|
Checkers
Main Page
Checkers Stategy
Checkers of
Past Eras
Checkers Champions
of the 20th Century
Checkers Champions
of The 21st Century
The Future of Checkers
Checkers Around
The World
Checkers Variations
Fundamentals of Checkers
Checkers Photo Album
Checkers Art
The Sport of Checkers
Checker Postcards
Checkered Past
Afternoon Checkers
Checkers
Glossary
Checkers Terms
Literature on Checkers
Checkers Poems
Checkers Strategy
Checkers Words of Wisdom
Wiswell's Checkers Proverbs
Checkers Philosophy
Angels
Pottery
|
Checkers Around the World
Brazilian Checkers or Draughts

In the popular game of Brazilian draughts or checkers, the same basic rules that apply to International checkers are used, with the exception of the board size.
~ Rules of Play~
~ The Checkers Game Board ~
- Two opponents play on the dark squares of an 8 x 8 checkerboard of light and dark squares (64 squares).
- Each player has 12 checkers of contrasting colours, usually red and white.
- The checkerboard is positioned squarely between the two opponents so that the double corner is on the right side of each player, while a dark square is on the left side of each checkers player.
- Each checkers opponent places his/her checker pieces or men on the first three rows closest to the player.
~ Object of the Checkers Game ~
- Through strategy and skill, out manoeuvre opponent’s play so that he/she does not have any checkers left or cannot make another move and thus win the game.
Starting Position ~
- A random toss is made and winner commences the first move, or the player with the lighter checkers initiates the first move, and then players alternate turns thereafter.
Game Moves & Captures ~
- Opponents may only make one move at a time.
- Players can only move their checkers diagonally forward left or forward right one space at a time into an empty square.
- All captures are mandatory.
- If a checker can be jumped, then the opponent must do so by jumping over an opposing checker onto a square diagonally adjacent from existing one and move to an unoccupied square immediately beyond.
- If a player has a choice of moves where one can capture two checkers and another can capture three checkers, then he/she must make the move to capture the three checkers.
- The checkers player can move his/her men to capture forward or backward by jumping over opposing pieces, whether single checkers or kings, providing that the adjacent square is empty.
- Ff there is a continuous jump, it must be taken.
Crowned to become ‘King’~
- Once the player successfully moves his/her checker to the opponent’s last or ‘king’ row, then the checker must be crowned ‘king’ by the opponent by placing a second checker on top of the first.
‘King’ Moves ~
- King checkers can move around on all the squares that are on the left and right diagonals adjacent to where the king is situated as long as there are empty squares that the checker can move to.
- A king can capture forwards and backwards as long as there are opponent men and unoccupied spaces along the diagonal path of travel.
- If a continuous capture is possible, the player must follow the path and capture all the opponent’s checkers on this diagonal, even if this means that this move is not in the best interest of the checkers player.
~ Win or Draw ~
- A player wins the game if he/she has captured all his/her opponent’s checkers or successfully blocked the other player from continuing to make any moves on the board.
- A draw may happen the same position has occurred three times during the game, or if the opponents agree to the draw.
- A draw may also be called if there are three kings against one, and each player has made sixteen moves without making a capture or promotion of his/her checker.
~ Tournament Regulations ~
Set tournament rules and regulations apply to any tournament match. |
|