Object: Capture all your opponent's men ("Checkers") by jumping over them, or stalemate the opponent so he/she has no moves. Checkers move diagonally forward to an adjacent empty square. Checkers capture diagonally forward OR BACKWARD by jumping over an enemy piece to a vacant square on the other side. Capturing is mandatory. A checker may keep jumping and capturing as long as it is possible. When your Checker reaches the other end of the board, it becomes a King. If that happens with a jump, then the piece may continue jumping. A King can slide any number of empty squares along a diagonal. It captures by sliding a number of empty squares, jumping over a single enemy piece and then landing on any empty square behind it. If there are several empty squares behind the captured piece and landing on some would mean that the player can have another capture, then he is forced to jump to one of those squares which allow another capture. In variant 1 (original game) captured pieces stay on the board until the last partial move. The same piece cannot be jumped twice. In variant 2 (Karl's variant) captured pieces are taken off the board 'on the fly'. In variant 3 you must lose all pieces to win. In variant 4 you play on a 10x8 board. Rules according to Vladimir A. Bezobyuk and according to http://ourworld.compuserve.com/homepages/Arthur_H_Olsen/Russian.htm. More freeware as well as real puzzles and games at my home page http://karl.kiwi.gen.nz. |