while if number 1 is taken, no additional speed is granted.
Initiative: Allows a king to make more moves in a turn. Same as Speed, additional moves gained diminish after the first jump is made and multiple jumps must be completed. On first additional move, the king’s direction must not be same as the previous move. Moving back to the last square occupied are also not allowed. Additional moves left must be used. 2 dice are thrown, other conditions are same as throwing dice for Speed - no additional move granted if number 1 is taken.

By Ong Zhan Quan, 16566

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