(Proposed)

 

American Pool Checkers Associations Playing Rules

 

Note:  The original Proposed Rules are written here in (ALL CAPITAL LETTERS) and (BOLD TYPE).  This is done so as to distinguish them from the proposed changes.  The term OK simply means that there is agreement with that particular Rule as it is. 

 

Each member, who proposes a change,  will be identified with a CAPITAL LETTER for ease of identification for the upcoming Voting process.  (For example, A = Pecan; B = shotgun; C = Kacher; D = Blaine; E = Moochie, and others will be given identifying letters as they enter their proposed changes).

 

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Rule1.  THE STANDARD BOARD MUST HAVE ONLY 32 DARK AND 32 LIGHT SQUARES EACH SQUARE NOT LESS THAN 2 INCHES NOR MORE THAN 2½ INCHES.  FOR TOURNAMENT PLAY THE BOARD MUST NOT BE LESS THAN 16 INCHES ACROSS, NOR MORE THAN 20 INCHES.  THE LIGHT SQUARES MUST BE BUFF, THE DARK SQUARES GREEN.

 

Rule1A. (Pecan)  OK

 

RULE-1B  (shotgun) The game of American pool checkers is played by two players seated on the opposite sides of an 8x8 board made up of 64 two and one-half (1/2) inch squares which will be of alternating dark and light colors.  The game is played on the dark squares and the board will be placed so the dark double corners squares are at the right of each player.  In tournament play the color of the squares shall be green and buff. 

Rule 1D  (Blaine) (I note that the wording above is different than that in Thompson's site on www.hspccc.com, so my comments on Thompson's may not make sense here.) Shotgun mentions "two-inch squares" but the customary size for Pool Checkers is 2 1/4 inches.  Also the reference to the dark double corners being on the right is covered by Rule 2 saying that the dark square shall be at the bottom left.

I would add an explanation of "buff" as "any off-white to yellowish-tan color."

Roger 

 

 

Rule 2.  THE BOARD MUST BE PLACED SO THAT THE BOTTOM CORNER SQUARE ON THE LEFT HAND SIDE SHALL BE DARK

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Rule 2A.  (Pecan)   OK

       

 2B.   (Shotgun) - There will be a total of 24 checkers described as being disc shaped in structure and they shall be of alternating dark and light colors.  In tournament play they shall be red and white in color and 1 ¼ to 1 ½ inches in diameter in size.

 

Rule 3.  THE STANDARD MEN, TECHNICALLY DESCRIBED AS BLACK AND WHITE, MUST BE LIGHT AND DARK, ROUND TURNED, AND EACH NOT LESS THAN 1¼ INCH, NOR MORE THAN 1½ INCH WIDE.  FOR TOURNAMENT PLAY THE PIECES MUST BE RED AND WHITE.

 

Rule 3A.  (Pecan)   OK

 

RULE-3B. (shotgun)   Each player will start with 12 checkers of one color, be it dark or white.  Each start by placing his 12 checkers on the first three horizontal rows consisting of 12 dark squares nearest to her/him. 

Rule 3D  (Blaine)  (referring to the original rule)   "Turned" refers to old-fashioned woodworking and may not be necessary any more.  Instead of "round turned" or "turned and round" say "disc-shaped."

--Put in metric equivalents:  "not less than 1 1/4 inch (approx. 31 mm), nor more that 1 1/2 inch (38 mm) wide"

--The customary size is 1 1/2 in.   If we allow the smaller 1 1/4-inch pieces, as used in Straight Checkers but rarely in Pool Checkers, shouldn't we also allow the larger 1 3/4-in. (44 or 45 mm) pieces which some players use in the Nationals?  I would say yes, set the maximum at 1 3/4 in. 

--Specify the thickness at minimum 3/8 in. (9 mm) and maximum 1/2 in. (13 mm).

--Add comment after "red and white":  Light shades of natural wood, yellow, or ivory can count as white.  Also, either solid colors or swirled or mottled pieces are acceptable.

Roger 

 

 

 

 

 

 

 

 

Rule 4.      THE MEN MUST BE PLACED ON THE DARK SQUARES AND PLAYED ON THE DARK SQUARES.

 

Rule 4A.  (Pecan)   OK

         4B (Shotgun) - The player with the dark pieces moves first. The chose of colors will be decided by whatever means that is fair to both players.  After   the initial choosing of colors the players will then alternate colors.

 

Rule 5.   THE BLACK OR DARKER MEN MUST ALWAYS BE PLACED ON THE FIRST TWELVE DARK SQUARES OF THE BOARD, THE WHITE OR LIGHTER MEN ON THE LAST TWELVE DARK SQUARES.

 

Rule 5A.  (Pecan)- The black or darker men must always be placed on the first twelve dark squares of the board, and the white or lighter men must always be placed on the last twelve dark squares of the board.  Additionally, no game can start unless all men are properly placed on their designated squares. It is each player's responsibility to see that their own checkers are on the proper squares.

 

 

Rule 5B (Shotgun) - Once the checkers have been placed on the board they can only be move forward to vacant adjacent diagonal dark squares and a it can only be advanced one square at a time unless there is more than one capture involved then the capturing checker can capture all the pieces that is in its line of fire,   The pieces captured may not be removed from the board until series of captures are completed.  It can capture forward or backwards.   The captured piece(s) is removed from the board until the game is ended.

 

Rule 6.   EACH PLAYER SHALL TAKE TURNS WITH BLACK AND WHITE MEN AND SHALL CHOOSE THE COLOR ONLY ONCE.  THE COLOR CHOOSING IS TO BE DONE JUST BEFORE THE START OF THE FIRST GAME, THE WINNER HAVING THE CHOICE OF TAKING EITHER THE BLACK OR THE WHITE.

Rule 6A. (Pecan) - Each player shall take turns in playing the the black and white men.  The color choosing should be done only once-at the beginning of the session.  If necessary, the participants shall use a method that is agreed upon by both in making this this determination.  If no agreement can be reached, an official must be summoned to make the determination.  The official can use whatever equitable means he choose to do so.

 

 

RULE-6B. (Shotgun) -  A single piece captures by moving over his opponent’s piece to the vacant adjacent diagonal square directly in front or behind the captured piece.

 

Rule 7.   THE FIRST  MOVE MUST ALWAYS BE MADE BY THE PERSON HAVING THE BLACK MEN.

 

Rule 7A. (Pecan) OK

 

RULE-7B. ( Shotgun) -    The objective of the game is for one player to capture all of his opponent’s pieces or block him/her from being able to make a legal move.

 

 

Rule 8.  AFTER THE FIRST MOVE AND DURING THE PROGRESS OF THE GAME, ANY APPARENT DELAY OR IMPROPER MOVING SHOULD BE CALLED TO THE ATTENTION OF THE REFEREE.

 

Rule 8A.  (Pecan)  Ok

 

RULE-8B. (Shotgun)-   At the beginning of the game the players shall agree on the time limits for moves to be made. 

 

 

Rule 9.   USING DOUBLE CLOCKS A PLAYER WILL HAVE 70 MINUTES FOR THE FIRST 35 MOVES, 30 MINUTES FOR EACH ADDITION 15 MOVES.  THE TIME LEFT EACH GROUP OF MOVES WOULD BE ADDED TO THE TIME ALLOWED FOR THE NEXT GROUP OF MOVES.

 

Rule 9A. – (Pecan) - The Tournament Director or his designee shall be able to institute clocks where there are incidents that necessitate it.”.  Additionally, state, “Clocks at tournament games, are not mandatory.”  They will only be used when the tournament officials determine they are necessary. The tournament official can determine that both players be placed on the clock and that both players, using double clocks, have 20 minutes to finish that game when one player complains about too much time is being used. (This will negate the requirement of recording, which would be necessary, if an arbitrary number of moves in minutes are to be instituted).

 

 

 

 

 

 Rule 9B. In tournament play if the two players can not reach an agreement on the time needed to make a move the referee will implement double clocks allowing the players 60 minutes to complete 1 game.  30 minutes will be allotted each player.  If after having reached an agreement on the time that is needed to make a move one of the players complains that the other is taking more time that is agreed upon or intentionally delaying the game, the referee will implement double clocks for the remaining of the game.  If the referee determines that the game is in its opening stage he shall place 30 minutes on each player’s clock allotting each 30 minutes to complete his moves for the game.  If it is determined that the game is in its middle stage each player will be given 20 minutes to complete his moves.  If it is in the ending stage each player will be allotted 10 minutes to complete the moves.  If time runs out on either player that player forfeits the game and his opponent is awarded the win.  It will be the responsibility of the tournament director to make sure that each players is knowledgeable on the usage and purpose of the clock system.

 Rule 9C.  Jakes Comments.  shotgun:

Suggestion:   9.  In official games, five minutes are allowed for each move. In the case where there is only one possible jump available, the player has only one minute in which to make it. The player needs to be made aware that the time limit has been reached. Then, if the player still has not moved after another minute, that player loses the game.  At the end of five minutes (if the move has not previously been made) "Time" must be called in a distinct manner by the person appointed for that purpose; and if the move is not completed at the end of another minute, the game shall be adjudged as lost through improper delay.

Rule 9?  Unknown’s Comments  (I am not sure who’s comments these are)

{  Hello Guys

   I would like to address a point for your consideration concerning rule number 9 and the 70 minutes alloted to each player for the completion of 35 moves. If this rule remains in place as it is presently written then each game can legitimately last for 140 minutes (2 hours and 20 minutes each and 280 minutes per match or 4 hours and 40 minutes each) Please note that we already have many complaints about top masters taking up to 4 hours to complete their 2 games. So it seems very obvious that our situation must be reviewed and a better time constraint rule devised before the arguement comes up in actual tournament play where a player complains about the length of time being taken by an opponent to make a move. Also one should note that our official tournament playing time is only 47 hours and if we literally take the time constraints allowed in rule 9 and if a division has 20 players to play 20 then they would need more than 80 hours of playing time to complete their matches.

 __________________________________________________________________________________

Rule 10.  A FALSE, IMPROPER OR ILLEGAL MOVE IS CALLED TO THE OPPONENTS ATTENTION AND A PROPER OR LEGAL MOVE IS MADE.  IMPROPER MOVING INCLUDES THE FAILURE TO CAPTURE WHEN POSSIBLE OR FAILURE TO COMPLETE A JUMP.  THE PLAYER WHO CONTINUES TO MAKE FALSE OR IMPROPER MOVES IN THE EYES OF THE REFEREE SHALL INSTANTLY FORFEIT THE GAME WITHOUT ANOTHER MOVE BEING MADE.

 

Rule 10A.  (Pecan)  A false  improper  or illegal move is called to the opponents attention, and a proper or legal move is made.  Improper moving includes, the failure to capture when possible or the failure to complete a jump.  The player who continues to make false or improper moves shall be brought to the attention of the referee.  The referee will make the determination that the offending players  actions has  been such that will cause forfeiture.

 

RULE-10B. (Shotgun)  If a false or improper move (a failure to jump is considered to be a false or improper move) is discovered during the game by either of the two players, then they can reach an agreement that is fair to both as to whether the move can be retracted or not. In tournament play if the illegal move is discovered by either player during the game and the two players can not reach an agreement, then they must consult with a referee who will attempt to reconstruct the game to the point of disagreement and the correct move shall be made.  If it becomes impossible to reconstruct the game to the point in question then the referee can resolve it (1) by allowing the game to continue from the point of disagreement (2) declare the game a draw, (3)  decide the winner of the game by the "toss of a coin."

 

10C. (Kacher)  How about this - all moves must be legal. If an illigal move is made but was discovered during the game or immediately after, the game is restarted at that move.  Kacher, J.

 

 

Rule 11.    EITHER PLAYER MAY, UPON GIVING SATISFACTORY NOTICE TO HIS OPPONENT, ARRANGE HIS OWN OR HIS OPPONENTS PIECES PROPERLY ON THE SQUARES.  IF EITHER PLAYER TOUCHES OR ARRANGES ANY PIECE WITHOUT GIVING SATISFACTORY NOTICE TO HIS OPPONENT, HE SHALL BE CAUTIONED FOR THE FIRST OFFENSE, AND SHALL FORFEIT THE GAME FOR ANY NEW OFFENSE OF THIS KIND DURING THE GAME AGAINST THE SAME PLAYER.

 

Rule 11A. (Pecan) Either player may, upon giving satisfactory notice to his opponent, arrange his own or his opponent’s pieces properly on the squares.  If either player touches or arranges any piece without giving satisfactory notice to his opponent, he shall be cautioned for the first offense and shall forfeit the game if he refuses to move that piece. If there is a question with regards to the touching of pieces, either player has the option of calling an official to arbitrate.  (It must be understood that nothing can be done about the incident in question because it would be one person’s word against the other’s).  The referees sole responsibility will be to arbitrate any future disputes in that game.  The referees decision, with respect to any future incident(s) shall be final. 

 RULE-11B.  (Shotgun)-  If clocks are being used and there is a dispute, the clocks will immediately be stopped and continued after the dispute is settled.

 

Rule 12.   AFTER THE PIECES HAVE BEEN ARRANGED, IF THE PERSON WHO’S TURN IT IS TO PLAY TOUCHES ONE HE MUST EITHER MOVE IT OR FORFEIT THE GAME.  WHEN A PIECE IS NOT PLAYABLE, HE IS CAUTIONED FOR THE FIRST OFFENCE AND FORFEITS THE GAME FOR ANY OTHER ACT OF THAT KIND.

Rule 12A.  (Pecan) - If a piece is touched, it must me moved-if legally possible  (If there is a dispute about whether a piece was touched, with out and official conformation), an official must be called to arbitrate any future disagreements. It must be understood, nothing can be done about the initial charge since it was one player’s word against the other's.

 

 

RULE-12B.  (Shotgun)  A player, upon giving proper notice to his opponent, may place his or her opponent’s “Pieces” properly (in the center) on the squares.  He can also request his opponent to place his pieces on the squares properly.  Either player is responsible for the proper maintaining of his “pieces” on the squares.  In Tournament play if either player continues to touch his opponents or his pieces without giving proper warning he will be warned by the referee.  (The tournament director has the authority to appoint a disinterested player to monitor the game.)  If the player continue to touch his opponent’s or his pieces to arrange them on the squares he will forfeit the game.

 

Rule 13.   IF ANY PART OF A PLAYABLE PIECE IS PLAYED OVER AN ANGLE OF THE SQUARE ON WHICH IT IS PLACED, ON TO ANOTHER SQUARE, THE PLAY MUST CONTINUE IN THAT DIRECTION.  IF THE PLAYER’S PIECE TOUCHES THE BOARD WHILE MOVING, WHATEVER SQUARE THE PIECE TOUCHES SHALL BE THE SQUARE ON WHICH THE PIECE SHALL REMAIN, UNLESS THE OPPONENT PERMITS HIM TO DO OTHERWISE.

Rule 13A. (Pecan) - If a piece is "released," on a legal square, it must remain there.”  (Additionally,  the direction that a person’s hand is said to have been moving or the angle of a square that a piece is said to have gone over shall have no bearing on the game  in American Pool Checkers.”).   (See Rule 29 for additional comments on this Rule).

 

 

RULE-13B. (Shotgun) If a player touches a piece he is obligated to move the piece that he originally touched if a legal move can be made with that particular piece

 

Rule 14.   SINGLE MEN.  THE SINGLE PIECE MOVES FORWARD ONLY, AND MAY CAPTURE FORWARD AND BACKWARD

 

Rule 14A. (Pecan)  The single piece moves forward only, but may capture forward of backward.”

 

RULE-14B. (Shotgun)   If a player moves his piece in a forward motion from the original square in a diagonal direction over an adjacent dark square then the move must be made in that direction. If any piece touches a playable square during movement the piece will remain on the first square that it touches (“a spot holds a man”).  In Tournament play if a dispute between the two players arises regarding this matter and they can not settle it amongst themselves, a referee will be consulted who has three available options to use in resolving the dispute.  (1) He can demand that the game continue.  (2)  He can declare the game a draw (3) or he can decide the outcome by a toss of a coin. 

 

Rule 15.   “KING”:  THE KING MAY MOVE FORWARD AND BACKWARD ANY NUMBER OF SQUARES PROVIDING THERE IS NO CHECKER IN ITS PATH, AND MAY CAPTURE FORWARD OR BACKWARD ANY PIECE IN ITS PATH HAVING A VACANT SQUARE IMMEDIATELY BEHIND THE PIECE TO BE CAPTURED, THEN LANDING ON THAT VACANT SQUARE OR ANY OTHER IN THE SAME DIAGONAL.

 

Rule 15A.  (Pecan)  OK

RULE-15B.  (Shotgun) - A Piece which reaches the far side of the board becomes a king.  However, if it reaches the far side by means of jump, and is able to jump backward away from the far side over another piece or king, it must do so, and does not become a king.  A piece reaching the far side by jumping becomes a king only if its jump or series of jumps terminates there.  When a piece becomes a king, the turn to move passes to the other player, who must crown the new king by placing a checker the same color atop it.  A player must crown his opponent's king prior to making his own move.  Play does not start until the new king is crowned.

 

RULE 16.   A SINGLE MAN, CAPTURING AN OPPOSING KING ROW BECOMES A KING, UNLESS THE CAPTURING PIECE HAS MORE PIECES TO BE CAPTURED BEYOND THE KING ROW AND SO MUST MOVE THROUGH THE KING ROW ON THE SAME PLAY.  A SINGLE OR KING MAY CAPTURE ANY PIECE OR PIECES.

 

Rule 16A. (Pecan) OK

 

RULE-16B.  (Shotgun)  A "King" may move diagonally forward and backward over any number of squares providing that there are no checkers in its path and may capture forward or backward any piece in its path that has a vacant diagonal square immediately behind it. It must land on any vacant diagonal squares immediately behind the piece or king being captured.  The "King" may, if it is possible, turn a corner to capture more men on the same move.

 

RULE 17.   A SINGLE PIECE CAPTURES BY MOVING OVER THE CAPTURED PIECE TO THE VACANT SQUARE BEHIND IT(THE CAPTURED PIECE).  TO EXECUTE A CAPTURE THE CAPTURING PIECE MUST BE IN THE SQUARE NEXT TO THE PIECE TO BE CAPTURED AND THE PIECE TO BE CAPTURED MUST HAVE A VACANT SQUARE IMMEDIATELY BEHIND IT.  THE CAPTURED PIECE IS REMOVED FROM THE BOARD UNTIL THE GAME IS ENDED.

 

Rule 17A.   (Pecan) -  OK

 

RULE-17B.  (Shotgun) - A man or king may not jump over the same opposing man or king more than once.

 

RULE 18.  A DOUBLE PIECE (KING) MAY CAPTURE BY MOVING OVER AND THEN AS FAR PAST THE CAPTURED MAN OR MEN AS DESIRED.  THE KING MAY, IF IT IS POSSIBLE, TURN A CORNER TO CAPTURE MORE MEN ON THE SAME MOVE.  BEHIND EACH OF THE OPPONENT’S PIECES THERE MUST BE A VACANT SQUARE IN ORDER FOR THOSE CHECKERS TO BE CAPTURED.  THE CAPTURED PIECE (OR PIECES) IS REMOVED FROM THE BOARD UNTIL THE GAME IS ENDED.  THE CAPTURING MOVE STARTS WITH THE KING ON THE SAME LINE AS THE PIECE OR PIECES TO BE CAPTURED.

 

RULE. 18A. (Pecan) - A double piece (King) may capture by moving over and then as far past the captured man or men as desired.  The King may, if it is possible, turn a corner to capture more men on the same move.  Behind each of the opponent’s pieces there must be a vacant square in order for those checkers to be captured.  The captured piece(s) must not be removed from the board until the jump(s) are completed.  Additionally, the captured piece(s) must remain off the board until the game is completed.

RULE-18B   (Shotgun) - A player must take a "complete jump." A complete jump is all checkers under the range of fire.  An incomplete jump is one where the checker or checkers are omitted that could be captured in one jump

RULE 19.   CAPTURED MEN ARE REMOVED FROM THE BOARD ONLY WHEN THE CAPTURING PLAY IS COMPLETED, AT WHICH TIME THE HAND MUST BE WITHDRAWN FROM THE CAPTURING PIECE.  A MAN OR KING CAN NOT JUMP OVER THE SAME MAN OR KING TWICE.

 

Rule 19A. (Pecan)  OK

RULE-19B. (Shotgun)  “Take-To-Your-Advantage”:  A player may take his choice of pieces to be captured, that is if the player has a choice between two or more capturing moves by one of which he would take a greater number of pieces than by the other.  He is not compelled to take the greater or lesser number

 

RULE 20.   “TAKE –TO-YOUR-ADVANTAGE”:  A PLAYER MAY TAKE HIS CHOICE OF PIECES TO BE CAPTURED, THAT IS IF THE PLAYER HAS A CHOICE BETWEEN TWO OR MORE CAPTURING MOVES BY ONE OF WHICH HE WOULD TAKE A GREATER NUMBER OF PIECES THAN BY THE OTHER.  HE IS NOT COMPELLED TO TAKE THE GREATER OR LESSER NUMBER.

 

Rule 20A. (Pecan)   OK

 

RULE-20B. (Shotgun) - If a player picks his own man up off the board while capturing, he can replace it if he notices the error before the opponent has moved if both players agree that the piece should be replaced onto the board.  During tournament play if a player refuses to replace his own piece after removing it while capturing a referee will be consulted.  If the referee determines that the opponent has removed his own piece while capturing and refuses to replace it, the referee will order the game forfeited by the refuser. 

 

 

RULE 21.   A PLAYER MUST TAKE A “COMPLETE JUMP.”  A COMPLETE JUMP IS ALL CHECKERS UNDER THE RANGE OF FIRE.  AN INCOMPLETE JUMP IS ONE WHERE THE CHECKER OR CHECKERS ARE OMITTED THAT COULD BE CAPTURED IN ONE JUMP.

 

Rule 21A.  (Pecan)  A player must take a “complete jump.”   A complete jump is one where are possible legal pieces can be taken.

 

RULE-21B.  (Shotgun)   A Win game is when one player captures or blocks all of his opponent’s pieces.  A Win game also occurs when there is a forfeiture of game for violation of any of the standard rules.

 

 

 

 

 

RULE 22.   IF A PLAYER PICKS HIS OWN MAN UP OFF THE BOARD WHILE CAPTURING, HE CAN REPLACE IT IF HE NOTICES THE ERROR BEFORE HIS OPPONENT HAS MOVED.  IF HE HIMSELF REFUSES TO PUT HIS PIECE BACK ONTO THE BOARD, THE GAME IS FORFEITED BY THE REFUSER.

 

Rule 22A.  (Pecan)  If a player picks his own man up off the board while capturing, he can replace it if he notices the error before his opponent has moved.  If he refuses to put the piece back on the board, an official is called.  He can declare a forfeiture if the offending player continues to refuse to abide by the Rule. 

 RULE-22B. (Shotgun) A Draw game, which counts as one game played, is when neither side can force a win

 RULE 23.   WHEN A MAN REACHES FOR THE FIRST TIME ANY OF THE SQUARES ON THE OPPOSITE EXTREME LINE OF THE BOARD, TECHNICALLY CALLED THE “KINGROW,” IT BECOMES A “KING” AND CAN BE MOVED FORWARD OR BACKWARD, AND MUST BE “CROWNED” (BY PLACING A MAN ON THE TOP OF IT BY THE OPPONENT).  IF THE OPPONENT PLAYS BEFORE “CROWNING” THE SINGLE PIECE, SUCH A PLAY SHALL BE PUT BACK UNTIL THE MAN IS “CROWNED.”  THE SAME PLAY MUST THEN BE MADE.  UNTIL THE MAN IS “CROWNED,”  “TIME” DOES NOT START ON THE PLAYER WHOSE MAN SHOULD HAVE BEEN “CROWNED.”

 

Rule 23A.  (Pecan)  When a man reaches, for the first time, any of the squares on the opposite extreme line of the board, technically called the “kingrow,” it becomes a “King”-(providing it is not compelled to continue its jumping pattern outside  of the king row).  If it becomes a king, it must be crowned.  At this time, it is the opponents time to move.  Continue play, by either player, without the king being crowned  can only be addressed when either of the players insist on the crowning or when it is brought to the attention of an official.

RULE-23B. (Shotgun)  When one of the players, whose side appears stronger than the other, insists on trying to win, he can be required by his opponent or referee to make changes within the aliment of his pieces or his opponent's pieces within 30 moves.  In case the aliment changes, for example, a simple piece becomes a king or number of pieces is reduced the reading of 40 moves begins again.  If during these 30 moves, play becomes repetitious, (the same position is encountered 3 times) the game is considered a draw.

 RULE 24.   IF AN UNCROWNED CHECKER LANDS IN THE KING ROW DURING ITS CAPTURING PLAY, AND MUST CONTINUE CAPTURING BECAUSE AN OPPOSING PIECE IN ON THE SQUARE IMMEDIATELY NEXT TO THE KING ROW WITH A VACANT SQUARE BEHIND THE PIECE ABLE TO BE CAPTURED, THE CAPTURING PIECE CONTINUES ITS CAPTURING, AND WHEN THE CAPTURING PLAY IS ENDED THE CAPTURING PIECE IS NOT A KING – UNLESS ITS LAST MOVE LANDS IN A KING ROW SQUARE.

 

Rule 24A.  (Pecan)   OK

 

RULE-24B.  (Shotgun)“13” COUNT RULE:  The lone King must be caught before the player with the lone king counts thirteen (13) or the game is declared a draw.  The first count starts with the first move of the lone King.  Each move by the lone king, counts as one move. (A sliding jump which may consist of capturing several pieces is considered as being one move).  If the lone king has the “long line” (line 4-29) than the game is a draw if it can not be caught in 6 moves.  This rule is used only when there are four kings on the board. 

 

RULE 25.   A  DRAW GAME, WHICH COUNTS AS ONE GAME PLAYED, IS WHEN NEITHER SIDE CAN FORCE A WIN.

 

Rule 25A. (Pecan)  OK

RULE-25B.  (Shotgun) - Anything which may tend to annoy or to distract the attention of the players is strictly forbidden, including sounds or remarks, hovering over the board, etc.  A player continuing this and other actions after being warned forfeits the game.

 

RULE 26.   A WIN GAME IS WHEN ONE PLAYER CAPTURES OR BLOCKS ALL OF HIS OPPONENT’S PIECES.  A “WIN” GAMES OCCURS WHEN ANY OF THE STANDARD RULES ARE VIOLATED.

 

Rule 26A. (Pecan)  A win occurs when one player captures or blocks all of his opponent’s pieces or when a standard rule is violated-included that of TIME when the clock is used

 RULE-26B. – (Shotgun) -  During Tournament or Match play neither player shall be permitted to leave the room without sufficient reason, or without receiving the opponent's consent or company.

 

RULE 27.   WHEN ONE OF THE SIDES APPEARS STRONGER THAN THE OTHER, THE STRONGER PARTY IS REQUIRED TO COMPLETE A WIN OR TO SHOW TO THE SATISFACTION OF THE UMPIRE OR REFEREE A DECIDED ADVANTAGE OVER HIS OPPONENT WITHIN THIRTY MOVES OR THE GAME IS TO BE DECLARED A DRAW.  HOWEVER, IF AFTER THIRTY MOVES HE CAN SUCCESSFULLY COMPLETE THE WIN WITHIN EIGHT MOVES HE IS ALLOWED TO COMPLETE THE WIN.

 

Rule 27A. (Pecan) - In certain end-game positions, when one of the sides appears stronger than the other, the stronger party is required to complete a win  within thirty-eight moves-(If the weaker side says, "thirty-eight," in his counting, it's a draw)..  Additionally, for the purpose of determining which side is  the strongest, weights shall be given to the pieces.  The king shall equal two points and the single piece shall equal one point.  By simply counting the points of each side, one would be able to determine which side is strongest.

 

RULE-27B.  (Shotgun) - Any spectator giving warning, either by sound, or remark on any one of the games being played or about to be played shall be warned by the tournament director, or referee or their designee.  If he/she continues to be an annoyance they will be ordered from the playing room by the tournament director or his designee.  Tournament play will discontinue until this individual has been removed from the playing room.

 

RULE 28.  “13” COUNT RULE:  THE LONE KING MUST BE CAUGHT BEFORE THE PLAYER WITH THE LONE KING COUNTS THIRTEEN, OR THE GAME IS DECLARED A DRAW.  THE FIRST COUNT STARTS WITH THE FIRST MOVE OF THE LONE KING.  EACH MOVE BY THE LONE KING, INCLUDING JUMPS, COUNTS AS ONE MOVE.  THIS RULE IS USED ONLY WHEN THERE ARE FOUR PIECES ON THE BOARD, AND ALL PIECES ARE KINGS.

 

Rule 28A. (Pecan) The “13” COUNT RULE:  The lone King must be caught before the player with the lone King counts thirteen.  If the player with the lone king says “13” in his counting he has a draw.  The first count starts with the first move of the lone King. This rule is used only when there are four pieces on the board, and all pieces are Kings.

 

RULE-28B. (Shotgun) In a match between equals, which is sanctioned by the APCA, wins and draws to count, shall consist of an even number of games; so that each player shall have the first move an equal number of times.  In case of a tie at the end of the designated number of games, the match shall be declared a Tie unless the two opponents agree on means by which a winner can be declared.

 

RULE  29.    ANYTHING WHICH MAY TEND TO ANNOY OR TO DISTRACT THE ATTENTION OF THE PLAYERS IS STRICTLY FORBIDDEN, INCLUDING SOUNDS OR REMARKS, HOVERING OVER THE BOARD, ETC.  A PLAYER CONTINUING THIS AND OTHER ACTIONS AFTER BEING WARNED, FORFEITS THE GAME.

 

Rule 29A.  My comments:  Anything which may tend to annoy or to distract the attention of the players is strictly forbidden.  This would include sounds or remarks, hovering over the board, raising a piece off it’s square and going in one direction or the other, moving a piece over the angle of a square, extremely slow play. This Rule should be especially applicable to Rule 13 elsewhere in these Rules.  A player continuing this and/or other actions can be warned by the opposing player, who is then entitled to call an official to observe play for the duration of that game..    A word of caution to the complaining player, once an official is called, he is obligated to monitor both players for violations. The official will have the power to forfeit the game of either player if the violations continue.

 

RULE-29B.  (Shotgun)  In Tournament play sanctioned by the APCA, wins and draws to count, matches shall consist of an even number of games; so that each player shall have the first move an equal number of times.  Wins will count as four (4) points draws will count as two (2) points and loses will be designated with a zero (0).  In case of a tie, the tournament director and the APCA president may consider the following options in deciding the tie breaker.  (1)  They will first consider the number of wins that each may have awarding the tie breaker to the one with the highest number of wins.  (2)  If the two players won the same number of games then the officials will examined how the two played against each other and if necessary onto the next highest score in the order to see how each played against that opponent in deciding the tie breaker.

 

RULE 30.   DURING THE GAME NEITHER PLAYER SHALL BE PERMITTED TO LEAVE THE ROOM WITHOUT SUFFICIENT REASON, OR WITHOUT RECEIVING THE OPPONENT’S CONSENT, OR COMPANY.

 

Rule 30A.  (Pecan)  OK

RULE-30B. (Shotgun)  One can appeal the decision of the tournament director to the Tournament Committee and the decision of this committee is final with no redress.

 RULE 31.   ANY SPECTATOR GIVING WARNING, EITHER BY SOUND, SIGN, OR REMARK ON ANY ONE OF THE GAMES BEING PLAYED OR ABOUT TO BE PLAYED, SHALL BE ORDERED FROM THE ROOM DURING THE MATCH.  PLAY SHALL DISCONTINUE UNTIL SUCH PERSON, OR PERSONS, HAVE LEFT THE ROOM.

 

Rule 31A.  (Pecan)  Any spectator giving warning, either by sound, sign, or remark on any one of the games being played or about to be  played, shall be ordered from the area during the match.  Play shall discontinue until such person, or persons, have left the area.”  The official must monitor to make sure that there are no more distraction made by that person.

RULE-31B.  (Shotgun) All players and the Tournament Committee are compelled to follow the rules and to carry out the penalties stated.

RULE 32.   A TOURNAMENT MATCH BETWEEN EQUALS, WINS AND DRAWS TO COUNT, SHALL CONSIST OF AN EVEN NUMBER OF GAMES; SO THAT EACH PLAYER SHALL HAVE THE FIRST MOVE AN EQUAL NUMBER OF TIMES.  IN CASE OF A TIE AT THE END TO THE DESIGNATED NUMBER OF GAMES, THE MATCH SHALL CONTINUE IN BLOCKS OF TWO GAMES UNTIL A DECISION OTHER THAN TIE IS REACHED.  EACH WIN COUNTS 4 POINTS; A DRAW 2 POINTS; A LOSS 0 POINTS.

 

Rule 32A.  (Pecan) In tournament matches, sponsored by the APCA, there shall be an even number of games played so that each player shall have the first move an equal number of times.  In the case of a tie at the end to the designated number of games there shall be an agreement , prior to the start of the match, as to how to resolve a tie.  For the purpose of recording the total points, a win will count for four points, a draw will count for two points, and a loss will count for zero points.

RULE-32B. (Shotgun)  These rules may be amended with the approval of the APCA board and at the request of the players.

 

RULE 33.   ALL PLAYERS AND THE TOURNAMENT COMMITTEE ARE COMPELLED TO FOLLOW THE RULES AND TO CARRY OUT THE PENALTIES STATED.

 

Rule 33A. (Pecan) - OK

 

RULE-33B.   (Shotgun) Checkers is a Gentlemen's game. Be courteous. Play by the rules, and ask your opponent to do the same-in a kind way.

 

RULE 34.   THE DECISION OF THE TOURNAMENT COMMITTEE IS FINAL AND NO RE-DRESS IS POSSIBLE.

 

Rule 34A.  (Pecan) While the decisions given by the tournament officials are final, any complaining player can make a written complaint to the President and his Board  to address his/her complaint(s).  The President and his Board have the authority to overturn or to maintain any decision made by the officials.

 

 

 

Purpose:  (Shotgun) The aim of these proposed rules is to promote fair play amongst pool checker players throughout the USA.

_______________________________________________________________________________________________

 

 

(Pecan) This is my proposed Heading for the Rules Book.  This will be placed at the very beginning, or at the top of the page of Rules.

 

The American Pool Checkers Association (APCA) recognizes two Modes of Play for the Game of

American Pool Checkers.

 

Tournament Play

Match Play

 

The Rules offered here are for Tournament Play Only.

In Match Play, sponsored by the APCA, there shall be a referee or arbitrator to enforce the Rules.

 

Additionally, the referee or arbitrator will follow Tournament Play Rules where applicable but must make on the scene Adjustments to the Tournament Rules when necessary.  The referee or arbitrator must report, before the start of the match, what additional Rules or Adjustments will be made.  Both players must agree to these Rules or Adjustments before the match begins..

 

Where there are no Adjustments to the Tournament Rules, the Tournament Rules will prevail.

 

The spirit of the Game

 

Unlike many sports, the game of American Pool Checkers is played, for the most part, without the supervision of a referee or arbitrator.  The game relies on the integrity of the individual to show consideration for other players and to abide by the Rules.  All players should conduct themselves in a disciplined manner-demonstrating courtesy and sportsmanship at all times, irrespective of how competitive they may be.  This is the spirit of American Pool Checkers                                        

 

 

 

Charles Thompson