Players continue jumping to capture checkers until one color remains on the board. Whoever captures all their opponents’ checkers wins. It is now a king and can move forward or backward diagonally. This sets it apart from the other checkers. Once you reach the last row, either stack a captured checker on top of it or flip your checker over. A double jump is when two jumps are made consecutively within a single turn.Īs you make your way across the board, try to get to the end of your opponent’s side. If the space you land on after jumping your opponent’s checker puts you in position to jump another of their checkers, you can make a “double jump” in one move. Jump the checker by moving your piece straight over theirs and landing on the empty dark space. Remove your opponent’s checkers from the board by jumping them if your checker is diagonal to your opponent’s and there is an empty dark space to hop to. After the first player takes their turn the next player goes, also moving their checker forward diagonally. You are only allowed to move one checker per turn, moving one space at a time unless jumping. Move your checker forward diagonally, always staying on the dark squares.
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