Rules for Checkers
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Object of the Game
A player can win the game by either capturing all the opponents pieces, or if a player has successfully blocked his opponent from moving.
A player can also win if the other player resigns or forfeits the game as a result of a violation of the rules.
Leaving the game by exiting or closing your window, will also result in a loss of the game for you.
Checkers Game Basics
The checkerboard has 64 alternating light and dark squares. The game is played on the dark squares.
Each player starts out with 12 playing pieces. One player has red pieces, and the other has white. Each player starts with their pieces laid out on the 12 dark squares nearest them.
White always moves first, and you alternate turns for the rest of the game.
Piece Movement
At the start of the game, your pieces will be placed in the 12 dark squares nearest you.
When it is your turn to move a piece, you may move a checker only one square, and it must land only on the dark squares. Your pieces travel always towards your opponents side (unless you have a crowned piece, see below).
You must move forward into an unoccupied space, either by moving diagonally one space or by jumping an opponent's piece. When a piece reaches the far side of the board, it is crowned as a king, and can then move diagonally forward or backward.
To move a checker:
- Move your mouse to the desired piece, and click down.
- While holding your mouse button, drag the piece to the desired destination.
- Drop your piece by releasing your mouse button over the desired destination square. The checker will snap into place over the cell.
Note If an illegal move is attempted, your piece will automatically be sent back to its original square.
Jumping Checkers
In Traditional Checkers, a jump must be made only over an adjacent piece. A piece cannot jump over empty squares.
Every opportunity to jump must be taken. In the case where there are different jump sequences available, the player may chose which sequence to make. If a jump is available and you attempt to move elsewhere, your piece will automatically be sent back to its original square.
In the case of a double jump, it too must be taken until completion. You must jump one checker at a time (rather than dragging your checker to its final destination).
For more information on the mechanics of jumping, see the piece movement section.
Leaving the Game
If you leave the game for any reason either by closing the window, or by any other means without offering a draw, it will be counted as an instant loss for you, and you will lose any money that was placed on the game.
Resigning The Game
When you resign, the game ends and your opponent wins. Unlike offering a draw, there are no chances for your opponent to either accept or decline your resignation.
To resign from a game, click on the Resign button.
Note If you choose to resign from a game, you will lose any money that was placed on the game. Resigning the game is an instant loss for you.
Offer a Draw
If for any reason you need to leave the game, you have the option of offering a draw with your opponent. Both players must agree to offer a draw in order for your draw offer to be valid.
To offer a draw click on the Draw button.
Note There are no guarantees that your opponent will accept your plea for a draw, if it is rejected you have the option of resigning the game, which will be counted as an instant loss to you. You will lose all money placed on the game.
