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Checkers (video game)

By Gamer, Retro

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Book Id: WPLBN0003466823
Format Type:
File Size: 0.1 MB
Reproduction Date: 9/1/1980

Title: Checkers (video game)  
Author: Gamer, Retro
Volume:
Language: English
Subject: Video games, Education, Games of strategy
Collections: Interactive Media, Education
Historic
Publication Date:
1980
Publisher: GameRoom
Member Page: Retro Gamer

Citation

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Gamer, B. R. (1980). Checkers (video game). Retrieved from http://www.self.gutenberg.org/


Description
Checkers or draughts is the name of several different board games. All of these games are similar. In every kind of checkers, the other player's pieces can be taken by being "jumped" over. "Checkers" is the American name. In British English, and in various other English-speaking nations, these games are called "draughts." The rules and championships are controlled by the World Draughts Federation.

Summary
Checkers dates back to the 12th century, in France. Later, maybe in 1535, a new rule was added: when a player can jump, he must jump. No single inventor is known for this ancient game, although Arthur L. Samuel was the first to create a checkers computer game in 1952. Basic rules As in the related game English draughts (also known as American checkers or straight checkers), the game is played on an 8x8 board with the double corner (corner without a checker) to each player's right. The opponent playing the dark pieces will start the game by making the first move. One difference from the rules of English checkers is that a piece may capture both forward and backward. A player must capture an opponent's checker when possible (both forward and backward), but if two possibilities exist, the player may choose the sequence (even if one sequence has more jumps). The pieces are not removed until all jumps are completed and the player's hand is removed from his piece. A player may not capture an opponent more than one time. A player may not capture his own pieces. Another difference is that kings are flying kings. A king can jump any number of squares forward and backward. A king can make right turns after a jump and continue along another path after successfully taking an opponent. A king must also make all the possible jumps during a sequence. If the condition arises that one player has three kings and the other has just one king, the player who has the three kings must win within thirteen moves (even if the fourteenth move is a capture).

 
 



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