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Checkers Around the World Invented Checkers Variants
Ringboard Checkers Game
Yet another variant on American Checkers/Draughts
is the game of Ring Board Checkers, invented
by Peter Aronson in 2002. This version is unique
in that the board has acquired a new look and
the King pieces are more powerful than in the
original Checkers game. According to Aronson,
this ringboard checkers game was inspired by one of V.R. Parton’s
rules in his checker variants, Kinger and Dragon,
that refer to using the edge squares for capture
purposes. Other moves within this game such
as the King’s orthogonal capture were
inspired by Frisian Checkers/Draughts.
Ringboard Checkers Rules of Play:
~ Game Board ~
- The game board is a modified standard
8 x 8 checkerboard consisting of 64 light
and dark alternating squares; a boarder
of additional squares have been added to
surround the perimeter of the game board
so that in total the checkerboard is actually
10 x 10 squares or 100 alternating squares
of playing surface.
- The border is unique to this game as
the edge squares are demarked by diagonal
lines; these squares have a special purpose
in the game of Ring Board Checkers.
- The board is positioned so that there
is a dark double corner on the player’s
right and a dark single corner on the player’s
left side.
- Each player begins the game with twelve
checkers in contrasting colors.
~ Object of the Game ~
- The game objective is to prevent the
opponent from being able to make a legal
move on his/her turn and this is achieved
by either capturing all the opposing checkers
or by blocking the remaining pieces so
no further move can be made.
~ Starting Position ~
- Each player begins by placing the twelve
checkers on the first three rows on the
dark squares of the game board.
- The player with the dark checkers begins
the game with the first move and thereafter,
each player alternate turns by making one
move at a time.

~ Game Moves & Captures ~
- Single Checkers move forward only one
square at a time in a diagonal direction
left or right to a vacant square.
- Checkers capture by jumping over an
opposing man on a diagonally adjacent square
to the square immediately beyond, but may
do so only if this square is empty.
- The checker pieces or men may jump in
a forward direction only, and may continue
jumping as long as they encounter opposing
Checkers with unoccupied squares immediately
beyond them.
- Men may never jump over Checkers of
the same color.
- Whenever a capture is possible, it must
be made.
- The edge squares of the board that are
marked by an X are special in that they
can be used as a landing zone when a checker
is capturing an opposing man; however,
these squares can ONLY be used in a capturing
move or to make a capturing move possible.
- When there is more than one way to jump,
a player may choose any way that is desired
and not necessarily the one, which results
in the capture of the greatest number of
opposing checkers.
- Once a player chooses a sequence of captures,
he/she must make all the captures possible
in that sequence; if further capture is
possible by continuing to jump, then the
player must continue until all captures
have been made.
- Single Checkers can jump over and capture any King.
~ King Moves & Captures ~
- When a man reaches the opponent’s
far side of the board, whether by means
of a jump or a simple move, it is promoted
to King, and the move terminates on this
row.
- The opponent must then crown the new
King by placing a Checker of the same color
on top it and this player is not permitted
to make his/her own move until the opponent's
King is crowned.
- Kings move forward or backward one square
at a time in a diagonal direction to an unoccupied square.
- In this ring board checkers game, a King’s
capturing move is different in that the
King can capture orthogonal by jumping
four squares forward or backward in a right
or left direction over an opposing man
or king on diagonal, horizontal or vertical
lines landing on a dark square past the
captured opponent on the same line as long
as the square is unoccupied.
- The King may not use orthogonal moves unless they are capturing moves.
- A King can use any right angle that is
in line with the square being occupied and
therefore, has a greater number of capture
options.
- As long as the King encounters opposing
Checkers and there are unoccupied squares
immediately beyond them, the capturing
sequence must continue.
- A King may never jump over Checkers
of the same color and it can never jump
over the same opposing man or king more
than once.
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