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- Checkers Instructions
-
- Checkers for 2 Players
-
- Checkers (known in Britain as "Draughts") is a game played on a checkerboard by
- two players, each with twelve round, flat pieces to move. This checkerboard, a
- board with 64 squares of two alternating colors, is set up with 12 pieces
- "black" and "red", on the first twelve dark squares of either side.
-
- THE CHECKERBOARD: (Initial setup) (Numbering of Squares)
-
- +---+---+---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+
- | |:b:| |:b:| |:b:| |:b:| | |: 1| |: 2| |: 3| |: 4|
- +---+---+---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+
- |:b:| |:b:| |:b:| |:b:| | |: 5| |: 6| |: 7| |: 8| |
- +---+---+---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+
- | |:b:| |:b:| |:b:| |:b:| | |: 9| |:10| |:11| |:12|
- +---+---+---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+
- |:::| |:::| |:::| |:::| | |:13| |:14| |:15| |:16| |
- +---+---+---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+
- | |:::| |:::| |:::| |:::| | |:17| |:18| |:19| |:20|
- +---+---+---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+
- | |:r:| |:r:| |:r:| |:r:| |:21| |:22| |:23| |:24| |
- +---+---+---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+
- |:r:| |:r:| |:r:| |:r:| | | |:25| |:26| |:27| |:28|
- +---+---+---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+
- | |:r:| |:r:| |:r:| |:r:| |:29| |:30| |:31| |:32| |
- +---+---+---+---+---+---+---+---+ +---+---+---+---+---+---+---+---+
-
- Black always makes the first move, and play alternates between black and red in
- subsequent turns.
-
- THE OBJECT:
-
- The object of the game is to either a) block your opponent's pieces so they
- cannot move, or b) remove, "capture" all of them. The player who makes the last
- move wins.
-
- MOVEMENT:
-
- A man can only move forward diagonally, or jump forward, unless it has been
- "kinged" by making it to the opponent's "king row" (the final row on the
- opposite side.) This ends the turn.
-
- Men may never be placed on a non-shaded square.
-
- A king can move forward or backwards, jumping as many squares as possible, or
- move a single square, depending on the limitations of the board.
-
- JUMPING:
-
- A man must "jump" an opponent's man in the next square if the square beyond is
- empty. This "captures" the man and removes him from the board. You can jump
- any series of men, as long as they are not your own, and the squares beyond
- are vacant, and your man is capable of the direction of travel.
-
- SPECIFICS OF THIS DOOR:
- This door does not enforce the "must-jump" rule, and relies on the user to
- correctly follow through with the rule.
-