Orthogonal Checkers allows for a larger, more denser play area along with more potential of movement. Therefore Orthogonal Checkers is a tactically richer game than the more commonly played diagonal form of Checkers. The problem is that in the traditional game of Orthogonal Checkers - 'Turkish Checkers' - the Pawn has a sideways, horizontal movement. So it is missing the aspect of forced progression which is major element of the Checkers family.
'Cherokee Checkers' solves this problem by borrowing an idea from 'Diagonal Checkers.' Pieces are set up in opposite corners. Then the Pawns are restricted to two outward movements, not the three movements of 'Turkish Checkers.'
Object: Capture all your opponent's pieces ('Braves' or 'Chiefs') by jumping over them, or stalemate the opponent so he has no moves.
Braves can only move forward, horizontal or vertical, towards the enemy camp, never backwards in the direction of their own camp. They move either by sliding to an adjacent empty square or by jumping over an enemy piece to a vacant square on the other side. Jumping over a piece captures it. Capturing is mandatory, and you must keep jumping and capturing as long as it is possible, taking the maximum number of pieces.
When a Brave reachest the enemy Village it promotes to a Chief. The Village consists of the spaces along the corner edges marked with the rugs laid out. Chiefs can move any number of spaces, forward, backward or sideways, as long as there are no intervening pieces. When jumping, it need not end in the square immediately behind the taken piece, but may continue any unobstructed distance along the same path. |