![]() Download these original PDF game rules or print them for later use. The rules below are some of the exact directions that came in the original packaging and will teach you how to play Checkers. Please keep in mind that the official Checkers rules and instructions could be different depending on the game version you have. ![]() The Kinged piece then follows the normal turn pattern. To "King" a piece, another Checker is placed on top of the exiting piece or the Checker is turned over to reveal the crown (depending of game pieces). Pieces can be Kinged by reaching the last row of the opposite side referred to in the rules as the King Row. Any piece, whether it is a king or not, is allowed to jump a king. Jumping your own pieces is against the rules. If you have a choice of jumps, you can choose among them regardless of whether some of them are multiple jumps or not. The Checker instructions state that multiple jumps must be completed and not stopped half way through. If a player can jump another player, you must jump and remove their piece. The unused pegs are left to the side so they are not used in the game. Players each choose a color and its 10 corresponding pegs. Three player games use the triangles equidistant from each other. Each jump or sequence of jumps consists of one turn. Four player games should be played with two pairs of opposite triangles, two players games should always be played with opposing triangles. If piece being played is a King, player can move jumping in both directions in the same manner. Multiple jumping is not against the rules as far as the Checker piece is advanced in a forward direction. You can reduce the number of pieces the other player has by jumping over their piece if they are located on the adjacent square with a vacant square following them for your piece to land. All pieces can only be moved onto vacant squares unless they are jumping the opponent. A piece that has been Kinged can move one square diagonally in both directions (forward or backwards). Rules on moving normal checkers pieces are they can move one square forward in a diagonal direction landing on the same color as all other pieces. Also, each player has 5 minutes to complete his turn before loosing it. Game Play: If playing with black Checkers, the rules and instructions suggest that red moves first and colors are alternated in subsequent games. If checker pieces are such that on one side there is a crown, those should be faced down until further in the game. There should be two rows of squares in the middle with no Checker pieces on them. Try to plan two or three moves into the future.Perparation: The checkers board is unfolded or laid out and the 12 pieces are positioned on the darkest squares starting with the squares closest to the edge on each side. Planning ahead is essential to victory in board games like Mancala. The winner is the player with the most pieces. The player who still has pieces on his side of the board when the game ends captures all of those pieces. The game ends when all six spaces on one side of the Mancala board are empty. Always place all captured pieces in your store. If the last piece you drop is in an empty hole on your side, you capture that piece and any pieces in the hole directly opposite.Ĥ. If the last piece you drop is in your own store, you get a free turn.ģ. If you run into your opponent's store, skip it.Ģ. If you run into your own store, deposit one piece in it. Moving counter-clockwise, the player deposits one of the stones in each hole until the stones run out.ġ. The game begins with one player picking up all of the pieces in any one of the holes on his side. (Cereal bowls work well for this purpose.) The color of the pieces is irrelevant.Įach player has a 'store' to the right side of the Mancala board. Next, four pieces - marbles or stones - are placed in each of the 12 holes. If you don't have a Mancala board handy, an empty egg carton can work. The Mancala 'board' is made up of two rows of six holes, or pits, each.
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