A Super Game for 4 Players
AGES 5 & older
TWO GAMES IN ONE!
USA Super Checkers and Checkers
A SUPER GAMES LLC GAME
The Basic Rules of USA Super Checkers (4 PLAYERS)
INTRODUCTION
The game is played by 4 players positioned at the 4 sides of the game
board. To start the game place 4 checkers (Red, White, Blue and Black)
in a cup or bowl and draw. The player who draws Red goes first, then White,
Blue and Black.
BOARD SETUP AND GAME PLAY
Red checkers are setup with a double corner to the player’s right.
Then clockwise White, Blue and Black. Checkers are placed only on the
BLUE squares and movement is diagonally forward. All play is on the BLUE
squares.
POWER OF THE PIECES
The Little Man (single checker) can only make one move diagonally
forward towards the opposite King Row. Capturing opponents checkers on
the way. Once it reaches the King Row it becomes a King and is crowned
by placing a checker of the same color from the capture pile. A King (2
checkers of the same color stacked on top of each other) may move
one square per turn ahead or back, jumping opponents checkers when there
is a vacant square behind it. All jumped checkers are removed from the
board and placed in the capture pile.
To gain more power, a King must reach a King Row to the player’s
left or right side of the board. When a King reaches either left or right
side King Row, it is Crowned by placing a single checker of the color
of that King Row under it. Now it’s a Queen and has the power to
make 2 moves. (Example: It can move and jump, jump and move or move
2 times).
For the Queen to gain more power it must make its way to the last King
Row. Then it is crowned by placing a checker of the color of that King
Row under it. Now it is a Super Checker and has the power to make 3 moves.
(Example: it can move, jump and move again).When a jump is available
the jump must be taken. If more than one jump is available the player
with the jump may take their choice of the jump they will take.
PLAYING PARTNERS
When playing partners, a player may jump and leave partner’s checker
while capturing the opponents checkers or just for faster movement to
reach the King Rows.
THE WINNER OR WINNERS
The Winner is the player who has captured all the opponents checkers or
pined the opponent so they cannot move or it becomes a draw. When playing
partners the winning partner makes their partner a winner also.
The Basic Rules of Checkers (2 PLAYERS)
The object of the game is to win by capturing all of your opponent’s
checkers or blocking them so they cannot move. Each player places his
12 checkers (Red and Black) on the BLUE squares of the first
three rows on the opposite sides of the 64 square board outlines in gold.
(Centre of board) Red Checkers go first.
The checkers are moved diagonally forward and each player alternately
moves one of their checkers per round.
In order to capture an opponent’s checker, the player must be able
to jump over their opponent’s checker when there is a vacant square
behind it. Single checkers may move diagonally forward.
When a player moves their checker to the last row on the opposite side
of the board, that checker is crowned by placing a checker of the same
color on top of it. Now it becomes a King. The King may move diagonally
forward or backward.
When a jump is available the jump must be taken. A jump may take as many
of the opponent’s checkers on the same move if there are vacant
squares diagonally behind each checker. Single checkers may jump forward.
Kings may jump forward or backward.
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