StackWorks — Damasca Help & Rules
Damasca combines Dama-style movement with Lasca-style stacking
captures.
This app supports two Damasca variants:
Damasca Classic (non-flying Officers) and
Damasca International (flying Officers).
Table of Contents
Rules Overview
Movement
-
Soldiers: quiet move diagonally forward 1 square.
-
Officers:
- Classic: move diagonally 1 square (non-flying).
-
International: "fly" on quiet moves (slide diagonally any
distance until blocked).
Captures (Mandatory + Multi-capture + Max-capture)
-
Mandatory: if any capture exists, you must capture.
-
Multi-capture: after a capture, you must continue
with the same moving stack until no further captures exist.
-
Max-capture rule: if multiple capture lines exist,
only those with the most total captures are legal (choose among
ties).
-
Anti-loop: during a capture chain, you cannot jump
the same square twice.
Stacking Capture (Lasca-style)
-
When you jump a stack, you capture only the
top piece of that stack.
-
The captured piece is inserted at the bottom of the
capturing stack.
Promotion
- Promotion happens at end-of-turn only.
-
If a Soldier reaches the far rank during a capture chain, it does
not promote mid-chain. If it reaches the far rank at any point in
the chain, it promotes after the chain ends (even if it does not
finish on the far rank).
Variants (Classic vs International)
-
Damasca Classic: Officers move/capture like Lasca
Officers (non-flying). Soldiers still capture forward/backward.
-
Damasca International: Officers have flying
movement/capture (Dama-style).
All other Damasca rules are shared between the two variants: mandatory
capture, multi-capture chains, max-capture selection, stacking
captures (top piece captured, inserted at the bottom), and end-of-turn
promotion.
Lasca vs Damasca
If you have played Lasca (Classic), Damasca will feel familiar
because it also uses stacking captures. The major difference is
that Damasca uses Dama-style capturing, which makes the game more
tactical and faster-moving.
Key rule differences
-
Board size: Damasca is played on an
8×8 board. Lasca Classic is traditionally played on
a 7×7 board.
-
Soldier captures: In Damasca, Soldiers can
capture forward or backward (Dama-style). In Lasca
Classic, Soldiers capture forward only.
-
Officer power: In Damasca, Officers either
fly (International) or move/capture
non-flying (Classic). In Lasca Classic, Officers
move/capture like English draughts kings/promoted pieces
(non-flying).
-
Capture choice: Damasca enforces the
maximum-capture rule. Lasca Classic typically does
not.
-
Stacking: Both games keep captured pieces on the
board as part of stacks. In Damasca, the captured top piece is
inserted at the bottom of the capturing stack.
How it changes the feel
-
More forced tactics earlier: Because Soldiers can
capture backward, there are fewer “safe” retreats and more immediate
counter-captures.
-
Faster turns (especially midgame): Dama-style
capture rules tend to create longer, more forced capture lines.
-
Less simplification: Captures don’t remove material
— they reshape stacks, so advantage often comes from
who controls the top pieces, not simply how many pieces
were taken.
Strategy tips (quick)
-
Plan the full capture line: with max-capture, you
often win by forcing the opponent into an unfavorable sequence.
-
Protect stack tops: the top piece controls the
stack; peeling or losing a top can swing control quickly.
-
Watch backward threats: Soldiers can punish
overextended pieces from behind.
Damasca vs Dama (Filipino Checkers)
Damasca International uses
the same movement and capture rules as Dama (Filipino Checkers)
on an 8×8 board (mandatory captures, multi-capture chains,
maximum-capture selection, Soldiers capture forward or backward, and
Officers have flying movement/capture with the no-180° reversal
restriction during a chain).
Damasca Classic keeps the same Soldier rules and capture-chain
structure, but uses non-flying Officers.
The big difference
-
Dama: Captured pieces are
removed from the board (either immediately or after
the capture sequence, depending on the chosen rules variant).
-
Damasca: Captured pieces are
not removed. Instead, the captured opponent piece
becomes part of a stack under the capturing piece
(Lasca-style). The captured piece is placed on the
bottom of the capturing stack.
How it changes the feel
-
Game “progress”: In Dama, trades simplify the board.
In Damasca, captures usually restructure the board by
building towers—so the position can stay complex even after big
capture turns.
-
Momentum swings: Because only the
top of a stack controls movement, capturing a key
stack top can flip control quickly without “deleting” everything
underneath.
-
Endgame texture: Dama endgames often become sparse
and technical. Damasca endgames often stay tactically rich because
stacks keep threats and counter-threats alive.
Strategy shifts (quick)
-
Material vs top-control: In Dama you often evaluate
by piece/man count and king count. In Damasca, raw counts are less
informative—focus more on
who controls key squares (stack tops), which tops are
“peelable,” and how safe your tallest stacks are.
-
Max-capture as engineering: In Dama, max-capture is
mainly about winning material. In Damasca, it’s also about the
tower you are forced to build (and the tower you
might be forcing your opponent to build).
-
Safer sacrifices: Some sacrifices that are
permanently costly in Dama can be strategic in Damasca, because
captured pieces become stack layers that may re-emerge later when
stack tops are captured.
Game Setup
- Board: 8×8
- 12 pieces per side
- Light moves first
Game Rules
Movement
-
Soldiers: move diagonally forward one square.
-
Officers:
- Classic: move diagonally 1 square (non-flying).
-
International: move diagonally any distance in any
direction ("flying" officer).
Promotion
- A soldier promotes to an officer upon reaching the far edge.
-
Promotion occurs at the end of a capture sequence (no mid-sequence
officer powers). If a soldier reaches the far edge at any point
during a capture chain, it promotes after the chain ends (even if it
does not finish on the far edge).
Dead-play / infinite-loop end conditions (adjudicated)
-
Threefold repetition: if the exact same position
(including stack composition/order) occurs three times, the game
ends immediately and is adjudicated.
-
No-progress counter: if there is no capture,
promotion, or Soldier advance for 40 plies, the
game ends and is adjudicated.
-
Officer-only fast path: if
only Officers move (no Soldier moves at all) for
30 plies, the game ends and is
adjudicated.
-
The current counters are shown in the left panel:
Status → Dead-play counters.
Captures & Multi-Captures
Captures are mandatory when available. If you can continue capturing
with the same piece, you must continue until no further captures are
available.
How captures work
-
Soldiers: capture by jumping diagonally over an
adjacent enemy to the empty square beyond (forward or backward).
-
Officers:
-
Classic: capture by jumping diagonally over an adjacent
enemy to the empty square beyond (non-flying).
-
International: capture by jumping diagonally over exactly
one enemy piece and landing on any empty square beyond it
(flying).
-
Officer capture direction rule (multi-captures):
during a capture chain, an Officer may continue capturing in the
same diagonal direction (0°) or switch to the
other diagonal direction (a ±90° turn), but may
not reverse direction (180°) to capture back the
way it came.
Choosing among captures
-
When multiple capture lines exist, the game enforces the
maximum-capture rule: you must choose a capture
that can result in the greatest total number of captured pieces.
International note: In end-of-sequence capture removal,
jumped pieces stay visible until the sequence ends. The marker indicates
they are already captured and cannot be jumped again.
Using the Interface
Online play (2 players)
Online play is available via the Start Page. Player 1 creates a room,
then shares the Room ID with Player 2.
-
Room visibility: when creating a room, choose
Public (spectators allowed) or Private (no public
spectating).
-
Room ID is shown in-game in Info → Online and can be copied
with the button next to “Room ID”.
- Player 2 joins by pasting the Room ID on the Start Page.
-
Connection toasts: the game may show Connecting…,
Reconnecting…, and Reconnected while the online
transport is establishing or recovering.
-
Opponent presence: the Online panel shows opponent status, and the
board also shows a small opponent badge under the turn indicator
(green=connected, yellow=in grace, red=disconnected, gray=waiting).
-
Spectating: you can spectate public rooms from the Start Page.
Private rooms require a secret watch link.
-
Private watch links: seated players can copy a private spectate link
from Info → Online using the Ⓦ button.
-
Report issue: open Info → Online and click ⓘ to
view/copy diagnostic info (and it will also be uploaded to the server
for this room).
-
Leaving: Leave room (forfeit) ends your game immediately
(counts as resign) and returns you to the Start Page.
-
Disconnect grace: if one player disconnects while the other stays
connected, the disconnected player may lose after a short grace
period. If both players disconnect, the game stays paused and does not
time out.
Layout (Panels vs Menu)
StackWorks supports Panels mode (left/right sidebars) and a
small-screen-friendly Menu mode.
- Change it via Options → Layout (Panels/Menu).
-
In Menu mode, tap ☰ to open panel sections as dialogs.
-
After a game has started, choosing Start Page will show a
warning to avoid losing the current game.
Keyboard shortcuts
Shortcuts use Ctrl (Windows/Linux) or Cmd
(macOS). Shortcuts are disabled while typing in a text field.
- Undo:
Ctrl/Cmd+Z
-
Redo:
Ctrl/Cmd+Y or
Ctrl/Cmd+Shift+Z
- Save:
Ctrl/Cmd+S
- Resign:
Ctrl/Cmd+Shift+X
-
Full Screen:
Ctrl/Cmd+Shift+F (or the
Full Screen button)
-
Bot speed:
Alt+↑/Alt+↓
(when the AI speed control is available)
-
Playback speed:
Alt+Shift+↑/Alt+Shift+↓
-
Show keyboard shortcuts:
Ctrl/Cmd+Shift+? (also works as
Ctrl/Cmd+Shift+/)
-
Right-click menu: Right-click outside the board →
Show Keyboard Shortcuts
- Click a piece to select it.
- Legal destinations appear as highlighted circles.
-
Move History: Click any entry (including "Start") to
jump to that point in the game. Undo/Redo also navigates through
history, and the Move History list scrolls to keep the current entry
visible.
-
Board & Pieces: Use the Board & Pieces panel
to pick a Pieces theme (piece style). If you enable
Use checkered board (8×8), the Board & Pieces
panel also includes a Board selector
(Classic/Green/Blue/Stone/Burled Wood) to change the checkerboard
colors.
-
In Dama International (end-of-sequence capture
removal), captured-but-not-yet-removed pieces are marked with
red circles to show they are pending removal.
-
During a capture chain, you must continue with the same piece until
the chain ends.
-
AI controls can be paused/resumed, and you can use
Step
to advance a single AI move when it is an AI-controlled side’s turn.
-
The ↕️ button near the board toggles reduced board height (useful if
the bottom navigation bar overlaps the board). You can enable it via
left panel → Options → Show resize icon. You can
touch-hold + drag to reposition it.
← Back to Start Page