Checkers Games Around the World
Cheskers Checkers Game
Over the years, the game of Checkers has been
crossed with chess in an attempt to create
a vibrant new board game. In 1948, Solomon
W. Golomb invented the game of Cheskers checkers.
Rules of the Cheskers Game:
~ Cheskers Game Board ~
This cheskers game is played by two opponents
on a standard 8 x 8 chessboard, consisting
of 64 alternating light and dark squares.
- CHESKERS game,is played on the dark squares
only in the same manner as a game of checkers.
- Each opponent uses 12 game pieces: 2
Kings, 1 Bishop, 1 Camel and 8 Pawns.
- One player uses white pieces and the other
uses black pieces.
- The cheskers checkers game board is situated squarely between
the two players so that there is a dark
double corner to the right of each opponent
and a dark single corner to the left.
~ Object of the Cheskers Game ~
The game objective is to capture both the opponent’s Kings.
~ Cheskers Starting Position ~
- Under White, Cheskers Kings are c1, e1; Bishop
a1; Camel g1; pawns a3, b2, c3, d2, e3,
f2, g3, h2.
- Under Black, Cheskers Kings are d8, f8; Bishop
h8; Camel b8; pawns a7, b6, c7, d6, e7,
f6, g7, h6.
- The cheskers checker player with Black
pieces commences the game and then players
alternate turns with each new move.
~ Game Moves & Captures ~
Pawns in cheskers move in the same manner as checker pieces
do in a game of checkers; they move diagonally
forward one square at a time without capturing.
- If there is an opportunity to capture,
pawns jumps two squares diagonally forward
over an opposing piece and thus removing
the same piece from the board.
- Capturing is mandatory whether jumping
with a pawn or other pieces.
- If the opportunity presents a choice
of moves, the player can choose which
piece is captured.
- As in checkers/draughts, when it is possible,
a pawn must capture as many pieces as are
in the path; the capture jumping sequence
continues until there is no further moves
to be made.
- If an opponent has a choice between capturing
a single piece or multiple pieces, he/she must
choose the move that will capture the most
~ Game Promotion, Moves & Captures ~
- When a player’s pawn reaches the
opponent’s last row, the move ends
there and the pawn can promote to King,
Bishop or Camel.
- A King moves in the same manner as a
promoted checkers piece or King, which
is forward diagonally left or right, but
it also has the right to move and capture
- When an opponent can capture with a King,
then this move is compulsory.
- The Bishop moves and captures in exactly
the same way as it does in a regular chess
game ~ the
Bishop can move any number of squares along
its diagonals and if a Bishop is in the
center of an empty chessboard, it can move
to 13 different squares.
- The Bishop is confined to moving on any
number of unblocked diagonal squares of
the same color from its original beginning
- The Bishop has no restrictions in distance
for each move, but is limited to diagonal
- A Bishop cannot jump over other pieces
but captures by occupying the square on
which an enemy piece is situated.
- The Camel has an extended Knight’s
move, which is the piece with the trickiest
move in chess ~ it moves two squares horizontally
or vertically in any direction, then diagonally
one square away from its starting point;
this is the same as saying that it moves
two squares straight, then one square to
- With this move, the Camel can jump over
other opposing pieces much in the same
fashion as the Knight jumps, but the Camel
captures by moving to the square where
the opposition is situated.
- When an opponent can only capture with
a Bishop or Camel, capture is not a compulsory
~ Win or Lose at Cheskers Checkers ~
The Cheskers player who captures both the opponent
Kings, wins the game.
- An opponent who is in a ‘stalemate’ position,
in that he/she cannot move, loses the
- If neither cheskers player can make a
move, then the game ends in a draw.