King's move in checkers. First move in checkers

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One of the most difficult rules to understand in checkers is the king rule. This topic is devoted to the next. Making a shock move, the king jumps over the opponent's checker in its path and is placed behind it on any free field, after which the beaten checker is removed from the board. The queen can beat both forward and backward, and take several checkers in one move.

In this example, White can beat - g1:d4, or g1:c5, or g1:b6. Of course, so that the king is not under attack, White will capture on c5

Impact - 1.h2:d6:a3 - destroys both black checkers

Impact - 1.h2:c7:a5:e1 destroying three black checkers

If the queen has the ability to beat in several directions, then the player is free to choose any of them.
1. b4-c5 d6:b4 Now the king can attack in four directions — 2.a5:c3:a1 or 2.a5:c3:f6:h4:e1 or 2.a5:d2:h6 or 2.a5:e1: h4:f6:a1; Which one White will choose is clear: the last one.

And how does the “newborn” lady hit?

Here White can go 1.e7-f8 or 1.e7-d8. In both cases, a simple one will turn into a king, and this “newborn” king will be under attack from checkers. But since the transformation will take place as a result of a quiet move, this king will be endowed with "lady rights" only after the opponent's response. How will the game turn out? 1.e7-f8 will be followed by 1. … c5-d4 2.f8-c5 and a draw. What about 1. e7-d8? White will lose — 1. … d2-e1 2. d8xa5 c5-b4x

Here, after 1. g3-f4 e3:g5, white simple will turn into a king on d8 as a result of the capture, and in such cases, if it can attack further, then it immediately strikes. That is, 2.h4:d8:a5:c3:a1 will follow here.

Checkers, a sport, a board game between two opponents with special round chips (also called checkers) on a board divided into squares-fields, alternately colored in dark and light colors. The goal of the game is to take all the opponent's checkers or create a position in which the remaining checkers on the board will not have the opportunity to move.

There are many (national) varieties of the checkers game, differing from each other in size (the number of cells-fields) and, less often, in the shape of the board, the number of chips used and their initial arrangement, the rules for moving and capturing, etc. The most common games are 64 and 100 cells .

In addition to face-to-face competitions in "classic" drafts, tournaments are held in correspondence game (by correspondence, by e-mail, by phone), in lightning and fast drafts, in drafting and solving drafts compositions.

64-cell checkers

Rules

General provisions. Board, figures. Checkers is played on a square board divided into squares of two contrasting colors, alternating with each other in all directions. The board during the game is positioned so that the square in the left corner closest to the player is black (dark) in color. The opponents have an equal number of chips: one has white (light), the other has black (dark). Before the start of the game, the chips are placed in several rows on opposite horizontal lines of the board on dark fields (this is called the initial arrangement).

Move, capture, simple checkers and queens. White starts the game. Opponents take turns making moves, moving one or another of their pieces diagonally to an unoccupied dark field. In the course of the game, you can beat, or take (i.e., remove from the board) an opponent’s piece that is in the neighborhood, “jumping” to a free field right behind it (there are situations when one of the players can take several opponent’s checkers at once, successively jumping over them).

Having reached the last horizontal on the opposite side of the board, a simple piece turns into a king, which in some variants of the game (for example, in Russian checkers) gives it advantages over ordinary pieces in the nature of movement on the board and capture. (Depending on the presence / absence of such an advantage for queens, some classifications divide all checkers games into two large groups: “long” and “short” checkers, respectively). A player can move an unlimited number of checkers to the kings.

Determination of the winner. The game is won by the one who manages to beat all the opponent's checkers or deprives other people's chips remaining on the board of the opportunity to make a move (“ban” them). If none of the opponents manages to achieve this (there is a draw on the board), a draw is declared. The result of the game can also be determined "early" - if one of the opponents gives up without finishing the game, or both of them agree to a draw. In addition, the athlete is credited with a loss in case of delay in the time allotted for the game, as well as in case of certain technical violations or violations of discipline committed by him during the game (competitions). A draw can also be declared in a situation where, after a certain number of moves, the material balance of forces on the board does not change (the number of moves allowed in this case is determined by the number and quality of the pieces on the board), the same game situation is repeated 3 or more times (with in this case, the next move each time will be for the same side), in the ending "three kings (owning a long diagonal) against one" cannot destroy it for 15 moves, etc.

(At the current level of development of the theory of checkers game, the martial arts of masters often end in a draw. In order to avoid an excessive number of draws, the organizers of competitions sometimes hold them in a format different from the classical one. For example, national and world championships in American drafts checkers are divided into two types: with parties, played according to the usual rules, and with an opening of the established pattern, when the first three moves in the game are determined in advance.)

Timing. Determined by the rules of the competition.

In Russian drafts competitions, the following systems are usually used:

45 minutes per game for each of the opponents (in micromatches with a classic opening);

1 hour per game for each participant (in youth competitions, etc.);

1 hour 10 min. for the first 35 moves plus 15 min. (in competitions with a draw of the first moves).

The usual (or classical) time control in international draughts is 2 hours for the first 50 moves plus 1 hour for every next 25 moves (games usually last no more than 75 moves and take an average of 4–6 hours). Replay games are played with a short time control: 20 min. per part with an addition of 10 sec. for every move. The next stage: control - 10 min. per part plus 5 sec. on the go. If in this case it is not possible to determine the winner, the new regulations provide for a game with a 10-minute control plus 5 seconds. accumulation for the move made, if it ends in a draw - one more game with the time remaining on the clock, etc. - to a "productive" outcome.

In a lightning (blitz) game, each of the opponents is given 3–5 minutes for the entire game, in rapid game competitions, respectively, from 10 to 30 minutes.

Competition regulations. According to the form of conducting checkers competitions are divided into championships, championships, tournaments, matches and match-tournaments. They can be personal, team and personal-command.

There are several competition systems: circular (participants alternately meet each other - in one or more circles), Olympic (or with elimination: after losing the meeting, the athlete (team) is eliminated from the fight), "Swiss" (i.e. with selective by lot: depending on the number of participants, a certain number of rounds is set), Scheveningen (participants of one team / group alternately play with representatives of another team / group) and mixed (different systems are used at different stages of the competition). In South America, competitions (in Brazilian drafts) are held according to a “scoring system” similar to that adopted in Formula I racing: participants receive a certain number of points depending on the results at one stage or another, which are then added up.

Competitors are divided into several age categories: up to 12 years (boys and girls), 12-13 (younger boys / girls), 14-15 (boys), 16-17 (older boys), 18-19 (juniors), not over 23 (youth), 23 and over (adults). There are also competitions for veterans.

Varieties of checkers game.

Russian checkers. The game is played on a 64-cell (8 × 8) board with the same notation as in chess (to record moves or positions, cells are indicated horizontally by Latin letters from “a” to “h”, vertically by numbers from 1 to 8 , the countdown comes from the lower left corner - on the diagram - boards). Players have 12 checkers at their disposal, occupying the first three rows on each side at the beginning of the game.

A simple checker can move to one field - only diagonally forward (left or right), and beat - both forward and backward. The queen moves (and beats) in any direction diagonally to any number of free squares. If the king appeared as a result of a quiet move (that is, without taking someone else's chip), she has the right to beat not earlier than the next move. If it appeared during a strike (a move with a capture), then - if there is such an opportunity - it beats on the same move already as a king. According to the rules of Russian drafts, the queen is obliged to take someone else's checker - regardless of the number of empty cells before it. Must take an adjacent enemy chip and a regular checker. In a situation where several options for taking are possible, the player can choose any of them at his discretion.

A taken checker (checkers) can be removed from the board only at the end of the move, each of them can be jumped over only once. (The situation when the checker (king) is prevented from taking further by the checker already knocked down by it on this move, but not yet removed from the board by the opponent’s checker (or you have to go through it again), is called Turkish blow.)

In addition to competitions in classic Russian checkers, so-called tournaments with a selective lot are also held: with an officially approved list of initial two or three moves. Another option is “flying checkers”, when at the beginning of the game one chip from each side takes up a position on the board that is different from the traditional one. Before the start of the game, the opponents determine the number of the opening or starting position by lot. (Such competitions, like the 80-cell checkers that once existed in the rank of official discipline, are designed to save traditional Russian checkers from the “drawn death” predicted by it: for the reason that in its development the theory of the game has reached a critical limit).

International (100-cell) drafts. The most common of the checkers games. At first it was known as "French checkers". In addition to France, it was cultivated primarily in other French-speaking countries (Belgium, Switzerland, Canada, plus some African states), as well as in the Netherlands and Poland (one of the names of the game accepted abroad is “Polish checkers”), but over time received worldwide recognition - and its current name.

They play international checkers on a 10 × 10 board with digital notation (from left to right and from top to bottom - that is, in the same order as we read the lines in the text - all dark fields are conventionally indicated by ordinal numbers from 1 to 50). In the initial arrangement, 20 pieces occupy four rows on opposite sides of the board.

Moves are made in the same way as in Russian checkers, but there are three fundamental differences in the rules of capture, which - along with a larger number of checkers and the size of the board - make international checkers more complex, richer and more diverse in terms of opportunities for combination play:

The king, which appeared as a result of the blow, has the right to beat as a king only on the next move;

If, upon impact, a simple checker reaches the last horizontal and can hit further as a simple checker, it must do so, but at the end of the move it remains simple;

With several possible options for capturing, the player must choose one of them, as a result of which the largest number of opponent's checkers will be beaten (the majority rule).

Some other game options. There are several dozens of varieties of checkers - both sports and "household", which are played exclusively at leisure. Often these games have “nationally colored” names, but at the same time they can be actively cultivated far beyond the borders of their historical homeland (for example, Spanish checkers are played in the countries of South America and North Africa, hence their other name: Algerian).

In Brazilian and Canadian checkers, the game is played according to the rules of international checkers, but on boards, respectively, 8 × 8 and 12 × 12, and with a different number of checkers (12 in Brazilian and 30 in Canadian).

A number of drafts games are close in essence to Russian or international checkers and differ from them only in some features in the rules of movement and capture. The hugely popular game of checkers in the United States uses the same board as Russian checkers. The initial arrangement of figures is similar. The main difference is that a simple checker can only attack forward, while a king can move and attack only one square (in any direction).

In Czech checkers, a simple checker can also only hit forward, while you need to take the maximum possible number of enemy chips, if there are several options for “beating”, the player chooses any of them, but if a hit is possible with both a simple checker and a king, you need to beat definitely a lady.

An 8x8 board - but rotated 90 degrees (relative to our usual position) - is also used in Italian checkers. A simple checker cannot hit back (and also a king), and a king can only move one square. The player is obliged to beat the maximum number of other people's checkers, and in case of quantitatively equal capture options, he must choose a move that allows him to beat the largest number of kings.

The rules of the pool game, which is extremely common in the USA and a number of other countries, are very similar to Russian checkers, the main difference is that a simple checker, having reached the last horizontal during the battle, does not turn into a king.

There are quite a few checkers games that have more significant differences from “classic” checkers: in terms of the number of pieces used, their initial arrangement, rules of the game, etc. rows on the 2nd and 3rd horizontal ("lady fields" remain free). Checkers move one square forward (vertically) or sideways (horizontally), but not diagonally. In the same directions they take enemy checkers. A simple checker cannot move (hit) back. Kings go in any direction - forward and backward - to any number of fields. Capture is mandatory - the majority rule applies.

In Frisian (or German) drafts, the game is played on a 100-square board according to rules that are in many ways similar to international ones, but taking them is possible not only diagonally, but also vertically and horizontally. You cannot move one king more than three times in a row (unless a shock move is made at the same time, and also with the exception of situations when the player has no other checkers left on the board, except for this king). If the opponents made 25 moves with kings in a row and did not take a single foreign checker, the game ends in a draw.

In the old Russian game of pillar checkers (towers), all the chips remain on the board until the end of the game: the beaten checker is placed under the batter. The towers formed during the game move all over the board, "obeying" the top checker. The tower can go to the kings (only the top checker turns into it). When a tower is captured, the top checker is removed from it: the checker that was previously under it now becomes the main one in this tower.

In northern drafts, unlike traditional Russians, when someone else's king is taken, it is not removed from the board, but replaced with a simple checker. According to the rules of Stavropol checkers, you can also play for the opponent, and in Samoyed checkers you can (and should) beat another checker, regardless of its color, i.e. both his own and someone else's.

In two-move checkers, the opponents make 2 moves in a row (which gives a serious advantage to White), and the diagonal ones differ from the classic Russians in the initial arrangement of pieces: they line up in opposite corners of the board on dark squares in three rows so that in the first (from the corner) row there is 2 checkers, in the second - 4 and in the third - 6.

In Pskov and Novgorod checkers, the game is played on a hexagonal (6-coal) board. At the same time, Novgorod checkers differ from Pskov checkers not only in the initial arrangement of pieces and their number (respectively, 8 checkers on a small board and 15 on a large board for Novgorodians and 13 and 24 in Pskov checkers), but also in the fact that three rivals.

In the game of Neva checkers (it is played on a special board), 4 people simultaneously participate, each of whom has 6 checkers (of different colors).

Some checkers games are fundamentally different from the recognized "sports" ones in the essence and purpose of the game. So, in a giveaway, you need to give up all your checkers (or make sure that the remaining ones on the board are locked). The essence of the game in the corners is to try faster than the opponent to transfer all your chips, lined up in a square in the corner, to the opposite corner, moving the checkers in turn to the nearest empty cells or “jumping” over neighboring chips if there is a free field behind them (taking checkers in this game No).

In the game of go-ban, opponents, having 12 checkers in their hands, put them in turn (one by one) on any field of the board, trying to put 5 of their chips in a row in a straight line (horizontally, vertically or diagonally) - and not let do it to your opponent. Having put all the checkers on the board, they then move them in turn (in any direction, but only to an adjacent square not occupied by another checker), striving all to the same goal. Each successful combination (in the form of 5 checkers in a row) brings the player a point. The first person to score 10 points wins the game.

Belarusian drafts is one of the varieties of the "chess and checkers" game. Each player, in addition to 12 checkers located on black squares and moving like in ordinary checkers, has 12 pawns that move according to chess rules (i.e. forward), but they cannot hit, but only contribute to destruction (locking) other people's checkers and protecting their own.

Some checkers games are named after their creators. For example, Lasker checkers, invented by the world chess champion in the 1910s on the basis of Russian pillar checkers. The game is played on a 7×7 board on white fields (the corner cells on such a board are white). In Wigman's checkers, the opponents have 24 pieces each, arranged in three rows on black and white fields and moving diagonally. In fact, two games are played simultaneously on the board: on black and white fields. In this case, the double move rule applies: a player can move twice with the same checker, or make two moves in a row with different chips.

In the most concise statement, the rules of the game are as follows: the game is played on a board of 8 x 8 cells,
checkers occupy the first three rows on each side; you can hit randomly
the number of checkers in any direction; simple can beat back, lady can
walk on any number of fields; the aim of the game is to capture or capture all of the opponent's checkers.
Let's now consider these rules in more detail:

Playing field. Starting position

The playing field is a square board of 8x8 cells, similar to a chess board. Verticals (columns) are indicated by Latin letters from a to h, and horizontals (rows) - by numbers from 1 to 8. Unlike chess, not
everything, but only dark fields (in the program they are displayed in green).
For example, the field a1 is playable, but the field c4 is not.


Each side has 12 checkers at the beginning of the game. Checkers are placed on three,
closest to the players, contour lines. In particular, white checkers are located on
squares a1, c1, e1, g1, b2, d2, f2, h2, a3, c3, e3 and g3, and black, respectively,
on the squares h8, f8, d8, b8, g7, e7, c7, a7, h6, f6, d6 and b6. Two central rows of fields
remain free. Here, on these fields, there is a rapprochement and the first contact
opposing forces, here, from the very first moves, a struggle is unfolding for possession
center, which gives a significant advantage in checkers. Arrangement of the starting position
shown in the diagram on the left.
Opponents take turns moving checkers of their color across the playing fields.
White starts first. The situations that arise on the board are called positions, or positions.
The game played from beginning to end is called a game, and the movement of checkers is called moves.

The side that manages to destroy or block the movement of all
opponent's checkers.
== Simple checkers ==

At the beginning of the game, all checkers are simple (see figure).

A simple checker can make, depending on the position, types of moves: quiet and percussive.


  • Quiet move - move one field forward diagonally. A quiet move is possible if the corresponding field is free and nowhere on the board is it required to capture the opponent's checker. For example, the correct move from the initial position would be to move the checker from the c3 square to, for example, d4 (in the notation of the game, this is denoted as c3-d4), or to b4 (c3-b4).
  • Striking move (battle of the opponent's checker) - moving two fields forward or backward diagonally, through the opponent's checker. A checker during its move must beat (take) an opponent’s checker if it is located on the adjacent (diagonally) field and if the field following it is free. The capturing checker stands on this free field, jumping over the enemy checker, which is removed from the board. The capture can be made not only forward, but also backward.
If, after capturing one checker, it becomes possible to beat another checker of the opponent,
the capture continues, that is, in one step (in one move), the checker must hit as many
opponent's checkers, how many of them are on her way. Captures in Russian checkers are obligatory.

With the possibility of taking in different directions, the choice, regardless of the number
or the quality of the checkers being removed is given to the taking player. When taking several
you can only remove the opponent's checkers from the board after the end of your shock move.
When capturing, it is forbidden to jump more than once with a striking checker (lady) over one
and the same checker of the opponent (but it is allowed to step on a free field several times).
== Ladies ==

If a simple checker reaches the last horizontal, it becomes a queen. ladies,
unlike ordinary checkers, they are able to move to an arbitrary number of fields along
selected diagonal, both forward and backward.

The queen during her move is obliged to take the opponent's checker (both forward and backward)
regardless of the number of free fields before it, if only this checker is
on the same diagonal with the king and behind this checker there is one or more free fields.
Moreover, in the latter case, the queen, having captured the opponent's checkers, can stop at any of them.

If, when capturing, there are also opponent's checkers on any of the intersecting diagonals,
behind which there are free squares, then the king is obliged to continue capturing these checkers,
no matter how many are in her way.

Just as in the case of simple checkers, if there are several ways to perform
shock move (with the same or different kings), the choice of the latter is left to the taking player.

If an ordinary checker reaches the last horizontal as a result of the battle of the opponent's checkers
(where she is supposed to turn into a lady), and if she is given the opportunity to further
captures enemy checkers, then she is obliged to continue the battle with the same move, but already as a king.
Please note: this rule only applies if the checker reaches the last
horizontal as a result of the shock stroke. In case a simple checker reaches the last
a row without a capture and after that she will have the opportunity to fight, then she must beat (if such
the opportunity will remain) only on the next move.


Checkers is a fairly simple game for two in the rules (in Russian checkers). At the same time, as in chess, logical thinking is actively involved in it. Let's figure out how to play checkers.

How to learn to play checkers?

Beginning of the game

To play checkers, you need a standard 8 by 8 chessboard. You need to turn the board so that the player playing white has a black cell in the lower left corner. Only 32 black cells (fields) are involved in the game. Therefore, checkers are placed only on them. At the initial position, the checkers occupy only 3 horizontal black fields.

Simple Checkers

Checkers are divided into two categories: simple and queens. The queen has great possibilities, it is designated as an inverted checker or 2 checkers on top of each other. At the beginning of the game, all checkers are simple. Simple go in two ways: "quiet move" and "combat". "Quiet move" means a simple move forward one adjacent empty cell diagonally. "Battle" is the designation of an attacking action in which you "eat" an opponent's checker (it does not matter: a simple or king). You can "hit back". The condition for the execution of such a move is the presence of the opponent's checker on the diagonally adjacent cell, as well as an empty cell adjacent to the same diagonal. If, after making a move, your checker has the opportunity to eat another checker of the opponent, then you should "hit" the second checker and so on until the opportunity to attack ends. You can even beat a checker that is not on the same diagonal along which you made the first move, i.e. in any direction. The main thing is to follow the rules described above. "Broken" checkers and kings of the opponent are removed from the board.

How does the lady walk?

You can reach the level of the king by reaching the last field of the enemy. There are 2 types of king moves. The first type is the "quiet move". This is a movement in any direction diagonally to any number of fields. The second type of move is "battle". The queen can jump over a simple checker or an opponent's king. They can be in any direction from the striking king diagonally. In this case, the rule must be observed that an empty field must remain behind the attacked checker of the opponent. If there are several squares after the attacked checker of the opponent, then the beating king can occupy any of them. The battle, as in the attack of a simple checker, continues as long as there is an opportunity to "hit" the opponent's checkers. If from a free field you can continue the fight either in the same direction or perpendicular to it, then you need to continue to attack in any of the directions of your choice until the opportunity for attack stops.

Purpose of the game

How to play checkers correctly? If the configuration of the game is such that you can make several options for "quiet" moves, but there is no possibility of "combat", then you choose any direction of the "quiet move". If the situation is such that you need to "beat" the enemy and at the same time there are "quiet moves", then you must definitely choose the first option (this is the rule). If it was ignored, then it is necessary to "pass", if possible, with the same checker. The goal of the game is to "beat" all the opponent's checkers. Also, the opponent's checkers can be "locked". This means that they are not beaten, but they cannot make a move (analogous to "stalemate" in chess). There is a draw in checkers. The limitation in the game is the following rule: "the opponent's checker beats only once" - this is important to consider in long combinations.

There is such a game as "Chinese Checkers". We will tell you how to play Chinese checkers correctly. "Board" is a six-pointed star, on top of which there are from 6 to 10 chips. The game is designed for 2-6 people. The goal of the game is also to move your pieces to the opposite end of the star. The player with the brightest chips starts the move, then they go clockwise. In one move, one piece moves in any direction. You can jump over other people's chips if there is an empty space behind them. And if there is another chip behind this free space not in a straight line relative to the previous move, then jump over it in the same move. The one who first reaches the opposite end of the star wins. Then the second is distributed, and so on. places.

Have a great time!

1. The game is played by two persons on a checkers board, divided into 64 squares, painted white and black, with 12 white checkers belonging to one player, and 12 black checkers belonging to another player.

2. The board between the players is placed so that the main road goes from the player from left to right.

3. Checkers on each side are placed in black squares on the first three rows from the player.

4. The moves are made alternately by the players.

5. A move is considered to be moving a checker forward to an adjacent black square, as well as capturing enemy checkers.

6. If the adjacent square is occupied by an enemy, say, black checker, and the black square following it is free, then the black checker "beats", i.e., the white checker jumps over the black checker behind it, which is a free black square, and the black checker " eat" - removed from the board.

7. At one time, as many checkers “beat” as there are on the way on the above conditions.

8. If it is possible to capture the opponent's checkers simultaneously in two directions, the choice, regardless of the number, is at the discretion of the taker.

9. When capturing, checkers are removed from the board only at the end of the move.

10. It is not allowed to take a checker twice in one move during a move (to cross it with a striker).

11. If the checker of one of the players during the game penetrates to the last row, then it turns into a king.

12. If a simple checker, when capturing the opponent's checkers, becomes a king and after that it again opens up the opportunity to beat the enemy checkers, then such a capture is obligatory (unlike Polish checkers).

13. The queen has the right to move along the entire length of the row of black squares to any place not occupied by checkers.

14. It “beats” the enemy checker if a free black square remains directly behind it. It strikes along the entire length of a row of black squares at any distance from itself.

15. Both a simple checker and a queen are required to “hit”, if an opportunity presents itself.

16. Both a simple and a king “hit” enemy checkers both forward and backward.

17. The winner of the game is the one who either takes all the opponent's checkers or deprives him of the opportunity to make any moves by locking the remaining checkers on the board.

18. If it is impossible for both sides to win the game, the game is considered a draw.

19. When the same moves are repeated three times directly on the one hand, the opponent is given the right to recognize the game as a draw.

20. When three queens fight against one, no more than 15 moves are given to win.

21. If there is one or more checkers with one king, no more than 30 moves are allowed to win, until the balance of forces changes.

22. If a win is not achieved in the last two cases, the game is considered a draw.

24. To record the checker's move, first mark the cell on which it stood, using the number and letter that correspond to this cell, put a dash and then attribute the name of the cell on which it stands in the same way.

25. If you need to indicate the removal of a checker from the board, then between the name of the cell from which the movement begins and the name of the cell on which the checker is placed after the battle, a colon is put instead of a dash (sometimes the sign X).

26. When fighting a row of checkers, only the beginning and end of the fight are indicated, omitting the intermediate cells.

Checkers, a sport, a board game between two opponents with special round chips (which are also called checkers) on a board divided into squares-fields, alternately colored in dark and light colors. The goal of the game is to take all the opponent's checkers or create a position in which the remaining checkers on the board will not have the opportunity to move.

There are many (national) varieties of the checkers game, differing from each other in size (the number of cells-fields) and, less often, in the shape of the board, the number of chips used and their initial arrangement, the rules for moving and capturing, etc. The most common games are 64 and 100 cells .

In addition to face-to-face competitions in "classic" drafts, tournaments are held in correspondence game (by correspondence, by e-mail, by phone), in lightning and fast drafts, in drafting and solving drafts compositions.

64-cell checkers

Rules

General provisions. Board, figures. Checkers is played on a square board divided into squares of two contrasting colors, alternating with each other in all directions. The board during the game is positioned so that the square in the left corner closest to the player is black (dark) in color. The opponents have an equal number of chips: one has white (light), the other has black (dark). Before the start of the game, the chips are placed in several rows on opposite horizontal lines of the board on dark fields (this is called the initial arrangement).

Move, capture, simple checkers and queens. White starts the game. Opponents take turns making moves, moving one or another of their pieces diagonally to an unoccupied dark field. In the course of the game, you can beat, or take (i.e., remove from the board) an opponent’s piece that is in the neighborhood, “jumping” to a free field right behind it (there are situations when one of the players can take several opponent’s checkers at once, successively jumping over them).

Having reached the last horizontal on the opposite side of the board, a simple piece turns into a king, which in some variants of the game (for example, in Russian checkers) gives it advantages over ordinary pieces in the nature of movement on the board and capture. (Depending on the presence / absence of such an advantage for queens, some classifications divide all checkers games into two large groups: “long” and “short” checkers, respectively). A player can move an unlimited number of checkers to the kings.

Determination of the winner. The game is won by the one who manages to beat all the opponent's checkers or deprives other people's chips remaining on the board of the opportunity to make a move (“ban” them). If none of the opponents manages to achieve this (there is a draw on the board), a draw is declared. The result of the game can also be determined "early" - if one of the opponents gives up without finishing the game, or both of them agree to a draw. In addition, the athlete is credited with a loss in case of delay in the time allotted for the game, as well as in case of certain technical violations or violations of discipline committed by him during the game (competitions). A draw can also be declared in a situation where, after a certain number of moves, the material balance of forces on the board does not change (the number of moves allowed in this case is determined by the number and quality of the pieces on the board), the same game situation is repeated 3 or more times (with in this case, the next move each time will be for the same side), in the ending "three kings (owning a long diagonal) against one" cannot destroy it for 15 moves, etc.

(At the current level of development of the theory of checkers game, the martial arts of masters often end in a draw. In order to avoid an excessive number of draws, the organizers of competitions sometimes hold them in a format different from the classical one. For example, national and world championships in American drafts checkers are divided into two types: with parties, played according to the usual rules, and with an opening of the established pattern, when the first three moves in the game are determined in advance.)

Timing. Determined by the rules of the competition.

In Russian drafts competitions, the following systems are usually used:

45 minutes per game for each of the opponents (in micromatches with a classic opening);

1 hour per game for each participant (in youth competitions, etc.);

1 hour 10 min. for the first 35 moves plus 15 min. (in competitions with a draw of the first moves).

The usual (or classical) time control in international draughts is 2 hours for the first 50 moves plus 1 hour for every next 25 moves (games usually last no more than 75 moves and take an average of 4–6 hours). Replay games are played with a short time control: 20 min. per part with an addition of 10 sec. for every move. The next stage: control - 10 min. per part plus 5 sec. on the go. If in this case it is not possible to determine the winner, the new regulations provide for a game with a 10-minute control plus 5 seconds. accumulation for the move made, if it ends in a draw - one more game with the time remaining on the clock, etc. - to a "productive" outcome.

In a lightning (blitz) game, each of the opponents is given 3–5 minutes for the entire game, in rapid game competitions, respectively, from 10 to 30 minutes.

Competition regulations. According to the form of conducting checkers competitions are divided into championships, championships, tournaments, matches and match-tournaments. They can be personal, team and personal-command.

There are several competition systems: circular (participants alternately meet each other - in one or more circles), Olympic (or with elimination: after losing the meeting, the athlete (team) is eliminated from the fight), "Swiss" (i.e. with selective by lot: depending on the number of participants, a certain number of rounds is set), Scheveningen (participants of one team / group alternately play with representatives of another team / group) and mixed (different systems are used at different stages of the competition). In South America, competitions (in Brazilian drafts) are held according to a “scoring system” similar to that adopted in Formula I racing: participants receive a certain number of points depending on the results at one stage or another, which are then added up.

Competitors are divided into several age categories: up to 12 years (boys and girls), 12-13 (younger boys / girls), 14-15 (boys), 16-17 (older boys), 18-19 (juniors), not over 23 (youth), 23 and over (adults). There are also competitions for veterans.

Varieties of checkers game.

Russian checkers. The game is played on a 64-cell (8 × 8) board with the same notation as in chess (to record moves or positions, cells are indicated horizontally by Latin letters from “a” to “h”, vertically by numbers from 1 to 8 , the countdown comes from the lower left corner - on the diagram - boards). Players have 12 checkers at their disposal, occupying the first three rows on each side at the beginning of the game.

A simple checker can move to one field - only diagonally forward (left or right), and beat - both forward and backward. The queen moves (and beats) in any direction diagonally to any number of free squares. If the king appeared as a result of a quiet move (that is, without taking someone else's chip), she has the right to beat not earlier than the next move. If it appeared during a strike (a move with a capture), then - if there is such an opportunity - it beats on the same move already as a king. According to the rules of Russian drafts, the queen is obliged to take someone else's checker - regardless of the number of empty cells before it. Must take an adjacent enemy chip and a regular checker. In a situation where several options for taking are possible, the player can choose any of them at his discretion.

A taken checker (checkers) can be removed from the board only at the end of the move, each of them can be jumped over only once. (The situation when the checker (king) is prevented from taking further by the checker already knocked down by it on this move, but not yet removed from the board by the opponent’s checker (or you have to go through it again), is called Turkish blow.)

In addition to competitions in classic Russian checkers, so-called tournaments with a selective lot are also held: with an officially approved list of initial two or three moves. Another option is “flying checkers”, when at the beginning of the game one chip from each side takes up a position on the board that is different from the traditional one. Before the start of the game, the opponents determine the number of the opening or starting position by lot. (Such competitions, like the 80-cell checkers that once existed in the rank of official discipline, are designed to save traditional Russian checkers from the “drawn death” predicted by it: for the reason that in its development the theory of the game has reached a critical limit).

International (100-cell) drafts. The most common of the checkers games. At first it was known as "French checkers". In addition to France, it was cultivated primarily in other French-speaking countries (Belgium, Switzerland, Canada, plus some African states), as well as in the Netherlands and Poland (one of the names of the game accepted abroad is “Polish checkers”), but over time received worldwide recognition - and its current name.

They play international checkers on a 10 × 10 board with digital notation (from left to right and from top to bottom - that is, in the same order as we read the lines in the text - all dark fields are conventionally indicated by ordinal numbers from 1 to 50). In the initial arrangement, 20 pieces occupy four rows on opposite sides of the board.

Moves are made in the same way as in Russian checkers, but there are three fundamental differences in the rules of capture, which - along with a larger number of checkers and the size of the board - make international checkers more complex, richer and more diverse in terms of opportunities for combination play:

The king, which appeared as a result of the blow, has the right to beat as a king only on the next move;

If, upon impact, a simple checker reaches the last horizontal and can hit further as a simple checker, it must do so, but at the end of the move it remains simple;

With several possible options for capturing, the player must choose one of them, as a result of which the largest number of opponent's checkers will be beaten (the majority rule).

Some other game options. There are several dozens of varieties of checkers - both sports and "household", which are played exclusively at leisure. Often these games have “nationally colored” names, but at the same time they can be actively cultivated far beyond the borders of their historical homeland (for example, Spanish checkers are played in the countries of South America and North Africa, hence their other name: Algerian).

In Brazilian and Canadian checkers, the game is played according to the rules of international checkers, but on boards, respectively, 8 × 8 and 12 × 12, and with a different number of checkers (12 in Brazilian and 30 in Canadian).

A number of drafts games are close in essence to Russian or international checkers and differ from them only in some features in the rules of movement and capture. The hugely popular game of checkers in the United States uses the same board as Russian checkers. The initial arrangement of figures is similar. The main difference is that a simple checker can only attack forward, while a king can move and attack only one square (in any direction).

In Czech checkers, a simple checker can also only hit forward, while you need to take the maximum possible number of enemy chips, if there are several options for “beating”, the player chooses any of them, but if a hit is possible with both a simple checker and a king, you need to beat definitely a lady.

An 8x8 board - but rotated 90 degrees (relative to our usual position) - is also used in Italian checkers. A simple checker cannot hit back (and also a king), and a king can only move one square. The player is obliged to beat the maximum number of other people's checkers, and in case of quantitatively equal capture options, he must choose a move that allows him to beat the largest number of kings.

The rules of the pool game, which is extremely common in the USA and a number of other countries, are very similar to Russian checkers, the main difference is that a simple checker, having reached the last horizontal during the battle, does not turn into a king.

There are quite a few checkers games that have more significant differences from “classic” checkers: in terms of the number of pieces used, their initial arrangement, rules of the game, etc. rows on the 2nd and 3rd horizontal ("lady fields" remain free). Checkers move one square forward (vertically) or sideways (horizontally), but not diagonally. In the same directions they take enemy checkers. A simple checker cannot move (hit) back. Kings go in any direction - forward and backward - to any number of fields. Capture is mandatory - the majority rule applies.

In Frisian (or German) drafts, the game is played on a 100-square board according to rules that are in many ways similar to international ones, but taking them is possible not only diagonally, but also vertically and horizontally. You cannot move one king more than three times in a row (unless a shock move is made at the same time, and also with the exception of situations when the player has no other checkers left on the board, except for this king). If the opponents made 25 moves with kings in a row and did not take a single foreign checker, the game ends in a draw.

In the old Russian game of pillar checkers (towers), all the chips remain on the board until the end of the game: the beaten checker is placed under the batter. The towers formed during the game move all over the board, "obeying" the top checker. The tower can go to the kings (only the top checker turns into it). When a tower is captured, the top checker is removed from it: the checker that was previously under it now becomes the main one in this tower.

In northern drafts, unlike traditional Russians, when someone else's king is taken, it is not removed from the board, but replaced with a simple checker. According to the rules of Stavropol checkers, you can also play for the opponent, and in Samoyed checkers you can (and should) beat another checker, regardless of its color, i.e. both his own and someone else's.

In two-move checkers, the opponents make 2 moves in a row (which gives a serious advantage to White), and the diagonal ones differ from the classic Russians in the initial arrangement of pieces: they line up in opposite corners of the board on dark squares in three rows so that in the first (from the corner) row there is 2 checkers, in the second - 4 and in the third - 6.

In Pskov and Novgorod checkers, the game is played on a hexagonal (6-coal) board. At the same time, Novgorod checkers differ from Pskov checkers not only in the initial arrangement of pieces and their number (respectively, 8 checkers on a small board and 15 on a large board for Novgorodians and 13 and 24 in Pskov checkers), but also in the fact that three rivals.

In the game of Neva checkers (it is played on a special board), 4 people simultaneously participate, each of whom has 6 checkers (of different colors).

Some checkers games are fundamentally different from the recognized "sports" ones in the essence and purpose of the game. So, in a giveaway, you need to give up all your checkers (or make sure that the remaining ones on the board are locked). The essence of the game in the corners is to try faster than the opponent to transfer all your chips, lined up in a square in the corner, to the opposite corner, moving the checkers in turn to the nearest empty cells or “jumping” over neighboring chips if there is a free field behind them (taking checkers in this game No).

In the game of go-ban, opponents, having 12 checkers in their hands, put them in turn (one by one) on any field of the board, trying to put 5 of their chips in a row in a straight line (horizontally, vertically or diagonally) - and not let do it to your opponent. Having put all the checkers on the board, they then move them in turn (in any direction, but only to an adjacent square not occupied by another checker), striving all to the same goal. Each successful combination (in the form of 5 checkers in a row) brings the player a point. The first person to score 10 points wins the game.

Belarusian drafts is one of the varieties of the "chess and checkers" game. Each player, in addition to 12 checkers located on black squares and moving like in ordinary checkers, has 12 pawns that move according to chess rules (i.e. forward), but they cannot hit, but only contribute to destruction (locking) other people's checkers and protecting their own.

Some checkers games are named after their creators. For example, Lasker checkers, invented by the world chess champion in the 1910s on the basis of Russian pillar checkers. The game is played on a 7×7 board on white fields (the corner cells on such a board are white). In Wigman's checkers, the opponents have 24 pieces each, arranged in three rows on black and white fields and moving diagonally. In fact, two games are played simultaneously on the board: on black and white fields. In this case, the double move rule applies: a player can move twice with the same checker, or make two moves in a row with different chips.

Is your preschooler already old enough and at the same time quite assiduous for playing board games? Tell him how to play checkers. A new hobby will help develop intellectual abilities, which will contribute to the upcoming good studies.

Checkers - an exciting board game

Everyone knows that sports are not only mobile, but also board games - checkers and their origins are rooted in the distant past. Some historians believe that they were invented by the Greek warrior Palamedes during the ten-year siege of Troy, while others believe in the Egyptian origin of this ancient fun. As a result of excavations, archaeologists found sets of boards with cells or squares and round chips, similar in appearance, in the territory of Kievan Rus, Sweden, Norway and many other countries. This means that checkers has been very popular for a very long time due to its simplicity and at the same time the need to have a rather sharp mind in order to master this, one might say, science. And in our time, this board game captivates everyone - from young to old. It is noteworthy that even small-sized mini-checkers are produced, designed for useful pastime while traveling, while the chips have special legs for strong fastening on the playing field.

Checkers types

Historically, in each country this hobby acquired its own distinctive features over time. How to play checkers, for example, in Armenian or Brazilian? Let's get acquainted with the rules of some countries:

International. The rules are similar to the Russian game, but the playing field consists of one hundred cells (10 by 10). Only the checker that finished the battle on one square can become a queen (which, for example, is impossible with a long set of moves when defeating the enemy).

English. The game is in many ways similar to Russian checkers. The differences are in the prohibition to beat in the opposite direction and the requirement to find queens in only one playing field.

Armenian. Checkers move not diagonally, but in a perpendicular direction, crossing cells of different colors. Just like the English ones, there is a ban on destroying opponent's pieces in a backward move.

Brazilian. The rules are the same as those of international ones, and the playing field is like that of Russians: 8 by 8 cells with 12 chips for each opponent.

Spanish. Brazilian rules apply, but the checkers are placed on white cells with the playing field rotated 90 degrees. You can't hit back.


Basic rules for playing checkers (Russian) for simple pawns

Let's get acquainted with the basic principles that should be followed when moving chips around the field, hitting the enemy and turning into kings. Pay special attention to the distinctive features of the game when the status of a checker changes. The rules of the final stage (after the appearance of queens) acquire other conditions and are described later in the article.

  1. The game board is the same as the chess board and consists of 64 squares alternating in color (8 horizontally, 8 vertically).
  2. Each opponent has 12 checkers, which are initially arranged in three rows on black cells.
  3. The fold on the board is the dividing line of the players' fields.
  4. Moves are made alternately in the diagonal direction only along the dark-colored cells.
  5. In one move, you can simultaneously beat (remove from the board) several enemy checkers, if they are located so that there are free cells between them for moves.
  6. The direction of movement can change (right, left). The reverse move can only be in case of beating the opponent.
  7. All hit pieces are removed from the board only after the end of the move.


Rules for the final stage of the game

  1. Transformation into a queen is possible upon reaching the opposite row (initial for the enemy). Usually the chip is turned over, but sometimes there are specially marked elements of the corresponding color in the game set.
  2. The king has the right to move any number of cells in any diagonal direction.
  3. There should be no refusal to beat the enemy from the king, therefore, thanks to this rule, “crowned persons” often fall into traps.
  4. The winner is the player who takes all the checkers of the opponent or creates a situation in which he cannot make a single move.
  5. A draw is determined after three repetitions of the same moves and the impossibility of making others.
  6. The recording of the game is carried out by determining the location of the cells by drawing on the board near each square numbers along the left vertical line of the board and letters along the bottom horizontal line.


Rule Options

But our people love to deviate from the standards, so in simple everyday life there are often some interesting interpretations of the unified rules for playing Russian checkers. Children are especially imaginative. Surely, many will remember the eccentric “giveaway”, when the goal of the game is not to beat the enemy, but to lose as quickly as possible, substituting your chips for battle. How to play checkers following these "rules"? Options - a lot! Here are some of them:

Stavropol. In the game, a participant can, in turn, make a move not with his own chips, but with the opponent.

Pillar. Checkers are moving across the field, under which there is a padded trophy of the enemy.

Samoyeds. According to the rules, it is required to beat not only the opponent's checkers, but also your own.

How to play

This board game is significantly different from the traditional one, both in terms of rules and content. First, the appearance of the board, which has the shape of a six-pointed star, immediately catches the eye. Secondly, checkers are replaced by chips. At the same time, from two to six players can participate in the game (maximum - according to the number of colors used). What are the rules of the game? Checkers are located on the tops of the star, their number depends on the size of the field and ranges from six to ten. The most "bright" player starts the movement. The order then changes clockwise. The goal is to reach the opposite end of the star. According to the rules, you can move in any direction, while jumping over other people's chips, behind which there is a free cell. Whoever reaches the required goal first wins.

Isn't it simple and easy to understand how to play checkers? Try it! And you will definitely succeed!

Russian checkers- a variant of the game of checkers, which is familiar to almost everyone in Russia. In our country, as well as in almost all countries of the former USSR, this kind of checkers game is the most popular, and rightfully bears the name of the “folk game”.

According to historians, games similar to modern Russian checkers were known to the Eastern Slavs as early as the 4th century, as evidenced by numerous artifacts from archaeological excavations. References to checkers (or “tavleys”, as this game was previously called in Rus') are found in some epics and other written evidence of that time.

Currently, Russian drafts, along with hundred-cell drafts, have an international status: representatives of more than 40 countries take part in major competitions, such as the World and European Championships. The development of the game at the international level is carried out on a large scale and fruitfully by the World Drafts Federation (FMJD).

Current World Champions in Russian Drafts

Andrey Fedotov (Russia)

Elena Korotkaya (Ukraine)

The current champions of Russia in Russian drafts

Denis Shogin (Kazan)

Stepanida Kirillina (Krasnodar Territory)

Rules for playing Russian checkers

You should know that competitions in the sports discipline "Russian Drafts" are held according to two systems: "Russian checkers"(also called "classic") and "checkers-64"(known as "modern").

Russian checkers (classic)

The checkerboard consists of 64 identical squares, alternately light (white) and dark (light brown) fields.

The game is played only on dark fields. The checkerboard is located between the partners in such a way that there is a dark corner field in the lower corner to the left of the player.

In official competitions, a board must be used that meets the following requirements:

  • have a playing surface of at least 35 cm;
  • the surface of the board should be matte;
  • the alternation of light and dark fields should be distinct, their color should not be too pale and should not merge with the color of the checkers.

A series of fields going obliquely from one edge of the board to the other form diagonal.

Diagonals resting with one end against the bottom edge (board) of the board are considered lower diagonals, and resting against the upper edge - upper diagonals.

The largest of the diagonals, consisting of eight black squares and crossing the board from left to right, is called "big road".

Two diagonals (six fields each) lying on both sides of the "big road" and two diagonals (three fields each) connecting the first at the ends form "tee". The large diagonals of the "tee" are respectively called the lower and upper "tee", small - lower and upper "Threesome".

Two diagonals crossing the "high road" and "tee" (seven fields each) is "double". The large diagonals of the "double" are respectively called the lower and upper "double", small - lower and upper "twin".

The two diagonals following the "double" (five fields each) together with the diagonals connecting them at the ends (four fields each) form "jamb". Accordingly, they are called the lower and upper "jamb", lower and upper "joint".

Before the start of the game, opponents are given 12 simple checkers (flat, round in shape): one is white, the other is black. Checkers are placed on the black fields of the first three horizontal rows on each side.

Checkers must meet the following requirements:

  • all checkers must be of the same shape and the same size;
  • their diameter should be less than the field of the board by 5-10 mm;
  • the height of the checker should be equal to 1/4 or 1/5 of its diameter;
  • all white and black checkers must be of the same color, respectively;
  • they should not be shiny, and their color should not merge with the color of the checkerboard fields.

A move in a game is the movement of a checker from one field of the board to another. The first move is always made by the white player. The color of the checkers in each game is determined by the table of order of games or by drawing lots. Partners take turns making one move at a time until the game is over.

Checkers are divided into simple checkers (simple) and queens.

A simple checker moves only diagonally forward to the adjacent field.

In the case when a simple checker reaches one of the fields of the last, eighth (counting from itself) horizontal row, it turns into a queen and receives new rights. King is indicated by double checkers, i.e. placed one on top of the other, or an inverted simple checker.

The king, unlike a simple checker, moves to any of the free (not occupied by other checkers) squares diagonally in any direction (both forward and backward), but can, like a simple checker, only to the fields not occupied by other checkers , and it cannot jump over its checkers.

A move is considered made if the player, after moving the checker from one field to another, releases his hand from it.

If the player who is next to move touches his checker, which can be moved, he must move it. If he touches two or more, he must go with the checker touched first, if a move or a capture is possible. Touching one's checker, which does not have a possible move according to the rules of the game, does not entail any consequences, and the player is free to make any possible move.

If a player, when making a move, moved his checker to another field without releasing his hand from it, then he is obliged to move this checker, but has the right to move it to any other field possible for it.

If a player wants to correct one or more checkers, he must first clearly announce to his opponent: "correcting". Checkers can be corrected only when it is their turn to move.

If a simple checker is on the same diagonal next to an opponent's checker, behind which there is a free square, it must be transferred over this checker to a free square. In this case, the opponent's checker is removed from the board.

If the king is on the same diagonal next to or at a distance from the opponent's checker, behind which there is one or more free squares, it must be transferred through this checker to any free square. In this case, the opponent's checker is removed from the board.

Capturing the opponent's checker is obligatory and is performed both forward and backward. A capture counts as one move played. Taking your checkers is prohibited.

The capture must be clearly marked and carried out in a certain order. It is considered completed after removing the opponent's checker from the board.

If in the process of capturing with a checker it again finds itself on the same diagonal next to another opponent’s checker, behind which there is a free field, it must be transferred through the second, third, etc. checker.

If, in the process of capturing, the queen again finds herself on the same diagonal next to or at a distance from the opponent’s checker, behind which there is one or more free squares, the king must be necessarily transferred through the second, third, etc. checker and occupy any free field on the same diagonal behind the last captured checker.

After the capture is completed (according to the two previous points), the captured opponent's checkers are removed from the board in the order they were captured. This is called a sequential take.

In the process of successive capturing, it is forbidden to transfer checkers over one's own.

In the process of successive capture, it is allowed to pass several times through the same square, but it is forbidden to transfer one's checker over the same opponent's checker more than once.

The capture must be clearly marked, checker by checker, placing the capturing checker on the intermediate and then on the final square. Not marking a take is considered unsportsmanlike and incorrect behavior.

A successive capture is considered completed if the player, at the end of the transfer of the checker, took his hand away from it.

Captured checkers can be removed from the board only after the completion of a consecutive capture and in the same order in which they were captured.

The removal of taken checkers from the board is considered complete when the player has removed the last taken checker.

If it is possible to capture in two or more directions with a king or checker, the choice, regardless of the number or quality of the removed checkers (king or simple), is given to the taker.

If a simple checker, when captured, reaches the last (eighth from itself) horizontal row and if it is given the opportunity to further capture checkers, then it is obliged to continue the fight in the same move, but already as a king.

If a simple checker reaches the last horizontal row without capturing and after that it is given the opportunity to fight, then it should beat (if this opportunity remains) only on the next move as a king.

"Turkish strike" rule

In this diagram, when it is their turn to move, black must capture with the king as follows: a5:e1:g3:e5 (the queen cannot take the white checker d4, because the checker c3, as well as the checkers f2 and f4, are removed from the board only at the end of the move), after which White plays d4:d8.

In the position in the diagram above, White should take the king in his turn as follows: e1:a5:d8:f6:d4. On the d4-square, the king must stop, because it is impossible to jump over the c3 checker a second time, it is also impossible to jump over the c5 checker.

In this diagram, White's last move was c3-d4, in response Black should take a5 with his checker, for example - a5:c3:e1:g3:e5:c3. On the c3-square, the black simple, which has turned into a king, must stop, since it is impossible to jump over the checker b4 or d2 a second time. If Black captures in a different way, i.e. a5:c3:e5:g3:e1:c3, then again the black checker should stop on the c3 square. In response, White plays b2:d4:b6:d8:f6:h8.

Checkerboard notation is a system of symbols for board fields.

Straight rows of fields, consisting of 8 cells (4 black and 4 white) and going from bottom to top, are called verticals.

Straight rows of fields, consisting of 8 cells (4 black and 4 white) and located from left to right, are called horizontal lines.

Eight horizontals of the board are indicated by numbers from 1 to 8, eight verticals - by small Latin letters from "a" to "h" (a, b, c, d, e, f, g, h) or in Russian pronunciation - "a", "be", "tse", "de", "e", "ef", "same", "ash". The letter "a" denotes the leftmost vertical from the side of the white player (the rightmost vertical from the side of the black player). The first rank is the rank closest to the white player.

Each field of the board is designated depending on which vertical and which horizontal it is located on, i.e. each field is identified by a combination of a letter and a number, showing the vertical and horizontal rows at the intersection of which the field is located.

The use of notation makes it possible to record both whole games and individual positions, for example, the arrangement of checkers at the beginning of a game is written as follows: white - a1, a3, b2, c1, c3, d2, e1, e3, f2, g1, g3, h2 ( 12); black - a7, b6, b8, c7, d6, d8, e7, f6, f8, g7, h6, h8 (12).

To record the move, checkers first indicate the field on which the checker stood, then put a dash and write down the field on which it is placed, for example: a3-b4. When recording a capture (battle), a colon is put instead of a dash.

When taking several checkers in one move, the move is recorded as follows: first, the field from which the checker began its move is recorded, then a colon is put and the field on which it stood after the battle is indicated.

If it is necessary to note the direction of the capture, then after recording the field from which the battle began, the designation of the fields on which the direction change was made is sequentially recorded. A colon is placed between the designations of individual fields.

In the position depicted in the diagram above , Three directions of battle are possible and they are written as follows:

1. d2:h6:f8:c5:a7

2. d2:g5:e7:c5:a7

In such positions, it is necessary to make a full entry on the form, as indicated above.

When recording a game, the moves of the sides are written “in a column”. White's moves are recorded in the left column, and Black's moves are recorded in the right column, moreover, White's move together with Black's answer is numbered in the record as one move. For example:

White: Ivanov

Black: Petrov

White resigned.

In addition to the full notation shown above, an abbreviated notation is allowed, with the help of which the same part can be written as follows:

Ivanov - Petrov: 1.ed4 dc5 2.fe3 fg5 3.cb4 gh4 4.b:d6 h:f2 5.e:g3 c:h4. White resigned.

A game is considered to have ended in a draw in the following cases:

If one of the participants offers a draw, and the other accepts this offer.

If in a game played with a control clock, time has expired for both participants and it is impossible to establish who overstayed the time earlier.

If a participant, having at the end of the game three kings against one king of the opponent and at the same time owning the "high road", does not capture the opponent's king on his 15th move (counting from the moment the balance of forces was established).

If at the end of the game a participant has three kings or more checkers (simple checkers and kings) against one opponent's king, his 15th move (counting from the moment the balance of forces was established) will not capture the opponent's king.

If in a position in which both opponents have kings, the balance of forces has not changed (i.e., there has been no capture, and not a single simple checker has become a king) for:

  • in 2 and 3 figure endings - 5 moves
  • in 4 and 5 figure endings - 30 moves
  • in 6 and 7 figure endings - 60 moves

If in a clearly drawn position, a participant who wants to play for a win will not be able to achieve a won position with his 5th move. Clearly drawn positions include queen endgames, in which accuracy is not required in defense bypassing elementary traps (for example, the "loop" does not require accuracy).

If a participant, having at the end of the game three checkers (three kings, two kings and a simple checker, a king and two simple checkers, three simple checkers) against a lone king of the opponent, located on the "high road", with his 5th move will not be able to capture ladies of the opponent.

If within 15 moves the players made moves only with kings, without moving simple checkers and without making captures.

If three (or more) times the same position is repeated (the same arrangement of checkers), and the turn of the move each time will be for the same side.

The procedure for recognizing a draw in case of repetition of the position:

  • if the player makes a move, as a result of which the position is repeated a third time or more, then his partner has the right, before making his next move, to declare to the judge of the competition to terminate the game and recognize it as a draw
  • if one of the players wants to make a move, as a result of which the position will be repeated a third time (or more), then without making this move on the board, he must write it down on the form and tell the judge to stop the game and recognize it as a draw; if the next move is nevertheless made, then the right to demand a draw by this participant is lost and restored again in the event of the next repetition of the same position
  • it is not necessary that the repetition of a position follows one another
  • You can also demand a draw if the position is repeated three times at different moments of the game, i.e. after any number of moves, but with the same move order
  • the correctness of the statement about the recognition of the game as a draw due to the three-fold repetition of the position is checked by the judge of the competition due to the time of the opponent who made this statement; if the check establishes that there was no triple repetition, then the move recorded by the applicant is considered to be made and the game continues
  • if the applicant does not have a game record or it is not clearly recorded, the application is considered by the judge upon presentation of a complete and clear game record
  • if, during the check, the time of the participant who seeks recognition of the draw as a result of the game expires, but it is found that the three-fold repetition of the position takes place, the game is recognized as ending in a draw; if there was no three-fold repetition of the position, then the applicant, whose time has expired during the check, is credited with the defeat

A participant can offer a draw only after he has made a move. Having offered a draw, he starts the opponent's clock. The offer of a draw and the answer to it must be expressed in a short form: "I offer a draw", "agree", "disagree"- and are not subject to any conditions. The opponent can accept the offer without making a return move or reject it verbally or by a return move.

If the offer of a draw is not accepted, the same participant may only offer a draw again after the other participant has exercised his right to do so.

If during the game it is discovered that the checkerboard is not positioned correctly, then the game is annulled and replayed from the beginning.

If before the start of the game it is discovered that the checkers on the board are placed incorrectly or the opponents are provided with checkers of the wrong color, which should be in accordance with the schedule, then this can only be corrected before the start of the game. After both opponents have made at least one move, no corrections are made, the game continues and its result is considered valid.

If the player has committed one of the following violations:

  • made a wrong move with a checker or king
  • made two moves in a row
  • touched one of his checkers and another move was made
  • took it back
  • made a move with the opponent's checker
  • made a move with a checker when a capture is possible
  • removed for no reason the opponent's checkers or own checkers
  • took less or more checkers with a checker than is possible
  • stopped in the exercise of the last take
  • incorrectly removed the checkers during the last capture that was not yet completed
  • removed after the end of a consecutive capture less or more checkers than beaten
  • withdrew after successive capturing of checkers that were not beaten
  • stopped in the process of removing checkers after successive capturing
  • removed after capturing one or more of his own checkers

then only the partner has the right to decide whether to correct this error or not. If the partner made a counter move, then he loses the right to demand correction.

After the end of the party, no claims are accepted and its result is considered valid.

The referee has the right to punish the player who committed the violation.

In competitions in the discipline "Russian checkers" time control can be applied (each participant at least):

  • 45 minutes before the end of the game
  • 30 minutes plus 30 seconds for each move made until the end of the game
  • 40 minutes plus 5 seconds left in the game

In competitions in the discipline "Russian checkers - fast game"

  • 10-20 minutes before the end of the game
  • 8 minutes plus 4 seconds for each move made until the end of the game

In competitions in the discipline "Russian checkers - a lightning game" time control can be applied (each participant no more than):

Example 1

The players got column I and row 16 by lot. At their intersection, the table shows the moves 1.ab4 bc5 2.ba5 cb4, which determined the starting position shown in the diagram:

Example 2

The players got column VI and row 24 by lot. At their intersection, the table shows the movements of checkers a1 to b4 and a7 to a5, which determined the starting position shown in the diagram:

In competitions in the discipline "Russian checkers" according to the "checkers-64" system time control can be applied (at least for each participant):

  • 45 minutes for the first 20 moves and then 15 minutes for the rest of the game
  • 45 minutes plus 30 seconds for each move made until the end of the game

In competitions in the discipline "Russian drafts - fast game" according to the "draughts-64" system

  • 10-20 minutes before the end of the game
  • 8 minutes plus 4 seconds for each move made until the end of the game

In competitions in the discipline "Russian drafts - a lightning game" according to the "draughts-64" system time control can be applied (no more than each participant):

  • 3-5 minutes before the end of the game
  • 3 minutes plus 2 seconds for each move made until the end of the game

Competition regulations or regulations may establish other time controls that do not conflict with these Rules.

You also need to know that competitions in the "draughts-64" system are held according to the system of micromatches:

Meetings of opponents, held according to the system of micromatches, consist of two or more games that are played sequentially one after the other with a change of color and a break between games of 5 minutes. The winner is determined by the sum of points scored in these games, and in case of their equality, the result is considered a draw. In the event of a draw in a micromatch, the regulations and/or regulations of the competition may provide for the continuation of the fights - the appointment of additional micromatches.

Russian drafts is the most popular type of drafts in Russia. The rules of the game in Russian drafts given here correspond to the drafts code of Russia, approved by the Conference of the Russian Drafts Federation on October 5, 2002, as well as to the international rules of the game in Russian drafts. In accordance with them, all official tournaments are held, including various championships.

Board for playing Russian checkers

Before starting to write about the checkerboard, it is worth mentioning that two people play Russian checkers. And now let's proceed to the description of the battlefield on which two opponents will fight. The board for the game consists of 64 identical squares, alternately light and dark fields. The game is played only on dark fields.

An oblique row of dark fields from one edge of the board to the other forms a diagonal. The largest diagonal consists of 8 black fields and crosses the board from left to right, it is called the big road.

The checkerboard is located between the checkers players so that there is a dark corner field to the left of each of the players. In other words, the main road runs from left to right. If there are markings on the board: horizontally there are Latin letters: A, B, C, D, E, F, G, H, and vertically - numbers from 1 to 8, then it is even easier to understand the location of the players behind the board - one sits there , where the letters are located, and the second is opposite and the big road is easy to find, it starts on field A1 and ends on field H8.

Checkers in play

Each of the partners in the game has 12 round flat checkers, one of them is white, the other is black.
Checkers are placed on the black fields of the first three horizontal rows on each side of the player. Whites occupy the fields from the first to the third horizontal, and black from the eighth to the sixth.

In the initial arrangement on the board, all checkers are simple. But a simple checker can become a queen. If during the game the checker reaches one of the fields of the last, eighth (counting from itself) horizontal row, it turns into a king. On the board, kings are indicated by doubled checkers, that is, placed one on top of the other.

Moves in Russian checkers


White makes the first move

The rules of the game in Russian checkers say that the first move in the game is made by the player playing white checkers, in contrast to English checkers, where the game is opened by black. A move is the movement of a checker from one field of the board to another. Partners take turns making one move at a time until the game is over.

A simple checker moves only forward to the adjacent field diagonally and only to the fields not occupied by other checkers.

If a checker is on the same diagonal next to an opponent's checker, behind which there is a free field, it must be transferred through this checker to a free field. And in this case, the opponent's checker is removed from the board - this process is called a capture. If in the process of capturing the checker again finds itself on the same diagonal next to another checker of the opponent, behind which there is a free field, it must be transferred through the second, third, etc. checker.

The rules of the game in Russian checkers clearly regulate what capturing the opponent's checker is mandatory and is done both forward and backward. A capture counts as one move played. Taking your checkers is prohibited.

Compulsory capture of the opponent's checker back

The king, unlike a simple checker, can move in any direction, both forward and backward, and to any of the free squares diagonally. But, like a simple checker, it can stand only on free squares, and it cannot jump over its own checkers.

If the king is on the same diagonal as the opponent's checker, behind which there is one or more free squares, then she must take it, that is, be transferred through this checker to any free square. In this case, the opponent's checker is removed from the board.

In the process of successive capture, it is allowed to pass several times through the same field, but it is forbidden to transfer a checker or king through the same checker (king) of the opponent more than once.

If capture is possible in two or more directions with a king or a checker, the choice of what to take, regardless of the number or quality of the removed checkers (kings or simple), is given to the taker, in contrast to where the player must take to the maximum.

If a simple checker, when captured, reaches the last (eighth from itself) horizontal row, it turns into a king. And if she is given the opportunity to further capture the opponent's checkers, then she must do it in the same move.

If the checker reaches the last horizontal row without capturing, then the move ends.

The purpose of the game in Russian checkers

The main goal in the game is to win. Although there are times when they set themselves the goal of playing a specific game of checkers in a draw, for example, in a checkers tournament in the last round, a draw is enough for a player. Or a checkers player simply does not want to offend his opponent, so he purposefully plays for a draw. But these cases are rather exceptions to the rule. Participation in the game is good, but winning is much better!

Black cannot make a move

So who can be considered the winner of the game? The winner is recognized whoever first reaches a position in which his opponent:

1) recognizing his position as lost, announced that he was surrendering;

2) will not be able to make the next move;

3) does not have any checkers.

The rules of the game in Russian checkers indicate the moments when draws in games:

1) If it is impossible to win any of the opponents;

2) If within 15 moves the players made only moves with kings, without moving simple checkers and without capturing;

3) If a participant in the game of checkers, having at the end of the game three or more kings against one opponent's king, does not take the opponent's king on his 15th move (counted from the moment such a balance of forces was established);

4) If a participant, having at the end of the game:

Only 5 moves to win

- three ladies or

- two kings and a simple checker or

- king and two simple checkers or

- three simple checkers

against the lone queen of the opponent, located on the high road, with his 5th move he will not be able to achieve a won position.

5) If the same position on the board is repeated three or more times (the same arrangement of checkers), and the turn of the move each time will be for the same side.

Now you are familiar with the rules of the game in Russian checkers. But in order not to forget them, be sure to practice: analyze the various options for taking checkers on the board, see what positions are possible for a win or a draw, and of course, play a few games of Russian checkers.

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