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What are the rules of checkers?

What are the rules of checkers? Let me introduce the rules of checkers to you.

I. Introduction to Checkers Checkers comes from German 1892 and was improved by Haarma (1883). When it spread to the new world, it was named. Chinese checkers?

The rules of checkers are simple and easy to understand. Once played, it is really a puzzle chess game with a peaceful mood and good memories.

Second, the basic rules of checkers: 2, 3, 4, 6.

Your camp: At the beginning, your 10 chess piece was placed in a regular triangle.

Your goal: Your 10 chess piece should leave home, jump to the opposite home and completely occupy the opposite camp.

Camp entry: The chess pieces enter the target camp.

Go: only one step.

The chess pieces can move in six directions, and each step can only reach the adjacent space.

Jumper: You can jump continuously.

Checkers rule: You can jump every other chess piece!

Empty checkers rule: like a seesaw, there is a chess piece in the middle with equal spaces on both sides, so you can jump directly to a symmetrical position!

Third, checkers operation

1. Click on your own piece to pick it up.

2. When the player is in the primary stage, after picking up the chess pieces, there will be a special position showing where he can walk/jump.

3. Click on the barrier-free space to put down the chess pieces.

4. If you want to change the middle piece, please click the right button to put down the piece first, and then pick up other pieces.

Fourth, team rules. We also provide a team game method. Interested players can play 2V2 or 3V3, just click on the vacancy of Team A or Team B in the preparation screen to join.

The conditions for a team to win are: one player completes the occupation, or a team takes the lead in reaching a certain number of children (2V2 needs 15 children, 3V3 needs 23 children).

Note: If a teammate quits in a team battle, or is judged to be negative because of passivity, it will bring the whole team down together!

5. Checkers prompt 1. At first, you can learn some formulas and make quick moves. First of all, you must make your own tactics and carry them out to keep the initiative.

2. The middle set pays attention to the balance between attack and defense and advances as a whole. The most taboo is to occupy an important position with a small amount of troops as opponents, or even divide up the chess game. Pay attention to the fast attack suppression first, and pay attention to the stability of the second hand.

3. Close the palace for a decisive battle. Be careful not to forget to bridge and jump for the subsequent pieces because you are eager to enter the camp.

Additional inspection rules

1, it is forbidden to enter other people's camp. This hardly plays any role in a two-person game. If you are allowed to enter other people's camp in multiplayer checkers, it will easily lead to many disputes. Considering that there are not many necessary actions to enter other people's camps, it is better to ban them all.

2. Allow to wait, that is, ignore the movement and choose to pass. In terms of chess theory, Go and Checkers are the closest, and its perfect rules can be used for reference. Weiqi allows one party to choose to wait when he thinks there is no chess. The opponent can take two steps in a row, so should checkers.

3. It is forbidden to move chess repeatedly, and you must change chess if you repeat it three times. Chess is repeated three times, and China forbids long-grasping. Go takes one step repeatedly as a robbery, and you can't go until you stop. Checkers is closer to Go in this respect. Considering the players' thinking time, they were given the opportunity to repeat it three times. A chess piece taking two steps to return to the origin is regarded as a repetition, and three repetitions are not allowed to return to the origin.

4. Deal with the deadlock. After 10 round, the overall distance between the two pieces has not advanced, and it can be forcibly judged as a dead game. At this time, whoever moves the last child forward one step first and gives up one step will be able to calculate the outcome after half a step. If the last child does not make progress within 5 steps, it will be judged as negative.

Calculation of the dead game score: the one who leads by half a step is the dominant dead game with a score of 0.75, and the one who lags behind by half a step is the inferior dead game with a score of 0.25.