TURKISH DRAUGHTS (Dama)
RULES OF GAME AND LEARNING GUIDE
1. What is Turkish draughts
Turkish draughts is a two player game. The game is played on a
draughts board (8x8) with draughts pieces (Diagram I). The pieces are
in two colors and they are traditionally black and white. One player
plays with the white pieces, while the other plays with the black ones.
Each player has 16 pieces each. These pieces are placed in a certain way
at the start of the game. The players move their pieces alternately.
During the game, movement of the pieces abiding the rules of the game
is called a "move". The player with the white pieces moves first. A player
wins the game either by capturing all of the opponent's pieces
or blocking all of the opponent's pieces so that opponent has no legal
move to make.
Diagram I
2. Turkish draughts board
The game is played on an 8x8 draughts board (it can be played on a
chess board as well). The board is in square shape. It consists of 64
equally sized squares. (Diagram I). These squares form paths that
pieces can move. With respect to players, the adjacent horizontal
squares form the rows (horizontal paths); While the adjacent
perpendicular squares form the columns (perpendicular paths). In
Turkish draughts, pieces cannot move in a diagonal direction.
3. The pieces and their values
There are two kinds of pieces in Turkish draughts: plain pieces or
"men" (originally "yoz ta" in Turkish) and kings ("dama" in Turkish).
These two types of pieces have their relative strength values (similar to
relative strength values in chess or other draught variants). Assuming
players of equal strength, the value of a king is equal to five men. This
means that it is acceptable to sacrifice 5 of one's own pieces in order to
make a king or it is strategically right to give 5 of one's own pieces to
take a king of opponent's, during the start of the game or middle game.
4. Starting position
Each player starts with their 16 pieces placed on the second and third
rows on the board as viewed from their own sides, skipping the first
row. There will be an empty row behind each side's pieces and there will
be two empty rows in between opposing pieces (Diagram II).
Diagram II
5. Movement of the men
In the diagrams, 3 colors are used to show the moves pieces can make.
Men can move forward or sideways one square, if the square is empty.
The movement to left or to right is called "slide" ("yana kayma" in
Turkish). The forward movement of a man is called "push" ("srme" in
Turkish). Men cannot be moved backwards, diagonally or more than
one square. (Diagrams III and IV)
Diagram III
Diagram IV
All possible moves that white can make are shown in this position.
6. How a man can capture opponent's piece(s)?
If a man is next to (forwards, left or right) an opponent's piece, man or
king, and if the square beyond the opponent's piece is empty, then the
player can capture that piece by jumping over it into the unoccupied
square and captured piece is removed from the board (Diagrams V and
VI). In other words, A piece, making a capturing move (a jump), leaps
over one of the opponent's pieces landing in a straight line on the other
(empty) side.
Diagram V
If a piece jumps over
the opponent's piece
and can jump over
another of the
opponent's pieces,
player must make the
jump and capture the
second piece as well
and so on (capture is
compulsory) (Diagram
VII).
Diagram VI
Diagram VII
7. Movement of the king (dama).
When a man reaches the far side of the board, it is promoted to a king
(dama). A king can move any number of unblocked squares horizontally
or vertically (forwards, backwards or sideways). They capture an
opposing piece any distance away by jumping into any unoccupied
square immediately behind it. A king can also move in an L shaped
manner. i.e. it can turn 90 degrees, changing direction. In order to do
this type of L maneuver, the king must make one or more captures in
the direction it turns to (Diagrams VIII and IX).
The king, after moving in a direction, cannot reverse direction.
Diagram VIII
All the squares the white king can move to are shown with green
arrows.
Diagram IX
The white king captures all of the opponent's pieces, green arrows show
the moves the white king must make, while yellow ones show possible
last two moves.
8. Goal of the game
Goal of the Turkish draughts is capturing or blocking all of the
opponent's pieces, hence no legal move is possible. The player should
use the rule for the maximum number of captures (will be explained
later) in order to get positional and play/move advantage, weaken the
opponent by capturing pieces and eventually capture all of the
opponent's pieces. Goal of the men is to reach the far end of the board
and become a king that can move in any direction.
ATRIBUTES OF THE DRAUGHTS BOARD
9. Horizontal paths
On the draughts board, the horizontal paths formed by 8 width wise
adjacent squares are called rows. There are 8 rows and they are labeled
with numbers starting from bottom (where the white side is assumed to
be at the start of the game for the purposes of this guide). These rows
are labeled row 1-2-3-4... (Diagram X)
Diagram X
10. Vertical paths
On the draughts board, the vertical paths formed by 8 adjacent vertical
squares are called columns. There are 8 columns and they are labeled
with small letters starting from left. These columns are labeled column
a-b-c-d... (diagram XI)
Diagram XI
11. Labeling squares
Every square on the board has a label. The labels are formed from a
letter and a number for each square, e.g. d4 square or e5 square. The
label for a square is formed by finding the letter for its column and row
number and formed by appending these two together (Diagram XII)
Diagram XII
THE RULES OF TURKISH DRAUGHTS
12- The Rules of Turkish Draughts
a-) When it is the turn of a player, the player must capture the piece(s)
he/she can. These can be the pieces the player already threatened by
capture and/or the opponent allowed to be captured. In other words, if
a player is able to make a capture, it is compulsory and the jump must
be made.
b-) If a piece can capture more than one possible way and the number
of captured pieces happen to be the same each way, the player can
capture whichever way he/she prefers (Diagram XIII)
Diagram XIII
In diagram XIII, the black piece at square h5 can go to f1 by playing
h5xh3xf3xf1 and capturing 3 pieces. Or it can go to d3 by playing
h5xh3xf3xd3 and capturing 3 pieces. Since these two plays result in
equal number of captures, player can play either one he/she chooses.
c-) If capture is possible by any number of pieces or ways, then it is
compulsory to capture the way that will result in the maximum number
of captures (Diagram XIV)
Diagram XIV
In diagram XIV, white can capture in 4 different ways: d4xd6xd8
(captures 2), d4xd6xb6 (captures 2), h4xh6xh8 (captures 2) and
h4xh6xf6xf8 (captures 3). white must capture by h4xh6xf6:f8 because
the number of captured pieces is more than the alternatives.
d-) Above rules are also valid for a king (Diagram XV, white's turn and
white must play h4xh6xf6xf8,)
Diagram XV
e-) If a man becomes a king after a jump, and if there is an opponent's
piece next to it, it can continue jumping as if it is still a man (abiding
the rule of capture for a man) (Diagram XVI)
Diagram XVI
In Diagram XVI, white takes black pieces by h4:f6:f8 and reaches the
8th row, and it can capture the adjacent black king at e8, by moving like
a man and stops at d8. Note that it cannot continue capturing black
king at b8 though white piece reached the 8th row but is not yet allowed
to capture like a king (capture shown with red arrow is not allowed)
If a man reaches furthest row without a jump, It becomes a king after
opponent's move (Diagram XVII)
Diagram XVII
In diagram XVII, white man reaches the 8th row without a jump and
cannot capture the adjacent black king at b8 (illegal move is shown with
red arrow). So it stops at a8 and it is black's turn to play.
13. ATTACK AND DEFENSE
a. Threatening a piece
This is a move whose purpose is to capture opponent's piece(s). This
type of move is also called "threaten to jump" (Diagram XVIII)
Diagram XVIII
Diagram XIX
In diagrams XVIII and XIX, the white piece at f4 moved to g4 and
wants to capture the black piece at g5.
b. Protecting the threatened piece
Protection is the defense of a threatened piece by another piece. No
player, should allow any piece to be captured without getting something
in return. (Diagrams XX and XXI)
Diagram XVIII
In Diagram XX, the white piece at f4 moves to g4 and threatens black
pieces at g5. To answer this threat, black moves the piece at h6 to g6
(Diagram XXI).
Diagram XXI
c. Escaping/ moving the threatened piece
An escape is moving the threatened piece to a safe square. It may not be
always correct to protect a threatened piece. In such a situation, it may
be better to escape the threatened piece. (Diagrams XXII and XXIII)
Diagram XXII
Diagram XXIII
In Diagram XXII, white piece at e4 moves to d4 and threatens the black
piece at d5. Black escapes to safety, by moving the threatened piece
from d5 to c5 (or e5) (Diagram XXIII).
d. Exchange of the pieces
When two players capture pieces alternately, it is called an exchange. In
this situation, one player captures opponent's piece(s) and opponent
replies by capturing piece(s).
e. Equal exchanges.
The players capture equal number of pieces of equal strengths.
(Diagram XXIV and Diagram XXV)
Diagram XXIV
Diagram XXV
f. Winning exchanges
The player captures more pieces and/or the capture is better than the
opponent's in terms of the strengths of the captured pieces (Diagrams
XXVI and XXVII)
Diagram XXVI
Diagram XXVII
14. Parts of the game.
Typically there are 3 distinct parts of the game
a. Opening
The purpose is to obtain positional and tactical advantage without
falling into a trap.
b. Middle game
In this stage, the pieces are in a cramped position and both sides have
opportunity to make tactical play. Combinations and shots are made at
this stage of the game.
c. End game
If neither side gets a clear advantage at any stage or the game becomes
balanced after both sides try to claim advantage, following the piece
exchanges, end games with few pieces left on the board become
important. Chances of making a trap or falling into a trap are
proportional to the number of pieces on the board. When both sides
have 7 or less pieces each, the game turns into playing for the positional
or play advantage. Locking techniques are used at this stage of the
game.
15. Recording the games
In tournaments, it is compulsory to record the games. There are
scoresheets prepared for this purpose. The method for writing down
the moves is called notation. Keeping the records of games is very useful
in order to be able to replay the game, as we can see our mistakes and
learn from them. When a piece moves it changes the square it is at. In
order to record movement of a piece first the square it is at, then -
(dash), and the square the piece is moving to are written. e.g. c2-c3
(Diagram XXVIII)
Diagram XXVIII
For jumps, first, the square the jumping piece is at, then x
(cross), and the square jumping piece is moving to are written e.g.
d4xd6 (Diagram XXIX) or h3xh5xh7xf7xd7xb7 (Diagram XXX)
Diagram XXIX
Diagram XXX
16. Annotation
When the games are written, in order to analyze it better and easier,
some annotation marks are used:
! Good move
!! Very good move
? Bad move, mistake (if compulsory move no need to put this
sign)
?? Very weak move
!? Risky move
or +- White advantage
or -+ Black advantage
or ++ -- White has a clear (decisive) advantage
or -- ++ Black has a clear (decisive) advantage
or ~ Unclear
17. Combinations (Shots)
Sacrificing one or more plain pieces, in order to reach the furthest row
with a piece and have a king is called combination (or shot). There are
several types of this kind of game play. Many of these combinations are
named after or by the persons who composed or played them e.g.
"Sultan Mahmut amaz" , "Yedi kapdan ieri" (Combination of Sultan
Mahmud , Through seven doors).
Diagram XXXI
18- Locking pieces
The purpose is to minimize possible threats and freedom of the
opponent's pieces and eventually freezing out the opponent to force
him/her into making a bad move. In end games with equal number of
pieces, play and locking calculations become very delicate. For
example, after an exchange, locking can change direction and locked
out side can surprise and lock out the opponent (Diagram XXXII )
Diagram XXXII
19- End of the game
a- Winning
A player wins, when he/she captures all of the opponent's pieces or
prevents the opponent from making a legal move by blocking all pieces
of the opponent. The player who has a weaker position or less pieces,
and losing the game can resign the game and other side wins.
b- Draw
If both players are left with only one piece each and even if one of these
pieces is a king the game is a draw; since the game can go on
indefinitely. Alternatively, a player can offer a draw and if the other side
accepts the game is ruled as a draw.
20- Scoring
In Turkish draughts, players get one point (1) for a win, a half point
() for a draw, and no points (0) for a loss.
Author: Bektash GLDESTE / Tutagil /
Translation from Turkish language: Hasan Ciftci.
Reference
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