How to Play Space Checkers
Credit: this game was originally developed by Igor Barzilai as a speculative ruleset for Dejarik from Star Wars.
The Board
The board consists of 25 squares, comprised of one core, twelve rays, and two orbits. The core is the space in the center of the board. A ray is a line extending from the center space. An orbit is a ring around the board. There is an inner orbit and an outer orbit. All pieces begin on the outer orbit.
The outer orbit is notated as A. The inner orbit is notated as B. The core is notated as C. The leftmost ray in the top right quadrant of the board is orbit 1. The rays are numbered clockwise from 1 to 12. Each square is assigned a letter and a number, excluding C, of which there is only one space.
Object of the Game
The object of the game is to arrange all your pieces in a row along the inner orbit.
Players who are able to arrange all their pieces in a row along the inner orbit score three points.
Players who are able to arrange all but one of their pieces in a row along the inner orbit score one point.
If a player cannot arrange more than half their pieces along the inner orbit, the other player scores two points, regardless of their own pieces' positions.
The game ends when one player arranges all their remaining pieces in a row on the inner ring of the board, or when one player loses half their pieces.
Movement
On their turn, players may move one of their pieces. Pieces cannot jump over other pieces or occupy the same space as another piece.
Pieces in the outer orbit have the following possible legal moves:
Proceed to core. The piece may move two spaces along the ray it occupies. There must be a clear path. The piece cannot move along any other rays.
Exit to inner rim. The piece may move one space along the ray it occupies. There must be a clear path.
Diagonal exit. The piece may move one space along the ray it occupies and one space either clockwise or counterclockwise along the inner orbit. There must be a clear path. You cannot make this move on your first turn.
Double diagonal exit. The piece may move one space along the ray it occupies and two spaces either clockwise or counterclockwise along the inner orbit. There must be a clear path. There cannot be a piece in the space immediately adjacent. You cannot make this move on your first turn.
Pieces along the inner orbit have only one possible legal move. They can return to the outer orbit. The piece may move one space along the ray it occupies. The piece cannot move into the core or onto another ray. There must be a clear path.
Pieces occupying the core have only one possible legal move. They can return to the outer orbit. The piece may along any ray. The piece cannot move along multiple rays. The piece cannot move into the inner orbit. There must be a clear path.
Boosting and Capture
When making a diagonal exit of any kind, if a player's piece lands on a space in the same ray occupied by one of their own pieces, they must move their piece an additional two spaces along the inner orbit in the same direction. This is called boosting. If a boosted piece lands on a space in the same ray occupied by one of their own pieces, they must boost again. If there is no clear path, the piece is not boosted. If the piece lands on a space in the same ray occupied by one of their opponent's pieces, it is not boosted. A boosted piece cannot move only one space along the inner orbit. A piece may be boosted up to three times depending on the arrangement of the other pieces.
When making a diagonal exit of any kind, if a player's piece lands on a ray adjacent to one of their opponent's pieces along the inner orbit, the opponent's piece is captured and removed from the board. Pieces can only be captured by a piece exiting diagonally. You cannot capture your own pieces.
That's it! To play against me, vote in each poll to determine which move the community should make. The community plays as white; I play as black.













