DDAMII
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Official Tournament Standardv2.4

Compulsory Jump Rules & 10×10 Damii Regulations

The official competition rulebook governing 10×10 Draughts (Damii) on the DAMII digital arena.

Last Updated: August 2026Category: Game Mechanics & Arbitration

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1. Board Setup & Initial Positioning

10×10 Grid

DAMII is contested on a 10×10 checkered board consisting of 100 squares (50 dark playable squares and 50 light non-playable squares). Each side commands 20 pieces at the start of the game.

  • The board is oriented with a dark corner square at the bottom-left of each player.
  • White pieces occupy rows 6 through 9 (20 pieces).
  • Black pieces occupy rows 0 through 3 (20 pieces).
  • Rows 4 and 5 constitute the neutral central combat zone at game commencement.
  • White always moves first in standard tournament play.
Coordinate System

Each dark square is indexed internally from 0 to 99, with moves validated against server-authoritative coordinate states.

2. The Compulsory Capture Mandate (Strict Enforcement)

Zero Tolerance

If on a player's turn one or more capture options are available, the player IS FORBIDDEN from making a non-capturing quiet move. The DAMII server validation engine will reject any quiet move when a capture is open and will highlight only legal capture paths.

  • Capturing is compulsory for both Men and Kings.
  • Men (regular pieces) can capture BOTH forwards and backwards diagonally over an adjacent opponent piece into an empty landing square immediately beyond.
  • If multiple capture paths are available to a player, the player is free to choose ANY valid capturing sequence.
  • Once a capture begins, the player must continue jumping if the landing square presents subsequent capture opportunities (multi-hop jump sequences).
  • A piece cannot jump over the same enemy piece more than once during a single turn.
  • Captured pieces remain on the board until the complete jumping sequence concludes, at which point all jumped pieces are lifted simultaneously.
Multi-Hop Buffer State

When a multi-jump sequence is underway, turn clocks continue running until the final landing square is reached. In the event of a brief disconnection, the server preserves the in-flight jump queue.

3. Promotion & Flying King Capabilities

Long-Range Strike

A Man reaches promotion when it lands on the opponent's farthest row (the baseline: row 0 for White, row 9 for Black). Upon promotion, the piece becomes a King with expanded diagonal movement capabilities.

  • Flying Movement: A King can move diagonally across ANY number of unoccupied dark squares in a single move, both forwards and backwards.
  • Long-Range Capture: A King can jump over an enemy piece located anywhere along its unobstructed diagonal line of sight, provided there is at least one empty square beyond that enemy piece.
  • Flexible Landing: The King may land on ANY unoccupied square beyond the captured piece along the same diagonal trajectory.
  • Multi-Directional King Chains: Upon landing, if the King can execute a subsequent diagonal jump in another direction, it must continue capturing.
  • Temporary Transit Rule: If a Man reaches the baseline during a jump sequence but must immediately jump backward out of the baseline, it does NOT crown as a King — it remains a Man.

4. Move Timers, Disconnections & Timeouts

60s Move Clock

To guarantee fair tournament pacing and eliminate stalling tactics, matches operate under strictly monitored server clocks.

  • Standard Move Clock: Each player receives 60 seconds per turn in standard matches (15 seconds in Blitz mode).
  • Timeout Forfeiture: Failing to execute a valid move before the turn clock hits zero results in an instant timeout defeat.
  • Reconnection Grace Period: If a player experiences network disconnection, a 90-second grace timer is initiated.
  • Heartbeat Verification: The client sends automated 1.5s heartbeats. If a player fails to reconnect before the grace countdown expires, the active opponent is awarded a win by disconnection forfeiture.
  • Intentional Tab Abandonment: Closing the browser tab during an active wager match invokes instant escrow settlement in favor of the remaining player.
Sync Protection

Clocks are calculated using synchronized server timestamps (UTC), immune to local client device clock tampering.

5. Victory, Defeat & Draw Settlement

Resolution Rules

A game of Damii concludes under the following definitive scenarios:

  • Total Elimination: A player captures all 20 of the opponent's pieces.
  • Blockade / No Legal Moves: A player whose turn it is has no legal moves remaining (all surviving pieces are trapped) loses immediately.
  • Resignation: A player may voluntarily resign at any point through the arena interface.
  • Threefold Repetition: If the exact same board state, piece distribution, and turn player occurs 3 times, either player may claim a Draw.
  • Draw by Mutual Agreement: In standard matches, players may propose and accept a mutual draw if neither side can break an endgame stalemate.

Questions about these rules or policies?

Our administrative referee team is available 24/7 for tournament arbitration and rule inquiries.