Amtgard Checkers
by Sir Egil Njalsson
(Version 1.0)
(November, 1996)
Introduction
At the recent Ren Fair in Las Cruces, the success of
the chess games (in the eyes of both the participants and
the general public) led many to ask, "Why don't we have
rules for checkers?" With that prompting, and some thought,
I have come up with the following rules, and the basic
necessary equipment.
Unlike chess pieces, all checkers (except those which
have been "kinged") have equal abilities, and these rules
reflect that fact. This fact will make the game much
easier to keep track of than chess, but also means you are
relying more on basic fighting ability rather than class
specializations. If Amtgard Chess can be compared to a
specialized battlegame, then Amtgard Checkers can be
compared to a specialized ditch battle.
The Setup
The basic board consists of an 8x8 grid consisting of
squares 4-5' per side. This can be marked out with lines
consisting of lime, chalk, flour, food coloring, or other
environment-friendly materials. Two or more pieces of
twine with markings at every 4-5' (or whatever you decide
to use) would help to keep the lines straight when marking,
as would a piece of an appropriate length to help with
triangulation, thus making sure your field has right angles
at the corners. (The latter piece would need to be
approximately 1.414 times the length of one of the side
pieces of twine.)
Ground tape, often used in battlegames and quests to
mark boundaries, would not work as line markers for the
checkerboard: the playing pieces move around a lot during
the game, and it doesn't take much to hook a toe underneath
and snap the thin plastic tape we normally use. It would
therefore take only a few moves to turn the battlefield into
a mess of unconnected tape fragments. Rope or nylon tape,
on the other hand, would not break, but would present a
severe safety hazard, as either is very likely to trip the
participants. Lines made of some kind of powder or liquid
may be less readily visible, and may take longer to set up;
but they are also less likely to be a hazard during play.
One alternative to this trade-off is to use cloth
squares or circles to mark the center of the squares,
ignoring the lines altogether: remember that all you need
to do is set up relative positions for the pieces -- the
exact borders of the squares are irrelevant to actual play.
The cloth pieces need to be large enough to be spotted
readily, but small enough that you don't have a lot of
exposed edges for people to trip over. Squares 10-12"
across should suffice. One advantage of using cloth is
that you can easily alternate colors of the squares;
another is that they are very re-usable (even for chess!);
a third is that they are readily visible from a distance;
and a fourth is that these should speed the setup process.
Suitable pieces can be made by reinforcing the edges of
cloth squares, and setting eyelets in them to hold
roofing-type nails which will hold the pieces to the
ground. The main disadvantage of using these cloth markers
(as opposed to drawing the lines with powder or liquid) is
that to the outsider it may look like you're playing some
weird variant of Twister, rather than checkers (or chess);
and there is a slight risk of tripping, depending on the
size of gaps you leave between the nails.
Two opposing players will be the ones controlling the
pieces, and 24 other players (12 per team) will represent
the checkers. (If you wish to play with fewer pieces, just
make sure both teams are equal, and that they are set up in
the same pattern.) The playing pieces will be identified by
color-coded sashes, arm bands, face paint, or other means.
The two controlling players will be identified by color-coded
hoods or tabards, or left unmarked.
Playing the Game
As was mentioned in the Introduction, all checkers have
equal abilities: in this case, a single short sword. The
pieces will begin in the standard position for a game of
checkers (or a mutually agreed-upon arrangement if there are
fewer pieces). The controlling players walk among the
pieces, literally moving (or commanding) their pieces to the
desired squares. No square can be o fight to get
past. When a piece is ordered to capture another piece,
both combatants stay where they are until "lay on" is
called, then they enter into one-on-one combat. Wounds and
death occur as in a normal ditch battle, with no armor or
special abilities. (Pieces not directly involved in the
current move cannot attack or be attacked, and are asked to
try to stay out of the way of the combatants.) If the
attacking piece is defeated, the capture is unsuccessful --
the attack was "repelled" -- and both pieces stay where they
were before combat began. If the attacking piece is
victorious, the defeated piece is removed from the field,
and the victorious piece moves to the empty space beyond the
defeated piece. (Any piece which dies is asked to do so
dramatically, especially if mundanes are watching. The
overall atmosphere of the game would be enhanced if
volunteers can be found to carry the dead "captured" pieces
off the field.)
Multiple captures are possible: if, from the spot the
victorious attacking piece moved to, there is another piece
they can capture, they can proceed to fight (after "lay on"
is called again) for the next one as well, if ordered to do
so by the controlling player. Any wounds they may have
received while fighting the first piece are still in effect.
If successful again, the piece moves on; if unsuccessful, they
remain where they are at this point. When the turn ends,
either by an unsuccessful attack or by the controlling
player deciding to end the move, all wounds to either party
are considered healed. (Remember that an attacking piece
can never be removed from the board: if killed by the
defender, they simply stay where they were, and are restored
to health for the next turn.)
A piece moved into the opponent's back row is considered
"kinged," as signified by the placing of a paper crown,
headband, or other appropriate marker on their head. Any
future movement of a "kinged" piece can be either forward or
backward, but otherwise uses the same movement rules as
before. A "kinged" piece is considered to have one point of
all-over natural body armor in future combats. Any damage
to this armor, as with wounds on a normal piece, is carried
over between successive combats in the same turn, but is
healed (like wounds) when that turn ends.
Play continues until one controlling player has lost all
their pieces.
Variations
(These variants may be combined, at the mutual consent
of the controlling players.)
Iron checkers: Normal pieces are considered to have
one point of natural armor, while kings have two points.
Attrition variant: Wounds (and damage to natural armor)
are never healed. If a wounded piece is kinged, the wound
is still there but now has armor on top of it: that is, they
can take one additional shot to the wounded limb with no
further injury occurring.
Damned-if-you-do variant: Attacking pieces, if
defeated, are removed from the board.
Open checkers: Instead of using a single sword, pieces
may use their choice of melee weapons and/or shields, as in
a ditch battle.
Goblin (speed) checkers: Any wound kills, on regular
pieces. Kings either take damage as a normal human, or are
considered to have one non-magical Protect each turn. (The
controlling players mutually decide which option to use.)
Other variants may be created in the future. Please
contact the author if you have thoughts or suggestions which
you feel may improve the game. Other than that, enjoy!