Links
Checkers Programming
If you want to write your own checkers program check links:
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Rules
- Players take turns making moves.
- Black (red) moves first.
- To win, all your opponent's checkers (or "men")
must be captured or blocked so that they cannot move.
The player making the last move of the game wins.
- At the start of the game all checkers are "uncrowned" men
and may advance toward the opposite side of the board
diagonally from one black square to another vacant black square.
- If a diagonal square is unoccupied, the checker can move to that square.
- If a diagonal square is occupied by an opponent with a vacant square beyond,
the checker must be jumped over and captured and removed from the board.
- If the landing square presents the same situation, successive jumps
in a straight or zigzag direction must be completed in the same play.
- The one exception is that when an uncrowned man moves or jumps into the king row,
it can't leave until the next turn.
- When there is more than one way to jump, you can choose which jump to take.
- You cannot jump over your own men.
- You cannot jump the same piece twice, in the same move.
- When a checker reaches the opposite side of the board,
the man is crowned and becomes a king.
- On subsequent plays, a king can move or jump in any diagonal direction on the board.
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