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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.

Chebache Game Tivits

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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Extreme Checkers Chebache Checkers Alien Checkers Four Handed Checkers Elecrronic Checkers
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Rubiks Checkers Kinger and Dragons Checkers Enchanted Checkers Space Checkers Nascar Checkers
Hoppin Checkers Cohort Checkers Checker SaurusRex Fascination Checkers Animated Checkers
Cheskers Checkers Hawaiian Checkers Battle Checkers Stadium Checkers Disney Checkers
Giveaway Checkers Bounce Checkers Chinese Checkers Garden Checkers King Kong Checkers
Space 2006 Checkers Quick Checkers Yesteryer Checkers Lego Checkers Insect Checkers
Cube Checkers Checkers 2000 Saving Private Checkers Justice League Checkers Elvish Checkers
Doubles Checkers Hoppin 2 Checkers Safari Dino Checkers Tri Checkers Tournament Stadium Checkers
Caribbean Checkers Turntable Checkers Word Checkers Checkers 4

DeerLake Online Store Items

Wonder Mugs Play checkers online, and enjoy drinking from this cool wonder mug.
When adding hot liquid, the colors of the mug will change, checkers cool.

Checkers is a two-player game, where one player is assigned white-chip checkers and the other red. The aim is to play checkers online, capture all of the other player's checkers or make them impossible to move.

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