Zobon 047 Chess Checkers in Tin
CHESS
Object of the Game:
To checkmate or trap the opponent’s King.
Getting Prepared:
Each player has 16 pieces arranged on each end of the board as follows:
First Row – Rook, Knight, Bishop, Queen, King, Bishop, Knight, Rook.
Second Row – 8 Pawns.
The board has 64 squares, just like a checkerboard. Make sure it is placed so that a white square is always at the right hand of each player.
Note: The Queen is always placed on a square of her own colour.
Let’s Play:
- White is always the first to move.
- Players alternate turns, one move at a time.
- If a player lands on an occupied square, they capture the piece on the square, the captured piece is removed from the board.
- Only the Knight can jump over other pieces.
King:
The King is the all-important piece. He moves exactly one square at a time in any direction – forward, backward, sideways or diagonally. The King can capture any enemy piece that is undefended. whereas he himself is not subject to capture. He must not at any time move into a “check” that is controlled by the opponent. The king must always stay at least one square away from the opposing King. Both Kings must always remain on the board.
Queen:
Like the King, the Queen can move forward, backward, sideways or diagonally in a straight line. She can move any number of squares, provided there is no obstructing piece in her path. She may capture an enemy piece by removing the captured piece and occupying the vacant square.
Rook:
The Rook is next in power to the Queen. It can move forward, backward, or sideways (but not diagonally) any number of squares in a straight line, provided there is no obstruction. The Rook captures by taking the space of the piece it is capturing. The Rook is also used in “castling”.
Bishop:
The Bishop moves only diagonally, either forward or backward and any number of squares in a straight line, provided there is no obstruction. The Bishop captures on the diagonal.
Knight:
The Knight moves in a very special way: either forward one square and then one square diagonally to the right or left, or immediately to a diagonally right or left square, and then forward one square (this move forms an “L” ). The Knight is the only piece that can leap over obstructing pieces. The Knight is captured in the same way as the other pieces. When a Knight leaves their square they always lands on a square of the opposite colour.
Pawn:
The Pawn moves forward only (never backward). On its first move it may go either one or two squares. After that it may move only one square at a time, capturing like the Bishop on a diagonal. When any Pawn arrives at the last square of the opposite side, the player may substitute for it any other piece except the King.
Castling:
Each player has the privilege of “castling” once in the game. Castling is the moving of the King two squares to his right or left toward the Rook and then placing the Rook on the square on the other side of the King. A player may castle subject to the following restrictions:
- The King must not be in check.
- He must not pass over or land on a square commanded by a hostile chess piece.
- Neither King nor Rook must have been previously moved.
- No piece may intervene between the King and the Rook.
Check:
The King is in check when he is attacked by one of the opponent’s pieces. His capture is not permissible. A player making a check must say “check” when attacking the opponent’s King. Now the opponent must do one of three things:
- The King must move out of check.
- The hostile piece that checks must be captured.
- A piece must be placed between King and the attacking piece.
Checkmate:
This means the King has been captured. Because the object of the game is the capture of the opponent’s King, the game is lost if none of the above three moves can be made. The “check” then turns into a “checkmate”.
How to Win:
To achieve checkmate.
CHECKERS
Object of the Game:
To capture and remove the opponent’s checkers from the game board.
Let’s Play:
Each player gets 12 checkers of one colour and places them on alternate squares of the first three rows on their side of the board, both players must place their checkers on the same colour squares.
Each player moves a checker in turn. To remove the opponent’s checker from the board, the player must jump that piece. To jump an opponent’s piece, the jumping checker passes over the checker to be captured in a diagonal direction and must land on a square that is vacant. All moves must be made in a diagonal fashion and must always be moved to the same colour square. Double and triple jumps may be made in the same sequence as long as vacant squares exist in any forward diagonal direction.
You cannot jump your own checkers. When one of your checkers reaches the first row on your opponent’s side of the board,it becomes a “King” and gets “Crowned” by having another piece of the same colour placed on top of it. Once crowned, the piece can move in any direction.
How to Win:
You must capture all of your opponent’s checkers or prevent them from moving.
K: 43-545-414 I T: 70-989-151
MADE IN CHINA
CUSTOMER SERVICE:
KMART AU: 1800 124 125
KMART NZ: 0800 945 995 TARGET AU: 1300 753 567
WARNING: CHOKING HAZARD SMALL PARTS. NOT FOR CHILDREN UNDER 3 YEARS.
WARNING: FOR SAFETY REASONS, REMOVE ALL TAGS, LABELS AND PLASTIC FASTENERS BEFORE GIVING THIS TOY TO YOUR CHILD.
Documents / Resources
![]() | Zobon 047 Chess Checkers in Tin [pdf] Instructions 047, 43545414, 047 Chess Checkers in Tin, 047, Chess Checkers in Tin, Checkers in Tin |