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Checkers

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Шашечная игра онлайн с соперником и компьютером Checkers Fun

Checkers Fun - шашки с компьютером и другом

Checkers Fun - шашки с компьютером или с соперником - человеком.

Перед началом игры в шашки вы можете выполнить настройку игры. Для этого под надписью Tweaks передвигайте красную шашку:

- BE BLACK вы играете черными

- 2 PLAYER игра с другом, комп не играет

3) Уровень сложности игры:

- Easy простой

- Hard сложный

После выбора опций игры (настройки) нажмите на зеленую надпись START.

Английские шашки (чекерс)

Расскажем про английские шашки. Checkers - английские или американские шашки, чекерс.

В игре используется стандартная доска 8 на 8 клеток, в начальной позиции у каждого игрока по 12 шашек, расположенных в первых трёх рядах на чёрных клетках.

Первый ход делают чёрные. «Простые» шашки могут ходить по диагонали на одну клетку вперёд и бить только вперёд, дамка может ходить на одну клетку по диагонали вперёд и назад и бить через одну клетку в любую сторону. Бить обязательно, если есть несколько путей, игрок может выбрать любой, не обязательно самый длинный, но пройти его до конца.

Успехов в шашечной игре!

Другие статьи, обзоры программ, новости

Checkers Games: Play online games for free Checkers

Checkers Games Play games online for free Checkers

Classic checkers with the present rules of the game: Take necessary to beat more checkers, Kings can go to any number of cells.

The game Chapaev

Just remember the children's board game in Chapaev, which in turn schelbany for stray pieces of the enemy. Flash version of the game is not far removed from its desktop counterpart. Only become more convenient, because of click here do not have to search for bombs all over the room.

Rules of the game of checkers

Rules of the game of checkers. common to all its variants, remember simple. Delude simple not worth it. This intellectual game opens up space for the realization of complex strategic decisions.

Checkers - black (dark) and white (light) chips - are placed on the board. Outwardly, it resembles chess. The field consists of light and dark cells which alternate with each other. Rules of the game is meant 2-x rivals.

Checkers are placed on opposite sides of the board in parallel rows. Figures are put through a cell (usually black boxes). Rules of the game of checkers suggest two types of motion chips: quiet running and fight.

Simple checker when the latter with respect to the horizontal player becomes a king. Terms end of the game: the opponent is not able to walk, his figures are eaten

Simple checkers according to the rules of international and Russian versions of the game are moving the same way: on the diagonal 1 field forward (right or left).

Battle - the ability to eat an opponent's piece - is carried out in all directions: also allowed to move back. Terms of committing the shock stroke: the opponent's checker is on an adjacent square, and the field immediately after it is free.

Bruised pieces removed from the board is not in the fight, and after its completion. According to the rules it is impossible to avoid: not allowed to make a quiet move, when you can take the opponent's piece.

King moves freely: for any number of squares diagonally. It does not matter how many cells should block the enemy. King takes a chip, for which there is one or more free fields. According to the rules of the game, she gets up at any square after taking the checkers.

During the course of the shock is allowed to capture more than one opponent's checkers. However, the rules prohibit jump token several times. If a player commits this mistake, move stops (usually Turkish strike).

Rules of international and Russian checkers different. the size of the playing field, the initial number of figures, rules of becoming a king. For Russian checkers used a square board of 64 fields, according to international rules - stokletochnoe field. In the first case, the initial position of the players on the simple chip 12 in the second - 20.

According to international rules. a simple feature becomes a king at the end of the course on the farthest towards the player horizontally. Checker is simple if the fight continues after crossing the field. Taking shape as a king with the next chip allowed after conversion speed.

© 2014 Checkers Games . all rights reserved Site PlayShahki.com

Checkers - это

checkers это: Смотреть что такое "checkers" в других словарях:

Checkers — (engl.) steht fur: Eine Dame Variante, siehe Dame (Spiel) #Checkers Chinese Checkers, Halma 28px Diese Seite ist eine Begriffsklarung zur Unterscheidung mehrerer mit demselben Wort bezeichneter Begriffe. Kategorie … Deutsch Wikipedia

Checkers — Check ers (ch[e^]k [ e]rz), n. pl. [See , v.] A game, called also , played on a checkerboard by two persons, each having twelve men (counters or checkers) which are moved diagonally. The game is ended when either of the players … The Collaborative International Dictionary of English

Checkers — Checkers. См. Кирпичная кладка регенеративных камер. (Источник: «Металлы и сплавы. Справочник.» Под редакцией Ю.П. Солнцева; НПО Профессионал. НПО Мир и семья ; Санкт Петербург, 2003 г.) … Словарь металлургических терминов

checkers — (n.) U.S. name for the game known in Britain as DRAUGHTS (Cf. draughts), 1712, from plural of CHECKER (Cf. checker) (q.v.). So called for the board on which the game is played … Etymology dictionary

checkers — is the AmE name for the game in BrE called draughts … Modern English usage

Checkers — the name of a dog that belonged to Richard Nixon. Nixon was accused of accepting money illegally when he was a candidate for Vice president in 1952. He made an emotional speech on television and said the only gift he had accepted was his dog.… … Universalium

checkers — n. 1) to play checkers 2) Chinese checkers * * * Chinese checkers to play checkers … Combinatory dictionary

checkers — Draughts Draughts, n. pl. A game, now more commonly called . See . [1913 Webster] Note. is sometimes played with 40 pieces on a board divided into 100 squares. Am. Cyc. [1913 Webster] … The Collaborative International Dictionary of English

checkers —   Konane.   Also: kolane, papamu, mu, hiua. Konane stone, hiu, ulu; ili ili kea (white); ili ili ele ele (black). See ex. Kou.    ¦ To move, as in checkers, ka i hele, ku i.    ¦ To lose in checkers, as a stone or game, holo.    ¦ To play konane … English-Hawaiian dictionary

checkers — noun a) A game for two players played on a chessboard; the players have 12 pieces each, and the object is to capture all the opponent’s pieces by jumping over them. Other European varieties have larger boards and more playing pieces. b) the… … Wiktionary

checkers — n. board game (played by two people) checkA·er || tE?ekE™ n. one of the squares of a checkered pattern; piece used in checkers (board game); one who checks, inspector, examiner v. diversify with color, variegate; mark like a checkerboard … English contemporary dictionary

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Online Free Internet Checkers - Play Checkers Game

The starting checkers position is with each player having twelve pieces, on the twelve dark squares closest to his edge of the board. Notice that in checker diagrams, the checkers are usually placed on the light colored squares, for readability. On a real board they are on the dark squares.

Moving: A checker piece which is not a king can move one square, diagonally, forward. A king can move one square diagonally, forward or backward. A checker piece (piece or king) can only move to a vacant square. A move (play) can also consist of one or more jumps (next paragraph).

Jumping: You capture an opponent's checker (piece or king) by jumping over it, diagonally, to the adjacent vacant square beyond it. The three squares must be lined up (diagonally adjacent): your jumping piece (piece or king), opponent's piece (piece or king), and then empty 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 play, with one piece only, by jumping to empty square to empty square. In a multiple jump, the jumping piece or king can change directions, jumping first in one direction and then in another direction. 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 checker board. You cannot jump your own piece. You cannot jump the same piece twice, in the same move. 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. A checker piece, whether it is a king or not, can jump a king.

Kinging: When a piece reaches the last row (the King Row), it becomes a King. A second checker is placed on top of that one, by the opponent. A piece that has just kinged, cannot continue jumping checkers, until the next move.

Red moves first. The players take turns moving. You can make only one move per turn. You must move. If you cannot move, you lose the game. Checker players normally choose colors at random, and then alternate colors in subsequent checker games.

Checkers - Checkers - amp; Draughts Wiki

Checkers (American English and Canadian English), also called American Checkers. Straight Checkers or, English Draughts (British English), is a popular board game all over the world. Unlike International Checkers. it is played on an eight-by-eight squared board (with sixty-four total squares) with twelve pieces on each side. The pieces move and capture diagonally. They may only move forward until they reach the opposite end of the board, when they are crowned or kinged and may henceforth move and capture both backward and forward.

As in all checkers variants, American Checkers is played by two people, on opposite sides of a playing board, alternating moves. Traditionally the pieces are either black, red, or white. The opponent's pieces are captured by jumping over them.

Over-the-board tournaments are (or were) held in Antigua, Australia, Barbados, Canada, Channel Islands, China, Denmark, Germany, Guyana, Ireland, Italy, Jamaica, Kenya, New Zealand, South Africa, Turkmenistan, the United Kingdom and the United States.

Game Play Edit

The starting position

  • Pieces – Though pieces were traditionally made of wood, now many are made of plastic, though other materials may be used. Pieces are typically flat and cylindrical. They are invariably split into one darker and one lighter colour. Traditionally, these colours are white and red, but black and red are common in the United States, and light- and dark-stained wooden pieces are supplied with more expensive sets. There are two classes of pieces: men and kings. Kings are differentiated as consisting of two normal pieces of the same colour, stacked one on top of the other. Often indentations are added to the pieces to aid stacking.
  • Starting position – Each player starts with twelve pieces on the dark spaces of the three rows closest to that person's own side (as shown in the diagram). The row closest to each player is called the crownhead or kings row. The player with the darker coloured pieces moves first.
  • How to move – There are two ways to move a piece:
    • A simple move involves sliding a piece one space diagonally forwards to an adjacent unoccupied dark square.
    • A jump is a move from a square diagonally adjacent to one of the opponent's pieces to an empty square immediately and directly on the opposite side of the opponent's square, thus jumping directly over the square containing the opponent's piece. An uncrowned piece may only jump diagonally forwards, kings may also jump diagonally backwards. A piece that is jumped is captured and removed from the board. Multiple-jump moves are possible if when the jumping piece lands, there is another immediate piece that can be jumped; even if the jump is in a different direction. Jumping is mandatory – whenever a player has the option to jump, that person must jump (even if it's to the jumping player's disadvantage; for example, a player can choose to allow one of his men to get captured to set up capturing two or more of his/her opponent's men). When multiple-option jumping moves are available, whether with the one piece in different directions or multiple pieces that can make various jumping moves, the player may choose which piece to jump with and which jumping option or sequence of jumps to make. The jumping sequence chosen does not necessarily have to be the one that would have resulted in the most captures; however, one must make all available captures in the chosen sequence. Any piece, whether it is a king or not, can jump a king.
  • Kings – If a player's piece moves into the kings row on the opposing player's side of the board, that piece is said to be crowned (or often kinged in the U.S.), becoming a king and gaining the ability to move both forwards and backwards. If a player's piece jumps into the kings row, the current move terminates; having just been crowned, the piece cannot continue on by jumping back out (as in a multiple jump), until the next move. A piece is normally crowned by placing a second piece on top of it; some sets have pieces with a crown molded, engraved or painted on one side, allowing the player to simply turn the piece over or to place the crown-side up on the crowned piece, further differentiating Kings from ordinary pieces.
  • How the game ends – A player wins by capturing all of the opposing player's pieces or by leaving the opposing player with no legal moves. The game ends in a draw, if neither side can force a win.

A standard American Checkers Federation set. Smooth red and white pieces, green and buff squares.

In Tournament Checkers, a variation called three-move restriction is preferred. The first three moves are drawn at random from a set of accepted openings. Two games are played with the chosen opening, each player having a turn at either side. This tends to reduce the number of draws and can make for more exciting matches. Three-move restriction has been played in the United States championship since 1934. A two-move restriction was used from 1900 until 1934 in the United States and in the British Isles until the 1950s. Before 1900, championships were played without restriction: this style is called go-as-you-please (GAYP).

One rule of long standing that has fallen out of favour is the huffing rule. In this variation jumping is not mandatory, but if a player does not take their jump (either deliberately or by failing to see it), the piece that could have made the jump is blown or huffed. i.e. removed from the board. After huffing the offending piece, the opponent then takes their turn as normal. Huffing has been abolished by both the American Checker Federation and the English Draughts Association.

Two common rule variants, not recognized by player associations, are:

  • That capturing with a king precedes capturing with a regular piece. (In such a case, any available capture can be made at the player's choice.)
  • A piece which in the current move has become a king can then in the same move go on to capture other pieces (see under Kings. above).
Notation Edit

Official Checkers Notation from the Encyclopaedia Britannica, 9th Edition (1875)

For recording games, there is a standardised notation. All 32 reachable positions of the board are numbered in sequence. The numbering starts in black's double-corner. The blacks squares on the first rank are numbered 1 to 4, (in algebraic chess notation those being g1, e1, c1, a1. The next rank starts 5 to 8 (h2, f2, d2, b2) and so on. Moves are recorded as from-to, so a move from 9 to 14 would be 9-14. Captures are notated with an x connecting the start and end square. The result is often abbreviated as BW/RW (Black/Red wins) or WW (White wins)

A sample game. White resigned after blacks 46th move.

[Event "1981 World Championship Match, Game #37"]

[Black "M. Tinsley"]

[Result "1-0"]

1. 9-14 23-18 2. 14x23 27x18 3. 5-9 26-23 4. 12-16 30-26 5. 16-19 24x15 6. 10x19 23x16 7. 11x20 22-17 8. 7-11 18-15 9. 11x18 28-24 10. 20x27 32x5 11. 8-11 26-23 12. 4-8 25-22 13. 11-15 17-13 14. 8-11 21-17 15. 11-16 23-18 16. 15-19 17-14 17. 19-24 14-10 18. 6x15 18x11 19. 24-28 22-17 20. 28-32 17-14 21. 32-28 31-27 22. 16-19 27-24 23. 19-23 24-20 24. 23-26 29-25 25. 26-30 25-21 26. 30-26 14-9 27. 26-23 20-16 28. 23-18 16-12 29. 18-14 11-8 30. 28-24 8-4 31. 24-19 4-8 32. 19-16 9-6 33. 1x10 5-1 34. 10-15 1-6 35. 2x9 13x6 36. 16-11 8-4 37. 15-18 6-1 38. 18-22 1-6 39. 22-26 6-1 40. 26-30 1-6 41. 30-26 6-1 42. 26-22 1-6 43. 22-18 6-1 44. 14-9 1-5 45. 9-6 21-17 46. 18-22 BW

Unicode Edit

In Unicode, the checkers are encoded in block Miscellaneous Symbols:

  • U+26C0 WHITE CHECKERS MAN
  • U+26C1 WHITE CHECKERS KING
  • U+26C2 BLACK CHECKERS MEN
  • U+26C3 BLACK CHECKERS KING
Computer Players Edit

The first English draughts computer program was written by Christopher Strachey, M.A. at the National Physical Laboratory, London. Strachey finished the programme, written in his spare time, in February 1951. It ran for the first time on NPL's Pilot ACE on 30 July 1951. He soon modified the programme to run on the Manchester Mark 1.

The second computer program was written in 1956 by Arthur Samuel, a researcher from IBM. Other than it being one of the most complicated game playing program written at the time, it is also well known for being one of the first adaptive program. It learned by playing games against modified versions of itself, with the victorious versions surviving. Samuel's program was far from mastering the game, although one win against a blind checkers master gave the general public the impression that it was very good.

In the 1990s, the strongest program was Chinook . written in 1989 by a team from the University of Alberta led by Jonathan Schaeffer. Marion Tinsley. world champion from 1955–62 and from 1975–91, won a match against the machine in 1992. In 1994, Tinsley had to resign in the middle of an even match for health reasons; he died shortly thereafter. In 1995, Chinook defended its man-machine title against Don Lafferty in a thirty-two game match. The final score was 1–0 with 31 draws for Chinook over Don Lafferty. In 1996 Chinook won in the USA National Tournament by the widest margin ever, and was retired from play after that event. The man-machine title has not been contested since.

In July 2007, in an article published in Science magazine, Chinook's developers announced that the program had been improved to the point where it could not lose a game. If no mistakes were made by either player, the game would always end in a draw. After eighteen years, they have computationally proven a weak solution to the game of Checkers. Using between two hundred desktop computers at the peak of the project and around fifty later on, the team made just 10 14 calculations to search from the initial position to a database of positions with at most ten pieces.

Computational Complexity Edit

The number of legal positions in American Checkers is estimated to be 10 20. and it has a game-tree complexity of approximately 10 40. By comparison, Chess is estimated to have between 10 43 and 10 50 legal positions.

When draughts is generalized so that it can be played on an n -by-n board, the problem of determining if the first player has a win in a given position is EXPTIME-complete.

The July 2007 announcement by Chinook 's team stating that the game had been solved must be understood in the sense that, with perfect play on both sides, the game will always finish with a draw. Yet, not all positions that could result from imperfect play have been analyzed.

List of Top Checkers Programs Edit See also Edit
  • Minicheckers. a variant played on a 4x4 board
  • Suicide Checkers. the misere variant
  • Tiers. a complex variant of Checkers that allows players to upgrade their pieces beyond kings
External Links Edit

Free Online Checkers Game

Free Online Checkers Game Free Online Checkers Game

The game-play is pretty simple in this online checkers game. Click on red checker with your left mouse button and then point to the square where you would like to move the piece.

The Actual Board Game Rules of Checkers How to play checkers:
  • Board The board is an 8Ч8 grid, with alternating dark and light squares, called a checkerboard (in the US, in reference to its checkered pattern, also the source of the name checkers). The playable surface consists of the 32 dark squares only. A consequence of this is that, from each player's perspective, the left and right corners encourage different strategies.

  • Pieces The pieces are usually made of wood and are flat and cylindrical. They are invariably split into one darker and one lighter color. Traditionally, these colors are red and white. There are two kinds of pieces: "men" and "kings". Kings are differentiated as consisting of two normal pieces of the same color, stacked one on top of the other. Often indentations are added to the pieces to aid stacking.
  • Starting Position Each player starts with 12 pieces on the three rows closest to their own side, as shown in the diagram. The row closest to each player is called the "crownhead" or "kings row". The black (darker color) side moves first.
  • How to Move There are two ways to move a piece: simply sliding a piece diagonally forwards (also diagonally backwards in the case of kings) to an adjacent and unoccupied dark square, or "jumping" one of the opponent's pieces. In this case, one piece "jumps over" the other, provided there is a vacant square on the opposite side for it to land on. Again, a man (uncrowned piece) can only jump diagonally forwards, and a king can also move diagonally backwards. A piece that is jumped is captured and removed from the board. Multiple-jump moves are possible if, when the jumping piece lands, there is another piece that can be jumped. Jumping is mandatory and cannot be passed up to make a non-jumping move, nor can fewer than the maximum jumps possible be taken in a multiple-jump move. When there is more than one way for a player to jump, one may choose which sequence to make, not necessarily the sequence that will result in the most amount of captures. However, one must make all the captures in that sequence. (Under traditional checker rules jumping is not mandatory. If it is not done, the opponent may either force the move to be reversed, huff the piece or carry on regardless.)
  • Kings If a player's piece moves into the kings row on the opposing player's side of the board, that piece is said to be "crowned" (or often "kinged" in the US), becoming a "king" and gaining the ability to move both forwards and backwards. If a player's piece jumps into the kings row, the move terminates (it cannot jump out (as in a multiple-jump move) until that move has ended and the piece has been crowned).
  • How the Game Ends A player wins by capturing all of the opposing player's pieces, or by leaving the opposing player with no legal moves.
  • Free Checkers Games Page - Play Checkers Free Online!

    Free Checkers Games Page

    These free Checkers games are not only fun, they also train brain skills such as concentration and strategic thinking.

    Checkers is a two-person board game also known as draughts, dames, or damas. You play against the computer with these free games.

    Each side takes turns moving their chips forward one at a time. The chips can only be moved on the diagonal squares.

    There are also rules for when you can jump and take your opponent's pieces (see individual game pages for rules).

    To win, either take all your opponent's pieces or block him from making any more moves.

    Here are the Checkers Games: Game #1: Alice in Wonderland Checkers

    About This Game. This Alice in Wonderland checkers game has wonderful graphics. Play checkers against different characters from down the rabbit hole!

    Tweedle Dum & Tweedle Dee, the Mad Hatter, the Queen of Spades, and more are your opponents. Your checkers pieces match the theme of each level too. Play free now .

    Game #2: Big Shot Checkers

    About This Game. Big Shot on-line checkers is a fun variation of regular checkers. In this version, your Big Shot character rides on top of one of your pieces!

    This adds a new way to win: Get your Big Shot to your opponent's home row. Play free now .

    Game #3: Checkers 3-in-1

    But there are some really cool options:

    Standard (regular checkers), Giveaway (computer must take all your pieces), and Extreme (speed checkers).

    Game #4: Checkers Online

    About This Game. This version is nice because you can play against a real friend! Just choose the Two Player option when starting the game.

    Other than that, this is a straightforward checkers game with a standard-looking checkers board. Play free now .

    Game #5: Chinese Checkers

    About This Game. Tired of regular checkers? Try Chinese Checkers for something different. In this version, you play Chinese Checkers against the computer.

    Chinese checkers is played with marbles instead of round chips. There are no kings. Instead, move all your marbles to the other side of the board before your opponent does the same. Play free now .

    Game #6: Online Checkers

    About This Game. This nice version of online checkers comes with useful options for customizing the game. For starters, you can choose whether to play Red or Black. You can also play versus the computer or against a friend in the same room. You can display the checkers board either in a flat overhead view or as a 3D board.

    This game loads fast and is lots of fun. Play free now .

    Internet Checkers: how to play

    Applies to these editions of Windows 7

    Checkers is one of the oldest and most popular board games. Now you can play against other people over the Internet.

    Open the Games folder by clicking the Start button . In the search box, type games. and then, in the list of results, click Games Explorer.

    The object How to play

    When it's your turn, click a checker, and then click the square where you want to place it.

    You must move forward into an unoccupied space, either by moving diagonally one space or by jumping an opponent's piece. (Windows doesn't allow illegal moves.)

    Capturing checkers

    You capture a checker by jumping it.

    Jumps are possible when an enemy piece is in an adjacent square, and an empty space is directly opposite. If a jump is available, you must take it. Windows won't allow other moves.

    If your opponent's checkers are spaced properly, you can jump multiple pieces during a single move. But you must execute one jump at a time with your mouse.

    When a checker reaches the opposite side of the board, it gets crowned and becomes a king. A king can move diagonally forward or backward.

    Ending a game

    A game can end in two ways.

    You can offer a draw by clicking the Draw button or pressing Alt+D. A draw is a tie game. If your opponent accepts the offer, a "Draw" message appears and the game ends. If your opponent refuses, the game continues.

    You can also resign. If you resign, your opponent wins. To resign, click the Resign button or press Alt+R.

    When a game ends, you can play the same person again, or you can play someone else by clicking the Game menu, and then clicking Find New Opponent.

    Hints and tips

    Give 'em a nudge. Is your opponent intentionally stalling, or slowing down the game hoping to make you quit? Watch for the Nudge button to appear. By clicking it, you'll force the other player to make a move, or be disconnected from the game.

    Attack first. Be the first to capture a piece, and then force a series of equal captures. You'll usually win in this scenario.

    Go for two. Try capturing two checkers during a turn so that your opponent will struggle to rescue both. This will weaken your opponent's defenses.

    Lose one to get two. Strategically sacrifice checkers to force uneven capture trades. For example, let your opponent capture one of your pieces if you can take two enemy checkers on your next turn.

    Be defensive. Position checkers so you can respond to captures with a counter strike. Also, don't spread your pieces too far apart, since it opens you to multiple losses in a single turn.

    Think ahead. Increase the number of moves you can make during a turn while limiting your opponent's options. If possible, place checkers to strategically block your opponent's movements.

    Back away. Don't vacate your back row too soon. That way, your opponent can't mint kings.