The game of Checkers (English: Draughts) is played on the 32 black or white squares of the Chess board by two opponents, each of whom has twelve men of the same kind. The object of the game is to capture all opposing men or to block them so that they cannot move.
The original position of board and men is shown in Diagram 85. It will be seen that the board is placed in such a way that the players have a vacant square at their lower right hand corner. This corner is called the DOUBLE CORNER because two men are located in its immediate neighborhood while the left hand corner, the SINGLE CORNER, is occupied by only one man.
The squares of the Checker board are usually described by numbers as shown in Diagram 86. This is a rather crude method when compared with the simple notation by means of a system of coordinates as used in Chess, but as it is universally employed in Checker books and Checker columns in daily papers it will be adhered to in the following explanation of the game.
The black men are placed on the squares 1 to 12, the white men on the squares 21 to 32. The first move must invariably be made by the player of the black men.
32 31 30
+--------------------+
| | o | | o | | o | | o | 29
|--------------------|
28 | o | | o | | o | | o | |
|--------------------|
| | o | | o | | o | | o | 21
|--------------------|
20 | | | | | | | | |
|--------------------|
| | | | | | | | | 13
|--------------------|
12 | * | | * | | * | | * | |
|--------------------|
| | * | | * | | * | | * | 5
|--------------------|
4 | * | | * | | * | | * | |
+--------------------+
3 2 1
DIAGRAM 85.
The move of the Checker men is a diagonal step forward, one square at a time. If a hostile man is in his way and if the square beyond the hostile man is vacant, he must capture him by jumping over him on to the vacant square, and he must continue capturing from the square on which he lands as long as this is possible according to the above rule. Captured men are removed from the board.
WHITE
+--------------------+ | | 32 | | 31 | | 30 | | 29 | |--------------------| | 28 | | 27 | | 26 | | 25 | | |--------------------| | | 24 | | 23 | | 22 | | 21 | |--------------------| | 20 | | 19 | | 18 | | 17 | | |--------------------| | | 16 | | 15 | | 14 | | 13 | |--------------------| | 12 | | 11 | | 10 | | 9 | | |--------------------| | | 8 | | 7 | | 6 | | 5 | |--------------------| | 4 | | 3 | | 2 | | 1 | | +--------------------+
BLACK
DIAGRAM 86.
If a man reaches the opposite edge of the board he automatically becomes a King and must be "crowned" by the opponent, who must place another man on top of him. A King may move and capture backward as well as forward. A man, who reaches the "King row" in capturing, cannot, however, continue capturing on the same move with the newly made King.
The position of Diagram 87 may serve to illustrate the above rules. White, on the move, plays 14-9. Black must capture this man with the man on 5 who jumps on to 14.
32 31 30
+--------------------+
| | | | | | o | | | 29
|--------------------|
28 | * | | | | o | | | |
|--------------------|
| | | | o | | o | | * | 21
|--------------------|
20 | | | | | | | | |
|--------------------|
| | | | * | | o | | o | 13
|--------------------|
12 | | | * | | | | | |
|--------------------|
| | * | | * | | | | * | 5
|--------------------|
4 | | | | | | | | |
+--------------------+
3 2 1
DIAGRAM 87.
White then sacrifices another man by 23-18 forcing Black to reply 14-23. Now White captures the three men on 23, 15 and 7 with his man on 26, and Black, before making his next move, must crown White's man who has just reached the King's row. He will naturally move his man 8, as otherwise White would capture him with the King on 3.
If a player overlooks the possibility of a capture his opponent has the right to remove the man who should have made the capture, from the board. This procedure is called "huffing" and does not constitute a play. Instead of huffing a player may ask the opponent to retract his move and to make the capture.
When neither player can force a win the game is considered a draw. When one side appears to be stronger and refuses to accept a draw offered the player of the weaker side can require the win to be demonstrated within 40 moves; otherwise the game is drawn.