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Checkers Games Around the World
Sri Lanka Checkers Game

Sri Lanka 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 Sri Lanka Checkers 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
colors, nominally referred to as ‘black’ and ‘white’.
~ The Object of the Checker 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.
~ Game 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.
~ Sri Lanka Checkers 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 color 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.
~ Sri Lanka Time Limits Rules~
- 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 checker game if his/her time
allotment expires before the required number
of moves have been completed.
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