Alquerque
Sympkyn of the Moor
Number of players: 2
Type of game: Boardgame
Period: 1283
Alquerque (also spelled El-Quirkat, Alquirkat, or Quirkat) is an ancient two-player strategy game from the Middle East. It is the direct ancestor of modern draughts (checkers) and was widely played throughout the Islamic world and later in mediaeval Europe.
History of Alquerque
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Ancient Origins: Alquerque dates back to at least 1400 BCE, with early boards found carved into stones in Egypt and throughout the Middle East.
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Arabic Name & Spread: The game became known as al-qirq or al-qirkat in Arabic. It was introduced to Europe during the Moorish occupation of Spain, described in the 10th-century Libro de los Juegos (Book of Games) commissioned by Alfonso X of Castile in 1283.
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Precursor to Draughts: Alquerque’s mechanics were later adapted onto the chessboard (8×8) in France around the 12th–14th centuries, giving rise to modern checkers or draughts.
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Lasting Legacy: Though largely supplanted by checkers, Alquerque remains studied and playable, with rules preserved from historical sources.
Traditional Rules of Alquerque
Setup
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Board: A 5×5 grid of 25 points, with lines connecting them vertically, horizontally, and diagonally to adjacent positions.
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Pieces: Each player has 12 pieces, one side dark and one light.
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Initial Placement:
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Each player places their 12 pieces on their side of the board, filling the two furthest rows and the centre point of their third row.
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The centre point of the board is left empty at the start.
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Objective
- Capture all opposing pieces, or block your opponent from making any legal move.
Gameplay
Players take turns. On a player’s turn, they may either move or capture.
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Movement
- A piece may move along a line to any adjacent empty point, in any direction (including diagonally, if lines allow).
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Capturing
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A piece may capture an opposing piece by jumping over it to an empty point directly on the opposite side, along a line (not diagonally unless the board line permits).
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Multiple captures in a single turn are allowed, and the player must continue jumping if additional captures are available.
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Captures are compulsory—if a capture is available, the player must take it.
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You may change direction between jumps, provided the lines support the move.
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Victory Conditions
- You win by capturing all opposing pieces, or if your opponent cannot make a legal move on their turn.
Optional and House Rules
Bring variety and tactical nuance with these optional rules and variants:
1. Non-compulsory Captures
- Allow players to choose whether to capture or move normally. This reduces pressure but increases strategic depth.
2. Kings or Promoted Pieces
- Introduce the concept of promotion: when a piece reaches the opponent’s back row, it becomes a “king” that may move and capture multiple steps in any direction. This rule is a precursor to draughts.
3. Restricted Diagonals
- In some historical variants, diagonal movement is limited to central lines only. This slows the game and changes optimal strategy.
4. Alternative Setup
- Start with pieces placed only on the first two rows of each side (instead of 2.5 rows). This opens more space for early manoeuvres.
5. Draw Rules
- After a fixed number of turns with no captures (e.g. 30), or if both sides have equal strength and no progress is possible, declare a draw.
Summary Table
Phase | Action |
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Setup | 12 pieces per side on a 5×5 point grid. Centre point left empty. |
Movement | Move to adjacent connected empty points along lines. |
Capturing | Jump over enemy pieces along a line to an empty space. Multiple jumps allowed. Captures are usually compulsory. |
Victory | Capture all opposing pieces or block all legal moves. |