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Experts study classic "strokes," or long series of forced
jumps, which include the Goose Walk, Wyllie's Switcher Winder, the
Boomerang, and even the dreaded 350-year-old Canalejas Cannonball. Watch out for that
one—if someone uses it against you, you can lose the whole game in just five
moves!
Basic rules
Checkers is a 2-player game, in which 1 player is
assigned white checkers and the other red. Each player has twelve checkers
to start the game.
object of the game
The aim of the game is to capture the other player's
checkers or make it impossible for that player to move them.
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beginning the game
The game is started in the position shown in the above
right hand corner of this page. The checkers board consisting of 64 squares
in an 8x8 grid, exactly the same as a chess board. The red player moves 1st. Then each player takes a single
turn. In fact, a player must move in turn. In other words you cant miss a
move.
Playing the game
A move consists of placing one checker on
a different square.
Capture Captures
or 'jumps' are compulsory. If a square diagonally in front of a man is
occupied by an opponent's piece, and if the square beyond that piece in the
same direction is empty, the man may 'jump' over the opponent's piece and
land on the empty square. The opponent's piece is captured and removed from
the board.
Multiple Jumps
If, after making a capture, a piece is in a position to
make another capture (either along the same diagonal or a different one) it
must do so, all as part of the same turn.
Capturing 2 opposing pieces in a turn is called a double jump, capturing 3
pieces in a turn is a triple jump.
If you have a choice of jumps, you may choose among them, regardless of
whether they are multiple or not.
Kings
The row of squares farthest from each player is
that player's king row. On reaching the king row, your piece is crowned and
becomes a king. Now it can move backward as well as forward.
Winning
The game is won by the player
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