Dameo

Dameo differs in tactics and strategies from other draughts/checkers variants due to its double grid and linear movement of men.

Familiar concepts such as majority capture, ladders and bridges, and the coup turc[3] are present, along with unique tactics and strategies, such as the oblique hit and the king's trap.

The substance of it is the sacrifice of two or more men in order to manipulate the opponent's position to set up a devastating counterattack.

Majority capture often plays a role in more specific or localized tactics such as the ladder strike, coup turc, or oblique hit.

This leaves White open to capture the black men on d5 and c6 landing one square away from the king's row (c7).

[6] At first the translation was straightforward, and Bushka was essentially International draughts with a 9×11 board size and capture by approach or "contact".

Freeling found this to be functional, but uninspiring due to the need for connected vacant squares to achieve more complicated multicapture moves.

This allows a player to "...carve deeper into an opponent's position..."[6] and achieve similar capturing power to multicapture moves in draughts, but it didn't sit right with Freeling due to the oddity of "...one man axing a whole phalanx."

"[6] This development largely led to the completion of Bushka as it stands today lacking only the later reversion to the 10×10 board and a starting count of 15 men.

[8] Croda was invented in 1995 by Ljuban Dedić of Croatia, Associate Professor of Mathematics at the University of Split and the 1989 International Checkers Champion of the former Yugoslavia.

[7][1] Since its creation, Dameo has been featured in an article by Freeling in Abstract Games... for the competitive thinker,[11] has online tournaments on Littlegolem,[12] Brainking,[4] and igGamecenter,[13] and was reviewed by the Belarusian checkers player Aleh Tapalnitski, who also wrote a book on its strategy.

The coup turc illustrates several of Dameo's rules. [ b ] [ 2 ]
Majority capture: If Black moves his king on b1 to f1 trying to capture White's men on f2 and f5, White can respond by moving his man on a3 to a4. Due to the maximum capture rule, Black must move f1 to f6 instead of capturing White's man on a4. This allows White to respond by capturing all of Black's men on a5, b6, c7, d8, e7, and Black's king on f6.
Ladder: If Black moves his man on f6 to f5 trying to gain material advantage, White can respond by moving his man on e5 to c7 with linear movement. This forces Black to move his man on b7 and capture White's men on c7 and d6 landing on d5 because of the maximum capture rule. White can then counterattack with his man on g5, capturing Black's men on f5, d5, c4, and b3 winning the game.
Coup turc: White moves to win by playing his man on f2 to d4 by linear movement. Because of the maximum capture rule, Black is forced to respond by playing his king on d8 and capturing White's men on d4, e2, g3, and f4 landing on e4 (because of the rule whereby pieces are not removed from the board until the end of the turn, combined with the rule that forbids jumping over the same piece twice). This leaves White's man on e3 free to counterattack by capturing Black's king on e4 along with his men on e6 and f7.
Oblique hit: The opposing squares make the combination of linear movement with majority capture possible. It is generally most useful for the player closest to the king's row.
King's trap: If Black's man on b2 tries to enter the king's row on b1, White can leave his men there forcing Black to capture c1 and f1 landing on g1. This allows White to capture Black's king with his man on h1. If Black's man on d2 tries to enter the king's row on d1 or e1, he leaves himself immediately open to capture on White's turn.