Checkers basics. How to play Russian checkers rules for beginner children

Rules of Russian checkers

In a very brief summary, the rules of the game are as follows: the game is on the board has 8 x 8 cells, checkers occupy the first three rows on each side; You can hit an arbitrary number of checkers in any direction; the simple can hit back, the queen can move to any number of squares; The goal of the game is to eat or trap all of the opponent's checkers.

Let us now consider these rules in more detail:

Playing field. Starting position

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

Each side has 12 checkers at the beginning of the game. The checkers are placed on the three horizontal lines closest to the players. In particular, white checkers are located on squares a1, c1, e1, g1, b2, d2, f2, h2, a3, c3, e3 and g3, and black checkers, respectively, on squares h8, f8, d8, b8, g7, e7 , c7, a7, h6, f6, d6 and b6.

The two central rows of fields remain free.

Here, on these fields, the rapprochement and first contact of opposing forces takes place; here, from the very first moves, the struggle for possession of the center unfolds, which gives a significant advantage in checkers. The starting position arrangement is shown in the diagram on the left.

Opponents take turns moving checkers of their color along playing fields. Whites start first. Situations that arise on the board are called positions, or positions.

The game played from beginning to end is called a game, and the movements of the checkers are called moves.

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

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

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

Quiet move - moving one field forward diagonally. A quiet move is possible if the corresponding square is free and there is no need to capture the opponent’s checker anywhere on the board. For example, the correct move from the initial position would be to move a checker from square c3, for example to d4 (in the game notation this is denoted as c3-d4), or to b4 (c3-b4).

Impact move (fighting an opponent's checker) - moving two squares forward or backward diagonally, through the opponent's checker. During its move, a checker must capture (capture) the opponent’s checker if it is on an adjacent (diagonally) field and if the next field behind it is free.

The taking checker stands on this free field, jumping over the enemy checker, which is removed from the board. Taking can be done not only forward, but also backward.

If, after capturing one checker, it turns out to be possible to capture another opponent’s checker, the capture continues, that is, in one step (in one move), the checker must capture as many of the opponent’s checkers as there are in its path. Captures in Russian checkers are mandatory.

If it is possible to capture in different directions, the choice, regardless of the quantity or quality of the checkers removed, is given to the capturing player. When capturing several enemy checkers, you can remove them from the board only after completing your strike move. When capturing, it is prohibited to jump over the same opponent's checker (king) more than once over the same checker (but it is allowed to step on an empty square several times). == Ladies ==

If a simple checker reaches the last rank, it becomes a king. Queens, unlike ordinary checkers, are able to move an arbitrary number of squares along a selected diagonal, both forward and backward.

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

If, during a capture, there are also opponent’s checkers on any of the intersecting diagonals, behind which there are free squares, then the queen is obliged to continue capturing these checkers, no matter how many of them are on her way.

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

If an ordinary checker reaches the last horizontal line as a result of a battle with an enemy checker (where it is supposed to turn into a king), and if it is given the opportunity to further capture enemy checkers, then it is obliged to continue the battle with the same move, but as a king. Please note: this rule only applies if the checker reaches the last horizontal line as a result of a striking move. If a simple checker reaches the last row without being captured and is then given the opportunity to fight, then it must hit (if such an opportunity remains) only on the next move.


For many years, checkers has been known as a very exciting and simple game. Despite the apparent straightforwardness, it requires certain knowledge and skills, because there are many strategies and styles of play.

When learning strategy, you first need to understand the designations of checkers themselves and learn how to create a plan for your game. Many checkers players draw their knowledge from literature, magazines, or by observing the results of tournaments and matches. Beginners in checkers often think that experts have some secret mathematical rules that solve all situations that arise on the checkered board. This idea is false because the number of possible positions is virtually unlimited and no one would ever learn checkers this way.

How to win at checkers - first move

In almost all modern checkers, the rules for starting the game are the same: the dark color starts moving first. A coin or a line usually helps determine the color of the checkers. When moving the first checker forward, you need to learn to accurately and quickly analyze the situation, visualizing changes in the position several moves ahead. We must not forget that the opponent will also try to make better moves. Know that if you have one more checker in your arsenal at the beginning of the game, you can safely count on victory, the main thing is to finish the game without mistakes.

How to win at checkers - make your opponent work for you

Making your opponent move checkers in your favor is one of the secrets to victory. To use forcing tactics you need to know something about formations, traps, shots and late game risks. When planning your game, use the principle of forcing, hoping for mistakes from your opponent.


How to win at checkers - set traps

Quite often, at the beginning of the game, beginners practice traps - this is one of the guarantees of victory in the board game. Such tactics can disrupt the enemy's plans, but understanding his goals is not an easy task.


How to win at checkers - develop game tactics

In some ways, the game of checkers is similar to war. Each player can be called the commander of twelve people on a battlefield of thirty-two squares. War leaders maneuver forces with military precision, attacking, sacrificing, seeking to outwit the enemy or overwhelm them with superiority. Remember that an army does not advance into battle haphazardly.


How to win at checkers - rush for kings

The first player to reach the opposite side of the enemy has a king in his arsenal, and it is quite a formidable weapon. Her long-range capabilities and ability to move diagonally on the board can destroy an entire group of opponent's checkers.



How to win at checkers - strive for an advantage of checkers

Force your opponent to give you his checkers or knock them down yourself. To do this, you can use a technique when two of the opponent’s checkers are not protected, and yours stands between them (entering the “lyubki”) or identifying a weak checker and attacking the opponent.


How to win at checkers - central control

Analyze in advance the dangerous zones that you need to avoid so that your opponent does not push you into them. Remember that control of the center is control of the entire board. The checker standing at its side is much weaker than the central one. In addition to speed, central areas have a wider reach: they can be used to overcome or support any flank. If the inner squares are so desirable in the game, then the lateral ones in many cases become unsafe. Your checker will not be squeezed into a corner if you place its colleagues nearby.


How to win at checkers - play thoughtfully

Always try to play slowly and thoughtfully, considering every possible move. By moving your moves in a hurry, you will quickly finish the game, but the result may be on the opponent's side. Better to play alone good game than a hundred careless ones. Always expect that your opponent can make a better move.


How to win at checkers - play with professionals

Practice the game with professionals. You don't have to travel far to find a specialist. Local experts could be students who understand the game and can provide tough competition, or students from a checkers club.

Remember that checkers helps develop the character traits needed for a successful life: caution, concentration, self-control, poise, precision, patience and even methodical judgment.

Checkers, in a way, is a game of tricks, deceptive simplicity and the need to create a full-fledged attack strategy, so literally every move is important, especially the first! Why is this so important? Everything is extremely simple, with a smart approach first move in checkers may well become a guarantee of a winning game.

How to make the first move in checkers?

In how many moves can you completely “break” your opponent? Without a doubt, no one will deliberately lose, but purely theoretically, it is possible to “drive the enemy into a corner” after the second move, which clearly proves the need for a successful start. Let's look at a few examples.

Example one:

  • Move 1 - cd4\hg5
  • Move 2 - bc3 - ?

It is enough to look externally at this position of the checkers to understand that Black is automatically setting himself up for a trap and there is a huge probability of making a move to "de5".

This is called the “blood” method and a pressing problem for beginners, since in the next few moves White will easily remove at least 1 black checker from the board.

Example two:

  • Move 1 - ef4\dc5
  • Move 2 - fe3\cd4

After this, the player playing for black has a huge chance to remove 2 enemy checkers at once in just one 3rd move.
Move 3 - ce5\fh4But,

to understand the importance of how to plan first move in checkers, it is important to pay attention to the fact that even after this, White has a huge chance to create a tough trap for Black and achieve victory.

For example:

  • Move 4 - ce5\fd4
  • Move 5 - fg5\hf4
  • Move 6 - gc3 \ ?

As a result, it was a successful or correctly planned first move in checkers that gave White a “beautiful” victory in just 6 moves!

Other mistakes newbies make from the first move

In addition, many players tend to fall into other enemy traps, among which there is a thirst for a quick victory and kings. It is always important to take into account that, by design, the first move in checkers is practically the key move in the entire game, because it is the front checkers that prevent others from moving. In addition, such an idea limits the number of options for the development of events to a minimum, and more specifically, the number of moves that professional player can even easily remember. That is why it is important to remember that the first move in checkers is the creation of not only successful attack tactics, but also personal defense.

20 variants of moving combinations in checkers

As was said, there is only a certain number of moves, which you can easily direct the enemy to from the very first movements. As soon as he finds himself in the scenario you planned, victory is more a matter of personal forethought and memory, because the second player will not have many options for countering. There are 20 such combinations in total, which are the first move in checkers from any side (both white and black).

Consider a 13-move multi-move trap that, one way or another, will lead a smart player to victory.

Move 1 – g3-f4\f6-e5

By design, it does not “visually” foreshadow the setting of any trap, but this, without a doubt, is not the case.

Move 2 – h2-g3 \ g7-f6

As you can see, both players are quite careful in luring their opponent, which already complicates the process of creating a trap during the next few turns.

  • Move 3 – сЗ-b4 \ e5-d4
  • Move 4 - e3:c5\b6:d4

Already at this point it is noticeable that the parties are implementing their well-thought-out tactics, but for now they are playing completely on an equal footing.

  • Move 5 - b4-a5 \ f6-g5
  • Move 6 - d2-e3 \ d6-c5

Whatever one may say, White is actively playing towards his loss, which the enemy simply cannot help but use.

Move 7 - c1-d2 \ g5- h4

Now Black behaved extremely carelessly, but given the created arrangement of checkers, they did not have much choice.

Move 8 - d2-nW \ e7-d6!

Now we can make out what just happened. It is worth noting that this tactic itself had a real place in the professional game of E. Lysenko against Y. Arendt and, in its own way, is an ideal example of how important the first move is in checkers. Having made just one extremely careless move, White has already committed a deliberate defeat and all further moves will be solely to create the final meeting point. In his own way, J. Arendt made a terrible mistake with such a move, characteristic even of professionals.

  • Move 9 – c3:e5 \ h6:g5
  • Move 10 - f4:h6 \ d6:d2
  • Move 11 - e1:c3 \ c5-b4
  • Move 12 – a3:c5 \ c7-b6
  • And the final 13th move is a5-c7 \ b8:d2X

Completion and summary

Based on all this, we can say with confidence that the first move in checkers, like the game itself, is much more difficult than it seems at first glance. Therefore, no matter what the enemy does, it is extremely important to soberly assess all his capabilities and if you approach gameplay wisely - it will be possible to achieve the complete defeat of the enemy in a minimum number of moves. The main thing to remember is that you definitely shouldn’t rush into making rash moves, but you definitely need to think through your tactics correctly!

Well, finally, remember that it is definitely impossible to achieve complete knowledge of all the tricks of checkers in a day, but you can learn, which is what you should do for the sake of your own perfection.

There are plenty of activities and games available to keep children, especially schoolchildren, occupied during their free time.

Board games are popular, among them the game of Russian checkers. Before you start playing it correctly, you need to learn its basic rules.

Children and adults with different abilities are allowed to play it. age category, an important stage is studying and understanding the essence of the game. It will be more beneficial for children to start training as early as 5 years of age.

The board game helps children:

  • Train your memory.
  • Develop mental abilities and skills.
  • Develop logic and thinking.
  • Strengthen math skills.
  • Develops perseverance.

Important to note! It is allowed to play checkers (the rules are the same in many games) as early as preschool age to develop the skills needed in school.

It is the most educational game among many others.

To play you will need the following supplies:

  1. A game board consisting of 64 squares, half black and white.
  2. There are only 24 game pieces. Each player gets 12 pieces.
  3. The new game involves 2 players.
  4. The main goal of entertainment is to win.

A win is counted if the players do not have any chips left. Or the player himself admits the loss. There may be a draw if both players cannot win.

Let's briefly consider the basic rules of playing checkers for beginner children:

  1. The game board is placed between two participants in the correct position so that the dark field is on the left.
  2. Which chips you get is determined by lot.
  3. They need to be placed on the corresponding colors, in total there are 3 horizontal rows.
  4. The right to move first is given to children with white chips.
  5. Moves must be made diagonally to an empty square.
  6. The game contains simple pawns and kings. Regular ones are able to hit and walk through 1 square of their color. It is worth remembering how the queen moves. She walks and hits diagonally, on a different number of cells.
  7. Those who reach the last top square are recognized as queens; they are turned over and recognized as queens.
  8. Simple pawns can fight back and forth, after which they are removed from the board.

Important to note! Many people doubt whether it is necessary to hit the opponent's checker. Absolutely, this phenomenon serves as a prerequisite.

The opponent deliberately substitutes his chip in order to quickly get to the very top and get the king.

For beginners, there are basic conditions:

  • Moves must be made in alternating periods.
  • The move is considered completed after the participant removes his hands from the field.
  • The participant must walk after touching the chip.
  • It is not allowed to move objects on the playing field.

Rules for playing corners with checkers for beginners

Checkers can be played in various games, in giveaways, in Russian checkers, Japanese, and also corners. They are considered the oldest board game.

It involves 2 opposing players. The goal of the game is to move your checkers to your opponent's place.

Every game has basic conditions. Let's look at the basic rules of playing corners with checkers:

  1. A board is placed between two people in the correct position. The participant chooses the color of the checkers.
  2. The player must place a house of checkers. One person posts at the top of the board on the right, and the second participant at the bottom left.
  3. The house is built in the form of a rectangle, 4 pieces are placed in length, 3 pieces in height.
  4. Using horizontal and vertical movements of checkers, the opponent must arrange moves for himself in order to quickly move all the components to the opponent’s place.
  5. You are allowed to jump over one, two or three checkers. You can stop the moves yourself at any time.
  1. One of the participants was the first to move all the checkers to the opposite place of the opponent.
  2. The opponent has made more than 40 moves, and there are tiles on his main field that have not been withdrawn.
  3. After 40 moves, the participant returned the chip to its main place.

Many beginners do not know what corners can and cannot be done in the game. You cannot make asymmetrical moves.

You can jump vertically and horizontally. You are allowed to walk once, but make several jumps on empty cells.

Important to remember! To quickly learn how to play corner games for children, you need to practice regularly and also learn the basic rules and purpose of the game.

Rules for playing Chapaev checkers

Available board game“Chapaev” checkers, which appeared and was the most common in ancient times. This entertainment got its name in honor of a war hero in the Soviet Union.

Used for fun chessboard and a set of checkers, which consists of 12 white and 12 black pieces.

The game first appeared in Egypt. It was only in the 19th century that similar tournaments were held in Russia.

Let's consider step by step the rules of the Chapaev game:

  1. Each side must place checkers in horizontal rows, 8 pieces in each row.
  2. The opponent must click his finger on the chips to knock out everything from the opponent.
  3. The end of the game will be considered when all the opponent's pieces are knocked out.
  4. The opponent begins the move after one participant loses his piece or is unable to knock out someone else’s.
  5. The player who was the first to knock out all the chips from the opponent moves one row higher in the second round.

Can be used for Soviet fun various types checkers. They are:

  • Classic.
  • International.
  • American.
  • Italian.
  • Canadian.
  • Brazilian.

All types are similar to each other.

To compare their specific characteristics, a table will help us:

To achieve the desired success in any interesting entertainment, special attention to the basic rules of the game is required. Knowledge and skill come only after much training, thinking and developing tactics.

Useful video

The board on which the game is played consists of 32 dark and 32 light squares - they are called FIELDS, and the printed image of the board is called a DIAGRAM. Here she is.

Diagram 84

Look: what field is in the lower left corner? It's DARK! The board is placed between the players in exactly this way - ITS LOWER CORNER FIELD ON THE LEFT SHOULD BE DARK.
During the game, checkers move, but only on dark fields. And to write down (and then read) what move was made or how the checkers are placed on the board, NOTATION - a system for designating fields - helps.

Diagram 85

Here in the diagram you can see that the fields form rows. Rows going from bottom to top (they are marked with solid lines) are called VERTICAL, or VERTICALS, and rows going from left to right (marked with dotted lines) are called HORIZONTAL, or HORIZONTALS.
Vertical rows are designated by the letters of the Latin alphabet - a, b, c, d, e, f, g, h (a, be, tse, de, e, ef, zhe, ash).
Horizontal rows are designated by numbers - 1, 2, 3, 4, 5, 6, 7, 8.
On each dark field, a vertical row intersects with a horizontal one. The field where row “b” intersects with row “2” is designated b2 (be two); the field where the rows “d” and “6” intersect is designated d6 (de six). The rest of the fields are also designated this way - you will see this in diagram 86.

Diagram 86

And one more thing about the board.
Horizontal rows 1 and 8 are called Queen's Rows, and their dark fields (a1, c1, e1, g1, b8, d8, f8, h8) are called Queen's Fields. The vertical rows a and h are called BOARDS, and their dark fields (a3, a5, a7, h2, h4, h6) are called BOARDS.
Dark fields, touching corners, seem to form chains - these are DIAGONALS. They have names.

Diagram 87

The diagonal marked with a bold line (it goes from a 1 to h8) is the BIG ROAD, or BOLSHHAK.
Double lines indicate doubles. There are two of them: the one closest to you (a7 - g1) is the bottom one, and the second one (b8-h2) is the top one.
Two diagonals marked with triple strokes (a3 -f8 and c1-h6) are TEETS. There are also two of them - lower and upper.
Finally, the diagonals, indicated by a wavy line (e1 - h4, h4 - d8, d8-a5, a5-e1), form the JOINT.
Now tell me:
1. What color should the corner field near the player's left hand be?
2. What is checkers notation?
3. What are the verticals designated by? What - horizontal?
4. Name the fields of the high road, then the fields of doubles, then the tees.
5. As you already know, there are 32 dark squares on the board. Now count how many fields the high road consists of, how many are both doubles, how many are both tees, how many are jambs. Add these four numbers and you get more than 32. Think: why?
Check the answers yourself by reading the previous text.

ABOUT CHECKERS

The battle is waged by two OPPONENTS. Before it starts, everyone has an army of twelve checkers under his command. One has white checkers, the other has black ones.

Diagram 88

This is how the checkers are placed before the start of the game - white on a1, a3, b2, c1, c3, d2, etc., black on a7, b6, b8, c7, d6, d8, etc. Then the opponents begin combat - take turns moving their checkers, WALKING. White first, then black, white again, etc. Who plays white is determined by lot.
Checkers can be SIMPLE and KINGS, but in the beginning everything is simple. And when a simple one lands on a king square in the opponent’s camp, it turns into a king, which is indicated by two checkers placed on top of each other.
The goal of the game is to destroy (beat and remove from the board) all the opponent's checkers or deprive him of the opportunity to make a move. But more about this a little later.

HOW CHECKS GO

Checkers move diagonally. Such movement from one field to another is called a MOVE. There are two types of moves: SILENT (without taking enemy checkers) and SHOCK (when enemy checkers are hit and removed from the board).
You can record a move like this - indicate the field on which the checker stood and the field to which it moved. When recording a silent move, a dash is placed between the designated fields.

HOW DO YOU DO A QUIET MOVE?

A simple one with a quiet move moves diagonally and ONLY FORWARD - to the adjacent free field. Look -

Diagram 89

White here can make any of the moves shown by the arrows. A simple d2 can go to s3 (which is written d2-s3) or to еЗ (d2 - еЗ); a simple e7 can go either to d8 (e7 - d8) or to f8 (e7 - f8), turning into a king in both cases; simple g1 has only the move g1-f2.
Black could play b2-a1 here, turning the simple into a king, or he could also go g5-f4 or g5-h4.
The queen is more mobile than simple. When moving quietly, it can move diagonally BOTH FORWARD AND BACKWARD, crossing any number of free fields.

Diagram 90

The white queen b2 can go to a3 (b2 - a3), or to c1 (b2 - c1), or to any of the high road squares. The white queen e3 can go to d4, to c5, to f2, to g1, as well as to any square of the bottom tee. (Of all these moves, the best one for White is e3-c5, and you will understand why when you read about shock moves.) The black queen could go to h4, to f2, to e1, as well as to any square of the top double.

HOW DO YOU MAKE A SHOCK MOVE?

A simple player, making a shock move, jumps over the opponent’s checker standing nearby (if there is a free field behind it) - HIT IT, after which the beaten checker is removed from the board. You can hit not only forward, BUT ALSO BACKWARDS, and several checkers at once. Look -

Diagram 91

White moves with the king d4 - s3, the black simple must now beat the king d2:b4 (in the entry for a move with a capture, a colon is placed instead of a dash). And then the white simple strikes like this - a3:c5:e7:g5, after which the checkers captured by it are removed from the board. This shock move is written down in short: a3: g5.
Here is another case of capturing with a simple checker.

Diagram 92

White goes g3 - f4, and Black must capture this checker. But how? You can e5: g3, or you can e3: g5. THE CHOICE IS GRANTED TO THE BATTER. Of course, here the player playing black will beat e5: g3 (tell me why?). But suppose he made a mistake and took e3:g5. Now the choice between h4: d8 and h4: d4 is up to White. Of course, they would take h4:d8, and their simple would turn into a queen.
Now about how the queen hits. Making a shock move, she jumps over the opponent's checker that is in her path and is placed behind it on any free field, after which the beaten checker is removed from the board. The queen can also hit both forward and backward, and can also hit several checkers in one move.

Diagram 93

Here, out of three white queens, only one can beat. Queen a3 cannot be hit, since he would have to jump over his own checker (b4). The king b8 cannot hit either, since it is impossible to jump over two adjacent checkers. White hits like this: f8:c5:f2:h4:f6:a1, which is written shorter - f 8:a 1. After the move, all captured checkers (d6, e3, g3, g5, e5) are removed from the board. By making this shock move, the white king had the right to stop not on a1, but on b2 (or c3, or d4), but this, of course, was disadvantageous for her: then the black king h8 would have beaten her with a return move.

Diagram 94

White here goes 1. f2 - e3. The black queen beats 1... h6:d2. How can the white queen hit now? Look - 2. e1:c3:f6:h8; 2. e1:сЗ:f6: d8:a5; 2. e1:b4:f8:h6; 2. e1:a5:c7:f4 (g3 or h2); 2. e1: a5: d8: f6: h8; 2. e1: a5: d8: f6: d4 (n3, b2 or a1). Of the six options, White has the right to choose any one. As you can see, in one move they will capture and remove almost all of the opponent’s checkers from the board.
Why did black allow the white queen to show such agility? Why did they use their king h6 to beat the checker they had specially placed with 1. f2 - e3? Because there is a rule -
MUST HIT!!!
Thus, if your opponent's checkers come under attack, YOU MUST KICK THEM, whether it benefits you or not. And you cannot stop striking without hitting all the checkers that can be taken with this striking move. Of course, your opponent must do the same: when he has your checkers under attack, he must hit them.
Now one more rule.
When a simple one lands on a queen square with a quiet move, it turns into a king, but can hit like a king only after the opponent’s counter move; when a simple one hits the queen square with a shock move, it turns into a king and immediately hits further as a queen (if, of course, it has something to hit). Diagrams 95 and 96 show how this happens.

Diagram 95 Diagram 96

If White moves 1. e7 - d8 (diagram 95), then his simple will turn into a king, but does not immediately hit the b6 checker, but waits for a response move. Black responds with 1...d2-e1 (now this is a king) and wins: 2. d8: a5 c5-b4 3. a5: c3 e1: a5.
And in diagram 96 after 1. g3 - f4 e3: g5 white simple h4 hits d8 with a shock move and therefore, having turned into a king, immediately hits further - 2. h4: d8: a5: e1, that is, 2. h4: e1 with White winning.
Finally, you must remember three more conditions associated with the capture.
1. WHEN HITTING, YOU CAN REMOVE THE CHECKS FROM THE BOARD ONLY AT THE END OF THE MOVE.

Diagram 97

This condition requires White to hit here like this - e1: a5: c7: e5, and stop! A simple d4 cannot be captured: there is no free field behind it - there is a checker s3 there, which, although captured, can only be removed from the board after the end of the move. Therefore, White, having completed the blow 1. e1:e5, places the king on e5 and removes the checkers c3, b6, d6. Black responds by taking the king-1...d4:f6.
Such a blow, in which a checker already beaten but not removed from the board stops the king, is called a TURKISH KICK.
2. WHEN HITTING, YOU CANNOT JUMP THE TAKING CHECKER OVER THE SAME OPPONENT CHECKER TWICE.

Diagram 98

How is White supposed to hit here? So - b2: f 6...(and do not remove the d4 checker from the board yet - the blow is not over yet)... f6: d8: b6. But no further!
After all, checker f 2 cannot be hit, because you would have to jump over checker d4 a second time. The queen stops on b6, and Black takes it-a5:c7.
This was also a Turkish blow: the queen was stopped by the d4 checker that she had already captured.
3. WHEN STROKING, YOU ARE ALLOWED TO CROSS THE SAME FREE FIELD REPEATEDLY.

Diagram 99

White here can (and is obliged!) to beat like this - 1. a3: d6: g3: e1: a5: c7. The queen here crossed the b4 square twice, but this is allowed since it is free. After the king's attack, Black will take it 1...d8:b6.

MORE ABOUT RECORDING MOVES

If you need to write down a game, the moves are written in columns: on the left - white, on the right - black. This means that WHITE'S MOVE AND BLACK'S RESPONSE WILL BE UNDER THE SAME ORDINARY NUMBER. Like this:
Petya Andreev Sasha Lyadov
1. сЗ-d4 d6-с5
2. b2 - s3 e7-d6
3. a1- b2 d6- e5
4. g3-h4 c5-b4
5. a3:c5 e5-f4
6. e3:e7 f8:b4
7. сЗ:а5 h6-g5
8. h4:f6 g7:a1
Black has moved to kings and should win.
You can also record a game using the following line:
Petya Andreev - Sasha Lyadov: 1. c3-d4 d6-c5 2. b2-c3 e7-d6 3. a1- b2 d6- e5 4. g3-h4 c5-b4 5. a3: c5 e5-f4 6. e3: e7 f 8: b4 7. c3: a5 h6-g5 8. h4: f6 g7: a1, etc.
Sometimes an abbreviated notation is used: they do not indicate the number of the row from which the checker came, and do not write dashes and colons:
Petya Andreev - Sasha Lyadov: 1. cd4 dc5 2. bсЗ ed6 3. ab2 de5 4. gh4 cb4 5. ас5 ef4 6. ee7 fb4 7. са5 hg5 8. hf6 ga1, etc.
How to record the position of checkers on the board? Look, here is a record of the position on diagram 94.
White: D.e1, np.c1, f 2; Black: D.h6, ex.b6, e5, e7, g7.
"D" stands for queens, "pr." - simple. If there are no kings in the position, then when recording, you don’t have to put “ex.”
IN THE BOOKS, THE DIAGRAMS ARE ALWAYS POSITIONED SO THAT THE WHITE CAMP IS LOCATED AT THE BOTTOM.
IF A POSITION IS PRINTED AND IT IS NOT SPECIFIED WHOSE MOVE IS, IT MEANS WHITE'S MOVE.
You also need to know the following designations:
X - and they win.
! - great move.
!! - a wonderful move.
? - a weak or losing move.
? ? - a gross mistake.

WHAT IS CONSIDERED A VICTORY?

THE WINNER OF THE GAME IS THE ONE WHO TAKES ALL OF THE OPPONENT'S CHECKS OR DETERMINES THEIR MOVE. IF NEITHER PLAYING WHITE NOR PLAYING BLACK IS ABLE TO DO THIS, THE GAME IS RECOGNIZED AS A Draw.

Diagram 100

Here White wins by taking all black checkers: 1. g3-f4 e5:g3 2. h2:g1X.

Diagram 101

Here was Black's move. They could have gone 1...h2-g1 (and then moved the king up and down the bottom double) and then they would have won. Black made a tempting (take a checker!), but bad move - 1...h2 - e5?, and the game ended like this: 2. b2 - s3! e5:a1 (if 2...e5:b2, then 3. a3-b4 a5:c3 4. c1:a3, and Black himself must give up his last checker) 3. a3 - b4! a5: сЗ 4. c1 -b2 сЗ-d2 (there is no other move) 5. e1: сЗ - white victory: they deprived the opponent of the opportunity to make a move - they locked his king.
Well, you’ve learned almost all the rules of checkers. Now you can conduct battles with your friends on the checkers board. In these battles, we advise you to adhere to the following two mandatory rules of conduct during the game.
TOUCHED - GO!
This means that a player who touches his checker (when it is his turn to move) is obliged to make a move with it (if, of course, this is possible).
TOOK YOUR HAND - THE MOVE IS MADE!
And this means that a player who has moved his checker and has already taken his hand away from it does not have the right, upon realizing, to move this checker to another field.
Therefore, if you need to move the checkers so that they stand more accurately, then before touching them, you should warn the enemy with the word “CORRECT”.

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