Checkers

Opening Position for International, or Polish, Draughts

Alternate Names

Modern names include Checkers (US), Draughts (UK), Dams (Scotch), Dama (Italian, Spanish, and Portuguese), Dames (France), Damspel (Swedish), and Warcaby (Polish). More antiquated names include Ludus dominarum (Latin, 16th c.), Marro, Marro de Punta (Spanish, Portuguese 1547-1650), Farisia (12th c. Spanish), Fersa (Provence c. 1250), Fierges (France c. 1250), Ferses (England c.1369), although some of the literature references are ambiguous and these names have been contested for referring to Draughts games.

Checkers is the American name of the game known as Draughts in England and Dams in Scotland. The name "Checkers" is an obvious reference to the pattern of the board, a typical but not universal feature of the game family. "Draughts" refers to fact the counters are "draught" (drawn or dragged) across the board. We Americans may have never learnt/learned the word Draught at all. Of Checkers or Draughts, Checkers is the older name for the game by which it was previously called in England. For this reason and the fact that I am a United States American, I will here use Checkers to refer to this specific variant. Checkers and Draughts have been and continue to be used interchangeably for related variations of the game. However, I will here refer to the family of these games as a whole as games of the Draughts family. Thus, the English name for the Swedish game of Damspel I will use would be Swedish Draughts rather than Swedish Checkers, although not all authors will follow this standard and you may see International Checkers or Italian Checkers, for examples, in print. Whenever appropriate or known I try to give the native name for a game.

No. of Players

Typically two, but there are variants for three players.

Equipment

Different variations require an 8x8, 10x10, or 12x12 checkerboard and up to thirty each of black and white stackable counters for play. The variation of Lasca requires the counters to be specially marked on one side to denote their promotion. Eleven of such counters are required per player in Lasca.

History

It is very likely that Draughts was derived from Alquerque in medieval Europe. Further, Alquerque itself may be derived from an African game similar or related to the game of High Jump.

There are two features which truly signify the dawn of Draughts games and their distinction from the earlier Alquerque. They are the use of the checkered board for play, almost assuredly representing a borrowing of the chessboard for the playing of an Alquerque-like game, and the act of counter promotion, which is largely unknown, or at least undocumented, in Alquerque games. Promotion is also used, albeit much less important, in Chess games and thus it may be said that Draughts games reflect a hybridization of Alquerque and Chess. It is not necessarily evident, however, that promotion was a new concept to Draughts as brought about in medieval Europe. Some evidence leads game historians to conclude the Alquerque, Draughts' predecessor, had always offered some form of promotion, if only as a rules variant, possibly even being played with promotion on the Alquerque board carved into the ancient Egyptian Temple of Kuna.

Many games historians have favored Provence in Southern France near 1100 CE, as the origin for the development of Draughts, although some are in favor of England or Spain. In truth, unambiguous references to Draughts games in medieval literature (prior to 1500) are scant. Many of the claims for early references to Draughts/Checkers from this earlier period are often refuted as only citing other games such as Chess, Tables, or Alquerque. The nomenclature for board games, their boards, and their pieces was very fluid at this time and continues to be to this day (i.e. Backgammon's checkers), which can lead to confusion over a game discussed in literature without specifics.

A common, but contested, theory holds that medieval references in English, Spanish and French literature, from 1100 to 1500, to games known as ferses (variously fersa, fierges, fers, or farisia) are describing Draughts games, draughtsmen or draughtsboards. Note that the Queens in the European game of Chess of this time were known as ferses, implying either a connection between the two games or confusion as to the game being described. Chess Queens of this time only moved one square per turn, unlike the "Mad Queen" of modern European Chess, but presumably the same as promoted Draughts counters of this time. Later, as the Queen of Chess became more powerful with longer moves, so too did the promoted Draughts counter. The new rules governing the powers of the Chess Queen and promoted draughtsman are then seen to coincide with a name change for both to dama (dam, dame, etc.).

References to Draughts increase dramatically after 1500 in both number and accuracy of description. This may reflect the increasing amount of literature being written during the European Renaissance, the larger number of books, documents and manuscripts that have been preserved from this period, a sharp increase in the popularity of the game, or some combination of all three of these factors. An increase in popularity of Draughts games at this time may reflect a new compulsory capture rule, forcing players to capture an opponent's counters whenever possible, introduced in France around 1535. There is some evidence that compulsory capture existed prior to this, but probably only as a variation and not to as large of an extent. The new compulsory capture game became known as Le jeu des dames forcé (Forcé or Forçat in shortened form) to distinguish it from the simpler and less strategic Le jeu plaisant de dames without compulsory capture.

Draughts games have since spread nearly all over the world and spawned nearly countless variations. There have been few attempts to standardize the game across national borders and none of which have been successful. I, for one, am glad.

Objective

The objective is to capture all of the opponent’s counters, the first player to achieve this being the winner. A player may also win by blocking any legal move by his opponent. If it is agreed that a draw seems imminent, the player with more counters may declare victory. Draws are frequent in Draughts games between well-matched players.

Play

Different variations of the game have different rules. I will here give the basics of the game that are more or less universal to most variations and give more specifics in the Variations sections. Note that there is continuity amongst all of the games of this family, but an exception can be found in some variation for almost any given defining criterion.

First, note that different sizes of square boards are used. In most, but not all, variations the cells of the board are checkered. In most, but not all, variations there are an even number of cells (eight, ten, or twelve) per row and column.

Different numbers of counters are used for different variations. The names of these counters are particular to each variation in both their promoted and unpromoted forms.

In most, but not all, variations all counters are placed and played upon cells of the same color, here called light or dark. They will remain upon the color they begin upon throughout the duration of the game. Different variations will specify which color the counters are to be played on. Although any Draughts game would be topologically equivalent regardless if played on light or dark cells, a change can be disorienting to an experienced player and the standard rule should always be followed. In addition to counters being played on either color of the board, another topologically equivalent but potentially disorienting change can be made to any game by rotating any board a quarter (90°) turn, thus producing an exactly opposite mirror image of the original. The board's orientation can be easily noted by observing the color of the cell at a player's bottom left side. Here, I will call a square board with an even and equal number of rows and columns and a dark cell at the player's lower left hand corner a standard board and board which has a light cell at this corner will be called a mirrored board. Again, all variations will have a standard for the orientation of the board and this standard should be followed. With two different board orientations and two different colors of cells to play on, an 8x8 draughtsboard with four different opening positions that are used as shown here:

American Checkers or UK Draughts is played on the dark cells of the standard board.

Italian Draughts is played on the dark cells of a mirrored board.

Spanish Draughts is played on the light cells of the standard board.

Draughts played on the white cells of a mirrored board seems to be the rarest of the four possible setups, but is known from France and was used historically in England.

After the initial placement of the counters, the game begins. Different variations specify which color is to move first. At first, alternate turns between players entail a forward move to any diagonally adjacent and vacant cell or a diagonal short jump over an opponent’s counter in a straight line to a vacant cell immediately after the counter being jumped. Almost all variations only allow unpromoted counters to move diagonally forward, but variations differ in the rules regarding direction of capture by unpromoted counters, some allowing them to capture backwards or even orthogonally.

Counters are captured by being jumped over and are then removed from the board. Double or multiple captures in one move are permitted and direction may be changed after each enemy counter has been jumped, provided that all jumps' directions are within the rules of the game. Of course, a counter may not jump over another counter of its same color. An enemy counter may not be jumped more than once. Typically, an opponent's captured counters are removed from the board at the end of the turn rather than as they are being jumped. This may at first seem irrelevant but occasionally a captured counter may serve to block further jumps as it cannot be jumped over again. Also, a player may not land, even temporarily, at a cell occupied by an opposing counter that was captured on that turn. This is typical to nearly all Draughts variations other than Turkish Draughts, where counters are removed as they are captured and thus cannot block further jumps by the capturing counter.

Rules vary regarding the choice of captures that must be made. Some games require a player to take the longest series of captures available and some are even more specific about requiring the capture of promoted counters over the capture of unpromoted captures. Nearly all variations, however, require a series enchained capture to be completed once started. The only exception to this being in some variations where the capturing counter must stop, become promoted, and conclude the turn upon reaching the crownhead (usually the furthest row at the other end of the board from a player).

On any turn that it is possible to take an opponent’s counter, it is compulsory to do so. While this rule persists throughout nearly all modern variations, it is often abandoned for play with children or beginners. I, personally, do not think that my grandmother and I used the compulsory capture rule when I did the majority of my Checkers playing as a child. It should be noted, however, that the abandonment of the compulsory capture rule dramatically changes the depth of strategy for the game. A traditional rule stated that if a player does not make the compulsory capture on their turn by reluctance or failing to notice it, the opponent may then huff (remove) that counter as a bonus before their next move. This huffing rule is increasingly being abandoned, especially for tournament play. Typically, in tournament, a player who has noticed her opponent's failure to make a compulsory capture may either allow the move to stand as legitimate or require that the opponent remake the move correctly.

Variations will specify the degree to which compulsory capture is required. For example, a player, on their turn, may have two different series of jumps available to them both of which take more than one opposing counter. In this example, one series of jumps captures four opposing counters and another allows for three, but the move with less captures leaves the player in a more advantageous position at its end. Some variations will require the player to always make the longer the series of jumps which I will here call the Compulsory Maximum Capture Rule. Unless otherwise stated, an unpromoted counter and a promoted counter will both count as one counter when finding the maximum capture. Other variations will allow the capturing player to choose any capturing move, provided that a capture is made and that an enchained multiple capturing move is completed. I will here call this the Compulsory Free Capture Rule.

A key characteristic of Draughts games is the concept of counter promotion. All counters begin unpromoted as a single counter but become promoted upon reaching the farthest row of the board (the row closest to the opposing player). This row is variously referred to in English as the King Row, Crown Row, Crowning Row or Crownhead. The action may be referred to as crowning, kinging, promoting or doubling.

Different variations of Draughts will have differing nomenclature for promoted and unpromoted forms of counters, but the promoted form is nearly always represented by a stack of two counters. Therefore, a generic name for an unstacked and unpromoted counter may be singleton, while its double promoted form may be called a doubleton.

In an enchained series of jump and capture moves a counter may land on its crownhead. Different variations have different rules regarding promotion when this occurs. The Crownhead Stop Rule says that a counter that has attained the crownhead as part of a series of jumps must stop there and become promoted to doubleton, thus ending the turn. Even if more captures are available to that counter it may not continue capturing until the next turn. Conversely, the Crownhead Continue Rule says that a counter that has attained the crownhead as part of a series of jumps must continue making that series of jumps without promoting. Russian Draughts has an unusual method of combining these two rules which I will discuss under its section in the Draughts Variants.

The primary distinction that is almost dichotomous in its neat distinction between varieties of Draughts games separates them into Short Draughts and Long Draughts. Both varieties are distinguished by the particular movement of their doubleton. All games allow extra moving and capturing powers to a promoted doubleton, but in Short Draughts the promoted counter only attains the ability to move and capture backwards. Short Draughts variations, including American Checkers, only allow unpromoted counters to move and capture forward. Of interest, the promoted doubleton in Short Draughts is not much more powerful than an unpromoted singleton from many versions of Long Draughts.

Long Draughts doubletons, in addition to their normal powers of movement, capture and enchained capture, acquire the ability to move any unimpeded distance along a straight diagonal line (orthogonal in some variations). Long Draughts doubletons also acquire the ability to Long Jump opposing counters. This means that a promoted counter may jump an opposing counter any distance away along a straight line in any direction and they may also land at any unoccupied cell behind the counter being jumped. The only restriction being that they cannot jump the same opposing counter twice and they cannot jump more than one counter per jump, meaning that there must be at least one empty space between two opposing counters in order to jump and capture them along the same line.

Variations

Regional Variations

Checkers is also known as Straight Checkers, Anglo-American Draughts, Draughts or Draught in the UK and Dams in Scotland. It is the version played in the US, British Isles, Australia, New Zealand, South Africa, Denmark, and much of the Caribbean. It is a Short Draughts variation played on the dark cells of a standard 8x8 checkerboard. Each player commences with twelve counters arranged on all available cells of their first three rows. Black has the first move. A singleton, called a man, moves and captures diagonally forward only. The Crownhead Stop Rule applies and upon promotion in the crownhead, men become kings (dams in Scotland). The Compulsory Free Capture Rule also applies.

Dama (Italian Draughts), played in Italy, is a Short Draughts variation played on the dark cells of a mirrored 8x8 checkerboard. Each player commences with twelve counters arranged on all available cells of their first three rows. White has the first move. A singleton, called a pedina, moves and captures diagonally forward only. A pedina may not capture a promoted counter. The Crownhead Stop Rule applies and upon promotion in the crownhead, pedinas become damas. The Compulsory Maximum Capture Rule also applies. If two potential captures are equal, precedence is given to capture by the dama over the capture by the pedina. If two equal series of captures are available for two different damas, a series that captures more opposing damas must be given precedence. If still equal, a move must take precedence where the dama is captured first.

Dama (Spanish Draughts) is the version played in Spain and Portugal. It is a Long Draughts variation. In Spain it is played on the light cells of a standard 8x8 checkerboard. The Portuguese version is played on the dark cells of a mirrored 8x8 checkerboard. Each player commences with twelve counters arranged on all available cells of their first three rows. White has the first move. A singleton, called a peon, moves and captures diagonally forward only. The Crownhead Stop Rule applies and upon promotion in the crownhead, peons become damas. The Compulsory Maximum Capture Rule also applies. If two or more series of otherwise equal multiple jump and capture moves are available, the player must make the move which captures the maximum number of opposing damas.

Čech Dáma (Czech Draughts) is the version played in Territory formerly occupied by the Czechoslovak Republic. It is a Long Draughts variation played on the dark cells of a standard 8x8 checkerboard. Each player commences with twelve counters arranged on all available cells of their first three rows. White has the first move. A singleton moves and captures diagonally forward only. The Crownhead Stop Rule applies and upon promotion in the crownhead, peons become dámas. The Compulsory Free Capture Rule applies, but captures with a dáma take precedence over a captures with a singleton.

Thai Draughts is a Long Draughts variation played on the dark cells of a standard 8x8 checkerboard. Each player commences with only eight counters arranged on all available cells of their first two rows. Black has the first move. Singletons move and capture diagonally forward only. The Crownhead Stop Rule applies. Doubletons have the long move but its capture has restrictions unique to this game. A capturing doubleton may jump an opposing counter from any distance along a diagonal, but is required to land at the cell immediately after the counter it has taken. This capturing doubleton is allowed to make the normal enchained captures, provided that it lands at the next cell after each capture. Diagram? The Compulsory Free Capture Rule applies. A similar game using the same capturing doubleton restrictions is known from southern Germany, but it commences with twelve counters per

player.

Damenspiel (German Draughts) is a Long Draughts variation played on the dark cells of a standard 8x8 checkerboard. Each player commences with twelve counters arranged on all available cells of their first three rows. White has the first move. A singleton, called a stein, moves and captures diagonally forward only. The Crownhead Stop Rule applies and upon promotion in the crownhead, steins become dames. The Compulsory Free Capture Rule also applies.

Damspel (Swedish Draughts) is a Long Draughts version played in Sweden and Norway. It is played on the dark cells of a standard 8x8 checkerboard. Each player commences with twelve counters arranged on all available cells of their first three rows. Black has the first move. A singleton, called a bricka, moves diagonally forward only, but may capture diagonally forwards and backwards. The Crownhead Continue Rule applies. Upon promotion in the crownhead, brickas become dams. The Compulsory Free Capture Rule also applies.

Shashki (Russian Draughts) is a Long Draughts variation played in Russia and countries of the former Soviet Union, also in Israel. It is played on the dark cells of a standard 8x8 checkerboard. Each player commences with twelve counters arranged on all available cells of their first three rows. White has the first move. A singleton, called a shashka, moves diagonally forward only, but may capture diagonally forwards and backwards. A shashka is promoted to a doubleton, called a dam, if it reaches the far edge of the board. It is always promoted upon landing in the crownhead, regardless if it stopped there at the end of its move or if it only temporarily landed there as part of an enchained capturing move. If it reaches that edge as part of a capturing move, it may continue capturing as a newly promoted dam in the same turn. The Compulsory Free Capture Rule also applies.

Pool Checkers, also known as Spanish Pool Checkers, is a Long Draughts variation primarily played in the southeastern United Sates. It is played on the dark cells of a standard 8x8 checkerboard. Each player commences with twelve counters arranged on all available cells of their first three rows. Black has the first move. A singleton moves diagonally forward only, but may capture diagonally forwards and backwards. The Crownhead Continue Rule applies for promotion to doubletons. The Compulsory Free Capture Rule also applies.

International Draughts, also known as Continental Draughts, European Draughts or Polish Draughts (inappropriately) is a Long Draughts variation played in France, Switzerland, the Netherlands, Belgium, Suriname, much of eastern Europe, and many other countries. This variation was invented in France in 1723. It is played on the dark cells of a standard 10x10 checkerboard. Each player commences with twenty counters arranged on all available cells of their first four rows. White has the first move. A singleton, called a pion, moves diagonally forward only, but may capture diagonally forwards and backwards. The Crownhead Continue Rule applies and upon promotion in the crownhead, pions become dames. The Compulsory Maximum Capture Rule also applies.

Brazilian Draughts, and Philippine Draughts (also known as Derecha) seem to be International Draughts applied to the standard 8x8 checkerboard. Each player commences with twelve counters arranged on all available cells of their first three rows. From there, the rules of International Draughts are applied.

Of interest is that the Philippine game is often played on the intersections of a diagonally-lined board that is topologically equivalent to the playable cells of a standard 8x8 checkerboard. Games historians are quick to note that this is likely similar to an intermediate step in the evolution of Alquerque into the Draughts games of today and may be similar to a game, Andarraya, mentioned in Spanish Renaissance literature. It is even possible, but not verified, that the Philippines have retained the board of this game as it was introduced to them by the Spaniards as early as the 16th century.

Frysk damjen (Frisian Draughts), also known as Babylonian Draughts, Fries Dammen, Jeu du Dame Bablionique, Makvaer, Marquern or Molkwerums Dammen, is played in the Northern Netherlands (Frisian Islands), parts of Germany and parts of Denmark. It is a Long Draughts variation played on the dark cells of a standard 10x10 checkerboard. Each player commences with twenty counters arranged on all available cells of their first four rows. White has the first move. A singleton, called a man, moves diagonally forward only, but may capture diagonally forwards, diagonally backwards, and orthogonally. In other words, a singleton may capture in any of eight directions. Orthogonal capture is rare for any Draughts variant. Since light squares are not used, this kind of jump implies to move a man four squares away when making an orthogonal jump. The Crownhead Continue Rule applies and upon promotion in the crownhead, men become wolves. Wolves move and capture any distance in any direction diagonally or orthogonally. The Compulsory Maximum Capture Rule also applies and is very specific for Frisian Draughts. Precedence is given to a wolf's capturing move over a man's (singleton's) capturing move. Capture of a wolf is given precedence over capture of a man, but capture of two men is given precedence over the capture of a single wolf.

Draughtsboard from the Philippines where counters are played at the intersections. Is this a link between Alquerque and Checkers?

Canadian Draughts, also known as Le jeu de dames canadien, Quebec Checkers or Montreal Checkers is almost identical (probably coincidentally) with Draughts played in India and Sri Lanka. It should be noted that, despite this variation's nomenclature of Canadian Draughts, most of Canada plays the same version of Draughts (Checkers) played in the UK and USA and this version described here is mostly endemic to French-speaking Quebec. It is a Long Draughts variation played on the dark cells of a standard 12x12 checkerboard. India and Sri Lanka, however, play on a mirrored 12x12 checkerboard. This being the only notable difference between the Canadian and Indian/Sri Lankan versions. Each player commences with thirty counters arranged on all available cells of their first five rows. White has the first move. A singleton, called a man, moves diagonally forwards only, but may capture diagonally forwards and backwards. The Crownhead Continue Rule and upon promotion in the crownhead, men become kings. The Compulsory Maximum Capture Rule also applies.

Dama (Graeco-Turkish Draughts), also known as Orthogonal Draughts, is played in Greece, Turkey, Israel, Lebanon, Syria, Jordan and other areas of the Middle East. It is a unique Long Draughts variation played on an 8x8 uncheckered board. All sixty-four cells of the board are square and uniform. Each player commences with sixteen counters arranged on all of the cells of their second and third rows. A singleton, called a pioni, moves and captures orthogonally forward or sideways. The Crownhead Stop Rule applies and upon promotion in the crownhead, a pioni becomes a dama. Damas move any amount of squares orthogonally and capture via an orthogonal Long Jump in any direction (forwards, backwards and sideways). Another unique feature to this game is that counters are removed as they are captured (rather than at the end of the capturing move). This means that a enemy counter that is captured as part of an enchained capture may not serve to block the capturing counter from landing on its cell of occupation during the move that captures it. There are no diagonal moves or diagonal captures in this game. The Compulsory Maximum Capture Rule applies.

Armenian Draughts is very similar to Graeco-Turkish Draughts except that it also allows diagonal movement, but not diagonal capture. Unpromoted singletons move directly forward, sideways, or diagonally forward for a total of five possible movements. Promoted counters have the long move and long jump, as in Turkish Checkers, but also may move diagonally any number of cells forward or backward. This means that a promoted counter has moves like those of the Queen in Orthochess. Although diagonal movement is allowed, counters, whether promoted or unpromoted, may not capture diagonally.

Gothic Draughts is reportedly one of the oldest forms of Draughts described. It is an unusual form of Short Draughts from Germany. It is played on all the cells of a mirrored 8x8 checkerboard. Each player commences with sixteen counters arranged on all the cells, both dark and light, of their first two rows. Unpromoted singletons move diagonally forward one row at time but capture diagonally forward and orthogonally forward or sideways. That is, they may capture, by short jump, in any of the five non-retreating directions. Upon promotion to doubletons, counters may move forwards or backwards diagonally one row at time, but may capture via the Short Jump in any horizontal, vertical, or diagonal line. Presumably, the Crownhead Stop Rule applies. Note that any counter will never change the color of the cells that it can be played on and thus each player has two disjoint groups of counters, commencing with eight for the dark cells and eight for the light. Some descriptions of this game apply the Compulsory Maximum Capture Rule but this may only be a rule brought into the reconstruction. Capture may not have even been compulsory in the original of this game.

Ossetian Draughts is played on the intersections of a non-checkered 6x6 square grid. Ossetia is a region of the Caucasus Mountains that lies in both Russia and Georgia. Each player commences with twenty-one counters arranged on all the intersections of their first three rows. This version has no promotion and capture is not compulsory. Counters move orthogonally or diagonally forward to the next row (three possible movements). Counters that end up at the last row may no longer move but can still capture. Capture is by the Short Jump in any orthogonal or diagonal direction. Captures may be enchained and direction may be changed after each jump. Ossetian Draughts may be a hybrid or intermediate form between Draughts or Alquerque and Dablot Prejjesne and similar games of Lappland. Larger versions of this game are known to be played on a 7x7 square grid or the 6x6 square grid with diagonals added and commencing with more counters.

Le jeu de dames canadien

Two different Ossetian Draughts Boards and Opening Positions

Other Variations

Opening position for Lasca

Lasca is a Draughts derivation invented by former world Chess champion Emanuel Lasker in Germany about 1911. It is played on a 7x7 checkerboard with a majority of dark cells. Each player commences with eleven counters called soldiers. Counters in this game are required to be specially marked on one side so that they may be reversed to denote their promotion. It is also important that counters are able to be stacked several counters high. Playing on the dark cells, each player commences with their eleven counters on all available cells of their first three rows. Movement is practically identical with Checkers (English Draughts): soldiers move and capture diagonally forward, one row at a time. Only opposing counters may be jumped or captured. The Crownhead Stop Rule applies and upon reaching the crownhead, any of the four cells in a player's lat row, counters are reversed to show the special mark on their other side and denote promotion. Promoted men become officers, which are as Kings in Checkers and may move and capture backwards by the Short Jump. Capturing is compulsory, multiple enchained captures in one turn are permitted and the Compulsory Free Capture Rule also applies. The primary difference between Lasca and Checkers is that counters are not removed from the board when captured in Lasca. Rather, all counters stay in play throughout the game. A counter that makes a capture keeps the captured counter underneath it to from a stack. Stacks increase in size as further captures are made, newly captured opposing counters being placed at the bottom of the stack each time. Any stack is controlled by the counter at its top, known as the commander. A stack that reaches its commander's crownhead is promoted as normal, with the top counter being reversed to denote its promotion and the captured counters underneath it retained there. Any stack has the move and jump capabilities of its commander. If a stack is itself jumped, only the top counter is removed to go under the capturing counter or stack. If it is an officer, its rank is not lost as a result of capturing and if released at a later point in the game it will still be an officer. If a capturing counter jumps a stack with an opposing counter at top and a friendly counter underneath it, it has, in effect, freed that captured man to create another friendly piece. If the stack jumped had one or more opposing counters under it in the stack, then only the top man is captured and the jumped stack becomes weaker. It is not permitted to jump over an opposing stack more than once per turn. The game is won when the opponent cannot make a legal move or when all of his men are captured. Draws are impossible is Lasca.

Bashnya, also known as Bashne or Bashni (Towers), is an old Russian game from which Lasca was almost assuredly derived. It differs from Lasca only in that it is played on an 8x8 checkerboard with each player commencing with twelve counters.

Emergo Board

Emergo, invented by Christiaan Freeling, mostly follows the rules of Lasca but is played on a six-sided hexagonal grid composed of thirty-seven hexagons. Each of two players commences with twelve counters off of the board. Traditionally, one player has red counters and the other yellow. Yellow has the first move. On a player's turn they take one of three actions: entering, moving, or capturing. Capturing is compulsory and takes precedence over other actions and entering takes precedence over moving. An entering move may not be made to the central cell and may not entered en prise (in a position to be taken). Once entered, all counters move in any direction to any adjacent vacant cell. Captures are made by the Short Jump over an opposing counter to a vacant position in a straight line. Captured counters are not removed from the board but placed underneath the capturing counter which then becomes the commander of the stack, as in Lasca. If a stack is jumped, only the top counter of the stack is captured, also as in Lasca. Captures may be enchained and the Compulsory Maximum Capture Rule applies. A counter jumping over a stack of opposing counters may not immediately turn 180° and jump back over the stack (repeatedly doing so would thereby reduce even the largest stack to none and capture all opposing counters in it). It is, however, permissible to jump over the same stack more than once in the same turn, provided that the capturing counter has jumped other counters or stacks as part of an enchained series of jumps and then comes back into position to jump the first stack again. A player wins when they control all stacks on the board.

Dameo, also invented by Christiaan Freeling in 2000, is a Long Draughts variation played on all the cells of the standard 8x8 checkerboard. Each player commences with eighteen counters arranged as shown below in the cells of their first three rows. White has the first move. A singleton, called a man, moves diagonally or orthogonally forward only (in one of three directions) to a vacant cell. A unique feature of Dameo is that it allows linear movement of an unbroken line of men, of any number, one step orthogonally or diagonally forward if the cell ahead is vacant. Men are promoted to kings upon reaching the crownhead. Linear movement does not apply to kings. Capture by all counters, men and kings, is orthogonal only. Men capture by the short leap in any of four orthogonal directions (forwards, sideways, or backwards). Kings may move any unimpeded distance diagonally or orthogonally (in any of eight directions) as the normal Long Draughts promoted doubleton (or Queen in Orthochess), but may only capture via the Long jump in an orthogonal manner (in any of four directions), landing at any unoccupied cell behind the counter being jumped. The Compulsory Maximum Capture Rule and the Crownhead Continue Rule both apply.Croda, invented in 1995 by Ljuban Dedić of Croatia, Associate Professor of Mathematics at the University of Split and the 1989 International Checkers champion of the former Yugoslavia. It is based on Turkish Draughts and is itself the basis for Dameo. The rules are the same as in Dameo only that there is no linear movement of men; the game commences with each player having twenty-four men arranged in all of the cells of their first three row; and kings are not allowed diagonal movements (even tough men are).

Hexdame or HexDame is another Draughts variant invented by Christiaan Freeling in 1979. It is a Long Draughts variation played on a 5x5x5 hexagonal board (an Abalone board may be used here). Each side commences with sixteen counters arranged on their side of the board as shown below. White has the first move. A singleton, called a man, moves forwards in any one of three directions but may capture by the short leap in any direction (in any of six directions on a hexagonal board). The nine hexagonal cells along the opponent's side of the board are all crownhead positions. Upon promotion a man becomes a King. Kings may move any unimpeded distance in any of six directions as the normal Long Draughts promoted doubleton (as applied to a hexagonal board) and capture via the Long jump (also in any of six directions), landing at any unoccupied cell behind the counter being jumped. The Compulsory Maximum Capture Rule and the Crownhead Continue Rule both apply.

Diagonal Checkers or Triangular Checkers is played exactly as Checkers (English Draughts) with a different board opening position. The board is turned 45° to obtain one of the two following opening positions:

Opening position for Dameo

Opening position for Hexdame

Two different Diagonal Checkers opening positions

Either opening position may be used. The "CH" denotes the cells that are crownhead positions for the player who commences opposite them. Note that the smaller variation only utilizes three crownhead cells per player. Play is, for the most part, exactly as in Checkers (English Draughts). Unpromoted counters move and capture in one of three directions: forward or to either side. Promoted counters, kings, may also move and capture backwards by the Short Jump.

Double-Cross is an English Draughts variant invented by games historian David Parlett. It is simple and intuitive hybrid of Short Draughts and Long Draughts. All of the rules of Checkers (English Draughts) apply except that a further degree of promotion is given to a King that has reached its home row (the opponent's crownhead). A man's first promotion to King makes it a doubleton and allows it to move and capture by the Short Jump forwards and backwards. Upon reaching this second crownhead, the doubleton promotes to a tripleton and then has the move and capture powers of the Long King.

Losing Checkers, also known as Giveaway Checkers, Suicide Checkers, Anti-Checkers or Misere Checkers, plays identically to Checkers only with the objective changed to lose all of your men first.

Draughts for Three Opening Position

Draughts for Three has had several attempts at invention, mostly unsucessful. A notable one was patented by an Englishman, John Hyde, in the United States in 1888. It is a Short Draughts version modeled after American Checkers/British Draughts played on a board unique to this game. Each player commences with ten counters of a distinctive color on the ten dark triangles closest to them on the board. Counters are only played on the dark triangles of the board throughout the game. Players move in turns rotating around the board. As is common for board games published at this time in history, the rules are somewhat ambiguous in a few regards. The rules state that unpromoted men must always move and capture towards one of their opponent's camps but are not clear if this allows for sideways movement. It is certain that movement can be made to the two triangular cells that touch the man's current cell at the vertices so that movement is forwards and toward the opposite edge of the board from which the counter started. Sideways movement, however, may also be argued to be towards either of the opponent's home camps and one can only guess at the inventor's intent regarding this kind of movement. For an attempt at clarity here, I will reconstruct the game to say that unpromoted men may only move and capture forwards in one of two directions that are both towards the farthest edge of the board. Sideways movement and capture is not allowed. Men are promoted at any of the seven cells at the farthest side of the board from their home camp except for the two corner cells. (Note that this means that man landing at a corner cell will be stuck there for the remainder of the game, unable to promote, move or be captured. This may be considered a problem to not allowing sideways movement and an additional rule may need to be added stating that such a man is to be considered dead or captured and removed from the board.) It can be presumed that the Crownhead Stop Rule applies as the game is largely based on Checkers, although, again, the original rules do not clarify. Promoted men become Kings and may now move and capture by the short leap in any of six directions. A unique rule to this game states that once a man is promoted to King, it cannot be moved along the outer crownhead row of the board until it has been moved in at least one space towards the center of the board and away from the outer row. After that it may move back to outer row, but each time a king moves to the outer row, it must be brought back to an inside row again. Capture is compulsory and this game was published at a time when huffing was utilized as a penalty for not making captures. Compulsory Free Capture Rule applies. After all of one player's counters have been eliminated the two remaining players vie it out for victory or until both agree to a draw, which is probably common in this game.

There are variations of Checkers from many different places in the world and many different times and this list is by no means comprehensive.

Sources

  1. The Checkers Family. http://www.di.fc.ul.pt/~jpn/gv/checkers.htm

  2. Bell, R.C. Board and Table Games from Many Civilizations. Revised Edition. Oxford University Press, 1969. 0-486-23855-5

  3. Provenzo, Asterie Baker and Eugene F. Provenzo, Jr. Play It Again, Historic Board Games You Can Make and Play. Prentice-Hall, Inc., 1981. ISBN 0-13-683367-5

  4. Pentagames. Compiled by Pentagram. 1990. Fireside, Simon & Schuster Inc. ISBN 0-671-72529-7.