CHECKERS AND ITS HISTORY By: The Chess Champ
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This article deals with new checkers and explains old checkers...
My new checkers deals with 6x6 and 7x7 boards. All the rules are the same
but you dont have to take the piece if forced. The piece in the back
moves two pawns ahead, instead of one. Pieces are locted on two files. There are
12 pieces for 6x6 checkers. Very interesting styles. My intentions were 6x7
checkers, but that board does not seem congruent.
Also called Draughts, board game, one of the world's oldest
games. Checkers is played by two persons who oppose each
other across a board of 64 light and dark squares, the same
as a chessboard. The 24 playing pieces are disk-shaped and
of contrasting colours (whatever their colours, they are
identified as black and white). At the start of the game,
each contestant has 12 pieces arranged on the board. While
the actual playing is always done on the dark squares, the
board is often shown in reverse for clarity. The notation
used in describing the game is based on numbering the
squares on the board. The black pieces always occupy
squares 1 to 12, and the white pieces invariably rest on
squares 21 to 32. IN WCA CHECKERS IT'S SIMILAR AND THE NUMBERINGS
ARE 1 - 36 PLAYED ONLY ON BLACK SQUARES. IN WCA CHECKERS IT'S MORE
OF A FREE STYLE. CAPTURES ARE NOT FORCED OR MANDATORY.
Drafts play consists of advancing a piece diagonally forward to an
adjoining vacan't square. Black moves first. If an opponent's
piece is in such an adjoining vacan't square, with a vacan't
space beyond, it must be captured and removed by jumping
over it to the empty square. If this square presents the
same situation, successive jumps forward in a straight or
zigzag direction must be completed in the same play. When
there is more than one way to jump, the player has his
choice. When a piece first enters the king row, the
opponent's back row, it must be crowned by the opponent,
who places another piece of the same colour on it. The
piece, now called a king, has the added privilege of moving
and jumping backward. A win is scored when an opponent's
pieces are all captured or blocked so that they cannot move.
When neither side can force a victory and the trend of play
becomes repetitious, a draw game is declared.
Games similar to checkers were played in the days of the
early Egyptian pharaohs (c. 1600 BC) and were mentioned in
the works of the Greek writers Homer and Plato. In about
the 12th century AD, an early form of the game was adapted
to the 64-square chessboard, and, by the 16th century, the
rule compelling capture was added, producing a game
essentially the same as modern checkers.
At first, all expert play was unrestricted, or
go-as-you-please, with the opening moves left entirely to
the discretion of the individual. Lengthy series of drawn
games between overcautious experts in tournament play,
however, led to the introduction of methods of forcing more
varied and daring styles of play. In the two-move
restriction, the first move of each side is chosen by lot from
47 playable combinations. The three-move, or American,
restriction is an extension of the two-move to black's
second move, with about 155 prescribed openings. ( Used to be 144 )
Eleven-man ballot is a less popular method, in which one
piece is removed by lot from each side before the start of a
game. The original game of go-as-you-please has remained
the most popular method of informal play. There are a
number of variations on the game.
The two move openings have 47 possible moves, well 49, but those
two are not played because they loose immediately.
IN WCA CHECKERS, BLACK ALSO PLAYS FIRST, INSTEAD OF WHITE
AND ONLY THE TWO MOVE RULE COUNTS GAYP AND 3 MOVE RESTRICTION
RULES ARE STUPID AND ILLEGAL.
THAT'S THE RIGHT WAY TO PLAY CHECKERS !!!!!!!
OUR BOARD IS SQUARES AND IT HAS 12 PIECES, 6 FOR EACH PLAYER.
RULES ARE PRETTY MUCH SAME AS IN CLASSICAL CHECKERS, BUT PIECES
ARE NOT FORCED TO CAPTURE, CAN IGNORE AND PLAY ANYTHING ELSE.
THE BOARD IS MARKED HORIZONTALLY FROM "A" TO "E" AND VERTICALLY FROM "0" TO "5."
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Solving Checkers
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In game theory, perfect play is the behavior or strategy of a player
which leads to the best possible outcome for that player.
For example: we can say that the game of tic tac toe ends in a tie with
perfect play by both sides, because the game is simple enough to analyze
completely. Games like nim also admit of a rigorous analysis using
combinatorial game theory. Perfect play is meaningful only in scenarios
with perfect information and no chance, since otherwise it is impossible
to determine with certainty what the outcome of a given strategy will be.
In practice, the optimal strategy might be impossible to determine even
when there is perfect information, since there might be too many
possibilities for a human or even a computer to exhaustively analyze.
For example: this is the case in the opening stages of a game of chess
but not necessarily in the (often much simpler) endgame positions,
thousands of which have indeed had perfect play calculated,
with the results being included in computer chess programs.
In recent years some games previously thought to be too complex to
analyze exhaustively have been "solved" using computers and clever binary algorithms.
Ultra-weak: In the weakest sense, solving a game means proving
whether the first player will win, lose, or draw from the initial position,
given perfect play on both sides.
Weak: More typically, solving a game means providing an algorithm which
secures a win for one player, or a draw for either, against any possible moves
by the opponent, from the initial position only.
Strong: The strongest sense of solution requires an algorithm which can
produce perfect play from any position, i.e. even if mistakes have already been
made on one or both sides. For a game with a finite number of positions,
this is always possible with a powerful enough computer, by checking all the
positions. However, there is the question of finding an efficient algorithm,
or an algorithm that works on computers currently available.
http://games.cs.ualberta.ca/~chinook/Solving/
http://www.chessbase.com/newsdetail.asp?newsid=2001
More Goodies:
True Chess Champs: STEINITZ WAS NOT THE FIRST ONE !!!
http://www.geocities.com/chesschampby2k/Champs.txt
Play your 0-0-0-0 CASTLE !!! ---> Since 1999 and forever the right way to play chess.
geocities.com/chesschampby2k/sixbysix 6x6 Checkers Photo sample
/WcaCheckers
The WCA 6x6 Checkers has GAYP & first 2 moves mandatory Rule:
* Might not be played, peace lost outright, first column
*
8-13 11-18 8-15 11-16 10-15 9-14 10-17 9-16 12-17 7-14
8-13 25-20 8-15 25-20 10-15 25-20
8-13 27-20 8-15 27-20 10-15 27-20
8-13 27-22 8-15 27-22 10-15 27-22 Last Columns, Same as previous
8-13 29-22 8-15 29-22 10-15 29-22
8-13 29-24 8-15 29-24 10-15 29-24
Total 30 first moves.