Article View: net.micro.atari16
Article #738(none)
From: Eric Terrell
Date: Sun, 18 May 1986 07:58
Date: Sun, 18 May 1986 07:58
130 lines
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3957 bytes
_T_h_e _R_u_l_e_s _o_f _C_h_e_c_k_e_r_s:
Squares on the checkerboard are numbered as follows:
TOP
---------------------------------
| | 1| | 2| | 3| | 4| [Red's king row]
---------------------------------
| 5| | 6| | 7| | 8| |
---------------------------------
| | 9| | 10| | 11| | 12|
---------------------------------
| 13| | 14| | 15| | 16| |
---------------------------------
| | 17| | 18| | 19| | 20|
---------------------------------
| 21| | 22| | 23| | 24| |
---------------------------------
| | 25| | 26| | 27| | 28|
---------------------------------
| 29| | 30| | 31| | 32| | [Black's king row]
---------------------------------
BOTTOM
_M_o_v_i_n_g _t_h_e _p_i_e_c_e_s:
Black makes the first move, and players alternate until the
game is over. A player must make a move if possible i.e. he
may not pass. A move is either a simple move or a capture.
A simple move for a black piece is a move to an empty
adjacent diagonal square in the downward direction. A
simple move for a red piece is a move to an empty adjacent
diagonal square in the upward direction. If a piece makes
it to the opposite end of the board (its king row) it is
crowned and may move to any of the four squares adjacent to
it that are empty.
_C_a_p_t_u_r_i_n_g:
A piece or a king captures in the same direction that it
May 18, 1986
- 2 -
moves. A capture is possible when one's piece or king can
jump over an enemy piece placed in a square that otherwise
the capturing piece or king could move to, and land on an
empty square on the diagonal immediately beyond the jumped -
over enemy piece. A captured piece is removed from the
board. If after a capture the capturing piece is eligible
to capture another piece, it must. The only exception to
this rule is when a piece makes a capture and is thereby
crowned - then it must wait for the next turn before
capturing again. In general, whenever there is at least one
capture available to a player during his turn, he MUST make
one of the captures.
_W_i_n_n_i_n_g:
The game is over when during his turn a player cannot move
(either because all of his pieces have been captured or
because he cannot legally move his remaining pieces). This
player is the loser of the game.
_P_l_a_y_i_n_g _t_h_e _C_o_m_p_u_t_e_r _G_a_m_e:
As your pieces are black, you will be making the first move
of the game. Black pieces, black kings, red pieces, and red
kings are represented by "b", "B", "r", "R", respectively.
To the right of the game board is a numbered board. To make
a move one enters the number of the square to be moved from
followed by the number of the square to be moved to.
Cheating is not allowed, so moves will be accepted until a
legal one is entered. The game ends when either player wins,
or when the human player's patience is exhausted. A record
of the game (in standard checkers notation) is stored in a
file named gamerec.txt.
May 18, 1986
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Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: arc1-ca.pugleaf.net!utzoo!watmath!clyde!burl!ulysses!mhuxr!mhuxn!ihnp4!ucbvax!OHIO-STATE.ARPA!terrell From: terrell@OHIO-STATE.ARPA (Eric Terrell) Newsgroups: net.micro.atari16 Subject: (none) Message-ID: <8605180758.AA29365@ohio-state.ARPA> Date: Sun, 18-May-86 03:58:39 EDT Article-I.D.: ohio-sta.8605180758.AA29365 Posted: Sun May 18 03:58:39 1986 Date-Received: Mon, 19-May-86 05:32:50 EDT Sender: daemon@ucbvax.BERKELEY.EDU Organization: The ARPA Internet Lines: 130