
How To Play Checkers
How To Play Checkers
ABOUT THE GAME The fascinating game of Checkers includes three fascinating ways to play: regular checkers, the new Coast-to-Coast race game, and the breath-taking Stack’Em version where jumps result in stacks of checkers. Key Terms in Checkers: Definitions and Descriptions Capture Capturing occurs when a piece jumps over an adjacent opponent's piece into an empty spot right behind it. This move, also called a "jump," removes the opponent’s piece from the board. Double Jump This term refers to capturing multiple opponent pieces in a single turn. As long as each piece being jumped has an empty square behind it, the capturing piece can continue moving. King/Promotion When a single piece reaches the farthest row on the opponent’s side, it gets promoted to a "king." Kings have the unique ability to move diagonally in both forward and backward directions. Long Jumping This is an illegal maneuver wherein a player attempts to jump over two pieces consecutively without landing between them. This is not allowed under standard checkers rules. Draw A draw happens when the game ends without a winner. This might occur when neither player can force a victory. Stalemate Unlike in chess, stalemates do not exist in checkers. If a player cannot make any legal move, they lose, resulting in their opponent’s victory. Single Checker A single checker refers to a piece that has not been promoted to king status. Single checkers move forward diagonally one square at a time, except when they are jumping over an opponent's piece. Variations in the Game • Standard Checkers • Coast to Coast Checkers • Stack'em Checkers Chess'n'Boards carry checkers made of wood, marble or camel bone as well as in board combinations or in combinations with other games like Chess and Backgammon. How to Determine Who Goes First in Checkers? Deciding who starts a game of checkers can be engaging and fun. Here are some creative and simple methods you can use: 1. Red and Black Disc Method: One player holds one red disc in one hand and one black disc in the other, with their fists closed. The opponent then chooses a fist. The color they reveal is their designated color for the game, with the player holding the black disc going first. 2. Classic Coin Toss: A straightforward approach is to flip a coin. Designate one side of the coin to each player, and whoever wins the toss gets to go first. 3. Rock, Paper, Scissors: This timeless method is quick and fair. Players engage in a round of rock, paper, scissors, and the winner gets the privilege of making the first move in checkers. 4. Odd or Even: Another option is the odd or even game. One player chooses "odd" or "even" and then both players simultaneously reveal a certain number of fingers. If the total number of fingers matches the choice, that player goes first. Using any of these methods ensures a fair and enjoyable start to your game of checkers. STANDARD CHECKERS RULES Object The object of the game is to be the last player standing. A player wins the game when his opponent can no longer make a move. This happens when all his opponent’s pieces have been captured or when all of his opponent’s pieces are blocked in. Set up Each player begins with 12 pieces placed on the game board as shown. The board consists of 64 squares, alternating between 32 black and 32 white squares. Position it so that each player has a white square on the closest right side corner. How to Play Black moves first. Players then alternate moves. Moves are allowed only on the black squares; pieces only move diagonally forward toward the opponent. However, Kings, as you’ll see, can also move backwards. A piece may only move one square unless it is making a jump. Jumping A piece makes a jump by diagonally leaping over one of the opponent’s pieces and landing on the empty space on the other side (there must be an empty space to land on). Multiple jumps are allowed on a single turn. When a piece is jumped (“captured”), it is removed from the board and is now out of play. A player must make a jump if one presents itself. This is not an option. You must jump if you can and keep jumping if you have the opportunity. If you have more than one piece that can make a jump, you can decide which one to move on your turn. Kings When a piece reaches a space in the row on the opposite side of the board, its player stacks up with extra piece to make it distinct. It is now a King! Kings are more powerful than pieces because they can move diagonally forward and backwards. Kings may combine jumps in several directions– forward and backward–on the same turn. Winning A player wins the game when the opponent cannot make a move. Usually, this is because all of the opponent’s pieces have been captured, but sometimes it is because the opponent has no space to move onto (he is “blocked” from moving). Stalemate In checkers, stalemates don't exist as they do in chess. The rules stipulate that if a player cannot make a move, they automatically lose the game. This is a significant difference from chess, where a stalemate results in a draw. Therefore, the absence of legal moves in checkers means a win for the opposing player. Conditions for a Draw in Checkers A draw in checkers occurs when neither player can secure a win. Here are the conditions under which a game is declared a draw: • Insufficient Pieces: Players will usually agree on a draw if each has two or fewer pieces remaining, and no player holds a significant advantage. For example, two kings against two single pieces might still offer a winning chance, preventing a draw. • Stalemate Situations: In formal competitions, a draw can also be declared when a certain number of moves are made without any captures or advancements. Typically, if 40 consecutive moves occur without a single capture, the game is considered a draw. • Repetitive Moves: Repetition of the same sequence of moves can also lead to a draw. If the same position on the board is reached three times with the same player to move, it can be ruled a draw due to the lack of progress towards a win.
- How To Play Checkers