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Checkers Around the World Invented Checkers Variants
Kinger and Dragons
Checkers Games
Another Checker variants called ‘Kinger’ and ‘Dragon’,
purportedly was invented by English chess expert,
Vernon Rylands Parton. Many other checker variants
are also available.
Many rules from International
Checkers/Draughts have been adapted to
these board games to create other interesting
versions of the original game of CHECKERS.
Kinger Checkers Rules of Play:
~ Kinger Game Board ~
- Kinger checkers game is played by two
opponents on a standard 10 x 10 checkerboard
of 100 alternating light and dark checkered
squares.
- Each Kinger player begins with 22 checkers:
19 single checkers and a stack of three
checkers, called the Kinger, in light and
dark colors.
~ Object of Kinger Checkers Game ~
- The checker game objective is to win
by capturing the opponent’s Kinger.
~ Starting Kinger Position ~
- Each opponent places his/her playing
pieces on the dark squares of the first
four rows closest to his/her end line.
- The set-up is as follows:
~ Game Moves & Captures ~
- The player with the light checkers makes
the first move and then the opponents alternate
moves thereafter.
- As in regular checkers games, each player
is allowed one move at a time.
- Single checkers may only move diagonally
forward left or right one square at a time
to an empty square beyond, as in International
Checkers.
- Captures are mandatory moves but the
player can choose which capture sequence
to follow.
- A single checker jumps over the opponent’s
piece(s) in the capturing move, which may
be forward or backward and may continue
as long as there are opposing checkers
in the path.
~ Kinger and Kings ~
- The Kinger is represented by a stack
of three checkers starting out on the first
row of each opponent.
- The Kinger moves and captures in the
same way that the King does in International
Checkers except that a Kinger cannot be
captured by single checkers or Kings, but
only by the opposing Kinger.
- When a single checker or Kinger reaches
the opponent’s king row, then it
is promoted to the position of King; however,
a capture may not end on the edge of the
board unless there is not alternative move.
- Kings and Kingers can move both forward
and backward on any number of squares in
a diagonal with an unoccupied square.
- Capture can be made from any distance
along the diagonal by jumping either forward
or backward over an opposing checker or
king as long as there is at least on empty
square between each checker.
- The challenge becomes in both protecting
and yet moving the Kinger into a strategic
position wherein it can capture the opposing
player’s Kinger.
- All other rules
from International Checkers apply in
this Kinger checkers game.
Rules of Play: DRAGONS
~ Dragon Game Board ~
- Dragon checkers game is played by two
opponents on a 10 x 10 standard checkerboard
consisting of 100 alternating light and
dark squares.
- Each player commences the game with
30 pieces: 15 single checkers and 5 Dragons,
represented by stacks of three checkers
each.
~ Object of the Game ~
- Each player’s goal is to win the
game by achieving one of the following.
- Capturing or blocking all the opponent’s pieces.
- Possessing the most pieces when both
players are locked by the play and cannot
capture any other checkers, Kings, or Dragons.
- If both opponents have captured the
same number of men, then the dragon checkers
game ends in a draw.
~ Dragons Starting Position ~
- Each player places his/her Dragons on
the first row of dark squares closest the
his/her end line on the board and then
situates the single checkers on the dark
squares of the next three rows.
~ Game Moves & Captures ~
- The player with the light checkers moves
first and then turns alternate.
- Each opponent makes one move at a time.
- Single checkers are moved one square
at a time in a forward diagonal direction
to an empty adjacent square beyond.
- Capturing jumps are compulsory and take
precedence over regular moves but the player
can choose the capture sequence.
- Capturing jumps must continue as long
as there are opposing pieces in the path
of the capturing checker.
- Captures are made in a forward or backward
jump motion as long as there are unoccupied
squares available.
- Captured opposing pieces are not removed
from the board until the move has been completed.
~ Kings and Dragons Checkers ~
- Dragons move and capture like Kings
in International Checkers.
- Single checkers and Dragons are promoted
to Kings when they reach the opponent’s
last row as in International Checkers.
- The advantage of having a Dragon promoted
to King is that the player will gain yet
another checker but the power of the piece
is the same.
- If a checker or Dragon reaches the King
row by means of a jump and can continue
the capturing sequence backwards away from
the end row, then the capture must take
place and the piece is not promoted to
King.
- The checker or Dragon checker only becomes
King when the move ends on the last row
of the opponent and then the piece is crowned.
- Kings and Dragons can move both forward
and backward on any number of squares in
a diagonal line adjacent to an unoccupied
square.
- Capture can be made from any distance
along the diagonal by jumping in either
a backward or forward direction over an
opposing checker, King or Dragon as long
as an empty square is situated between
the pieces.
- A capturing jump continues on the diagonal
path or by making a right angle turn to
another diagonal that contains opposing
checkers.
~ Dragon Checkers Win or Draw ~
- A win is achieved when one player either
captures all the opponent’s checkers
or blocks him/her from making any further
moves. In a stalemate situation, then the
opponent with the most checkers wins.
- In Dragons and kinger checkers, if each
player has the same number of checkers,
then it is a draw.
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