Traditional Culture Encyclopedia - Traditional culture - How to learn checkers

How to learn checkers

Number of players: 2, 3, 4, 6. Your camp: At first, your 10 block was placed in a regular triangle. Your goal: your 10 piece leaves your hometown, jumps to the opposite home, and completely occupies the opposite camp. The chess pieces will enter the target camp. You can only take one step and move in six directions, and each step can only reach the adjacent ones. 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! 3. Operation 1. Click on your own piece and 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 accessible space to put down the chess pieces. 4. If you want to change pieces in the middle, please right-click to put down the pieces first, and then pick up other pieces. 4. Team rules. We also provide team play, and interested players can play 2V2 or 33. 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 number 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. 6. prevent negativity. we don't want to watch the game of keeping chess pieces at home for a long time to prevent opponents from occupying them. Therefore, in the 20th, 25th and 30th rounds, each player must leave the camp with 5, 8 and 10 pieces respectively, otherwise it will be judged as negative and failed. In order to protect other people's precious time, if a player overtime for three times in a row, it will also be regarded as leaving the game and being judged negative. Seven. Prop Description Name Object Description Icon Roadblock Empty chess position is in the non-camp area. Set a chess position-sized roadblock on the vacant position within the radius of three chess positions of your own chess piece, and no chess piece can be skipped within three rounds. The road mender's empty chess position is in the non-camp area, and a fixed virtual chess piece is placed in the empty position within the radius of three chess positions of his own chess piece, which lasts for three rounds. In a round, our own power pinball jumper can operate any one of our own jumpers twice in a row and can be used in conjunction with other props. Flying in the sky, local checkers can let any local checkers move to any non-checkers position within a radius of 4 chess positions (teleport). Note: No skydiver is allowed to stay in any camp except his own camp and destination camp. There are 65,438+0 jumpers for changing shapes and transposing yourself and anyone else. First choose a checkers for yourself, then choose any other checkers within the radius of four chess positions, and the positions of the two checkers are exchanged. Note: No skydiver is allowed to stay in any camp except his own camp and destination camp. The checkers in the effective range of tornado are in the non-camp area, which causes all checkers in the seven positions (radius = 1) of the hexagon to rearrange their positions. 8. Scoring and rating restrictions: If the number of rounds of a sub-rule is less than 18, the winner (the whole camp) will be decided, the number of rounds of empty jump rule is less than 10, or the player gives up/quits before1,and only the player who has been deducted will not get extra points. 1V 1: You need to compare the level and the winning-losing relationship between two players, decide the points between them to win an opponent, and get the score of Max [25- (own level-opponent level), 10], that is, at least 10 and at most 49 points; If you lose to your opponent, you will lose 25+ (your own level-your opponent's level), that is, you will lose at least 1 point and at most 49 points. Encouragement points: the loser can always get encouragement points equal to the number of pieces he has entered the camp, and the player with the level of 1~5 can get twice as many encouragement points. Not 1V 1 score: complete freedom: 3 people: first place+30; Second place+15; Third place-15 4 people: first place+35; Second place+25; Third place+15; Fourth place-15 6 people: first place+45; Second place+35; Third place+25; Fourth place+15; Fifth place-15; Sixth place-the player who lost points in the last 25 places can still get encouragement points as long as he doesn't quit. Team: 2V2: each win +30, each loss-10, and then each loss will be rewarded. 3V3: Winner +40, loser-15, and then encourage the loser. Tie: No score. Admit failure: the ranking is based on the order of admitting failure, and scores are deducted from the countdown. Quit: Quit in the game, and the ranking will be -50 points according to the order of quitting. Members quit for the team, and if the team fails, the quitter will bear all points and encourage team members to score; If the player is found to have violated the negative prevention regulations, the player will quit, and at the same time, he will not deduct points from his family.