Individual and Dual Sports

52
Individual and Dual Sports Roberto B. Dionisio Alfredo A. Julio

Transcript of Individual and Dual Sports

Page 1: Individual and Dual Sports

Individual and Dual Sports

Roberto B. Dionisio

Alfredo A. Julio

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Table of Contents

Module 8: Sipa Game

Introduction 106 Learning Outcomes 107

Lesson 1 Definition of Sipa Game 107

Lesson 2 Historical Background of Sipa 107

Lesson 3 Different Variation of Sipa. 108 Lesson 4 Other form of Sipa 109

Lesson 5 Sipa as culture and fun game 111

Lesson 6 Facilities and Equipment 112 Lesson 7 Basic Skills 113

Lesson 8 Warm-up and Cool-down exercises 113

Lesson 9 Rules and Regulation in Sipa 115

Lesson 9 Safety precautions in playing the Sipa game 116 Assessment Task 117

Summary 117

References 119

Module 9: Checkers or Draughts (Dama) Game 127

Introduction 127 Learning Outcomes 127

Lesson 1 Definition of Checkers or Draughts (Dama) 128

Lesson 2 History and Background 128

Lesson 3 Checkers: International 131 Lesson 4 Alternate Names for Checkers 139

Lesson 5 Setup Your Checkerboard 146

Lesson 6 Checkers Pieces 149 Lesson 7 Philippine Checkers (Dama Game) 150

Lesson 8 16 Benefits and Advantages of

Playing Checkers (Draughts) 153

Assessment Task – Student Activities 156

Summary Learning 156 References 157

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MODULE 8 SIPA GAME

Introduction

Traditional games are seen as the best platform for "promoting peace, harmony,

goodwill and camaraderie" in various Philippine communities especially that today’s

generation is different; most kids are stuck on their phones, iPods, and PSPs while sitting on

a corner.

Sipa, a Tagalog word which means ‘to kick’, is a favorite traditional sport in the

Philippines. It is played by both boys and girls. A single person can play Sipa but there are

corresponding moves which is needed to standardize the game with rules and teams. Though

traditionally, boys kick in front of the body while girls kick behind the body and skillful players

can kick it any number of ways. When played informally among friends, the game is to see

who can kick the item or ball the most consecutive number of times (Tagalog Lang, 2002).

Sipa is similar to Hacky Sack which is the footbag game familiar to Americans. The

only difference between these two sport is the item or ball that is kicked. In formal games, a

rattan ball is used in playing Sipa, but when Filipino kids play at home or in schools they use

either a big bunch of rubber bands knotted together or a small metal disk that has a fluffy tail

of shredded plastics (Meagher, 2020). Additionally, Sipa is related to the Indonesian-

Malaysian game Sepak Takraw which led for the sports authorities to start developing Sipa

into a team sport to be played with a net as well. However, that is not how the Filipino children

traditionally play Sipa (SCLMRose, 2019). And other similar games include Footbag net,

Footvolley, Bossaball and Jianz (Wikipedia, 2019).

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Learning Outcomes

At the end of this module, students should be able to:

Understand the historical background of Sipa;

Identify the different variation and other form of Sipa; and

Demonstrate the ability in playing Sipa.

Lesson 1. Definition of Sipa Game

Sipa (see-pah) in Filipino which means to kick is a game popular in the Philippines as

well as in other Asian countries though each country has their own version. It is played by

kicking a small ball or flyer or what Filipino often called sipa. The objective of the game is to

keep the sipa from landing on the ground. Additionally, it has become a group game similar

to volleyball only that the foot is the one controlling the ball or the Sipa (Wikipedia, 2020).

The benefits of Sipa are it can be played as a solo activity, group recreation, or team

sports; it can be played indoor or outdoor; it develops excellent eye-foot co-ordination, leg

strength, and flexibility; it enhances the skills required for playing soccer; and it is very ; to less

costly to play (Sepak Takraw Assocation of Canada, 2011).

Lesson 2. Historical Background of Sipa

Everyone is thinking about many different sports like Super Bowl, but this sport is

introduced traditional and native in the Philippines. It is not basketball which is considered

national sports of the Filipinos since it is played every day across the country, on the streets,

in gyms, at schools and everywhere in the Philippines (SCLMRose, 2019).

The sports “Sipa” which means kick or to kick is much known as a national sport. Sipa

is considered the Philippine national and traditional native sport which predates the Spanish

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rule going back to the 15th century. This sport can be play individually either boy or girl but

ther are moves to standardize the game with rules and team. (SCLMRose, 2019)

In official competition, the rattan ball is being used in a game, but those Filipino kids

are much more used either a knotted rubber bands or a small metal disc with a fluffy tail of

stranded plastic (SCLMRose, 2019).

Traditionally, the game of Sipa is played by skillful players that can kick any number

of kick in the different ways. Most of the boys use inside or front kicks while girls modestly kick

behind the body. When played informally among friends, the game is to see who can kick the

item the most consecutive number of times (SCLMRose, 2019).

Lesson 3. Different Variation of Sipa

There are different variations of Sipa and following the commom versions played in

the country (SCLMRose, 2019).

1. Washer Version –– This version is one of the most familiar games for young boys

and girls where they use a lead washer covered with cloth with a rubber band or

bunch of rubber bands knotted together as seen figure below. Girls usually played

the game using their outside foot to control the washer while the boys usually use

their inside foot. Score depends on the number of kicks without letting the washer

touch the the ground.

2. Rattan Ball Version – In this version, instead of a washer, Sipa is played using a

interwoven rattan strips form ball with hollow inside about 4 inches diameter as

shown below. The ball is kicked forward and backward but only the knees, legs

and feet can be use in kicking the ball.

3. Simplified – This version is played by two teams with equal number of players.

Each team can have equal number of players from 1 to 4. The two teams will play

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against each other until a set number of penalty points are reached by one of the

teams (i.e. the ball touching the ground twice).

4. Court version – This version is played in a rectangle court marked with grids. Grids

denote zones, and dictate where players stand, and how points are allotted based

on where the ball lands in the court.

5. Modern day version – This version is played with a Sipa made of feather light balls

similar to those that are used in Badminton. The Sipa is toss upwards by the player

only using the area from the foot up to just above the knee. The player must

prevent the Sipa from touching the ground. Scores depends on the number of hits

or kick and the player with the most score wins the game.

Lesson 4. Other Forms of Sipa

4.1 Sipa Lambatan

The “Sipa Lambatan” is a team sport consist one, two or four players in each side of

the court. The objective of the game is to kick the back and forth over the net which divide the

court. Most of players in this sport require speed, agility and coordination in controlling the

ball. Special rule adapts at the Sipa game wherein the ball is allowed to touch the ball ones

(SCLMRose, 2019).

4.2 Sepak Takraw

Sepak Takraw (sepak means kick and takraw means ball) is one of sport know from

Southeast Asia. Sepak Takraw use a rattan ball and allowing the players to use their feet,

knees, chest and part of the head in touching the ball (Wikipedia, 2020).

In Indonesia, Brunei, and Singapore, the sport is called sepak takraw. In Malaysia, it

is known as sepak raga. In the Philippines, the sport is also called sepak takraw, similar to

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native sport known as sipà. In Thailand, it is simply known as takraw. In Laos, it

is kataw (Lao: "twine" and "kick"). In Myanmar, it is known as chin lone, and is considered

more of an art as there is often no opposing team, and the objective is to keep the ball aloft

gracefully and interestingly (Wikipedia, 2020).

4.3 Foot net

Footbag net is a sport in which players kick only with their feet a footbag over a five-

foot-high net and which any contact knee or above is a violation. This game can be played

either individually or doubles. Moreover, this game has the combination of elements from

tennis, badminton, and volleyball. These elements are the court dimensions and layout which

are similar to those of doubles badminton; while the scoring is side-out scoring and serves

must be diagonal which are similar to those in tennis. The difference with the other sports

previously mention is that Footbag net can be played to eleven or fifteen points but the winner

must win by at least two points (Wikipedia, 2018).

4.4 Footvolley

Footvolley is a sport created by Octavio de Moraes in 1965 in Brazil. It is a combination

of elements of beach volleyball and association football. The field rules are based on those of

beach volleyball and ball-touch rules taken from association football. Basically, it is like beach

volleyball played by feet which players are not allowed to use their hands and the ball used is

similar to a football (Wikipedia, 2020).

4.5 Basse

Basse is a Norwegian ball game that is mostly played, today, in the county of

Trøndelag, but has also spread to other countries. The ball used to play this game is similar

to a bag ball and is made with several rubber rings tied together to a round ball with a tight

core. The bag ball should also be as round as possible, and should not bounce in any direction

when you hit it. Similar to Sipa, this is also to keep the ball bag from landing in the player's

area by using any part of the body except the hands (Wikipedia, 2020).

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4.6 Bossaball

Combining elements of volleyball, football and gymnastics with music, Bossaball is a

team sport between two teams played on an inflatable court with a trampoline on each side of

the net. The trampolines allow the players to bounce high enough to spike the ball over the

net using their feet and score points (Wikipedia, 2020).

4.7 Chinese Jianzi

Chinese Jianzi is another sport similar to Sipa which players aim to keep a heavily

weighted shuttlecock in the air by using their bodies except their hands. The shuttlecock called

a jianzi in Chinese game typically has four feathers fixed into rubber sole or plastic discs.

Some handmade jianzis make use of a washer or a coin with a hole in the center to fix the

four feathers. Formal games of Chinese Jianzi are played on badminton courts using either

the inner or outer lines depending on the different types of Jianzi's formal games. Traditionally,

it also played in streets with the objective to keep the shuttlecok 'up' with some show off skills

(Wikipedia, 2020).

Lesson 5. Sipa as Culture and Fun Game

Sipa is one of the Philippines most popular games where in it is the favorite pastime

of the children, both the young and the older, where they usually gather in small groups and

kick a small brightly colored contraption around. I tests one's eye, foot and arm coordination

as well as flexibility, agility and speed. To win the game, the player must keep sipa stays up

longer than the others (Star of Hope International, America, Inc., 2019).

5.1 Rhythm and feeling

Sipa can be played either alone or in teams of two or more players in each where the

objective is to keep the sipa in the air for as long as possible. The game begins by throwing

the sipa in the air and then kicking it repeatedly with the top of your feet, the heel of the feet

shoe and with the elbows; and in teams the sipa is passed between players (Star of Hope

International, America, Inc., 2019).

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5.2 Easy to make

The most common and popular ball or item kicked in the game Sipa is the Tinga. Tinga

is made from a flat piece of lead with a hole in it where a great number of plastic fibers will be

attached and commonly sold by local. However, many children, rather than buying, try to make

their own ball using bottle caps with punched holes through which the plastic fibers will be

attached. Apart from its easy-to-make ball, Sipa is also a simple game where anyone

can play at any time (Star of Hope International, America, Inc., 2019).

Lesson 6. Facilities and Equipment

(Star of Hope International, America, Inc., 2019)

6.1 Playing Area

The playing area of Sipa is usually a piece of land prepared for playing a game; or any

open or indoor gymnasium.

6.2 Washer and Rubber band Sipa

In the Philippines, Sipa is played using a washer with some ribbons or scrap cloth or rubber

bands attached to it. This is kicked using either the inner foot or the outer foot however, some

also use the arm to keep it from touching the ground. Another version which most women

used in playing Sipa is a ball of rubber bands as they find it harder to kick the washer.

6.3 Sipa using slippers

In some local areas, Sipa is played using slippers attached on the side of the feet to

kick the washer or shuttlecock .

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6.4 Sipa using shoes

Sipa is also played with player usually in shoes however; these shoes are light in

weight and have flat sides with soles. It has a good grip on both indoor and outdoor surfaces

and has a sole inside for supporting the high impact of constant jumping and landing.

6.5 Player’s Attire

A player's attire consists of Jersey/T-shirts, shorts, socks and sport shoes with rubber

soles without heels. The entire apparel of a player is regarded as part of his/her body. All

Jerseys/T-shirts should be tucked in. In case of cold weather, the players are permitted to use

tracksuits.

6.6 Measuring device

A tape measure or measuring tape is a flexible ruler used to measure size or distance.

It consists of a ribbon of cloth, plastic, fiber glass, or metal strip with linear-measurement

markings. It is a common measuring tool.

Lesson 7. Basic Skills

a. Inside kick: This is regarded as the most common and basic kick in Sipa where it is

used for controlling the ball.

b. Outside kick: This is regarded as not very commonly used kick in Sipa where it is

only used when propelling the ball upwards.

Lesson 8. Warm-up and Cool-down Exercises

The warm-up should include stretching and exercise of moderate intensity that cause

sweating and increase in muscle temperature. Another important practice is to follow in an

exercise program in gradually starts the exercise session and gradually taper off at the end.

The warm-up or conditioning exercise allows various body systems to adjust to increased

metabolic demands (Tulio, Sarmiento, Battung, Laggui, & Bumagat, 2005).

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8.1 The Basic Workout Outline

Warm-up

o Jog in place – Jog slowly in place for 16 counts. Lift your knee

o Neck Stretch – Bend your neck alternately to the left, right, front and to the back. Hold

each position for 5- 10 seconds. Do not rotate your neck each movement must be

distinct.

o Arm and Shoulder Stretch - Interlace your fingers straighten and lift the arms to

strength/stretch in the arms, Shoulders and chest. Hold for 10 to 15 seconds. Do one

set.

o Triceps and Shoulder Stretch – Gently and slowly pull the elbow behind the head. Hold

for 10 to 15 seconds and reverse arms. Do one set.

o Side Stretch – Keep your hips facing front and bent to the left side. Hold for 5 to 10

seconds and repeat to the right side. Do 2 repetitions on each side.

o Shoulder Stretch – Extend your left arm in front of your body. Using the left wrist, place

the right wrist underneath and full inward toward your body, while keeping the left arm

extended, Hold 10 – 15 seconds. Stretch the other side.

o Quadriceps – Supporting your body with your left arm against solid object, grab your

left toes with right arm. Pull your heel up to your buttock until you feel the stretch in

your thigh. Hold for 10 – 15 seconds. Stretch the other side.

o Forearm Stretch – Extend your arm. Using your left hand, pull your finger tips back

toward your body until you feel the stretch in your forearm. Hold for 10 – 15 seconds.

Repeat using the other hand.

o Inner Thigh Stretch – While seated, pull both feet inward toward the body. Grab your

feet with your hands, while using the elbows to press downward slightly on the knees.

You should feel this stretch in your inner thigh. Hold for 10 to 15 seconds.

o “Cat” (Back) Stretch – To stretch the upper back, hands and knees should be on the

floor. Just as cat would do slowly lift your back up toward the ceiling and hold in place

for 10 to 15 seconds.

o Spinal Twist – While seated, extend the left leg in front of you. Bend your right leg,

placing your right foot on the outside of the left knee. Extend your right arm behind to

you to support your body. Place the left arm on the outside of the right leg. Slightly

twist the torso using your left arm until your feel the stretch in your side. Hold for 10 –

15 seconds. Stretch the other side.

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o Hamstring Stretch – While seated, extend your left leg in front you. Bend your right leg,

placing the bottom of your foot on the inside of the left knee. Place your right hand on

top of your left hand. While keeping the lower back straightened, reach toward your

left foot. Hold this tor 10 – 15 seconds. During this stretch, keep the foot of the straight

leg upright with the uncle and toes relaxed. Repeat for the right leg.

o Back leg swing to strengthen hip and back muscle (dynamic) – Stand behind a chair

with your hands on the back of the chair. Lift one leg back and up keeping the knee

straight. Return slowly. Raise other leg and return. Repeat eight times with each leg.

o Jumping Jack – Jump with hand clapping over head at every straddle jump. Repeat

eight times.

Lesson 9. Rules and Regulation in Sipa

Following are the rules and regulation if playing Sipa (STANEKUB, 2005).

9.1 Sipa Bilangan

Player – Two players

Props - Shuttlecock like flat lead washers with the flyer made of bright stips of cellophane or

rooster feather or bind of rubber

1. Sipa Bilangan is played by two teams.

2. First team to play is determining by toss coin.

3. The Flyer is kick up and down, until the ball (flyer) touches the ground.

4. Points are counted on every kick made.

5. 2 out of 3 matches to determine the winner

9.2 Sipa Mundansa or By Kicking

Props - Same as Sipa Bilangan and measuring tool (Tape measure)

Player - Two per Team (one tosser & one kicker)

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1. Sipa Madunsa or by kicking is played by two teams.

2. To determine the first tosser & kicker (players), a toss coin will ensure’

3. Tossing stand facing kicker at a convenient distance.

4. A demarcation line is drawn 1 foot in front of the kicker.

5. Tosser thrown a lobe toss to kicker, who will kick the flyer at a distance.

6. Points will be made by measuring that distance where the flyer landed using

measuring tape as a measuring device.

7. Three tries for both teams will be allowed, with the farthest distance considered as

point score.

8. In the event a kicker fails to hit the flyer, the kicker forfeits his kick.

Lesson 10. Safety precautions in playing the Sipa game

When playing Sipa, players need to also note the following safety precautions

(Fernandez, 2017).

Safety precautions in playing the game

1. Stretching. Before an activity, you need to stretch your muscles to avoid injury.

2. Attire. You must wear the proper attire comfortable enough so you can move freely and

ease.

3. Equipment. These must be checked if they are free from wear and still safe to use.

4. Weather. Check if the weather could affect the activity. If it’s raining, better to do it

indoor. If it is too sunny, put anti-ultraviolet lotion on your skin. Put insect-repellant lotion.

Skills developed in Sipa game

1. Coordination. You kick the Sipa washer from any distance.

2. Agility. Being in a game makes you move fast and quickly.

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3. Endurance. When you are into games, you can resist fatigue and can tolerate

exhaustion.

4. Reaction Time. In moments like you need to response to any action taken in kicking

the flyer.

5. Health Condition. Before being involved in any strenuous activity, you must secure

medical clearance from your doctor. Physician activities might give injury rather than

long time. Health benefit if you have health problem

6. Flexibility. You able to move parts of your body in any direction smoothly and

effortless.

Assessment Task

Prepare a two- minute’s video presentation for Sipa warm-up use this workout

outline.

16 counts each number

1. Jog on place

2. Neck Stretch

3. Arm and Shoulder Stretch

4. Triceps and Shoulder

5. Sideward Track Stretch

6. Quadriceps (Knee Bend) Stretch

7. Hamstring (Bend Track Forward) Stretch

8. Forward leg Swing to strengthen hip and back muscles

9. Jumping Jack

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Prepare two video presentations of actual playing of Sipa game

1. Sipa Bilangan: Use washer version, count and record the number of kicks done. (2

trials)

2. Sipa Mundansa: Allow your relative or friend as a tosser then measure and record

the distance where the flier landed after kicking. (3 trails)

Summary

The most common saying of “Healthy mind lives in Healthy body” means that a man

should be physically healthy to achieve a healthy mental state as well. To be physically

healthy, a person can engage and participate to sports. Participation in sports makes us

active, healthy, fit, and also the development of our social and communication skills. It is a

good source of recreation as it also removes stress and provides relaxation to both mind and

body (Kumari, 2019).

Traditional Filipino Sports are games that are played by Filipino with equipment made

from native materials and instruments. These sports are often noted as Larong Pinoy coming

from the very resourceful and creative inventions of Filipinos from made these sports unique

and fun to play. Even the new and modern forms of entertainment such as computer and

foreign games nowadays, a majority of Filipino children still play the traditional sports in streets

in different urban and rural areas (wikivisually, n.d.).

Sipa is one of popular traditional Filipino games where it commonly refers to as a game

to kick. The object being used to play the game is also called “sipa” where it is often made of

a washer with colorful threads of plastic straws attached to it. The game begins by throwing

the sipa upward and the player starts to kick using the foot and sometimes parts above the

knee. The objective is for the player to keep sipa from touching the ground by hitting it several

and the player with the greatest number of kick wins the game. Sipa is also the term used for

the Filipino variant of Sepak Takraw which is the Pambansang Laro ng Pilipinas (wikivisually,

n.d.).

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References

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https://www.cs.mcgill.ca/~rwest/wikispeedia/wpcd/wp/d/Draughts.htm

All About Board Game. (2013, October 8). The Dama. Retrieved from All About Board Game:

http://all-about-board-game.blogspot.com/2013/10/the-dama.html

Board and Pieces: Checkers. (2002). Retrieved from Google Sites:

https://sites.google.com/site/boardandpieces/list-of-games/checkers

checkershistory.com. (2010). The Checkered History of Checkers. Retrieved from

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Draughts. (2020, November 6). Retrieved from Wikipedia.org:

https://en.wikipedia.org/wiki/Draughts

Fernandez, R. K. (2017, June 28). MAPEH grade 6: Target games. Retrieved from slideshare:

https://www.slideshare.net/RollyKimFernandez1/mapeh-grade-6-target-games-

77327066

Gamesver Team. (2020). 16 Benefits And Advantages of Playing Checkers (Draughts).

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ItsYourTurn.com. (2017). Checkers: International. Retrieved from ItsYourTurn.com:

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Kumari, S. (2019, February 26). Recreation of Traditional Games & Sports in Philippines.

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sports/recreation-traditional-games-sports-philippines

Meagher, T. (2020). Craft Instructions For Kids. Retrieved from Pinterest:

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https://filipinocheckers.blogspot.com/

SCLMRose. (2019, February 3). Sipa – A Traditional, Native Philippine Sport. Retrieved

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philippine-sport/.

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STANEKUB. (2005). TRADITIONAL GAMES. Retrieved from Angelfire:

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https://www.tagaloglang.com/how-to-play-sipa/

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Wikepedia. (2020, October 23). Basse (game). Retrieved from Wikepedia.org:

https://en.wikipedia.org/wiki/Basse_(game)

Wikepedia. (2020, October 2). Bossaball. Retrieved from Wikepedia.org:

https://en.wikipedia.org/wiki/Bossaball

Wikepedia. (2020, June 15). Footvolley. Retrieved from Wikepedia.org:

https://en.wikipedia.org/wiki/Footvolley

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MODULE 9

CHECKERS (DAMA) GAME

Introduction

The Philippines is known to be rich in culture and tradition and one of these is their

fondness in traditional games. These traditional games are very popular, and that no Filipino

children who grows up having no experience of playing these games (Guia, 2012).

One of the famous traditional board game in the Philippines is Dama. It usually is

played during past time with friends. It is a game played with the use of a wooden board and

have 12 "pitsas"(pieces in dama) made from bamboo, stones or bottle caps.

Learning Outcomes

At the end of this module, students should be able to:

1. Identify the historical background of checkers (Dama) game

2. Describe the different variation of draughts or checkers (Dama) game

3. Demonstrate the basic rule and strategies in playing checkers (Dama) game.

Lesson 1. Definition of Draughts or Checkers (Dama)

Game

Draughts is a game made in Alquerque and derived from the verb “to draw” orr “to

move”. Draughts in British English or Checkers in American English is a board game played

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by two players which game pieces are moving diagonally and captures by jumping over

opponent pieces. The most popular game of English draughts or checkers is the game played

with an 8x8 checkered board like Russian draughts. A lot of variety of draughts are played but

the international draughts are played on a 10x10 board while the Canadian, Singa and

Malaysian checkers are played on a 12x12 board (Draughts, 2020).

Lesson 2. Historical Background of Checkers (Dama)

Game

One of the oldest board games is the “Checkers” in North America and “Draught”

(pronounced as “draft”) in Europe. Its trace was unearthed in an archeological dig in the

ancient city of Ur in southern Mesopotamia, which now modern day Iraq. Using a little different

board and no one else know the rules of the game which was carbon dated at 3000 B.C., the

Alquerque have the similar game using a 5x5 board which is known to have existed in ancient

Egypt as far back as 1400 B. C. This Egyptian board game was known and played for almost

thousand years. Though in the year 1100 A.D., an inventive Frenchman though of playing the

game on chess board and increased the number of pieces for each player to 12 and was

called “Fierges” or “Ferses” but it was more often called as “Le Plaisant De Dames” as it was

considered a women’s social game. The game became more challenging by making

mandatory jumps and so, the newest version was referred to as “Jeu Force”

(checkershistory.com, 2010).

During the mid of 1500s, the game was written in books. With its own written rules, the

game settled in England where it was known as "Draughts" and in America where it was

known as "Checkers". Years passed as well as it popularity and on 1847, the first

championship award in Checkers was given. Later, game enthusiasts noticed some loop in

the game making one side to be advantageous over the other. And so, two move restrictions

were developed for expert players and in modern tournament checkers, three move

restrictions are prescribed. In 1952, Arthur L. Samuel created the first checkers program that

was used by a computer. Gradually, these game programs were improved as computer speed

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and capacities increased. Today, computer programs rely more on database information that

show every possible move combination when 10 pieces remain on the board and less on

strategies (checkershistory.com, 2010).

The game has influenced a lot of people especially homes through the Internet.

Checkers continued to be as popular as ever while people all over the world play it in different

versions. The game is not just to entertain the players but also strengthen the powers of their

logic (checkershistory.com, 2010).

2.1 Ancient Checkers game

Similar games of draughts and checkers have been played for over a millennium. In

the British Museum are some artifacts of ancient Egyptian checkerboards which were found

in burial chambers, and the game was even played by Queen Hatasu. Even Plato mentioned

of a game called petteia as being of Egyptian origin. It was also said to have been played

during the Trojan war and the Romans played petteia but they called it latrunculi, or the game

of the Little Soldiers. In this game, the method of capture was by placing two pieces on either

side of the opponent's piece (Draughts, 2020).

Figure 9.1 Alquerque board and setup (Life of Riley, 2010)

A similar Arabic game called Quirkat or al-qirq was played on a 5×5 board as

mentioned in the 10th-century work of Kitab al-Aghani. The game was brought to Spain by

the Moors where it became known as Alquerque or the Spanish derivation of its Arabic name.

The rules are written and given in the 13th-century book of Libro de los juegos. Later in about

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1100, the south of France adapted the game using backgammon pieces on a chessboard .

Each piece was called a "fers" as the move of the two pieces was the same at the time

(Draughts, 2020).

2.2. Crowning

In 1243, the rule of crowning was used by the 13th century as mentioned in the Philip

Mouskat's Chronique. The game, then, was known as Fierges or the name used for the chess

queen which is derived from the Persian word “ferz”, meaning royal counselor or vizier. Later,

the pieces became known as "dames". The game with a rule of forcing players to take capture

whenever possible was introduced in France in around 1535 where it is as Jeu force which is

identical to modern English draughts. On the other hand, the game without forced capture is

called as Le a jeu plaisant de dame which is the precursor of international draughts. And in

the 18th-century, Samuel Johnson, an English author, wrote a book about draughts which is

the earliest book in English about the game (Draughts, 2020).

2.3 Computer Draughts

Several notable advances in game artificial intelligence used the English draughts or

the American 8×8 checkers. In the 1950s, Arthur Samuel created one of the first board game-

playing programs of any kind. More recently, in 2007, scientists at the University of Alberta

developed their unbeatable “Chinook program. Another, program with a brute force approach

that took hundreds of computers working nearly two decades was used to solve the game. It

was a program where it shows that a game of draughts will always end in a draw if neither

player makes a mistake but this only for games called go-as-you-please (GAYP) checkers

and not for the game with three-move restriction checkers. As of December 2007, the English

draughts was the most complex game ever solved (Draughts, 2020).

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Lesson 3. Checkers International (ItsYourTurn.com, 2017)

Checkers international also called International Draughts where it is played on a 10x10

square board and the dark squares are being used in a play. Each player begins the game

with 20 pieces, or checkers placed on the four rows closest to him or her.

3.1 Setup and Object

The objective of international checkers is to prevent your opponent from being able

to move. You can do this by capturing all of your opponent's pieces, or by blocking your

opponent so that none of his or her pieces on the board can be moved. A draw occurs if

neither player can prevent the other from making a move.

Figure 9.2. Setup (ItsYourTurn.com, 2017)

3.2 Game Pieces

There are two kinds of pieces in international checkers. When the game starts, you

have only regular checkers which look like this:

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If a checker moves all the way to your opponent's end of the board and remains there

at the end of the turn, then it becomes a King:

The regular checkers and the King have different ways of moving and jumping which

are described below.

3.3 Checker Movement

If no jump is available, a regular checker can only move one space diagonally

forward to an unoccupied square.

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3.4 King Movement

If no jump is available, the King can move any distance, forward or backward, along

an unobstructed diagonal. It must land in an unoccupied square. In this picture, the red King

can move to any square with a yellow dot.

3. 5 Capturing or Jumping

A piece can capture opposing pieces by jumping over them. After completing a jump,

a piece might have another jump available. It must make that jump too, and continue to jump

until there are no more jumps available.

If a jump is available at the start of your turn, you must take it. If more than one of

your pieces has a jump available at the start of a turn, then you must jump with the piece

that will be able to make the most jumps in that turn.

All pieces that are jumped over (captured) are not removed from the board until the

turn is over. Also, you cannot jump over the same piece more than once in a turn. A checker

does not become a King if, while making multiple jumps, it lands momentarily on the

opponent's end of the board, but ends the turn in the middle of the board. To become a King,

a checker must be on the opponent's end of the board when the turn is over. In international

checkers, you can never jump over your own pieces.

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3.6 Jumping with a Checker

A regular checker can capture an opponent's checker or King by jumping over it. A

checker can jump on a forward or backward diagonal. The opponent's piece must be on an

adjacent diagonal square, and your checker must land in the empty square just beyond the

opponent's piece.

Here is a red checker jumping forward:

Here is a red checker jumping backward:

This red checker is making multiple jumps:

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A checker does not become a King if, while making multiple jumps, it lands

momentarily on the opponent's end of the board and then jumps back to the middle of the

board. To become a King, a checker must be on the opponent's end of the board when the

turn is over (ItsYourTurn.com, 2017).

3.7 Jumping with a King

The King can capture an opponent's checker or King by jumping over it. The King

can jump any distance along a diagonal as long as the following conditions are met:

The piece that will be captured must be on the same diagonal as the King.

The King cannot jump over a piece of its own color.

The King can only jump over one piece at a time.

There must be at least one empty square just beyond the piece that will be captured.

The King does not have to land in the first empty space beyond the piece it has jumped over.

The King can choose what space it will land in, unless multiple jumps are available. In that

case, the King must land in a space from which it can make the next jump.

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Here is an example of a King making a jump:

Multiple jumps with the King can be complicated. When the King makes its first jump

in a turn, it must land on a square that will allow it to make another jump, if another jump is

possible. After landing, the King can turn and jump on a different diagonal, or it can jump on

the same diagonal. The King must make its multiple jumps in a way that gives it the most jumps

(ItsYourTurn.com, 2017).

The next picture shows a red King making multiple jumps.

The red King could not first jump to 4f and then to 6d and 9g because that would not

give the most jumps. For the same reason, it could also not jump first to 4f and then to 1i.

Remember, pieces that are jumped over are not removed from the board until after the turn is

completed; and, no piece can be jumped twice. So a move like jumping to 4f, then 1i, then 8b

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would not be possible. .

The red King in the next picture cannot jump the white pieces.

The white piece at 5i cannot be jumped because this jump is blocked by the red piece at

7g. The white pieces at 6d and 5c cannot be jumped because the King can only jump one piece

at a time, and there must be at least one empty square just beyond the piece it jumps over. It

cannot jump the white piece at 10d because there is no place beyond it to land. The King cannot

bounce off the edge in mid-air (ItsYourTurn.com, 2017).

3.8 Italian Checkers (KT)

Italian Checkers is like International Checkers except the board is 8x8 instead of 10x10

squares and each player starts the game with 12 pieces placed on the darker squares closest

to him or her.

Checkers (pieces that are not Kings) can only jump forward. They cannot jump

backward. Checkers cannot jump Kings. When moving and not jumping, Kings can only move

one square at a time in any direction to an empty space along a diagonal. They cannot move

unlimited distances along a diagonal, as in International Checkers. When jumping, Kings can

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only jump adjacent pieces. They cannot jump any distance as in International Checkers. When

jumping, Kings must land in the next square beyond the piece they jump over. If there is no

empty square immediately beyond the piece to be jumped, then that jump is not possible.

In other words, Italian Checkers is just like American Checkers except that in Italian

Checkers, the checkers cannot jump the Kings; and White has the first move (ItsYourTurn.com,

2017).

3.9 Polish Checkers (KL)

Polish Checkers is also just like International Checkers however, when making a series

of jumps in a single turn, each piece that is jumped over is removed as soon as it is jumped

during the turn. It is of no need to wait until the end of the turn to remove all the pieces that has

been jumped over. This sometimes allows a piece to make more jumps in a turn than it would

in standard International Checkers (ItsYourTurn.com, 2017).

3.10 Russian Checkers (KR)

Another game similar to International Checkers is the Russian Checkers except the

board is 8x8 instead of 10x10 squares and each player starts the game with 12 pieces placed

on the darker squares closest to him or her.

When a checker lands on the back row after a jump and becomes a King, if there is

a jump available to it as a King, it must continue jumping as a King in the same turn. If a checker

reaches the back row on a regular move (not a jump) and becomes a King, it may not make

any jumps in that turn.

If more than one of your pieces has a jump available at the start of a turn, you do not

have to jump with the piece that has the most jumps. Instead, you can choose which piece will

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take its jumps. Once you start jumping with a piece, it must finish all of its jumps

(ItsYourTurn.com, 2017).

Lesson 4. Other Checkers Board Game and Piece (ItsYourTurn.com, 2017)

Different variations of the game have different rules but following are the basics of the

game which are more likely the universal rules to most variations.

4.1 Alternate Names for Checkers

Modern names include Checkers (US), Draughts (UK), Dams (Scotch), Dama (Italian,

Spanish, and Portuguese), Dames (France), Damspel (Swedish), and Warcaby (Polish). More

antiquated names include Ludus dominarum (Latin, 16th c.), Marro, Marro de Punta (Spanish,

Portuguese 1547-1650), Farisia (12th c. Spanish), Fersa (Provence c. 1250), Fierges (France

c. 1250), Ferses (England c.1369), although some of the literature references are ambiguous

and these names have been contested for referring to Draughts games.

4.2 Regional Variations

Checkers is also known as Straight Checkers, Anglo-American Draughts, Draughts

or Draught in the UK and Dams in Scotland which is played in the US, British Isles, Australia,

New Zealand, South Africa, Denmark, and much of the Caribbean. It is the game’s version as

Short Draughts where it is played on the dark cells of a standard 8x8 checkerboard where each

player has twelve counters arranged on the rows nearest to each of them. The colored black

counter does the first move and counters are to move and capture diagonally forward only. In

this game, the Compulsory Free Capture Rule applies as well as the Crownhead Stop Rule

applies where counters upon promotion in the crownhead will become kings

Dama or Italian Draughts is also a variation of Short Draughts played on the dark cells

of a mirrored 8x8 checkerboard where each player has twelve counters arranged on the rows

nearest to each of them. However, the white colored counter does the first move. Here, the

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counter is called a pedina where it also moves and captures diagonally forward only but it

cannot capture a promoted counter. The Compulsory Maximum Capture Rule and the Crown

head Stop Rule both apply in this game. The Crown head Stop Rule is the promotion pedinas

and become damas. If two potential captures are equal, precedence is given to capture by the

dama over the capture by the pedina. If two equal series of captures are available for two

different damas, a series that captures more opposing damas must be given precedence. If still

equal, a move must take precedence where the dama is captured first.

Dama or Spanish Draughts is a Long Draughts variation of the game played in Spain

and Portugal. In Spain, it is played on the light cells of a standard 8x8 checkerboard while in

Portugal, it is played on the dark cells of a mirrored 8x8 checkerboard. Again, each player has

twelve counters arranged on the rows nearest to each of them and white colored counters do

the first move. A counter, in this game, is called a peon where it also moves and captures

diagonally forward only. The Crownhead Stop Rule applies where peons become damas when

there is crown head promotion. The Compulsory Maximum Capture Rule also applies. If two or

more series of otherwise equal multiple jump and capture moves are available, the player must

make the move which captures the maximum number of opposing damas.

Čech Dáma or Czech Draughts is also a Long Draughts version of the game and

played in territory formerly occupied by the Czechoslovak Republic. It is also played on the dark

cells of a standard 8x8 checkerboard and each player has twelve counters arranged on the

rows nearest to each of them. White colored counters also do the first move. Counters also

called peons moves and capture diagonally forward only. The Crown head Stop Rule applies

and upon promotion in the crown head, peons become dámas. The Compulsory Free Capture

Rule applies, but captures with a dáma take precedence over a capture with a peon.

Thai Draughts is another Long Draughts variation played on the dark cells of a

standard 8x8 checkerboard where each player has twelve counters arranged on the rows

nearest to each of them and black colored counters have the first move. Counters move and

capture diagonally forward only. The Crown head Stop Rule applies where counters can be

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promoted to doubletons. Doubletons have the long move but their capture have restrictions

unique only to this game. A capturing doubleton may jump an opposing counter from any

distance along a diagonal, but is required to land at the cell immediately after the counter it has

taken. This capturing doubleton is allowed to make the normal enchained captures, provided

that it lands at the next cell after each capture. The Compulsory Free Capture Rule also applies

and a similar game using same capturing doubleton’s restriction is known at Germany with

twelve counters per player.

Damenspiel or German Draughts is also a Long Draughts variation played on the dark

cells of a standard 8x8 checkerboard where each player has twelve counters arranged on the

rows nearest to each of them. White colored counter has the first move. In this game, a counter

is called a stein where it moves and captures diagonally forward only. The Crownhead Stop

Rule applies and upon promotion in the crownhead, steins become dames. The Compulsory

Free Capture Rule also applies.

Damspel (Swedish Draughts) is a Long Draughts version played in Sweden and

Norway. It is played on the dark cells of a standard 8x8 checkerboard. Each player commences

with twelve counters arranged on all available cells of their first three rows. Black has the first

move. A singleton, called a bricka, moves diagonally forward only, but may capture diagonally

forwards and backwards. The Crownhead Continue Rule applies. Upon promotion in the

crownhead, brickas become dams. The Compulsory Free Capture Rule also applies.

Shashki or Russian Draughts is another Long Draughts variation played in Russia

and countries of the former Soviet Union, and also in Israel. It is played on the dark cells of a

standard 8x8 checkerboard where each player has twelve counters arranged on the rows

nearest to each of them and white colored counter has the first move. In this game, a counter

is called a shashka and it moves diagonally forward only, but may captures diagonally forwards

and backwards. A shashka is promoted to a doubleton called a dame when it reaches the far

edge of the board. It is always promoted upon landing in the crownhead, regardless if it stopped

there at the end of its move or if it only temporarily landed there as part of an enchained

capturing move. If it reaches that edge as part of a capturing move, it may continue capturing

as a newly promoted dam in the same turn and the Compulsory Free Capture Rule also applies

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.

Pool Checkers, also known as Spanish Pool Checkers, is a Long Draughts variation

primarily played in the southeastern United Sates. It is played on the dark cells of a standard

8x8 checkerboard where each player has twelve counters arranged on the rows nearest to

each of them but black colored counter has the first move. A counter only moves diagonally

forward but may capture diagonally forwards and backwards. The Crown head Continue Rule

applies for promotion to doubletons as well as the Compulsory Free Capture Rule.

International Draughts, also known as Continental Draughts, European Draughts or

Polish Draughts is a Long Draughts variation played in France, Switzerland, the Netherlands,

Belgium, Suriname, much of eastern Europe, and many other countries. This variation was

invented in France in 1723 and is played on the dark cells of a standard 10x10 checkerboard.

Each player has twelve counters arranged on the rows nearest to each of them where white

colored counter has the first move. A counter, also called a pion, moves diagonally forward but

may also capture diagonally forwards and backwards. The Crownhead Continue Rule applies

and upon promotion in the crownhead, pions become dames. And the Compulsory Maximum

Capture Rule also applies.

Figure 9.3 Draught from the Philippines (ItsYourTurn.com, 2017)

Brazilian Draughts, and Philippine Draughts that is also known as Derecha are the

variation of International Draughts in a 8x8 checkerboard. each player has twelve counters

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arranged on the rows nearest to each of them. From there, the rules of International Draughts

are applied.

Canadian Draughts, also known as Le jeu de dames canadien, is almost identical with

Draughts played in India and Sri Lanka. However, despite of having this variation, most areas

in Canada plays the same version of Draughts or Checkers played in the UK and USA. The

Canadian Draughts is the version mostly common to French-speaking Quebec. This game is

another version of Long Draughts played on the dark cells of a standard 12x12 checkerboard

where each player has thirty counters arranged on all available cells of their first five rows.

White colored counter has the first move. A counter, called a man, moves diagonally forwards

only but captures diagonally forwards and backwards. The Crownhead Continue Rule also

applies and upon promotion in the crownhead, men become kings. The Compulsory Maximum

Capture Rule also applies.

Dama or Graeco-Turkish Draughts is also known as Orthogonal Draughts and is played

in Greece, Turkey, Israel, Lebanon, Syria, Jordan and other areas of the Middle East. It is a

unique Long Draughts variation played on an 8x8 uncheckered board where all sixty-four cells

of the board are square and uniform. Each player has sixteen counters arranged on all of the

cells of their second and third rows. In this game, a counter is called a pioni where it moves

and captures orthogonally forward or sideways. The Crownhead Stop Rule applies and upon

promotion in the crownhead, a pioni becomes a dama. Damas move any amount of squares

orthogonally and capture via an orthogonal long Jump in any direction (forwards, backwards

and sideways). Additionally, in this game, pionis are removed as they are captured unlike the

other versions where counters are removed at the end of the capturing move. This means that

the counter of the opponent that is captured as part of an enchained capture may not serve to

block the capturing counter from landing on its cell of occupation during the move that captures

it. There are no diagonal moves or diagonal captures in this game but the Compulsory

Maximum Capture Rule still applies.

Armenian Draughts is a variation very similar to Graeco-Turkish Draughts except that

it allows diagonal movement, but no diagonal capture. Counters move directly forward,

sideways, or diagonally forward for a total of five possible movements while promoted counters

have the long move and long jump but also may move diagonally any number of cells forward

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or backward similar to the Turkish Checkers. The movement of a promoted counter is similar

to the movement of a Queen in Orthochess. Although diagonal movement is allowed, counters,

whether promoted or not, cannot capture diagonally.

Figure 9.4 Two different Ossetian Draughts Bord and Opening Position (Rayment, 2020)

Ossetian Draughts is played on the intersections of a non-checkered 6x6 square grid

instead on the squares. Each player has 21 counters arranged on all the intersections of their

first three rows. However, in this version, both the Crownhead Continue Rule and the

Compulsory Maximum Capture Rule do not apply. This version has no promotion and capture

is not compulsory. Counters move orthogonally or diagonally forward to the next row with three

possible movements and counters that end up at the last row may no longer move but can still

capture. Capture is by the short jump in any orthogonal or diagonal direction and may be

enchained and direction may be changed after each jump. The larger versions of this game are

known to be played on a 7x7 square grid or the 6x6 square grid with diagonals added and

players to have more counters.

Lesson 5. Setup Your Checkerboard

The most common game of Checkers is played on a board made up of squares laid

out in eight columns and eight rows. It is a game for two players where each player has twelve,

flat disk-like pieces which are placed on the black squares in the manner indicated in the

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diagram on the left. The darker colored checkers are usually designated black, and the lighter

color is designated white then, black always is the first to move (Rayment, 2020).

During a play, players can record the game using the checker notation where the

black squares are numbered as shown in the diagram on the right. To record a move, simply

write down the square the move is from and then the number of the square where the piece

was moved. It is important to record the game in a tournament play as it is easy to discuss

games and strategies (Rayment, 2020).

5.1 General Rules for Checkers

To begin the play, players must determine who will have the black colored checkers.

This can be done by any method like flipping a coin. However, the most common method is for

one of the players to take one colored checker in each hand and hold out his hands before him.

Then, other player chooses a hand and the colored checker in that hand determines the color

he plays.The objective of the play is to eliminate all opposing checkers or to create a situation

in which it is impossible for your opponent to make any move. Normally, the victory will be due

to complete elimination. Following are the details of the rules of the game (W.J. Rayment,

2020).

On a capturing move, a piece may make multiple jumps. If after a jump a player is

in a position to make another jump then he may do so. This means that a player may make

several jumps in succession, capturing several pieces on a single turn.

Forced Captures: When a player is in a position to make a capturing move, he must

make a capturing move. When he has more than one capturing move to choose from, he may

take whichever move suits him.

5.2 Crowning King in Checkers

When a checker achieves the opponent's edge of the board (called the "king's row") it is

crowned with another checker. This signifies that the checker has been made a king. The king

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now gains an added ability to move backward. The king may now also jump in either direction

or even in both directions in one turn (if he makes multiple jumps).

A similar idea in the game of chess occurs when a pawn reaches the opponent's end of

the board it becomes a queen. There is a practical reason for these piece promotions. Without

it, a piece which can only move in one direction becomes worthless. Interestingly enough it also

has some social significance in that it signifies that royalty and power should not be simply

endowed at birth. Nobility is something that can be and should be earned.

If the player gets an uncrowned checker on the king's row because of a capturing move

then he must stop to be crowned even if another capture seems to be available. He may then

use his new king on his next move.

5.3 Checker Strategy

Checkers is a straight-forward game in many ways. Yet, play can unfold in intricate

layers. Every move opens untold possibilities and closes down untold more. Thus, it is well to

keep a few strategies in mind when playing, even when it is just for fun.

First, always keep in mind the possibility of using the forced capture rule to maneuver your

opponent into a position where he gives up two pieces for one of your own. Often a one-piece

advantage can make all the difference in the end game.

Second, always try to keep the lanes to your own king's row blocked to your opponent. Once

either side gets a king, any uncrowned checker in the open is highly vulnerable.

Third, move between your own pieces and your opponent in order to move adjacent to an

opposing checker without loss.

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Lesson 6. Checkers Pieces (Draughts, 2020)

Different variations of Checkers have different names of the counters or pieces as

well. Following is the most common name and type of Checkers pieces (Draughts, 2020).

Men

Men can move one step diagonally forwards and capture an opponent's piece by

moving two consecutive steps in the same line while jumping over the piece on the first step.

Multiple enemy pieces can be captured in a single turn provided this is done by successive

jumps made by a single piece and the jumps do not need to be in the same line. In English

draughts men can jump only forwards but in international draughts and Russian draughts men

can jump both forwards and backwards.

Kings

When a man reaches the kings row or the last row in the of the opponent side, it

becomes a king, and is marked by placing an additional piece on top of the first man or often

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called as crowned. When a man becomes a king, it acquires additional powers including the

ability to move backwards and capture backwards. And similar to a man, a king can make

successive jumps in a single turn provided that each jump captures an enemy man or king.

In international draughts, kings is also called flying kings where they move any distance along

unblocked diagonals, and may capture an opposing man any distance away by jumping to any

of the unoccupied squares immediately beyond it. Because jumped pieces remain on the board

until the turn is complete, it is possible to reach a position in a multi-jump move where the flying

king is blocked from capturing further by a piece already jumped. However, in English Draughts,

flying kings are not but they have an ability to move and capture backwards compared to men

that can only move forwards.

Lesson 7. Philippine Checkers (Dama Game)

DAMA is the Filipino version of checkers and can be played almost anywhere as

players only need a few bottlecaps (or tansan) and something to mark the board like the picture

on the left. Following is the rules of playing Dama (Quilet, 2019).

Figure 9.5. Dame setup (Guia, 2012)

7.1 How to play Dama

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Players start with 16 men that are lined up on each side, in two rows, skipping the

furthest back. Men can move forward or sideways one square, capturing by means of a jump.

When a man reaches the back row, he is promoted to a dama ("Lady") at the end of the move

(Guia, 2012).

7.2 Filipino Checkers (Pinoy Dama) Rules of Play (Guia, 2012)

1. Filipino checkers is played on the Dama Matrix or on the light squares only of a standard

checkerboard of 64 alternating dark and light squares, (eight rows and eight files) by two

opponents having 12 checkers each of contrasting colors, nominally referred to as black and

white.

2. The board is positioned squarely between the players and turned so that a dark square is at

each player's near left side. Each player places his checkers on the light squares of the three

rows nearest him. The player with the black checkers makes the first move of the game, and

the players take turns thereafter, making one move at a time.

3. The object of the game is to prevent the opponent from being able to move when it is his

turn to do so. This is accomplished either by capturing all of the opponent's checkers, or by

blocking those that remain so that none of them can be moved.

4. Single checkers, known as men, move forward only, one square at a time in a diagonal

direction, to an unoccupied square. Men capture by jumping over an opposing man on a

diagonally adjacent square to the square immediately beyond, but may do so only if this square

is unoccupied. Men may jump forward or backward, and may continue jumping as long as they

encounter opposing checkers with unoccupied squares immediately beyond them. Men may

never jump over checkers of the same color.

5. A man who reaches the far side of the board becomes a king. If it reaches the far side by

means of a jump, it continues jumping as a man on the same move, if possible, and remains a

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man at the end of the jumping sequence. He will be King only if the jumping sequence ends in

the far side.

6. Kings move forward or backward any number of squares on a diagonal line to an unoccupied

square. Kings capture from any distance along a diagonal line by jumping, forward or backward,

over an opposing man or king with at least one unoccupied square immediately beyond it. The

capturing king then lands on any one of these unoccupied squares (except as noted in rule 7)

and continues jumping, if possible, either on the same line or by making a right angle turn onto

another diagonal line. Kings may never jump over checkers of the same color.

7. Whenever a player is able to make a capture he must do so. When there is more than one

way to jump, a player must choose the one which results in the capture of the greatest number

of opposing units (it is obligatory). When a King or a man will both capture the same number of

opposing units the player can choose which among them will capture. When a king jumps over

an opposing man or king with more than one unoccupied square immediately beyond it, it must

land on a square from which it is possible to continue jumping, if there is such a square. A

player must make all the captures possible in a sequence. He may not leave one or more

checkers uncaptured that he could capture simply by not continuing to jump. A "huff" of a

checker for failure to jump properly is not permitted. The incorrect move must be retracted, and

a correct move must be made. If possible, the correct move must be made with the man or king

originally moved incorrectly.

8. A man or King may not jump over the same opposing man or king more than once.

9. Captured checkers are not removed from the board until all jumps made on the move are

completed, and the hand is removed from the capturing man or king. (It is only in rare instances

that rules 8 or 9 affect the play of a game. They can have the effect of reducing the number of

captures possible on a move. In most of these cases a king is the capturing piece. On very rare

occasions these rules, either separately or in combination, will result in a king being forced to

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terminate a series of jumps on a square from which it will then be captured by an opposing man

or king which itself would have been captured were it not for these rules.)

10. Whenever a situation arises in which one player has three kings and the other one king, no

other checkers remaining on the board, a count is begun of the moves made by the weaker

side (that is the lone King). If the lone king is not captured by the end of its twelfth move, the

game is a draw. (In general, a win is possible only if the side with three kings has possession

of the diagonal line running from the lower right corner to the upper left corner.) The players

may also agree with each other for a draw,

11. A player may resign.

12. Time limits (optional). A player loses a game if his time expires.

Lesson 8. Benefits and Advantages of Playing Checkers (Gamesver Team,

2020)

Playing Chekers can be fun and educating to both young and adult. Following are the

benefits of playing Checkers regularly (Gamesver Team, 2020).

1. Checkers is easy to teach to young kids.

Kids can usually start learning to play Checkers from about 4 or 5 years of age. Some parents

use Checkers as a stepping stone towards teaching their kids on how to play Chess. Although

Checkers and Chess are entirely different games, the concept of the play can help to boosts

strategizing, confidence, and understanding how rules apply.

2. Checkers is a fun way to overcome boredom.

This can be a way to entertain kids even for just a short time. It is also great playing Checkers

with a partner on a night in too. Checkers is a fun way to pass the time and ensures a lot of

laughs and competition along the way.

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3. Playing Checkers can boost memory recall.

When you are first exposed to Checkers, you will notice that there are a lot of possible moves.

It might take some time to learn and remember many of these moves, but with time, memory

recall develops. Developing memory recall as a skill can be helpful in many areas of your life.

4. Checkers teaches how to make sound judgment calls

With trial and error, players learn that actions on the board have consequences and that each

action, therefore, requires some a sound decision. Players who start out aggressively soon

learn to slow things down and be careful. This is a great way to learn how to make sound

judgment calls, which is a skill that can be used in other areas of life.

5. Checkers develops concentration skills.

Checkers like Chess is also not a quick and easy game. Players need to focus and pay attention

which can develop concentration skills.

6. Playing Checkers regularly teaches patience.

Considering that a game of Checkers could last several hours, it is important for players to have

a certain amount of patience

7. Checkers promotes confident decision making.

Every single move that a player makes on the board has a consequence which means that

every move needs to be carefully thought out with possible outcomes already considered. With

consistent play, players learn to become more confident in their decision making and to trust

the decisions that they make.

8. Playing Checkers keeps the brain fit.

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Keeping your brain healthy and fit is just as important as staying physically and emotionally fit.

Playing Checkers can help our brains exercised and consistently working.

9. Playing Checkers provides a bonding/quality time experience.

Playing Checkers provides a great way to spend quality time with a group of people and have

a lot of fun at the same time.

10. Anyone can play Checkers (it is an all-inclusive game).

Checkers is a game that does not require physical abilities. Therefore, anyone can play from

small kids to aging people can play, and to disabled people.

11. Playing Checkers reduces stress & lowers blood pressure.

Playing any sort of game like Checkers is a great way to help someone unwind from worries

and allow their body to physically relax. When the body relaxes, blood pressure lowers and

stress is reduced.

12. Checkers is an excellent treatment for people with disabilities.

People recovering from accidents/injuries or living with physical disabilities need to do

exercises and physical tasks that include the use of fine motor skills to continue to heal and

recover. By regularly playing Checkers, disabled people can improve these basic skills that go

a long way towards developing dexterity and co-ordination.

13. Checkers teaches pre-mathematics skills.

Checkers is not a game that requires mathematics skills, but it can be a great pre-mathematical

exercise for children. The game does this by teaching the following skills:

Sorting objects or units by color.

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Logical thinking.

Reasoning.

Direction (back, forward, across, diagonal).

Assessment Task 1

Prepare a 2-minute video presentation on actual dama game. You may choose your

friends or relatives as your opponent.

(Using “Dama Skills Test Guide” to assess the student’s performance)

Summary

Dama Games or Checkers is played on a board by two people on opposite sides

where one player has dark pieces, and the other has light pieces and the player with the dark

pieces makes the first move. Pieces can move diagonally and can capture the pieces of the

opponent by jumping over them. In some variations, capturing is mandatory and can be done

either backwards or forwards and the piece that is captured is removed from the board. In all

variants, the objective of the game is to eliminate opponent’s pieces or block all possible

movement of the opposing player (2007 Schools Wikipedia Selection, 2007)

Additionally, most variations has the Crownhead Continue Rule. This is where a

man becomes a king when a man reaches the crownhead or kings row (i.e. the farthest row

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forward). The term of crownhead is used as when men become kings, they are marked by

placing an additional piece on top of the first similar to putting a crown on a King. A king then,

acquire additional powers including the ability to move backwards as wells capture backwards

in some variants in which they cannot already do so. In international draughts, kings can move

as far as they want in diagonals similar to a bishop in Chess. This rule is known as “flying kings”.

However, to capture, a king needs to jump over the captured piece, moving over as many

empty fields as the player wants but jumping over only on a single, opposing piece in each

jump (Board and Pieces: Checkers, 2002).

References

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