MIND
SPORTS SOUTH AFRICA
BASIC WCDF RULES OF CHECKERS / DRAUGHTS
8x8
ARTICLE1:
PREFACE
Checkers is a game of pure skill
played between two opponents who, following a fixed set of rules, take turns in
moving pieces on a square board to achieve game objectives.
ARTICLE 2:
THE CHECKERBOARD AND ITS ARRANGEMENT
1.
The
checkerboard is composed of 64 squares, alternately light and dark, arranged in
a square array of 8 rows and 8 columns and bounded by a neutral border.
2.
The
official checkerboard of the World Checker/Draught Federation (WCDF) shall be
of Green and Buff (or off white) colors for the dark and light squares. The
squares of any official board shall not be less than 1 7/8 inches nor more than
2 1/8 inches on a side
3.
The
checkerboard is placed for play between the players in such a way that a green
corner square is to the left corner of each player. These squares are called the “single corners”. The green square
to the far right and the green square diagonally upward to the right of it (for
each player) are called the “double corners”.
4.
The
32 green squares of the checkerboard shall be assigned numbers, though these
numbers are not to be actually printed on an official checkerboard used in
formal match and tournament play. These numbers are the official reference
system for notations and recording games.
ARTICLE 3:
THE CHECKER PIECES AND THEIR ARRANGEMENT
1.
At
the beginning of the game, one player has 12 dark-colored pieces, and the other
player has 12 light-colored pieces.
2.
The
official WCDF checker pieces shall be of RED and WHITE colors for the dark and
light pieces, respectively. The pieces shall be circular discs of a uniform
diameter not less than 1 1/8 inches nor more than 1 ¼ inches, They shall be of
a uniform thickness of not less then 3/16 inches nor more than 5/16 inches.
3.
The
Red pieces shall be set for beginning play on the first 12 squares starting
left to right, Nos. 1 thru 12 and the White pieces will be on the last 12
squares, Nos. 21 thru 32.
ARTICLE 4:
1.
To
start a first game, players shall select colors of the pieces they will play by
random draw. For subsequent games, they shall alternate colors.
2.
The
two players take turns in making a move with their pieces. With official
colors, the player with the Red pieces always starts the game by making the
first move, and then White replies. (With unofficial colors, the darker pieces
start first.)
3.
The
pieces are moved only on the green squares, never on the buff or off white. The
checkerboard has only 32 playing squares.
4.
An
ordinary move of a piece is the transfer of the piece from one green square to
another vacant green square, diagonally adjacent and forward. Such ordinary
move may only be made one square at a time diagonally forward, left or right.
5.
A
capturing move of a piece is the transfer of the piece from one green square
over a diagonally forward green square occupied by a piece (or King) of
opposite color and on to a vacant green square immediately beyond in the same
diagonally forward direction. This capturing move is called a “jump”, and the
opposing piece has been “jumped” and is removed from the board by the
captor-player as the move is completed. (A piece or King is never allowed to
jump over a piece or King of its own color.)
6.
A
multiple capture must be made when the first capture creates an immediate
similar opportunity.
7.
Capturing
moves or jumps, by either a piece or a King, are absolutely forced. And any
jump, which creates a multiple jump opportunity, must be completed; there is no
option to stop during any part of the jumps. When a player is presented with
the opportunity to capture, he must capture. If you refuse to capture you
forfeit the game. However, when there are two or more ways to jump, the player
may select any jump; he is not required to jump capturing the most pieces.
Multiple jumped pieces are removed after the jump is completed.
8.
Upon
reaching its farthest forward row of the board by either an ordinary move or
capture, a piece becomes a “King”, and this promotion completes the turn of a
play. That is, a piece jumping into the “King” row may not continue jumping out
on the same turn to play even though an opposing piece lies exposed to the new
King. The new King must wait the next turn to play.
9.
The
King is designated by placing a second piece of the same color on top of the
first piece, and the stacked pile of two thereafter move together as a unit
(the “King”). This promotion is called “crowning” and is performed by the
opposing player when the promoted piece first reaches the King-row. This
crowning action shall be made before the opposing player makes his own move in
reply.
10.
The
ordinary move of the King includes the power of backward moves. The King may
move diagonally forward or backward, left or right, one vacant square at a
time.
11.
A
capturing move of a King includes the power of backward captures. Like the
capturing move of the piece, a capture by a King is the transfer of the King
from one green square over a diagonally adjacent square (left or right, forward
or backward) occupied by a piece of King of opposite color, and on to a vacant
green square immediately beyond in the same diagonal direction. As with the
capturing move of the piece, the opposing piece having been jumped is removed
from the board by the captor-player as the move is completed.
12.
As
with the piece, multiple capture may be made, and any capture creating a
multiple capture must be completed. Note that the King does not pause for a
turn at the King-row; it continues its jump on the next turn to play.
ARTICLE 5:
TOUCH-IS-A-MOVE, PLAYABLE MOVES AND
PLAY OUT OF TURN
1.
If
he first warns his opponent, “I am adjusting”, either player may adjust any of
the pieces or Kings (of either color) properly on their squares.
2.
If
the player whose turn it is to move touches one or more of his pieces or Kings
without giving the adjusting warning, he must move the first piece or King
touched. And if he starts the move over a corner, the move must be completed in
that direction.
3.
If
it is not possible to play the first touched piece or King, or opponent’s piece
or King has been touched, or the forced capture rule does not permit the play
of a touched piece or King, the play is retracted and the player is warned by
his opponent of an “impossible” move. The next such impossible move in the same
game shall require the offending player to forfeit the game.
4.
If
in capturing, a multiple capture is not completed, or the player removes one of
his own pieces or Kings, the player shall retract the move, and make the
correct capture. The offender is again warned by his opponent for an impossible
move, and shall forfeit the game for the next such offense in the same game.
5.
If
the moving player makes an impossible move (or refuses to capture or capture
properly) that he will not retract to the proper position upon being warned, he
must forfeit the game immediately for a “false or improper move”.
6.
A
player without the turn to move who touches a piece or King of either color
without giving an adjusting warning shall be warned by his opponent of the
first such offense and shall forfeit the game for the next such offense in the
same game.
7.
A
player without the turn to move who makes a move out of turn shall be charged
with a false or improper move and shall immediately forfeit the game for the
same offense in the same game.
8.
As
a move or capture is completed, the moving player must immediately remove his
hand from the piece of King and away from the board. If he continues to touch
the moved piece of King after moving it, he shall be warned by his opponent and
shall forfeit the game for the second such offense in the same game.
9.
Any
move not permitted by these rules is a false or improper move, the penalty for
which is immediate forfeiture of the game for the same offense in the same
game.
ARTICLE 6:
TIME LIMIT FOR MOVING IN FORMAL AND INFORMAL GAMES
1.
In
informal games the general rule on time for making a move allows up to 5
minutes and 1 minute’s grace for an ordinary move or for a capture that can be
made in more than one way – and up to 1 minute and another minute’s grace for a
capture that can only be made in one way.
2.
Players
in informal games are expected to play within these time limits on their own,
and a forfeit may be claimed for exceeding these limits.
3.
Official
Tournaments are played with time clocks usually at 30 moves per hour and
Championship matches are usually played at 24 moves per hour or as decided by
contract.
ARTICLE 7:
THE WON GAME
1.
The
game is won by the player whose opponent resigns or concedes.
2.
The
game is won by the player who can make the last move; that is, no move is
available to his opponent either because the opponent has no more pieces or
Kings or because all of the opponent’s pieces or Kings are blocked and unable
to move
3.
The
game is won by the player whose opponent is required to forfeit by any of these
rules.
ARTICLE 8:
THE DRAWN GAME
1.
A
game is drawn when both players agree to terminate play with a drawn (“tie”)
result.
2.
When
one player proposes a drawn game, and the other does not agree, the first
player may request a "40-move” count. The count starts with the attacking
player’s first move after the request and counts only the moves of the
attacking side. The attacking side must demonstrate a strengthened position (in
these 40 moves) to the satisfaction of an impartial third person, experienced
in the game, or concede the draw. The 40-move count is restarted any time when-
a.
The
player claiming the draw concedes there has been some strengthening of
attacker’s position;
b.
Any
uncrowned piece of either side makes any advance toward the King-row; or
c.
Any
capture is made.
3.
After
the 40-move count is completed showing a strengthened position, the attacker
must, of course, still complete the win. And the other 40-move counts may still
be requested later by the player claiming the draw.
4.
When
the same position (identical as to move, pieces, Kings and colors) occurs two
or more times, a “see-saw” draw may be beginning. It is customary for the side
desiring the draw to point out these repeated positions and suggest a draw. The
other side is then expected to start a new attack or concede the draw.
Checker/Draught
Countries, Associations and Federations, which hold Annual Open Tournaments,
may be eligible to join The World Checker/Draught Federation.
For information e-mail ICHFCHECKERS@AOL.COM
Write or call:
Charles C. Walker, President, World
Checker/Draught Federation
Director, International Checker Hall of Fame
Post Office Box 365
Petal, MS 39465-0365
Phone (601) 582-7090
Monday – Friday 9am – 4pm