Checkers, Draughts, Alquerque, Board Games: A Test Of Strength On The Checkered Field Of Battle

Checkers is the American name for a game played on a flat checkered board with opposing black and white game pieces that can be moved only diagonally. The English name for the board game is draughts, pronounced “drafts.” An earlier form of checkers called alquerque was mentioned in Middle Eastern literature over 1,000 years ago. The ancient Romans, Greeks and Egyptians had their versions, and a 4,000 year-old checkered board has been found in the ruins of the royal palaces of Iraq.

How is the game played?

The American game is played on a board with 10 rows containing 10 alternating black and white squares, for a total of 100 squares on a square board. The board itself resembles a checkered tablecloth and strongly suggests that the American name “Checkers” derives from the check-print appearance of the field of play.

One player has 20 black pieces and the other player has 20 white pieces. The pieces are called “checkers” in the American version. To honor the many-nationed origins and versions of the board game, we will call the checkers “pieces.”

On the back four rows of your side, you place your 20 pieces on the black squares. Your opponent does the same on the black squares of his back four rows. Only the black squares are used. At the start of the game, the two middle rows are empty to allow room for the first moves.

In my book, white always has the first move. So, flip a coin to see who has the black pieces and who has the white pieces. White goes first.

A piece can only move forward diagonally one space at a time, except when the piece can forward jump one or more of the opponent’s pieces (you may not jump your own pieces). If you are blocked, you are blocked, until you can jump an opposing piece or move to a vacated square.

A jumped piece is captured and removed from the board by the capturing party.

When one of your pieces reaches the opponent’s back line (by skillful moves and surprising capture jumps), that triumphant piece is “crowned” with another piece to double its size. At this point, the newly crowed piece acquires the stature of a “king.” You want and must have kings, because only a king can reverse directions, only a king can move and jump backward and forward, and only a king can really start clearing your opponent’s pieces from the board.

The game is over when all the pieces of one party have been jumped, captured and removed by the other party. The victorious pieces remaining on the board (and it may be a single checker) bask in the glory of their single-colored aloneness, having vanquished those pesky others from the checkered lands of their now boardom kingdom.

Why has the game been so wildly successful for so many years?

Simple answer: It is a battle game, probably the first of the battle games, and all Knights love battle games.

Next question: Why has a battle board game been so successful for millennia?

Simple answer: You can resolve disputes without denting your armor.

One Knight says, “We can beat each other with clubs, wear ourselves out and ruin our new metal clothes, or we can play checkers and the winner wins. What say you?” The other Knight says, “Flip you for color. White goes first.” “You lose, I’m white and I go first. Get ready for defeat, my worthily-dressed but less-talented adversary.” “My response, oh-loud-of-mouth, will be my sure and certain moves that shall amaze, mystify and befuddle your soon-to-be-captured pieces.”

That is probably how and why the game was first invented. Metal pants are expensive, and most Knights and their bosses are pretty smart once they lift those visors and smile. In fact, almost all modern board and electronic games are variations of checkers, in one form or another.

“Drats, you have bested me with your white pieces.” “Do you surrender then to my rule of the kingdom of this checkered board?” “Perhaps, but no test of arms is determined by a single joust.” “Well said. What then is your counter?” “Two out of three games on this brave checkered field to determine the true winner.” “Agreed.” “But, we flip again for choice of color?” “Agreed, and if chance would change my color, it will make my triumph even sweeter to have defeated you under both banners.”

The two Knights play into the night, munching bowls of popped corn brought by their faithful squires. In the morning, the combatants mount their rested steeds, raise their hands in salute and part well-met and soon to meet again over another game.

Why head for the lists and break all those good lances when a trial of strength of mind on the checkered board is more entertaining and far less straining? Plus, the good ladies do prefer the sight of a Knight in shining armor on the home path, rather than a battered and rusted metal suit with a stuck visor hiding a frown.

“I win the toss. White goes first.”

“Prepare for thy fate, and pass the popcorn.”

Now, that’s a game worthy of time, test and friendly sport.

Grandpa Jim