|
|
<
Checkers Around the World
African Checkers Game Kharbaga
 
Kharbaga is a version of African checkers game
that is played on a game board with a special
pattern somewhat different from Alquerque checkers.
In the Kharbaga pattern, the number of orthogonal
moves are reduced, while the Alquerque pattern
reduces the number of diagonals. As a result,
a unique game dynamic is presented to gamers
of Kharbaga. This checkers variant is a very
attractive game that does not lend itself too
easily to the outcome of a draw. Furthermore,
although the board only has 42 squares, there
are many moves possible, allowing for a lot
of freedom in choices, and this aspect makes
the African game quite complex and truly interesting.
Rules of African Checkers Game:
~ The Game Board ~
- Two players use a square board with
5 x 5 points that create a grid of diagonal,
horizontal and vertical lines that intersect
and connect 42 squares, which offer the
opponents endless movement possibilities.
- Each player has twelve counters or ‘checkers’ with
one using white pieces and the other using
black pieces.
- Counters must follow the pattern on the
board to move.
~ Object of Africa Checkers Game ~
- The goal is to capture all the opposing counters on the board.
~ Game Starting Position ~
- The counters are placed on the rows
nearest to each player as per the diagram
below.
- The opponents toss a coin to decide
who begins the game with the first move
and then they alternate turns afterward.
~ Game Moves & Captures ~
- Players can move their pieces in three
forward directions ~ forward, forward diagonally
left and forward diagonally right.
- Counters capture opposing pieces by
making a short jump in all directions.
- Pieces move from one point to an adjacent
unoccupied point.
- If an adjacent point is occupied by
an opposing counter and the point directly
behind it is empty, then the piece must
jump over and capture it, just as in a
checkers game.
- Several opposing pieces may be captured
in a single turn by one counter.
~ Counter Promotion & Captures ~
- When counters reach the opponents last
row or rank, they are promoted to Mullahs.
- During a capturing sequence, a counter
is not promoted to Mullah if it makes an
intermediate landing on a promotion square.
- A Mullah moves and captures in all directions.
- Just like the King in International
Checkers, the Mullah can move any number
of squares and land anywhere behind an
opponent’s captured piece.
- Capture is compulsory; however, there
are two variants that have been implemented
within this rule ~ (a) captured pieces remain
on the board until the capturing sequence
is complete and (b) the captured pieces are
removed from the board immediately.
- Opponents must always choose the line
wherein there are the most captures.
~ Game Notes and Strategy ~
- A backwards variation has also been
created for this African checkers game,
though it is uncertain whether this variant
is authentic for the original game; however,
this addition to the Kharbaga rules works
well within the play.
- It is important to attain material
advantage through various combinations
by exchanging one piece for two or two
for three and so forth, because in the
endgame, material advantage often leads
to a win.
- Mullahs are powerful and sometimes it
becomes necessary to sacrifice a piece
in order to promote another.
- Playing pieces that are situated on
the orthogonal matrix have greater scope
to move because there are more directions
in which these counters can travel.
An Ancient African Game ~ ZAMMA
Zamma (also called Damma, Srand, or Dhamet)
is the family from which Kharbaga derived its
rules. This game is based on a quadruple Alquerque
board pattern. The Zamma board has ancient
African roots and is believed to be a precursor
to the Alquerque game pattern. A Zamma board
can be found among the roof slab scribing's
at the temple of Qurna, Egypt. Some believe
that the current rules for this game have been
adapted from numerous draughts/checkers developments
since the 17th century. Zamma survives today
and is still played in several North African
countries. The white counters are referred
to as ‘women’ and
the black counters are called ‘men’.
When this game is played in the Sahara, the ‘women’ are
pieces of camel dung, while the ‘men’ are
short sticks. Black makes the first move of
the game. Zamma is the national game played
in Mauritania and is called Srand, or Dhamet.
Here the captured counters are removed immediately
from the play, whereas in other variants, the
captured pieces are not removed until the
jumping sequence is complete.
Rules of African Checkers Game:
~ The Game Board ~
- The game is played by two opponents
on a square board with a quadruple Alquerque
pattern of 9 x 9 points that create a grid
of numerous vertical, horizontal, and diagonal
lines that intersect and connect resulting
in many squares offering countless opportunities
for movement.
- Players use 40 counters each of contrasting
light and dark colors, often black and white.
- Each opponent must move the pieces according
to the patterns on the board.
Object of the Game
- The goal of each player is to capture
all the opponent’s counters.
~ Starting Position ~
- Each opponent places his/her pieces
on the first four rows closest to his/her
side and also on the four points from the
right on the fifth row.


~ Game Moves & Captures ~
- Each player must move the game pieces
according to the pattern on the board.
- Counters can only move forward or diagonally
forward in a left and right direction.
- A counter moves to an unoccupied adjacent
point.
- If an adjacent point is occupied with
an opposing piece and the point directly
behind it is empty, then the piece must
jump over the opposition and capture it
as in checkers; capture is compulsory.
- Several pieces can be captured in one
jumping sequence.
- The opponents can move their pieces
in multiple captures by making a short
jump in any direction.
- Players must choose the line that has
the most captures.
~ Counter Promotion & Captures ~
- When a counter reaches the opponent’s
last rank or row, the piece is promoted
to become a Mullah (Sultan).
- If, however, during a capturing sequence,
the piece makes an intermediate landing
on a promotion square, it is not promoted
to Mullah.
- Mullahs move and capture in all directions
across the board and they can move any
number of squares just like the King in
checkers and land anywhere behind a captured
piece.
- In one variant, the Mullah cannot jump
repeatedly over an opposing piece, whereas
in another, it can because the captured
piece has already been removed from the
board.
- Maximum capture is compulsory.
- Sometimes in order to gain material
advantage, a player can sacrifice pieces
to achieve promotion to Mullah because
they are very powerful.
- When a ‘man’ is
situated on the diagonal matrix, it has
greater scope due to many more opportunities
to move and move successfully.
Zamma is an intriguing checkers variant. Each
player is offered different scope, depending
upon which squares the playing pieces are situated
upon. An opponent can capture opposing pieces
in eight directions on half of the squares and
capture in four directions but move in only
one in the other half of the board. The board
pattern allows greater freedom of capture directions
when half of the diagonals are removed in the
one half in comparison to the checkerboard.
This game can perhaps be more challenging than
International Checkers/Draughts, which tends
to have more draws as the end game result. It
is indeed apparent that Zamma may be a precursor
to both Alquerque and Checkers games, as many
similarities exist.
|
|