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DIAGRAM 104.β€”WHITE TO MOVE.

 

(6) 26-23 24-20

 

and White moves back and forth between 24 and 20. In the position of Diagram 105 White draws by:

 

(1) … 23-19

(2) 28-32 19-24

(3) 7-2 24-19

(4) 2-6 19-24

(5) 6-9 24-19

(6) 9-14 19-24

(7) 14-17 15-19

 

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DIAGRAM 105.β€”WHITE TO MOVE.

Changing the guard

 

(8) 17-22 19-23

 

and Black can make no progress.

 

THE FIFTH POSITION

 

White is on the move, and it is evident that he loses if he moves the man on 27 permitting black to reply 11-15. The only way to save the game is to sacrifice the man on 20 by 20-16. The following play would ensue.

 

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DIAGRAM 106.

 

(2) 11-2O 27-23

 

(3) 20-24 22-18

(4) 24-27 18-9

(5) 10-14

 

Preventing 23-18

 

(5) … 9-6

 

(6) 27-31 6-2K

 

(7) 31-27 2-6

 

White cannot save the piece and so he runs his opponent.

 

(8) 27-18 6-9

(9) 13-17 19-15

(10) 18-11 9-18

(11) 17-22 18-25

(12) 11-15 25-22

 

Drawn. White would lose by 21-17, as after (13) 15-18, 17-13; (14) 18-14, 25-22; (15) 12-16 he cannot gain the double corner.

The following has been suggested as a suitable problem to be called SIXTH POSITION.

 

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DIAGRAM 107.β€”BLACK TO MOVE AND WHITE TO DRAW.

Black plays

 

(1) 7-2

 

threatening (2) 3-7 and (3) 15-11. White can prevent this only by

 

(1) … 24-20

 

Now 3-7 would only draw on account of 16-11.

 

(2) 2-6 20-24

(3) 6-10 24-20

 

Again 3-7 had to be prevented.

 

(4) 10-14 20-24

(5) 14-17 24-27

 

This time 24-20 would have lost, as Black would have replied (6)

17-13, 20-24; (7) 3-7, 12-8; (8) 15-11.

 

(6) 17-13 27-32

 

Avoiding 27-24 which would lose by (7) 3-7

 

(7) 13-9 32-27

(8) 9-14 27-24

(9) 14-18 24-27

 

Drawn. White has to watch 3-7 and to take care to play 24-20 at the right time so as to exchange 16-11 if 3-7 is played. At the same time he must beware of playing 24-20 when the Black Kings are on squares 15 and 5 or 15 and 13, as otherwise Black would reply 5-9, 20-24; 3-7, 12-8; 15-11.

 

IV

GENERAL PRINCIPLES AND ILLUSTRATIVE GAMES

 

It is possible to apply general strategic principles to the game of Checkers, just as well as the game of Chess, even though there is not the scope in Checkers for strategic maneuvers on the grand scale on which they can be carried out in Chess.

Again it is naturally the principle of greatest mobility which should govern the plan of mobilization in any opening, and it is consequently more desirable to have the men work in the center of the board, than on the edge, where part of their range is cut off.

The advantage of center squares over side squares is not so marked in Checkers as it is in Chess. There is no doubt that a piece has more mobility in the center, where there are two or four moves to choose from, than on the side where only one or two moves are possible; but a man on the side has an advantage in so far as he is backed up by the edge of the board so that he is safe from being captured until he moves. However, a player who keeps his men in massed formation in the center will in almost all cases be able to make them protect each other and to win the upper hand against an opponent whose army is divided into two parts, one on the left and the other on the right side of the board.

When playing with the white men, it is advisable to occupy such squares as 14, 18, 19, 30, 31 and 32, and it is not advisable to occupy 5 and 12 whenever the opponent has a man on 1 or 3 respectively, as in that case the men have a tendency to act as supports for the enemy instead of helping their own side. In the position: Black 1, 7 and 9; White 5, 14, 18 and 22; for instance, White’s man on 5 supports Black’s man on 9 and White, on the move, has to surrender a piece by 22-17, to which Black replies

9-13.

 

It is naturally a good thing not to touch the men of the back row mentioned above, as they will prevent the opponent from getting Kings. White’s man 29 and Black’s man 4, however, are better off in the middle of the board, as the squares 25 and 8 are adequately guarded by 30 and 3 respectively. Moreover, there is danger of the first position arising from openings in which a player keeps his man in the single corner.

A formation which very often occurs in the middle game is the so-called β€œelbow.” It consists of three men arranged like the white pieces in Diagram 108.

 

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DIAGRAM 108.

When adequately supported an elbow forms a solid position which cannot easily be attacked. An example of a strong elbow will be found in the following game:

 

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DIAGRAM 109.

 

Black White

 

(1) 10-15 23-19

(2) 6-10 22-17

(3) 1-6 25-22

(4) 11-16 17-13

(5) 16-23 26-19

(6) 7-11 29-25

(7) 11-16 22-17

(8) 16-23 27-11

(9) 8-15 24-19

(10) 15-24 28-19

(11) 4-8 25-22

(12) 8-11 31-26

(13) 3-7 22-18

(14) 9-14 18-9

(15) 5-14

 

The men on 6, 10, 13, 14, 17 and 21 form the elbow, the strength of which becomes apparent on the 19th move.

 

(15) … 26-23

(16) 11-15 32-28

(17) 15-24 28-19

(18) 7-11 30-26

(19) 2-7 19-16

(20) 12-19 23-16

(21) 11-20 26-23

 

(22) 7-11 and wins.

The danger involved in an elbow, which is not sufficiently backed up, is shown in the following game.

 

Black White

 

(1) 10-15 23-19

(2) 7-10 22-17

(3) 3-7 25-22

(4) 9-14 29-25

(5) 5-9 17-13

(6) 1-5 22-17

(7) 11-16 26-22

(8) 16-23 27-11

 

(9) 7-l6 31-26

 

(10) 8-11 24-19

(11) 16-23 26-19

(12) 11-15 30-26

 

and White wins through the threat to get two for one by 19-15 after the exchange. Black cannot help the loss of a man.

The reader, who has thoroughly acquainted himself with the fundamental endings, will have no difficulty in playing a good game of checkers, if he follows at every move the general principles discussed in this chapter. When playing over the countless variations, which are offered in the majority of checker books, he would find that they are merely illustrations of the application of those principles to the various openings.

Following are two examples from master play, the careful study of which will do more good to the student than the perusal of a great number of games that lack adequate annotation.

 

Black White

 

(1) 9-14

 

The best opening move is probably 11-15, as this enables a speedy development of the man on 4, who, as previously explained, should not be kept in the back row. The variations resulting from 11-15 have been so thoroughly analyzed that it is practically impossible to defeat a player who chooses this opening and knows the possible variations by heart. It has, therefore, been found necessary to restrict the players in matches and tournaments by balloting the first move of Black and White, in order to avoid too many draws. This is a serious drawback, as it curtails the freedom of decision, to which a player should be entitled in any game.

 

(1) … 22-17

(2) 11-15

 

It is hard to tell whether this move of 11-16 or 5-9 is the best. 6-9 and 10-15 are considered weak.

 

(2) … 25-22

 

More aggressive than 23-19, which can safely be played.

 

(3) 15-19

 

8-11 or 17-13 or 23-19 are also good moves.

 

Black White

 

(3) … 24-15

(4) 10-19 23-16

 

(5) 12-19 17-1O

 

(6) 6-15 21-17

(7) 5-9 29-25

(8) 8-12 25-21

(9) 7-10 17-13

(10) 1-6

 

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