Guerrilla Checkers Rules
This server follows Brian R. Train's original Guerrilla Checkers ruleset, with one explicit house rule for a digital-only no-move state. The two are kept separate below.
Original Ruleset
Source. Brian R. Train's 2010 rulebook, with implementation details locked against the ECCO reference implementation and the project decisions.
Board And Pieces
- COIN has 6 king checkers on the dark cells of an 8x8 checkerboard.
- Guerrilla has 66 stones and places them on the internal intersection points.
- The board has two coordinate spaces: COIN cells are 0-7, Guerrilla intersections are 0-6.
Setup
- The 6 COIN checkers start at
(3,2) (2,3) (4,3) (3,4) (5,4) (4,5)— algebraic d3, c4, e4, d5, f5, e6. - Guerrilla starts with no stones on the board and moves first.
Guerrilla Turn
- Place exactly two stones on empty internal intersections.
- Opening first stone: no adjacency requirement; it still cannot use perimeter points.
- Later first stones must be orthogonally adjacent to an existing Guerrilla stone.
- The second stone must be orthogonally adjacent to the first stone placed that turn.
COIN Turn
- Move one checker one diagonal step in any direction.
- A checker may jump over an occupied intersection to capture a Guerrilla stone.
- COIN is not forced to start a capture; once a capture starts, the same checker must continue jumping until no capture remains.
Captures
- Guerrilla captures a checker by occupying all four intersection corners around its cell.
- The board perimeter counts as Guerrilla-occupied for surrounding edge and corner checkers.
- COIN captures a stone by jumping over its intersection to the opposite dark cell.
Winning
- COIN wins by clearing all Guerrilla stones.
- Guerrilla wins by capturing all 6 COIN checkers.
- Guerrilla loses if the 66-stone supply runs out before the board is cleared.
- The original ruleset has no draw, pass, repetition, ko, suicide, territory, or komi rule.
Official, Not House Rules
These server behaviors are part of the locked original ruleset, not local changes: COIN may choose not to start a capture; the first Guerrilla stone after the opening anchors only to a Guerrilla stone; the Guerrilla layer is the 7x7 internal grid; and the stricter second-stone adjacency follows the PDF wording even though the ECCO code is looser.
House Rules On This Server
There is one house rule. It only resolves a state the original rules leave undefined, and it never overrides an original win or supply-exhaustion loss.
Anti-Stall
If it becomes Guerrilla's turn with supply remaining but no legal placement, COIN loses and Guerrilla wins. The reason is practical: a digital game needs a result instead of hanging, and the stuck board means COIN saturated the play area instead of keeping it clear.