Checkers game moves the pieces. How to teach a child to play checkers from scratch in a playful way

  • 24.04.2024

Checkers is a variation of the ancient game alquerque. They were very popular in medieval Europe. Just like chess, you can play checkers today with a computer. But to do this, you must at least teach the child the rules of this board game. Pictures will help you master the rules of the game of checkers. There are different versions of this game. They differ in moves, pieces, and the number of squares on the board.

English checkers

What you need to play: a board 8 by 8 squares and 12 checkers for each player

The pieces on the board must be arranged so that the lower right corner is white and empty.

The white pieces start the game. The checker moves diagonally to the nearest free field.

To eat an enemy piece, you need to jump over it to an empty field. If you have the opportunity to eat a figure, you should definitely do it.

You can eat several checkers in one move.

If a player has brought his piece to the opposite edge of the board, he flips over the checker(s). She becomes a queen and can move diagonally forward or backward (b).


Any checker can eat a queen.

There are two rules of checkers that are generally followed, although they are unofficial.

1. The player must eat the opponent’s checker if he has such an opportunity. If he does not do this, his checker is removed from the board.

2. The king can be moved to any number of squares. But, having eaten the opponent’s checker, the queen must occupy the field behind the eaten piece.

Atlanbaj (Turkish checkers)

Eastern Europe

Number of players: 2

What you need to play: a board 8 by 8 squares and 16 checkers for each player

Players take turns moving checkers forward or sideways. You cannot walk backwards or diagonally.

When a checker lands on the opposite edge of the board, it becomes a king.

To outwardly highlight the king, a checker of the same color is placed on it. The king can move forward, backward or sideways any number of squares.

To eat an enemy piece, you need to jump over the checker to the free field behind it. You can eat several pieces in one move. Regular pieces do not have to eat the opponent's pieces, but the king must eat as many pieces as it can.

The winner is the one who removed all the opponent's checkers from the board.

Belgian checkers (giveaway)

France and England

The rules are the same as in English checkers, with one important difference: the first one to lose all his checkers wins!

Italian checkers

Italy, late 16th century

The rules are the same as in English checkers, but with one difference: a queen can only be eaten by another queen. The winner is the one who eats all other people's pieces.

If a player is faced with a choice between two moves, he must choose the one that will allow him to eat as many of his opponent's checkers as possible. If the number of checkers is the same, then the player must eat the most valuable pieces.

From the book “Play! The most interesting children's games from around the world"

Olga Puzyreva
Consultation for parents “How to teach a child to play checkers”

Consultation for parents

"How "

Hardly anyone doubts that one of the good ways to develop a child is his passion for intellectual games, the most famous and popular of which, of course, are chess and checkers.

Checkers For children, this is an excellent means of developing important qualities in a child, and first of all, memory and logical thinking. Besides checkers game for a child it is also intuition, determination, the ability to make the right decisions and other qualities useful for life. Therefore those parents who understand the benefits of their child’s activities checkers, have already found the answer to the question of why to teach children checkers. Be sure to try to introduce child playing checkers. Start off play possible as early as 3–4 years. It is very important for kids to demonstrate and train such important qualities as concentration and attention for this game. This is exactly what you will need to kid, when he goes to school, which once again proves the benefits of checkers in preschool age. This a game recommended even if your the child is restless, does not withstand long periods of exercise, etc. Very often it is playing checkers develops in a child These necessary qualities help to achieve better success while studying at school. In many secondary schools, checkers clubs are open and recommended.

The following appears question: How teach a child to play checkers. At first glance, this process does not involve difficulties. After all, the rules of checkers are so simple that even a small child can understand and follow them. However, there are general important points without which it is impossible to achieve success in introducing children to checkers and other useful developmental games.

The most important and effective way to engage a child checkers– is to get carried away with him! That is, do not tell the child about how interesting and useful it will be for him play checkers, but to show and share this interest with the child.

A few tips to help you get excited child with checkers:

1. Master the literature on checkers, as well as various checkers sites. This is necessary in order to study the work of famous checkers players, independently study the techniques of the game, be able to solve and explain checkers problems for a child, study interesting and beautiful checkers positions and games.

2. Try to find opportunities play checkers with a person or at least with a computer, if there is no other possibility. To do this, it is enough to install a simple free checkers program or, for greater effect, one that is capable of saving and analyzing the game played, and which can also point out mistakes made.

3. Tell the story different stories about checkers for a child.

4. Show to kid simple, exciting game elements checkers

5. Do not skimp on praise for child for the success achieved in the game, do not scold him in case of failure. Say you are proud of his success in checkers, show them off in front of other people. Get interested child, rather than force him. The main thing is that the process is interesting and unobtrusive.

TRAINING AND PREPARATION FOR THE GAME

Introducing and teaching preschoolers to play checkers happens in stages. Carefully examine the chips (shape, color, board, highlighting white and black fields, material, surface. Give to kid the opportunity to examine the chips with your hands, make sure of the features of the appearance of the inverted checkers(future lady). Give to kid two chips of different colors and explain that checkers on the field(regardless of their color) stand and move only on black cells. This is necessary in order to checkers opponents met in the game. Suggest to kid independently place your chips anywhere on the board, while making sure that they are placed correctly on the black squares. Suggest to kid arrange correctly checkers on the playing field, explaining that before the game starts, pieces of different colors are on their respective halves of the playing field. In this case, the center of the field is free so that moves can be made. Place checkers follows in three rows from the edge of the playing field closest to you and only on black cells. To consolidate the information received, suggest to kid take 12 checkers of the same color and place them on the field. This usually doesn't cause any problems.

We move on to learning how to move diagonally forward onto a free adjacent black square. It is better to reduce the number of checkers from 12 (24) up to 4 (8) . This will give to kid opportunity to do more exercise. To prevent eye strain and fatigue, practice important moments of the game (moves, opponent's fight, kings) also better with fewer checkers.

Explain to kid The point of the game is to destroy checkers opponent when moving his checkers forward. Simple the checker doesn't go back. The loser is considered the one, who has no checkers left on the playing field or is unable to make moves.

Play a training game with a limited number of checkers on the field. Practicing the moves child sooner or later will be faced with a situation where checkers opponents will meet and will be on adjacent fields diagonally, and the field behind opponent's checker free. The adult shows that the one of the players whose turn it is to make a move must take (hit, "eat") checker enemy and remove it from the field. Simple a checker can beat a checker opponent and move backwards. Tell me to kid that in any battle, including checkers, there are heroes. These are simple checkers, which, having reached the last row of the opponent’s field, become shock checkers- queens and continue the fight. The queen can walk along any diagonals of the playing field, destroying opponent's checkers. It is an inverted checker. You can insert a circle of a different bright color into the queen. So to kid It will be easier not only to distinguish your kings from simple checkers, but also to identify your opponent’s kings and watch them especially closely.

Starts on its own a game. An adult asks child who should go first and explains what the game is checkers Whites always start. He also demonstrates how to draw lots by hiding different colors checkers in the left and right hands. A game requires complete concentration, attention, and observation of the entire field. Usually, child so focused on his strategy, the movement of checkers, that he cannot evaluate the picture on the board as a whole, he does not notice the opponent’s moves and the dynamics of the changing situation. The adult's task is teach children the rule: before making a move, you need to assess the situation on the board, monitor everyone checkers on the playing field, as well as predict the development of the situation.

SHORT LIST OF GAME TERMS CHECKERS

Simple - ordinary checker(not a queen).

Onboard checkers - checkers, occupying the side fields of the checkerboard.

Queen squares are the fields located in the last horizontal rows of the checkers board.

Queen - checker, reaching the dam fields.

Move - movement checkers from one field to another.

Quiet move, or pace - simple movement checkers.

Impact move, blow, or fight - a move accompanied by a capture checkers or enemy checkers.

Submission - deliberate setting checkers under attack.

Exchange - submitting one or more of your own checkers to attack and taking the same number of enemy checkers.

Checkpoint checker - checker, which ensures passage to the kings.

Breakthrough is a strategic technique that allows you to break into kings.

Tetanus - a confrontation between queens, in which the turn of the move leads to defeat.

A sieve is an arrangement of checkers in which there are free fields between them.

Locking - a position in which one or more checkers of one of the sides are closed checkers enemy and cannot walk.

RULES OF THE RUSSIAN GAME CHECKERS

(competition regulations)

Each player has 12 checkers, which are placed on black squares on a board of 64 cells (8) . The board must be placed so that the corner black field is to the left of playing. Checkers move only along black fields diagonally forward to a free adjacent field. White starts the game. The moves are made one by one. You cannot make several moves in a row. Simple checkers don't go back. If white and black checkers met and are on adjacent fields diagonally, and the field is behind the opponent's checker is free, the one from playing, whose turn it is to move, must take (beat) and remove it from the board. Take (beat) checker The opponent can be moved forward and backward if there is a free field behind her.

A situation may arise on the board such that several of the enemy’s checkers are under attack at once, then they are taken (hit using "bridge", stepping over each checker to the free field behind it. You cannot step across two free fields, just as you cannot walk through two free fields. checkers.

If simple checker, moving along the board, reached the last row, it turns into a king. The queen can move along all four diagonals the entire length forward and backward if they are free of checkers. If for saber the enemy has several free squares in a row, then the king, having taken the enemy checker, has the right to stop at any of the free fields. Can take several checkers at once if there is at least one free field behind each of them. After taking enemy checkers, the queen can change the direction of the next blow.

If you touched your checker, then you have to go with it. And after they moved her to another field and took her away from checkers hand, the move is considered to be made.

If both are unable to make a move, the one whose move loses.

Checkers is a variation of the ancient game alquerque. They were very popular in medieval Europe. As in, today you can play checkers with a computer. But to do this, you must at least teach the child the rules of this board game. Pictures will help you master the rules of the game of checkers. There are different versions of this game. They differ in moves, pieces, and the number of squares on the board.

Number of players: 2

What you need to play: board 8 by 8 squares and 12 checkers for each player

The pieces on the board must be arranged so that the lower right corner is white and empty.

  1. The white pieces start the game. The checker moves diagonally to the nearest free field.

  1. To eat an enemy piece, you need to jump over it to an empty field. If you have the opportunity to eat a figure, you should definitely do it.

  1. You can eat several checkers in one move.

  1. If a player has brought his piece to the opposite edge of the board, he flips over the checker(s). She becomes a queen and can move diagonally forward or backward (b).

  1. Any checker can eat a queen.

There are two rules of checkers that are generally followed, although they are unofficial. 1. The player must eat the opponent’s checker if he has such an opportunity. If he does not do this, his checker is removed from the board. 2. The king can be moved to any number of squares. But, having eaten the opponent’s checker, the queen must occupy the field behind the eaten piece.

Eastern Europe

Number of players: 2

What you need to play: board 8 by 8 squares and 16 checkers for each player

  1. Players take turns moving checkers forward or sideways. You cannot walk backwards or diagonally.

  1. When a checker lands on the opposite edge of the board, it becomes a king.

  1. To outwardly highlight the king, a checker of the same color is placed on it. The king can move forward, backward or sideways any number of squares.

  1. To eat an enemy piece, you need to jump over the checker to the free field behind it. You can eat several pieces in one move. Regular pieces do not have to eat the opponent's pieces, but the king must eat as many pieces as it can.

  1. The winner is the one who removed all the opponent's checkers from the board.

Belgian checkers (giveaway)

France and England

The rules are the same as in English checkers, with one important difference: the first one to lose all his checkers wins!

Italian checkers

Italy, late 16th century

The rules are the same as in English checkers, but with one difference: a queen can only be eaten by another queen. The winner is the one who eats all other people's pieces.

If a player is faced with a choice between two moves, he must choose the one that will allow him to eat as many of his opponent's checkers as possible. If the number of checkers is the same, then the player must eat the most valuable pieces.

Checkers is a game that trains attentiveness, instills perseverance and a focus on winning. The senior group of kindergarten is considered a good age for learning. Exactly at the age of 4 - 5 years It is worth training children, developing their visual, imaginative and predictive functions of the mind, and accustoming them to logical thinking. Let's talk in this article about how to teach a child to play checkers from scratch.

Benefits of the game

Psychologists have established the fact that children, starting from the age of 5, master and actively use the associative sequence “thought-word” or “thought-action”. It is kindergarten age that is considered the most appropriate to begin a step-by-step study of the rules of the game of checkers.

This intellectual game stimulates mental development, attentiveness, and determination. After just a year of training, the resulting concentration and perseverance will help you achieve great success in school. And the ability to calculate the situation several moves ahead, make important decisions and bear responsibility for them are qualities that will be very useful in adult life.

If your child is still a preschooler, then you can teach him the game yourself; for this you need to have initial skills or watch educational video lessons on the Internet. If the child is of primary school age, and you yourself are new to this matter, then you can send him to a school club, where teaching is carried out using different methods, depending on the level of training of the young checkers player.

Advice for parents: replace family evening gatherings in front of the TV with a game of checkers, this will have a good effect on family cohesion and trust in each other. Perhaps this will become a good home tradition.

Rules of the game

There are several variations of the game in the world - Turkish, English, Italian checkers. They differ in color palette, move options, number of fields and, accordingly, the number of pieces. We will look at classic Russian checkers. To make it easier for your child to remember the rules, you can teach him short, funny rhymes.

Checkers board for the Russian version of the game consists of 64 cells, painted in black and white colors, checkers are also black and white. Before the start of the fight, all figures are placed in the bottom three rows against a dark background.

All moves in the game are carried out only on a dark background:

"Checkers slowly but accurately

They only walk on black squares!”

  • The first mover always has the advantage white pieces:

“You can start the battle with confidence -

White always makes the first move!”

“Everyone knows: both old and young,

We hit the saber forward and backward!”

  • Walk in the other direction with this position of the figures prohibited, even if you expose yourself to blow:

“Checkers are probably unlucky,

The checkers only move FORWARD!”


“The opponent’s checker will immediately die,

If yours jumps over it!”


“The fields will suddenly end,

The checker will immediately become a king!”

“So that your lady is not caught,

It moves along the entire diagonal!”

  1. Kill the queen, in the appropriate position, any shape can.
  2. The player who wins The first one will kill all the opponent's checkers:

“The goal of the game is to beat the “enemies”

And so that they don’t have any moves!”

Advice to parents: If you have difficulty explaining the rules to your child, then take advantage of online training courses, where experts not only give instructions for the game, but also conduct online consultations for parents.

How to teach

The first lesson should begin with familiarization with the playing field. Let the child first try to arrange the figures correctly on his own; if it doesn’t work, come to the rescue. Explain that the middle must remain free for combat, then proceed directly to the game.

On a note! Try playing with fewer checkers. In the first training game, their number can be reduced to 8. This will allow you to become more familiar with the rules and use a larger number of exercises.

Having reached the moment when the opponents' pieces are nearby and the squares behind are empty, explain that, as in any battle, the time has come to kill the enemy. The one whose turn it is to go does it first.

You can make a move back in the case when you can eat someone else's checker. When one of you gets to the opposite edge of the board, flip the piece over - it's now a queen. For greater clarity, you can stick a colored circle or picture on the queen, showing her importance and the ability to walk as she pleases: any number of squares, both forward and backward.

Usually the child is so carried away and focused that he does not see the entire current situation, does not notice the dangers that the enemy is preparing for him, and does not realize the dynamics of the entire game. An important skill that you should teach a young player is to calculate your own and other people’s moves, and predict possible situations.

Check out helpful tips from additional education teacher Matveeva Irina Vladimirovna.

  • No matter how paradoxical it may sound, but learning should take place in the form of a game. The usual reading of the rules will not lead to any result. Transform all the figures into warriors and practice the strategy of capturing strangers or crown the most worthy knights as kings. Come up with new stories every day, the participants of which will be your acquaintances, friends, favorite cartoon or fairy tale characters.
  • Don't let your baby become overtired. No matter how interesting your game is, it is necessary to take breaks for exercise, a snack or a short walk. This will not only keep you healthy, but will also prevent the game from becoming boring and uninteresting.
  • Praise and encourage your child, point out the most successful combinations, inspire victories and new achievements. Don’t scold if your child doesn’t understand something or makes the wrong move; be more patient. Show your child interesting and understandable video material with great grandmasters.
  • Don't give in! If the child wins all the time due to the fact that you have successfully “arranged” everything, then there will be no sense in such a game. It is enough to give him a head start only occasionally to increase his confidence in his abilities. Of course, a loss will upset the baby, and tears may even appear, but this will serve as an incentive for further victories. Just explain that losing is not a shame or scary, it’s a shame not to try anything, but it’s scary not to try to do better next time.
  • When the game of Russian checkers is clear and accessible, you can play “ Giveaways», « Chapaeva», « Corners" These types of checkers are no less interesting and exciting. When you master these funs, it’s time.

Gentleman's rules

The presence of gentlemanly rules is a feature of Turkish checkers. However, their use in the Russian version of the game is not only appropriate, but also completely justified.

  • As a sign of respect for each other, the opponents shake hands at the beginning and end of the game. Thus, at the beginning of the game it promotes a friendly mood, and at the end, although there is a winner and a loser, the tension is relieved.
  • Distracting the attention of your playing partner or giving hints is strictly prohibited. Cheating, like any kind of fraud, is not held in high esteem in decent society.
  • Playing quietly, measuredly, without throwing the pieces, rearranging them without unnecessary noise are signs of a well-mannered person.
  • Laughing at an opponent's loss is unacceptable. Respect for a person in any situation is a sign of nobility.

Important Terms

  • Simple- an ordinary checker that is not a queen.
  • Side checker- a figure located on the edge of the playing field.
  • Dame field– the last, 8th row of the playing field.
  • King- a figure that has reached the queen's field.
  • Move, or quiet move– moving a checker piece from one cell to another.
  • Impact move– a move in which the opponent’s checker is captured.
  • Sacrifice- placing an ordinary checker in such a way that the opponent can kill it.
  • Exchange– a move in which both players lose the same number of pieces.
  • Passed checker- a checker that will take the place of the king on the next move.
  • Breakthrough- a combination of techniques that provides passage to the kings.
  • Tetanus– the defeat of the queen determines the order of the move.
  • Sieve- an arrangement of figures in which free fields alternate with occupied ones.
  • Locking– the checker is in such a position that it is covered by the opponent’s pieces and has no move.

IMPORTANT! *When copying article materials, be sure to include an active link to the original

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 ahead of schedule.

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 ahead of schedule.

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 ahead of schedule.

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 ahead of schedule.

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 take 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 king.

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