Warp Checkers is a game based on regular Checkers, the rules of which described here, created by myself with help from my good friend @idiotapologist. This page describes the mechanics that are introduced in Warp Checkers, and the differences between Warp Checkers and regular Checkers. Everything unstated should be assumed to be identical to the rules described at the link. The rules are always open for editing, so if you have any comments or suggestions for changes to the rules on this page, please sent me an email. Although neither Warp Checkers nor its rules are copyrighted, I ask that you do not claim it as your own. If you use Warp Checkers in any way in any form of media (YouTube, slideshow presentation, etc.) I also ask that you credit me by linking to my website (https://www.mirazel.com)
- “Directly diagonal” means one square away on the diagonal—NOT any diagonal square.
- Keep in mind that row=horizontal (left and right), and column=vertical (up and down).
- "Regular Checkers" (capital "C") refers to the regular game of Checkers, as opposed to Warp Checkers. "Regular checker(s)" (lowercase "c") refers to the checker piece type.
Setup and Win Conditions
Each player starts off the game with 24 pieces, also known as checkers, arranged in 3 rows at the side of the board closest to themselves.
The objective of Warp Checkers is the same as regular Checkers: to capture every enemy piece, or to position your pieces in such a way so that the enemy has no available moves.
If 20 turns pass without any pieces of either player being captured, then whichever player currently has more points wins. Your point total is calculated by taking the sum of the individual point values of each of your pieces you have on the board. The individual point values are as follows:
Regular checker = 1 point
Fragment checker = 1 point
King = 2 points
Queen = 4 points
Basic movement works the same as in regular Checkers, except for the addition of Warping, as described below. Excluding all kinds of warping, basic movement is one of four types of movement in Warp Checkers.
Any one of these forms of piece movement ends your turn, but your turn does not end until you let go of the piece you are moving.
Basic jumping works the same as regular Checkers except for the addition of Warp Jumping, as described below.
Unlike regular Checkers, you are not required to capture an enemy piece when given the opportunity. In addition, if you capture an enemy piece and there is another enemy available to capture from your checker’s new position, you may capture that piece in the same turn just like in regular Checkers, but you do not have to.
Just like in regular Checkers, when a regular piece gets to the other side of the board from which it started, it becomes a King. In Warp Checkers, the standard marking for a King is stacking a second checker of the same color/design on top of it.
Kings have all the abilities of regular checkers, which includes warping. There is one exception, however: while regular checker pieces can be promoted to the next piece tier by reaching the opposite side of the board, this is not the case for Kings. A King cannot be promoted to the next tier (Queen) just by doing this.
Kings are also given 2 abilities that regular pieces do not have: The ability to move backward on the diagonals in addition to forwards (both one space at a time), and the ability to Swap, as described below.
Just like a regular piece, a King is not required to capture enemies when given the oppertunity.
Basic Warping is when you move a checker off the board and it loops (or warps) back around to the other side. There are three kinds of basic Warping: horizontal, vertical, and diagonal.
To initiate a horizontal Warp, your checker must be on either the far left or the far right side of the board. Horizontal Warping moves your piece one square forward and then all the way to the far left side of the board if you started on the right side, or all the way to the right side of the board if you started on the left side. If there is a piece already in this new position, you may not warp there at that moment, unless you are Warp Jumping, as described below.
To initiate a vertical Warp, your checker must be on the side of the board farthest from you. You move the piece either one square to the left or to the right and then all the way to the side of the board closest to you. If there is a piece already in this new position, you may not Warp there at that moment (again with the exeption of Warp Jumping).
A King checker can warp from the bottom of the board to the top as well. To do this, it must be at the side of the board closest to you. Move it either one square to the left or to the right and then all the way to the opposite side of the board. If there is a piece already in this new position, you may not Warp there at that moment (again with the exeption of Warp Jumping).
A diagnal Warp is a combination of horizontal and vertical Warping. To initiate a diagonal Warp, your checker must be at one of the two corners of the board farthest from you. If the checker is at the upper-right corner, move it to the lower-left. If the checker is at the upper-left corner, move it to the lower-right. If there is a piece already in this new position, you may not warp there at that moment (again with the exeption of Warp Jumping).
A King checker can Warp from one of the bottom corners of the board to the top corners as well. If the King is at the lower-left corner, move it to the upper-right. If the King is at the lower-right corner, move it to the upper-left. If there is a piece already in this new position, you may not Warp there at that moment (again with the exeption of Warp Jumping).
In addition to regular Warping, you can sometimes capture an enemy piece during a Warp. There are two ways of doing this: jumping into a Warp or Warping into a jump.
Warping into a Jump:
If the square you want to Warp to has an enemy piece on it and the next square in the same diagonal direction is unoccupied, you can Warp to that unoccupied square and capture that enemy piece.
Jumping into a Warp:
If you want to capture an enemy piece but your checker would land outside of the board, you may do so and Warp around as if your piece Warped from the enemy’s square.
If when you complete one of these jumps there is another jump or Warp-jump available from your checker’s new position, you make do that in the same turn if you wish. You may continue making jumps with that piece until there are no more available. If you complete a regular jump and a Warp-jump is available from your checker’s new position, these same rules apply.
Kings, of course, may warp-jump as well (and initiate any chains as stated above) as well, and may also Warp-jump backward.
Swapping is a power that Kings have. A Swap is a form of movement where your King switches places with any directly horizontal or directly vertical (but not diagonal) square, as long as another piece of any player's possession occupies that square. Swapping, of course, like any other form of movement, ends your turn.
You can also Swap a King with a piece that isn’t directly adjacent to it. This is known as a Warp-Swap. If the King is on the far left or right side of the board, it may Swap with another piece in the same row on the opposite side of the board horizontally. If the King is on the side of the board farthest from you or the side closest to you, it may Swap with another piece in the same column on the opposite side of the board vertically. If your King is in one of the board’s corners, it may swap with another in the opposite corner of the board.
If you like, you may use your turn to do what is called a Split. Splitting is when you turn your King into two Fragment checkers, the third type of checkers piece in Warp Checkers. Fragment checkers are in every way identical to regular checkers, with one exception: they can never be promoted to a King. The standard marking for a Fragment checker is a regular check flipped upside-down. If the checkers that you are using do not look any different when flipped upside-down, then it is advised that you use another way to mark it agreed upon by both players.
This is how a Split works: your King turns into two Fragment checkers. One of them must remain where the King was right before it Split, and the other can either be placed on a directly diagonal square from where the King used to be, or it can be used to jump over and capture an enemy that is directly diagonal to where the King used to be (as long as the next square along that diagonal is unoccupied). You can chain-capture as usual with this method as well. If the second Fragment checker cannot land on a directly diagonal square and cannot Split-jump an enemy, then you are prohibited from Splitting with that King piece at that moment.
The Queen is the fourth and final type of piece in Warp Checkers. You can create a Queen by using your turn to have one of your Kings jump on top of (not over!) another directly diagonal King of yours. Since this is not a normal jump, chain jumping may not be used here. In Warp Checkers, the standard marking for a Queen is having four regular checkers of the same design/color stacked on top of one another.
A Queen has every ability of a King, with the exception of Splitting working differently, plus two new abilities: Skipping and Cycling.
The ability to Skip simply means that you have the option to completely skip your own turn if you would rather not use it, as long as you currently have a Queen somewhere on the board.
There are two ways to Split with a Queen: Splitting into 2 kings or into 4 Fragment checkers.
A Queen splitting into 2 Kings works exactly the same as a King splitting into 2 Fragment checkers, except that you have 2 Kings as the result instead of 2 Fragment checkers. The Kings are just regular Kings — they are both able to combine to form a Queen again at a later turn if you choose using the regular method.
4 Fragment Checkers:
When your Queen splits into 4 Fragment checkers, one of those Fragment checkers must remain where the Queen was, and the others have two options each. Those options are identical to those of Splitting a King. Split-jumping works the same too.
Like when Splitting a King, if at least one of the Fragment checkers cannot be placed directly diagonal to where the Queen was and that same checker cannot split-jump an enemy, you are prohibited from Splitting that piece at the moment.
Cycling is the very last form of movement in Warp Checkers, and it is something that only a Queen can do. Cycling is when the pieces inside a 2x2 square circle around clockwise, counterclockwise, or 180 degrees. Any empty spaces in the 2x2 square circle around as well. You can use your turn to Cycle the pieces in a 2x2 square as long as these two criteria are both met:
- A Queen of yours is in the 2x2 square
- At least one other piece of either player’s ownership is in the 2x2 square.
When cycling, the individual squares in the 2x2 square do not have to be touching. Half of the 2x2 square can go off of the board and warp around to the other side in the same 2 columns on the opposite end of the board (when the top or bottom half of the 2x2 square is off of the board) or the same 2 rows on the opposite end of the board (when the left or right half of the 2x2 square is off of the board). Alternatively, you can also cycle around the 4 corners of the board, as always as long as both of the above criteria are met.