Checkers game (also known as draughts), is a group of strategy board games for two players which involve diagonal moves of uniform game pieces.
It is a classic board game that has been enjoyed by people of all ages for centuries. The game is played on a board consisting of 64 squares arranged in an 8×8 grid. Each player has 12 checkers, or draughts, which are typically colored black and white. The objective of the game is to capture all of your opponent’s checkers or block their movement so they cannot make any more moves.
The game is widely played world-wide and each country has the particular type it enjoys most, the most popular forms of checkers in Anglophone countries are American checkers (also called English draughts), this is played on an 8×8 checkerboard; both Russian and Turkish draughts are played on an 8×8 board, and International draughts, played on a 10×10 board – the international type is most famous and is widely played in many countries worldwide. Canadian and Singaporean/Malaysian checkers are played on a 12×12 board. There are also variations that allow for more than two players and different rules for capturing and moving the checkers.There is also computer checkers.
Checkers may look simple and easy to learn but difficult to master. It is a strategic game that requires careful planning and consideration of the potential moves of your opponent. It is a great game for developing critical thinking skills and can be enjoyed by players of all ages and skill levels.
Rules and Regulations guiding the game
As already mentioned earlier, Checkers is played by two opponents on opposite sides of the game board. One player has dark pieces (usually black); the other has light pieces (usually white or red). Players alternate turns. A player cannot move an opponent’s pieces. A move consists of moving a piece diagonally to an adjacent unoccupied square. If the adjacent square contains an opponent’s piece, and the square immediately beyond it is vacant, the piece may be captured (and removed from the game) by jumping over it.
Only the dark squares of the checkerboard are used. A piece can only move diagonally into an unoccupied square. Capturing an opponent’s piece is required when it is practicable, If the player does not capture, the other player can remove the opponent’s piece as a penalty, and in the event that there are two or more such places, the player gives up any pieces that are immobile (although in some variants of checkers, this rule is not strictly applied. It is seen as optional). In virtually all variations, the player who has no pieces left or who is barred from moving loses.
How Checkers game is played
The game begins with each player placing their checkers on the dark squares of the board, with the white squares remaining empty. The player with the black checkers moves first. On each turn, a player must move one of their checkers diagonally to an adjacent empty square. If an opponent’s checker is adjacent to your checker and the square beyond it is empty, you can capture the opponent’s checker by jumping over it and removing it from the board. This is known as a “jump.” If a player is able to make a jump, they must do so. If multiple jumps are possible, the player can choose which one to make.
If a checker reaches the last row of the board on the opposite side from where it started, it becomes a “king.” Kings are able to move diagonally in any direction and can also capture opponents’ checkers by jumping over them.
The game continues until one player has no more checkers or can no longer make any moves. If a player has no more checkers or can no longer make any moves, the other player wins and he/she loses as mentioned above. If both players are unable to make any more moves, the game is a draw.
What are Man and King, the 2 key players in the game?
Man (uncrowned piece)
Man advances one square diagonally and leaps over a neighboring opponent’s piece to land on the following square, where he captures it. If a single enemy piece jumps repeatedly, it can capture multiple enemy pieces in a single round. The jumps don’t have to be in a straight path; they can “zigzag” (change diagonal direction). Men can only hop forward in American checkers, whereas they can jump both forward and backward in international and Russian draughts.
King (crowned piece)
A man becomes a king when he reaches the front row, often known as the crown head or kings row. It is symbolized by crowning the first man with an additional piece. In variations when men cannot already travel backwards, the monarch has additional abilities, including the capacity to capture backwards. A king, like a man, can make many jumps in a move as long as each one succeeds in capturing an adversary piece.
King moves can be made along unblocked diagonals in international draughts, where they are also known as flying kings. By jumping to any of the vacant squares just beyond it, they can capture an enemy man from any distance away. In a multi-jump move, it is possible to reach a situation where the flying king is prevented from capturing further by a piece that has previously been jumped because jumped pieces remain on the board until the turn is through.
In American checkers, flying kings are not employed; a king’s only advantage over a man is the extra capacity to move and capture backwards.
There are other games that are closely related to game of checkers that some people tend to confuse the two but they are not checker.
• Halma is a game in which players attempt to move every piece into the other corner while they can travel in any direction and hop over any other piece, friend or foe (although there are no captures).
• Chinese checkers: Similar to Halma, but with a board that is shaped like a star and is divided into equal-sized triangles and many more.