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Checkers Regulations
Game of Checkers

     Basic checkers regulations, checkers regulations for blindfold checkers. First Unique World Blindfold Draughts Championship held in Schiedam, Netherlands in 2005. Africa was represented by Senegalese Grandmaster Ndiaga Samb in a roster of eight other champion checkers players from the International game of checkers arena. The following are the checkers regulations that applied to this unofficial tournament of champions. The players’ roster included the following International champions: Rob Clerc, Anatoli Gantwarg, Alek Georgiev, Ron Heudens, Ndiaga Samb, Alex Schwartzman, Kees Thijssen, Alexei Tsjizjov, and Harm Wiersma.

Checkers Regulations For Blindfold Checkers

Article Regulation 1: Basic
Apart from the exceptions given below in this document, the normal FMJD regulations hold true.

Article Regulation 2: time
Each player is allowed a time of 90 minutes per game, plus 30 seconds extra time per move using the Fischer system.

Article Regulation 3: final classification
If two or more competitors achieve the same number of checker match points, the criteria to be applied are, in the order of priority, the following:

1. The largest number of victories.
2. The result between the players and classified judges.
3. The best result obtained in the order of the score list.

These criteria will also be applied to determine the prize money.

Article Regulation 4: recording games
The players are not allowed to record the checkers games.

Article Regulation 5: making a move
A player makes a move by typing the numbers conform to Article 8.2 of Annex I of the FMJD regulations. The Enter key confirms a checker move. The last move remains visible on the screen until the opponent makes his move.

Article Regulation 6: illegal moves
Impossible moves and moves against the regulations are both considered illegal. If a player makes an illegal move, the monitor will display a message “Illegal move, make another move”. The referee will restore the time at the clock, so that the players do not receive any extra time for this move. A player, who makes more than 2 illegal moves in a checkers game, loses the game.

Article Regulation 7: the draw
Since the players do not record the games the 40 moves rule is not valid. The players may agree upon a draw only if the number of men for each player is 10 or less.

Article Regulation 8: basic rights of the players
Any player wishing to call the referee for assistance has the right to stop the clocks while his complaint is being considered (contrary to Annex III article 4.4).

Any player who wishes to claim a regulatory draw (see Annex I article 6) may do so. The referee will decide if the claim is correct and if so he will end the game.

Article Regulation 9: rights and duties for the referee
If the playing time is expired, as marked by the time signal of the electronic clock, the referee will end the game of checkers declaring the game lost for the player who exceeded the allotted time.

In the endgame phase the referee will keep track of the moves made in such a way that he is able to check the validity of a claim for a regulatory draw.

Article Regulation 10: basic computer breakdown
After a computer game of checkers breakdown, it is forbidden to speak to anybody except the referee.

The assistant referee keeps a score sheet during the entire checkers game. He restores the situation on the board, using a pocket set. Both the score sheet and the pocket set are hidden from the players.

When the assistant is ready, the game continues.

The players make their moves by calling the numbers in English.

The assistant referee checks if the move is within checker regulations and then repeats the move.

After repeating, the move is definite and the checkers player may press the clock.

Checkers Regulations Note: It is possible that it takes a few seconds for the assistant to check the move, but in any case the time taken is not more than for the player to enter the move on the computer.

If a player makes an illegal move, the assistant will say “Illegal move” and the player may not press the clock. Article 6 checkers regulation still holds in this case.

Basic Regulations For Rapid Checkers Games:

Article Regulation 1
Apart from the exceptions given below in this document, the normal FMJD regulations hold.

Article Regulation 2: time
Each player is allowed a time of 30 minutes per checkers game, plus 30 seconds extra time per move using the Fischer system.

Article Regulation 3: final classification
If two or more competitors achieve the same number of match points, the criteria to be applied are, in the order of priority, the following:

1. The largest number of victories.
2. The result between the players classified judges.
3. The best result obtained in the order of the score list.

These criteria will also be applied to determine the prize money.

Article Regulation 4: recording games
The players are not obliged to record the games.

Article Regulation 5: the draw
Since the players do not record the games the 40 moves rule is not valid. The players may agree upon a draw only if the number of men for each player is 10 or less.

Article Regulation 6: rights of the players
Any player wishing to call the referee for assistance has the right to stop the clocks while his complaint is being considered (contrary to Annex III article 4.4).

Any player who wishes to claim a regulatory draw (see Annex I article 6) may do so. The referee will decide if the claim is correct and if so he will end the game.

Article Regulation 7: rights and duties for the referee
If the playing time is expired, as marked by the time signal of the electronic clock, the referee will end the game declaring the game lost for the player who exceeded the allotted time.

In the endgame phase the referee will keep track of the moves made in such a way that he is able to check the validity of a claim for a regulatory draw.

Regulations For Checker Activity Competition

Article Regulation 1
Every match day consists of two rounds: rapid in the morning and blindfold in the afternoon. The players can collect points for the blindfold and rapid competitions, but also for the attractive competition.

Article Regulation 2: points
Out of the 8 playing competitors in a round, 4 collect attractive points. They may receive 4, 3, 2 or 1 point. This holds for the morning and afternoon rounds separately.

Article Regulation 3: final classification
The final score is determined by adding the scores of the individual rounds. If two or more competitors achieve the same number of attractive points, the prize money will be equally divided.

Article Regulation 4: demonstration
The checkers game competitor who does not play on a particular match day is obliged to assist the Master of Ceremonies in the demonstrations. The four most attractive demonstrators of the tournament receive 4, 3, 2 and 1 extra points for the attractive competition.

Article Regulation 5: jury
The Master of Ceremonies is the head of the jury. After every round, he divides the points upon the players, assisted by the non-playing competitor. The criteria to be used are ingenuity, acuteness, novelty and sensation.

Article Regulation 6: presence
All competitors are obliged to be present at the announcement of the attractive points and the following discussion. Absence without approval will lead to the subtraction of one point.

Article Regulation 7: involvement
At the start of the checkers game tournament, every player receives 2 involvement cards. As soon as the Master of Ceremonies has announced the attractive points of this round, the competitors may play one of their cards. The cards are dealt with in the order of submission. The cardholder is given the opportunity to convince the public and the Master of Ceremonies to give him more attractive points for this round, by demonstrating the several opportunities he discovered. When all cards are handled, the Master of Ceremonies retires himself and then announces the final game score.








DeerLake Online Store Items

Wonder Mugs Play checkers online, and enjoy drinking from this cool wonder mug.
When adding hot liquid, the colors of the mug will change, checkers cool.

Checkers is a two-player game, where one player is assigned white-chip checkers and the other red. The aim is to play checkers online, capture all of the other player's checkers or make them impossible to move.

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