Rubik's Checkers Challenge Rules
OBJECT
To capture all of your opponent’s pieces or to get your opponent into a position where he cannot move any of his pieces.
SETUP
Each player commands 8 two-sided pieces (each piece has a King side and a man side). Place the game board between both players. Each player places his eight pieces KING SIDE UP (two-colored side) on the board, one per space in the two closest rows, as shown. (In Rubik’s Checkers Challenge, you start as a King and fight to retain your power!)
RULES OF PLAY
Players move one of their pieces per turn and alternate turns.
1. Kings move diagonally, forward or backward, as in regular checkers (Note: diagonally adjacent spaces are connected by lines on the board).
2. A King may jump over an opposing piece if the space beyond is vacant. As in regular checkers, multiple jumps are possible. When a King jumps an opposing King, the opposing King is “demoted” and flipped to its man side.
3. A man can only move (diagonally) backwards, not forward. A man cannot jump or capture. (Basically, this means a man is retreating. He has lost the power of being a King).
4. On your turn you may either move a piece or promote a man (who has retreated into your own home row on a prior turn) to King. You cannot move a man back into your home row and promote him on the same turn.
5. A King may also jump one of his own men. By jumping his own man, a King promotes his man back to King.
6. When a King jumps an opposing man, the man is captured and removed from the board.
WINNING
Play continues until one player cannot make a move or a promotion, or all of his pieces have been captured. The opposing player wins the game.