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Checkers Around the World Invented Checkers Variants
Chebache Checkers Game
Player May Jump
~ Chebache Checkers Game Moves ~
The Turn: during
each opponent’s turn, two separate
phases determine how a player may move his/her
game pieces:
- Phase I: roll the dice and then move
the playing pieces.
- Phase II: jumping where possible, as
in classic Checkers.
~ Chebache PHASE I: Rolling Dice and Moving Pieces ~
The two players alternate turns rolling dice
and then moving the playing pieces along
each individual path.
- The format of alternating moves is the
same procedure as in a game of traditional
Checkers.
- The number on each die represents the
number of spaces a piece may travel in
one move; piece only lands on the last
space as the result of a move, a player
may jump, jumping over any other spaces
and pieces along the path.
- The roll of the dice gives each opponent
several options for movement: either two
pieces move separately with one piece per
die, or one piece moves twice as in one
move per die; a roll of doubles signifies
double the movement ~ double 3's enables
a player to make four separate moves of
three spaces each.
- All moves must be made according to
the numbers on the dice.
Tivits: ~ a
player may move his/her pieces either forward
or backward from the Tivits, but may never
move the playing pieces backward into the Start
position.
- When a piece makes more than one move
in a turn, that piece may make a forward
move, then a backward move or the reverse
as long as any backward move always starts
at a Tivit.
- Once again, a new adaptation is evident
in these rules and a departure from Checkers
where ONLY one move is allowed with each
given checker in the appropriate direction,
even in capturing sequences.

No Return To Stay: ~
it is not allowed for the player to return
his/her piece with the intention of staying
on the same space from which the turn was begun;
however, the piece may return and land on that
space, as long as it moves or jumps in another
direction before the end of the turn; another
variance from classic Checkers.
Stacking Limit: ~
each opponent may only stack up to four pieces
on any space along the path; if the equivalent
of four playing pieces occupy a space, no additional
pieces of that color may land on that square
as the result of any move.
A moving piece, where a player may jump
over and land beyond a stack of four only
if it does not land upon the stack as the
result of a move along the way.
Start and Finish: have
no stacking limit.
Here Chebache rules are unique and different
from Checkers as the maximum number of checkers
that can be stacked in the class game is
two when a single checker is crowned King.
Stacking Order: ~
when an opponent moves his/her game
pieces to or from a stack, s(he) must
move pieces to or from the top of the
stack, piece by piece, except when jumping.
Controlling Spaces: ~
a player can control spaces in two ways,
depending upon the type of space.
Intersections,
Player May Jump: ~
if an Intersection is occupied by one
or more pieces, then the player controls
it and the opponent's pieces may not land
there as a result of any move, unless on
the attack; there is no such control in
a game of traditional Checkers where movement
is garnered by a single move, jump or capture.
Squares or Tivits: ~
to control an opponent's Square or Tivit,
a player must form a “chebache” this
threatens pieces already on that space
and prevents the opponent's pieces from
landing in this area.
Sending Pieces Back
to Start: ~ depending upon the type
of space the pieces occupy, there are two ways
to send an opponent's ‘men’ back
to the starting position (something that
doesn't happen in Checkers).
Attacking (Intersections): ~
a player may only attack an opponent's pieces
on an ‘intersection’ by
landing on them with at least an
equivalent number of pieces within a given
turn.
Attacking pieces may move from different
spaces and from either direction and then
the attacking pieces take control of the ‘intersection’ and
send the opponent's pieces back to Start.
The attacking move is similar to capture
in Checkers where the player
restricts his/her opponent by removal
of a playing piece and achieves a step
closer to a win.
Trapping in Chebache (Squares or Tivits):
when an opponent's ‘checker’ pieces
occupy a square or Tivit, the other player
may jump only send these back to Start if
those pieces are unable to break or escape
a Chebache formed by this player to threaten
them.
Moving into Finish: an exact roll
is needed to move a piece into Finish, if
all the player’s
pieces are within five spaces of Finish;
if the ‘checkers’ are
more than five spaces from Finish, then the
player may move the piece furthest from it
into Finish using a die roll greater than
the number of spaces needed for this move.
- Once the ‘chebache checkers player’ have
been moved into Finish, they must remain
there and are now out of play, as in
checkers that have been captured and
removed from the board.
- After one piece has been moved into
the Finish zone, from that moment on an
opponent must always move any pieces out
of Start before moving or jumping any other
pieces on the board; this includes any
pieces sent back to Start during the rest
of the game ~ this gives the other player
a decisive advantage if s(he) is able to
control spaces, which prevents the opponent
from moving pieces out of the starting
position.
Game Completion: a
player must complete all moves according to
the roll of the dice, unless:
- A move, which prevents the player from
completing any others, is chosen.
- All the ‘chebache checkers’ are
within six spaces of Finish and the only
available move is backward, whether from
the Tivit near Finish (space 16) or with
a King; in this case the player may either
forfeit the move or move backward from
the Tivit or with a King in order to complete
the turn; if all the playing pieces are
not within six spaces of Finish, the player
may be forced to move backward or into
Finish to complete Phase I.
- If the opponent cannot complete all the
moves according to the dice or if s(he)
forfeited a backward move from the Tivit
or with the King, then s(he) may not Jump
again a departure from the rules in classic
Checkers where many variants state that
capture through jumping is compulsory.
~ PHASE II: Player May Jump in Game Play
~
- In contrast to the rules in traditional
Checkers, a player may only jump if s(he)
has successfully completed all moves according
to the dice in Phase I.
- When the prerequisites of the first
phase have been met, then each player has
the option of jumping forward from a Square
or either forward or backward from a Tivit,
over an Intersection the player controls,
to the next Square or Tivit along his/her
path or movement.
- An adaptation of the capture rule in
Checkers where each player may jump forward
with another single checker or forward/backward
with a King over the opposing piece(s)
to an adjacent unoccupied square.
- The player may not jump from Intersection
to Intersection, any more than the player
could jump over his/her own pieces in a
capturing sequence in Checkers.
Game Jump Sequence: after
successfully completing all moves from Phase
I, the player may jump over the piece(s)
in the Intersections controlled by the same
player starting from one chosen Square or
Tivit.
- Same player may jump his/her piece(s)
once or make a series of jump moves along
the path of movement over consecutive Intersections
controlled by the player.
- Each player may only make one jump or
jump sequence per turn.
- Again, the above rules are simply a
game variation on the capture or jumping
sequence in Checkers combined with unique
twists included in this variant.
- Jumping Stacks: each player may choose
to jump any number of pieces from any of
his/her existing stacks of ‘checkers’ occupying
Squares or Tivits, but they must jump together
as a unit and maintain their stacking order
and pieces may not be dropped off or picked
up along a sequence of game jumps.
- Jump Limitation: it is only possible
to jump pieces onto a Square or Tivit if
the resulting stack, including pieces already
on that space, complies with the four piece
stacking limit; this rule applies to individual
jumps as well as to every jump within a
jump sequence, since each jump is considered
a separate move.
In Checkers the limitation is based on the ‘man’ or
King jumping and on the number of opposing
pieces and unoccupied squares on the path.
- Jumping from
Tivits: each opponent may
jump either forward or backward from Tivits,
but may only take one backward jump unless
it is onto another Tivit.
- Forbidden Game
Jumps: players are not
allowed to jump pieces.
- Out of or back into Start over Intersection
one.
- Into Finish over Intersection 17.
- Onto a Square or Tivit Threatened by “chebache” or
onto a Square or Tivit as a final jump from
which any jumping game pieces began the
turn.
- The above rules have been adapted from
jumping rules in Checkers where a single
checker may only jump diagonally forward
right or left and a King may only jump diagonally
forward or backward right or left provided
that there are opposing checkers and empty
squares immediately adjacent in the jumping
sequence; mandatory capture must continue
as long as there are opposing pieces directly
along the path if the game rules dictate
this move.
More about Chebache Checkers
Chebache Checkers Page 2
Chebache Checkers Page 3
Chebache Checkers Page 4
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