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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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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