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Turkish draughts

Turkish draughts, known as Dama or Türk Daması in Turkey, is a two-player abstract strategy board game belonging to the draughts (checkers) family, played on an 8×8 checkered board using orthogonal (non-diagonal) movement and captures. Each player controls 16 men, positioned on the second and third rows adjacent to their side, with the lighter-colored pieces moving first. The primary objective is to immobilize the opponent by capturing all their pieces or leaving them without any legal moves, though a position with a single king against a single man is ruled a draw. Men advance one square forward or sideways orthogonally to an empty square and promote to kings (dama) upon reaching the opponent's back row, effective on the subsequent turn. Kings possess greater mobility, able to move any distance along an empty orthogonal line to a free square. Captures are mandatory and occur by jumping over an adjacent opponent's piece to the immediately vacant square beyond, with multiple jumps required in a single turn if available; players must select the sequence maximizing the number of captures, and captured pieces are removed immediately after each jump. Men capture only forward or sideways, while kings capture in any orthogonal direction, also adhering to the maximum-capture rule. The game originated in Southwest Asia and was first documented in the late 17th century, with early references appearing in European accounts of Ottoman-era pastimes. It spread through trade and cultural exchange under the , gaining popularity in regions including , , , the (such as , , and ), , and parts of coastal and the islands like the . Turkish draughts represents a key variant in the "straight" or orthogonal branch of draughts games, distinguishing it from diagonal-moving variants like or English through its emphasis on horizontal and vertical lines, which often leads to more decisive outcomes and fewer draws. Governed internationally by the World Draughts Federation (FMJD), Turkish draughts features organized competitions, including the first official World Championships held in İzmir, Turkey, in 2014, with subsequent events continuing to promote the game globally. Asian championships, such as the 2019 event in Tashkent where Kuwaiti players dominated the open category, highlight its regional prominence. The variant's rules emphasize aggressive play due to compulsory captures and the "vacuum cleaner" effect of king captures, where long-range jumps can chain multiple pieces in one turn, making endgames dynamic yet resolvable under optimal strategy.

History and Origins

Early Development

Turkish draughts, known locally as dama, traces its possible roots to ancient board games such as , an early strategy game originating in the Middle East around 1400 BCE, which featured capturing mechanics and piece promotion but on a simpler board structure. The first documented references to Turkish draughts emerge in the late 17th century from European travelogues describing Ottoman social life. Engineer in 1668 described the rules of a checkers-like game observed in Turkey. English scholar provided further details in 1694.

Regional Spread and Evolution

Turkish draughts expanded geographically under the Ottoman Empire's influence, reaching regions such as Greece, Egypt, and the Levant (including Syria, Lebanon, and Jordan). These areas, many under Ottoman administration, facilitated the game's dissemination among diverse populations. In the 19th century, the rules of Turkish draughts underwent formal codification in , with early printed works standardizing play. This period also saw the emergence of informal clubs in urban centers like Istanbul, where enthusiasts gathered to refine strategies. The 20th century brought further evolution, with Turkish draughts gaining popularity in Middle Eastern coffeehouses (kahvehane), serving as social hubs for casual and competitive play among men from various socioeconomic backgrounds. Post-World War II, the game integrated into organized sports structures, as nations established federations to promote traditional activities.

Game Components and Setup

Board and Pieces

Turkish draughts is played on a standard 8×8 checkered board, with pieces utilizing all 64 squares due to their orthogonal movement, distinguishing it from diagonal variants that restrict play to dark squares only. Each player employs 16 men, which are flat, round discs in contrasting colors such as black and white, initially undistinguished beyond their color. Upon promotion, a man becomes a king, crowned to indicate its promoted status. In tournament settings, optional equipment such as double-action clocks is used to manage time controls and prevent excessive deliberation.

Initial Setup

Turkish draughts begins with both players positioning their 16 men on an 8×8 board, where white places its pieces on all squares of rows 2 and 3 (8 pieces per row), and black places its pieces on all squares of rows 6 and 7 (8 pieces per row). The board is oriented such that row 1 is black's promotion row and row 8 is white's promotion row, with white always moving first. All pieces start as men, with no kings present at the outset. The standard board rotation positions a dark square in the near-right corner for each player, following the visual tradition of a checkered board.

Movement Rules

Men Movement

In Turkish draughts, unpromoted pieces, known as men, have limited mobility compared to promoted kings. A man moves orthogonally one square forward toward the opponent's side of the board or sideways to the left or right, provided the destination square is empty. This orthogonal movement—restricted to the ranks and files without any diagonal options—prevents men from advancing backward or leaping over their own pieces, ensuring they cannot land on occupied squares. Such rules promote a linear progression across the board, contrasting with the enhanced backward and long-range capabilities of kings. The forward or sideways step underscores the game's emphasis on positional control along straight lines, requiring players to maneuver men carefully to avoid blocking their own advances while setting up potential captures elsewhere.

Kings Movement

In Turkish draughts, kings possess significantly greater mobility than men, enabling them to traverse the board more dynamically during non-capturing moves. A king moves any number of unoccupied squares orthogonally in any of the four directions—forward, backward, left, or right—analogous to the rook's movement in . This allows kings to cover long distances in a single turn, provided the path remains clear. Kings cannot move diagonally and must halt immediately before any occupied square, whether by friendly or enemy pieces; they are prohibited from jumping over their own pieces at any point. These restrictions ensure that movement adheres strictly to orthogonal lines without interruption, emphasizing path clearance as a core principle. The extended range of kings facilitates superior board control and rapid repositioning, which proves essential for orchestrating tactics such as forking opponents or securing key positions. Upon from a man reaching the opponent's back row, the new king assumes these capabilities starting on the subsequent turn.

Capturing Mechanics

Capturing with Men

In Turkish draughts, men (unpromoted pieces) capture by performing a short jump over an adjacent opponent's piece to the immediately vacant square beyond it, provided the landing square is empty. This jump can only be made forward or sideways, never backward or diagonally, aligning with the orthogonal movement system of the game. The captured opponent's piece is removed from the board immediately after the jump is completed. Capturing is mandatory for men whenever a possible capture exists; players must execute a capture if available, and in cases of multiple capture options, the sequence that results in the maximum number of captured pieces must be selected. A single capture by a man typically concludes the player's turn, unless part of a longer mandatory sequence of jumps. Failure to capture when possible renders the move invalid under standard rules, though some informal variants may impose additional penalties such as loss of turn or forfeiture of the piece.

Capturing with Kings

In Turkish draughts, kings exhibit greater flexibility in capturing compared to unpromoted men, allowing them to jump over an opponent's piece along any orthogonal line—horizontal or vertical—from any distance, provided the squares between the king and the captured piece are empty. The king then lands on any empty square beyond the captured piece on the same line, as long as the path to the landing square is also clear and unobstructed. This "flying king" mechanic enables long-range captures without restriction on the jump or landing distance, distinguishing it from variants with shorter-range limitations. Kings may capture in all four orthogonal directions: forward, backward, to the left, or to the right, providing threat potential on the board. Captured pieces are removed immediately after each jump, which can open up additional capturing opportunities in a sequence. Kings cannot jump over or capture their own pieces, nor can they land on squares occupied by any piece, ensuring captures target only opponents while maintaining board integrity. When multiple capture paths are available, a king must follow the sequence that results in the maximum number of opponent's pieces captured in a single turn; if several paths achieve this maximum, the player selects freely among them. This obligation emphasizes strategic path planning in multi-jump chains, where kings can alter directions (except strict 180-degree reversals in sequence).

Multiple Captures and Obligations

In Turkish draughts, multiple captures form a key aspect of the game's capturing mechanics, where a single may perform a sequence of jumps in one turn if opportunities arise after the initial capture. Once a has captured an opponent's by jumping over it, the player must continue the sequence with the same if additional captures are available from the landing square, potentially removing several opponent in succession. This chaining obligation ensures dynamic and aggressive play, as the turn does not end until no further jumps are possible with that piece. Direction changes are permitted during a multiple capture sequence, allowing the piece to alter its path—for instance, jumping forward and then sideways or vice versa—provided each jump adheres to the directional rules specific to men or kings. Men, which capture only forward or sideways by jumping over an adjacent opponent to an immediate empty square, can thus chain jumps in those limited directions, while kings, capable of long-range captures in any orthogonal direction (forward, backward, sideways), offer greater flexibility in sequencing jumps over non-adjacent opponents. However, a 180-degree turn between consecutive jumps is prohibited to prevent reversal in direction, maintaining strategic depth without allowing immediate backtracking. The sequence cannot revisit the same square, ensuring valid and non-repetitive paths. The capturing obligation is strictly enforced at the start of a turn: if any capture is possible with any a player may not make a non-capturing move, rendering such plays illegal and potentially resulting in penalties or loss of turn in competitive settings. When multiple capturing options exist across different pieces or sequences, the player must select the one that results in the maximum number of opponent pieces captured, prioritizing quantity over other factors like piece type. This maximum capture rule applies uniformly, whether involving men or and promotes calculated Captured pieces are removed from the board immediately after each which may open new paths for subsequent captures in the chain. The multiple capture sequence concludes only when the active piece has no remaining jumping opportunities from its final position, at which point the turn passes to the opponent. This endpoint rule underscores the mandatory nature of exhausting all possible captures with the chosen piece, distinguishing Turkish draughts from variants where partial sequences might be optional.

Promotion and Objectives

Promotion to King

In Turkish draughts, a man (also called a pawn) promotes to a king, known as a dama, upon reaching the opponent's back row—specifically row 8 for white pieces or row 1 for black pieces, assuming the standard board orientation with white starting at the bottom (rows 1–3 adjacent)—either by a standard non-capturing move or as the result of a capture. The promotion takes effect on the player's subsequent turn after the man lands on the promotion row, aligning with rules in orthogonal draughts variants where the piece does not gain powers immediately. The promoted piece then possesses greater mobility, able to move any distance along an empty orthogonal line forward, backward, or sideways to a free square, offering key strategic control. If the promotion row is reached during a capturing sequence, the man continues the mandatory multi-jump as a man (forward or sideways only, adjacent jumps), without utilizing king range or directions mid-sequence; captured pieces are removed immediately after each jump, potentially opening paths. Promotion occurs only after the full sequence concludes, effective on the next turn. This prevents interruption of captures and maintains balance in aggressive play. To indicate king status, players often stack a second man atop the promoted piece or use a marker, with no formal crowning required. The king retains this status throughout the game unless captured, highlighting the value of advancing men safely in competitive scenarios.

Winning Conditions

A player wins a game of Turkish draughts by capturing all of the opponent's pieces, leaving none on the board. Alternatively, victory occurs if the opponent has pieces but no legal moves, such as when remaining men are blocked and cannot advance or capture, or kings are positioned without orthogonal moves or captures available. The position of a single king against an opponent's lone man results in a draw, as the man can potentially evade capture indefinitely due to movement restrictions, though some tournament interpretations count it as a win for the king to ensure decisive outcomes. The game ends immediately after the final capture or upon confirming the opponent's lack of moves at the start of their turn. Turkish draughts uses a win/lose format without scoring for captures.

Drawing Conditions

In Turkish draughts, draws occur when neither player can win, preventing endless play. These include mutual agreement, insufficient material, position repetition, and mutual impasse. Mutual agreement allows players to end the game consensually in balanced positions, as per official rules. Insufficient material results in a draw, such as when both have one piece (man vs. man, king vs. man, or king vs. king) where captures are impossible, or other static configurations like multiple kings unable to act. A draw by position repetition happens if the identical board state, including turn, repeats three times, standard in competitions to halt cycles. Some casual play may use a 50-move no-capture limit, but this is not universally enforced. Mutual block, where both lack legal moves, also draws; this differs from one-sided immobility, a loss. In tournaments, time limits may lead to draws based on the position. Promoting to kings often avoids draws by enabling mobility in endgames.

Competitive Play

World Championships

The FMJD-sanctioned World Championships in Turkish draughts commenced in 2014 with the inaugural event held in İzmir, Turkey, marking the first official global competition for the variant organized by the World Draughts Federation. This tournament introduced standardized international competition for Turkish draughts, focusing on the variant's unique rules such as forward-only movement for men and long-range king captures. The event was hosted by the Turkish Draughts Federation and featured a Swiss system format with separate categories for men and women, using time controls of approximately 60 minutes plus increments to accommodate strategic depth. Subsequent championships continued, with the 2015 edition taking place in Doha, Qatar, expanding the event's reach to the Middle East. The 2016 tournament returned to İzmir, Turkey, including the first dedicated women's world championship, which highlighted growing female participation in the variant. By 2017, the event had shifted to Emmen, Netherlands, reflecting increasing European involvement. Participation has steadily grown since inception, with stronger representation from Middle Eastern countries like Qatar and Kuwait, alongside European nations such as the Netherlands and Ukraine, fostering broader international interest in Turkish draughts as a competitive discipline. Detailed records of winners and full results prior to 2020 remain incomplete in publicly available sources. Championships have been held in subsequent years, with the most recent editions as of 2024 promoting international participation under oversight. Formats have evolved to include rapid and blitz variants in some editions, alongside classic play, to ensure fair qualification via national tournaments. Recent editions have seen heightened competition, with players from over 20 federations competing in Swiss-system events emphasizing obligatory multiple captures central to strategy.

National and Regional Tournaments

The Türk Daması Federasyonu, the governing body for Turkish draughts in Turkey, collaborates with local municipalities to organize key national and regional competitions that foster competitive play and talent development. Since 2000, the annual International Turkish Draughts Championship has been held in Mustafakemalpaşa, Bursa, drawing top players from across Turkey and serving as a de facto national showcase with international participation. This event, now in its 25th edition as of 2025, features categories for men and women, with notable winners including Faik Yıldız, who secured his ninth title in 2025. Earlier national championships highlight the sport's domestic roots, such as the 2011 Türkiye Dama Şampiyonası, where Faik Yıldız claimed first place ahead of Kadir Irmak and Vecdi Naim Deveci. More recently, the 2024 Türkiye Geneli Zeka Oyunları Dama Şampiyonası, integrated into Turkey's broader intelligence games framework, concluded in Batman with Mesut Belge from Siirt taking gold, followed by Avni Karanfil and Muhammed Emin from Batman. These tournaments emphasize structured qualification pathways, where top performers advance to FMJD-sanctioned international events, including world championships. Regional tournaments extend the sport's reach in the Middle East and beyond, with the Mustafakemalpaşa championship regularly featuring competitors from Egypt, Syria, Jordan, and Lebanon, such as Fahad Aljmeeli from Kuwait placing third in recent editions. Since Turkish draughts' formal integration into the framework post-2014, these domestic and area-specific events have grown in alignment with global standards, supporting qualifiers and promoting the variant's expansion in Africa and the Levant through affiliated associations.

Variants

Armenian Draughts

Armenian draughts, also known as Tama, is a variant of played primarily in Armenia and the broader Caucasus region. It shares the standard 8x8 checkered board and initial setup of 16 men per player, positioned on the second and third rows closest to each side, with play occurring on the dark squares. The primary rule differences from lie in movement options. Ordinary men (non-promoted pieces) can move one square forward orthogonally (straight ahead) or diagonally forward, providing greater flexibility than the purely orthogonal movement in standard Turkish play. Upon promotion, men become kings by reaching the opponent's back row, and kings move any number of unoccupied squares orthogonally or diagonally in any direction, akin to a , allowing for long-range maneuvers across the board. Capturing follows a hybrid system: men perform short jumps over adjacent enemy pieces either orthogonally or diagonally forward, landing immediately beyond, while kings execute long jumps over enemy pieces from any distance in orthogonal or diagonal lines, provided the path and landing square are clear. Multiple captures in a single turn are mandatory if available, and players must select the sequence that maximizes the number of captured pieces if multiple options exist; captured pieces are removed immediately after each jump. This variant emerged as an Armenian adaptation of in the early 20th century, incorporating diagonal elements to enhance tactical depth and reportedly reduce draw rates compared to purely orthogonal versions by increasing mobility and capture opportunities. It remains popular in the Caucasus, where it fosters dynamic play emphasizing both orthogonal foundations and diagonal innovations.

Keny

Keny is a regional variant of Turkish draughts, known by its Ossetian name and primarily played in the Caucasus, especially among Ossetian communities, as well as in nearby eastern regions of Turkey. This orthogonal draughts game shares the core structure of Turkish draughts but incorporates subtle local adaptations that reflect its cultural embedding in the region. Documented in Ossetian national games literature, Keny exemplifies the spread of Turkish-style play across the Caucasus-Ottoman borderlands during the 19th century. The game uses an identical 8x8 board to standard Turkish draughts. Each player starts with 16 men positioned on the second and third rows from their side, and white moves first. Men advance orthogonally one square forward or sideways to an unoccupied adjacent square but cannot move backward. Upon reaching the opponent's back row, a man is promoted to a king, which can then move any number of unoccupied squares orthogonally in any direction (forward, backward, or sideways), akin to a flying king. This setup and basic movement mirror standard Turkish draughts rules. Capturing follows orthogonal lines and is mandatory, with players required to select the sequence that captures the maximum number of opponent pieces. Men capture by over an adjacent enemy piece (forward or sideways) to the immediately adjacent empty square beyond, removing the captured piece immediately after the jump. Kings capture similarly but from any distance, leaping over an enemy piece along a straight orthogonal line to any empty square beyond it on the same line, again removing the piece right away. Captures can chain in a single turn, and a distinctive feature of Keny is that kings may reverse direction mid-sequence to continue capturing, unlike the stricter path in standard Turkish play. If a capturing man lands on or passes through the promotion row, it completes the full sequence as a man before promotion at turn's end. Pieces cannot jump over their own kind, and the board's edge limits jumps. In regional play along the Ossetian-Turkish border areas, huffing—the penalty of removing one's own piece for failing to capture—is not enforced; instead, non-capturing moves when possible are simply invalid, emphasizing fair adjudication in informal and tournament settings. Keny aligns closely with FMJD-sanctioned Turkish draughts standards for winning conditions (capturing all opponent pieces or leaving them unable to move) and drawing rules, though folk variants may use informal scoring based on captured pieces in casual games. The variant's origins trace to Ossetian traditions, as detailed in mid-20th-century ethnographies referencing 19th-century practices in the , where it served as a social and strategic pastime. Regional tournaments in and adjacent Caucasian areas highlight Keny, fostering community engagement without the huffing complexities of some Western variants.

Croda

Croda is a variant of invented in 1995 by Ljuban Dedić, a Croatian mathematics professor and international draughts champion. Dedić designed the game to address the high frequency of draws in traditional draughts variants by modifying movement rules to encourage progression and decisive outcomes. The game is played on an 8×8 board with each player starting with 16 men placed on the second and third rows nearest them, similar to the setup in Turkish draughts. Men move one square forward orthogonally or diagonally forward, eliminating the sideways orthogonal movement present in Turkish draughts to force forward advancement and reduce stagnation. Captures for men are made orthogonally by short jumps over an adjacent opponent's piece to an empty square immediately beyond, in any direction: forward, sideways, or backward; a man promotes to a king upon reaching the opponent's back row at the end of a move. Kings in Croda move and capture like rooks in chess, traveling any number of empty squares orthogonally in any direction (forward, backward, or sideways). King captures involve long jumps over an opponent's piece along an orthogonal line to any empty square beyond, with the captured piece removed only after the full turn to allow for continuations. Capturing is compulsory, and if multiple capture sequences are possible, the player must choose the one that captures the maximum number of pieces; multiple jumps in a single turn are mandatory if available, and jumps may change direction orthogonally. By restricting men's movement to forward directions only and retaining orthogonal captures while enhancing king mobility, Croda aims to minimize drawn games, which Dedić identified as a flaw in variants like where draws can exceed typical thresholds in competitive play. The game has been implemented in digital formats and discussed in abstract strategy communities for its balanced dynamics and lower draw incidence compared to its predecessor.

Dameo

Dameo is an abstract strategy board game invented by Dutch game designer in 2000 as a variant within the draughts family, emphasizing linear movement and orthogonal captures inspired by the orthogonal heritage of . The game is played on an 8×8 checkerboard with 18 pieces per player, arranged in a trapezoidal formation across the first three rows from each player's perspective: 4 pieces in the rearmost row, 6 in the middle row, and 8 in the front row, occupying dark squares. This setup creates a staggered, compact starting position that encourages early group interactions compared to standard rectangular arrangements in other draughts variants. Men, or unpromoted pieces, move forward one square orthogonally or diagonally to an empty square, but a key innovation allows unbroken lines of adjacent men to advance together as a group in the same directions, provided the square immediately ahead of the leading piece is vacant. This group movement mechanic promotes coordinated advances and adds strategic depth by enabling players to maneuver multiple pieces efficiently without isolating them. Kings, once promoted, move any number of unoccupied squares orthogonally or diagonally, akin to a , but they cannot pass over their own pieces during movement. Capturing is compulsory and follows the maximum capture rule, where players must select the sequence removing the most opponent pieces if multiple options exist. All captures occur orthogonally only: men jump over an adjacent opponent's piece to the immediate empty square beyond, while kings perform long leaps over an opponent's piece anywhere along an orthogonal line to any empty square beyond it, provided no pieces intervene. Multiple jumps in a single turn are mandatory if possible, forming chains, but players cannot jump over their own pieces or land on occupied squares, and the same opponent piece cannot be jumped twice in one sequence. These rules ensure short-range jumps for men and extended reach for kings, balancing mobility with tactical precision. A man promotes to a king upon reaching the opponent's back row by any means, including during a capture sequence, though it only promotes at the end of the move if the sequence concludes there. The game ends in victory by capturing all opponent pieces or leaving them with no legal moves; draws occur via repetition or mutual under standard rules. Dameo aims to enhance accessibility while deepening strategic complexity, minimizing randomness through its deterministic mechanics and group play, as explored in tactical analyses such as "Meet Dameo!" by Aleh Tapalnitski, which examines openings, combinations, and endgames.

Cultural and Strategic Aspects

Regional Popularity

Turkish draughts, known locally as dama, enjoys widespread popularity in Turkey, where it is a traditional board game played across all generations in urban and rural settings. It is commonly observed in cafes, parks, and public spaces, serving as a social activity that fosters community interaction. The game is deeply embedded in , with historical roots tracing back to the , where checkers variants were part of leisure activities among locals, including schoolteachers and friends in social gatherings like gardens. In Greece, the game is also referred to as dama and maintains a strong presence as a family-oriented pastime, often passed down through generations in households. Across the Middle East, particularly in the Levant region including Lebanon, Syria, Jordan, and Kuwait, as well as Egypt, Turkish draughts is a staple in cafes and local clubs, where it is played casually and competitively as a mind sport. The game's reach has expanded beyond its core regions through variants like keny in the Caucasus, reflecting cultural exchanges. Online platforms have further boosted its accessibility since the 2010s, with dedicated apps and websites enabling global play and attracting new enthusiasts. The competitive scene remains gender-neutral, accommodating participants of all backgrounds in tournaments. Turkey continues to dominate organized play, hosting a significant portion of international events under the Fédération Mondiale du Jeu de Dames (FMJD), including world championships and youth competitions in locations like Antalya and Manavgat.

Strategic Observations and Trivia

In Turkish draughts, achieving early promotion to king is critical, as kings possess exceptional mobility, allowing them to traverse any number of empty squares orthogonally in any direction (forward, backward, or sideways), thereby enabling decisive long-range threats and multi-captures that can swiftly turn the game in a player's favor. Controlling the central files—particularly the fourth and fifth ranks—proves strategically vital, as it facilitates king maneuvers across the board and restricts opponent development, often leading to positional dominance. Players must avoid leaving men isolated, since unupported pieces become easy targets for capture due to the mandatory maximum-capture rule, which compels opponents to exploit such vulnerabilities aggressively. The orthogonal nature of movement in Turkish draughts emphasizes blocking tactics to immobilize opponents over the forking maneuvers common in diagonal variants, as pieces advance and capture only in straight lines, making direct confrontations and space denial more prevalent. In endgames, kings overwhelmingly dominate; for instance, a single king can systematically capture up to eight opposing men through sequential jumps, while broader analysis confirms that even two or three kings can overcome any number of unpromoted men owing to their superior range and recapture immunity during sequences. Notably, standard Turkish draughts rules impose no "huffing" penalty for failing to capture, as capturing is strictly mandatory and must maximize the number of pieces taken, eliminating the need for such enforcement. The inaugural FMJD World Championship in Turkish draughts occurred in Izmir, Turkey, from October 11–18, 2014, representing the federation's first official event in a non-diagonal variant.

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