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RULES.TXT
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1996-11-15
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THE RULES OF CHECKERS
Checkers is easy to play, but difficult to master. You start with 12 pieces
each on 12 dark squares. The object of the game is to either capture all the
opponent's pieces or force him into a situation where he cannot move.
There are two types of playing pieces in checkers: single pieces and kings.
Single pieces may only move toward the opponents side of the board; kings may
move in any direction.
All pieces may only move diagonally. Unless a player "jumps" the opponent a
piece can only move one square during a move. Each player gets a single move
during each turn.
To remove an opponents playing piece from the board you must "jump" over his
piece with your own. That means that you move from your current position
diagonally over the opponents square to the next square. The square in which
you land must be empty. Therefore a jump will actually move your piece two
squares diagonally. A single piece may only jump in the forward direction,
whereas a king may jump in any direction. It is quite possible that a piece
may jump more than one of the opponent's pieces. You must, however, land in an
empty square between each single jump. If a jump is available it must be
taken. Multiple jumps must likewise be completed before the end of the turn.
You may not jump your own piece or an empty square.
Because kings can roam all over the entire board in any direction it is
advantageous to obtain as many as possible. To create a king a single piece
must move completely across the board to the opponents edge of the board, or
"crown-head". At this point the piece will become a king, and the symbol
representing the piece will change. (In real checkers two pieces are stacked
on top of each other.) If additional jumps are available they cannot be taken
until the next move.
The game is won when either all of the opponents pieces have been taken or he
cannot move.