PLAYING INSTRUCTIONS FOR LARGE CHECKER GAME
PRELIMINARIES: The board is up set up with 24 Checkers, 2 different colors.
The checker board is arranged so the dark square is on the players lower left side.
The checkers are then placed on each dark square of the first 3 rows facing the player.
ORDER OF PLAY: The first move is made by the player using the darker checkers.
The players then alternate turns in moving the checkers.
OBJECT OF THE GAME: In order to win, you must block your opponents‘ checkers so
they cannot more or you must capture them all. The player making the last move wins.
CHECKER MOVEMENT: At the start of the game, all checkers are equal and may move
or jump diagonally only in a forward direction. When a player reaches the opponents‘
kings row ( the last row on the opposite side) the checker is “ crowned” by placing another
checker on top of it, thus making it a more powerful piece. The crowned checker can move
in any direction diagonally. Once the checker is crowned it must wait until its next turn to
be able to capture any of the opponents checkers.
JUMPING: A player must “jump” an opponent's checker if the square beyond is vacant.
Jumping a checker “ captures” that checker and it is removed from the board.
You may not jump your own checkers.
You may only jump across one checker at a time unless the jump places you in a position for another jump.
If you have a choice of more than one jump, you can determine which jump you want to exercise.
TOUCH AND MOVE: After the start of the game, a player must move the checker they
touch, unless they make it known in advance that they are arranging a checker.
TIME LIMIT:In tournament play, official time is five minute per move.
The player who fails to move in the allocated time forfeits the game.