Draw in checkers. King checkers rules How to learn to play checkers well

1. The game is played by two persons on a checkers board, divided into 64 squares, colored white and black, with 12 white checkers belonging to one player and 12 black checkers belonging to the other player.

2. The board is placed between the players so that the main road goes from the player from left to right.

3. Checkers on each side are placed in black squares on the first three rows from the player.

4. The players make their moves one by one.

5. A move is considered to be moving a checker forward to an adjacent black square, as well as capturing enemy checkers.

6. If the adjacent square is occupied by an enemy, say, a black checker, and the black square following it is free, then the black checker “beats,” i.e., the white checker jumps over the black one to the free black square next to it, and the black checker “ eat” - removed from the board.

7. At one time, as many checkers are “beaten” as there are on the way under the conditions indicated above.

8. If it is possible to capture the opponent’s checkers in two directions simultaneously, the choice, regardless of the number, is left to the discretion of the taker.

9. When captured, checkers are removed from the board only at the end of the move.

10. Taking a checker (crossing it with the striker) twice in one move during a move is not allowed.

11. If a checker of one of the players reaches the last row during the game, then it turns into a king.


12. If a simple checker, when capturing the enemy checkers, becomes a king and after that it again has the opportunity to hit the enemy checkers, then such a capture is mandatory (unlike Polish checkers).

13. The queen has the right to move along the entire length of the row of black squares to any place not occupied by checkers.

14. She “hits” the enemy checker if there is a free black square immediately behind it. It hits along the entire length of a row of black squares at any distance from itself.

15. Both a simple checker and a king are obliged to “hit” if the opportunity presents itself.

16. Both the simple and the king “hit” the enemy’s checkers both forward and backward.

17. The winner of the game is the one who either takes all the opponent’s checkers or deprives him of the opportunity to make any moves by locking the remaining checkers on the board.

18. If it is impossible for both sides to win the game, the game is considered a draw.

19. If the same moves are repeated three times on one side, the opponent is given the right to declare the game a draw.

20. When fighting three kings against one, no more than 15 moves are allowed to win.

21. If with one king there is one or more checkers, no more than 30 moves are given to win, until the balance of forces changes.

22. If a win is not achieved in both last cases, the game is considered a draw.

24. To record the move of a checker, first mark the square on which it stood, using the number and letter that correspond to this cell, put a dash and then assign the name of the square on which it stands in the same way.

25. If you need to indicate the removal of a checker from the board, then between the name of the cell from which the movement begins and the name of the cell on which the checker is placed after the battle, a colon (sometimes an X) is placed instead of a dash.

26. When fighting a row of checkers, only the beginning and end of the battle are indicated, omitting the intermediate cells.

How to play Russian checkers?

1.1. Checkers board

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

The game is played only on dark fields. The checkerboard is positioned 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 must be used that meets the following requirements:

Have a playing surface of 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. Name of the diagonals of the checkers board

picture

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

Diagonals that rest at one end on the bottom edge (side) of the board are considered lower diagonals, and those that rest on the upper edge are considered upper diagonals.

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

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

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

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

1.3. Checkers

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

Checkers must meet the following requirements:

All checkers must be the same shape and size;

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

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

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

They should not be shiny, and their color should not merge with the fields of the checkerboard.

1.4. Moves of checkers and kings

1.4.1. A move in a game is considered to be the movement of a checker from one square of the board to another. The first move is always made by the player playing white. Partners take turns making one move at a time until the game ends.

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

1.4.3. A simple move only goes forward to the adjacent field diagonally.

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

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

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

1.4.7. If the player whose turn it is to move touches his checker, which can be used to make a move, 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 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 field, but did not take his hand away from it, he has the right to move this checker or king to any other field possible for them.

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

1.5 Taking

1.5.1. If simple checker is 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 the 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 next to or at a distance from the opponent's checker, behind which there is one or more free squares, it must be transferred through 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 checker is mandatory and can be done both forward and backward. A capture counts as one move played. Taking your own checkers is prohibited.

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

1.5.5. If, in the process of capturing a checker, it again ends up on the same diagonal next to another opponent’s checker, behind which there is a free field, it must be transferred through the second, third, etc. checker.

1.5.6. If, in the process of capturing with a king, it again ends up on the same diagonal next to or at a distance from the opponent’s checker, behind which there is one or more free squares, the king must necessarily be moved through the second, third, etc. checker and occupy any free field on the same diagonal behind the last taken checker.

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

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

1.5.9. In the process of sequential capture, it is allowed to pass through the same square several times, but it is prohibited to move 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, by placing the capturing checker on the capturing square and then on the final square.

1.5.11. A consecutive capture is considered completed if the player, after completing the movement of the checker or king, removes his hand from it.

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

1.5.13. Removing taken checkers from the board is considered completed when the player has removed the last taken 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 checkers taken (kings or simple), is given to the taker.

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

1.5.16. If the simple reaches the last horizontal row without capturing and is then given the opportunity to fight, then she must hit (if this opportunity remains) only with the next move as a queen.

1.6. Checkers notation and game notation

1.6.1. Checkers notation is a system of symbols for the fields of the board. The eight horizontal lines of the board are designated by numbers from 1 to 8, the eight vertical lines - 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", "zhe", "ash"). The letter "a" denotes the leftmost vertical on the side of the player playing white (the extreme right vertical on the side of the player playing black). The first rank is considered to be the rank closest to the white player.

Each field of the board is designated depending on which vertical and which horizontal it is located on, i.e. Each field is designated 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 entire games and individual positions, for example, the location of the checkers at the beginning of the game is written like this: 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 of a checker or king, 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 (battle), a colon is placed 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 battle began, the designation of the fields on which the change of direction was made is sequentially recorded. A colon is placed between the designations of individual fields.

1.7. Purpose of the game

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

1.8. Winning the game

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

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

Will not be able to make another move;

Does not have a single checker;

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

1.9. Draw endings

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

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

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

If a participant, having at the end of the game three kings (or more) against one of the opponent’s kings, does not take the opponent’s king with his 15th move (counting from the moment the balance of forces is 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 simple checker became a king) during:

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

If a participant, having at the end of the game three kings, two kings and a simple, a king and two simple, three simple against a lone queen located on the main road, cannot achieve a winning position with his 5th move;

If for 15 moves the players made moves only with queens, without moving simple checkers and without capturing;

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

1.9.2. The procedure for declaring a draw in case of repeating a position:

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

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

It is not necessary that the repetitions of the position follow one another;

You can also demand a draw if the position is repeated three times at different moments of the game, that is, after any number of moves, but with the same turn of moves;

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

If, during verification, the time of the participant seeking to recognize the outcome of the game as a draw expires, but it is determined that a three-fold repetition of the position has taken place, the game is recognized as ending in a draw; if the position was not repeated three times, then the applicant whose time has expired during the check is considered a loser.

1.9.3. A participant can offer a draw at the moment when he has just moved a checker or a king. Having offered a draw, he starts his partner's clock. The offer of a draw and the answer to it must be expressed in a short form: “I offer a draw”, “I agree”, “I disagree” - and are not subject to any conditions. The latter can accept the offer or reject it verbally or in response.

1.9.4. If a player proposes a draw while his partner's clock is running and he is considering his move, the latter can accept or reject his offer. The player offering a draw must therefore be warned by the arbiter.

1.9.5. If a player proposes a draw while his clock is running, his partner can accept the offer, reject it, or delay his decision until he sees the player's move.

1.9.6. If the draw proposal is not accepted, the same participant may propose a draw again only after another participant exercises his right to do so.

Game composition:

1. Game board 64 (8x8) cells. Cells of two contrasting colors, located diagonally. The designation of 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 positioned in such a way that the corner dark field is located on the left side of the player (Diagram No. 1).



Diagram No. 1

Diagram No. 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 figure. The right to make the first move usually belongs to the player who plays with white (light) color. The moves are made by the opponents one by one.

If a simple checker reaches the last horizontal line, it becomes a “king” and is indicated by turning over (Diagram No. 3). The king can move diagonally to any number of free cells.


Diagram No. 3

Taking a checker The opponent's move is carried out by transferring his own through it, if it is on the diagonal cell adjacent to the simple checker and there is a free field behind it (Diagram No. 2). If after this move there is a continuation to capture other opponent's checkers, the move continues. The opponent's checker(s) is removed from the board. Capturing the opponent's checker can be done either forward or backward, and is mandatory unless it was agreed upon to change this rule before the start of the game.


These rules for playing Russian checkers are standard, but changes can be made to them by mutual agreement of the players.


International (hundred-square) checkers.

The rules of the game of international (hundred-square) checkers are very similar to Russian checkers, but, nevertheless, they are different.


Game composition:

1. Game board 100 (10x10) cells. Cells of 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:

To win a game - when the opponent does not have a single checker left, the opponent's checkers are blocked, or the opponent admits defeat early.

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


Rules:

The game involves 2 players. The players are located 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 figure. The right to make the first move usually belongs to the player who plays with white (light) color. The moves are made by the opponents one by one. A move is considered made if the participant in the game releases his hand after moving the checker. If a player touches a checker, he must make a move. If any of the opponents wants to correct the checkers, they must warn in advance.

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

Taking a checker

For clarification, below are illustrative examples:



Diagram No. 6

Queen 10 can take one checker, placing himself on square 46.

A simple checker 36, removes 3 opponent’s checkers, ending up on square 29.

Therefore, checker 36 must capture.

Diagram No. 7

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

With queen 45 you can take 2 simple checkers and a queen, standing on square 16;

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

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



These rules for playing international (hundred-square) checkers are standard, but changes can be made to them by mutual agreement of the players.


More detailed rules for 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 a board of 8x8 cells according to the rules of international checkers.


Game composition:

1. Game board 64 (8x8) cells. Cells of two contrasting colors, usually white and dark (gray or brown) arranged diagonally. All dark (black) fields have specific numbers - from 1 to 32.

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


Purpose of the game:

To win a game - when the opponent does not have a single checker left, the opponent's checkers are blocked, or the opponent admits defeat early.

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


Rules:

The game involves 2 players. The players are located on opposite sides of the board.

The playing field (board) is positioned in such a way that the corner dark field 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 squares. The right to make the first move usually belongs to the player who plays with white (light) color. The moves are made by the opponents one by one.

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

If a simple checker reaches the last horizontal line, it becomes a “king” and is indicated by turning over. The king can move diagonally to any number of free cells.

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

Taking a checker The opponent is carried out by transferring his own through it, if it is on the diagonal cell adjacent to the simple checker and there is a free field behind it. If after this move there is a continuation for taking, the move continues, and the option is chosen according to the “majority rule”, i.e. taking 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.

Capturing the opponent's checker can be done either forward or backward, and is mandatory unless it was agreed upon to change this rule before the start of the game. 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 horizontal line and is given the opportunity to be further captured by a king according to the rules of battle, then it turns into a king, stopping on the field of the last row. According to the king rules, she acquires the right to capture only from the next move.

English checkers (American, checkers)

Game composition:


Purpose of the game:

To win a game - when the opponent does not have a single checker left, the opponent's checkers are blocked, or the opponent admits defeat early.

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


Rules:

The game involves 2 players. The players are located on opposite sides of the board.

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

If a simple checker reaches the last horizontal line, it becomes a “king” and is indicated by turning over. The queen can move one square diagonally forward or backward

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

Taking a checker The opponent is carried out by transferring his own through it, if it is on the diagonal cell adjacent to the simple checker and there is a free field behind it. Capturing an opponent's checker with a simple checker can only be done forward. When captured, the king moves only across one square in any direction, and not to any diagonal square, as in Russian or international checkers. Capturing the opponent's checker is mandatory, but if there are several continuations of the “battle”, 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 horizontal line and is given the opportunity to be further captured by a king according to the rules of battle, then it turns into a king, stopping on the field of the last row. According to the king rules, she acquires the right to capture only from the next move.

Pool

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


Game composition:

1. Game board 64 (8x8) cells. Cells of 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:

To win a game - when the opponent does not have a single checker left, the opponent's checkers are blocked, or the opponent admits defeat early.

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


Rules:

The game involves 2 players. The players are located on opposite sides of the board.

The playing field (board) is positioned 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 squares. The right to make the first move usually belongs to the player who plays with white (light) checkers. The moves are made by the opponents one by one.

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

If a simple checker reaches the last horizontal line, it becomes a “king” and is indicated by turning over. The king can move diagonally to any number of free cells.

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

Taking a checker The opponent is carried out by transferring his own through it, if it is on the diagonal cell adjacent to the 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 king's capture of the opponent's checkers can be carried out through any number of diagonal cells, provided there is free space behind the “victim”. If she again finds herself on the same diagonal next to or at a distance from the opponent’s checker, behind which there is one or more free squares, the queen must continue to capture subsequent ones and occupy any free square on the same diagonal behind the last taken checker.

Capturing the opponent’s checker is mandatory, but if there are several continuations of the “battle”, 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 horizontal line and is given the opportunity to further capture, then the checker continues the “battle”, while remaining simple.

Italian checkers

The rules of the game of Italian checkers are reminiscent of Checkers, but, nevertheless, they are different.

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 squares. The right to make the first move usually belongs to the player who plays with black (dark) checkers. The moves are made by the opponents one by one.

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

If a simple checker reaches the last horizontal line, it becomes a “king” and is indicated by turning over. The queen has the right to move one square diagonally forward or backward.

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

Taking a checker The opponent is carried out by transferring his own through it, if it is on the diagonal cell adjacent to the simple checker and there is a free field behind it. Capturing an opponent's checker with a simple checker can only be done forward. A simple checker is forbidden to “beat” the king. When captured, the king moves only across one square in any direction, and not to any diagonal square, as in Russian or international checkers. Capturing the opponent's checker is mandatory, but if there are several continuations of the "battle", the option is chosen according to the "majority rule", i.e. taking 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 horizontal line and is given the opportunity to be further captured by a king according to the rules of battle, then it turns into a king, stopping on the field of the last row. According to the king rules, she acquires the right to capture only from the next move.

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

If a simple checker reaches the last horizontal line, it becomes a “king” and is indicated by turning over. The king can move diagonally to any number of free cells.

Taking a checker The opponent is carried out by transferring his own through it, if it is on the diagonal cell adjacent to the simple checker and there is a free field behind it. If after this move there is a continuation to capture other opponent's checkers, the move continues. The opponent's checker(s) is removed from the board. Capturing the opponent's checker can be done either forward or backward, and is mandatory unless it was agreed upon to change this rule before the start of the game.

The king's capture of the opponent's checkers can be carried out through any number of diagonal cells, provided there is free space behind the “victim”. If she again finds herself on the same diagonal next to or at a distance from the opponent’s checker, behind which there is one or more free squares, the queen must continue to capture subsequent ones and occupy any free square on the same diagonal behind the last taken checker.

Capturing the opponent's checker is mandatory, but if there are several continuations of the "battle", the option is chosen according to the "majority rule", i.e. capturing the largest number of opponent's checkers

In cases where a simple checker, when captured, reaches the last horizontal row and is given the opportunity to further capture checkers, then it is obliged to continue the battle with the same move, but as a king.

In cases where a checker has reached the last rank without being captured and is then given the opportunity to fight, it must hit, provided that this opportunity is retained only by the next move as a queen.

Broken checkers are removed from the board only at the end of the move; repeated “jumping” over broken checkers is prohibited.

Checkers, in a way, is a game with tricks, deceptive simplicity and the need to create a full-fledged attack strategy, so literally every move is important, especially the first! Why is this so important? Everything is extremely simple, with a smart approach first move in checkers may well become a guarantee of a winning game.

How to make the first move in checkers?

In how many moves can you completely “break” your opponent? Without a doubt, no one will deliberately lose, but purely theoretically, it is possible to “drive the enemy into a corner” after the second move, which clearly proves the need for a successful start. Let's look at a few examples.

Example one:

  • Move 1 - cd4\hg5
  • Move 2 - bc3 - ?

It is enough to look externally at this position of the checkers to understand that Black is automatically setting himself up for a trap and there is a huge probability of making a move to "de5".

This is called the “blood” method and a pressing problem for beginners, since in the next few moves White will easily remove at least 1 black checker from the board.

Example two:

  • Move 1 - ef4\dc5
  • Move 2 - fe3\cd4

After this, the player playing as black has a huge chance to remove 2 enemy checkers at once in just one 3rd move.
Move 3 - ce5\fh4But,

to understand the importance of how to plan first move in checkers, it is important to pay attention to the fact that even after this, White has a huge chance to create a tough trap for Black and achieve victory.

For example:

  • Move 4 - ce5\fd4
  • Move 5 - fg5\hf4
  • Move 6 - gc3 \ ?

As a result, it was a successful or correctly planned first move in checkers that gave White a “beautiful” victory in just 6 moves!

Other mistakes newbies make from the first move

In addition, many players tend to fall into other enemy traps, among which there is a thirst for a quick victory and kings. It is always important to take into account that, by design, the first move in checkers is practically the key move in the entire game, because it is the front checkers that prevent others from moving. In addition, such an idea limits the number of options for the development of events to a minimum, and more specifically, the number of moves that a professional player can easily remember. That is why it is important to remember that the first move in checkers is the creation of not only successful attack tactics, but also personal defense.

20 variants of moving combinations in checkers

As was said, there is only a certain number of moves, which you can easily direct the enemy to from the very first movements. As soon as he finds himself in the scenario you planned, victory is more a matter of personal forethought and memory, because the second player will not have many options for countering. There are 20 such combinations in total, which are the first move in checkers from any side (both white and black).

Consider a 13-move multi-move trap that, one way or another, will lead a smart player to victory.

Move 1 – g3-f4\f6-e5

By design, it does not “visually” foreshadow the setting of any trap, but this, without a doubt, is not the case.

Move 2 – h2-g3 \ g7-f6

As you can see, both players are quite careful in luring their opponent, which already complicates the process of creating a trap during the next few turns.

  • Move 3 – сЗ-b4 \ e5-d4
  • Move 4 - e3:c5\b6:d4

Already at this point, it is noticeable that the parties are implementing their well-thought-out tactics, but for now they are playing completely on equal terms.

  • Move 5 - b4-a5 \ f6-g5
  • Move 6 - d2-e3 \ d6-c5

Whatever one may say, White is actively playing towards his loss, which the enemy simply cannot help but use.

Move 7 - c1-d2 \ g5- h4

Now Black behaved extremely carelessly, but given the created arrangement of checkers, they did not have much choice.

Move 8 - d2-nW \ e7-d6!

Now we can make out what just happened. It is worth noting that this tactic itself had a real place in the professional game of E. Lysenko against Y. Arendt and, in its own way, is an ideal example of how important the first move is in checkers. Having made just one extremely careless move, White has already committed a deliberate defeat and all further moves will be solely to create the final meeting point. In his own way, J. Arendt with such a move made a terrible mistake, characteristic even of professionals.

  • Move 9 – c3:e5 \ h6:g5
  • Move 10 - f4:h6 \ d6:d2
  • Move 11 - e1:c3 \ c5-b4
  • Move 12 – a3:c5 \ c7-b6
  • And the final 13th move is a5-c7 \ b8:d2X

Completion and summary

Based on all this, we can say with confidence that the first move in checkers, like the game itself, is much more difficult than it seems at first glance. Therefore, no matter what the enemy does, it is extremely important to soberly assess all his capabilities, and if you approach the gameplay wisely, it will be possible to achieve the complete defeat of the enemy in a minimum number of moves. The main thing to remember is that you definitely shouldn’t rush into making rash moves, but you definitely need to think through your tactics correctly!

Well, finally, remember that it is definitely impossible to achieve complete knowledge of all the tricks of checkers in a day, but you can learn, which is what you should do for the sake of your own perfection.

Checkers is by no means a new board game. Both old people and children play it in all countries of the world. The history of the origin of this fun is amazing and has not yet been solved. After all, archaeologists find similar boards with squares and chips in Egypt, Greece, and also on the territory of Kievan Rus.

Checkers are still incredibly popular today. At first glance, the game is quite primitive, but nevertheless, the smartest and most resourceful emerge as winners. Fun requires perseverance, attention, develops logical thinking, and teaches you to predict the most likely course of events. Many parents, barely noticing that their preschooler has grown up and become more assiduous, try to play this exciting game with their offspring.

Today we will talk about how to play regular (Russian) checkers, and also get acquainted with the differences in the rules of the game in other countries.

Rules for playing regular (Russian) checkers for beginners

A standard game set consists of a black and white checkered board (8 rows vertically and 8 horizontally) and checkers, which at the beginning of the game are divided equally and arranged in the three outer rows of black cells.

As you can see, the rules of the game of checkers are simple for both children and parents, and having mastered them, kids and adults can improve their skills and intellectual abilities. This game is perfect for children over 5-6 years old, as it develops well and for adults it’s just a wonderful opportunity to spend time with their family.

Rules of the game in other countries

Checkers is played all over the world, with each nation making its own adjustments to the rules. So, for example, among the British it is forbidden to walk backwards, even with the aim of removing the opponent’s checker. The rules of playing Armenian checkers differ significantly from Russian ones. Here the chips move not diagonally, but in a perpendicular direction along cells of different colors. Also, the backward move is not used.

There are also so-called international checkers. In this game, the game board consists of one hundred squares (10 vertical and 10 horizontal rows). In addition, when playing checkers according to international rules, it is necessary to take into account that only the checker that finishes the battle on the same square can become a king.

Different games