The forced-jump rule forms the basis of all tactics in the game of checkers, as it allows one player to control the tempo of the game and thus the position on the board. Similarly to chess, when a regular man reaches the opposite end of the board called "kings row" , it is promoted to a king.
Kings may move or capture either backwards or forwards, but otherwise behave the same way as men: the "flying kings" rule is not present in standard checkers. If a player promotes a man to a king by way of a jump into kings row, the turn ends as soon as the man is kinged, though the king must continue jumping the next turn if a legal jump is available. The tactic known as the "in-and-out shot" takes advantage of this rule, forcing one side to jump into kings row then immediately out of it, setting up a series of jumps for the other side.
In diagrams involving positions with kings Figure 5 , the king is generally represented by an extra mark in some sets, the physical pieces have a crown on one side to indicate kings , though in tournament play a king is formed by stacking one piece of the same color on top of another.
Place pieces onto the board, in the dark squares only. Remember that pieces can only move diagonally forward on the dark squares. Once all of the pieces are on the board, there should be two rows of open squares in the middle of the board. These squares are left open until the pieces are moved. The player with the black pieces starts the game by moving any piece diagonally towards the opponent. This can only be done by moving along the dark squares.
When this happens, players can only decide between these possible jumps instead of moving a new piece or avoiding the jump. Players can hop over only one piece in a move , but if the landing position immediately provides another jump opportunity, the player must take it and keep on making jumps until captures are no longer possible.
Now the king can move backward and forward, but still only diagonally. There is no limit set for the number of crowned kings a player can have. A king can only capture one piece per jump but can capture more than one piece if the landing space provides a new opportunity for a capture. Each player has 12 pieces, with one player's pieces being light, and the other player's being dark.
Tournament checkers are usually red and white, while home sets usually include red and black pieces. Each player starts with his pieces placed on the dark squares in the three rows closest to him. The object of the game of checkers is to capture all of your opponent's pieces by jumping them.
Players move one piece on a turn, always moving diagonally to stay on the dark squares. Pieces can move forward one space at a time, except when jumping. A piece can jump, and capture, an opponent's piece, if the piece is occupying a diagonally adjacent square and the adjacent diagonal on the other side of the piece is empty.
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. If you have made a jump and another jump is available with that same checker, you do not need to click the same checker again. Just click the next space that it will jump to. When you are through, several Submit buttons will appear beneath the board. You must click a submit button to finish your move.
If you do not see the submit buttons, then you may not have taken all the jumps that are available. Check the board again and make sure you have made all your jumps.
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. Offering a draw does not count as making a move in the game. 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.
Triplejump's rules for different International Checkers variations are here. Remember, if you have a jump, you must take it! 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.
When this happens, eventually the computer will automatically declare this game a draw. 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 you'd like the game to be declared a draw sooner, please pull up the game on your screen and click on the 'Email Websupport about this game' at the bottom of the page.
If a 3-move repetition has occurred, then we will declare the game a draw. Ladder area - Tournament area - Who is here? All rights reserved.
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