Fun School 2: For the Under-6s
DOSEducational
How it plays
Players take turns moving one piece diagonally forward to an adjacent empty square. A capture is made by jumping over an adjacent opposing piece into an empty square beyond it. Captures are generally mandatory in American checkers, and multiple jumps may be required. A piece reaching the opponent's back row becomes a king and can move diagonally in both directions. A player wins by capturing all opposing pieces or leaving the opponent with no legal move.
Plan your run
Control the center, keep pieces connected, and avoid creating isolated pieces that can be captured. Look for forced capture sequences and calculate the opponent's reply before moving. Preserve potential king-making routes while preventing the opponent from reaching your back row. Because rules differ between variants, confirm whether captures are mandatory and how multiple jumps are handled.
The available identification is limited to the title “Checkers” and the DOS platform. Several unrelated checkers programs and game releases used this generic name, and the supplied information does not identify a specific developer, publisher, edition, release year, ruleset, or interface. Consequently, no reliable historical reception, presentation details, or game-specific premise can be assigned without risking a conflation with another DOS title. This record should be treated as an unidentified DOS checkers entry rather than a confirmed match to a particular commercial or shareware release.
Catalog entry maintained by EmuGamers Editorial Team
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