User:Tissa/sand box
Rules
Avlis draughts is played by two people, on opposite sides of a playing board, alternating moves. One player has dark pieces, and the other has light pieces. Pieces move diagonally and pieces of the opponent are captured by jumping over them.
The rules of this variant of draughts are:
- Board The board is an 8×8 grid, with alternating dark and light squares, called a checkerboard (forming a "checkered" pattern, from which the game gets its North American name). The playable surface that consists of the 32 dark squares only. A consequence of this is that, from each player's perspective, the left and right corners encourage different strategies.
- Pieces The pieces are usually made of wood and are flat and cylindrical. They are invariably split into one darker and one lighter color. Traditionally, these colors are Red and White. There are two kinds of pieces: "men" and "kings". Kings are differentiated as consisting of two normal pieces of the same color, stacked one on top of the other. U.S. checkers sets typically consists of red and black plastic pieces with ridges on the perimeter to aid stacking. The board is red and black, with play on the black squares only. On these sets, black plays first. Often, the checkers board is also equipped with a backgammon board on the reverse, with 15 of each color piece supplied for playing that game.
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- Starting Position Each player starts with 12 pieces on the three rows closest to their own side, as shown in the diagram. The row closest to each player is called the "crownhead" or "kings row". The black (darker color) side moves first.
- How to Move There are two ways to move a piece: simply sliding a piece diagonally forward to an adjacent and unoccupied dark square, or "jumping" a piece of the opposing player. It is possible for a piece to be "jumped" if on one side there is an opposing piece and the opposite side is vacant. In this case, one piece would "jump over" the other into the vacant square on the opposite side. A piece that is jumped is captured and removed from the board. Multiple-jump moves are possible if when the jumping piece lands there is another opposing piece with a vacant square on the opposite side. Jumping is mandatory and cannot be passed up to make a non-jumping move, nor can fewer than the maximum jumps possible be taken in a multiple-jump move. When there is more than one way for a player to jump, one may choose which sequence to make, not necessarily the sequence that will result in the most amount of captures. However, one must make all the captures in that sequence.
- Kings If a player's piece moves into the kings row on the opposing player's side of the board, that piece is said to be "kinged" and gains the ability to move in both forward and backward directions. If player's piece jumps into the kings row, the move terminates (it cannot jump out (as in a multiple-jump move) until that move has ended and the piece has been kinged).
- How the Game Ends A player wins by capturing all of the opposing player's pieces, or by leaving the opposing player with no legal moves.
In tournament English draughts, a variation called three-move restriction is preferred. The first three moves are drawn at random from a set of accepted openings. Two games are played with the chosen opening, each player having a turn at either side. This tends to reduce the number of draws and can make for more exciting matches. Three-move restriction has been played in the United States championship since 1934. A two-move restriction was used from 1900 until 1934 in the United States and in the British Isles until the 1950s. Before 1900, championships were played without restriction: this style is called go-as-you-please (GAYP).
One rule of long standing that has fallen out of favor, though still used in some homes, is the "huffing" rule. In this variation, jumping is not mandatory, but a piece that could have jumped, but failed to do so, may be taken—or "huffed"--by the opposing player at the beginning of his or her next turn, much as the en passant pawn capture in chess. After huffing the offending piece, the opponent then takes his or her turn as normal. Huffing has been abolished by the American Checker Federation.
Two common misinterpretations of the rules are,
- that the game ends in a draw when a player has no legal move but still pieces remaining (true in Chess but not in draughts)
- that capturing with a king precedes capturing with a regular piece
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Time: 13:12 UTC | Date: November 22 |
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Link about Avlis
Bioware's Profile: Neverwinter Nights Extender v2
[http://www.alexa.com/browse?&CategoryID=858728 Most Popular In Dungeons & Dragons Games ]
December 7th, 2003
On the fun side of things in my spare time (which you tend to get a lot of when you don't have the heart to do your work any longer), I have been running a hugely successful game server for a game called Neverwinter Nights. This video game allows people to modify it and set up their own little game worlds where people from the internet can log on and play. It's a lot to describe here, but you can look at my site called Avlis at: http://www.avlis.org. My callname on that site is Orleron, and you can see that I'm quite busy there answering people's posts and laying down the framework of that fantasy computer world. Incidentally, my best friend Adam helps me run it, and we have even managed to make it a part of our company. Financially, it supports itself and does not cost us a dime, which we're happy about. It even does other things like making people have fun and find true happiness in one case where two of our players got married in real life.
Avlis Carpentry Enterprise Index
http://neverwinter.gamezone.cz/index.php?clanek=7
http://dmoz.org/Games/Video_Games/Roleplaying/Dungeons_&_Dragons_Games/Neverwinter_Nights/Worlds/
http://www.rpgdot.com/index.php?hsaction=10077&newsid=29237
http://www.rpgdot.com/index.php?hsaction=10077&newsid=31766
http://www.blackdagger.com/gallery/showgallery.php?cat=523&password=
Avlis Entry in Neverwinter Vault
Interview with Athena and Orleron (Joining Persistent Worlds)
Interview with Papillon/Avlis team (APS/NWNX)
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A world born out of the void . . .
. . . and into an age of strife, when the demon Negarai brought forth from another dimension nine prisoners who were to become gods. A world of magic, where vortices of raw power give birth to all things arcane and divine. A world of steel, where great battles engulf the entire continent of Negaria, forever changing her face, her peoples, and marking the epochs of time. A world of balance, where no one philosophy or race holds sway.
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A world born out of the void . . .. . . and into an age of strife, when the demon Negarai brought forth from another dimension nine prisoners who were to become gods. A world of magic, where vortices of raw power give birth to all things arcane and divine. A world of steel, where great battles engulf the entire continent of Negaria, forever changing her face, her peoples, and marking the epochs of time. A world of balance, where no one philosophy or race holds sway. | ||
Avlis is a role-playing environment created for use online, using the Internet. It is continuously running and available to use. This fantasy setting was created by the merger of three things:
This PnP game is run (Dungeon Mastered/"DMed") by Orleron, and utilizes the D&D rules. But Avlis on the Internet is more than the sum of all three of these things.
Avlis online has two dozen team members, from DMs to programmers to quest and area builders and webmasters, who work diligently to ensure that Online Avlis is enjoyed by all of them. And this is a work in progress; whilst many areas are fully developed, there are many more geographic areas and environments to be added into this project. So if you seek high fantasy with intense roleplay, where your character and the characters around you come to feel not just like a collection of stats and pixels but true living beings, then Avlis is the place for you. |
http://www.avlis.org/portal.php?sid=5b1472505e004970c5cd0639e199bbf9
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