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The American Checker Federation has published the rules of play and laws for American Standard checkers.  The following rules and laws govern the play and conduct in officially sanctioned ACF events.  The ISCA recognizes the same set of checker rules and laws.

 

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Rule 1.

The official checkerboard to be used in national tournaments and official matches shall be green and buff with two-inch squares. The board shall be placed for playing so that the green double corners are on the right-hand side of the players.

Rule 2.

The official checkers to be used in national tournaments and official matches shall be turned and round, red and white, and of a diameter not less than one and one-quarter inches nor more than one and one-half inches. The pieces shall be placed on the green squares.

Rule 3.

At the beginning of the contest, the players shall toss for colors. The first move is made by the player having the red checkers. Thereafter, the players shall alternate in leading off with red in each succeeding opening balloted.

Rule 4.

Each player must make thirty moves per hour. Upon completion of each set of thirty moves, the player completing the thirty moves adds one hour to his/her clock. If a player's time expires before he/she makes the allotted thirty moves, that player forfeits the game, and his/her opponent is declared the winner by default.

Rule 5.

The men can move only diagonally forward, one space at a time, to an unoccupied adjacent dark square in the row ahead. If there is an opponent's checker or king on an adjacent square in the row ahead with an unoccupied square on the same diagonal line in the following row, that piece (checker or king) must be jumped. Checkers and kings cannot jump over their own pieces.

Rule 6.

When there are two or more ways to jump, five minutes shall be allowed for the move. When there is only one way to jump, time shall be called at the end of one minute, and if the move is not completed at the end of another minute, the game shall be adjudged as lost through improper delay.

Rule 7.

If a player has more than one way to jump, he may select whichever one he wants, regardless of the number and type of pieces that can be captured.

Rule 8.

At the beginning of a game, each player shall be entitled to arrange his own or his opponent's pieces properly on the squares. After the game has opened (a move has been made), if either player touches or arranges any piece without giving intimation, he shall be cautioned for the first offense and shall forfeit the game for any subsequent offense of this kind. If a person whose turn it is to play touches one of his playable pieces, he must either play it or forfeit the game.

Rule 9.

If any part of a playable piece is played over an angle of the square on which it is stationed, the play must be completed in that direction. Inadvertently removing, touching, or disturbing from its position a piece that is not playable, while in the act of jumping or making an intended move, does not constitute a move, and the piece or pieces shall be placed back in position and the game continued.

Rule 10.

When a checker reaches the crown head of the board by reason of a move or as the completion of a jump, it becomes a king. That completes the move or jump. The checker must then be crowned by the opponent by placing a piece on top of it. If the opponent neglects to do so and makes a play, then any such play shall be put back until the piece that should have been crowned is crowned. Time does not start on the player whose piece should have been crowned until the piece is crowned.

Rule 11.

A king once crowned can move in any direction as the limits of the board permit. A king can jump one or more pieces in any diagonal direction as the limits of the board permit. When a piece is not available for crowning, one must be furnished by the referee.

Rule 12.

A draw is declared when neither player can force a win. When one side appears stronger than the other, and the player with what appears to be the weaker side requests the referee for a count on moves, then, if the referee so decides, the stronger party is required to complete the win, or to show to the satisfaction of the referee at least an "increased" advantage over his opponent within 40 of his own moves, these to be counted from the point at which notice was given by the referee. If he fails to do this, he must relinquish the game as a draw.

Rule 13.

After an opening is balloted, neither player shall leave the board without permission of the referee. If permission is granted to a player, his opponent may accompany him, or the referee may designate a person to accompany him. Time shall be deducted accordingly from the player whose turn it is to move.

Rule 14.

Anything that may tend to annoy or distract the attention of an opponent is strictly forbidden, such as making signs or sounds, pointing or hovering over the board either with the hands or the head, or unnecessarily delaying to move a touched piece. Any principal so acting, after having been warned of the consequences and requested to desist, shall forfeit the game.

Rule 15.

Players shall be allowed to smoke during the conduct of a game, but care must be exercised not to blow smoke across the board, lest it annoy an opponent. If a player is thus annoyed, he may object to his opponent smoking, in which case neither player shall be allowed to smoke.

Rule 16.

Any spectator giving warning either by signs or sound or remark on any of the games, whether playing or pending, shall be ordered from the room during the contest. Play shall be discontinued until such offending party retires. Spectators shall not be allowed to smoke or talk near the playing boards.

 


 

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