The Rules of Draughts Game Categories The Rules of Draughts The game of Draughts goes by a variety of different names and has several different variations. The game given first is English Draughts which is known as Checkers in North America. Also given is Polish Draughts, which is played all over Western Europe and which is the most commonly played version of the game in International competition. Draughts or Checkers Equipment The game of Draughts is played on a standard Chess board 64 black and white chequered squares. Each player has 12 pieces normally in the form of fat round counters. The real shades of the pieces and the board do not necessarily need to be black and white but they are normally referred to as black and white, regardless. The board is placed between the two opponents so that the near right-hand corner square is white for both players (in the same way as for Chess). Preparation and Objective Black always plays first. A coin is tossed to decide which player will be black. Each player's pieces are placed on the 12 black squares nearest to that player.

The white squares are not used at all in the game - the pieces only move diagonally and so stay on the black squares throughout. The objective of the game is to take all of the opponent's pieces or to produce a position such that the opponent is unable to move. Play Players take turns to move a piece of their own colour. Any piece that reaches the far edge of the board is immediately crowned and is thereafter known as a "King". The act of crowning is a physical one - another piece of the same shade is placed on top of the piece in order to distinguish it from an ordinary piece. Until a piece is "crowned", it can only move and capture in a diagonally forwards direction. Kings are allowed to move and capture diagonally forwards and backwards and are consequently more powerful and valuable than ordinary pieces. However, ordinary pieces can capture Kings. Whenever a piece has an opponent's piece adjacent to it and the square immediately beyond the opponent's piece is vacant, the opponent's piece can be captured. If the player has the opportunity to capture one or more of the opponent's pieces, then the player must do so. A piece is taken by simply hopping over it into the vacant square beyond and removing it from the board.

Unlike an ordinary move, a capturing move can consist of several such hops - if a piece takes an opponent's piece and the new position allows it to take another piece, then it must do so straight away. The move finishes only when the position of the capturing piece no longer allows it to taken any more pieces or when an uncrowned piece arrives at the far edge of the board and is crowned. If more than one piece can capture, then the player is entirely free to choose which of those pieces to move. Likewise, if a capturing piece is able to capture in more than one direction, the player is free to choose which direction to move in. i.e. it is not compulsory to move the piece or take the route that will result in the maximum number of captures. If no capturing moves are available, then an ordinary move is made by moving a piece one square diagonally. In the past, the "huffing" rule was used. For this, if a player noticed that the opponent had failed to capture when the option was open (even if the offending piece had already captured one or more pieces that turn), the player can huff the offending piece before the next move is made and it is removed from the board.

Nowadays, this rule is rarely used. Instead a player just points out the error and the opponent is forced to make the correct move. Finishing The game is won by the player who first manages to take all his opponent's pieces or renders them unable to move. A draw occurs by agreement at any point during the game. If a player refuses the offer of a draw, that player is required to force a win or show a decided advantage within 40 of that players own moves from that point. Draws are fairly common in the game of draughts - especially at the top level of the game. Polish Draughts Equipment Polish Draughts is played on a 10 x 10 chequered board with 20 black pieces and 20 white pieces. The pieces start on the black squares of the four rows nearest to the players. Play The game is played in a similar fashion to English Draughts but the pieces move and capture in an extended fashion. Crowned pieces are called Queens. The following are the additional rules: Un-crowned pieces can only move diagonally forwards but can capture diagonally forwards AND backwards. A Queen moves by diagonally traversing any number of unoccupied squares.

Likewise, when capturing, a Queen can travel over any number of unoccupied squares before and after hopping the piece. Capturing is compulsory and where there is a choice, the move that captures the greatest number of pieces must be made. Captured pieces are not removed from the board until the end of a move. Any pieces which have been captured but not yet removed cannot be hopped over again during the course of the move - dead pieces form an impassable barrier. A piece is only crowned if the piece finishes the move on the final square. So, if a piece moves onto and off the final row during the course of a capturing move, and does not finish on the final row, it is not crowned. Competitions In competitions, to reduce the chance of draws and make the opening moves less predictable, a "three-move ballot" scheme is usually adopted. A number of opening sequences of three moves are written on cards and a card is selected at random to start the game. The game then proceeds with white playing the fourth move. Once the game is finished, players swap sides and play a second game with the same starting card. The player who achieves the best result over the pair of games is the winner.

JUMPING CHESS Jumping Chess By Peter Aronson Introduction Jumping Chess is a Chess Variant where captures, instead of being by replacement, are made by jumping over a piece, as in Checkers/Draughts. The standard orthodox chess array is used, but in order to avoid uncapturable pieces at the edge of the board, two extra ranks and two extra files of edge squares are added. These edge squares can only be entered as the result of a capturing jump, and pieces sitting on them are obliged to capture if possible.

Board and Setup +---+---+---+---+---+---+---+---+---+---+ 10 | * | * | * | * | * | * | * | * | * | * | +---+---+---+---+---+---+---+---+---+---+ 9 | * | R |:N:| B |:Q:| K |:B:| N |:R:| * | +---+---+---+---+---+---+---+---+---+---+ 8 | * |:P:| P |:P:| P |:P:| P |:P:| P | * | +---+---+---+---+---+---+---+---+---+---+ 7 | * | |:::| |:::| |:::| |:::| * | +---+---+---+---+---+---+---+---+---+---+ 6 | * |:::| |:::| |:::| |:::| | * | +---+---+---+---+---+---+---+---

+---+---+ 5 | * | |:::| |:::| |:::| |:::| * | +---+---+---+---+---+---+---+---+---+---+ 4 | * |:::| |:::| |:::| |:::| | * | +---+---+---+---+---+---+---+---+---+---+ 3 | * | p |:p:| p |:p:| p |:p:| p |:p:| * | +---+---+---+---+---+---+---+---+---+---+ 2 | * |:r:| n |:b:| q |:k:| b |:n:| r | * | +---+---+---+---+---+---+---+---+---+---+ 1 | * | * | * | * | * | * | * | * | * | * | +---+---+---+---+---+---+---+---+---+---+ a b c d e f g h i j Squares marked with a

 * are edge squares.

Squares marked with are edge squares. General Rules The rules of Jumping Chess are identical to those of orthodox chess , except when noted below. The major changes are that pieces capture by jumping over opposing pieces instead of capturing them by occupying the same square, and that the object of the game is to capture the opposing King, not to checkmate it. Thus it is legal, if perhaps undesirable, to move your King to a square that is threatened by one of your opponent's pieces. A player who is unable to move (stalemated), loses. Capturing Moves One of the most significant difference between Jumping Chess and International Chess is in how captures are made. Pieces are captured by an opposing piece jumping over them and landing on an unoccupied square past the piece being captured (except for the Knight -- see below). Only a single capture may be made per turn, and (except for the Knight) you may neither jump over one of your opponent's pieces without capturing it, nor jump over a friendly piece at all. All capturing moves must land on a square; thus, it is not possible to capture a piece on an edge square if the capturing move would result in the capturing piece attempting to land beyond the edge of the board.

A Pawn captures by jumping two squares diagonally forward, over an opposing piece, and landing on the square diagonally past its target. For example: +---+---+---+ |:::| |:#:| +---+---+---+ | |:P:| | +---+---+---+ |:p:| |:::| +---+---+---+ The white Pawn could capture the black Pawn by jumping over it to the square marked with a "#" (red circle on graphic). If there was a piece, either friendly or belonging to the opponent, on the square marked with a "#", the capture could not be made. A Pawn may capture another Pawn that is making an initial double move en-passant as in orthodox chess if there is not a piece occupying the square in which the capturing Pawn would to need to land. Knights capture by moving in a normal Knightwise manner. There are always two squares adjacent to both the Knight's starting and ending squares: a Knight may capture a piece belonging to the opponent on either one of these squares (but not both).

For example: +---+---+---+---+ |:::| |:#:| | +---+---+---+---+ | |:P:| R |:::| +---+---+---+---+ |:::| n |:::| | +---+---+---+---+ | |:::| |:::| +---+---+---+---+ The white Knight could capture either the black Pawn or the black Rook by jumping to the square marked with a "#" (black circle on graphic). The Knight is not required to capture any piece it jumps over. The Bishop captures like a Queen in International Draughts, except that it may only make a single capture per turn. It moves diagonally until it reaches the target piece, leaps over it, then lands on unoccupied square some distance in the direction of movement beyond the piece captured.

For example: +---+---+---+---+---+---+ |:::| |:::| |:::| P | +---+---+---+---+---+---+ | |:::| |:::| 3 |:::| +---+---+---+---+---+---+ |:::| |:::| 2 |:::| | +---+---+---+---+---+---+ | |:::| R |:::| |:::| +---+---+---+---+---+---+ |:::| 1 |:::| |:::| | +---+---+---+---+---+---+ | b |:::| |:::| |:::| +---+---+---+---+---+---+ The white Bishop could jump over and capture the black Rook, landing in the square marked with a 2 (black circle) or with a 3 (white circle).

If there was a piece, either friendly or belonging to the opponent, on the squares marked with a 1 (red circle) or 2 (black circle), then the capture could not be made. The Rook captures like a King in Turkish Draughts (Dama), except that it may only make a single capture per turn -- in other words, like a orthogonal Bishop. It moves up, down, left or right until it reaches the target piece, jumps over it, then lands some distance in the direction of movement beyond the piece captured.

For example: +---+---+---+---+---+---+ |:p:| |:::| |:::| | +---+---+---+---+---+---+ | 1 |:::| |:::| |:::| +---+---+---+---+---+---+ |:b:| |:::| |:::| | +---+---+---+---+---+---+ | |:::| |:::| |:::| +---+---+---+---+---+---+ |:::| |:::| |:::| | +---+---+---+---+---+---+ | R |:n:| 2 |:3:| P |:::| +---+---+---+---+---+---+ The black Rook above could capture the white Bishop and land in the square marked 1 (red circle), or capture the white Knight, landing on the square marked 2 (black circle) or 3 (white circle). The Queen may capture either like a Rook or like a Bishop.

The King captures like the Queen, but may only capture adjacent pieces, and must land on the first square past the piece captured in the direction of the jump. The Edge Squares Only a capturing move may end on one of the 36 edge squares. A player with a piece on an edge square that has a possible capture (even a pawn with an en-passant capture), must make that capture, even if it results in their King being captured.

Consider the following example: +---+---+---+---+---+---+---+ | * |:::| |:::| |:::| | +---+---+---+---+---+---+---+ | * | |:::| k |:::| |:::| +---+---+---+---+---+---+---+ | * |:::| |:::| |:::| | +---+---+---+---+---+---+---+ | * | |:::| N |:::| |:::| +---+---+---+---+---+---+---+ | * |:::| |:R:| |:::| | +---+---+---+---+---+---+---+ | q | |:::| |:1:| |:::| +---+---+---+---+---+---+---+ | * |:::| K |:::| |:::| | +---+---+---+---+---+---+---+ | * | * | * | * | * | * | * | +---+---+---

+---+---+---+---+ It is black's move and the rest of the board is empty.

White's Queen is on an edge square (marked otherwise with a "*" or a green circle on the diagram). If black moves their Knight to the square marked 1 (red circle) on the diagram, then white is required to capture it with their Queen, allowing black to capture white's King with their Rook. If a player has on their turn more than one possible capture by a piece or pieces on edge squares, it is the player's choice which capture to make. Note that Pawns on edge squares are trapped unless a capturing move presents itself, and Rooks on corners are similarly trapped, since in both cases the piece's noncapturing move would land on an edge square, which is which is only allowed on a capturing move. Pawn Promotion , and add two ranks and two files of edge squares to bring the board up to eight by eight. (5) Quick Evacuation Edge Squares Instead of pieces on edge squares being required to make captures when possible, pieces on edge squares are simply required to move off the edge square as soon as possible. So, if a player has a piece on an edge square they would be required to move the piece on the edge square before any other piece.

(6) Checkmate It is possible to play Jumping Chess with object being to checkmate rather than to capture the opposing king, but it is then necessary to add the following rules defining the interaction between the edge squares and check: A piece on an edge square that has a possible capture, must make that capture, with the following exceptions: If it is the King, and the capturing move would place it into check; If the capturing move would expose the moving player's King to check; Elsewhere on the board, it is necessary to move a piece not on an edge square in order to relieve check; There are more than one piece of the player's on edge squares with possible captures, and the player chooses to move a different one. Additionally, if there are multiple moves possible to relieve check, and one or more of them make use of a capture by a piece on an edge squares, then a piece on an edge square must make a capturing move to relieve check. Or in general, moving out of check, or not moving into check, or not exposing your King to check take precedence over forced jumps, and forced jumps take precedence over everything else. Also, in this subvariant, all of the normal restriction on castling are in effect.

Notes The King and the Knight have similar attack patterns in this game, being able to capture any adjacent piece, unless other pieces block the squares to jump to, or the target piece is on an edge square and the square that would have to be jumped to in order to make the capture is off of the board's edge. The Knight however, is harder to block, and is the only piece that can ever attack pieces on edge squares without being on an edge square itself (but pieces on the corners can not be attacked at all). Checkmate was eliminated to avoid having complex rules describing the interaction between the forced jumps for pieces on edge squares, and the requirement to relieve check (see subvariant (6) Checkmate, above for such rules). This also has the nice side-effect of potentially making the game easier to implement for Zillions of Games . The edge squares were added to the board in order to avoid pieces hanging around edges and corners to avoid being captured. The requirement that they only be entered as part of a capturing move was to avoid them becoming a place to flee to in turn, and the must capture rule was added so that even if pieces do end up on edge squares, they still can be lured out and attacked. The game of Shatra .

A game from Altai in Russia that combines Chess pieces with Checkers-like capture (including captures being obligatory), a special board with a fortress at each end, and drops of pieces from out of the fortress. Web page by Ivan A. Derzhanski. A sample game Peter Aronson and Köksal Karakus played a game of Jumping Chess, and Köksal Karakus sent the following animated diagram of the game. Download Peter has written a ZRF file for playing Jumping Chess with Zillions of Games. You can download it here: Jumping Chess is a competing entry in the 100 Squares Contest . Written by Peter Aronson. Diagram of game by Köksal Karakus. WWW page created: February 10, 2000.Last modified: October 20, 2000. ﻿ This site is supported by advertising and by donations. You can help out by making a small donation or by using this site's affiliate links when you shop at ebay.com , Amazon.com , or the House of Staunton . King - definition of king by The Free Dictionary King - definition of king by The Free Dictionary Related to king: King James Bible king 1.

A male sovereign. 2. a. One that is supreme or preeminent in a particular group, category, or sphere: "In many countries, soccer is the king of sports" (Cameron W. Barr). b. A man chosen as the winner of a contest or the honorary head of an event: a homecoming king. 3. Games a. Abbr. K A playing card bearing the figure of a king, ranking above a queen. b. Abbr. K The principal chess piece, which can move one square in any direction and must be protected against checkmate. c. A piece in checkers that has been moved to the last row on the opponent's side of the board and been crowned, thus becoming free to move both forward and backward. 4. Kings(used with a sing. verb) See Table at Bible . 5. A king-size bed. 1. Principal or chief, as in size or importance. 2. Of or relating to a king-size bed: king sheets; a king bed skirt. tr.v. kinged, king·ing, kings Games To make (a piece in checkers) into a king; crown.

[Middle English, from Old English cyning; see genə- in the Appendix of Indo-European roots.] king (kɪŋ) n 1. (Government, Politics & Diplomacy) a male sovereign prince who is the official ruler of an independent state; monarch. 2. a. a ruler or chief: king of the fairies. b. (in combination): the pirate king. 3. a. a person, animal, or thing considered as the best or most important of its kind b. (as modifier): a king bull. 4. (Card Games) any of four playing cards in a pack, one for each suit, bearing the picture of a king 5. (Chess & Draughts) the most important chess piece, although theoretically the weakest, being able to move only one square at a time in any direction. See also check 30, checkmate 6. (Chess & Draughts) draughts a piece that has moved entirely across the board and has been crowned, after which it may move backwards as well as forwards 7. king of kings b. a title of any of various oriental monarchs vb (tr) 8. to make (someone) a king 9.

king it to act in a superior fashion [Old English cyning; related to Old High German kunig king, Danish konge] ˈkingˌhood n n 1. (Biography) B.B., real name Riley B. King. born 1925, US blues singer and guitarist 2. (Biography) Billie Jean (née Moffitt). born 1943, US tennis player: winner of twelve Grand Slam singles titles, including Wimbledon (1966–68, 1972–73, and 1975) and the US Open (1967, 1971–72, and 1974) 3. (Biography) Martin Luther. 1929–68, US Baptist minister and civil-rights leader. He advocated nonviolence in his campaigns against the segregation of Black people in the South: assassinated: Nobel Peace Prize 1964 4. (Biography) Mervyn (Allister). Baron.

born 1948, British banker; governor of the Bank of England (2003–13); a cross-bench peer in the House of Lords from 2013 5. (Biography) Stephen (Edwin). born 1947, US writer esp of horror novels; his books, many of which have been filmed, include Carrie (1974), The Shining (1977), Misery (1988), and Everything's Eventual (2002) 6. (Biography) William Lyon Mackenzie. 1874–1950, Canadian Liberal statesman; prime minister (1921–26; 1926–30; 1935–48) king (kɪŋ) n. 1. a male sovereign or monarch; a man who holds by life tenure, and usu. by hereditary right, the chief authority over a country and people. 2. a person or thing preeminent in its class: the king of actors. 3. a playing card bearing a picture of a king. 4.

the chief chess piece of each color, whose checkmating is the object of the game: moved one square at a time in any direction. 5. a checker piece that has been moved entirely across the board and has been crowned, thus allowing it to be moved in any direction. v.t. 6. to make a king of; crown. adj. 7. large; king-size. 8. preeminent. [before 900; Middle English; Old English cyng, cyni(n)g, c. Old Saxon kuning, Old High German chunning; akin to Old Norse konungr] king′hood, n. n. 1. Martin Luther, Jr., 1929–68, U.S. Baptist minister: civil-rights leader; Nobel peace prize 1964. 2. William Lyon Mackenzie, 1874–1950, prime minister of Canada 1921–26, 1926–30, 1935–48. 3. William Rufus DeVane, 1786–1853, vice president of the U.S. 1853.

king I will have been kinging you will have been kinging he/she/it will have been kinging we will have been kinging you will have been kinging they will have been kinging Past Perfect Continuous King of the Germans - the sovereign ruler of the Germans crowned head , monarch , sovereign - a nation's ruler or head of state usually by hereditary right female monarch , queen regnant , queen - a female sovereign ruler 2. challenger , competitor , contender , rival , competition - the contestant you hope to defeat; "he had respect for his rivals"; "he wanted to know what the competition was doing" 3. businessman , man of affairs - a person engaged in commercial or industrial business (especially an owner or executive) oil tycoon - a powerful person in the oil business 4. king - preeminence in a particular category or group or field; "the lion is the king of beasts" eminence , preeminence , distinction , note - high status importance owing to marked superiority; "a scholar of great eminence" 5. B. B. King , Riley B King 7.

King - United States charismatic civil rights leader and Baptist minister who campaigned against the segregation of Blacks (1929-1968) Martin Luther King , Martin Luther King Jr. 8. king - a checker that has been moved to the opponent's first row where it is promoted to a piece that is free to move either forward or backward checkers , draughts - a checkerboard game for two players who each have 12 pieces; the object is to jump over and so capture the opponent's pieces chequer , checker - one of the flat round pieces used in playing the game of checkers 9. king - one of the four playing cards in a deck bearing the picture of a king court card , face card , picture card - one of the twelve cards in a deck bearing a picture of a face 10. king - (chess) the weakest but the most important piece chess game , chess - a board game for two players who move their 16 pieces according to specific rules; the object is to checkmate the opponent's king chess piece , chessman - any of 16 white and 16 black pieces used in playing the game of chess king noun 2.

(Informal) celebrity , star , big name , leading man or lady, lead , name , draw , idol , luminary , main attraction , celeb (informal), megastar (informal) He's the king of unlicensed boxing. a king's ransom fortune , packet , large sum of money, top dollar (informal) clients happy to pay a king's ransom for a haircut Related words adjectives royal , regal , monarchical Quotations "I know I have the body of a weak and feeble woman, but I have the heart and stomach of a king, and of a king of England too" [Queen Elizabeth I] Translations الريَّه او الشايِب في ورق اللعِبالشاه في لُعْبَة الشَّطْرَنْجمَلِك مَلِكٌ král 1. (lit, fig) → rey m the king and queen → los reyes an oil king → un magnate del petróleo I'm the king of the castle! (child language) → ¡soy el rey !, ¡soy el amo y señor !

to turn King's evidence → delatar a los cómplices they paid a king's ransom for it → les costó mucho dinero , les costó un dineral to live like a king → vivir a cuerpo de rey 2. (Chess, Cards) → rey m (Draughts) → dama f B.

CPD king cobra N → cobra f real King's Bench N (Brit) (Jur) → departamento m del Tribunal Supremo King's Counsel N (Brit) (Jur) → abogado mf (de categoría superior) QC/KC king to live like a king → vivre comme un roi (= pre-eminent person, creature) the king of rock 'n' roll → le roi du rock 'n' roll the king of the jungle → le roi de la jungle king n (lit) → König m; the king’s highway (old, form) eine öffentliche Straße; it must have cost a king’s ransom → das muss eine stolze Summe or ein Vermögen gekostet haben; to live like a king → leben wie ein Fürst (fig) → König m; an oil king → ein Ölkönig or -magnat m (Chess, Cards) → König m; (Draughts) → Dame f king n (= buttercup) → Hahnenfuß m, → Butterblume f; (= marsh marigold) → Sumpfdotterblume f king n (lit, fig) → Königsmacher(in) m(f) kingpin

 n (Tech) → Königsbolzen m, → Drehzapfen m; (Aut) → Achsschenkelbolzen m; (fig: = person) → Stütze f; he’s the king of the whole organization → mit ihm steht und fällt die ganze Organisation king prawn n (Jur) erste Kammer des Obersten Gerichts in Großbritannien King’s Counsel n (Jur) → Kronanwalt m → /-anwältin f (Staatsanwalt, der in höheren Strafsachen die Krone vertritt) King’s English n (Brit) → öffentliche Straße king-size(d) adj (inf) → in Großformat , großformatig; cigarettes → King-size ; bed → extra groß ; I’ve got a king headache (hum) → ich hab vielleicht einen Brummschädel (inf) → or einen dicken Kopf (inf) king’s messenger [kɪŋ] n (also) (fig) (Chess, Cards) → re m inv; (Draughts) → dama king (kiŋ) noun 1.

a male ruler of a nation, who inherits his position by right of birth. He became king when his father died; King Charles III. koning مَلِك крал rei král der König konge βασιλιάς rey kuningas پادشاه kuningas roi מלך राजा kralj király raja konungur re 王 국왕 karalius karalis raja koning konge król شاه،پاچاه rei rege король kráľ kralj kralj kung กษัตริย์ kral 國王 король; цар بادشاہ vua 国王 2. the playing-card with the picture of a king. I have two cards – the ten of spades and the king of diamonds.

koning الريَّه او الشايِب في ورق اللعِب поп rei král der König konge ρήγας rey kuningas شاه kuningas roi קְלָף מֶלֶך बादशाह, राजा, ताश का बादशाह kralj király kartu raja kóngur re トランプのキング (카드) 킹 karalius karalis (kāršu spēlē) raja koning konge król پاچاه،په قطعه بازىكښئ rei popă (la jocul de cărţi) король kráľ kralj kralj u kartama kung ไพ่ที่มีรูปพระราชา papaz (撲克牌的)國王 король تاش کا وہ پتّہ جس پر بادشاہ کی شکل بنی ہوتی ہے lá bài K （纸牌的）老K 3.

the most important piece in chess. koning الشاه في لُعْبَة الشَّطْرَنْج шах цар rei král der König konge βασιλιάς rey kuningas شاه kuningas roi מלך बादशाह का मोहरा kralj király raja kóngur dama チェスのキング (체스) 킹 karalius karalis (šahā) raja koning konge król پاچا د شطرنج په لوبه كښى rei rege (la şah) король kráľ kralj kralj u šahu kung หมากรุกตัวพระราชาซึ่งเป็นหมากที่สำคัญที่สุดในการเล่นเกมส์ şah (國際象棋)王棋 король شطرنج کا سب سے اہم مہرہ quân tướng; vua trong bàn cờ 王棋 ˈkingdom noun 1. a state having a king (or queen) as its head.

The United Kingdom of Great Britain and Northern Ireland; He rules over a large kingdom. koninkryk مَمْلَكَه кралство reino království das Königreich kongedømme βασίλειο reino kuningriik پادشاهی kuningaskunta royaume ממלכה राजशाही kraljevina királyság kerajaan konungdæmi regno 王国 왕국 karalystė karaliste; karaļvalsts kerajaan koninkrijk kongedømme/-rike królestwo پاچاهۍ،ټولواكى reino regat королевство kráľovstvo kraljestvo kraljevstvo kungarike, -döme ราชอาณาจักร krallık 王國 королівство; царство شاہی ریاست vương quốc 王国 2. any of the three great divisions of natural objects. the animal, vegetable and mineral kingdoms.

koninkryke مَمْلَكة الحَيوان أو النَّبات أو المَعادِن царство reino říše -reich rige βασίλειο reino -riik نوع kunta règne עולם राज kraljevstvo -világ dunia ríki náttúrunnar regno ～界 (자연계를 3대 구분한) 계(界) pasaulis (augu, dzīvnieku utt.) valsts dunia rijk (dyre-/plante-/mineral)riket świat , królestwo ډول او نوع د بيولوژى په علم كښى reino regn царство ríša kraljestvo kraljevstvo rike จำพวก âlem 生物的三大分界(動物﹑植物﹑礦物)其中之一 світ قدرتی چیزوں کی تین وسیع حلقوں میں درجہ بندی giới 界（生物的三大分界） ˈkingly adjective of, relating to

, or suitable for a king.

kingly robes; a kingly feast.

koninklik مُلوكي величествен régio královský königlich kongelig βασιλικός real kuninglik شاهانه kuninkaallinen royal מַלכוּתִי राजोचित, शाहाना, राजोचित रूप से kraljevski királyi mewah konunglegur reale , regale 王の 왕의 karaliaus, karališkas karaļa-; karalisks sifat raja koninklijk kongelig królewski شاهى څيره،په شاهانو اړين régio regal королевский kráľovský kraljevski kraljevski kunglig ที่เกี่ยวกับกษัตริย์ krala lâyık/ait 國王的，適合國王的 королівський; царствений شاہانہ انداز کے مطابق xứng đáng làm vua �

�王的，适于君主身份的 ˈkingliness noun koninklikheid ملوكيَّه царственост realeza majestátnost königliches Wesen kongelighed μεγαλοπρέπεια realeza kuninglikkus ابهت؛ مقام شاهانه kuninkaallisuus noblesse מַלכוּתִיוּת राजगौरव, बादशाही, शान kraljevanje királyi magatartás kemuliaan konunglegheit regalità 王らしさ 위풍당당함 karaliðkumas karaliskums lagak, gaya seperti raja gedrag dat een koning betaamt kongelighet królewskość شاهى مقام او څوكى realeza măreţie, ţinută maies­tuoasă величественность majestát veličanstvo kraljevstvo kunglighet การเป็นพระราชา görkemlilik, ihtişam �

�者風範 царственість; величність شاہانہ انداز ، وقار sự vương giả 国王，君主，君王的威严 ˈkingfisher noun a type of bird with brilliant blue feathers which feeds on fish.

visvanger طائِر الرفْراف рибарче martim-pescador ledňáček der Eisvogel isfugl αλκυόνα martín pescador jäälind مرغ ماهی خوار kuningaskalastaja martin-pêcheur שלדג किलकिला vodomar jégmadár burung paruh udang bláþyrill, ísfugl, kóngsfiskari martin pescatore かわせみ 물총새류의 새 tulžys zivju dzenis burung raja udang ijsvogel isfugl zimorodek يو ډول مرغه چى كبان خورى tipo de pássaro pescăruş albastru зимородок rybárik vodomec vodomar kungsfiskare นกกระเต็น iskele kuşu, yalıçapkını 翠鳥，魚狗 рибалочка, зимородок رام چڑیا chim bói cá 翠鸟 ˈking-size(d) adjective of

 a large size; larger than normal.

a king-size(d) bed; king-size cigarettes.

koningsformaat, ekstra grootte حَجْم كبير много голям/дълъг gigante obří, prodloužený überdurchschnittlich groß kingsize; ekstra stor μεγάλου μεγέθους, κιγκ σάιζ tamaño gigante, tamaño familiar suur بزرگتر از معمول suurikokoinen de grand format, extra-long גָדוֹל מְאוֹד विशाल veći od uobičajenog extra méretű berukuran besar óvenjustór grande 特大の 특대의 didžiulis ļoti liela izmēra saiz besar extra groot ekstra stor/lang większego rozmiaru له معموله حده زيات gigante de dimensiuni mari большого размера mimoriadne veľký / dlhý večji od običajnega veliki extrastor, extralång, king-size ที่มีขนาดใหญ่มาก en uzun, en geniş 特大的 великого розміру

 عام سے بڑے حجم کا cỡ lớn 特大的 king The Standard Laws of Checkers The Standard Laws of Checkers You may print this and show it to others.

But, this article will eventually be part of a book that I am writing. So, please do not distribute it widely. Checkers is the only game that I know of, in which the official laws do not tell you how to play the game. They assume that you already know quite a bit about the game. The following was a letter (of mine) to the editor of the Keystone Checker Review: Dear Editor, I was amused to see that someone had found a missing rule. There are more missing rules than there are rules. "The Standard Laws of Checkers," as supplied by ACF, do not tell us to use an 8x8 board, or even that the pieces move diagonally. But they do tell us how our pieces must be manufactured (turned, not molded). Here are the rules, with my comments in brackets "[]". This will be part of a book that I'm writing. Feel free to use it in KCR. The Standard Laws of Checkers, with [comments by Jim Loy] [Checkers is a board game played between two players, who alternate moves. The player who cannot move, because he has no pieces, or because all of his pieces are blocked, loses the game.

Players can resign or agree to draws.] 1. The Official Checker Board to be used in National Tournaments and Official Matches shall be of GREEN & BUFF, two inch squares. The board shall be placed for playing so that the GREEN Double Corners are on the right-hand side of the players. [The board is square, with sixty-four smaller squares, arranged in an 8x8 grid. The smaller squares are alternately light and dark colored, in the famous "checker-board" pattern. The game of checkers is played on the dark (black or green) squares. In diagrams in most books, the pieces rest on the white squares, for readability. Buff is a kind of tan color.] [Each player has a dark square on his far left and a light square on his far right. The double-corner, mentioned but not defined in the rules, is the distinctive pair of dark squares in the near right corner.] 2. The Official Checkers to be used in National Tournaments and Official Matches shall be turned and round, and of RED & WHITE in color, and of a diameter of not less than one and one quarter inches, nor more than one and one half inches. The pieces shall be placed on the Green squares.

[The pieces are indeed Red and White, and are called Black and White in most books. In some modern publications, they are called Red and White. Sets bought in stores may be other colors. Black and Red pieces are still called Black (or Red) and White, so that you can read the books. The pieces are of cylindrical shape, much wider than they are tall. Tournament pieces are smooth, and have no designs (crowns or concentric circles) on them.] [The starting position is with each player having twelve pieces, on the twelve dark squares closest to his edge of the board. Once again, notice that in checker diagrams, the pieces are placed on the light colored squares, for readability. On a real board they are on the dark squares.] [You can make only one move per turn. You must move. If you cannot move, you lose. The pieces (not kings) move one square, diagonally, forward. Kings can move diagonally, forward or backward. A piece can only move to a vacant square. You capture an opponent's piece by jumping over it, diagonally, to the adjacent vacant square. A king can jump diagonally, forward or backward.

A piece, which is not a king, can only jump diagonally forward. You can make a multiple jump, with one piece only, by jumping to empty square to empty square. You can only jump one piece, with any given jump. But you can jump several pieces, with a move of several jumps. You remove the jumped pieces from the board. You cannot jump your own piece. You cannot jump the same piece twice, in the same move. As will be mentioned in rule 8, jumps must be completed. If you can jump, you must. And, a multiple jump must be completed. You cannot stop part way through a multiple jump. If you have a choice of jumps, you can choose among them, regardless of whether some of them are multiple, or not.] [Note: In the above paragraph, the term "piece" often includes "king." A piece, whether it is a king or not, can jump a king.] [As will be shown in rule 9, when a piece reaches the last row (the King Row), it becomes a King. A second checker is place on top of that one.

A piece that has just kinged, cannot continue jumping pieces, until the next move.] 3.At the beginning of a contest the players shall toss for colors. The first move is made by the player having the RED (called BLACK in text books) pieces. Thereafter, the players shall alternate in leading of with RED in each succeeding opening balloted. [The rules mention balloted openings. In "Three-Move-Restriction" (the most common form of checkers in tournaments), the first three moves (two for red, and one for white) are chosen at random, from a list of accepted three-move openings. This is done with a special deck of cards. After shuffling, one player chooses a card. On the back is a number, one through six. The card is replaced into the deck, the deck is re-shuffled, and another card is chosen. On the front of this card, is a numbered list of five or six openings. The opening chosen is the one with the chosen number from the first card. You will play both sides (Red and White) of that opening.] [In a match, players often do not alternate colors.

Instead, a player often follows this scheme: Red-White-White-Red-Red-White... or vice versa. This is done so that one player will not always be the first to play Red (or White) for every ballotted opening.] 4. At the end of five minutes (if the move has not previously been made) "Time" must be called in a distinct manner by the person appointed for that purpose; and if the move is not completed at the end of another minute, the game shall be adjudged as lost through improper delay. When either player is deaf or partially deaf, a card on which the word "Time" is printed in large letters shall be placed or laid on the playing table when it is his time to move. [Checker tournaments now use clocks, as in chess. The time control is usually faster than that used in chess games. Consult a chess rule book, or a chess player, concerning how to use a clock. Briefly: The clock has two clocks. Your clock runs when it is your turn to move. When you make your move, you press your button, which stops your clock and starts your opponent's clock. You have a given amount of time, to make a certain number of moves.

If you fail to make enough moves in the given time, you lose by time forfeit (improper delay). There are secondary time controls, after you have made the correct number of moves.] [There is a red flag on the clock. When it falls, at 6:00, and you have not made enough moves, you have exceeded the time control.] [The rules don't mention recording your moves. The use of clocks may make recording of moves necessary, as a record of the number of moves made. The numbered board, on the left, will help you record and read moves. Moves are written as from-to (as 11-15 means from 11 to 15). A multiple jump is recorded as just two numbers, unless that pair of numbers is ambiguous, then the intervening squares are shown (2-11-18, for example). Once again, notice that in checker diagrams, the pieces are placed on the light colored squares, for readability. On a real board they are on the dark squares.] 5.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. 6. 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. 7. 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. 8. The "Huff" or "Blow" is hereby abolished.

All "jumps" must be completed, and all "jumped" pieces must be removed from the board. [The huff was an old rule, which dealt with a player who failed to jump, when he had the opportunity to jump. 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." After doing that, the player then made his own move. The rules have gone from this severe penalty, to the current no penalty.] 9. 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. "Time" does not start on the player whose piece should have been crowned until the piece is crowned.

[I've never heard the king-row called "crown-head." I take it, from the last part of this law, that when using a clock, your move is done when you remove your hand from the piece that you just kinged. The crowning of it, is part of your opponent's move.] 10. 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 "any direction" means diagonally forward or backward. 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.] 11. 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. [This forty-move draw rule requires some checkers expertise, on the part of the Referee. 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 40-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 40-move draw rule, anyway.] [Personally, I think we need a "triple repetition rule," as in chess.] 12. 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. "Time" shall be deducted accordingly from the player whose turn it is to move. [I have no clue how this "time" deduction works, with or without clocks.] 13. 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. [Rule 13 is a catch-all rule to deal with odd-ball situations. Nearly all games and sports have such a rule.

In baseball a player is "forbidden to make a travesty of the game." But maybe my opponent's good moves are very annoying, and should be out-lawed.] 14. Players shall be allowed to smoke during the conduct of a game but care must be exercised not to blow smoke across the board, lest it annoy an opponent. If a player is thus annoyed, he may object to his opponent's smoking, in which case neither player shall be allowed to smoke. 15. Any spectator giving warning either by signs or sound or remark on any of the games, whether playing or pending, shall be ordered from the room during the contest. Play shall be discontinued until such offending party retires. Spectators shall not be allowed to smoke or talk near the playing boards. Checkers (Draughts) - Android Apps on Google Play Checkers (Draughts) ( 2,162) Description Checkers or draughts is the name of several different board games. All of these games are similar. In every kind of checkers, the other player's pieces can be taken by being "jumped" over. "Checkers" is the American name.

In British English, and in various other English-speaking nations, these games are called "draughts." In Russia this game is called “shashki”. Checkers are known worldwide. There are a lot of varieties of this game. You can play Russian draughts (shashki), International draughts, Pool checkers, Canadian draughts, English draughts, Spanish draughts, German dame and many other variants. They differ in board size and the number of pieces used in the game of checkers.

Key features: - ten game modes (Russian (shashki), International, Canadian, Spanish, Brazilian, Italian, English, German dame, Pool checkers, suicide checkers (poddavki), corners) - strong AI (7 levels of difficulty) - play with friends on one device (hot seat) - play online with friends or random opponents via Google Play Game Services - detailed statistics for single player - leaderboard with daily, weekly and global top for multiplayer - 2D and 3D display mode - a huge number of different checkers boards, among which everyone will find something suitable - more than 30 achievements, covering both singleplayer and multiplayer - you can undo and redo any number of moves - detailed notation of the match (chess style or checkers style) - the ability to export or import a match to / from FEN or PDN file(s) - board editor will allow you to make any situation on the checkerboard There are different by the board size, number of pieces on the checkerboard and the rules of the game, types.

The best known are Russian shashki, English, German dame, Spanish Checkers (12 pieces on 8x8 checkerboard), French, Polish (20 pieces on 10x10 checkerboard), Canadian (30 pieces on 12x12 checkerboard). In the 19th century held first national checkers championships in many countries. The most popular were French checkers, later they became international. Russian shashki also have a big community. In our application, you can play: - International draughts. 10x10 board, 20 pieces per side, white move first, a sequence must capture the maximum possible number of pieces, flying kings, men can capture backwards. - Russian draughts (shashki). 8x8 board, 12 pieces per side, white move first, any sequence may be chosen, as long as all possible captures are made, flying kings, men can capture backwards. - Canadian draughts. 12x12 board, 30 pieces per side, white move first, a sequence must capture the maximum possible number of pieces, flying kings, men can capture backwards. - Pool checkers.

8x8 board, 12 pieces per side, black move first, any sequence may be chosen, as long as all possible captures are made, flying kings, men can capture backwards. - Brazilian draughts. 8x8 board, 12 pieces per side, white move first, a sequence must capture the maximum possible number of pieces, flying kings, men can capture backwards. - English draughts. 8x8 board, 12 pieces per side, black move first, any sequence may be chosen, as long as all possible captures are made, no flying kings, men can’t capture backwards. - Italian draughts. 8x8 board, 12 pieces per side, white move first, If multiple capture sequences are available, one must select the sequence that captures the most pieces. If more than one sequence qualifies, one must capture with a king instead of a man. If more than one sequence qualifies, one must select the sequence that captures the most number of kings. If there are still more sequences, one must select the sequence that captures a king first, no flying kings, men can’t capture backwards. - Suicide checkers (poddavki). Russian draughts (shashki) rules.

The winner is the first player to have no legal move: that is, all of whose pieces are lost or blocked. Read more Draughts rules Draughts This is often the first strategy board game that we are taught as children. As we move up to chess or backgammon and it's easy to think that this game is too simple to return to. I played this over Christmas and was surprised at how enjoyable and difficult it was. If you have any kind of games compendium then draughts should be included, otherwise a board and counters are not too difficult to forage for. A Game for 2 Players Background It made it's first appearance in France, during the 12th century. It is taken very seriously in the proper circles. There are tournaments every year where champions can see as many as 15 of 20 moves ahead! To Start Draughts is played on a 64 square chess board. Take 12 counters of one colour and place one on each of the black squares in the first 3 rows of your side. Your opponent does the same. To Play The object of the game is to capture all of your opponent's pieces or block them so they cannot be moved.

Pieces are always moved diagonally, 1 square at a time, towards the opponent's side of the board. You play the entire game on the black squares, you do not need the white ones. Capturing You can capture an enemy piece by hopping over it. Capturing is also done on the diagonal. You have to jump from the square directly next to your target and land on the square just beyond it. Your landing square must be vacant. The piece captured is removed from the board. If you are able to make a move that results in a capture then you must. Multiple Captures It is legal to capture more than 1 piece on a single move so long as the jumping piece has vacant landing spots in between. You cannot take 2 in a row you must land and "take off" again. The pieces are removed. If you are able to make a move that results in a capture then you must. Kings If you can get a piece all the way to the other side of the board, that piece becomes a king. Place a previously captured piece on top of the existing one in order to distinguish it from your other pieces. This piece can move backwards or forwards diagonally.

Towards the end of the game all the pieces will be Kings, which changes the strategy significantly. To Win Checkers (Draughts) Capture all pieces in 1 move - Board & Card Games Stack Exchange Checkers (Draughts) Capture all pieces in 1 move No, on an 8x8 board and the regular American checkers rules, you can capture at most 9 out of the 12 pieces: The white king can capture here the sequence (in chess notation) h8 x f6 x h4 x f2 x d4 x b6 x d8 x f6 x d4 x b2 Note that the white king passes the squares f6 and d4 multiple times, which is allowed (what is not allowed, is jumping the same piece more than once). Because a jumped piece is at least 2 rows and columns away from another jumped piece, it is impossible to add more pieces to this configuration. And because of the board symmetry, it is easy to see that shifting the pieces will also not work.

On a 10x10 board using International draughts rules (where kings can skip multiple empty squares before and after a jump), the maximum you can capture is 19 out of the 20 pieces in the initial position: Figuring out the correct capture sequence is left as an exercise :-)

Question: What single word can be a piece in chess and in draughts and a playing card?
Answer: King