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Sri Lanka Checkers

Sri Lanka Checkers MapSri Lanka Checkers Flag

Sri Lankan Checkers is a checkers variant that is only played in Sri Lanka. The game resembles Canadian Checkers with international rules but the checkerboard is inverted to the Canadian board.

Rules of the Game:

~ The Game Board ~

  • This game is played on the dark squares only of a 12 x 12 checkerboard consisting of 144 alternating light and dark squares.

  • The board is positioned squarely between two opponents and turned so that a dark double corner is on the left and a dark single corner is on the right of each player.

  • Each player uses 30 checkers of contrasting colours, nominally referred to as ‘black’ and ‘white’.

~ The Object of the Game ~

  • The game objective is to use checker strategy and experience to win the checkers game.

  • Winning is achieved when one opponent prevents the other player from being able to make any more moves by either capturing all the checker pieces or by blocking the remaining checkers on the board so that no further moves are possible.

~ Starting Position ~

  • Each opponent places the 30 checkers on the dark squares of the first five rows closest to the player.

  • The player with the lighter checkers begins the game by making the first move and then the opponents alternate turns thereafter.
Single checkers or men may only make one move at a time

~ Game Moves & Captures ~

  • Single checkers or men may only make one move at a time.

  • Single checkers move diagonally forward right and left one square at a time to an unoccupied space that is adjacent to the other square the checker moved from.

  • Maximum capture is mandatory.

  • If a jump involves a choice between making a move and capturing 2 checkers or making a move and capturing 3 checkers, then the player must make the jumping sequence that will capture the most checkers on the diagonal path as long as there are empty spaces adjacent to the originating squares.

  • Checkers can capture diagonally forward or backward by jumping over an opposing man to an empty square immediately beyond.

  • A player may not jump over his/her own men at any point in the checkers game.

~ Crowned to become King ~

  • When the single checker arrives at the opponent’s last or king row, then it is crowned a king.

  • The opponent must crown the checker before beginning a new move by placing a second checker of the same colour on top.

~ King Moves & Captures ~

  • Kings move forward or backward any number of squares in a diagonal direction to an unoccupied square providing there are no checkers between the king and the arrival square.

  • Kings capture opposing checkers from any distance along a diagonal line by jumping over the checker(s) in a forward or backward direction as long as there is at least one empty square between.

  • A capturing king continues a jumping sequence on the same diagonal path or by making a right angle move onto another diagonal path to capture as many opposing pieces as possible.

  • Kings may not jump over their own men at any point in the checkers game.

  • If a capturing move presents the option of more than one way to jump, then the opponent must choose the move that results in the greatest number of men or kings being captured.

  • A “huff”of a checker for failure to complete the jump or jumping sequence properly is not permitted; if an incorrect move is made, then it must be retracted and the correct move made, if possible, with the same checker or king that was originally moved incorrectly.

~ Time Limits ~

  • Time limits for the checkers game play are based on a fixed amount of time set for a given number of moves, regardless of how much time is actually used on any one move.

  • When a given number of moves have been made by both opponents and neither player has used all the allotted time, then additional moves and time allotments is given to each player.

  • This procedure is continued until the end of the game.

~ Win or Draw? ~

  • A player wins the checkers game when he/she has prevented the opponent from being able to make any further moves by either capturing all the checkers or by blocking the existing checkers on the board so that no move can be made.

  • A draw occurs should both players agree to this result or if the same position is encountered three times in the game or if one opponent has three kings and the other has only one lone king with no other checkers on the board and each has made 16 moves without any capture or promotion.

  • A player loses the game if his/her time allotment expires before the required number of moves have been completed.

 

More From the Checkers Chest


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Frisian Checkers Canadian Checkers Russian Checkers
Italian Checkers Polish Checkers Spanish Pool Checkers
French Checkers German Checkers African Checkers
Turkish Checkers Lasca Checkers Alquerque Checkers
Thai Checkers Czech Checkers Sri-Lanka Checkers
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