I. GAME INTRODUCTION
This is a board game. The Chinese Checkers game is played on a star-shaped hexagonal board.
The six pointed corners of the board are divided into 3 colour zones. One zone for the White Checkers, one
for Grey Checkers and one for Black Checkers. Two zones which are directly opposite to each other have
the same colour. The objective of this game is to move all the Checkers from one zone to the opposite zone
which has the same colour.
II. GAMES DETAILS
The Checkers have two types of movement. These are short movement and jump movement.
(a) |
Short Movement.
Move one step to the neighbouring EMPTY hole. |
(b) |
Jump Movements.
Depending on the path taken, a checker can move several steps by jumping over other checkers.
Nevertheless, a checker can only jump over the adjacent checker when its neighbouring hole is empty. |
III. GETTING STARTED
When the power is turned on, the SUPERVISION logo is displayed and then comes to the game
title screen. You need to press the START key to start a game, if this is not pressed, then the staff name
screen will show temporarily, returning to the game title screen again. Having press the START key, the
game selection screen will show. In this screen you could press the UP/DOWN keys to select on of the game
options (SELECT MODE, SELECT CHECKER, SELECT ROUND) indicated by the grey circle pointer.
Pressing the LEFT/RIGHT keys to select the various choices available to that option. The current choice is
pointed by the finger-graphic. Press the START key now will enter the actual game.
IV. GAME SELECTION SCREEN
There are four game modes available in the SELECT MODE, these are PLAYER vs COMPUTER, PLAYER vs
TWO COMPUTERS, TWO COMPUTERS IN DEMO, THREE COMPUTERS IN DEMO.
The SELECT CHECKER option allows you to choose the colour of your Checker (GREY, BLACK, WHITE).
The SELECT ROUND option allows you to set the game round to 3, 6 or 9.
V. GAME CONTROLS
(1) |
In the game selection screen. |
|
DIRECTION KEYS |
: |
Select the game options/choices. |
|
START |
: |
Starts a game. |
(2) |
In the actual game. |
|
DIRECTION KEYS |
: |
Choose the Checker to be moved, or choose the jumping path. |
|
START |
: |
Initiate the move or jump. |
|
A-Key |
: |
Confirm the chosen Checker, or confirm the EMPTY hole as part
of the jumping path. |
|
B-Key |
: |
Cancel the decision of chosen checker or jumping path. |
VI. GAME SCREEN
On a typical game screen you should note the following.
1. |
The current move information is given by the flashing triangle pointer at the top-left of the LCD which points to the checker. |
2. |
The number at the bottom right hand corner of the LCD is the current game ROUND number. |
3. |
The flashing Checker is the current chosen Checker to be moved. You may change this by pressing the
DIRECTION keys, then press the A-Key to confirm your choice. Upon this confirmation, a triangle pointer
will also appear, this is where the chosen Checker will move to. You may change this destination with the
DIRECTION keys. Press the A-Key to confirm your choice. The triangle pointer will become a full circle
marker upon your confirmation. The series of circle markers will represent your jump path. All you need
to do now is to press the START key to initiate the movement in the chosen path. Should you wish to
change your path, you could use the B-Key to cancel all the markers and start selecting the jumping path
again. |
4. |
The jump path must be a series of alternate OCCUPIED and EMPTY holes. |
5. |
The Central Zone (Hexagon Area) is a common area where all colour Checkers can land and stay.
However on the six pointed corners (Gary, Black and White Zone), Checkers of a different colour to the
zone will not be allow to stay, but they are allowed to transit through this area during a jump movement.
All checkers can only stay on the zone area with the same colour or stay in the Central Zone. |
6. |
The ERROR message will display on the top-right hand corner of the LCD when invalid moves are
attempted. |
7. |
The first to move all the Checkers from one corner to the opposite corner is the winner for that current
game round. |
VII. GAME SCORE
After each round, the first winner gets 150 points, the second gets 50. No points will be awarded for
the third competitor. The game will end when all the chosen round numbers have been played and the
cumulative scores will be used to decide on the final winner of the game.
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