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{\rtf1{\fonttbl{\f0\fnil\fcharset0 Arial;}{\f1\fnil\fcharset0 fonts/Times-Bold.afm ;}{\f2\fnil\fcharset0 fonts/Times-Roman.afm ;}{\f3\fnil\fcharset0 fonts/Times-Bold.afm;}{\f4\fnil\fcharset0 fonts/Times-Roman.afm;}}{\colortbl ;\red0\green0\blue0;\red51\green102\blue154;}{\*\generator dz_rft_create;}\f0\f1\cf2\fs32 \b \ul Checkers\ul0 \b0 \par
\cf1\f2\fs18 \i Origin \b Sir Egil Njalsson \b0 Entered by Azus\i0 \par
\f3\cf2\fs24 \b Created on\b0 \par
\cf1\f4\fs18 2010-03-18 03:01:11\par
\f3\cf2\fs24 \b Modified\b0 \par
\cf1\f4\fs18 2010-03-26 13:55:51\par
\f3\cf2\fs24 \b Class\b0 \par
\cf1\f4\fs18 Militia\par
\f3\cf2\fs24 \b Lives\b0 \par
\cf1\f4\fs18 See rules\par
\f3\cf2\fs24 \b Count\b0 \par
\cf1\f4\fs18 see rules\par
\f3\cf2\fs24 \b Reeves\b0 \par
\cf1\f3\cf2\fs24 \b Materials\b0 \par
\cf1\f3\cf2\fs24 \b Setup\b0 \par
\cf1\f4\fs18 The basic
board consists of an 8x8 grid consisting of squares 4-5' per side.
This can be marked out with lines consisting of lime, chalk, flour,
food coloring, or other environment-friendly materials. Two or more
pieces of twine with markings at every 4-5' (or whatever you decide
to use) would help to keep the lines straight when marking, as would
a piece of an appropriate length to help with triangulation, thus
making sure your field has right angles at the corners. (The latter
piece would need to be approximately 1.414 times the length of one of
the side pieces of twine.)
\par
Ground tape, often used in battlegames and quests
to mark boundaries, would not work as line markers for the
checkerboard: the playing pieces move around a lot during the game,
and it doesn't take much to hook a toe underneath and snap the thin
plastic tape we normally use. It would therefore take only a few
moves to turn the battlefield into a mess of unconnected tape
fragments. Rope or nylon tape, on the other hand, would not break,
but would present a severe safety hazard, as either is very likely to
trip the participants. Lines made of some kind of powder or liquid
may be less readily visible, and may take longer to set up; but they
are also less likely to be a hazard during play.
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>
\par
One alternative to this trade-off is to use cloth
squares or circles to mark the center of the squares, ignoring the
lines altogether: remember that all you need to do is set up relative
positions for the pieces -- the exact borders of the squares are
irrelevant to actual play. The cloth pieces need to be large enough
to be spotted readily, but small enough that you don't have a lot of
exposed edges for people to trip over. Squares 10-12" across
should suffice. One advantage of using cloth is that you can easily
alternate colors of the squares; another is that they are very
re-usable (even for chess!); a third is that they are readily visible
from a distance; and a fourth is that these should speed the setup
process. Suitable pieces can be made by reinforcing the edges of
cloth squares, and setting eyelets in them to hold roofing-type nails
which will hold the pieces to the ground. The main disadvantage of
using these cloth markers (as opposed to drawing the lines with
powder or liquid) is that to the outsider it may look like you're
playing some weird variant of Twister, rather than checkers (or
chess); and there is a slight risk of tripping, depending on the size
of gaps you leave between the nails.
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>
\par
Two opposing players will be the ones controlling
the pieces, and 24 other players (12 per team) will represent the
checkers. (If you wish to play with fewer pieces, just make sure both
teams are equal, and that they are set up in the same pattern.) The
playing pieces will be identified by color-coded sashes, arm bands,
face paint, or other means. The two controlling players will be
identified by color-coded hoods or tabards, or left unmarked.
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\par
\f3\cf2\fs24 \b Rules\b0 \par
\cf1\f4\fs18 As was
mentioned in the Introduction (misc), all checkers have equal abilities: in
this case, a single short sword. The pieces will begin in the
standard position for a game of checkers (or a mutually agreed-upon
arrangement if there are fewer pieces). The controlling players walk
among the pieces, literally moving (or commanding) their pieces to
the desired squares. No square can be o fight to get past. When a
piece is ordered to capture another piece, both combatants stay where
they are until "lay on" is called, then they enter into
one-on-one combat. Wounds and death occur as in a normal ditch
battle, with no armor or special abilities. (Pieces not directly
involved in the current move cannot attack or be attacked, and are
asked to try to stay out of the way of the combatants.) If the
attacking piece is defeated, the capture is unsuccessful -- the
attack was "repelled" -- and both pieces stay where they
were before combat began. If the attacking piece is victorious, the
defeated piece is removed from the field, and the victorious piece
moves to the empty space beyond the defeated piece. (Any piece which
dies is asked to do so dramatically, especially if mundanes are
watching. The overall atmosphere of the game would be enhanced if
volunteers can be found to carry the dead "captured" pieces
off the field.)
\par
Multiple captures are possible: if, from the spot
the victorious attacking piece moved to, there is another piece they
can capture, they can proceed to fight (after "lay on" is
called again) for the next one as well, if ordered to do so by the
controlling player. Any wounds they may have received while fighting
the first piece are still in effect. If successful again, the piece
moves on; if unsuccessful, they remain where they are at this point.
When the turn ends, either by an unsuccessful attack or by the
controlling player deciding to end the move, all wounds to either
party are considered healed. (Remember that an attacking piece can
never be removed from the board: if killed by the defender, they
simply stay where they were, and are restored to health for the next
turn.)
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>
\par
A piece moved into the opponent's back row is
considered "kinged," as signified by the placing of a paper
crown, headband, or other appropriate marker on their head. Any
future movement of a "kinged" piece can be either forward
or backward, but otherwise uses the same movement rules as before. A
"kinged" piece is considered to have one point of all-over
natural body armor in future combats. Any damage to this armor, as
with wounds on a normal piece, is carried over between successive
combats in the same turn, but is healed (like wounds) when that turn
ends.
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\par
\f3\cf2\fs24 \b Victory\b0 \par
\cf1\f4\fs18 \par
Play continues until one controlling player has
lost all their pieces.
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\par
\f3\cf2\fs24 \b Misc\b0 \par
\cf1\f4\fs18
\par
At the
recent Ren Fair in Las Cruces, the success of the chess games (in the
eyes of both the participants and the general public) led many to
ask, "Why don't we have rules for checkers?" With that
prompting, and some thought, I have come up with the following rules,
and the basic necessary equipment.
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\par
Unlike chess pieces, all checkers (except those
which have been "kinged") have equal abilities, and these
rules reflect that fact. This fact will make the game much easier to
keep track of than chess, but also means you are relying more on
basic fighting ability rather than class specializations. If Amtgard
Chess can be compared to a specialized battlegame, then Amtgard
Checkers can be compared to a specialized ditch battle.
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\par
\f3\cf2\fs24 \b Variations\b0 \par
\cf1\f4\fs18
\par
\b Iron checkers\b0 : Normal pieces are considered to
have one point of natural armor, while kings have two points.
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>
\par
\b Attrition variant: \b0 Wounds (and damage to
natural armor) are never healed. If a wounded piece is kinged, the
wound is still there but now has armor on top of it: that is, they
can take one additional shot to the wounded limb with no further
injury occurring.
<\par
>
\par
\b Damned-if-you-do \b0 variant: Attacking pieces,
if defeated, are removed from the board.
<\par
>
\par
\b Open checkers\b0 : Instead of using a single
sword, pieces may use their choice of melee weapons and/or shields,
as in a ditch battle.
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>
\par
\b Goblin (speed) checkers\b0 : Any wound kills,
on regular pieces. Kings either take damage as a normal human, or are
considered to have one non-magical Protect each turn. (The
controlling players mutually decide which option to use.)
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these>\par
\fs20 \par
}