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8

As per the the Official FMJD Rules for International Draughts, if the opponent notices that you have not captured as many pieces as possible, they may decide whether the move stands or if it must be taken back and made again. 5.4. If a player has committed one of the following irregularities, his opponent has the right to decide whether that irregularity ...


5

There are many variants of checkers/draughts, and for most of them (including the Checkers variant played predominantly in the English-speaking world), promotion is both mandatory and ending the move. Quote from the American Checkers Federation's official rulebook: 1.16 When a man reaches the farthest row forward (known as the “king-row” or ...


5

I am not a lawyer, and have experience only in Ontario, but under Ontario law wagering on games of skill is not gambling. In a well-known case from the 1960's or early 1970's, in which the St. Clair Bridge Studio was defending itself against charges of running a gambling house, barrister and bridge player Eric Murray in his winning defence argued that bridge ...


4

Checkers is defintely not just tactics! While checkers is not in the same strategic league as chess, there are clear strategic concepts. For example, controlling the long diagonal is somewhat similar to the idea of controlling the centre in chess. Another example is playing to open one side, for the purposes of crowning pieces. This is analogous to the idea ...


3

3 kings vs 1 king is usually not enough for force a win, because (as you discovered), you can't catch a king that can safely stay on the main diagonal. The rules say that 1 king vs 1 king (where neither king is immediately lost) is an immediate draw; 2 kings (or a king and a piece) vs 1 king is a draw if no captures occur within five moves, three kings (or ...


3

All capturing moves are compulsory (with the exception of your choice of which capturing sequence to take). It is a special case that causes a pieces movement to end when it is promoted. In your case, the piece was already promoted before re-entering the king-row as part of a capturing sequence. Its movement does not end and you must continue to make the ...


3

No, on an 8x8 board and the regular American checkers rules, you can capture at most 9 out of the 12 pieces: The white king can capture here the sequence (in chess notation) h8 x f6 x h4 x f2 x d4 x b6 x d8 x f6 x d4 x b2 Note that the white king passes the squares f6 and d4 multiple times, which is allowed (what is not allowed, is jumping the same ...


2

If your opponent is remarkably cooperative, you could, theoretically, get 12 kings on the board for your color. Your opponent needs to open paths for you to get their back row in such a manner that you either do not get captured or can capture him on the way in. I've had as many 8 in a game a couple times playing against a very not good opponent.


2

The answer by @RemcoGerlich is essentially correct. Some extra info below. For further reference see the Dutch book Drie tegen een is gemeen, that contains a mathematical proof that 3 vs. 1 kings is a draw (which predates the age of perfect knowledge endgame databases by almost a decade!). The answer depends crucially on both the board geometry and the king ...


2

As Wikipedia already details, there are many different draughts variants, but there are two common rules and one exotic rule according to which kings can capture. Long-ranged kings. This is the most common rule, which applies to e.g. the International/Brazilian/Canadian, Russian, Spanish and Czech draughts variants and to Pool checkers in the USA. A king ...


2

Yes, a king can do that, but he has to land in between two pieces. If the diagonal had been b - - w w - - -, he wouldn't have been able to capture the pieces. And yes, a king can change direction, but again, he has to land on the field where he changes direction. A player must capture as many pieces as possible. There are many variants of draughts, as ...


2

There are many variants of checkers/draughts, and for all of them (including the Checkers variant played predominantly in the English-speaking world), not only is jumping compulsory, it is also compulsory to keep jumping until all the jumps are completed. Quote from the American Checkers Federation's official rulebook: 1.19 If a jump creates an ...


2

This depends on the exact variant of checkers you're talking about. In the primary version played in the US, the forced capture rule says that you must make captures if possible, but lets the player arbitrarily choose between capturing moves (emphasis mine): 1.20 All capturing moves are compulsory, whether offered actively or passively. If there are two ...


1

It depends on the checkers/draughts variant that you are playing: For American checkers / Britisch draughts (which are two names for the same game) and Italian checkers, kings are short-ranged and cannot jump over empty squares. For all other variants (International/Russian/Spanish/Czech/Frisian/Thai draughts and Pool checkers), kings are long-ranged and ...


1

The variant of checkers described here is most likely Pool Checkers, or is at least closely related. A quick Google search showed several online play sites along with general strategy write-ups. There is even an iPad app with VS Computer play. Having never played the variant myself, I cannot give any specific advice on gameplay improvements.


1

When a checker reaches the furthest row on the opposite side of the board, its turn ends, because it can make no further FORWARD move. It cannot "skip" or make any other move. Beginning with the NEXT move, it can move backward. In order to do so, it must be "kinged," which it cannot refuse such, at the end of the preceding turn.



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