This is a text version of the rules taken from a ebook that is in the public domain. Note that the entire book is not presented here, only the chapter on the rules of checkers, and a key to the diagrams.
The Project Gutenberg EBook of Chess and Checkers: The Way to Mastership by Edward Lasker Copyright laws are changing all over the world. Be sure to check the copyright laws for your country before downloading or redistributing this or any other Project Gutenberg eBook. This header should be the first thing seen when viewing this Project Gutenberg file. Please do not remove it. Do not change or edit the header without written permission. Please read the "legal small print," and other information about the eBook and Project Gutenberg at the bottom of this file. Included is important information about your specific rights and restrictions in how the file may be used. You can also find out about how to make a donation to Project Gutenberg, and how to get involved. **Welcome To The World of Free Plain Vanilla Electronic Texts** **eBooks Readable By Both Humans and By Computers, Since 1971** *****These eBooks Were Prepared By Thousands of Volunteers!***** Title: Chess and Checkers: The Way to Mastership Author: Edward Lasker Release Date: January, 2004 [EBook #4913] [Yes, we are more than one year ahead of schedule] [This file was first posted on March 25, 2002] [This file was last updated on April 7, 2002] Edition: 10 Language: English Character set encoding: ASCII *** START OF THE PROJECT GUTENBERG EBOOK CHESS AND CHECKERS *** * = black single piece o = white single piece ** = black king oo = white king THE GAME OF CHECKERS I THE RULES OF THE GAME The game of Checkers (English: Draughts) is played on the 32 black or white squares of the Chess board by two opponents, each of whom has twelve men of the same kind. The object of the game is to capture all opposing men or to block them so that they cannot move. The original position of board and men is shown in Diagram 85. It will be seen that the board is placed in such a way that the players have a vacant square at their lower right hand corner. This corner is called the DOUBLE CORNER because two men are located in its immediate neighborhood while the left hand corner, the SINGLE CORNER, is occupied by only one man. The squares of the Checker board are usually described by numbers as shown in Diagram 86. This is a rather crude method when compared with the simple notation by means of a system of coordinates as used in Chess, but as it is universally employed in Checker books and Checker columns in daily papers it will be adhered to in the following explanation of the game. The black men are placed on the squares 1 to 12, the white men on the squares 21 to 32. The first move must invariably be made by the player of the black men. 32 31 30 +---------------------------------------+ | | o | | o | | o | | o | 29 |---------------------------------------| 28 | o | | o | | o | | o | | |---------------------------------------| | | o | | o | | o | | o | 21 |---------------------------------------| 20 | | | | | | | | | |---------------------------------------| | | | | | | | | | 13 |---------------------------------------| 12 | * | | * | | * | | * | | |---------------------------------------| | | * | | * | | * | | * | 5 |---------------------------------------| 4 | * | | * | | * | | * | | +---------------------------------------+ 3 2 1 DIAGRAM 85. The move of the Checker men is a diagonal step forward, one square at a time. If a hostile man is in his way and if the square beyond the hostile man is vacant, he must capture him by jumping over him on to the vacant square, and he must continue capturing from the square on which he lands as long as this is possible according to the above rule. Captured men are removed from the board. WHITE +---------------------------------------+ | | 32 | | 31 | | 30 | | 29 | |---------------------------------------| | 28 | | 27 | | 26 | | 25 | | |---------------------------------------| | | 24 | | 23 | | 22 | | 21 | |---------------------------------------| | 20 | | 19 | | 18 | | 17 | | |---------------------------------------| | | 16 | | 15 | | 14 | | 13 | |---------------------------------------| | 12 | | 11 | | 10 | | 9 | | |---------------------------------------| | | 8 | | 7 | | 6 | | 5 | |---------------------------------------| | 4 | | 3 | | 2 | | 1 | | +---------------------------------------+ BLACK DIAGRAM 86. If a man reaches the opposite edge of the board he automatically becomes a King and must be "crowned" by the opponent, who must place another man on top of him. A King may move and capture backward as well as forward. A man, who reaches the "King row" in capturing, cannot, however, continue capturing on the same move with the newly made King. The position of Diagram 87 may serve to illustrate the above rules. White, on the move, plays 14-9. Black must capture this man with the man on 5 who jumps on to 14. 32 31 30 +---------------------------------------+ | | | | | | o | | | 29 |---------------------------------------| 28 | * | | | | o | | | | |---------------------------------------| | | | | o | | o | | * | 21 |---------------------------------------| 20 | | | | | | | | | |---------------------------------------| | | | | * | | o | | o | 13 |---------------------------------------| 12 | | | * | | | | | | |---------------------------------------| | | * | | * | | | | * | 5 |---------------------------------------| 4 | | | | | | | | | +---------------------------------------+ 3 2 1 DIAGRAM 87. White then sacrifices another man by 23-18 forcing Black to reply 14-23. Now White captures the three men on 23, 15 and 7 with his man on 26, and Black, before making his next move, must crown White's man who has just reached the King's row. He will naturally move his man 8, as otherwise White would capture him with the King on 3. If a player overlooks the possibility of a capture his opponent has the right to remove the man who should have made the capture, from the board. This procedure is called "huffing" and does not constitute a play. Instead of huffing a player may ask the opponent to retract his move and to make the capture. When neither player can force a win the game is considered a draw. When one side appears to be stronger and refuses to accept a draw offered the player of the weaker side can require the win to be demonstrated within 40 moves; otherwise the game is drawn.