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Checkers Around the World Invented Checkers Variants
Rubik's Checkers Challenge
Rubik’s Checkers Challenge, created
by Winning Moves, is a modern game of the classic
play of traditional checkers enhanced with
innovative twists and flips, based on the popular
games originally invented by Ernö Rubik.
Rubiks Checkers Rules of Play:
~ Rubik's Game Board ~
- The standard Rubik’s checkerboard
is a variable grid of 20 squares.
- Each player starts with eight two sided, dual
colored checker pieces that show a King side and
a ‘man’ side.
~ Object of the Game ~
- The game objective follows the trend
of Checkers where each player tries to
capture all of the opponent’s pieces
or block his/her playing pieces from further
movement across the board.
~ Rubik's Challenge Starting Position ~
- The game board is placed between the
two players and each opponent sets his/her
eight playing pieces into the slots on
the board King side up, which is the two
colored side, one per square in the two
closest rows.
- Each playing piece starts out as a King
and players fight to maintain this power
throughout the game through checkers strategy
and skill.
Starting Position in Rubik’s Checkers Challenge
~ Game Moves & Captures ~
- One player begins the checkers game
by moving one of his/her pieces and then
the opponents alternate turns with each
successive move.
- Each piece begins with the full power
of a King, moving diagonally forward and
backward as in regular checkers; diagonally
adjacent spaces are connected by lines
on the board.
- Captures through jumping sequences are
also part of the play as in regular checkers
and Kings may jump over an opponent’s ‘checker’ piece
as long as the space is unoccupied.
- As in traditional checkers, multiple
jumps are also possible.
- When a King jumps over the opponent’s
King, then the opposing King is demoted
to the status of a ‘man’ and
the checker piece is flipped to its ‘man
side’.
- Therefore, after a first capture, the
opponent’s checker piece is flipped
over to the pawn-side and its movement is
now reduced to a backwards direction only.
- A man cannot move in a forward direction,
but only backward and it cannot jump or
capture other pieces so this rule is different
from the traditional checkers game.
- The significance of this piece is that
the man is ‘retreating’ because
it has lost the power of the King checker
piece.
- If a King jumps over the opponent’s
man in a capturing move as in regular checkers,
then this second capture of the same piece
removes it from the board.
- If a King has been demoted to a man,
it can still be promoted back to King again
as long as it is jumped by its own King
piece.
- On a player’s turn, s(he)can either
move a checker piece or promote a man that
has retreated into the home row on a previous
turn to King.
- The man cannot be moved back into the
home row and be promoted on the same turn.
- These rules vary from traditional checkers
and offer a unique style of play.
~ Winning at Rubik’s Checkers Challenge ~
- Winning in this style of checkers is determined
by either capturing all the opponent’s
pieces or by blocking the opponent so that
s/he cannot make a legal move with the remaining
pieces on the board.
- These rules that garner who wins are
based on classic winning principles in a
game of traditional checkers and seems to
be the general goal of most checkers games.
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