A bit about Checkers Jumping games have been around at least as long as recorded history. The modern game we call Checkers, or Draughts(pronounced drafts) is first recorded sometime around 1100, possibly in the South of France, when someone decided to play a jumping game on a Chess board. The game was played with 12 pieces on each side and was called Fierges or Ferses at first although this later changed to "le jeu de dames" (the game of women), probably called such by chess players (intellectuals) as opposed to checker players(slackers). The game did not force a player to take enemy pieces when the opportunity presented itself. The compulsory rule forcing a player to take whenever possible was introduced in France around 1535, the resulting new game being called Jeu Force. At this point the old game, without forced jumping, became known as Le Jeu Plaisant De Dames or Plaisant for short. The first book written on the game was published in Valencia, Spain in 1547. Jeu Force is the game played in England today under the name of Draughts and in America as Checkers. Here, you may play "Plaisant" if you wish. Your opponent will always play "Jeu Force". Make the game, make the rules. A role playing Checker game? A medeival battle on a checker board? Of course. In spite of its "cracker barrel" image, and many claims to the contrary, checker players are motivated by the desire to win, to humble the opponent. Notes on this game The game is written using Javascript 1.1, and has been tested with Netscape 3 and up, and with Internet Explorer 4. Unless your computer, or browser is from the dark ages, it will play for you. It even plays over AOL, at least at this location. It is not a tournament class player. It plays action - reaction, a "wood pusher" game. The openings are all "Go as you please". If you feel you are above this, try the computer "Chinook". You command the red force, and always have the opportunity to attack first. Simply click on the man you want to move, then click on the space where you want him moved. It must be a legal move naturally. Do not rush your moves. You may only move when your opponent has completed his. Have you ever heard: "Wait!, wait! - My finger is still on it."? Be sure to read the command lines. There are many clues here. You may hold your man in place by clicking him again while he is hi-lighted. This turns the move over to the enemy, but casts the suspicion of cowardice on your man. He will stand fast hi-lighted until you either move him or select another man. DO NOT click again on the same man. Cowardice was and is a cardinal sin in battle. Medieval justice was swift. Care must be taken not to double click a man by accident. You may turn the the first move over to the enemy in this manner. Keep in mind: The attacker may have an advantage. If you have hi-lighted a man, then change your mind, simply click on the new man. The hi-light will be switched, and no penalty will be placed. Trapping the enemy (either side) is merely listed in the command line as such. You decide if it constitutes a win, or merely a draw. This is easy to miss if you don't check the command line each time. If the enemy decides your situation is hopeless, he will give you the opportunity to surrender. Be aware, however, prisoners will suffer a a slow death by torture. Your men know this, and will fall on their swords. Only surrender if YOU decide the situation is hopeless. The fortunes of war are fickle, and the enemy will try anything to trick you. An enemy who is about to surely die will fall on his knees and beg mercy. Check the situation carefully. You may decide to grant his wish, for the moment at least. Remember: You do not have to make every jump as presented. If an enemy is killed(jumped), and your man remains hi-lighted, you have a multiple kill(jump). Do not click on the hi-lighted man, unless you wish to pass on the kill. Look for the next space, and click there. This is surprisingly easy to miss, especially early on when the battle-field is crowded. A seemingly hopeless situation is sometimes reversed by a single multiple kill. Conversly, your cleverest trap will often be thwarted, when an enemy king takes your key man right from under your mouse pointer. A man who reaches "kings row" during the course of a jump can continue jumping as a king. Stay alert for this deadly move. The enemy is very aware of attacks from behind. He will only fall if he has nowhere to move. Your best bet is to force him in front of a man who can take him. The Javascript is copyrighted. If you modify it: Good luck. The logic is very involved. If you like it, let me know. I will e-mail you a zipped copy for your hard drive. Gratis. e-mail; janthony@cyberstreet.com Wryly Post July 1999