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01. Fundamentals
02. Winning Tactics
03. Spectacular Traps
04. Opening
05. Endgame
06. Draw
Appendix I: Laws
Appendix II: Variants
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Appendix I
The Standard Lows of Checkers
1. The Standard Board
The Standard Board must be of 64 light and dark squares. The board must be placed so that each player has a dark single corner at his left hand.
2. The Standard Men
The Standard Men, technically described as Black and White, must be light and dark (e.g., white and red, or white and black), and round.
3. Placement of the Men
The men shall be placed on the dark squares.
The Black men shall invariably be placed upon the first dark twelve squares of the board (numbered 1 to 12) the White men upon the last twelve dark squares (numbered 21 to 32).
4. Order of Playing
Each player shall play alternate games with Black and White men, and lots shall be cast for the color only once—at the commencement of a match, the winner to have the choice of taking either Black or White.
The first move must invariably be made by the player having the Black men.
5. Time Limit for Playing
At the end of five minutes (if the move has not been previously made), "Time" must be called distinctly by the person appointed for the purpose; if the move be not completed at the expiration of another minute, the game shall be adjudged as lost through improper delay.
When there is only one way of taking one or more men, "Time" shall be called at the end of one minute; if the move be not completed at the expiration of another minute, the game shall be adjudged as lost through improper delay.
6. Arrangement of the Men during a Game
Either player is entitled, on giving intimation, to arrange his own or his opponent's men properly on the squares. After the first move has been made, however, if either player touches any man without giving intimation, he shall be cautioned for the first offense, and shall forfeit the game for any subsequent act of the kind.
7. Touch and Move
After the men have been arranged, if the player whose turn it is to play, touches one, he must either move that man or forfeit the game. When the piece is not playable, he is penalized according to the preceding law.
If any part of a playable man is moved over an angle of the square on which it is stationed, the play must be completed in that direction.
8. Capturing Play
A capturing play, as well as an ordinary one, is completed whenever the hand is withdrawn from the piece played, even though more than one man has been taken. The play whereby a single man captures an opposing man or men into the opposing crown row constitutes a move and the capturing man becomes a King. It is then the opposing side's turn to play.
9. Removal of Men
When capturing, if a player removes one of his own men, he cannot replace it, but his opponent can either play or insist on his replacing it.
10. False or Improper Move
If either player, makes a false or improper move, he shall instantly forfeit the game to his opponent.
11. Crowning of Men
When a man reaches, for the first time, any of the squares on the opposite extreme line of the board, technically called the "King Row," it becomes a "King" and can be moved backward or forward as the limits of the board permit (though not in the same play—see Rule 8) and must be "crowned" (by placing a man on top of it) by the opponent; but, if said opponent neglects to do so and plays, such play shall be put back until the man is crowned.
12. Drawn Games
A "draw" comes about when neither player can force a win. (A win results when one player captures or blocks all of his opponent's pieces, or when any violation of the preceding or subsequent laws takes place.) When one side appears stronger than the other, the player of the stronger side is required to complete the win, or to show (to the satisfaction of the Umpire or Referee) at least a decided advantage over his opponent within forty of his own moves—said moves to be counted from the point at which notice was given, failing in which he must relinquish the game as a draw.
13. Conduct of Players and Spectators
Anything which may tend to annoy or distract the attention of the players is strictly forbidden—such as making signs or sounds, pointing or hovering over the board, or unnecessarily delaying to move a piece touched. Either principal who so acts after he has been warned of the consequences and requested to desist, shall forfeit the game.
During a game, neither player (unless accompanied by his opponent) shall be permitted to leave the room without sufficient reason or without receiving his opponent's assent.
Any spectator giving warning, either by sign, sound^ or remark, on any of the games, whether played or pending, shall be ordered from the room during the match, and play may be discontinued until such offending person has retired.
14. Match Games
A match between equals, wins and draws to count, should consist of an even number of games, so that each player would have the Black men—that is, the "first move"—the same number of times.
15. Enforcement of the Laws
The principal who violates these laws must submit to the prescribed penalty, and his opponent is equally bound to exact the same.
16. Unforeseen Disputes
Should any dispute arise that cannot be satisfactorily settled by the preceding laws, a written statement of facts must be sent to a disinterested arbiter, having knowledge of the game, and being acceptable to both parties, whose decision shall be final.
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