Checkers game. Rules for playing classic Russian checkers. How a king cuts in checkers

Checkers game rules. The answer to the question: "is it possible to beat back"

A question often arises before a beginner: you can’t go back, but what about the rules of the fight? Is it possible to eat backwards in checkers? Yes, you can! But not all rules of checkers games allow this. Find out more!

Checkers is a game that has always been popular. There are many varieties of checkers-type games, some of them are completely different from what we are used to. The rules there are special and quite complicated. We are also interested classic game and its varieties. A fairly common question that worries beginners, is it possible to eat back in checkers?

Let's explain the basic rules: a simple checker, making one quiet move (one cell), can only move forward. But sometimes there is such a situation on the game board when you can beat the opponent’s piece, but you need to hit back (i.e. jump over game element another player).

To finally figure out whether it is possible to hit back, we will give you a summary table of the main types, close to classic version(diagonal move).

VIEW Board size Fight back simple flying queen
Russians8x8YesYes
International10x10YesYes
Brazilian8x8YesYes
Italian8x8NoNo
Canadian12x12YesYes
German10x10YesYes
Spanish8x8NoYes
Portuguese8x8NoYes
English8x8NoNo
Pool checkers8x8YesYes
80 cells10x8YesYes
Giveaway8x8YesYes

You can choose any variety and follow the rules that suit you. That's why everyone likes this entertainment - interest never fades. If you like to decide logical tasks- this is for you!

Thus, an inexperienced drafts player hesitates: is it allowed to chop backwards when the main rule is forward and only forward? The answer is yes, but with some reservations. As you know, this game is loved all over the world. Varieties of the checkers game differ in their rules (although not significantly). Each pair of players decides for themselves whether to follow the established rules or not. Of course, if this is not a tournament, where everything is strict.

The most common types

Russian checkers have gained popularity in our country. It was her that our parents liked to play during breaks in the Soviet school. Yes, in Russian checkers you can cut back and eat any number of checkers in all directions. There are some regional differences in Russia. For example, in Stavropol, the ability to move with the opponent's checkers has been added, and in the northern ones, when captured, the king is not removed from the board, but becomes a simple piece.

International Checkers - the name speaks for itself. The main difference is that the game is played on a board of one hundred cells in size, and the pieces line up in four rows. The board is large, but this increases the number of possible moves. Hitting back is allowed (however, a simple move is still forward). There is also another important difference: in the first, any piece that has reached the promotion square (the last opposite row of the board) becomes a queen. In international ones, it is not in the process of eating the opponent's checkers.

Many countries around the world have their own rules. So, there are Brazilian, Italian, Canadian, German, Spanish, Portuguese, Turkish and Senegalese species. The differences, by the way, are minor. Except Turkish and Senegalese. Here the figures do not move diagonally, but in three directions straight. But not everywhere there is an opportunity to beat the opponent's checkers when moving backwards.

Also known English - checkers (Checkers). It is not allowed to beat the pieces that are behind on the playing field. And the king can only move one square in all directions. In the Italian variety, the king also moves to one square, and simple checkers cannot beat the king.

The pool game (Pool Checkers), like checkers, is popular in the USA. You can chop back, the lady is also free in her movements.

The checker type of game is a flexible system. lovers mind sports invented some original types of games:

  • giveaways - the rules of the Russian type apply here, so there is no question whether it is possible to eat backwards in checkers. Need! The main thing in this game is to succumb to the opponent, to allow all your pieces to be beaten or locked;
  • Samoyeds - figures are eaten regardless of color (i.e. you also have to beat your own);
  • two-way - players make two moves;
  • diagonal - the initial arrangement is different;
  • game on a board of eighty squares - you can hit back, like in Russians.

As well as other varieties that give a huge scope for logical research.

Checkers is a game that trains attentiveness, instills perseverance and focus on winning. A good age for learning is considered senior group kindergarten. Exactly at the age of 4 - 5 years it is worth training children, developing in them a visually imaginative and predictive function of the mind, accustoming them to logical thinking. Let's talk in this article about how to teach a child to play checkers from scratch.

From this article you will learn

Benefits of the game

Psychologists have established the fact that children, starting from the age of 5, master and actively use the associative sequence "thought - word" or "thought - action". It is the kindergarten age that is considered the most suitable in order to begin a phased study of the rules of the game of checkers.

This mind game stimulates mental development, attentiveness, purposefulness. After a year of training, the resulting concentration and perseverance will help to achieve great success in school. And the ability to calculate the situation several moves ahead, make important decisions and take responsibility for them are qualities that will be very useful in adulthood.

If your child is still a preschooler, then you can teach him to play on your own, for this you need to have initial skills or watch educational video tutorials on the Internet. If the child is younger school age, and you yourself are a beginner in this matter, then you can give it to a school circle, where teaching is carried out according to different methods, depending on the level of training of the young checkers player.

Advice to parents: change family evening gatherings in front of the TV for a game of checkers, this will have a good effect on family cohesion, trust in each other. Perhaps this will become a good home tradition.

Rules of the game

There are several variations of the game in the world - Turkish, English, Italian drafts. They differ in color palette, options for moves, the number of fields and, accordingly, the number of figures. We will analyze the classic Russian checkers. In order to make it easier for the child to remember the rules, you can learn short funny rhymes with him.

Checkerboard for the Russian version of the game consists of 64 cells, painted in black and white, checkers also have black and white colors. Before the start of the duel, all the figures are placed in the three lower rows against a dark background.

All moves in the game are carried out only on a dark background:

Checkers slowly but accurately

They walk only on black cells!”

  • The advantage of the first move always belongs to white pieces:

“You can start the fight boldly -

The first move is always for white!”

“Everyone knows: both old and young,

We beat forward with a checker - back!

  • Walk in the other direction with this position of the figures prohibited, even if you substitute yourself for a hit:

“Probably the checkers are unlucky,

Checkers move only FORWARD!


“The opponent’s checker will immediately die,

If yours jumps over it!


“The fields will suddenly come to an end,

Immediately the checker will become a queen!

"So that your lady is not caught,

Move it along the entire diagonal!”

  1. Kill the lady, in the appropriate position, any shape can.
  2. The player who wins the first one to kill all the opponent's checkers:

"The goal of the game is to beat the "enemies"

And so that they had no moves!

Advice to parents: if you are having difficulty explaining the rules to your child, then use online training courses, where experts give not only instructions for the game, but also conduct online consultations for parents.

How to teach

The first lesson should start with an introduction to playing field. Let the child first independently try to arrange the figures correctly, if it doesn’t work out, come to the rescue. Explain that the middle must remain free for combat, then go directly to the game.

On a note! Try to play with fewer checkers. In the first training game, their number can be reduced to 8. This will allow you to better familiarize yourself with the rules and use more exercises.

When you get to the point where the opponent's pieces are next to each other and the cells behind are empty, explain that, as in any battle, it's time to kill the opponent. The first person to do so is the one whose turn it is to go.

You can make a move back in the case when you can eat someone else's checker. When one of you gets to the opposite side of the board, turn over the piece - now it's a king. For greater clarity, you can stick a colored circle or picture on the lady, showing her significance and the ability to walk as she pleases: on any number of cells both forward and backward.

Usually the child is so carried away and focused that he does not see the whole situation, does not notice the dangers that the enemy is preparing for him, does not realize the dynamics of the whole game. An important skill that you must teach a young player is to calculate your own and other people's moves, to predict possible situations.

look helpful tips from additional education teacher Matveeva Irina Vladimirovna.

  • As paradoxical as it may sound, but learning should take place in the form of a game. The usual reading of the rules will not lead to any result. Transform all figures into warriors and practice your strategy of capturing aliens or crown the most worthy knights to reign. Come up with new stories every day, the participants of which will be your acquaintances, friends, favorite characters of cartoons or fairy tales.
  • Don't let your baby get overtired. No matter how interesting your party is, it is necessary to take breaks for a physical education minute, a snack or a short walk. This will not only save your health, but also prevent the game from becoming boring and uninteresting.
  • Praise, encourage your child, point out the most successful combinations, inspire victories and new achievements. Do not scold if the child did not understand something or made the wrong move, be more patient. Show your child an interesting and understandable video with great grandmasters.
  • Don't give in! If the child wins all the time due to the fact that you successfully “rigged” everything, then there will be no sense in such a game. It is enough only occasionally to give him a head start to add confidence in his abilities. Of course, the loss will upset the baby, tears may even appear, but this will serve as an incentive for the next victories. Just explain that it’s not shameful and not scary to lose, it’s shameful not to try anything, but it’s scary not to try to do better next time.
  • When the game of Russian checkers is understandable and accessible, you can play " Giveaway», « Chapaeva», « corners". These types of checkers are no less interesting and exciting. When you master these funs, then the time has come.

Gentlemen's Rules

The presence of gentlemen's rules is a feature of Turkish drafts. However, their use in the Russian version of the game is not only appropriate, but also quite justified.

  • As a sign of respect for each other, at the beginning and at the end of the game, the opponents shake hands. Thus, at the beginning of the game, it contributes to a friendly mood, and at the end, despite the fact that there is a winner and a loser, the tension is relieved.
  • Distracting the attention of a partner in the game, prompting is strictly prohibited. Cheating, like any kind of fraud, is not held in high esteem in a decent society.
  • Playing quietly, measuredly, without throwing the figures, rearranging them without too much noise - signs of a well-mannered person.
  • Laughing at the loss of an opponent is unacceptable. Respect for a person in any situation is a sign of nobility.

Important Terms

  • Simple- a regular checker that is not a queen.
  • side checker- a figure located on the edge of the playing field.
  • lady field- the last, 8th row of the playing field.
  • King- a figure that has reached the ladies' field.
  • Move, or quiet move- movement of a checker piece from one cell to another.
  • shock stroke- a move in which the opponent's checker is captured.
  • sacrifice- placing an ordinary checker in such a way that the opponent can kill it.
  • Exchange A move in which both players lose the same number of pieces.
  • passing checker- a checker, which on the next move will take the place of the queen.
  • Breakthrough- a combination of techniques that provides passage to the kings.
  • Tetanus- the defeat of the queen determines the order of the move.
  • Sieve- such an arrangement of figures in which free fields alternate with occupied ones through one.
  • Locking- the checker is in such a position that it is covered by the opponent's pieces and has no move.

IMPORTANT! *when copying article materials, be sure to indicate an active link to the first

Checkers, a sport, a board game between two opponents with special round chips (also called checkers) on a board divided into squares-fields, alternately colored in dark and light colors. The goal of the game is to take all the opponent's checkers or create a position in which the remaining checkers on the board will not have the opportunity to move.

There are many (national) varieties of the checkers game, which differ from each other in size (the number of cells-fields) and, less often, in the shape of the board, the number of chips used and their initial arrangement, the rules for moving and capturing, etc. The most common games are 64 and 100 cells .

In addition to face-to-face competitions in "classic" checkers, tournaments are held in correspondence game (by correspondence, by e-mail, by phone), in lightning-fast and fast checkers, in drafting and solving drafts compositions.

64-cell checkers

Rules

General provisions. Board, figures. Checkers is played on a square board divided into squares of two contrasting colors, alternating with each other in all directions. The board during the game is positioned so that the square in the left corner closest to the player is black (dark) in color. The opponents have an equal number of chips: one has white (light), the other has black (dark). Before the start of the game, the chips are placed in several rows on opposite horizontal lines of the board on dark fields (this is called the initial arrangement).

Move, capture, simple checkers and queens. White starts the game. Opponents take turns making moves, moving one or another of their pieces diagonally to an unoccupied dark field. In the course of the game, you can beat, or take (i.e., remove from the board) an opponent’s chip that is in the neighborhood, “jumping” to a free field right behind it (there are situations when one of the players can take several opponent’s checkers at once, successively jumping over them).

Having reached the last horizontal on the opposite side of the board, a simple checker turns into a king, which in some variants of the game (for example, in Russian checkers) gives it advantages over ordinary checkers in the nature of moving around the board and capturing. (Depending on the presence / absence of such an advantage for queens, some classifications divide all checkers games into two large groups: “long” and “short” checkers, respectively). A player can move an unlimited number of checkers to the kings.

Determination of the winner. The game is won by the one who manages to beat all the opponent's checkers or deprives other people's chips remaining on the board of the opportunity to make a move (“ban” them). If none of the opponents manages to achieve this (there is a draw on the board), a draw is declared. The result of the game can also be determined "ahead of schedule" - if one of the opponents gives up without finishing the game, or both of them agree to a draw. In addition, the athlete is credited with a loss in case of delay in the time allotted for the game, as well as in case of certain technical violations or violations of discipline committed by him during the game (competitions). A draw can also be declared in a situation where, after a certain number of moves, the material balance of forces on the board does not change (the number of moves allowed in this case is determined by the number and quality of the pieces on the board), the same game is repeated 3 or more times. game situation(at the same time, the next move will be for the same side each time), in the ending "three kings (owning a long diagonal) against one" cannot destroy it for 15 moves, etc.

(At the current level of development of the theory of checkers game, the martial arts of masters often end in a draw. In order to avoid an excessive number of draws, the organizers of the competition sometimes hold them in a format different from the classical one. For example, national and world championships in American drafts checkers are divided into two types: with parties, played according to the usual rules, and with an opening of the established pattern, when the first three moves in the game are determined in advance.)

Timing. Determined by the rules of the competition.

In Russian drafts competitions, the following systems are usually used:

45 minutes per game for each of the opponents (in micromatches with a classic opening);

1 hour per game for each participant (in youth competitions, etc.);

1 hour 10 min. for the first 35 moves plus 15 min. (in competitions with a draw of the first moves).

The usual (or classical) time control in international draughts is 2 hours for the first 50 moves plus 1 hour for every next 25 moves (games usually last no more than 75 moves and take an average of 4–6 hours). Replay games are played with a short time control: 20 min. per part with an addition of 10 sec. for every move. The next stage: control - 10 min. per part plus 5 sec. on the go. If in this case it is not possible to determine the winner, the new regulations provide for a game with a 10-minute control plus 5 seconds. accumulation for the move made, if it ends in a draw - one more game with the time remaining on the clock, etc. - to a "productive" outcome.

In a lightning (blitz) game, each of the opponents is given 3–5 minutes for the entire game, in competitions quick game, - respectively, from 10 to 30 min.

Competition regulations. According to the form of conducting checkers competitions are divided into championships, championships, tournaments, matches and match-tournaments. They can be personal, team and personal-command.

There are several competition systems: circular (participants alternately meet each other - in one or several circles), Olympic (or with elimination: after losing the meeting, the athlete (team) is eliminated from the fight), "Swiss" (i.e. with selective by lot: depending on the number of participants, a certain number of rounds is set), “Skheveningen” (participants of one team / group alternately play with representatives of another team / group) and mixed (at different stages of the competition are used different systems). In South America, competitions (in Brazilian drafts) are held according to a “scoring system” similar to that adopted in Formula I racing: participants receive a certain number of points depending on the results at a particular stage, which are then summed up.

Competitors are divided into several age categories: up to 12 years old (boys and girls), 12-13 (younger boys / girls), 14-15 (boys), 16-17 (older boys), 18-19 (juniors), not over 23 (youth), 23 and over (adults). There are also competitions for veterans.

Varieties of checkers game.

Russian checkers. The game is played on a 64-cell (8 × 8) board with the same notation as in chess (to record moves or positions, cells are indicated horizontally by Latin letters from “a” to “h”, vertically by numbers from 1 to 8 , the countdown comes from the lower left corner - on the diagram - boards). Players have 12 checkers at their disposal, occupying the first three rows on each side at the beginning of the game.

A simple checker can move to one field - only diagonally forward (left or right), and beat - both forward and backward. The queen moves (and beats) in any direction diagonally to any number of free squares. If the king appeared as a result of a quiet move (that is, without taking someone else's chip), she has the right to beat not earlier than the next move. If it appeared during a strike (a move with a capture), then - if there is such an opportunity - it beats on the same move already as a king. According to the rules of Russian drafts, the queen is obliged to take someone else's checker - regardless of the number of empty cells before it. Must take an adjacent enemy chip and a regular checker. In a situation where several options for taking are possible, the player can choose any of them at his discretion.

A taken checker (checkers) can be removed from the board only at the end of the move, each of them can be jumped over only once. (The situation when the checker (king) is prevented from taking further by the checker already knocked down by it on this move, but not yet removed from the board by the opponent’s checker (or you have to go through it again), is called Turkish blow.)

In addition to competitions in classic Russian drafts, there are also so-called tournaments with a selective lot: with an officially approved list of initial two or three moves. Another option is “flying checkers”, when at the beginning of the game one chip from each side takes up a position on the board that is different from the traditional one. Before the start of the game, the opponents determine the number of the opening or starting position by lot. (Such competitions, like the 80-cell draughts that once existed in the rank of official discipline, are designed to save traditional Russian draughts from the “drawn death” predicted by him: for the reason that in its development the theory of the game has reached a critical limit).

International (100-cell) drafts. The most common of the checkers games. At first it was known as "French checkers". In addition to France, it was cultivated primarily in other French-speaking countries (Belgium, Switzerland, Canada, plus some African states), as well as in the Netherlands and Poland (one of the names of the game accepted abroad is “Polish checkers”), but over time received worldwide recognition - and its current name.

They play international checkers on a 10 × 10 board with digital notation (from left to right and from top to bottom - that is, in the same order as we read the lines in the text - all dark fields are conventionally indicated by ordinal numbers from 1 to 50). In the initial arrangement, 20 pieces occupy four rows on opposite sides of the board.

Moves are made in the same way as in Russian checkers, but in the rules of capture there are three fundamental differences, which - along with more checkers and board size - make international checkers more complex, richer and more diverse in terms of opportunities for combination play:

The king, which appeared as a result of the blow, has the right to beat as a king only on the next move;

If, upon impact, a simple checker reaches the last horizontal and can hit further as a simple checker, it must do so, but at the end of the move it remains simple;

With several options captures, the player must choose the one that will result in the capture of the largest number of opponent's checkers (majority rule).

Some other game options. There are several dozens of varieties of checkers - both sports and "household", which are played exclusively at leisure. Often these games have “nationally colored” names, but at the same time they can be actively cultivated far beyond the borders of their historical homeland (for example, Spanish checkers are played in the countries of South America and North Africa, hence their other name: Algerian).

In Brazilian and Canadian checkers, the game is played according to the rules of international checkers, but on boards, respectively, 8 × 8 and 12 × 12, and with a different number of checkers (12 in Brazilian and 30 in Canadian).

A number of drafts games are close in essence to Russian or international drafts and differ from them only in some features in the rules of movement and capture. The hugely popular game of checkers in the United States uses the same board as Russian checkers. The initial arrangement of figures is similar. The main difference is that a simple checker can only attack forward, while a king can move and attack only one square (in any direction).

In Czech checkers, a simple checker can also hit only forward, while you need to take the maximum possible number of enemy chips, if there are several options for “beating”, the player chooses any of them, but if a hit is possible with both a simple checker and a king, you need to beat definitely a lady.

An 8x8 board - but rotated 90 degrees (relative to our usual position) - is also used in Italian checkers. A simple checker cannot hit back (and also a king), and a king can only move one square. The player is obliged to beat the maximum number of other people's checkers, and in case of quantitatively equal capture options, he must choose a move that allows him to beat the largest number of kings.

The rules of the pool game, which is extremely common in the USA and a number of other countries, are very similar to Russian checkers, the main difference is that a simple checker, having reached the last horizontal during the battle, does not turn into a king.

There are quite a few checkers games that have more significant differences from “classic” checkers: in terms of the number of pieces used, their initial arrangement, rules of the game, etc. rows on the 2nd and 3rd horizontal ("lady fields" remain free). Checkers move one square forward (vertically) or sideways (horizontally), but not diagonally. In the same directions they take enemy checkers. A simple checker cannot move (hit) back. Kings go in any direction - forward and backward - to any number of fields. Capture is mandatory - the majority rule applies.

In Frisian (or German) checkers, the game is played on a 100-square board according to rules that are in many ways similar to international ones, but taking them is possible not only diagonally, but also vertically and horizontally. You cannot move the same king more than three times in a row (unless a shock move is made, and also with the exception of situations when the player has no other checkers left on the board, except for this king). If the opponents made 25 moves with kings in a row and did not take a single foreign checker, the game ends in a draw.

In the old Russian game of pillar checkers (towers), all the chips remain on the board until the end of the game: the beaten checker is placed under the batter. The towers formed during the game move all over the board, "obeying" the top checker. The tower can go to the kings (only the top checker turns into it). When a tower is captured, the top checker is removed from it: the checker that was previously under it now becomes the main one in this tower.

In northern drafts, unlike traditional Russians, when someone else's king is taken, it is not removed from the board, but replaced with a simple checker. According to the rules of Stavropol checkers, you can also play for the opponent, and in Samoyed checkers you can (and should) beat another checker, regardless of its color, i.e. both his own and someone else's.

In two-move checkers, the opponents make 2 moves in a row (which gives a serious advantage to White), while the diagonal ones differ from the classic Russians in the initial arrangement of pieces: they line up in opposite corners of the board on dark squares in three rows so that in the first (from the corner) row there is 2 checkers, in the second - 4 and in the third - 6.

In Pskov and Novgorod checkers, the game is played on a hexagonal (6-coal) board. At the same time, Novgorod checkers differ from Pskov checkers not only in the initial arrangement of pieces and their number (respectively, 8 checkers on a small board and 15 on a large board for Novgorodians and 13 and 24 in Pskov checkers), but also in the fact that three rivals.

In the game of Neva checkers (it is played on a special board), 4 people simultaneously participate, each of whom has 6 checkers (of different colors).

Some checkers games are fundamentally different from the recognized "sports" ones in the essence and purpose of the game. So, in a giveaway, you need to give up all your checkers (or make sure that the remaining ones on the board are locked). The essence of the game in the corners is to try faster than the opponent to transfer all your chips, lined up in a square in the corner, to the opposite corner, moving the checkers in turn to the nearest empty cells or “jumping” over neighboring chips if there is a free field behind them (taking checkers in this game No).

In the game of go-ban, opponents, having 12 checkers in their hands, put them in turn (one by one) on any field of the board, trying to put 5 of their chips in a row in a straight line (horizontally, vertically or diagonally) - and not let do it to your opponent. Having put all the checkers on the board, they then move them in turn (in any direction, but only to an adjacent square not occupied by another checker), striving all to the same goal. Each successful combination (in the form of 5 checkers in a row) brings the player a point. The first person to score 10 points wins the game.

Belarusian drafts is one of the varieties of the "chess and checkers" game. Each player, in addition to 12 checkers located on black squares and moving like in ordinary checkers, has 12 pawns that move according to chess rules (i.e. forward), but they cannot hit, but only contribute to destruction (locking) other people's checkers and protecting their own.

Some checkers games are named after their creators. For example, Lasker checkers, invented by the world chess champion in the 1910s on the basis of Russian pillar checkers. The game is played on a 7×7 board on white fields (the corner cells on such a board are white). In Wigman's checkers, the opponents have 24 pieces each, arranged in three rows on black and white fields and moving diagonally. In fact, two games are played simultaneously on the board: on black and white fields. In this case, the double move rule applies: a player can move twice with the same checker, or make two moves in a row with different chips.

No wonder such a board game as Checkers is deservedly considered the simplest and most logical in the world, because to understand what how a queen cuts in checkers or various moves are made and it will not be difficult at all. Why is that? Because the whole idea of ​​such entertainment is based on a fairly simple, but demanding strategy, which, in turn, requires both opponents to be able to correctly form their moves. But, whatever one may say, the strongest piece in the game is, without a doubt, the king, since it differs markedly in capabilities from other pieces and cuts in checkers in a completely different way, becoming a good advantage in the strength of rivals.

How does a king cut in checkers and how is it different?

To create a queen for himself, as you might guess, she needs to get to the farthest edge of the opponent's side, and this rule is the same regardless of the features of the game. However, the capabilities of the lady itself can differ markedly! The most striking examples can be Russian and Turkish checkers, where in the first case the king can move almost any distance diagonally, and in the second even in a straight line. That is why, first of all, you always need to look at exactly what rules the game will be played on and how a queen cuts in checkers, because the differences can be simply cardinal. But it is worth understanding the issue in more detail, and since Russian checkers in our area are the most popular, their rules are most often applied specifically.

How does a lady walk and cut in Russian checkers?

Since the king cuts in checkers only diagonally, its capabilities remain sufficiently limited, but the ability to move in any direction expands the list of available targets. It is especially useful specifically in the Russian version of this board game, since the king in checkers cuts not on 1 nearest cell, but on several at once.

Therefore, if there is an accessible target diagonally, the king in checkers cuts it with ease, regardless of the distance. However, before taking such a step, it is important to consider that it is still impossible to beat figures that are successfully covered. In its own way, this is a strong simplification of the gameplay, so these games will be especially interesting for those who are used to this style. So the lady cuts in checkers only in Russian variants games and international ones, while others work in a different way.

What systems are most often found on the Internet?

If you sat down to play on your computer, then the first thing to do is to immediately read the rules of the particular selected option. The thing is that they will no doubt be different if there is no postscript (Russian drafts), so you should not focus only on the queen without a proper understanding of its features.

Since, according to the standard system, the king cuts only 1 square in checkers, this greatly complicates its use, although it leaves a certain level of advantages. Therefore, the player cannot jump it any distance diagonally, and is also forced to build his traps with a high level of tactics. Therefore, if you play by such rules, you will certainly find useful materials on how to catch the king in checkers with three kings, since a bad strategy will only drag out the tournament without a victorious end.

Be that as it may, these are the main options for how a king cuts in checkers, so for your learning gameplay it is worth paying attention specifically to this type. And, finally, it will be useful to see, which will clearly demonstrate all the features of such a walker and allow you to master it in the best possible way.

Game Ingredients:

1.Game board 64 (8x8) cells. Cells of two contrasting colors, located diagonally. The designation of game cells is alphanumeric (as on a chessboard).

2. Checkers of two different colors, 12 each.


Purpose of the game:


Rules:

The playing field (board) is located in such a way that the corner dark field is located on the left side of the player (Diagram No. 1).



Diagram #1

Diagram #2


The choice of color by the players is determined by lot or by agreement. Checkers are placed on three rows closest to the player on dark cells, as shown in the figure. The right of the first move usually belongs to the player who plays white (light) color. Moves are made by opponents in turn.

If a simple checker has reached the last horizontal, it becomes a "king" and is indicated by a flip (Diagram No. 3). The queen can move diagonally to any number of free cells.


Diagram #3

Taking checkers the opponent is made by transferring his own through it, in the event that it is located on a diagonal cell adjacent to a simple checker and there is a free field behind it (Diagram No. 2). If after this move there is a continuation for capturing other opponent's checkers, the move continues. The opponent's checker(s) is removed from the board. Capture of the opponent's checker can be done both forward and backward, and is mandatory, if before the start of the game it was not agreed to change this rule.


These rules of the game in Russian checkers are standard, but they can be changed by mutual agreement of the players.


International (hundred cell) drafts.

The rules of the game in international (hundred-cell) checkers are very similar to Russian checkers, but, nevertheless, differ.


Game Ingredients:

1.Game board 100 (10x10) cells. Cells of two contrasting colors, usually white and dark (gray or brown), located diagonally. All dark (black) fields have certain numbers - from 1 to 50.

2. Checkers of two different colors, 20 pieces each.


Purpose of the game:

Win the game - when the opponent does not have a single checker left, the opponent's checkers are blocked or the opponent recognizes defeat ahead of time.

If it is impossible for any of the participants in the game to win, the game is considered to be finished in a draw.


Rules:

The game is played by 2 players. Players are located on opposite sides of the board.



The choice of color by the players is determined by lot or by agreement. Checkers are placed on four rows closest to the player on dark cells, as shown in the figure. The right of the first move usually belongs to the player who plays white (light) color. Moves are made by opponents in turn. A move is considered made if the player releases his hand after moving the checker. If a player touches a checker, he must make a move with it. If any of the opponents wants to correct the checkers, he is obliged to warn in advance.

At the beginning of the game, all the opponent's checkers are simple. Simple checkers can only be moved forward diagonally to an adjacent free cell.

Taking checkers

For clarification, below are illustrative examples:



Diagram #6

King 10 can take one checker, standing on square 46.

Simple checker 36, removes 3 opponent's checkers, standing on square 29.

Therefore, the capture must be performed by checker 36.

Diagram #7

White has 2 options for capturing the opponent's checkers:

King 45 can take 2 simple checkers and a king, standing on square 16;

With a simple checker 26, you can take a king and 2 simple checkers.

In all variations, the quality and quantity are the same, so the player performs the capture based on tactical preferences.



These rules of the game in international (hundred-cell) checkers are standard, but they can be changed by mutual agreement of the players.


More detailed rules, during official competitions, you can find out in the Code of Rules for the sport of "Checkers", approved by order No. 481 of the Ministry of Sports and Tourism of Russia dated May 12, 2010.


Brazilian checkers.

Brazilian checkers is played on an 8x8 board according to the rules of international checkers.


Game Ingredients:

1.Game board 64 (8x8) cells. Cells of two contrasting colors, usually white and dark (gray or brown), located diagonally. All dark (black) fields have certain numbers - from 1 to 32.

2. Checkers of two different colors, 12 pieces each.


Purpose of the game:

Win the game - when the opponent does not have a single checker left, the opponent's checkers are blocked or the opponent recognizes defeat ahead of time.

If it is impossible for any of the participants in the game to win, the game is considered to be finished in a draw.


Rules:

The game is played by 2 players. Players are located on opposite sides of the board.

The playing field (board) is located in such a way that the corner dark field is located on the left side of the player.

The choice of color by the players is determined by lot or by agreement. Checkers are placed on three rows closest to the player on dark cells. The right of the first move usually belongs to the player who plays white (light) color. Moves are made by opponents in turn.

At the beginning of the game, all the opponent's checkers are simple. Simple checkers can only be moved forward diagonally to an adjacent free cell.

If a simple checker has reached the last horizontal, it becomes a "king" and is indicated by a flip. The queen can move diagonally to any number of free cells.

A move is considered made if the player releases his hand after moving the checker. If a player touches a checker, he must make a move with it. If any of the opponents wants to correct the checkers, he is obliged to warn in advance.

Taking checkers the opponent is made by transferring his own through it, in the event that it is located on a diagonal cell adjacent to a simple checker and there is a free field behind it. If after this move there is a continuation for the capture, the move continues, while choosing the option according to the “majority rule”, i.e. taking the largest number of opponent's checkers, in this case the king does not enjoy any advantages and does not impose any additional obligations on the player.

Capture of the opponent's checker can be done both forward and backward, and is mandatory, if before the start of the game it was not agreed to change this rule. The opponent's checker(s) is removed from the board.

If a simple checker in the process of capturing the opponent's checkers reaches the field of the last horizontal and it is given the opportunity to further capture by the queen according to the rules of battle, then it turns into a king, stopping on the field of the last row. According to the rules of the queen, she acquires the right to capture only from the next move.

English drafts (American, checkers)

Game Ingredients:


Purpose of the game:

Win the game - when the opponent does not have a single checker left, the opponent's checkers are blocked or the opponent recognizes defeat ahead of time.

If it is impossible for any of the participants in the game to win, the game is considered to be finished in a draw.


Rules:

The game is played by 2 players. Players are located on opposite sides of the board.

At the beginning of the game, all the opponent's checkers are simple. Simple checkers can only be moved forward diagonally to an adjacent free cell.

If a simple checker has reached the last horizontal, it becomes a "king" and is indicated by a flip. The queen can move one square diagonally forward or backward

A move is considered made if the player releases his hand after moving the checker. If a player touches a checker, he must make a move with it. If any of the opponents wants to correct the checkers, he is obliged to warn in advance.

Taking checkers the opponent is made by transferring his own through it, in the event that it is located on a diagonal cell adjacent to a simple checker and there is a free field behind it. Capturing an opponent's checker with a simple checker can only be done forward. The king, when captured, moves only through one field in any direction, and not to any diagonal field, as in Russian or international checkers. Capturing the opponent's checker is mandatory, but if there are several continuations of the “battle”, any one that is most tactically expedient is chosen ( main criterion- lack of further continuations for captures).

If a simple checker in the process of capturing the opponent's checkers reaches the field of the last horizontal and it is given the opportunity to further capture by the queen according to the rules of battle, then it turns into a king, stopping on the field of the last row. According to the rules of the queen, she acquires the right to capture only from the next move.

Pool

The rules of the game in Pool are very similar to Russian checkers, but, nevertheless, they are different.


Game Ingredients:

1. Game board 64 (8x8) cells. Cells of two contrasting colors, usually white and dark (gray or brown), located diagonally.

2. Checkers of two different colors, 12 each.


Purpose of the game:

Win the game - when the opponent does not have a single checker left, the opponent's checkers are blocked or the opponent recognizes defeat ahead of time.

If it is impossible for any of the participants in the game to win, the game is considered to be finished in a draw.


Rules:

The game is played by 2 players. Players are located on opposite sides of the board.

The playing field (board) is located in such a way that the corner dark cell is located on the left side of the player.

The choice of color by the players is determined by lot or by agreement. Checkers are placed on three rows closest to the player on dark cells. The right of the first move usually belongs to the player who plays white (light) checkers. Moves are made by opponents in turn.

At the beginning of the game, all the opponent's checkers are simple. Simple checkers can only be moved forward diagonally to an adjacent free cell.

If a simple checker has reached the last horizontal, it becomes a "king" and is indicated by a flip. The queen can move diagonally to any number of free cells.

A move is considered made if the player releases his hand after moving the checker. If a player touches a checker, he must make a move with it. If any of the opponents wants to correct the checkers, he is obliged to warn in advance.

Taking checkers the opponent is made by transferring his own through it, in the event that it is located on a diagonal cell adjacent to a simple checker and there is a free field behind it. Capturing an opponent's checker with a simple checker can only be done forward. The capture of the opponent's checkers by the queen can be carried out through any number of diagonal cells, if there is free space behind the "victim". If it again finds itself on the same diagonal next to or at a distance from the opponent’s checker, behind which there is one or more free squares, the king must continue capturing the next ones and occupy any free square on the same diagonal behind the last captured checker.

Capturing the opponent's checker is mandatory, but if there are several continuations of the “battle”, any one that is most tactically expedient is chosen (the main criterion is the absence of further continuations for captures).

If a simple checker in the process of capturing the opponent's checkers reaches the field of the last horizontal and it is given the opportunity to take it further, then the checker continues the “battle”, while remaining simple.

Italian checkers

The rules of the game in Italian checkers are similar to Checkers, but, nevertheless, they are different.

The choice of color by the players is determined by lot or by agreement. Checkers are placed on three rows closest to the player on dark cells. The right of the first move usually belongs to the player who plays black (dark) checkers. Moves are made by opponents in turn.

At the beginning of the game, all the opponent's checkers are simple. Simple checkers can only be moved forward diagonally to an adjacent free cell.

If a simple checker has reached the last horizontal, it becomes a "king" and is indicated by a flip. The queen has the right to move one square diagonally forward or backward.

A move is considered made if the player releases his hand after moving the checker. If a player touches a checker, he must make a move with it. If any of the opponents wants to correct the checkers, he is obliged to warn in advance.

Taking checkers the opponent is made by transferring his own through it, in the event that it is located on a diagonal cell adjacent to a simple checker and there is a free field behind it. Capturing an opponent's checker with a simple checker can only be done forward. A simple checker is forbidden to “hit” the king. The king, when captured, moves only through one field in any direction, and not to any diagonal field, as in Russian or international checkers. Taking the opponent's checker is mandatory, but if there are several continuations of the "battle", the option is selected according to the "majority rule", i.e. taking the largest number of opponent's checkers, in this case the king does not enjoy any advantages and does not impose any additional obligations on the player.

If a simple checker in the process of capturing the opponent's checkers reaches the field of the last horizontal and it is given the opportunity to further capture by the queen according to the rules of battle, then it turns into a king, stopping on the field of the last row. According to the rules of the queen, she acquires the right to capture only from the next move.

At the beginning of the game, all the opponent's checkers are simple. Simple checkers can only be moved forward diagonally to an adjacent free cell.

If a simple checker has reached the last horizontal, it becomes a "king" and is indicated by a flip. The queen can move diagonally to any number of free cells.

Taking checkers the opponent is made by transferring his own through it, in the event that it is located on a diagonal cell adjacent to a simple checker and there is a free field behind it. If after this move there is a continuation for capturing other opponent's checkers, the move continues. The opponent's checker(s) is removed from the board. Capture of the opponent's checker can be done both forward and backward, and is mandatory, if before the start of the game it was not agreed to change this rule.

The capture of the opponent's checkers by the queen can be carried out through any number of diagonal cells, if there is free space behind the "victim". If it again finds itself on the same diagonal next to or at a distance from the opponent’s checker, behind which there is one or more free squares, the king must continue capturing the next ones and occupy any free square on the same diagonal behind the last captured checker.

Taking the opponent's checker is mandatory, but if there are several continuations of the "battle", the option is selected according to the "majority rule", i.e. capturing the largest number of opponent's checkers

In those cases when a simple checker, when captured, reaches the last horizontal row and it is given the opportunity to continue capturing checkers, then it is obliged to continue the fight in the same move, but already as a king.

In those cases when the checker has reached the last horizontal without capture and after that it is given the opportunity to fight, then it must beat, provided that this opportunity is preserved only by the next move as a king.

Broken checkers are removed from the board only at the end of the move, repeated "jumping" over beaten checkers prohibited.