Checkers Can a Single Jump Again After Becoming a King

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Back to the Game Rules principal page Checkers: International
Also known as International Draughts, this version of checkers (KN) lets your unmarried checkers jump forrad and backward; the King can jump any distance forth a diagonal. ItsYourTurn.com also provides variations: Italian Checkers (KT), Polish Checkers (KL), and Russian Checkers (KR).
  • read: Setup and Object
  • read: Game Pieces
  • read: Checker Movement
  • read: King Movement
  • read: Capturing or Jumping
  • read: Jumping with a Checker
  • read: Jumping with a King
  • read: Italian Checkers (KT)
  • read: Polish Checkers (KL)
  • read: Russian Checkers (KR)
  • read: Starting a Game of International Checkers on ItsYourTurn.com
  • read: Moving Checkers on the ItsYourTurn.com Lath
  • read: How to Offer a Draw
  • read: International Checkers Links
  • read: Business firm rule: EXACT board position occuring iii times in the game is a describe

Setup and Object

International checkers is played on a 10 by ten square board. Only the nighttime squares are used in play. Each player begins the game with 20 pieces, or checkers, placed on the four rows closest to him or her.

The object of international checkers is to preclude your opponent from existence able to move. You can do this past capturing all of your opponent'southward pieces, or past blocking your opponent then that none of his or her pieces on the board can exist moved.

A draw occurs if neither thespian can forestall the other from making a move.
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Game Pieces In that location are two kinds of pieces in international checkers. When the game starts, you have only regular checkers which expect like this:

If a checker moves all the way to your opponent's finish of the lath and remains in that location at the terminate of the plough, then it becomes a King:

The regular checkers and the King accept different ways of moving and jumping which are described below.
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Checker Movement If no jump is available, a regular checker tin can only move one infinite diagonally forward to an unoccupied foursquare.

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King Movement If no bound is available, the King can motion whatsoever distance, forwards or backward, along an unobstructed diagonal. It must land in an unoccupied square. In this film, the red Rex tin can move to any square with a xanthous dot.

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Capturing or Jumping A slice can capture opposing pieces by jumping over them. After completing a bound, a piece might have another jump available. It must brand that jump also, and continue to jump until there are no more jumps bachelor.

If a jump is available at the commencement of your turn, yous must take it. If more than than one of your pieces has a leap bachelor at the start of a turn, then y'all must leap with the piece that will be able to make the virtually jumps in that plow.

All pieces that are jumped over (captured) are non removed from the board until the turn is over. As well, y'all tin not jump over the same piece more than than once in a turn.

A checker does not become a King if, while making multiple jumps, it lands momentarily on the opponent's end of the board, but ends the turn in the middle of the board. To become a King, a checker must be on the opponent's end of the board when the turn is over.

In international checkers, you tin can never jump over your own pieces.

Checkers and Kings jump differently, equally described below.
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Jumping with a Checker A regular checker tin can capture an opponent'southward checker or King by jumping over it. A checker can bound on a frontward or astern diagonal. The opponent'due south piece must exist on an side by side diagonal square, and your checker must land in the empty square just across the opponent'south piece.

Hither is a crimson checker jumping forward:


Here is a red checker jumping backward:

This cerise checker is making multiple jumps:

A checker does not become a King if, while making multiple jumps, it lands momentarily on the opponent's finish of the board and and then jumps back to the middle of the board. To become a King, a checker must be on the opponent's end of the lath when the turn is over.
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Jumping with a King The Rex can capture an opponent'due south checker or King by jumping over it. The King can jump whatever altitude along a diagonal as long every bit the following weather condition are met:
  • The piece that volition be captured must be on the same diagonal as the King.
  • The Male monarch can not spring over a slice of its ain color.
  • The Rex can simply jump over 1 piece at a fourth dimension.
  • There must be at to the lowest degree one empty square simply across the piece that will be captured.

The King does non have to land in the first empty space beyond the piece it has jumped over. The Male monarch can choose what infinite it will land in, unless multiple jumps are available. In that example, the King must land in a space from which it can make the adjacent jump.

Hither is an example of a Male monarch making a spring:


Multiple jumps with the King can be complicated. When the Rex makes its first jump in a turn, it must land on a square that volition allow it to brand some other jump, if another jump is possible. After landing, the Male monarch can turn and jump on a different diagonal, or it can spring on the same diagonal. The Rex must make its multiple jumps in a way that gives it the near jumps.

The next picture show shows a red Male monarch making multiple jumps.


The red King could not first jump to 4f and then to 6d and 9g because that would not give the most jumps. For the aforementioned reason, it could also not jump offset to 4f and so to 1i.

Remember, pieces that are jumped over are not removed from the board until after the plough is completed; and, no piece can exist jumped twice. So a movement like jumping to 4f, and then 1i, then 8b would not exist possible.



The ruby Male monarch in the next picture tin can not jump the white pieces.

  • The white piece at 5i can not be jumped considering this spring is blocked by the cherry piece at 7g.
  • The white pieces at 6d and 5c can not be jumped because the Male monarch can only jump one piece at a time, and there must be at least one empty square just beyond the slice it jumps over.
  • It can not bound the white slice at 10d because there is no place beyond information technology to land. The King tin not 'bounce off the edge in mid-air.'

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Italian Checkers (KT) Italian Checkers is like International Checkers with the following differences:
  • The board is 8 by eight instead of x by 10 squares. Each actor starts the game with 12 pieces placed on the darker squares closest to him or her.
  • Checkers (pieces that are not Kings) tin only jump forward. They can not spring astern.
  • Checkers tin can not jump Kings.
  • When moving and not jumping, Kings tin just motion i square at a time in any direction to an empty space along a diagonal. They can not move unlimited distances along a diagonal, equally in International Checkers.
  • When jumping, Kings tin but spring side by side pieces. They can not bound any distance as in International Checkers.
  • When jumping, Kings must land in the side by side foursquare beyond the piece they jump over. If there is no empty square immediately beyond the slice to be jumped, then that jump is not possible.

In other words, Italian Checkers is just like American Checkers except that in Italian Checkers, the checkers tin not jump the Kings; and White has the first move.
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Smooth Checkers (KL) Polish Checkers is merely like International Checkers, just with the following difference:
  • When making a serial of jumps in a single plow, each piece that is jumped over is removed as soon as it is jumped during the plough. You practise not wait until the finish of the turn to remove all the pieces that have been jumped over.

This sometimes allows a slice to brand more jumps in a plough than it would in standard International Checkers.
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Russian Checkers (KR) Russian Checkers is just similar International Checkers, but with the following differences:
  • The board is 8 by 8 instead of 10 by 10 squares. Each actor starts the game with 12 pieces placed on the darker squares closest to him or her.
  • When a checker lands on the back row after a jump and becomes a Male monarch, if there is a jump available to information technology every bit a King, it must continue jumping as a Male monarch in the same turn. If a checker reaches the back row on a regular move (not a jump) and becomes a King, information technology may not make any jumps in that plough.
  • If more than than one of your pieces has a spring available at the start of a turn, you do non have to jump with the piece that has the virtually jumps. Instead, you lot tin cull which piece will take its jumps. Once you start jumping with a piece, information technology must finish all of its jumps.

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Starting a Game of International Checkers on ItsYourTurn.com Detailed instructions on starting a game tin can be found in a special curt tutorial with cartoons. Here is a cursory explanation.

Look in the menu column on the left side of the screen. Near the top nether 'Play' you will run across 'Start Game.' Click 'Start Game' and yous volition run across a folio where you lot choose what game you want to play. If y'all choose checkers, a game board will appear. In most versions of International Checkers, yous volition have the get-go move as White. Yous accept the option of making your first move as presently as yous postal service the game to the waiting room, earlier an opponent has joined your game. To make this kickoff move, click on a piece; and so click on a place to motion information technology to; then click 'Submit' beneath the game board.

The game will be placed in the Waiting Room where information technology waits for an opponent. When an opponent picks up the game, the game will reappear on your game status page in the list where information technology's your plow to motion.
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Moving Checkers on the ItsYourTurn.com Board After a game of checkers is created (meet How to First a Game or How to Bring together a Game on our help carte) you may go to it any time past clicking your opponent's proper name equally it appears on your game status folio.

If it is your turn, yous will see blueish outlines around the checkers that your opponent moved in his last turn.

To begin your turn, click a checker that y'all want to move. Think, if a jump is available, you must take it. Later you click a checker that you want to move, a new page volition announced showing that checker with a red outline. Now, click the infinite to move that checker to. A new folio will load showing the checker moved.

If you have fabricated a jump and another jump is available with that same checker, you do not need to click the same checker once again. Merely click the next space that it will jump to.

When yous are through, several Submit buttons will appear beneath the board. You must click a submit button to finish your move.

If you do not see the submit buttons, then you lot may non have taken all the jumps that are bachelor. Bank check the board once again and brand sure y'all have made all your jumps.
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How to Offering a Draw Click Offer Draw at the bottom of the page displaying your game board. Your opponent volition be sent a message asking whether she would like to accept or pass up a depict. It does not accept to be your turn to offer a draw.

Offer a draw does not count as making a move in the game. If y'all offer a draw in a tournament game, y'all might want to make an actual movement in the game also, to be sure you do non time out. If your opponent makes a movement without responding to the draw offer, the draw offering will be erased from her bulletin inbox.
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International Checkers Links Triplejump.Net is a wonderful checkers resources with news, rules for many dissimilar checkers games, tournament information, reviews of checkers programs, links, and a live Q&A organisation that lets you ship your checkers question instantly to a volunteer practiced.

Triplejump'southward rules for different International Checkers variations are here. Remember, if you have a bound, you must take it!
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House rule: Exact lath position occuring 3 times in the game is a draw If the same exact positioning of pieces on the Entire board occurs three times in a game, the game is automatically a depict. This is an official rule of chess, but nosotros are expanding it equally a house rule in all games to cease games when they are no longer progressing.

For this dominion to take effect, the Entire Board (your pieces and the opponent'south pieces) must be in the EXACT same position on 3 unlike moves.

When this happens, eventually the computer will automatically declare this game a describe. However, if you'd like to declare a draw manually, click 'Offering Describe' among the options beneath the game board. If your opponent refuses a depict in this situation, yous may have to look for the software to find this situation.

If you'd similar the game to exist declared a draw sooner, please pull upwardly the game on your screen and click on the 'Email Websupport about this game' at the bottom of the page. If a 3-move repetition has occurred, so we will declare the game a depict.
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