4D Checkers
Rules for checkers 2-8 players: 15-20 minutes: First decide whether or not jumps are mandatory or not. Mandatory jumps significantly shorten the game. 1) Start with 4 – 6 pieces around chosen corner (their origin). Oldest or youngest goes first; play continues clockwise. 2) pawns/checkers move forward 1 unit (4”) in the X, Y, Z, or T directions. When a piece reaches the far end of a 2D square (e.g. X, Y, Z, or T = 2) then that piece can’t move any farther in this direction even if there appears to be a coordinate 4” away. For example a piece at 2000 can’t move to 0202 even though it appears (in 2D space) to be 4” away. Coordinates will change by only one number. 3) jump/noonk if you can. 4) reach the opposite corner (apex) and get “jetEyed” & return one piece back to their origin to win.