Can checkers move backwards? Rules of checkers how the queen beats - Advisor. Board for playing Russian checkers

How to play Russian checkers?

1.1. Checkerboard

The checkerboard consists of 64 identical squares, alternately light (white) and dark (light brown) fields.

The game is played only on dark fields. The checkerboard is located between the partners in such a way that there is a dark corner field to the left of the player.

In official competitions, a board must be used that meets the following requirements:

Have a playing surface from 40 to 45 cm;

The surface of the board should not be shiny, it should be matte;

The alternation of light and dark fields should be distinct, their color should not be too pale and should not merge with the color of the checkers.

1.2. The name of the diagonals of the checkerboard

picture

An oblique row of fields from one edge of the board to the other forms a diagonal.

Diagonals resting with one end against the bottom edge (board) of the board are considered lower diagonals, and resting against the upper edge - upper diagonals.

The largest of the diagonals, consisting of 8 black fields and crossing the board from left to right, is called the big road.

Two diagonals (6 fields each) lying on both sides of the main road, and two diagonals (3 fields each) connecting the first ones but forming a tee at the ends. The large diagonals of the tee are respectively called the lower and upper tees, the small ones are called the lower and upper tees.

Two diagonals crossing a large road and a tee (7 fields each) make up a double. They are called the lower and upper twin.

The two diagonals following the double (5 zeros each) together with the diagonals connecting them at the ends (4 fields each) form a jamb. Accordingly, they are called the lower and upper joint, lower and upper joint.

1.3. Checkers

Before the start of the game, partners are provided with 12 checkers (flat, round shape): one - white, the other - black. Checkers are placed on the black fields of the first three horizontal rows on each side.

Checkers must meet the following requirements:

All checkers must be the same shape and the same size;

Their diameter should be less than the field of the board by 5-10 mm;

The thickness of the checker should be equal to 1/4 or 1/5 of its diameter;

All white and black checkers must be of the same color, respectively;

They should not be shiny, and their color should not merge with the fields of the checkerboard.

1.4. Moves of checkers and queens

1.4.1. A move in a game is the movement of a checker from one field of the board to another. The first move is always made by the white player. Partners take turns making one move at a time until the game is over.

1.4.2. Checkers are divided into simple and queens, but in the initial position all checkers are simple.

1.4.3. Simple moves only forward to the adjacent field diagonally.

1.4.4. If during the game the checker reaches one of the fields of the last, eighth (counting from itself) horizontal row, it turns into a king, gaining new rights. Each side can have several kings on the board at the same time. Kings are indicated by double checkers, i.e. placed one on top of the other.

1.4.5. The king, unlike a simple one, moves to any of the free squares diagonally in any direction (both forward and backward), but, like a simple one, can only stand on fields that are not occupied by other checkers, and she does not jump over her checkers maybe.

1.4.6. A move is considered made if the player, after moving a checker or king from one field to another, takes his hand away from it.

1.4.7. If the player who is next to move touches his checker, which can be moved, he must move it. If he touches two or more, he must go with the checker touched first, if a move or a capture is possible. Touching one's checker, which does not have a possible move according to the rules of the game, does not entail any consequences, and the player is free to make any possible move.

1.4.8. If a player, when making a move, moved his checker or king to another field, but did not take his hand away from it, he has the right to move this checker or king to any other field possible for them.

1.4.9. If a player wants to correct one or more checkers, he must first clearly announce to his opponent: "correcting". Checkers can be corrected only when it is their turn to move.

1.5 Taking

1.5.1. If simple checker is located on the same diagonal next to the opponent's checker, behind which there is a free field, it must be transferred through this checker to a free field. In this case, the opponent's checker is removed from the board.

1.5.2. If the king is on the same diagonal next to or at a distance from the opponent's checker, behind which there is one or more free squares, it must be transferred through this checker to any free square. In this case, the opponent's checker is removed from the board.

1.5.3. Capturing the opponent's checker is obligatory and is performed both forward and backward. A capture counts as one move played. Taking your checkers is prohibited.

1.5.4. The capture must be clearly marked and carried out in a certain order. It is considered completed after removing the opponent's checker from the board.

1.5.5. If in the process of capturing with a checker it again finds itself on the same diagonal next to another opponent’s checker, behind which there is a free field, it must be transferred through the second, third, etc. checker.

1.5.6. If, in the process of capturing, the queen again finds herself 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 be necessarily transferred through the second, third, etc. checker and occupy any free field on the same diagonal behind the last captured checker.

1.5.7. After the completion of the capture in accordance with paragraphs. 1.5.5. and 1.5.6. the captured opponent's checkers are then removed from the board in the order in which they were captured. This is called a sequential take.

1.5.8. In the process of successive capture, it is forbidden to transfer checkers or kings over one's own.

1.5.9. In the process of successive capture, it is allowed to pass several times through the same field, but it is forbidden to transfer a checker or king through the same checker (king) of the opponent more than once.

1.5.10. The capture must be clearly marked, checker by checker, placing the capturing checker on the capture square and then on the final square.

1.5.11. A successive capture is considered completed if the player, at the end of the movement of the checker or king, took his hand away from it.

1.5.12. Captured checkers can be removed from the board only after the completion of a consecutive capture and in the same order in which they were captured.

1.5.13. The removal of taken checkers from the board is considered complete when the player has removed the last taken checker.

1.5.14. If it is possible to capture in two or more directions with a king or checker, the choice, regardless of the number or quality of the removed checkers (kings or simple), is given to the taker.

1.5.15. If a simple, when captured, reaches the last (eighth from itself) horizontal row and if she is given the opportunity to further capture checkers, then she is obliged to continue the fight in the same move, but already as a king.

1.5.16. If the simple one reaches the last horizontal row without capturing and after that she is given the opportunity to fight, then she must beat (if this opportunity remains) only on the next move as a king.

1.6. Checkers notation and notation of the game

1.6.1. Checkered notation is a system symbols board fields. Eight horizontals of the board are indicated by numbers from 1 to 8, eight verticals - by small Latin letters from "a" to "h" (a, b, c, d, e, f, g, h) or in Russian pronunciation - "a", "be", "tse", "de", "e", "ef", "same", "ash"). The letter "a" denotes the leftmost vertical from the side of the white player (the rightmost vertical from the side of the black player). The first rank is the rank closest to the white player.

Each field of the board is designated depending on which vertical and which horizontal it is located on, i.e. each field is identified by a combination of a letter and a number, showing the vertical and horizontal rows at the intersection of which the field is located.

1.6.2. The use of notation makes it possible to record both whole games and individual positions, for example, the arrangement of checkers at the beginning of a game is written as follows: White: a1, a3, b2, c1, c3, d2, e1, e3, f2, g1, g3, h2 ( 12); black: a7, b6, b8, c7, d6, d8, e7, f6, f8, g7, h6, h8 (12).

To record the move, checkers or kings first indicate the field on which the checker or king stood, then put a dash and write down the field on which it is placed, for example: a3-b4. When recording a capture (battle), a colon is put instead of a dash.

When taking several checkers in one move, the move is recorded as follows: first, the field from which the checker began its move is recorded, then a colon is put and the field on which it stood after the battle is indicated.

If it is necessary to note the direction of the capture, then after recording the field from which the battle began, the designation of the fields on which the direction change was made is sequentially recorded. A colon is placed between the designations of individual fields.

1.7. Purpose of the game

For each of the parties, the ultimate goal is to win or draw, depending on the tasks that the player sets for himself in this particular game.

1.8. Party win

1.8.1. The winner of the game is the one who first reaches a position in which his opponent:

Recognizing his position as lost, he announced that he was surrendering;

Will not be able to make another move;

Does not have any checkers;

Did not manage to make the set number of moves in a certain time.

1.9. Draw Endings

1.9.1. A game is considered to end in a draw in the following cases:

By mutual agreement of opponents (one of the participants offers a draw, and the other accepts this offer);

If it is impossible to win any of the opponents;

If a participant, having at the end of the game three kings (or more) against one opponent's king, does not take the opponent's king on his 15th move (counting from the moment the balance of forces was established);

If in a position in which both opponents have kings, the balance of forces has not changed (i.e., there has been no capture, and not a single simple checker has become a king) for:

* in 2 and 3 figure endings - 5 moves,
* in 4 and 5 figure endings - 30 moves,
* in 6 and 7 figure endings - 60 moves.

If a participant, having at the end of the game three kings, two kings and a prime, a king and two primes, three primes against a lone queen located on the high road, will not be able to achieve a won position with his 5th move;

If within 15 moves the players made moves only with kings, without moving simple checkers and without making captures;

If three (or more) times the same position is repeated (the same arrangement of checkers), and the turn of the move each time will be for the same side.

1.9.2. The procedure for recognizing a draw in case of repetition of the position:

If the player makes a move, as a result of which the position is repeated for the third time or more, then his partner has the right, before making his next move, to declare to the judge of the competition to terminate the game and recognize it as a draw;

If one of the players wants to make a move, as a result of which the position will be repeated a third time (or more), then without making this move on the board, he must write it down on the form and tell the judge to stop the game and recognize it as a draw. If the next move is nevertheless made, then the right to demand a draw by this participant is lost and restored again in the event of the next repetition of the same position;

It is not necessary for the repetition of a position to follow one after the other;

You can also demand a draw if the position is repeated three times at different moments of the game, i.e. after any number of moves, but with the same move order;

The correctness of the statement about the recognition of the game as a draw due to the three-fold repetition of the position is checked by the judge of the competition due to the time of the opponent who made this statement. If the check establishes that there was no triple repetition, then the move recorded by the applicant is considered to be made and the game continues.

If, during the check, the time of a participant who seeks recognition of a draw as a result of the game expires, but it is found that a three-fold repetition of the position takes place, the game is recognized as ending in a draw; if there was no three-fold repetition of the position, then the applicant, whose time has expired during the check, is credited with a defeat.

1.9.3. A participant can offer a draw at the moment when he has just moved a checker or king. Having offered a draw, he starts his partner's clock. The offer of a draw and the answer to it must be expressed in a short form: "I offer a draw", "I agree", "I do not agree", and are not stipulated by any conditions. The latter can accept the offer or reject it verbally or in response.

1.9.4. If a player offers a draw while his partner's clock is ticking and considering his move, the latter can accept or reject his offer. A player offering a draw must therefore be warned by the arbiter.

1.9.5. If a player offers a draw while his clock is running, the partner may accept the offer, reject it, or delay his decision until he sees the player's move.

1.9.6. If the offer of a draw is not accepted, the same participant may only offer a second draw after the other participant has exercised his right to do so.

1. The game is played by two persons on a checkers board, divided into 64 squares, painted white and black, with 12 white checkers belonging to one player, and 12 black checkers belonging to another player.

2. The board between the players is placed so that the main road goes from the player from left to right.

3. Checkers on each side are placed in black squares on the first three rows from the player.

4. The moves are made alternately by the players.

5. A move is considered to be moving a checker forward to an adjacent black square, as well as capturing enemy checkers.

6. If the adjacent square is occupied by an enemy, say, black checker, and the black square following it is free, then the black checker "beats", i.e., the white checker jumps over the black checker behind it, which is a free black square, and the black checker " eat" - removed from the board.

7. At one time, as many checkers “beat” as there are on the way on the above conditions.

8. If it is possible to capture the opponent's checkers simultaneously in two directions, the choice, regardless of the number, is at the discretion of the taker.

9. When capturing, checkers are removed from the board only at the end of the move.

10. It is not allowed to take a checker twice in one move during a move (to cross it with a striker).

11. If the checker of one of the players during the game penetrates to the last row, then it turns into a king.


12. If a simple checker, when capturing the opponent's checkers, becomes a king and after that it again opens up the opportunity to beat the enemy checkers, then such a capture is obligatory (unlike Polish checkers).

13. The queen has the right to move along the entire length of the row of black squares to any place not occupied by checkers.

14. It “beats” the enemy checker if a free black square remains directly behind it. It strikes along the entire length of a row of black squares at any distance from itself.

15. Both a simple checker and a queen are required to “hit”, if an opportunity presents itself.

16. Both a simple and a king “hit” enemy checkers both forward and backward.

17. The winner of the game is the one who either takes all the opponent's checkers or deprives him of the opportunity to make any moves by locking the remaining checkers on the board.

18. If it is impossible for both sides to win the game, the game is considered a draw.

19. When the same moves are repeated three times directly on the one hand, the opponent is given the right to recognize the game as a draw.

20. When three queens fight against one, no more than 15 moves are given to win.

21. If there is one or more checkers with one king, no more than 30 moves are allowed to win, until the balance of forces changes.

22. If a win is not achieved in the last two cases, the game is considered a draw.

24. To record the checker's move, first mark the cell on which it stood, using the number and letter that correspond to this cell, put a dash and then attribute the name of the cell on which it stands in the same way.

25. If you need to indicate the removal of a checker from the board, then between the name of the cell from which the movement begins and the name of the cell on which the checker is placed after the battle, a colon is put instead of a dash (sometimes the sign X).

26. When fighting a row of checkers, only the beginning and end of the fight are indicated, omitting the intermediate cells.

Checkers is a fairly simple game for two in the rules (in Russian checkers). At the same time, as in chess, logical thinking is actively involved in it. Let's figure out how to play checkers.

How to learn to play checkers?

Beginning of the game

To play checkers you need a standard Chess board 8 by 8. You need to turn the board so that the player playing white has a black cell in the lower left corner. Only 32 black cells (fields) are involved in the game. Therefore, checkers are placed only on them. At the initial position, the checkers occupy only 3 horizontal black fields.

Simple Checkers

Checkers are divided into two categories: simple and queens. The queen has great possibilities, it is designated as an inverted checker or 2 checkers on top of each other. At the beginning of the game, all checkers are simple. Simple go in two ways: "quiet move" and "combat". "Quiet move" means a simple move forward one adjacent empty cell diagonally. "Battle" is the designation of an attacking action in which you "eat" an opponent's checker (it does not matter: a simple or king). You can "hit back". The condition for the execution of such a move is the presence of the opponent's checker on the diagonally adjacent cell, as well as an empty cell adjacent to the same diagonal. If, after making a move, your checker has the opportunity to eat another checker of the opponent, then you should "hit" the second checker and so on until the opportunity to attack ends. You can even beat a checker that is not on the same diagonal along which you made the first move, i.e. in any direction. The main thing is to follow the rules described above. "Broken" checkers and kings of the opponent are removed from the board.

How does the lady walk?

You can reach the level of the king by reaching the last field of the enemy. There are 2 types of king moves. The first type is the "quiet move". This is a movement in any direction diagonally to any number of fields. The second type of move is "battle". The queen can jump over a simple checker or an opponent's king. They can be in any direction from the striking king diagonally. In this case, the rule must be observed that an empty field must remain behind the attacked checker of the opponent. If there are several squares after the attacked checker of the opponent, then the beating king can occupy any of them. The battle, as in the attack of a simple checker, continues as long as there is an opportunity to "hit" the opponent's checkers. If from a free field you can continue the fight either in the same direction or perpendicular to it, then you need to continue to attack in any of the directions of your choice until the opportunity to attack ceases.

Purpose of the game

How to play checkers correctly? If the configuration of the game is such that you can make several options for "quiet" moves, but there is no possibility of "combat", then you choose any direction of the "quiet move". If the situation is such that you need to "beat" the enemy and at the same time there are "quiet moves", then you must definitely choose the first option (this is the rule). If it was ignored, then it is necessary to "pass", if possible, with the same checker. The goal of the game is to "beat" all the opponent's checkers. Also, the opponent's checkers can be "locked". This means that they are not beaten, but they cannot make a move (analogous to "stalemate" in chess). There is a draw in checkers. The limitation in the game is the following rule: "the opponent's checker beats only once" - this is important to consider in long combinations.

There is such a game as "Chinese Checkers". We will tell you how to play Chinese checkers correctly. "Board" is a six-pointed star, on top of which there are from 6 to 10 chips. The game is designed for 2-6 people. The goal of the game is also to move your pieces to the opposite end of the star. The player with the brightest chips starts the move, then they go clockwise. In one move, one piece moves in any direction. You can jump over other people's chips if there is an empty space behind them. And if behind this free space there is still a chip not in a straight line relative to the previous move, then jump over it in the same move. The one who first reaches the opposite end of the star wins. Then the second is distributed, and so on. places.

Have fun!

Checkers is one of the most popular board games for children and adults. But only a few people know how to play checkers correctly, observing all the rules. And even fewer people think about the fact that there are ready-made strategies that help to win in this doubles game.

At the same time checkers are effective way of development and education of the child. They stimulate logic strategic thinking, perseverance, endurance.

Why is it important to teach the younger generation this fun?

This strategy game teaches to calculate ahead, to think over their actions, to analyze the steps of the enemy. What does it look like? To build a real business, both large and small. We now live in an era of niche trading and personal branding, when it is really important to “make a name for yourself” in order to earn a living.

And a child does not learn through long lectures, moralizing, or even someone else's experience. No, the child learns when he is interested. And it's interesting when there is drive, play, movement and rhythm.

You can also show the basics with preschool age following the baby's request. It is important not to insist or force, not one hundred percent to follow the rules and fill up the young player at the beginning of the game, but to openly show how exciting and exciting the queen walks the whole field or the piece “jumps over his head”. How less baby, the more game moments you need to include. And add less evaluation and adult irony.

Who should teach a child to play checkers? Ideally mom or dad. Or grandma and grandpa. Especially if adults show their example of the game, and then include the baby in the process.

If this is not possible or adults do not have enough patience, you can send the child to a specialized studio. But this approach is like Russian roulette - it all depends on the teacher and the team.

What are the types of checkers?

In fact, there are many games with checkers. The most popular of them:

At the same time, for fun with the smallest kids, you can come up with your own “childish” rules.

How to play the Russian version correctly?

They play on a standard classic field with 8x8 cells. For two players, 24 pieces are used - 12 white and 12 black. Before starting the game, you need to correctly place the board. In front of the participant who has chosen white checkers for himself, there should be a square in the lower left corner white color. The pieces are arranged using only the dark fields of the board.

The goal of the game is to "knock out" all the opponent's pieces or block their further move.

Game progress:

The question is often asked: is there a fight back with an ordinary checker, if it is not a “king”? In fact, there is no exact answer. Some versions of the game in the Russian version involve a “fight back”, others do not. For children, it is better to start playing with a minimum set of simple rules and not complicate them with unnecessary conventions. When they are mastered, you can complicate the rules a little or learn other game options.

Checkers “in English”

The rules of the game in the English version are very similar to the Russian ones, but are more conservative. Also, players place figures on a board with 24 cells - 12 black and white checkers. The difference is that Black moves first. Not allowed to fight back. "King" can be beaten back only one cell.

The English version is great for teaching children. After all, the rules are simple, easy to remember.

Game of corners

The game takes place on a classic board, 8x8 cells in size. Participants are given 9 chips. They must be arranged in a 3x3 square. Figures can be moved to adjacent cells vertically or horizontally. Additionally, you can jump over the opponent's checkers, which are located on free fields and the cells behind them are free.

The main goal of the game is take the empty corners enemy.

When teaching children classic checkers you can learn how to play this game. It is important that the child can learn the difference in the rules of two completely different games.

Pool game (Pool)

The game of pool is very similar to the Russian version, but there are some differences. To play, you need a board of 64 cells (this is 8x8). Usually, cells are drawn on the board in two contrasting colors - black, dark gray or brown and white, light gray or beige.

You also need figures of two colors: 12 light and 12 dark.

The main goal of the pool game is knock out all the checkers opponent or block all possible moves. Also, the game is considered completed if one of the opponents surrendered or the players declared a “draw”.

Game progress:

In this popular board game for two players in Southern Europe was played as early as the Middle Ages, but, apparently, it was borrowed from much older games common in the Middle East.

Each player tries to "take" (capture and remove from the board) his opponent's checkers, or else lock them up so that they cannot move.

Board.
Checkers is played on a square board with a side of 37 to 41 cm, made of wood, plastic or cardboard. It is divided into 64 squares, eight on each side.

Light squares alternate with dark ones (usually black and white, sometimes black and red or red and white). The game is played only on squares of one color - usually dark.

Checkers.
Each player has a set of 12 checkers - wooden or plastic discs with a diameter of 3 to 4 cm and a thickness of about 1 cm. One set is usually white, and the other is red or black.

The purpose of the game.
The player seeks to take all of his opponent's checkers or place his own checkers in such a way that the opponent cannot make a single move.

Beginning of the game.
Players sit opposite each other and place the board so that the playing squares are on the left side of the first row. Lots are drawn to determine who will play dark in the first game. Then the players in subsequent games play dark in turn.
Before the start of the game, each player places his checkers on the game squares on the three rows closest to him. The first move in the game is always made by the dark players.

Moves.
Each player can only take one turn at a time. Since the game is played on squares of only one color, all moves are made diagonally. Ordinary checkers (a) can only be moved forward; double checkers, or kings, can be moved both forward and backward (b). A checker can only be moved to a free square.

"Touched - go."
Except in those cases where the player has notified the desire to arrange the arrangement of the checkers on the squares, he must, by making a move. move the first checker touched. If the player first touched a checker that cannot move, he is first given a warning, and if the violation is repeated, a defeat is counted.

Moves and time limit.
If within five minutes the player has not made a move. a specially appointed timekeeper must announce: "Time!" After that, the participant in the game must make a move within one minute or admit defeat due to time trouble (in a number of grandmaster tournaments, players are required to make a certain number of moves in a set time).

A move without capturing the opponent's checker.
With the exception of those moves when a player captures an opponent's checker, he can only move his checker to an adjacent game square.

Move with the capture of the opponent's checker.
One of the goals of the game is to capture (capture and remove from the field) the opponent's checkers. A checker can be taken if it is on a square adjacent to the moving checker, and the square immediately behind it is free (1).
In one move, you can take several checkers, provided that each has a free square (2).
Whenever possible, a player should capture checkers (even if doing so would result in his own checker being taken) rather than making simple moves. If a player can choose how many checkers he can take in different options moves, he has the right to choose to take a smaller number (For), but if he started a move that allows him to take more checkers, he must continue it until he takes all the available checkers (36).

Non-capture of a piece being taken.
If a player does not take a checker when he is given this opportunity (1a), then, according to modern tournament rules, his opponent is obliged to point out a mistake to him, forcing him to return the checker to its original place and make a move with a capture (16).
This rule replaced the old "fuka" rule, when a player was deprived of a checker that made an erroneous move without capturing the opponent's checker.

Passage to the ladies.
When a checker reaches the last row of the board (known as "crown"), it becomes a king and is "crowned" by placing another checker of the same color on top (2). After turning a checker into a king, the player's turn always ends.

Draw occurs when none of the players is able to take all the checkers of the opponent or lock them (For, 36). If one player is in a more advantageous position, he may be required to realize the win within 40 of his own moves, or else establish an undeniable advantage over the opponent. If he fails, the game is considered a draw.

Well, this is checkers for adults)))