The 40-move count is restarted any time when:
1. The player claiming the draw concedes that there has been some strengthening of the attacker's
position.
2. Any uncrowned piece of either side makes any advance towards the king row, or --
3. Any capture is made.
After the 40-move count is completed showing a strengthened position, the attacker must still
complete the win. Other 40-move counts may still be requested later by the player claiming the
draw.
15. When the same position (identical as to move, pieces, kings, and colors) occurs two or more times,
a "see-saw draw may be beginning. It is customary for the side desiring the draw to point out these repeated
positions and suggest a draw. The other side is then expected to start a new attack or concede the draw.
NOTE: These rules were taken from the ARTICLES of the official rules of CHECKERS, written by
the American Checker Federation.
Beginning The Game
Use the Game Select switch to change the game and the game number (displayed at the upper left
corner of the screen). If the game number is white, then the human player (or the left player) controls the
white pieces on the board. If the game number is blue (or black on black-and-white television sets) then the
human is red (grey).
In Games 1-9, the computer plays regular checkers. The computer's skill level increases as the game
number increases. Game 10 is for two players. The number of players for each game is displayed at the
upper right corner of the screen.
Games 11-19 are losing or "giveaway" checkers. As in Games 1-9, the skill level increases as the
game number increases. The object of giveaway checkers is to be the first player to be unable to move by
losing all of your pieces or by being blocked.
The Game Select switch may be used in the middle of a game and the computer will continue to play
using the new game difficulty level or variation. When the computer is computing its next move, the game
select switch has no effect.
Computer Move - The length of time the computer takes to move depends on the difficulty level and
the number of possible moves.
While the next move is being computed, the board will disappear from the television screen and
different colors will flash on the screen (different shades of grey on black-and-white televisions). This is
done to speed up the computer since it takes time for the computer to do the display. Also, the design of the
The ATARI® Flashback 2(TM) Classic Game Console makes it difficult to do extensive computations and
display the board at the same time. When the computer completes its move, the board reappears. The
computer's move is indicated by a blinking "X" of the computer's color and a blinking computer piece. The
jumped pieces, if any, will also blink. Your cursor will appear in your color. As soon as you move your
Joystick or press your controller button, the computer's piece will stop blinking and the jumped pieces will
disappear.
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