What happens if you cannot move in checkers




















If the situation is possible, is it common? What about professional setting? Improve this question. Sorashi Sorashi 1 1 gold badge 1 1 silver badge 4 4 bronze badges. Add a comment. Active Oldest Votes.

According to this set of the rules : A player wins the game when the opponent cannot make a move. So you win if your opponent can't move. I have had this situation several times with draughts which is similar to checkers.

Improve this answer. Toon Krijthe Toon Krijthe There's a section in the rules that states if a capture can be made, it MUST be made. Alternate moves that do not result in a capture cannot be performed. In order to make it into the state described above, one, or both, of the players would have to violate this rule, so I don't think it's actually possible to get into this particular state.

I can see a case where one player only has 2 pieces left and gets blocked in to a corner, but not with all pieces still available on the board. Yes, a kinged-piece can certainly jump another kinged-piece. This means that even a NON-kinged-piece can jump a kinged-piece.

The only advantage to kinging a piece is that it is able to move both Forward and Backward. The King can only jump diagonally over one adjacent piece at a time, in any of the four diagonal directions. Multiple jumps apply to kings as well. Checkers have the additional restriction that they cannot move backwards. No piece can move into a square already occupied. The game can also be won by putting the opponent in a situation in which he can make no legal moves. Neither is harder.

They are both-difficult-elegant games. There are more possible positions in Chess than in Checkers. By the international rules, capturing backwards is allowed and mandatory if it results in the largest capture group.

It can only move a distance of one space. A King can also jump backward and forward. It must jump when possible, and it must take all jumps that are available to it.

In each jump, the King can only jump over one opposing piece at a time, and it must land in the space just beyond the captured piece. A multiple jump is recorded as just two numbers, unless that pair of numbers is ambiguous, then the intervening squares are shown , for example. When there are two or more ways to "jump", five minutes shall be allowed for the move. When there is only one way to "jump", time shall be called at the end of one minute; and if the move is not completed at the end of another minute the game shall be adjudged as lost through improper delay.

At the beginning of a game each player shall be entitled to arrange his own or his opponent's pieces properly on the squares.

After the game has opened a move has been made , if either player should touch or arrange any piece, without giving intimation, he shall be cautioned for the first offense, and shall forfeit the game for any subsequent offense of this kind. If the person whose turn it is to play touches one of his own playable pieces, he must either play it or forfeit the game. If any part of a playable piece be played over an angle of the square on which it is stationed, the play must be completed in that direction.

Inadvertently removing, touching or disturbing from its position a piece that is not playable, while in the act of "jumping" or making an intended move does not constitute a move, and the piece or pieces shall be placed back in position and the game is continued. The "Huff" or "Blow" is hereby abolished.

All "jumps" must be completed, and all "jumped" pieces must be removed from the board. His opponent had the options of 1 forcing him to take back his non-jump and forcing him to jump, 2 letting the non-jump move stand, or 3 removing, from the board, one of the pieces which could have jumped.

This third option, was the "huff. The rules have gone from this severe penalty, to the current no penalty. When a single piece reaches the crown-head of the board by reason of a move, or as the completion of a "jump", it becomes a king; and that completes the move, or "jump".

The piece then must be crowned by the opponent by placing a piece on top of it. If the opponent neglects to do so and makes a play, then any such play shall be put back until the piece that should have been crowned is crowned.

The crowning of it, is part of your opponent's move. A King, once crowned, can move in any direction as the limits of the board permit. A King can "jump" in any direction one or more pieces, as the limits of the board permit. When a piece is not available for crowning, one must be furnished by the Referee.

The phrase "as the limits of the board permit" merely means that you can't jump off the board. As I said in my comments concerning rule 2, a king can only jump diagonally over one adjacent piece at a time, in any of the four diagonal directions. Of course, multiple jumps are possible.

A Draw is declared when neither player can force a win. When one side appears stronger than the other and the player with what appears to be the weaker side requests the Referee for a Count on moves, then, if the Referee so decides, the stronger party is required to complete the win or show to the satisfaction of the Referee at least an "increased" instead of the old wording "decided" advantage over his opponent within forty of his own moves, these to be counted from the point at which notice was given by the Referee; failing in which he must relinquish the game as a draw.

He must determine if a player has increased his advantage. There is no "triple-repetition" rule. So, a player may repeat the position, twenty times or a hundred times, if the Referee has not been called in. Normally, the players are reasonable enough to agree to a draw, in such a case. There seems to be a loop-hole, in this rule. Technically, a player who does not have any advantage, can refuse to agree to a draw.

The player with the stronger position cannot request a move count, at least not according to this law. So, we could have a repetitious game, that lasts forever. Reasonable people would agree to the draw, or apply the move draw rule, anyway. After an opening is balloted, neither player shall leave the board without permission of the Referee. If permission is granted his opponent may accompany him, or the Referee may designate a person to accompany him.

Anything that may tend either to annoy or distract the attention of an opponent is strictly forbidden, such as making signs or sounds, pointing or hovering over the board, either with the hands or the head, or unnecessarily delaying to move a piece touched. Any principal so acting, after having been warned of the consequences, and requested to desist, shall forfeit the game.

Nearly all games and sports have such a rule.



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