Traditional Culture Encyclopedia - Traditional culture - Rules of how to play checkers

Rules of how to play checkers

1. How to play checkers

How to play checkers should be detailed.

Checkers:

First, chess moves.

1 "adjacent hop": you can jump directly to this vacancy, and you can continue to jump as long as the same conditions are met.

2 "equidistant jumping": the movement of chess pieces can be carried out step by step in six adjacent directions connected by a straight line. If there is only one chess piece on either side of the line segment formed by any vacancy on the same line, you can jump directly to that vacancy and continue as long as the same conditions are met.

Second, skills and methods

1 start: the start occupies a very important position in a game of checkers, just like the start in a sprint. If you fall behind, there is almost no chance. So in the game of checkers, if you make a mistake, you will be beaten out of the water by the overwhelming attack of the other side. Of course, like other chess, the opening of checkers also has its fixed moves and corresponding countermeasures. We might as well borrow the word "formula" in Go to express it. Speaking of the opening formula of checkers, it is the basic move in the opening of checkers. According to this move, the two sides can quickly dispatch their own troops, and at the same time carry out containment and anti-containment according to each other's actions. By the time the two sides started initial contact, that is, when the formula was completed, the situation was quite equal and the balance of power had been maintained.

2 Middle game: The game of checkers is ever-changing, and the opportunity is fleeting. Therefore, in checkers, we should accurately grasp the opportunity and create opportunities. Although checkers are changeable and untraceable, there are also skills to be mastered: the so-called checkers, jumping is its biggest feature, as long as the conditions are met, you can jump continuously. Therefore, in the middle game, we should take jumping as the principle, repair our own "jumping path" and try our best to make our jumping path smooth. At the same time, be careful not to let your own jumping path provide convenience for the other party.

This is called an attack. Not only do you have to jump well, but also prevent the other party from jumping. If the opponent has a good road and you ignore him and let him jump all the way, then you are probably not far from losing. This is prevention. You are required to grasp the key of the situation and limit the other party's jumping. Attack and defense is the most critical content of checkers. Attack and defense are not independent, and neither is the way to win. Only by grasping the dialectical relationship between offense and defense can we be invincible.

Level 3: The level of checkers is based on the principle of quickness, and you can enter the opposite position as quickly as possible by using skills. For checkers, there is a principle to finish: fast is to pursue the least number of steps. Finishing requires you to understand the efficacy of each position, the arrangement and reasonable use of each position, and the most important thing is to establish the concept of steps. No matter what the process is, the steps are at least the first.

Third, the evaluation of results.

The number of game participants cannot be 1 or 5. When there are 4 or 6 people, the diagonal of one side must be the other. When there are three people, the diagonal of one side cannot be the other. The outcome and ranking are determined by the number of moves that completely occupy the diagonal position. You must move all your children out of your corner within 30 steps, otherwise it will be negative.

Extended data:

Checkers is a kind of chess that can be played by two or six people at the same time. The chessboard is a hexagonal star, and the pieces are divided into six colors, each color is 10 or 15. Each player uses a corner of a piece and has a piece of one color. Checkers is a puzzle chess game suitable for all ages and widely spread.

The rules of checkers are simple. The movement of chess pieces can be carried out step by step in six adjacent directions connected by a straight line. If there are any chess pieces in the adjacent position, the next position in the straight line direction is empty, and you can directly "jump" to the empty position. In the process of "jumping", as long as the same conditions are met, you can continue. Whoever gets all the seats directly opposite first wins. You can understand it as soon as you play, so almost everyone has played checkers. Checkers is called "wave chess" in Hong Kong.

References:

Sogou encyclopedia-checkers

How to play checkers should be detailed.

Checkers: 1. Chess steps 1 "adjacent jump": You can jump directly to the empty place, and you can continue to jump as long as the same conditions are met.

2 "equidistant jumping": the movement of chess pieces can be carried out step by step in six adjacent directions connected by a straight line. If there is only one chess piece on either side of the line segment formed by any vacancy on the same line, you can jump directly to that vacancy and continue as long as the same conditions are met. 1 opening skills and methods: opening plays a very important role in a game of checkers, just like opening in a sprint. If you fall behind, there is almost no chance. So in the game of checkers, if you make a mistake, you will be beaten out of the water by the overwhelming attack of the other side.

Of course, like other chess, the opening of checkers also has its fixed moves and corresponding countermeasures. We might as well borrow the word "formula" in Go to express it. Speaking of the opening formula of checkers, it is the basic move in the opening of checkers. According to this move, the two sides can quickly dispatch their own troops, and at the same time carry out containment and anti-containment according to each other's actions. By the time the two sides started initial contact, that is, when the formula was completed, the situation was quite equal and the balance of power had been maintained.

2 Middle game: The game of checkers is ever-changing, and the opportunity is fleeting. Therefore, in checkers, we should accurately grasp the opportunity and create opportunities.

Although checkers are changeable and untraceable, there are also skills to be mastered: the so-called checkers, jumping is its biggest feature, as long as the conditions are met, you can jump continuously. Therefore, in the middle game, we should take jumping as the principle, repair our own "jumping path" and try our best to make our jumping path smooth. At the same time, be careful not to let your own jumping path provide convenience for the other party.

This is called an attack. Not only do you have to jump well, but also prevent the other party from jumping.

If the opponent has a good road and you ignore him and let him jump all the way, then you are probably not far from losing. This is prevention.

You are required to grasp the key of the situation and limit the other party's jumping. Attack and defense is the most critical content of checkers.

Attack and defense are not independent, and neither is the way to win. Only by grasping the dialectical relationship between offense and defense can we be invincible.

Level 3: The level of checkers is based on the principle of quickness, and you can enter the opposite position as quickly as possible by using skills. For checkers, there is a principle to finish: fast is to pursue the least number of steps.

Finishing requires you to understand the efficacy of each position, the arrangement and reasonable use of each position, and the most important thing is to establish the concept of steps. No matter what the process is, the steps are at least the first. Third, the number of participants in the game cannot be 1 or 5.

When there are 4 or 6 people, the diagonal of one side must be the other. When there are three people, the diagonal of one side cannot be the other.

The outcome and ranking are determined by the number of moves that completely occupy the diagonal position. You must move all your children out of your corner within 30 steps, otherwise it will be negative.

Extended data:

Checkers is a kind of chess that can be played by two or six people at the same time. The chessboard is a hexagonal star, and the pieces are divided into six colors, each color is 10 or 15. Each player uses a corner of a piece and has a piece of one color. Checkers is a puzzle chess game suitable for all ages and widely spread.

The rules of checkers are simple. The movement of chess pieces can be carried out step by step in six adjacent directions connected by a straight line. If there are any chess pieces in the adjacent position, the next position in the straight line direction is empty, and you can directly "jump" to the empty position. In the process of "jumping", as long as the same conditions are met, you can continue. Whoever gets all the seats directly opposite first wins.

You can understand it as soon as you play, so almost everyone has played checkers. Checkers is called "wave chess" in Hong Kong.

References:

Baidu encyclopedia-checkers.

How to play checkers and how to jump

The rules of checkers are simple. The movement of chess pieces can be carried out step by step in six adjacent directions connected by a straight line. If there are any chess pieces in the adjacent position, the next position in the straight line direction is empty, and you can directly "jump" to the empty position. In the process of "jumping", as long as the same conditions are met, you can continue. Who was the first person to occupy all the positions directly opposite? Checkers is called "wave chess" in Hong Kong.

Movement of chess pieces

International checkers competition

"Adjacent Jump": You can jump directly to the empty space, and you can continue to jump as long as the same conditions are met.

"equidistant jump": the movement of chess pieces can be carried out step by step in six adjacent directions connected by a straight line. If there is only one chess piece in the line segment formed by any vacancy on the same line and it is located in the middle of the line segment, you can jump directly to that vacancy, and the jumping process can continue as long as the same conditions are met.

A game of checkers can be divided into three stages: opening, middle and closing (to borrow Weiqi terms). Opening generally refers to the process from the dispatch of two pieces to the first contact between the pieces, which is generally within 10 step; The middle board refers to the stage when the two sides' sub-forces are intertwined, fighting for the way out and setting obstacles for each other; Finally, the pieces of both sides are basically separated, and each side enters the opposite position as soon as possible in its own way. Of course, these three stages are not completely separated, just like starting, middle running and sprinting. It is required that you can't lag behind in the start, keep up in the middle run and make great efforts in the sprint to win. Any backwardness will miss the victory. In a game of checkers, we should see the development direction of the middle plate from the beginning and prepare for the middle plate; At the end of the middle period, we should design the best plan for our end in advance. If you keep all this in mind, then you will enter the ranks of checkers masters.

Skill method

begin

Opening plays a very important role in checkers, just like the beginning of a sprint. If you fall behind, there is almost no chance. Therefore, in the game of checkers, if you make a mistake in the beginning, you will be beaten out of the water by the overwhelming attack of the other side. Of course, like other chess, the opening of checkers also has its fixed moves and corresponding countermeasures. We might as well borrow the word "formula" in Go to express it. Speaking of the opening formula of checkers, it is the basic move in the opening of checkers. According to this move, the two sides can quickly dispatch their own troops, and at the same time carry out containment and anti-containment according to each other's actions. By the time the two sides started initial contact, that is, when the formula was completed, the situation was quite equal and the balance of power had been maintained.

Midgame

The game of checkers is ever-changing, and the opportunity is fleeting. Therefore, in checkers, we should accurately grasp the opportunity and create opportunities. Although the checkers are changeable and untraceable, there are some skills to master: 1. The so-called checkers, jumping is its biggest feature, as long as the conditions are met, you can jump continuously. Therefore, in the middle game, we should take jumping as the principle, repair our own "jumping path" and try our best to make our jumping path smooth. At the same time, be careful not to let your own jumping path provide convenience for the other party. This is called an attack. 2. Not only do you dance well, but also prevent your opponent from jumping. If the opponent has a good road and you ignore him and let him jump all the way, then you are probably not far from losing. This is prevention. You are required to grasp the key of the situation and limit the other party's jumping. Attack and defense is the most critical content of checkers. Attack and defense are not independent, and neither is the way to win. Only by grasping the dialectical relationship between offense and defense can we be invincible.

Endgame (Go)

The clearance of checkers is based on the principle of quickness, and you can enter the opposite position as quickly as possible by using skills. For checkers, there is a principle to finish: fast is to pursue the least number of steps. Finishing requires you to understand the efficacy of each position, the arrangement and reasonable use of each position, and the most important thing is to establish the concept of steps. No matter what the process is, the steps are at least the first.

Evaluation of victory or failure

The number of game participants cannot be 1 or 5. When there are 4 or 6 people, the diagonal of one side must be the other. When there are three people, the diagonal of one side cannot be the other.

The outcome and ranking are determined by the number of moves that completely occupy the diagonal position.

You must move all your children out of your corner within 30 steps, otherwise it will be negative.

How to play checkers?

I don't know if you are asking "Pozi Chess", which was called "Zhuzi Chess" when I was a child after 80s. Two people can fight, three people, four people and six people can play games together. The rules are simple. First move 10 pieces in your starting triangle area to the opposite triangle area to win. The moving modes are: 1, moving directly, only one step at a time, moving in any of the six directions around, and not moving if there are "enemy pieces"; 2. "Jump", if there is only one chess piece in the line segment formed by any vacancy on the same line and it is located in the middle of the line segment, you can jump directly to that vacancy, and the jumping process can continue as long as the same conditions are met. Explain that, for example, if there is a chess piece (either your own or someone else's) on the line where the target chess piece is separated by 3 steps, then you can "jump" directly behind the chess piece in the line where the target chess piece is separated by 3 steps. If there are pieces in this position, you can't "jump". The middle piece is equivalent to a "bridge", while the target piece crosses the bridge.

Of course, whether the "enemy" chess pieces can be used as "bridges" can be agreed in advance. Obviously, if you can't do it, it will be more difficult, more technical and more competitive.

Similarly, when playing multiplayer games, you can also agree on your own specifications. For example, a game with a maximum of 6 players can be defined as a group of 3 players, which can "bridge" each other; Can also be designated as a group of 2 people; Six people can also play by themselves, of course, the situation will be more chaotic.

In addition, under the condition of "jumping" (there is a bridge and there are no other pieces in the target position opposite the bridge), you can "jump" indefinitely, so there are often many very tortuous but quite classic and even strange jumping routes. Of course, for the master, these are often clear at a glance. After all, the number of chess pieces and the size of the board are relatively limited, and the change will not be too complicated.

Generally speaking, checkers is a popular leisure and entertainment board game for all ages. The threshold is very low and it is not difficult to improve.

See the reply from upstairs and add something. There is also a rule that you can only "jump" one square, that is, you can only jump "behind" the chess pieces "adjacent to you. This can also be agreed in advance. As for the statement of "jumping to the opposite court", it is not accurate. There is no "opposite home court" and no "enemy" chess pieces in the "target area".

It is unreasonable not to use so much content manually.

Who knows how to play checkers? What are the rules?

Checkers rule: toss a coin.

At the beginning of the game, you can decide who will go first by flipping a coin. You can choose heads or tails, and then flip a coin many times, guessing the one with the most times first.

Start playing chess in turn. After the first person goes first, the person on his or her left can move on to the next step.

This can be done clockwise, and so on. Generally speaking, no one will be skipped.

But if everyone present agrees, a temporary rule can be set up to allow players to skip a round without playing chess. You can move one piece at a time to an adjacent hole.

Moving chess pieces to adjacent holes is the most basic method to move chess pieces. When it's your turn, you can choose a hole closest to the chess piece.

You can only take one step in each round. But if you choose "jump", you can take a few more steps.

In checkers, the pieces can move in any direction, back and forth, left and right. Skip other parts.

This method is to let the chess piece jump over any chess piece adjacent to it and jump into the hole on the other side. When it's your turn to play chess, you can move your piece to the hole separated by a piece.

However, there can only be one chess piece between your chess piece and the target hole, and the hole must be in the same direction as your chess piece and the chess piece separated in the middle, and adjacent to the chess piece separated in the middle. You can only take one step in each round, so if this round has already taken the most basic step, you can't jump.

You can skip your own pieces, or you can skip other people's pieces. You can also jump in any direction.

In addition, as long as conditions permit, you can jump as many times as you want. It's just that the conditions mentioned above must be met every time.

This is also the only way to make a chess piece move many times in the same round. In theory, in this case, if conditions permit, you can even make your chess pieces jump from one end of the board to the other.

Remember, when playing checkers, you don't have to remove the skipped pieces, that is, the pieces that have not been "eaten". When jumping, remember that your destination is the opposite triangle area.

In checkers, you can move the pieces to any empty hole in any direction, even those areas that are out of your control. However, don't forget that your goal is to move all the pieces to the opposite triangle as soon as possible.

Don't move the pieces out of the destination triangle. Once your pieces start to enter the target area, you can't move them out.

However, you can still move pieces in this area. However, chess pieces that have been moved to other areas can still be removed.

Introduction to Checkers: Checkers is a kind of chess that can be played by two to six people at the same time. The chessboard is a six-pointed star, and the pieces are divided into six colors, each color is 10 or 15 pieces, each player occupies a corner, and there are pieces of one color. Checkers is a puzzle chess game suitable for all ages and widely spread.

Second, the skills of playing checkers: opening: the opening occupies a very important position in a game of checkers, just like the start in a sprint. If you fall behind, there is almost no chance. Therefore, in the game of checkers, if you make a mistake in the beginning, you will be beaten out of the water by the overwhelming attack of the other side. Of course, like other chess, the opening of checkers also has its fixed moves and corresponding countermeasures. We might as well borrow the word "formula" in Go to express it.

Speaking of the opening formula of checkers, it is the basic move in the opening of checkers. According to this move, the two sides can quickly dispatch their own troops, and at the same time carry out containment and anti-containment according to each other's actions. By the time the two sides started initial contact, that is, when the formula was completed, the situation was quite equal and the balance of power had been maintained. Middle game: the game of checkers is ever-changing, and the opportunity is fleeting.

Therefore, in checkers, we should accurately grasp the opportunity and create opportunities. Although checkers are changeable and untraceable, there are also skills to be mastered: the so-called checkers, jumping is its biggest feature, as long as the conditions are met, you can jump continuously.

Therefore, in the middle game, we should take jumping as the principle, repair our own "jumping path" and try our best to make our jumping path smooth. At the same time, be careful not to let your own jumping path provide convenience for the other party. This is called an attack.

Not only do you have to jump well, but also prevent the other party from jumping. If the opponent has a good road and you ignore him and let him jump all the way, then you are probably not far from losing.

This is prevention. You are required to grasp the key of the situation and limit the other party's jumping.

Attack and defense is the most critical content of checkers. Attack and defense are not independent, and neither is the way to win.

Only by grasping the dialectical relationship between offense and defense can we be invincible. End: End is a term applied to Go, which refers to the last move of checkers.

The reason why the word "ending" is used is because the ending of Go is based on the principle of goals, and the skills of officials and children are used to get the maximum number of goals; The clearance of checkers is based on the principle of quickness, using skills to enter the opposite position at the fastest speed. The chess endgame is a continuation of attack and defense, and obviously there is no * * * in common.

For checkers, there is a principle to finish: fast is to pursue the least number of steps. Finishing requires you to understand the efficacy of each position, the arrangement and reasonable use of each position, and the most important thing is to establish the concept of steps. No matter what the process is, the steps are at least the first.

How to play checkers graphically

The game of checkers is to move pieces.

1. At the beginning, red moves first, and then the game rotates in sequence.

2. When it's your turn to play chess, click a piece, and then click the square where you want to put it.

You must move forward to an empty place. When moving, you can move forward one square diagonally or skip one of the opponent's pieces.

4. You can eat by skipping a piece.

In checkers, the pieces must be close to the opponent's pieces, and there must be a space on the other side of the opponent's pieces. If you can skip, you must skip.

6. If the space of the opponent's chess piece is suitable, you can skip more than one chess piece at a time. But you must use the mouse to skip one chess piece at a time.

7. When the chess piece reaches the farthest end of the board, it is crowned king. Wang Can moves forward or backward diagonally.

8. End the game.

Checkers is a kind of chess that can be played by two or six people at the same time. The chessboard is a hexagonal star, and the pieces are divided into six colors, each color is 10 or 15, and each player occupies a corner, and there are pieces of one color.

A game of checkers can be divided into three stages: opening, middle and closing.

Opening: generally refers to the process from the dispatch of two pieces to the beginning of contact between pieces, generally within 10 chess; Opening plays a very important role in checkers, just like the beginning of a sprint. If you fall behind, there is almost no chance. Therefore, in the game of checkers, if you make a mistake in the beginning, you will be beaten out of the water by the overwhelming attack of the other side. Of course, like other chess, the opening of checkers also has its fixed moves and corresponding countermeasures. We might as well borrow the word "formula" in Go to express it.

Speaking of the opening formula of checkers, it is the basic move in the opening of checkers. According to this move, the two sides can quickly dispatch their own troops, and at the same time carry out containment and anti-containment according to each other's actions. By the time the two sides started initial contact, that is, when the formula was completed, the situation was quite equal and the balance of power had been maintained.

Mid-board: refers to the stage when the sub-forces of both sides are intertwined, fighting for the way out and setting obstacles for each other at the same time; The game of checkers is ever-changing, and the opportunity is fleeting. Therefore, in checkers, we should accurately grasp the opportunity and create opportunities. Although the checkers are changeable and untraceable, there are some skills to master: 1. The so-called checkers are characterized by jumping. You can jump continuously as long as the conditions are met.

Therefore, in the middle game, we should take jumping as the principle, repair our own "jumping path" and try our best to make our jumping path smooth. At the same time, be careful not to let your own jumping path provide convenience for the other party. This is called an attack. 2. Not only do you dance well, but also prevent your opponent from jumping. If the opponent has a good road and you ignore him and let him jump all the way, then you are probably not far from losing. This is prevention. You are required to grasp the key of the situation and limit the other party's jumping. Attack and defense is the most critical content of checkers. Attack and defense are not independent, and neither is the way to win. Only by grasping the dialectical relationship between offense and defense can we be invincible.

Close: The chess pieces of both sides are basically separated, and each side enters the opposite position as soon as possible in its own way. The ending is to apply the term Go, which refers to the last move of checkers. The reason why the word "ending" is used is because the ending of Go is based on the principle of goals, and the skills of officials and children are used to get the maximum number of goals; The clearance of checkers is based on the principle of quickness, using skills to enter the opposite position at the fastest speed.

The chess endgame is a continuation of attack and defense, and obviously there is no * * * in common. For checkers, there is a principle to finish: fast is to pursue the least number of steps. Finishing requires you to understand the efficacy of each position, the arrangement and reasonable use of each position, and the most important thing is to establish the concept of steps. No matter what the process is, the steps are at least the first.

How to play checkers?

The movement of chess pieces can be carried out step by step in six adjacent directions connected by a straight line. If there are any chess pieces in the adjacent position, the next position in the straight line direction is empty, and you can directly "jump" to the empty position. In the process of "jumping", as long as the same conditions are met, it can be carried out continuously. Whoever gets all the seats directly opposite first wins.

Fraction calculation

According to the standard scoring method of chess match, the winner of each game is 1, the loser is 0, and the draw is 0.5.

Additional 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 play multiplayer checkers,

Other people's camps are likely to cause many disputes. Considering that there are not many necessary tricks 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.

How to play checkers video?

I don't know if you are asking "Pozi Chess", which was called "Zhuzi Chess" when I was a child after 80s. Two people can fight, three people, four people and six people can play games together.

The rules are simple. First move 10 pieces in your starting triangle area to the opposite triangle area to win. The moving modes are: 1, moving directly, only one step at a time, moving in any of the six directions around, and not moving if there are "enemy pieces"; 2. "Jump", if there is only one chess piece in the line segment formed by any vacancy on the same line and it is located in the middle of the line segment, you can jump directly to that vacancy, and the jumping process can continue as long as the same conditions are met.

Explain that, for example, if there is a chess piece (either your own or someone else's) on the line where the target chess piece is separated by 3 steps, then you can "jump" directly behind the chess piece in the line where the target chess piece is separated by 3 steps. If there are pieces in this position, you can't "jump". The middle piece is equivalent to a "bridge", while the target piece crosses the bridge.

Of course, whether the "enemy" chess pieces can be used as "bridges" can be agreed in advance. Obviously, if you can't do it, it will be more difficult, more technical and more competitive. Similarly, when playing multiplayer games, you can also agree on your own specifications. For example, a game with a maximum of 6 players can be defined as a group of 3 players, which can "bridge" each other; Can also be designated as a group of 2 people; Six people can also play by themselves, of course, the situation will be more chaotic.

In addition, under the condition of "jumping" (there is a bridge and there are no other pieces in the target position opposite the bridge), you can "jump" indefinitely, so there are often many very tortuous but quite classic and even strange jumping routes. Of course, for the master, these are often clear at a glance. After all, the number of chess pieces and the size of the board are relatively limited, and the change will not be too complicated.

Generally speaking, checkers is a popular leisure and entertainment board game for all ages. The threshold is very low and it is not difficult to improve. See the reply from upstairs and add something. There is also a rule that you can only "jump" one square, that is, you can only jump "behind" the chess pieces "adjacent to you. This can also be agreed in advance.

As for the statement of "jumping to the opposite court", it is not accurate. There is no "opposite home court" and no "enemy" chess pieces in the "target area".