Team Name: Enigma
Team Members: Jeremy Diamond, Peter von Sholly
This is a variant ruleset for Checkers designed to add a deeper element of strategy.
First off, the 12 pieces for each side are divided into three groups of 4. For simplicity, we’ll call them “Rock,” “Paper,” and “Scissors.”
At the beginning of play, the three types of pieces are placed among the normal Checkers starting spaces in whatever arrangement each player chooses. Play then begins as normal, but with a slight twist to the rules of capturing.
Each piece type has one type they’re weak to and one type their strong against. Scissors pieces are capable of capturing Paper, but can’t jump over Rock. Rock can capture Scissors, but not Paper. And so on. However, two matching pieces of opposing sides are “neutral” to each other and can jump over each other, but without removing the jumped piece from play. So, for example, a black Paper piece can jump over a red Paper piece, but it won’t count as capturing it.
Once a piece reaches the other side of the board to be kinged, it can be switched to whatever type of king the player desires. So, a Paper can be promoted to a Scissors, a Rock can become Paper, etc…
This gives more room for strategy as different pieces must be maneuvered into different positions to take advantage of weaknesses. Thanks to pieces now being able to “block” pieces that are weak to them, players may find themselves in situations where they have no legal moves to make. If one player is unable to make any legal moves on their turn due to being maneuvered into a corner, they lose. Otherwise, play continues until one side’s pieces are all captured.