Yeqela kokuqukethwe okuyinhloko
Afro Draughts

Alquerque

Backward moves

The same game with the backward restriction lifted.

What is different here

If you already play {other}, these are the rules you have to unlearn.

  • Pieces may move and jump in every direction the lattice allows, including backwards.
  • Positions lock up far less often, and the game lasts noticeably longer.

Bell/Murray reconstruction of the Libro de los juegos (1283) game. Pieces may also step and jump backwards.

Dlala nekhompyutha

Shared by every {game} code

The board

Twenty-five points in a five-by-five grid. Lines join every point to its orthogonal neighbours, and diagonals run through every second point, so the corners, the centre and the midpoints of the edges have eight neighbours while the rest have four.

Each player has twelve pieces. They fill the two rows nearest them plus the two points of the middle row on their right, leaving only the centre empty.

Moving and capturing

A piece moves one step along a line to an adjacent empty point. In the standard game it may move forwards or sideways but not backwards.

It captures by jumping an adjacent enemy piece and landing on the empty point directly beyond, along the same line. A jump that lands where another jump is available continues with the same piece, in any direction the lines allow.

Capture is compulsory in the standard, backward-moves and promotion variants. As in draughts, a piece may not be jumped twice in one sequence.

Winning

You win by capturing all your opponent's pieces, or by leaving them unable to move. Threefold repetition and fifty moves without a capture are draws.

Because pieces cannot move backwards in the standard game, positions lock up quickly and being blocked is a real danger throughout, not just at the end.

Notation

Points are named like chess squares, a1 to e5. A move is written from-to, and a capture uses x, chaining through every point the piece lands on: b2xd4xd2. A huff, in the historic variant, is written as huff followed by the point.