SJEKKERS
SJEKKERS
A Checkers-like board game by Fred Horn © 1982
Game-Board &
startsituation
Material
-
Game-Board
-
36 Disks ; 18 Black
and 18 White
Rules
- White
starts, then Turns alternate.
-
In
his Turn a Player can either move or jump with 1 of his Disks (or “Sjek”s).
-
Moving is always forward to one of the two adjacents crossings when
these are empty.
-
Jumping over an own Disk is too
always forward to an empty crossing (direct behind the
own Disk) in the direction of the jump.
- Jumping over an opponents’ Disk to the next empty crossing can be done forward aswell as backwards and is obligatory when possible.
- The
opponents Disk is captured and removed from the Board.
- In a
Turn, multiple jumps are not allowed.
-
When
the Player has more than one option to
capture a Disk, he may choose which one
is for him the most valuable option.
-
When
a Disk reaches the last row of crossings it is promoted, by placing another
Disk of
the same color on top, making it a “Sjek”.
- A “Sjek” can move in any direction in a straight line over empty crossings, to land were it chooses, on an empty crossing.
- It is not allowed to jump over an own Disk, only when the “SJEK” can act like a normal Disk, thus jumping over an adjacent Disk and only forward to an empty crossing direct behind.
-
When
a “Sjek” in his Turn jumps over 1 (and only 1) opponents’ Disk, this Disk is captured and removed from the Board.
- If
such a jump is possible it is obligatory.
-
Player who captures all opponants Disks WINS the game.
-
When neither Player can reach this goal the game is a Draw.
Variant
Rules: Play the game using the ‘normal’ rules for
Checkers.
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