Correct game of checkers. What to do if there is nowhere to go in checkers? Checkers notation and game recording

How to play Russian checkers?

1.1. Checkerboard

A checkerboard consists of 64 identical squares, alternating between light (white) and dark (light brown) fields.

The game is played only on dark fields. The checkerboard is placed between the partners in such a way that there is a dark corner field to the left of the player.

In official competitions, a board that meets the following requirements must be used:

Have a playing surface from 40 to 45 cm;

The surface of the board should not be shiny, it should be matte;

The alternation of light and dark fields should be distinct, their color should not be too pale and should not merge with the color of the checkers.

1.2. The name of the diagonals of the checkerboard

picture

An oblique row of fields from one edge of the board to the other forms a diagonal.

Diagonals resting with one end against the bottom edge (board) of the board are considered lower diagonals, and those resting against the upper edge - as upper diagonals.

The largest of the diagonals, consisting of 8 black squares and crossing the board from left to right, is called the great road.

Two diagonals (6 fields in each), lying on both sides of the main road, and two diagonals (3 fields in each), connecting the first but the ends form a tee. The large diagonals of the tee are called the lower and upper tee, respectively, and the small diagonals are called the lower and upper tee.

Two diagonals crossing the main road and a tee (7 fields each) make up a double. They are called the lower and upper twin.

The two diagonals following the double (5 zeros in each) together with the diagonals connecting them at the ends (4 fields in each) form a jamb. Accordingly, they are called lower and upper jamb, lower and upper jamb.

1.3. Checkers

Before the start of the game, partners are given 12 checkers (flat, round): one - white, the other - black. Checkers are placed on the black squares of the first three horizontal rows on each side.

Checkers must meet the following requirements:

All checkers must be of the same shape and size;

Their diameter should be 5-10 mm less than the board field;

The thickness of the checker should be equal to 1/4 or 1/5 of its diameter;

All white and black checkers must be of the same color, respectively;

They should not be shiny and their color should not blend in with the margins of the checkerboard.

1.4. Moves of checkers and queens

1.4.1. A move in a game is the movement of a checker from one field of the board to another. The first move is always made by the player playing white. Partners take turns making one move until the game is over.

1.4.2. Checkers are divided into simple and kings, but in the initial position all checkers are simple.

1.4.3. Simple moves only forward to the adjacent square diagonally.

1.4.4. If during the game the checker reaches one of the squares of the last, eighth (counting from itself) horizontal row, it turns into a king, acquiring new rights. On the board, each side can have several kings at the same time. Queens are designated by double checkers, i.e. placed one on top of the other.

1.4.5. A queen, in contrast to a simple one, moves to any of the free squares diagonally in any direction (both forward and backward), but it can, like a simple one, only to squares not occupied by other checkers, and it does not jump over its checkers maybe.

1.4.6. A move is considered made if the player, after moving a checker or king from one field to another, took his hand away from it.

1.4.7. If the player, after whom it is the turn to move, touches his checker, which can be moved, he must move it. If he touches two or more, he must move with the checker he touched first, if a move or capture is possible. Touching your checker, which does not have a move that is possible according to the rules of the game, does not entail any consequences, and the player is free to make any possible move.

1.4.8. If a player, when making a move, moved his checker or king to another square, but did not take his hand from it, he has the right to rearrange this checker or king to any other square possible for them.

1.4.9. If a player wants to correct one or several checkers, he must first clearly announce to his opponent: “I am correcting”. You can correct checkers only at your turn.

1.5 Taking

1.5.1. If simple checker is located on the same diagonal next to the opponent's checker, behind which there is a free field, it must be transferred through this checker to a free field. In this case, the opponent's checker is removed from the board.

1.5.2. If the king is on the same diagonal near or at a distance from the opponent's checker, behind which there is one or more free squares, it must be transferred over this checker to any free square. In this case, the opponent's checker is removed from the board.

1.5.3. Capturing the opponent's checkers is mandatory and is carried out both forward and backward. A capture counts as one played move. Taking your own checkers is prohibited.

1.5.4. The capture must be clearly marked and carried out in a specific order. It is considered completed when the opponent's checker is removed from the board.

1.5.5. If, in the process of capturing by a checker, it again finds itself on one diagonal next to another opponent's checker, behind which there is a free square, it must be transferred through the second, third, etc. checker.

1.5.6. If, in the process of capturing by the king, it again finds itself on the same diagonal near or at a distance from the opponent's checker, behind which there is one or several free squares, the king must be transferred through the second, third, etc. checker and occupy any free square on the same diagonal behind the last captured checker.

1.5.7. After the completion of taking in accordance with paragraphs. 1.5.5. and 1.5.6. The opponent's captured checkers are then removed from the board in the order in which they were taken. This is called sequential take.

1.5.8. In the process of sequential capture, it is forbidden to transfer checkers or kings over your own.

1.5.9. In the process of sequential capture, it is allowed to pass several times through the same square, but it is forbidden to transfer a checker or king over the same checker (king) of the opponent more than once.

1.5.10. The capture must be clearly marked, checker by checker, placing the taker on the capture square and then onto the target square.

1.5.11. A sequential capture is considered complete if the player, at the end of the movement of a checker or king, took his hand away from it.

1.5.12. The captured checkers can be removed from the board only after the completion of the sequential capture and in the same order in which they were captured.

1.5.13. Removing the captured checkers from the board is considered complete when the player has removed the last captured checker.

1.5.14. If it is possible to capture in two or more directions with a king or a checker, the choice, regardless of the number or quality of the removed checkers (kings or simple), is given to the taker.

1.5.15. If the simple, when captured, reaches the last (eighth from itself) horizontal row and if she is given the opportunity to further capture the checkers, then she is obliged to continue the fight with the same move, but with the rights of a king.

1.5.16. If the simple reaches the last horizontal row without capturing and after that it is given the opportunity to fight, then it must beat (if this opportunity persists) only with the next move as a king.

1.6. Checkers notation and game recording

1.6.1. Checkers notation is a system legend fields of the board. Eight horizontal lines of the board are designated by numbers from 1 to 8, eight verticals - in small Latin letters from "a" to "h" (a, b, c, d, e, f, g, h) or in Russian pronunciation - "a", "be", "tse", "de", "e", "ef", "same", "ash"). The letter "a" denotes the leftmost vertical file from the side of the player who plays with white (the far right file from the side of the player who plays with black). The first horizontal is the horizontal closest to the player who plays with White.

Each field of the board is designated depending on which vertical and which horizontal it is located on, i.e. each field is identified by a combination of a letter and a number indicating the vertical and horizontal rows at the intersection of which the field is located.

1.6.2. Using the notation makes it possible to write down both whole games and individual positions, for example, the arrangement of checkers at the beginning of the game is written as follows: white: a1, a3, b2, c1, c3, d2, e1, e3, f2, g1, g3, h2 ( 12); black: a7, b6, b8, c7, d6, d8, e7, f6, f8, g7, h6, h8 (12).

To record the move, checkers or kings first designate the field on which the checker or king stood, then put a dash and write down the field on which it is placed, for example: a3-b4. When recording a capture (fight), a colon is used instead of a dash.

When taking several checkers in one move, the move is recorded as follows: first, the field from which the checker began its move is recorded, then a colon is placed and the field on which it stood after the battle is indicated.

If it is necessary to note the direction of capture, then after recording the field from which the fight began, the designation of the fields on which the change of direction was made is successively recorded. A colon is placed between the designations of individual fields.

1.7. Purpose of the game

For each side, the ultimate goal is to win or draw, depending on the tasks that the player sets for himself in this particular game.

1.8. Party win

1.8.1. The winner of the game is the one who is the first to reach a position in which his opponent:

Recognizing his position as lost, he announced that he was giving up;

Will not be able to make the next move;

Has no checkers;

I didn't manage to make the set number of moves in a certain time.

1.9. Drawn endings

1.9.1. The game is considered to be ended in a draw in the following cases:

By mutual agreement of the opponents (one of the participants offers a draw, and the other accepts this offer);

If it is impossible to win for any of the rivals;

If a participant, having at the end of the game three kings (or more) against one of the opponent's king, does not take the opponent's king with his 15th move (counting from the moment the balance of forces has been established);

If in a position in which both opponents have kings, the balance of power has not changed (i.e., there was no capture, and not a single checker became a king) during:

* in 2 and 3-piece endings - 5 moves,
* in 4 and 5 piece endings - 30 moves,
* in 6 and 7 piece endings - 60 moves.

If the participant, having at the end of the game three kings, two kings and a simple, a king and two simple, three simple against a lonely king on the high road, with his 5th move will not be able to achieve a won position;

If during 15 moves the players made moves only with kings, without moving simple checkers and without taking;

If the same position is repeated three (or more) times (the same arrangement of checkers), and the turn of the move each time will be behind the same side.

1.9.2. The procedure for recognizing a draw in case of repetition of a position:

If the player makes a move, as a result of which the position is repeated for a third time or more, then his partner has the right, before making his next move, to declare the competition judge to terminate the game and recognize it as ended in a draw;

If one of the players wants to make a move, as a result of which the position will be repeated for the third time (or more), then he, without making this move on the board, must write it down on the form and tell the judge about the termination of the game and recognizing it as ended in a draw. If the next move is nevertheless made, then the right to claim a draw by this participant is lost and is restored again in the event of the next repetition of the same position;

It is not necessary that the repetition of the position follows one after the other;

A draw can also be claimed if the position is repeated three times at different moments of the game, that is, after any number of moves, but with the same move sequence;

The correctness of the statement on the recognition of the game as a draw due to the threefold repetition of the position is checked by the judge of the competition at the expense of the time of the opponent who made this statement. If the check establishes that there was no three-fold repetition, then the move recorded by the applicant is considered made and the game continues.

If, during the check, the time of the participant seeking the recognition of a draw outcome of the game expires, but it is established that the threefold repetition of the position takes place, the game is considered to have ended in a draw; if there was no three-fold repetition of the position, then the applicant, whose time has expired during the check, is set off as a defeat.

1.9.3. The participant can offer a draw at the moment when he has just moved a checker or king. By offering a draw, he starts the partner's clock. The offer of a draw and the answer to it should be expressed in a short form: "I offer a draw", "I agree", "I do not agree" - and are not stipulated by any conditions. The latter can accept the offer or reject it verbally or in retaliation.

1.9.4. If a player offers a draw while his partner's clock is pondering his move, the latter may agree or reject his offer. A player offering a draw, therefore, must be warned by the referee.

1.9.5. If a player offers a draw when his clock is ticking, the partner can accept the offer, reject it, or postpone his decision until he sees the player's move.

1.9.6. If the offer of a draw is not accepted, the same participant may offer a second draw only after the other participant uses his right to do so.

The composition of the game:

1. Game board 64 (8x8) cells. Cells in two contrasting colors arranged diagonally. The designation of the game cells is alphanumeric (like on a chessboard).

2. Checkers of two different colors, 12 pieces each.


Purpose of the game:


Rules:

The playing field (board) is located in such a way that the corner dark field is located on the player's left side (Diagram №1).



Diagram # 1

Diagram # 2


The choice of color by the players is determined by lot or by agreement. Checkers are placed on three rows closest to the player on dark cells, as shown in the picture. The first move usually belongs to the player who plays white (light). The moves are carried out by the opponents alternately.

If a simple checker reaches the last rank, it becomes a “king” and is indicated by an overturning (Diagram №3). The queen can move along the diagonals to any number of free cells.


Diagram # 3

Taking a checker the opponent is carried out by transferring his own through it, if it is located on a diagonal square adjacent to a simple checker and there is a free field behind it (Diagram №2). If after this move there is a continuation for capturing other opponent's checkers, the move continues. The opponent's checker (s) is removed from the board. The capture of the opponent's checker can be carried out both forward and backward, and is obligatory, if before the start of the game it has not been agreed to change this rule.


These rules of the game of Russian drafts are standard, but they can be changed by mutual agreement of the players.


International (100-cell) checkers.

The rules for playing international (100-cell) drafts are very similar to Russian drafts, but, nevertheless, differ.


The composition of the game:

1. Game board 100 (10x10) cells. Cells in two contrasting colors, usually white and dark (gray or brown), arranged diagonally. All dark (black) fields have specific numbers - from 1 to 50.

2. Checkers of two different colors, 20 pieces each.


Purpose of the game:

Win a game - when the opponent has no checkers left, the opponent's checkers are blocked, or the opponent has early admitted defeat.

If it is impossible for any of the participants in the game to win, the game is considered to be ended in a draw.


Rules:

The game is played by 2 players. Players are positioned on opposite sides of the board.



The choice of color by the players is determined by lot or by agreement. Checkers are placed on four rows closest to the player on dark cells, as shown in the picture. The first move usually belongs to the player who plays white (light). The moves are carried out by the opponents alternately. A move is considered made if the participant of the game, after moving the checker, released his hand. If a player touches a checker, he is obliged to make a move to it. If any of the opponents wants to correct the checkers, he is obliged to warn in advance.

At the beginning of the game, all the opponents' checkers are simple. Simple checkers can only be moved forward along the diagonals to an adjacent free square.

Taking a checker

For clarification, below are illustrative examples:



Diagram 6

Queen 10 can take one checker, entering square 46.

Simple checker 36, removes 3 opponent's checkers, getting on the field 29.

Therefore, the capture must be performed by checker 36.

Diagram 7

White has 2 options for capturing the opponent's checkers:

Queen 45 can take 2 simple checkers and a king, becoming on square 16;

With a simple checker 26, you can take a king and 2 simple checkers.

In all variants, the quality and quantity are the same, so the player makes a capture based on tactical preferences.



These rules for the game of international (100-cell) checkers are standard, but they can be changed by mutual agreement of the players.


More detailed rules when holding official competitions can be found in the Code of Rules for the sport "Checkers", approved by order No. 481 of the Ministry of Sports and Tourism of Russia dated May 12, 2010.


Brazilian checkers.

Brazilian checkers is played on an 8x8 board according to the rules of international checkers.


The composition of the game:

1. Game board 64 (8x8) cells. Cells in two contrasting colors, usually white and dark (gray or brown), arranged diagonally. All dark (black) fields are numbered from 1 to 32.

2. Checkers of two different colors, 12 pieces each.


Purpose of the game:

Win a game - when the opponent has no checkers left, the opponent's checkers are blocked, or the opponent has early admitted defeat.

If it is impossible for any of the participants in the game to win, the game is considered to be ended in a draw.


Rules:

The game is played by 2 players. Players are positioned on opposite sides of the board.

The playing field (board) is located in such a way that the corner dark field is located on the player's left side.

The choice of color by the players is determined by lot or by agreement. Checkers are placed on three rows closest to the player on dark cells. The first move usually belongs to the player who plays white (light). The moves are carried out by the opponents alternately.

At the beginning of the game, all the opponents' checkers are simple. Simple checkers can only be moved forward along the diagonals to an adjacent free square.

If a simple checker reaches the last rank, it becomes a king and is indicated by a flip. The queen can move along the diagonals to any number of free cells.

A move is considered made if the participant of the game, after moving the checker, released his hand. If a player touches a checker, he is obliged to make a move to it. If any of the opponents wants to correct the checkers, he is obliged to warn in advance.

Taking a checker the opponent is made by transferring his own through it, in the event that it is located on a diagonal cell adjacent to a simple checker and there is a free field behind it. If after this move there is a continuation for capturing, the move continues, and the option is chosen according to the "majority rule", i.e. capturing the largest number of opponent's checkers, in this case the king does not enjoy any advantages and does not impose any additional obligations on the player.

The capture of the opponent's checker can be carried out both forward and backward, and is obligatory, if before the start of the game it has not been agreed to change this rule. The opponent's checker (s) is removed from the board.

If a simple checker, in the process of capturing the opponent's checkers, reaches the field of the last rank and it is given the opportunity to further capture by the king according to the rules of the fight, then it turns into a king, stopping on the field of the last row. She acquires the right to capture according to the rules of the king only from the next move.

English checkers (American checkers)

The composition of the game:


Purpose of the game:

Win a game - when the opponent has no checkers left, the opponent's checkers are blocked, or the opponent has early admitted defeat.

If it is impossible for any of the participants in the game to win, the game is considered to be ended in a draw.


Rules:

The game is played by 2 players. Players are positioned on opposite sides of the board.

At the beginning of the game, all the opponents' checkers are simple. Simple checkers can only be moved forward along the diagonals to an adjacent free square.

If a simple checker reaches the last rank, it becomes a king and is indicated by a flip. The queen can move one square diagonally forward or backward

A move is considered made if the participant of the game, after moving the checker, released his hand. If a player touches a checker, he is obliged to make a move to it. If any of the opponents wants to correct the checkers, he is obliged to warn in advance.

Taking a checker the opponent is made by transferring his own through it, in the event that it is located on a diagonal cell adjacent to a simple checker and there is a free field behind it. Capturing an opponent's checker with a simple checker can only be done forward. The queen, when captured, moves only through one square in any direction, and not on any diagonal square, as in Russian or international drafts. Capturing the opponent's checker is obligatory, but if there are several continuations of the "fight", any one that is most tactically expedient is chosen (the main criterion is the absence of further continuations for captures).

If a simple checker, in the process of capturing the opponent's checkers, reaches the field of the last rank and it is given the opportunity to further capture by the king according to the rules of the fight, then it turns into a king, stopping on the field of the last row. She acquires the right to capture according to the rules of the king only from the next move.

Pool

The rules of the Pool game are very similar to Russian checkers, but, nevertheless, differ.


The composition of the game:

1. Game board 64 (8x8) cells. Cells in two contrasting colors, usually white and dark (gray or brown), arranged diagonally.

2. Checkers of two different colors, 12 pieces each.


Purpose of the game:

Win a game - when the opponent has no checkers left, the opponent's checkers are blocked, or the opponent has early admitted defeat.

If it is impossible for any of the participants in the game to win, the game is considered to be ended in a draw.


Rules:

The game is played by 2 players. Players are positioned on opposite sides of the board.

The playing field (board) is located in such a way that the corner dark cell is located on the left side of the player.

The choice of color by the players is determined by lot or by agreement. Checkers are placed on three rows closest to the player on dark cells. The first move usually belongs to the player who plays with white (light) checkers. The moves are carried out by the opponents alternately.

At the beginning of the game, all the opponents' checkers are simple. Simple checkers can only be moved forward along the diagonals to an adjacent free square.

If a simple checker reaches the last rank, it becomes a king and is indicated by a flip. The queen can move along the diagonals to any number of free cells.

A move is considered made if the participant of the game, after moving the checker, released his hand. If a player touches a checker, he is obliged to make a move to it. If any of the opponents wants to correct the checkers, he is obliged to warn in advance.

Taking a checker the opponent is made by transferring his own through it, in the event that it is located on a diagonal cell adjacent to a simple checker and there is a free field behind it. Capturing an opponent's checker with a simple checker can only be done forward. The capture of the opponent's checkers by the king can be carried out through any number of diagonal cells, provided there is free space behind the "victim". If it again finds itself on the same diagonal near or at a distance from the opponent's checker, behind which there is one or several free squares, the king must continue to capture the next and occupy any free square on the same diagonal behind the last captured checker.

Capturing the opponent's checker is obligatory, but if there are several continuations of the "fight", any one that is most tactically expedient is chosen (the main criterion is the absence of further continuations for captures).

If a simple checker in the process of capturing the opponent's checkers reaches the field of the last rank and it is given the opportunity to further capture, then the checker continues the "fight", while remaining simple.

Italian checkers

The rules of the game of Italian checkers are similar to Checkers, but differ nonetheless.

The choice of color by the players is determined by lot or by agreement. Checkers are placed on three rows closest to the player on dark cells. The first move usually belongs to the player who plays black (dark) checkers. The moves are carried out by the opponents alternately.

At the beginning of the game, all the opponents' checkers are simple. Simple checkers can only be moved forward along the diagonals to an adjacent free square.

If a simple checker reaches the last rank, it becomes a king and is indicated by a flip. The Queen has the right to move one square forward or backward diagonally.

A move is considered made if the participant of the game, after moving the checker, released his hand. If a player touches a checker, he is obliged to make a move to it. If any of the opponents wants to correct the checkers, he is obliged to warn in advance.

Taking a checker the opponent is made by transferring his own through it, in the event that it is located on a diagonal cell adjacent to a simple checker and there is a free field behind it. Capturing an opponent's checker with a simple checker can only be done forward. It is forbidden for a simple checker to "beat" the king. The queen, when captured, moves only through one square in any direction, and not on any diagonal square, as in Russian or international drafts. Capturing the opponent's checker is obligatory, but if there are several continuation of the “fight”, the option is chosen according to the “majority rule”, i.e. capturing the largest number of opponent's checkers, in this case the king does not enjoy any advantages and does not impose any additional obligations on the player.

If a simple checker, in the process of capturing the opponent's checkers, reaches the field of the last rank and it is given the opportunity to further capture by the king according to the rules of the fight, then it turns into a king, stopping on the field of the last row. She acquires the right to capture according to the rules of the king only from the next move.

At the beginning of the game, all the opponents' checkers are simple. Simple checkers can only be moved forward along the diagonals to an adjacent free square.

If a simple checker reaches the last rank, it becomes a king and is indicated by a flip. The queen can move along the diagonals to any number of free cells.

Taking a checker the opponent is made by transferring his own through it, in the event that it is located on a diagonal cell adjacent to a simple checker and there is a free field behind it. If after this move there is a continuation for capturing other opponent's checkers, the move continues. The opponent's checker (s) is removed from the board. The capture of the opponent's checker can be carried out both forward and backward, and is obligatory, if before the start of the game it has not been agreed to change this rule.

The capture of the opponent's checkers by the king can be carried out through any number of diagonal cells, provided there is free space behind the "victim". If it again finds itself on the same diagonal near or at a distance from the opponent's checker, behind which there is one or several free squares, the king must continue to capture the next and occupy any free square on the same diagonal behind the last captured checker.

Capturing the opponent's checker is obligatory, but if there are several continuation of the “fight”, the option is chosen according to the “majority rule”, i.e. capturing the greatest number of opponent's checkers

In those cases when a simple checker, when captured, reaches the last horizontal row and it is given the opportunity to further capture checkers, then it is obliged to continue the fight with the same move, but already with the rights of a king.

In those cases when a checker reaches the last rank without capturing and after that it is given the opportunity to fight, then it must beat, provided that this opportunity is preserved only by the next move as a king.

Broken checkers are removed from the board only at the end of the move, repeated "jumping" over broken checkers is prohibited.

Checkers is a board game that perfectly develops mental abilities, logic and endurance. This game is played by people of different ages, but it is for children that it is most useful. You can allow your child to play from the age of four, when the child begins to understand the essence of the game and is ready to adhere to the rules.

Note! The game of checkers is recognized as one of the most educational games. Children develop logic and strategic thinking.

Table: necessary items for the party.

Two players take part in the party. The main goal of the fight is to win.

It is recognized in two ways:

  • The second player has no chips left on the board.
  • The opponent admits his defeat on his own.
  • If none of the players can win, then the game is assigned a draw.

    The rules of the game of checkers for beginners in short:

    1. The board is placed between two opponents with a dark square on the left side.
    2. The selection of pawns is determined by lot.
    3. They are placed on the three fields closest to the player (the very first 3 horizontal lines).
    4. Placed only on black cells.
    5. The first to go is the player who got the white checkers.
    6. The move is carried out along a diagonal line to a free cell.
    7. There are two types of tokens:

      Simple. They can only walk through one cage.
      Queens are inverted pawns. When a regular checker reaches the last horizontal line of the opponent, it becomes a king.

      But it is worth remembering that the king is slightly different from a simple pawn, it has more opportunities, so it is worth knowing how the king moves. She walks along a diagonal line to any number of cells.

    8. A piece beats another checker when it jumps over it diagonally in one cell. The queen is allowed to jump over any number of cells.
    9. Checkers beat both forward and backward. When the opponent has beaten, this pawn is removed from the game board.

    The most common question for beginners is "is it necessary to hit the chip?" Yes, often opponents substitute one of their checkers, luring the opponent in order to capture his pawns. You need to beat. This is a prerequisite that must not be violated.

    How to play checkers correctly: rules for beginners:

    • The pawns take turns.
    • The move is over when the player removes his hand from the checker.
    • When touching a pawn, the player must make a move.
    • It is forbidden to rearrange, correct objects on your own without the consent of the second opponent.

    Checkers game rules for beginners

    Playing in the corners with checkers is an ancient pastime. Previously, this kind of entertainment was called "halma".

    The rules of the game in the corners with checkers:

    • Initially, the board is placed.
    • Each player chooses a color.
    • A "house" of pawns is built on the board in the upper right corner and in the lower left corner:

      1-A, 1-B, 1-C, 2-A, 2-B, 2-C, 3-A, 3-B, 3-C (3 horizontal rows of 3 each).
      6-H, 7-H, 8-H, 6-G, 7-G, 8-G, 6-F, 7-F, 8-F (3 horizontal rows of 3 each).

    • Further, with the help of symmetrical moves, you need to rearrange the checkers in the opponent's "corner".
    • The game is over if:

      The opponent has placed all of his game items in the opposite corner.
      The opponent has made more than forty moves, but he has two or more chips left in his “house”.
      The opponent returned the checker to the corner after completing forty moves.

    Do's and Don'ts:

    1. It is forbidden to walk asymmetrically.
    2. It is allowed to move only once with one piece.
    3. Jumping is allowed both along the vertical line and along the horizontal.

    Important! This entertainment first appeared in Great Britain in 1880. In the original, this game is played on a board with 16 by 16 squares.

    Rules of the game in Chapaeva checkers

    This type of party was named so in honor of the hero of the Civil War, V. I. Chapaev. She was popular in the Soviet Union.

    Game rules in stages:

    1. Checkers are placed on the game board in two horizontal rows. Black and white cells are filled in.
    2. By clicking, each of the opponents knocks out the opponent's pieces.
    3. The game is over when there are no checkers left on the last rank.

    Varieties of checkers

    Checkers are of several types.

    Note! In the CIS countries, ordinary Russians are popular.

    Varieties:

    • Classic Russians.
    • International.
    • American.
    • Italian.
    • Canadian.
    • Brazilian.

    All species are similar to each other, except for international and Canadian ones.

    Table: comparative characteristics.

    Rules in various forms:

    • The chip is eligible to kick back in Russian, International, Brazilian, Canadian and Pool Checkers.
    • A chip is not allowed to hit in the opposite direction in the Spanish, Portuguese, Czech and Turkish variations of the game.
    • The Queen has the ability to move only one square in the checkers and the Italian game.
    • In the Spanish variation, checkers are placed diagonally.

    The meaning of the catch marks:

    • "!" - not a bad move.
    • "!!" - an unexpected move.
    • "+" - win.
    • "=" Draw.
    • "!?" - a dubious move.
    • "#" - blocking chips.

    The homeland of this game is Egypt. It was in this republic that the first evidence was found that the Egyptians played in board game... In Russia, the game appeared in the third century. The first championships began to be held in the 19th century.

    Famous Russian checkers:

    • Tsinman D.M.
    • Dashkov O. N.
    • Kolesov G.G.
    • Korolev Yu.M.
    • V.V. Skrabov
    • Sukhovich V.S.
    • Imshetov R.G.
    • A. A. Belikov
    • Arkhipov V. B.
    • Burov S.V.

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    Knowing the simplest pitfalls will help you win quickly already at the very beginning of the game.

    In this material, we will consider how to correctly start a game of checkers, and what can you hope for in the very the beginning of a drafts game... This information is recommended primarily for novice players, as qualified checkers of course know about it.

    It turns out that you can win at checkers after the second move! Of course, in such a short period of the game it is impossible to get into kings and it will not be possible to eat many of the opponent's checkers. But it is quite possible to win one or two checkers against your opponent.

    It should be noted that, having an advantage even by one checker already in the very the beginning of the game You can safely count on victory, since the opponent will hardly be able to receive any positional compensation for this checker after several initial moves. In this situation, you will only have to carefully and without unnecessary risk finish this game to victory.

    Let's move on to examples.

    Example 1. The game starts like this: 1.cd4 hg5 2.bc3 and on the second move Black can make a mistake: 2… de5?

    white move

    3.gf4! e: g3 4.h: h6 and White has an extra checker.

    Example 2. 1.ef4 dc5 2.fe3 cd4?

    white move

    Black expects to win two white checkers at once after 3.c: e5? f: h4 x

    However, the white player has the opportunity to win the black checker: 3.e: c5 b: d4 4.c: e5 f: d4 5.fg5! h: f4 6.g: c3 and bring the game to victory.

    Playing with black, one can also count on such mistakes of the opponent.

    Example 3. 1.cd4 hg5 2.dc5?

    black move

    This is a mistake, by the way, quite common among novice players and allowing Black to win a checker: 2… d: b4 3.a: c5 b: d4 4.e: c5 gf4! 5.g: e5 f: b6.

    Example 4. 1.gh4 fe5 2.hg3?

    black move

    And here Black wins a checker already on the second move: 2… ed4! 3.e: c5 b: d4 4.c: e5 d: h2, practically securing a win for this game in the future.

    From the examples considered, novice players must draw a very important conclusion for themselves: in order to win, you need to learn see and play(at least similar to those discussed above).

    These skills will also help you avoid your own mistakes and prevent your opponent from winning your checkers and holding. You will learn how to learn this from various materials on the site.

    When creating traps, as, indeed, during the entire game of checkers, one must be vigilant and in time unravel the opponent's reciprocal plans.

    Here is another interesting example of a trap in the opening: one of the players creates a trap for the other, but he himself falls into the trap prepared by the opponent.

    Example 5. 1.cd4 ba5 2.bc3 cb6 3.gh4 dc5 4.hg3 bc7?

    white move

    With his last move Black prepared a trap: now White cannot 5.ab2? because of 5 ... ab4! 6.c: a5 fg5 7.h: f6 x

    But it turns out that White is also not averse to winning the game at the very beginning of the game and his trap has already worked: 5.cb4! a: e5 6.ed4 c: e3 7.d: b8 x

    Tip: aiming win quickly, don't let your opponent do the same!

    The examples considered are quite simple. There are many such traps at the beginning of the game in Russian drafts, but there are also more complex ones. One of the examples of a complex trap that even a beginner can fall into can be found (in the comments to White's fifth move).

    The trap at the beginning of the game is for White

    The trap at the beginning of the game is for black

    Traps at the beginning of the game are another way to win at checkers, which is often found in practical game especially among newbies. The topic of traps at the very beginning of the game of checkers will certainly be continued, follow the news.

    Did you like the information in this article? Evaluate the information received or leave your wishes in the form below.

    The rules of the game of checkers. The answer to the question: "is it possible to beat back?"

    The question often arises for a beginner: you cannot go back, but what about the rules of battle? Is it possible to eat back in checkers? Yes you can! But not all the rules of checkers games allow it. Find out more!

    Checkers is a game popular at all times. There are many varieties of checker-type games, some of them are not at all similar to those we are used to. The rules there are special and rather complicated. We are interested in the classic game and its varieties. A fairly common question that worries beginners is whether it is possible to eat back in checkers?

    Let's explain the basic rules: a simple checker, making one quiet move (one square), can only move forward. But sometimes a situation arises on the game board when you can beat the opponent's piece, but you need to hit back (i.e. jump over the game element of another player).

    To finally figure out whether it is possible to hit backwards, we will give you a summary table of the main types, close to the classic version (diagonal move).

    VIEW Board size Fight back simple Flying king
    Russians8x8YesYes
    International10x10YesYes
    Brazilian8x8YesYes
    Italian8x8NoNo
    Canadian12x12YesYes
    German10x10YesYes
    Spanish8x8NoYes
    Portuguese8x8NoYes
    English8x8NoNo
    Pool checkers8x8YesYes
    80 cells10x8YesYes
    Giveaway8x8YesYes

    You can choose any variety and follow the rules that are right for you. And so everyone likes this entertainment - interest never fades away. If you like solving logic problems - this is for you!

    Thus, an inexperienced checker player hesitates: is it allowed to chop backwards, when the main rule is forward and only forward? We answer: it is possible, but with some reservations. As you know, this game is loved all over the world. Varieties of checkers play differ in their rules (although not essential). Each pair of players decides for themselves whether to follow the established rules or not. Of course, if this is not a tournament, where everything is strict.

    The most common types

    Russian checkers have gained popularity in our country. It was in her that our parents loved to play during recess in the Soviet school. Yes, in Russian checkers you can chop back and eat any number of checkers in all directions. There are some regional differences in Russia. For example, in Stavropol, the ability to move with the opponent's checkers has been added, and in the northern ones, when captured, the king is not removed from the board, but becomes a simple piece.

    International checkers - the name speaks for itself. The main difference is that the game is played on a board of one hundred cells in size, and the pieces are lined up in four rows. The board is large, but this increases the number of possible moves. It is allowed to hit backward (however, a simple move is still forward). There is also one more important difference: in the former, any piece that reaches the square of transformation (the last opposite row of the board) becomes a king. In international, it is not in the process of eating the opponent's checkers.

    Many countries around the world have developed their own rules. So, there are Brazilian, Italian, Canadian, German, Spanish, Portuguese, Turkish and Senegalese species. Differences, by the way, are insignificant. Except Turkish and Senegalese. Here the pieces do not move diagonally, but straight in three directions. But not everywhere there is an opportunity to beat the opponent's checkers when moving backward.

    Also known English - checkers (Checkers). It is not allowed here to hit the pieces that are behind on the playing field. And the king can only move one square in all directions. In the Italian variety, the king also moves one square, and simple checkers cannot beat the king.

    Pool Checkers, like checkers, are popular in the United States. You can chop back, the king is also free in its movements.

    Checkers type of game - the system is flexible. Mind sports enthusiasts have invented some original types of games:

    • giveaway - the rules of the Russian type apply here, so there is no question whether it is possible to eat back in checkers. Need to! The main thing in this game is to succumb to the enemy, allow to beat or lock up all your pieces;
    • Samoyeds - figures are eaten regardless of color (i.e. you also have to beat your own);
    • two-way - players make two moves;
    • diagonal - the initial arrangement is different;
    • playing on a board of eighty cells - you can beat backwards, as in the Russians.

    And also other varieties, which give a huge scope for logical research.

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