چیکرس ٹرکس
کھلنا
The opening plays a very important role in a game of checkers. It is like the start in a sprint. There is almost no chance if you fall behind. Therefore, in the game of master checkers, if you make a mistake in the opening, you will be flooded by the opponent. The attack was powerless to fight back, and it was embarrassing. Of course, like other chess games, the opening of checkers also has its fixed moves and corresponding countermeasures, which can be expressed by borrowing the term "set" in Go. When it comes to the opening pattern of checkers, it is the basic move in the opening of checkers. According to this move, both sides can quickly deploy their own pieces, and at the same time, they can also check and counter-check according to each other's moves, so as to reach the pieces of both sides. At the beginning of the initial contact, that is, when the set-up is completed, the situation is equal and the development of balance of power is maintained.
درمیانی کھیل
The middle game of checkers is ever-changing, and opportunities are fleeting. Therefore, in the middle game of checkers, it is necessary to accurately grasp the opportunity, but also to create the opportunity. Although the middle game of checkers is ever-changing and there is no trace, there are also skills that need to be grasped: 1. The so-called checkers of checkers, jumping is its biggest feature. As long as the conditions are met, you can jump continuously. Therefore, in the battle of the mid game, you must follow the principle of jumping, repair your own "jump path", and try to make your jump path as smooth as possible. At the same time, you must pay attention not to let your own jump path provide the opponent with the convenience of jumping. . This is called attacking. 2. Not only do you have to jump well yourself, but also prevent the opponent from jumping. If the opponent has a good path and you let him jump all the way, then you are probably not far from losing. This is defense. It requires you to grasp the key to the situation and restrict the opponent's jump. Offensive and defensive is the most critical content of checkers. Offense and defense are not independent, and neither attack without defense nor only defense without attack is the way to win. Only by grasping the dialectical relationship between offense and defense can we survive a hundred battles.
بند کریں
چیکرس کا اختتام تیز رفتاری کے اصول پر مبنی ہے، تیز رفتار سے مخالف پوزیشن میں داخل ہونے کی مہارت کا استعمال کرتے ہوئے. چیکرس کے لیے، آخر میں ایک اصول ہے: تیز، یعنی کم سے کم تعداد میں چالوں کا تعاقب۔ فائنل کا تقاضہ ہے کہ آپ کو ذیلی کی ہر پوزیشن کے فنکشن، ذیلی قوت کی ترتیب اور عقلی استعمال کو سمجھنا چاہیے، اور سب سے اہم بات یہ ہے کہ قدموں کی تعداد کا تصور قائم کیا جائے۔ اس سے کوئی فرق نہیں پڑتا ہے کہ عمل کیا ہے، اقدامات کی کم از کم تعداد پہلے ہے۔
فتح و شکست
گیم میں حصہ لینے والوں کی تعداد 1 یا 5 افراد نہیں ہو سکتی۔ جب 4 یا 6 لوگ ہوں تو ایک طرف کا مخالف کونا دوسری طرف ہونا چاہیے۔ جب 3 لوگ ہوں تو ایک طرف کا مخالف کونا دوسری طرف نہیں ہو سکتا۔
ترچھی پوزیشنوں پر مکمل طور پر قبضہ کرنے کی چالوں کی تعداد نتیجہ اور درجہ بندی کا تعین کرتی ہے۔
30 چالوں کے اندر، آپ کو اپنے تمام بیٹوں کو اپنے کونوں سے باہر لے جانا چاہیے، ورنہ یہ منفی ہوگا۔






