Standard Checkers, except that each cram square (i.e; a1/A1 to h8/H8) accepts two playing pieces. Checkers may move or jump, to or from, either side of their adjoining half-squares;
capturing jumps are mandatory AND must [can only] be completed through each captured piece's
vacant aligned side. Checkers may not be moved only within a single cram square.
Object: Capture all your opponent's men (`Checkers`) by jumping over them, or
stalemate the opponent so he has no moves. Checkers can only move diagonally forward,
either by sliding to an adjacent empty half-square or by jumping over an enemy piece to
a vacant (aligned) landing square on the other side. Pieces from both players may co-occupy
any playable cram square location. Jumping over an enemy piece captures it. Capturing is mandatory, and you must keep jumping and capturing as long as it is possible. Maximal-captures (forcing the path with the most captures) is not applied here. When your Checker reaches the other end of the board, it becomes a King and can
then also move diagonally backwards.
'Doubling back' is also allowed - where a King might jump one enemy piece then make a return capturing
jump to the starting position's OTHER 'half-square' - but not to its own starting half-square.
With the Chinese CramCheckers variants, a similar double-back duality can exist with non-captured
friendly-side piece jumps.
- - - - - - - - - - - Chinese* CramCheckers allows for the non-capture jumps of friendly-side pieces. Initial
'enemy piece' jumps continue as mandatory. Follow-up jumps during combined turn sequences
may be taken over EITHER and/or both sides' pieces. Friendly-side jumps may also begin
a turn sequence, when mandatory enemy-side jumps are non-existent. Unlike Chinese Checkers,
follow-up jumps cannot be declined.
A 6x8 board layout is provided as CramCheckers' default variant.
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