Layout of checkers on the board. Board game checkers online

Checkers is a board game that perfectly develops mental abilities, logic and endurance. IN this game people of different ages play, 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.

The game is played by two players. 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 field on the left side.
    2. The selection of pawns is determined by drawing lots.
    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 chips:

      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. The checkers beat both forward and backward. When the opponent has beaten, this pawn is removed from the 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 corners with checkers is an ancient pastime. Previously, this kind of entertainment was called "halma".

    The rules of the game 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 placed all his game items to 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.

    Chapaeva checkers game rules

    This type of party was named 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 backwards in 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.
    • "\u003d" 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 a board game. In Russia, the game appeared in the third century. The first championships were 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.

    Useful video

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    The board, which is played on, consists of 32 dark and 32 light cells - they are called FIELDS, and the printed image of the board is a DIAGRAM. Here she is.

    Diagram 84

    Look: which field is in the lower left corner? It's DARK! The board is placed between the players in this way too - ITS LOWER CORNER BOARD ON THE LEFT MUST BE DARK.
    During the game, checkers move, but only along dark fields. And to write down (and then read) what move was made or how checkers stand on the board, NOTATION helps - the system of designating fields.

    Diagram 85

    Here in the diagram you can see that the fields form rows. The rows going from bottom to top (they are marked with solid lines) are called VERTICAL, or VERTICALS, and those going from left to right (marked with a dotted line) are called HORIZONTAL, or HORIZONTALS.
    Vertical rows are designated by the letters of the Latin alphabet-a, b, c, d, e, f, g, h (a, be, tse, de, e, ef, same, ash).
    Horizontal rows are designated by numbers - 1, 2, 3, 4, 5, 6, 7, 8.
    In each dark field, the vertical row intersects with the horizontal one. The field on which row "b" intersects with row "2" is designated b2 (be two); the field where the rows "d" and "6" intersect denote d6 (de six). This is how the rest of the fields are denoted, as you can see in Diagram 86.

    Diagram 86

    And one more thing about the board.
    Horizontal rows 1 and 8 are called LADIES ROWS, and their dark fields (a1, c1, e1, g1, b8, d8, f8, h8) are called LADY FIELDS. The vertical rows a and h are called BOARDS, and their dark fields (a3, a5, a7, h2, h4, h6) are called BOARD FIELDS.
    Dark fields, touching the corners, seem to form chains - these are DIAGONALS. They have names.

    Diagram 87

    The diagonal marked with a bold line (it goes from a 1 to h8) is a BIG ROAD, or BIG.
    Double lines indicate doubles. There are two of them: the one that is closer to you (a7 - g1) is the lower one, and the second (b8-h2) is the upper one.
    Two diagonals marked with triple strokes (a3 -f8 and c1-h6) -TEEPS. There are also two of them - lower and upper.
    And finally, the diagonals marked with a wavy line (e1 - h4, h4 - d8, d8-a5, a5-e1) form a CROSS.
    Now tell me:
    1. What color should be the corner field near the player's left hand?
    2. What is checkers notation?
    3. What are the verticals designated by? What are horizontal lines?
    4. Name the fields of the main road, then the fields of doubles, then the tees.
    5. As you already know, there are 32 dark fields on the board. Now count - how many fields the big road consists of, how many are both doubles, how many are both tees, how many are the jamb. Add up these four numbers - you get more than 32. Think: why?
    Check the answers yourself by reading the previous text.

    ABOUT CHECKS

    The battle is being fought by two Opponents. Before the start of it, each under the command of an army of twelve checkers. One has white checkers, the other has black.

    Diagram 88

    This is how the checkers are placed before the start of the game - white on a1, a3, b2, c1, c3, d2, etc., black on a7, b6, b8, c7, d6, d8, etc. Then the opponents start fighting - alternately move their checkers, WALK. White first, then black, white again, and so on. Who to play with white is determined by lot.
    Checkers are SIMPLE and DAMKI, but at first everything is simple. And when the simple one falls on the ladies' field in the opponent's camp, it turns into a king, which is indicated by two checkers placed one on top of the other.
    The goal of the game is to destroy (beat and remove from the board) all the opponent's checkers or to deprive him of the opportunity to make a move. But more on this - a little further.

    HOW THE CHECKS GO

    Checkers move diagonally. This movement from one field to another is called a HIKE. There are two types of moves: QUIET (without capturing enemy checkers) and IMPACT (when enemy checkers are fought and removed from the board).
    You can write down a move like this - indicate the field on which the checker was standing, and the field to which it went. When recording a quiet move, a dash is inserted between the indicated fields.

    HOW DO SILENT STROKE?

    Simple, with a quiet move, moves diagonally and ONLY FORWARD - to an adjacent free field. Look -

    Diagram 89

    White here can make any of the moves shown by the arrows. Simple d2 can go to c3 (which will be written d2-c3) or e3 (d2 - e3); a simple e7 can go either to d8 (e7 - d8) or to f8 (e7 - f8), turning into a king in either case; simple g1 has only g1-f2.
    Black could play b2-a1 here, transforming a simple one into a king, or g5-f4 or g5-h4.
    The queen is more mobile than the simple one. With a quiet move, it can move along the diagonal BOTH FORWARD AND BACK, crossing any number of free fields.

    Diagram 90

    White king b2 can go to a3 (b2 - a3), or to c1 (b2 - c1), or to any of the squares of the main road. The white king e3 can go to d4, to c5, to f2, to g1, as well as to any square of the lower tee. (Of all these moves for White the best is e3-c5, and you will understand why when you read about shock moves.) The black king could go to h4, to f2, to e1, as well as to any square of the upper double.

    HOW DO THE IMPACT STROKE?

    A simple one, making a shock move, jumps over a nearby opponent's checker (if there is a free field behind it) - HITS IT, after which the beaten checker is removed from the board. You can beat not only forward, BUT ALSO BACK, and several checkers at once. Look -

    Diagram 91

    White goes with the king d4 - c3, black simple now has to beat the king d2: b4 (in the record of the move with capture, a colon is placed instead of a dash). And then white simple beats like this - a3: c5: e7: g5, after which the checkers beaten by her are removed from the board. Write down such a shock move shorter - a3: g5.
    Here is another case of taking with a simple checker.

    Diagram 92

    White goes g3 - f4, and Black must capture this checker. But how? You can e5: g3, but you can e3: g5. THE CHOICE IS PROVIDED TO THE STRIKER. Of course, here the black player will beat e5: g3 (tell me why?). But suppose he made a mistake and beat e3: g5. Now the choice between h4: d8 and h4: d4 is behind White. Of course, they would have beaten h4: d8, and their simple one would have turned into a king.
    Now about how the king beats. Making a shock move, it jumps over the opponent's checker, which is on its way, and is placed behind it on any free field, after which the broken checker is removed from the board. The queen can also beat both forward and backward, and can also beat several checkers in one move.

    Diagram 93

    Here, out of three white queens, only one can beat. Queen a3 cannot be hit, as he would have to jump over his own piece (b4). The king on b8 cannot also capture, since it is impossible to jump over two adjacent checkers. White beats like this: f8: c5: f2: h4: f6: a1, which is written shorter - f 8: a 1. After the move, all beaten pieces (d6, e3, g3, g5, e5) are removed from the board. Making this shock move, the white king had the right to stop not on a1, but on b2 (or c3, or d4), but this, of course, was unprofitable for her: then the black king on h8 would have captured it with a retaliatory move.

    Diagram 94

    White goes here 1. f2 - e3. The black king beats 1 ... h6: d2. How can the white king now beat? Look - 2.e1: c3: f6: h8; 2.e1: c3: f6: d8: a5; 2.e1: b4: f8: h6; 2.e1: a5: c7: f4 (g3 or h2); 2.e1: a5: d8: f6: h8; 2.e1: a5: d8: f6: d4 (c3, b2 or a1). White has the right to choose any of the six possibilities. As you can see, they will beat and remove almost all of the opponent's checkers in one move.
    Why did Black allow the white king to show such agility? Why did they beat with their king h6 the move 1.f2 - e3 checker, which was specially substituted for them? Because there is a rule -
    BEAT IS NECESSARY !!!
    Thus, if your opponent's checkers are under attack, YOU MUST KILL THEM, whether it is beneficial to you or not. And you cannot stop striking without beating all the checkers that you can take with this striking move. Of course, your opponent is also obliged to do this: when your checkers are under attack, he must beat them.
    Now one more rule.
    When a simple one hits the queen square with a quiet move, it turns into a king, but it can only beat like a king after the opponent's retaliatory move; when the simple one hits the queen square with a shock move, then it turns into a king and immediately hits further like a king (if, of course, it has something to hit). Diagrams 95 and 96 show how this happens.

    Diagram 95 Diagram 96

    If White plays 1.e7 - d8 (diagram 95), then his simple one will turn into a king, but he does not immediately hit the b6 checker, but waits for a response. Black answers 1 ... d2-e1 (now it is a king) and wins: 2.d8: a5 c5-b4 3.a5: c3 e1: a5.
    And in Diagram 96 after 1.g3 - f4 еЗ: g5 white simple h4 hits d8 with a shock move and therefore, having turned into a king, immediately hits further - 2.h4: d8: a5: e1, that is, 2.h4: e1 with White winning.
    Finally, you must remember three more conditions associated with taking.
    1. WITH AN IMPACT, IT IS POSSIBLE TO REMOVE THE CHECKS FROM THE BOARD ONLY AT THE END OF THE TURN.

    Diagram 97

    This condition requires White to shoot here like this - e1: a5: c7: e5, and stop! It is impossible to beat a simple d4: there is no free square behind it - there is a checker c3, which, although beaten, can be removed from the board only after the end of the move. Therefore White, having finished the blow 1.e1: e5, puts the king on e5 and removes the checkers c3, b6, d6. Black takes the king-1 ... d4: f6 in response.
    Such a blow, in which a checker, already beaten, but not removed from the board, stops the king, is called a TURKISH HIT.
    2. AT THE IMPACT, DO NOT JUMP TWICE WITH THE TAKING CHECK THROUGH ONE AND THE SAME CHECK OF THE OPPONENT.

    Diagram 98

    How is White obliged to hit here? So - b2: f 6 ... (and until the d4 checker is removed from the board - the blow is not over yet) ... f6: d8: b6. But no further!
    After all, the f 2 checker cannot be beaten, because one would have to jump over the d4 checker a second time. The king stops on b6, and Black beats it-a5: c7.
    This was also a Turkish blow: the king was stopped by the d4 checker already beaten by it.
    3. AT THE IMPACT, IT IS PERMITTED TO TRAVEL AGAINST THE SAME FREE FIELD.

    Diagram 99

    White here can (and must!) Beat like this - 1. a3: d6: g3: e1: a5: c7. The king crossed the b4 square twice here, but this is allowed, since it is free. After hitting the king, Black will take it 1 ... d8: b6.

    MORE ABOUT TRAVEL RECORDING

    If you need to write down a game, the moves are written in columns: on the left - white, on the right - black. This means that WHITE'S STROKE AND BLACK'S RESPONSE WILL BE UNDER THE SAME ORDER NUMBER. Like this:
    Petya Andreev Sasha Lyadov
    1.c3-d4 d6-c5
    2.b2 - c3 e7-d6
    3.a1- b2 d6- e5
    4.g3-h4 c5-b4
    5.aZ: c5 e5-f4
    6.e3: e7 f8: b4
    7.c3: a5 h6-g5
    8.h4: f6 g7: a1
    Black went into the kings and should win.
    You can also record a part in a line:
    Petya Andreev - Sasha Lyadov: 1.c3-d4 d6-c5 2.b2-c3 e7-d6 3. a1- b2 d6-e5 4.g3-h4 c5-b4 5.a3: c5 e5-f4 6.e3 e7 f 8: b4 7.c3: a5 h6-g5 8.h4: f6 g7: a1, etc.
    Sometimes an abbreviated notation is used: they do not indicate the number of the row from which the checker went, and do not write dashes and colons:
    Petya Andreev - Sasha Lyadov: 1.cd4 dc5 2.bсЗ ed6 3.ab2 de5 4.gh4 cb4 5.ac5 ef4 6.e7 fb4 7.ca5 hg5 8.hf6 ga1, etc.
    How to write down the position of checkers on the board? See - here is the position entry in diagram 94.
    White: D. e1, np.c1, f 2; Black: D.h6, pr.b6, e5, e7, g7.
    "D" means kings, "pr." - simple. If there are no kings in the position, then when recording, you do not need to put "pr."
    IN THE BOOKS, THE CHARTS ARE ALWAYS LOCATED THAT WHITE'S CAMP IS BOTTOM.
    IF THE POSITION IS PRINTED AND IT IS NOT SPECIFIED WHOSE STROKE MEANS WHITE STROKE.
    You need to know the following designations:
    X - and win.
    ! - great move.
    !! - a wonderful move.
    ? - a weak or losing move.
    ? ? - a gross mistake.

    WHAT IS VICTORY?

    The winner of the game is the one who takes all the opponent's checkers or deprives them of their turn. IF NEITHER PLAYING WHITE OR PLAYING BLACK CAN DO IT, THE PARTY WILL BE RECOGNIZED TO BE A DRAW.

    Diagram 100

    Here White wins, capturing all black pieces: 1. g3-f4 e5: g3 2. h2: g1X.

    Diagram 101

    Here was Black's move. They could have played 1 ... h2-g1 (so that they could then move the king up and down the lower double) and then they would have won. Black, on the other hand, made a tempting move (take the checker!), But a bad move - 1 ... h2 - e5 ?, and the game ended like this: 2. b2 - c3! e5: a1 (if 2 ... e5: b2, then 3. a3-b4 a5: c3 4.c1: a3, and Black himself must give up his last checker) 3. a3 - b4! a5: c3 4.c1 -b2 c3-d2 (there is no other move) 5.e1: c3 - White's victory: they deprived the opponent of the opportunity to make a move - they locked his king.
    Well, now you have learned about almost all the rules of checkers. Now you can fight on the checkerboard with your friends yourself. We advise in these battles to adhere to the following two rules of conduct that are mandatory when playing.
    TRONUL-GO!
    This means that a player who touches his checker (when it is his turn to move) must make a move with it (if, of course, this is possible).
    HAVE REMOVED A HAND - THE WALK IS DONE!
    This means that a player who has moved his checker and has already taken his hand away from it has no right, having caught himself, to move this checker to another field.
    Therefore, if you need to move the checkers so that they stand neatly, then before touching them, you should warn the enemy with the word "CORRECT".

    Kuperman I. Tactics in 100-cell checkers... M., 1967
    Mirotin B.A., Kozlov I.S. Tactics in Russian checkers... M., 1974
    Barsky Yu.P. On a hundred cells... M., 1977
    Sominskiy S.S. Combination ideas in Russian drafts... M., 1979
    Shaus J.L. International drafts school... M., 1981
    Kolodiev Yu.V. One hundred cells and a thousand secrets... Kiev, 1982
    Kulichikhin A.I. The history of the development of Russian drafts... M., 1982
    Mirotin B.A., Liberman L.A., Salnikov A.A. 64 and 100... M., 1982
    Vinderman A.I., Gertzenon B.M. Checkers for All: A Beginner's Guide... M., 1983
    Agafonov V.P. Combination. International checkers... M., 1984
    Reshetnikov V.V., Trotskikh G.N. Vasily Sokov... M., 1985
    Russian checkers: D. Sargin, P. Bodyansky, A. Shoshin... M., 1987
    Agafonov V.P. Opening course. International checkers... M., 1988
    Zvirbulis V.A., Zdorovyak R.Z. Typical checkers... M., 1988
    V.M. Golosuev Checkers Tournament Masters... Leningrad, 1989
    Isaev G. The creative laboratory of the drafts sketcher... Kiev, 1989
    Gorodetsky V.B. Checkers book: Russian and international checkers... M., 1990
    Gerzenson B.M., Gersht S.S. The wizard of Russian checkers. (About V.A. Sokov) Len-d, 1991
    Gerzenson B., Napreenkov A., Filippov K. About checkers - jokingly and seriously... Rostov-on-Don, 1991
    Abatsiev N., Bolotovsky M. Sketches about checkers... Chekhov, 1995
    E.A. Kadnikov Checkers Arabesque... Simferopol, 1997
    Pesotsky V.A. Winning strategy... Omsk, 2000
    Mamontov A.V., Oers I.E. Drafts literature. Bibliographic index of editions published in Russia-USSR in 1827-1991... M., 2001
    Ivanov B.V. Checkers Composition: A Modern Look... Minsk, 2003
    Virny A.Ya. A little about checkers, but in essence... M., 2004
    A.A. Volchek Drafts workshop: 2000 positions for independent solution... M., 2004
    Popular drafts workshop... Auth.-comp. V. N. Pak. Moscow-Donetsk, 2004

    To find " CHECKS "on

    This popular two-player board game was played in southern Europe as early as the Middle Ages, but appears to have been borrowed from much older games in the Middle East.

    Each player tries to "take" (capture and remove from the board) the checkers of his opponent, or to lock them so that they cannot move.

    Board.
    Checkers is played on a 37 to 41 cm square board made of wood, plastic or cardboard. It is divided into 64 squares, eight on each side.

    Light squares alternate with dark ones (usually black and white, sometimes black and red or red and white). The game is played only on squares of the same color - usually dark.

    Checkers.
    Each player has a set of 12 checkers - wooden or plastic discs with a diameter of 3 to 4 cm and a thickness of about 1 cm. One set is usually white and the other is red or black.

    The aim of the game.
    The player seeks to take all the checkers of his opponent or arrange his own checkers so that the opponent cannot make a single move.

    Beginning of the game.
    The players sit opposite each other and place the board so that the game squares are on the left edge of the first row. To determine who will play with the dark in the first game, lots are drawn. Then the players in the subsequent games play dark in turn.
    Before the start of the game, each player places his checkers on the game squares on the three rows nearest to him. The first move in a game is always made by the dark ones.

    Moves.
    Each player can take turns making only one move. Since the game is played on squares of only one color, all moves are made diagonally. Ordinary checkers (a) can only be moved forward; double checkers, or kings, can be moved forward and backward (b). A checker can only be moved to a free square.

    "Touched - go."
    Except for those cases when the player has notified about the desire to arrange the arrangement of checkers on the squares, he must make a move. move the first checker you touched. If the player first touches a checker that cannot move, he is first given a warning, and if the violation is repeated, a defeat is counted.

    Moves and time limit.
    If the player has not made a move within five minutes. the specially appointed timekeeper must announce: "Time!" After that, the participant of the game must make a move within one minute or admit defeat due to time trouble (in a number of grandmaster-level tournaments, players are required to make a certain number of moves in a set time).

    A move without capturing the opponent's checkers.
    Except for those moves when a player takes an opponent's checker, he can only move his checker to an adjacent playing square.

    A move with the capture of the opponent's checkers.
    One of the goals of the game is to capture (capture and remove from the field) the opponent's checkers. A checker can be taken if it is located on a square adjacent to a moving checker, and the square immediately behind it is free (1).
    In one move, you can take several checkers, provided that for each there is a free square (2).
    At any opportunity, the player should take checkers (even if this leads to the fact that his own checker will be taken), and not make simple moves. If a player can choose how many checkers he can take in different options of moves, he has the right to choose to take a smaller number (For), but if he starts a move that allows him to take more checkers, he must continue it until he has taken all available checkers (36).

    Failure to take a checker.
    If a player does not take a checker when he is given this opportunity (1a), then, according to modern tournament rules, his opponent is obliged to point out his mistake by forcing him to return the checker to its original place and make a move with the capture (16).
    This rule replaced the old "fuka" rule, when a player was deprived of a checker, which made an erroneous move without capturing an opponent's checker.

    Passage to the kings.
    When a checker reaches the last row of the board (known as the "crown"), it becomes a king and is "crowned" by placing another checker of the same color on top (2). After a checker turns into a king, the player's turn always ends.

    Draw takes place when none of the players is able to take all the opponent's checkers or lock them (For, 36). If one player finds himself in a more advantageous position, he may be required to realize the win within 40 of his own moves, or to establish an indisputable advantage over the opponent. If he fails, the game is considered a draw.

    Well, this, checkers for adults)))

    Dominoes