Teorema 40500 Checkers Chess And Tria Instructions

July 21, 2024
Teorema

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Teorema 40500 Checkers Chess And Tria

Teorema-40500-Checkers-Chess-And-Tria-PRODUCT

CHECKERS

Draughts is played by two opponents, on opposite sides of the gameboard. One player has the dark pieces; the other has the light pieces. Players alternate turns. A player may ñot move an opponent’s piece. A move consists of moving a piece diagonally to an adjacent unoccupied square. If the adjacent square contains an opponent’s piece, and the square immediately beyond it is vacant, the piece may be captured (and removed from the game) by jumping over it. Only the dark squares of the checkered board are used. A piece may move only diagonally into an unoccupied square. When presented, capturing is mandatory in most official rules, although some rule variations make capturing optional. (3) In almost all variants, the player without pieces remaining, or who cannot move due to being blocked, loses the game. Uncrowned pieces (men) move one step diagonally forward and capture an opponent’s piece by moving two consecutive steps in the same line, jumping over the piece on the first step. Multiple enemy pieces can be captured in a single turn provided this Is done by successive jumps made by a single piece; the jumps do not need to be in the same line and may “zigzag” (change diagonal direction). In English draughts men can jump only forwards; in international draughts and Russian draughts, men can jump both forwards and backwards. When a man reaches the king’s row (also called crowned, the farthest row forward), he becomes a king, and is marked by placing an additional piece on top of the first man (crowned), and acquires additional powers including the ability to move backward and (in variants where they cannot already do so) capture backward. Like men, a king can make successive jumps in a single turn provided that each jump captures an enemy man or king.

CHESS

Teorema-40500-Checkers-Chess-And-Tria-FIG-1

A piece Is moved to either an unoccupied square or one occupied by an opponent’s piece, which is captured and removed from play. With the sole exception of en passant, all pieces are captured by moving to the square that the opponent’s piece occupies. Moving is compulsory; it is illegal to skip a turn, even when having to move is detrimental. A player may not make any move that would put or leave the player’s king in check. If the player to move has no legal move, the game is over; the result is either checkmate (a loss for the player with no legal move) if the king is in check, or stalemate (a draw) if the king Is not. Each piece has its way of moving. In the diagrams, the dots mark the squares to which the piece can move if there are no intervening piece(s) of either color (except the knight, which leaps over any intervening pieces).

  • THE KING moves one square in any direction. The king also has a special move called castling that involves also moving a rook.

  • A ROOK can move any number of squares along a rank or file, but cannot leap over other pieces. Along with the king, a rook is involved during the king’s casting move.

  • A BISHOP can move any number of squares diagonally, but cannot leap over other pieces.

  • A QUEEN combines the power of a rook and bishop and can move any number of squares along a rank, file, or diagonal, but cannot leap over other pieces.

  • A KNIGHT moves to any of the closest squares that are not on the same rank, file, or diagonal. (Thus the move forms an “L-shape: two squares vertically and one square horizontally, or two squares horizontally and one square vertically. The knight is the only piece that can leap over other pieces.

  • A PAWN can move forward to the unoccupied square immediately in front of it on the same file, or its first move it can advance two squares along the same file, provided both squares are unoccupied (white dots in the diagram); or the pawn can capture an opponent’s piece on a square diagonally in front of it on an adjacent file, by moving to that square (black “X*S). A pawn has two special moves: the en passant capture and promotion.

  • CASTLING: Once in every game, each king can make a special move, known as castling. Castling consists of moving the king two squares along the first rank toward a rook on the player’s first rank and then placing the rook on the last square that the king crossed. Castling is permissible if the following conditions are met: Neither the king nor the rook has previously moved during the game, there are no pieces between the king and the rook, the king is not In check, and will not pass through or land on any square attacked by an enemy piece. (Note that castling is permitted if the rook is under attack, or if the rook crosses an attacked square.)

  • CHECK When a king is under immediate attack by one or two of the opponent’s pieces, it is said to be in check. A move in response to a check is legal only and the king (which is possible only if the attacking piece is a queen, rook, or bishop and there is a square between it and the king); or moving the king to a square where it is not under attack. Castling is not a permissible response to a check.
    The object of the game is to checkmate the opponent; this occurs when the opponent’s king is in check, and there is no legal way to remove it from attack.
    It is never legal for a player to make a move that puts or leaves the player’s king in check. In casual games, it is common to announce “check’ when putting the opponent’s king in check, but this is not required by the rules of chess and is not usually done in tournaments.

  • END OF GAME:

    • Checkmate: The player whose turn it is to move is in check and has no legal move to escape check.
    • Resignation: Either player may resign, conceding the game to the opponent.
    • Stalemate: The player whose turn it is to move has no legal move and is not in check.

MILL

The board consists of a grid with twenty-four Intersections or points. Each player has nine pieces, or “men’, usually colored black and white. Players try to form ‘mills’-three of their own men lined horizontally or vertically allowing a player to remove an opponent’s man from the game. A player wins by reducing the opponent to two pieces (where they could no longer form mills and thus be unable to win), or by leaving them without a legal move.

The game proceeds in three phases:

  • Placing men on vacant points
  • Moving men to adjacent points
  • (optional phase) Moving men to any vacant point when the player has been reduced to three men

PHASE 1: The game begins with an empty board. The players determine who plays first, then take turns placing their men one per play on empty points. If a player is able to place three of their pieces on contiguous points in a straight line, vertically or horizontally, they have formed a mill and may remove one of their opponent’s pieces from the board and the game, with the caveat that a piece in an opponent’s mill can only be removed if no other pieces are available. After all men have been placed, phase two begins.

PHASE 2: Players continue to alternate moves, this time moving a man to an adjacent point. A piece may not “jump” another piece. Players continue to try to form mills and remove their opponent’s pieces as in phase one. A player can “break’ a mill by moving one of his pieces out of an existing mill, then moving it back to form the same mill a second time (or any number of times), each time removing one of his opponent’s men. The act of removing an opponent’s man is sometimes called ‘pounding” the opponent. When one player has been reduced to three men, phase three begins.
PHASE 3: When a player is reduced to three pieces, there is no longer a limitation on that player of moving to only adjacent points: The player’s men may “Ily” (or “hop”,or “jump*) from any point to any vacant point.

STRATEGY

At the beginning of the game, it is more important to place pieces in versatile locations rather than to try to form mills immediately and make the mistake of concentrating one’s pieces in one area of the board. An ideal position, which typically results in a win, allows a player to shuttle one piece back and forth between two mills, removing a piece every turn.

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