Professional Documents
Culture Documents
Major Tactics
of
Checkers
Covering a complete course in the
strategies and science of checkers
as given in a series of Radio
Lectures over Radio Station
W.N.Y.C.
By MILLARD F. HOPPER
Author of
"How TO WIN AT CHECKERS"
Major Tactics of Checkers
PUBLIC LIBRARY
886982A
The Pieces Set Up for Play.
ASTOR, LENOX AND TILDEN FOUNDATIONS The Numbered Board.
Diagram I Diagram 2
R 1937 L
PART I
be employed solely as books of refer Black having the first move has the
ence. When you acquire your degree as choice of seven different moves. He can
a master of checkers, then it is you will play 11 to 16, 11 to 15, or 12 to 16,
find these compilations of great inter
est. on the left side of his board as it faces
Primarily your objective is to learn him, or else he can play 10 to 15 or 10
what is known as crossboard play, and to 14 on his center, or 9 to 14, or 9 to
once you acquire proficiency at this art, 13 on his right flank.
you can sit down against any expert Each of these opening moves, attacks
and give him a battle. a different section of the battle front
There are two styles of checkers. One and leads to separate formations. It
is the " g o as you please" style, and the is these formations classified under dif
other the modern "two move" restric ferent names that form the openings of
tion. The first is of most importance as checkers. For instance, 11 to 16 as
an aid to crossboard play, while the Black's first move leaves white the
second only of necessity to those in choice of playing 24 to 19 in reply
tending a really professional checker forming the "Paisley" opening or 24
career. In a way, both styles of game to 20, forming the "Bristol."
are closely related to each other, as I In both these instances it will be
will show later on. noted Black gives White the choice of
"Go as you please" checkers as the the openings. The Black move of 11 to
title implies, means practically the priv 15 at the commencement of the game
ilege of moving as you wish at the start gives White even more variety of re
of the game. This, in other words, is plies, for after 11 to 15, White can
ordinary checkers as it has been played play 24 to 20, making the game an
for centuries. The "two move" restric "Ayshire Lassie" formation or 23 to
tion is a modern introduction designed 19 leading to the old 14th, Defiance,
to compel more variety o f play and Nailor, Douglas, or several other open
simply means that the opening two ings. The point is—while 11 to 16 and
moves of the game must be arranged 11 to 15 are very formidable opening
by balloting. moves, they nevertheless, open the way
In the former, the " g o as you please" to a wide selection of games with the
style, it is possible for a student to be initiative of forming same in White's
come almost unbeatable by the adop- hands.
tion of a forcing system which confines In other words, when a player decides
the lines of play to a minimum number. to adopt 11 to 15 or 11 to 16, as his
No doubt, most of you desiring only first move, he must necessarily study
to employ checkers as a hobby, would and become conversant with all the
welcome a "modus operandi" of this variations of play that may develop
kind which gives you an early expert from these two moves. If a player hasn't
classification. In checkers the first two the time at his command to study these
moves of the game form what is known different games and their many varia
as "the opening." For instance, if Black tions, he will find himself handicaped
moves from square 11 to square 15, to a certain extent for White can force
and White replies 24 to 20, it is known the game into an opening with which
as the "Ayshire Lassie" opening. If he is familiar. How then, you may ask,
Black moves 11 to 16, and White replies can we overcome this handicap? The
24 to 20, it forms the "Bristol" open answer is, by making an attack that
ing. In other words, the seven opening leaves no choice of opening to the
moves of Black and the seven replies White.
of White form combinations, each Black has two such opening moves,
having a special name and leading to 10 to 15 and 9 to 14. The first forming
distinct types of games. the "Kelso" opening and the second,
the "Double Corner." Both these open
ing moves are strong attacking forma
THE FORCING SYSTEM tions and gives Black the initiative.
What the student must first decide in Likewise, they eliminate the necessity
"go as you please" style, is what open of the rising player having to study all
ing or attack he should adopt. That is the other formations mentioned. Again,
exactly where the forcing system comes looking still further to condense our
in, for it enables a player by choosing studies, we can confine ourselves to 9
certain openings which I will detail, to to 14 as the opening Black attack; and
eliminate a majority of variations and compel the "Double Corner" formation.
thus force his adversary to fight him Some experts might be inclined to
on his own battle front. This is in itself criticize this suggestion of mine to the
a fundamental strategy, for it gives the new player to always lead off with the
player who take the initiative, the ad same move at the start of the game.
vantage of keeping the play within cer However, when we bear in mind that
tain lines with which he is familiar. my object 5s to show the new comer
Let us assume you have your check the quickest and surest way of being
ers set up on your numbered board as able to hold his own against the pro
explained, the black checkers occupying fessional, the wisdom of this system be
the squaresfrom 1 to 12, and the White's comes apparent.
the squares from 21 to 32. (See dia One or two opening well learned are
grams one and two.) You will note of far more value to the student than
4 MAJOR TACTICS OF CHECKERS
dozens of openings partly studied. The respectively. A few moments study and
professional player, it must be remem he jumps from 18 to 9, the strongest
bered, can safely be more extensive in reply which breaks up Black's Double
his selction of opening attacks, for he Corner slightly. Black jumps back from
is constantly playing and studying the 5 to 14. White now pushes up 25 to 22,
game. To endeavor to exchange blow which is the usual follow up on this
for blow on these diversified grounds, defense. Besides 25 to 22, white might
means to play directly into his hands. also play 23 to 19, 24 to 19, or 24 to
Suppose for example, you knew a 20, each being tenable lines, which run
little book play on several openings and into variations one, two and three as I
you led off with 11 to 15 as your initial will show later.
move. Perhaps after several moves the As there will be several other vari
game may develop into an Old 14th. ations referred to in each of the illus
You may say to yourself, oh! this is trated games, I would like the student
the "Old 14th," I remember I studied to avail himself of a piece of note paper
a few variations on this formation, and and copy down the move by move de
you proceed to run the game into those scription of the plays as I give them.
lines. Your oponent, if a professional, The moves made to this stage are as
will gladly accomodate you for it is follows; 9 to 14, 22 to 18, 11 to 15, 18
just what he desires. Without realizing to 9, 5 to 14, 25 to 22. Now continue
it, you are handicapping yourself for 8 to 11, and 22 to 17. Opposite the
the professional now has you on his numbers 22 to 17, mark down varia
own grounds with which he is far bet tions 1, 2 and 3.
ter acquainted than you. White has just moved 22 to 17, and
He leads you on to a certain stage black's next reply is 4 to 8 (copy that
and then he varies from the line that down), the checker on square 4 moving
you are familiar with and you are total to square 8; backing up the preceding
ly at sea as to your next moves. Pos man on square 11, and forming a com
sibly, you may by chance make a few pleted file down the center of the board,
correct replies, but generally before formed by the black checkers on squares
many moves are made, you either fall 8, 11, and 15.
into a trap or make a weak move and It might be well to mention here that
lose the game. The moral is, learn one these line-up formations of three check
game and learn it well, before you take ers in a straight row compose a power
up others. Now having decided you ful attacking force. Checkers, so lined
will specialize on the 'Double Corner" up always threaten to exchange and
opening formed by 9 to 14 as Black's break up your opponents offensive.
opening move, you proceed to find which The students should make a note of
are the strongest lines of play on this this, as it is one of the important prin
formation and the ones containing the ciples of the major tactics of checkers.
least number of variations. As we go on in our lectures, it will be
Immediately you will find that the come apparent to our listeners how
aspect of learning scientific checkers closely allied are the principles of check
becomes a plausible accomplishment ers and the technics of modern war
rather than a discouraging attainment. fare
This same forcing system can be applied As in a battle, two armies of men are
when you have the white checkers also, opposing each other with equal forces.
as I'll detail later, but first I'll ask you Each attacks and strives to secure ad
to set up your checkers on your board vantageous positions wherein he can
with the Black pieces nearest you. destroy the ranks of his enemies force.
Imagine you have a noted profes Study the position on your boards
sional facing you across the squares again and note how compact your black
and you wish to give a good account pieces are, also their wedge-shaped for
of yourself. It is your move and you mation ending in a spearhead alignment
have the Black pieces. You move the with its vertex at square 15.
checker on square 9 to 14. Invariably, White who has adopted a flanking
your capable adversary will reply 22 defense now moves from 24 to 20, al
to 18, the checker on square 22 going though 23 to 19 which runs into varia
to square 18. Your next move 11 to 15 tion one, is quite good. After white's
immediately confines the play still fur move 24 to 20, black makes his thrust
ther, for 5 to 9, as given in "Lee's at white's Double Corner side of the
Guide" gives your opponent the choice board and by exchanging 15 to 19, 23
of playing either 24 to 20, 24 to 19, to 16, and 12 to 19, occupies square 19,
or 25 to 22, three separate formations, and holds complete control of the cen
with numerous variations of play. ter of the board.
I might interrupt here for a moment
PRICIPLES OF CROSS BOARD to again advise the rising checkerist
PLAY that to derive the most benefit from
Having moved 11 to 15, following these games, he should copy each move
his 22 to 18 move, he is compelled to down on his note paper as given, also
jump your man. Exercising careful con the numbers of the variations occur-
sideration on every move, as experts ing at different stages.
are wont to do, he notes that he has Now let us continue, with white mov
two ways of jumping and weighs each ing 29 to 25, bringing up a reserve
MAJOR TACTICS OF CHECKERS 5
checker to help resist the black advance. The other jump you may exclaim gives
Black now moves 11 to 15, the checker white a checker for nothing. Well, make
on square 11 going to square 15, form that jump, 26 to 19 and then move the
ing another complete line-up of three black man on 14 to square 18. Now see
men, on squares 10, 15, and 19. how circumstances stand—white it is
On black's right oblique, his check true, is a man ahead, but black's sacri
ers occupying squares 7, 10 and 14, fice play is nevertheless a winner for
also form a completed file, only its he now threatens an immediate two for
attacking force is lost, for two white one by 18 to 23, which would recover
checkers on square 17 and 21 effectively the man and likewise secure a king on
block its advance. square 29.
In case any of my students do not Regardless of what white does, he
quite comprehend this reference to cannot prevent this exchange by 18 to
completed files, I'll explain again, that 23. White might try and wiggle out of
whenever three of your pieces form a it by 17 to 14, but if you jump correct
straight line on the board, (that is, ly, the "two for one," is still there and
three checkers in a row in any direc lands you in his king row.
tion) they may be said to form a com I'll continue a few more moves to
pleted file or line-up. demonstrate how black with the advan
In the position as set up on your tage gained by this "gambit" or sacrifie
boards at present, you will notice that play, proceeds to his win. The last
black has as many as five men in a row moves made were 19 to 23, 26 to 19,
on squares, 1, 6, 10, 15 and 19, and four 14 to 18, and then 17 to 14. Continue
men in a row on squares 3, 7, 10 and 10 to 17, 21 to 14, 18 to 23, 27 to 18,
14. However, as it is mainly the line 15 to 29. Black has now merely to move
up of the three first checkers that are from 1 to 5, and then from 6 to 10 and
of prime importance, we refer to these he can steal the white checker left
three as a completed file; hence the unprotected on square 14. No matter
checkers on 19, 15, and 10 occupy the where white moves in reply after 1 to 5,
file on the left diagonal, while the pieces he cannot save this man.
on 14, 10, and 7, complete the file on After black captures this piece, he
the right diagonal. (The terms, right moves on down to square 21 and re
and left diagonal here simply mean the leases his king which comes out and an
squares running in a right or left direc nihilates the remaining white forces
tion.) Now I hope all of you have copied those
I believe this point has been made moves and notations down, as it will bo
clear, so we will continue with white's necessary to review the entire game sev
moving 27 to 24, blocking black's com eral times to thoroughly grasp its sig
pleted left file; and black then continues nificant formations and manoeuvres.
8 to 11. Of course, our checker fans are curi
Study the position again at this stage. ous to know how white should have
Black could move 7 to 11, instead and moved at the time he fell into black's
form a line-up by men on 8, 11 and 15, snare. Upon reference to your game,
but the black man on 19 and the white you will find 32 to 27 was the losing
on 24, serve to confine the freedom of play.
this file, and it is, therefore, better to Instead of 32 to 27, white's road to
play 8 to 11 at this stage, forming a a draw is to move from 17 to 13. The
sound consolidation of your pieces. Play play then would continue 1 to 5, for
8 to 11, and see how solid your men black. (Black also can draw by 14 to
are aligned, every checker is backing 18, but 1 to 5 is strongest and gives
up a man in front. more opportunities for a win.)
White now is in a critical position and After 1 to 5, 25 to 22, is white's best
may be tempted into a neat trap. Look play, then 14 to 18 for black and 22 to
at your checkers—how many players 17 for white. Now black essays 18 to
with the white's might be tempted into 23, an advance deep into white's terri
playing 32 to 27 as their next move. tory, but as usual, black before making
The object of it might be to go to 23, this move, has carefully analyzed the
a move later, squeezing the black man moves ahead. He has foreseen that if
on 19, and compelling black to back white reply 31 to 27, he can move 3 to
him up. That plan might be feasible 8, allowing the jump and jumping two
only for the fact that 32 to 27 imme in return. Also he has noted that 17 to
diately gives black a neat winning 14, by white would leave him in a posi
stroke. Move 32 to 27 on your boards tion to get two for one by 6 to 9.
and then move the black checker from White having no other move but 26
19 to 23 and see the result. to 22, makes that play, and black ex
White has two ways to jump, one changes 11 to 16, 20 to 11, 7 to 16. Now
wherein he jumps from 27 to 9, and pause and study the reason for this play.
the other where he jumps from 26 to You will see that after white played 26
19. The first jump as is apparent, gives to 22, black's checker on 23 was in jeop
black a three jump in exchange, the ardy, as white coul play 31 to 27 next
checker on square 6 hurdling from 6 move and steal this man.
to 13, from 13 to 22, and from 22 to Black, therefore, to protect this man,
29, gaining an immediate win by being exchanged 11 to 16, which left him with
a man ahead. a completed line up, the strong attack-
6 MAJOR TACTICS OF CHECKERS
ing formation previously referred to. and end game strategy, and the multi
Note the three black checkers on the form traps and strokes which accom
file 16, 19 and 2 3 . Again white has but pany your battle manoeuvres.
one tenable reply; 24 to 20; for if he
plays 31 to 27, black can exchange or VARIATION ONE
swop off by 23 to 26 and secure a king.
If 31 to 26, black naturally moves 16 Now let us turn to variations one,
to 20 and gains the white checker on 24. two, and three at white's fourth move
Therefore, 24 to 20 is white's only 22 to 17. Variaion one is 23 to 19,
play and black is compelled to go 3 to which move white may make instead of
7; white jumping 20 to 11, and black 22 to 17, as played in the trunk game.
replying 7 to 16. Now white is in a Set the position up on your boards up
position where he must resort to a gam to the 22 to 17 move and taking a new
bit or sacrifie play to avoid a lost game sheet of memo paper mark down "vari
and moves 28 to 24, giving black a ation one."
checker to destroy his file line-up on Now instead of playing 22 to 17, move
squares 16, 19, and 23. After white white's checker from 23 to 19. I'll re
moves 28 to 24, black jumps to 28, and peat the moves from the start to this
white retaliates by 31 to 27, to recover stage—i.e.—9 to 14, 22 to 18, 11 to 15,
the man he has given away. 18 to 9, 5 to 14, 25 to 22, 8 to 11, and
Black's best play now is to move 23 23 to 19. Now continue with black's
to 26. The motive for this move is ob next move. 4 to 8, forming the center
vious. Black has to lose the man on 23, line-up and white's next move 22 to 17.
but rather than let white jump it as he Should white play 29 to 25 instead
intends, he can break up white's king of 22 to 17, at this stage, Black gets
row by moving the man from 23 to 26. a strong game by playing 6 to 9, and
This strategy comes up numerous times then 9 to 13, getting a grip on white's
in games and oftimes brings a winning men on 25, 22 and 21. This again
position. It is highly advisable to mem exemplifies another of the principles of
orize this strategy; for once you have cross-broad formation. "Never move a
learned it, vou will find it helps you to checker from square 29 to 25, when
win many games. So bear in mind, when there is a man on 22 and 21, and when
vou have a man facing your adversary's black has checkers on squares 13, 14
king row, observe if you can sacrifice and 15."
this man in a way that will allow you Technically, this may appear to the
to run in another for a king. In this student as a numerical formulai that
instance, by moving 23 to 26, white will tax his mental faculties to remem
must jump 30 to 23, and you can then ber, but in reality there is no need to
advance 15 to 19, and 19 to 23, and try and register these numbers in your
head in for a king. mind. It is only the basic idea that needs
to be learned.
After 15 to 19, white is forced 23 to Just glance down at your boards.
18, and when you move on 19 to 23, White has checkers on 29, 30, 21 and
white pushes 18 to 14. Here again the 22, and black has men on 14 and 15,
position deserves your full attention. and a checker on square 6 that can
Your move 18 to 23 was your best play, move into square 13. As the position
but whites's 18 to 14 reply needs to be stands, white has a "line-up" of three
met with caution. Should you rush on men on squares 22, 26 and 31, which
in for your king by 23 to 26, you would can exchange or swap off if necessary.
be making the usual fault of the ama
teur of not studying every one of the Now you will note the moment you
moves at your command. move the checker on 29 to 25, this
"line-up" becomes useless for the white
In this case, if you move 23 to 26, man on square 22 can no longer ex
white jumps 14 to 7, then you take 2 change. In other words, white's pieces
to 11, and he moves 17 to 14, and in are only effective when they are free
a move or two gets a "two for one" to move or exchange.
shot on you and wins. The correct It is obvious that 29 to 25 only serves
black move after 18 to 14 by white is to bottle up three of your fighting men,
10 to 15. a handicap that generally leads to dis
Look this over carefully—black's best aster. Therefore, white avoids this
play is to allow white to jump two of cramped position by moving 22, to 17
his men for nothing; for he can then at this stage. The game would then
play 6 to 9 on his next move, and obtain continue 15 to 18, 19 to 15, 10 to 19,
a "three for one" stroke which evens up 24 to 15, 18 to 22, 17 to 10, 11 to 18,
things and makes a neat draw position. 26 to 17, 6 to 15, and 30 to 26.
Here's the moves once again—18 to 14,
10 to 15, 27 to 11, 6 to 9, 13 to 6, 2 to Now, once again black forms a cen
25 drawn. This game just reviewed con ter "line-up" by 8 to 11, and white
tains several most instructive strategies breaks it up by exchanging 26 to 22,
of play and, (might I add once again,) black jumping 18 to 25, and white re
should be played over several times. taking 29 to 22.
Black, however, again forms this file
Remember; becoming a checker ex "line-up" by moving 3 to 8, with a
pert does not depend on storing away view to exchanging 15 to 18 next move,
dry columns of figures, but in learning white discerning that he himself can
the principles of position, both middle also exchange by 27 to 23, moves 17 to
MAJOR TACTICS OF CHECKERS 7
14, allowing black the swap by 15 to Black, however, has the move, and
18, make the jumps 15 to 18, 22 to 15, plays 8 to 11, white duplicates it by 25
11 to 18, 27 to 23, 18 to 27, 32 to 23, to 22 and after black moves 11 to 15,
and we have a drawn game. plays 22 to 18. It is obvious here that
Some students may question the te if white moves 27 to 24, instead, black
merity of proclaiming the game a draw gets a "two for two" by 15 to 18, fol
with five pieces a side remaining on lowed by 12 to 16.
the board, but the fact that the position Continuing with white playing 22 to
is open and that both players can se 18, black jumps 15 to 24, white takes
cure kings wihout difficulty allows this 18 to 9. Black jumps 6 to 13 and white
presumption. 27 to 20. It is now black's move and he
Later on in my lectures, I am devot gains control of the center of the board
ing a chapter to end game play showing by moving 10 to 15.
selected positions that cover almost White's best reply is 26 to 22, and
every known ruse or strategy that can black breaks down the last barrier to
arise during the closing moves of a the king row by 15 to 19, 23 to 16, and
game. 12 to 19. White now plays 30 to 26,
At present our attention is focused black goes 19 to 24 and then 22 to 18,
on the opening and middle game and and 24 to 28 leaves white with but a
we still have variations two and three narrow draw.
to look into. Both of these variations When games arrive at this stage, the
are from the trunk game at whites 4th general objective is to endeavor to bring
move. your king out as quickly as possible and
If you have followed my advice and employ it to "pin" as many of your ad
kept track of the moves and notes versary's single checkers while at the
mentioned on your memorandum pad, same time running your own single men
you will know exactly where these vari in for more kings. The end game posi
ations come in. However, I'll give the tions detailed later on, will give a clear
opening moves to this point, i.e.,—9 to insight into this branch of the science.
14, 22 to 18, 11 to 15, 18 to 9, 5 to
• 14, 25 to 22, and 8 to 11. VARIATION THREE
In our trunk game we showed the Now reset your checkers again and
proper defense for black against 22 to we will look into variation three, r e f e -
17 as white's next move, and in varia red to previously. Run your "double
tion one, we gave play on 23 to 19. corner" attack up again by 9 to 14, 22
Two other possible replies of white re to 18, 11 to 15, 18 to 9, 5 to 14, 25 to
main to be investigated, 24 to 19 and 22, and 8 to 11, and we arrive at varia
24 to 20. tion 3—24 to 20.
Black's play against this is 15 to 19.
VARIATION T W O forcing the exchange 23 to 16, 12 to 19.
As 24 to 19 is listed on your pads as Now should white be tempted into try
variation two, we will assume this move ing to run off your checker on 19 by
has been chosen here as white's next squeezing 27 to 23, 4 to 8, 23 to 16, 8
play—move 24 to 19. Black jumps from to 12, 32 to 27, 12 to 19, 27 to 23, 3
15 to 24, and white replies 28 to 19. to 8, 23 to 16, 8 to 12, 31 to 27, 12 to
White might have jumped 27 to 20 19, 27 to 23, 11 to 16, 20 to 11, 7 to 16,
here, but a jump to the center of the he ends up with a very weak game;
board is with very few exceptions al continue 22 to 18, 1 to 5, 18 to 9, 5 to
ways the strongest. The 27 to 20 jump 14, 29 to 25, 10 to 15, 25 to 22, 15 to
would place another white checker on 18, 22 to 15, 14 to 17, 21 to 14, 6 to 10,
the side squares and a man on the sides 14 to 7, 2 to 27, makes white run for
of the board is potentially weakened his draw.
for he attacks but in one direction. So, Now reset your men and play up to
therefore, white rejumps from 28 to this point again. 9 to 14, 22 to 18, 11
19, and it is black's move. to 15, 18 to 9, 5 to 14, 25 to 22, 8 to 11,
Black advances his man on 11 to 24 to 20, 15 to 19, 23 to 16, 12 to 19.
square 15, taking the offensive against Now as shown, 27 to 23 is weak. The
the checker occuping square 19. White present formation is now into what is
replies 32 to 28, allowing black to jump known as "The Bristol" opening and
15 to 24 and rejumping 28 to 19, and 22 to 17 is white's best play.
again occupying square 19, a valuable Black replies 4 to 8 and white plays
square to hold. 27 to 24. (Should white move 29 to 25,
Black then continues 4 to 8, bring here instead of 27 to 24, the game would
ing up another man to the front and run into the trunk line already shown.)
white pushes 22 to 18, looking to dis Continue with white moving 27 to 24.
lodge black from square 14 which sim Black advances 11 to 15, and white 32
ilar to square 19, is a key position. to 27. (Should white play 20 to 16,
Black retaliates in the same manner black's play would be 8 to 11.) After
as white and moves the checker in his 32 to 27, black plays 8 to 11, laying for
double corner from square 1 to 5. White white to g o 29 to 25, which would give
jumping 18 to 9 and black 5 to 14. Now, the shot illustrated previously by 19 to
notice, the oddity of the game, for when 23 and 14 to 18.
white moves 29 to 25, both players have White however avoids this pit fall and
exactly the same positions on the board. goes 17 to 13, and black continues with
8 MAJOR TACTICS OF CHECKERS
1 to 5. Now 29 to 25, is whites best pieces on the board; only this time the
play. If 27 to 23 here, 11 to 16, 20 to white checkers should be facing you
11, 7 to 16, 24 to 20, 3 to 7 gives Black and you must adopt an entirely new
a good game. line of defense. Remember to turn your
After white moves 29 to 25, black's boards around as the white checkers al
move is 3 to 8. Then 27 to 23, 8 to 12, ways occupy the high numbered squares.
23 to 16, and 12 to 19 forms a most Of course, this time you cannot apply
instructive position. If white plays 31 your forcing system immediately for
to 27, black moves 11 to 16, 20 to 11, black has the privilege of making the
7 to 16 followed by 24 to 20, 14 to 18, opening move. However, as the majority
20 to 11, 18 to 23 and gets a winning of checkerists have a partiality for 11
position. (Reset the position, black men to 15 as their opening play, we will
on 2, 5, 6, 7, 10, 11, 14, 15 and 19. direct your researches to this most ac
White men on squares 13, 20, 21, 25, tive point on your battle front.
24, 26, 28, 30 and 31.) Later on, in part four of my series
White's best road to a draw is by a of lectures, under the heading of "two
sacrifice play 21 to 17, black jumping move restriction openings," I outline
from 14 to 21. Then white moves 25 to the other possible black moves at this
22 and threatens an immediate "two for stage and the strongest reply to each.
one" by 22 to 18. Black is necessarily While this is of great value to the play
forced 11 to 16. (If he goes 10 to 14, er who contemplates proffessional con
white gets a "3 for 1" by 13 to 9, 6 to tests, it lends little aid to cross-board
13, 22 to 17.) ability which is the real foundation of
After 11 to 16 by black, white jumps checker skill.
20 to 11 and black retakes 7 to 16. Then To dictate the first few moves of
24 to 20 for white, 10 to 14 for black every opening is merely to show you
and 20 to 11, 21 to 25, 30 to 21, 14 to how to line your men up on your battle
17, 21 to 14, 6 to 9, 13 to 6, and 2 to front in relation to the attack that your
25 gives a neat draw. adversary has launched. Afer that, when
It would be well for the student to the battle itself gets under way, cross-
give careful study to the ending of this board science plays its all important
variation; from the point where white part.
makes his clever sacrifice. The complete Your ability to build up a strong po
way that black is tied up even though sition; your artfulness in laying traps
i checker ahead shows how carefully and at the same time avoiding them
the white checkers have analyzed the yourself, your capacity for forseeing
moves in advance. several moves in advance; all form the
Note how black is compelled to go 11 basis of crossboard training.
to 16, and even then, after white moves Absorbing long columns of dry fig
"4 to 20, and prepares to jump your ures will never invest you with this es
man on square 16, you are in a position sential attribute. You must play with
hat requires careful study. Should you experts and have them point out to you,
move 5 to 9, white gets a king and wins the why and wherefore of every move,
easily. Your one and only draw move to really begin to discern the scientific
is 10 to 14, followed by 21 to 25, 14 principles of the game. For that reason,
to 17 as detailed. This "three for three" I have devoted the main portion of my
shot is most instructive and solves many lectures to this feature and believe that
critical middle game positions. the greater part of my checker audience
I have now given my students a sound will profit accordingly.
plan of battle with the black checkers. Now let us return to black's opening
The "double corner" trunk line and the move 11 to 15, and make sure you have
three accompanying variations 1, 2 and your pencil and note paper handy, f o r
3, if learned thoroughly, gives any play it is only by marking down the moves
er a chance to hold his own against any of each play and adding the notes and
expert. comments next to them that you can
Your first move 9 to 14 immediately get the real benefit of the advice given.
forces the play into the "double corner" So—mark down 11 to 15 at the top
opening and your second move 11 to 15 of your pad and under it mark 23 to
forces the game still further into the 18, white's reply to black's center of
definite lines of play you have reviewed. fensive. This 23 to 18 reply of white's
By learning these lines of play as forms what is known as the "cross open
given and adopting this forcing system, ing," a formation that immediately com
you will find you have eliminated thou pels black to follow certain lines of
sands of variation of play. The point play.
is, force your expert on ground you Once again, you have in a way, ap
know at least as well as he does and plied your forcing system for your 23
see the difference in your scores. to 18 move has eliminated a great vari
The next step is to apply the same ety of attacks that blacks could have
forcing system when you have the white instituted, should you have played 23
checkers. to 19 instead.
It is now blacks's turn to defend him
DEFENDING THE WHITE SIDE self and his strongest play is from 8
Having piloted your black checkers to 11. Next to this 8 to 11 move you
through an interesting game, reset your might mark a notation, ("Variation
MAJOR TACTICS OF CHECKERS 9
o n e " ) , for black can also play 9 to 14 Next to this 12 to 19 move, mark
at this stage. This "variation one" I "variation three." It is now white's turn
will dwell on later. First we must in to play and he launches an attack down
quire into the most likely line that the the center from 18 to 15, causing the
blacks may adopt. After 8 to 11, which black checker to jump 11 to 18 and
backs up the checker on square 15, allowing white to jump back 22 to 15,
white plays 27 to 23, using a similar occupying the center of the board, an
technique in consolidating his pieces. important strategic point.
Now at this stage, black's next usual Black, Jordan, here continued 7 to
move is 4 to 8;—however, you will find 11, trying to dislodge the white man
many players moving 11 to 16, a trick on 15 and white defends it by 26 to
line known as the "slip cross." That 22, allowing the jump and recovering
line I'll describe later, so, next to your possession of this square, by the return
4 to 8 move for black, mark "variation jump from 22 to 15.
two." Now Jordan moved 9 to 14, an ad
(It is obvious now, why it is so neces vance on his right flank designed to
sary to copy down the moves and notes prevent white backing up his checker
as we proceed, for black, during the on 15. White's man on this square now
early part of this formation has several being isolated and cut off from his men,
chances of varying his play; and by his best means of retaliating is by a
copying down these variations and in counter offensive aimed at black's check
dicating where they occur, you get a er on square 19. Therefore he moves
clear conception of the situation.) out from 30 to 26, The student should
Now having made black's third move observe here why 30 to 26 was played
4 to 8, white brings his forcing system instead of 31 to 26. The latter move
into real play by moving from 32 to 27. would also attack black's man on 19,
This move, which I have employed most but would leave two adjacent squares
successfully may cause your opponent open in your king row. This is always
no little surprise for it is a complete a breach of checker science.
deviation from recognized lines of play. When the king row is opened by the
That is exactly why it proves so valu checker being moved out of square 32,
able as a forcing move, for it forces the checker on square 31 should be held
the game off the well - known lines in the king row as long as possible. In
and leaves your adversary on strange other words, do not open your king row
grounds. Some years back, I looked over on squares next to each other. If you
this 32 to 27 move and found it led move out of square 29, hold your check
to some strong games for white, espe er on square 30 and open up again
cially if your opponent was unfamiliar from square 31. Bear in mind, that two
with it. checkers can protect your king row, (a
A little later, having an opportunity man on 30, and one on 32) or (one on
of playing a few games with the re 31 and one on 29.)
nowned Alfred Jordan, then Champion At this stage, black moved out 2 to 7,
of Great Britain, I decided to switch which gives another example of the rule
him onto this line and see what would I have just illustrated. If he had moved
happen. He moved 11 to 15 at the start out 3 to 7, it would be weak, for it
of the game, and I came back with 23 would leave two adjoining king row
to 18, and the moves continued the squares open—viz—squares 3 and 4.
same up to this point. This 2 to 7 move placed black in a
When I moved 32 to 27, he sat back position where he can squeeze 7 to 10,
with no little surprise. He had antici or 7 to 11, at any time he chooses. Mark
pated 23 to 19, the regular line, and "variation four" here. White is now
wondered why I essayed such an irre forced to play 25 to 22, to be in a
gular move. However, the result of the position to exchange if black should
game was better than I expected, for play 7 to 11.
eventually he got into a highly critical Pause a moment here and note the
position and lost the game. That game, value of 25 to 22 over 26 to 22. If you
as it was played, composes the trunk made 26 to 22, you would lose your
or main line which I am reviewing now attack on black's man on 19; for now
and should prove highly interesting, for you can no longer go 27 to 23. Also
the general, behind the black forces you can't play 27 to 24 either, for it
was one of the greatest exponents of would permit black's man on 19 to
the science of checkers. Returning your move down for a king.
attention to your note pad, you will find Also see how 26 to 22 separates your
that so far the following moves have fighting forces; which are always strong
been played, i.e., 11 to 15, 23 to 18, est when consolidated. I'm emphasizing
8 to 11, 27 to 23, 4 to 8, and 32 to 27. these points of crossboard play to dem
Now 15 to 19 is black's best play, for onstrate the process by which you can
if 10 to 14, 22 to 17, 15 to 22, 17 to 10, weigh and select your strongest moves
6 to 15, 26 to 17 leaves white with a in a game.
strong game. Now playing up to this To resume where we left off in our
point again, continue with black playing game, 25 to 22 was white's last move.
15 to 19. White jumps from 24 to 15 Black continued with 5 to 9, and here
and black replies 10 to 19, then 23 to is where Jordan went astray. 7 to 11 is
16 and 12 to 19. best. Make a note next to this move and
10 MAJOR TACTICS OF CHECKERS
tempted to move 18 to 14, figuring that 7 to 11, white plays 29 to 25, then 5
he can move 14 to 9 next play, also that to 9, 17 to 13, 12 to 16, 22 to 17, 16
if black moves 6 to 9, he only gets to 20, 26 to 23, gives white a strong
2 for 2, and is still a man behind. But game. Assuming black has made his 8
if 18 to 14 is made as white's next move, to 11 move, instead of 7 to 11, white
black gets his neat draw by playing 23 replies 26 to 23.
to 26 first and then 6 to 9, which makes Then 6 to 9 is black's correct move,
a different story. forcing 17 to 13 or else black will go
Jordan had seen the chance of this 9 to 13 and get a hold on the white men
being made in haste and held back 23 on squares 29, 21, 22 and 17. Study
to 27 purposely in the hope that he this position and you will see how those
might salvage a draw. White played 21 four white men are completely tied up,
to 17, his correct move, then Jordan re if black occupies square 13.
plied 8 to 12 as good as any other move Now replace the position again and
now, as it still left the chance for the play the white checker to 13; from 17
shot if white made 17 to 14 as his next to 13. Black now threatened by a jump
move. from 13 to 6, can himself meet this
White played 18 to 14, and the game situation with an attack of his own and
continued 23 to 27, 14 to 10, 27 to 32, pushes 14 to 17. Study this manoeuvre
17 to 14, 32 to 27, 14 to 9, 27 to 23, carefully if you are not acquainted with
9 to 2, 23 to 18, 15 to 11, and Jordan it, as it comes up quite often in games.
resigned after a few more moves. The White's best take is 13 to 6, and black
student might study over the last ten hops 17 to 26.
moves made from 14 to 10. It would The next two jumps follow in se
have been possible to go 14 to 9, and quence, 31 to 22, and 2 to 9. Now white
win, but even at this stage a little study plays 23 to 19 obtaining a three man
simplifies matters, for 14 to 10 gains line-up on squares 28, 24, and 19. A
another checker. beginner might be tempted to play 23
Having reviewed the main line of our to 18, but by analyzing the position a
white defense we now direct your at move in advance, it is possible to see
tention to the five variations, branching that black can reply 12 to 16 and have
off this trunk line. If you have followed all the best of the position.
my advice and copied down the moves Note how 23 to 19 effectively holds
and variations as I enumerated them, six of black's pieces in check. Black's
you will find the first occurs at black's men on 3, 7, 10, 11, 12 and 15 are un
second move 8 to 11. able to advance. 11 to 16 naturally
Next to this 8 to 11 move, you should gives white a "three for one shot" as
have the notation variation "one," which he merely allows back to jump the man
means that black at this stage can vary and takes three men in return. Black
his attack. On a separate sheet of paper is now limited in his moves and 9 to 13
mark down variation 1, and leave suf is his best play.
ficient space beneath this entry to jot This is one of the few instances where
down the moves as I detail them. a move to the side is strongest. The ex
The game, as you recall, opened with planation is contained in the position
black's going 11 to 15, then white's re of the pieces. Black can see that if he
plied 23 to 18. Now the trunk line plays 9 to 14, white can move 22 to 17,
showed play on 8 to 11, but white at and get another grip on black's right
this point can play 9 to 14 instead, form side of the board. After 9 to 14 and
ing variation "one." 22 to 17, black is further confined in
his movement of pieces.
"VARIATION ONE" He cannot advance 15 to 18 on ac
After 9 to 14 by blacks—mark down count of 19 to 15 by white, and he can
18 to 11, as whites best jump and black see that 1 to 6 or 5 to 9, cuts his moves,
jumps back 8 to 15. It is now white's down still more, for white continues 17
play and he moves 22 to 17, the strong to 13. If 14 to 18 by black after 22
est way of meeting this variation which to 17, white cuts 17 to 14 and gets a
is known as the "choice-cross." slight advantage on the ending—thus—
Black then brings out his checker on 14 to 18, 17 to 14, 10 to 17, 21 to 14.
square 4, from 4 to 8. This opening up 7 to 10, 14 to 7, 3 to 10, 27 to 23, 18
of the king row on square 4, also on to 27, 32 to 23, 5 to 9, 30 to 26, 9 to
square 29 with the whites seems tradi 14, 24 to 20.
tional with checkers. The reason being Reset the original position—black
perhaps that after the opening attacks checkers on squares 1, 3, 5, 7, 9, 10,
have been made, both sides set about 11, 12 and 15, white men on 32, 30
to consolidate their men for the next 29, 28, 27, 24, 22, 21 and 19. Continue
onslaught. with black moving 9 to 13. Then white
As a rule, the single corner diagonal plays 27 to 23, the next best white ad
—that is, the squares 4, 8, 11, 15, 18, vance. Note 27 to 23 still retains hold
22, 25 and 29 extending in a file across on black's pieces and also relieves the
the board, offer the best opportunity white line-up on 28, 24, and 19, by
for combining your men. Y o u will note, putting these men in a position to ex
white follows the same routine by play change by 24 to 20 whenever necessary.
ing 25 to 22, after 4 to 8 has been made. Black replies 5 to 9, (for 3 to 8 loses
Now black's best play is 8 to 11. If by 23 to 18, 5 to 9, 21 to 17, 1 to 5,
12 MAJOR TACTICS OP CHECKERS
17 to 14, and (11 to 16) naturally loses First he focuses his mind on the
immediately by 24 to 20.) After 5 to 9, checker on square 22. Again he asks
white plays 30 to 25, forming a line himself the question—"If I move that,
up on squares 22, 25, and 29. Note how (22 to 1 8 ) , what will happen." Imme
this line up prevents 9 to 14 and forces diately he sees that black now cannot
black 1 to 5. jump 16 to 23, for if he does, white
Now 21 to 17 again forces black 9 jumps 18 to 2. Also if black jumps 13
to 14. Study the motive behind this 21 to 22, white also can jump 18 to 2 and
to 17 move which appears rather un win.
usual. White has visulaized the position Therefore, black is compelled to take
a few moves ahead and sees that after 15 to 22, which allows white to ex
9 to 14, 25 to 21, 5 to 9, 32 to 27, 3 to change next move by 19 to 15, 10 to 19,
8, 29 to 25, 11 to 16, 24 to 20 a break 24 to 15, thus obtaining an equal posi
up occurs, that gives white a simple tion and an open road to a king. The
draw. finishing moves would continue 22 to
Reset the position again. Black men 26, 15 to 11, 13 to 22, 11 to 2, drawn.
on 3, 5, 7, 9, 10, 11, 12, 13, 15. White So much for "variation one" from the
men on 32, 29, 28, 25, 24, 23, 22, 19, trunk line.
17- This position illustrates how care Reset your checker men and again
fully one must consider every angle of make your white "cross" opening, i.e.,
play. White may have seen that 9 to 11 to 15, 23 to 18, 8 to 11, 27 to 23,
14, 25 to 21 leads to a safe draw as at this point in our regular trunk game
given, but he may have failed to look 4 to 8 is made.
at one other move black has. Suppose your opponent should play
Move 9 to 14, 25 to 21, then move 11 to 16 here, unless you knew it, you
14 to 18 for black. This may have been might get tangled up in what is known
a move you failed to include in your as the "slip cross" opening. It's a rather
analysis. How often do you hear players tricky line and takes its name from the
mourn, "I hadn't figured on that move" fact that black makes a "slip play"
—well, the way to avoid this discon which is slightly puzzling when first
certing happening is to give attention seen.
to every possible reply your opponent This line we have marked variation
can make. " t w o " and you can now add it to your
Try it, in your next contest and see reference pad.
how many times you save yourself from
surprises of this kind. After 14 to 18, "VARIATION 2."
white jumps 23 to 14, and black moves Black moves 11 to 16, following
11 to 16. This form of sacrifice is an white's second move of 27 to 23. White
other of the A. B. C's of checkers is compelled to jump 18 to 11, and
science. black slips into square 20 from 16 to
Numerous times when your position 20. Now observe how white is at once
may look disastrous, you may find an forced to return the man.
escape by a sacrifice play of this order. The main purpose of playing the "slip
Now comes another critical formation cross" with the black side, is because
that also deserves a full quota o f at it gives an opportunity of laying a big
tention. It's analogous to the last po trap for white. However, if white avoids
sition and repeats the same warning. it, black has the hardest work to do
"Study every man before you m a k e thereafter.
your play." After 16 to 20, white's best play is
As is evident, white is palpably in a 24 to 19, and black jumps 7 to 16. Now
bad fix; black threatens to j u m p the the usual single corner follow-up goes
checker on 19 and obtain a king; while on 22 to 18, 4 to 8, 25 to 22, 8 to 11.
white is apparently all tied up. Now Now, here is where the amateur usually
comes the efficacy of studying every plays into black's hands. 29 to 25 would
checker. White may start on his right- see black move 10 to 14. Now almost
hand side and consider 24 to 20. A any player unaware of it would go 19
short reflection shows this d o e s little to 15, squeezing black's man on 11.
good. Black simply jumps 16 to 23. Black would then play 3 to 8.
The white checker on 28 is imme Now if white moved 22 to 17, the
diately eliminated from consideration, trap would be sprung and what a trap
as it cannot move. However, the c h e c k it is. Make the moves mentioned and
er on 32 can move, but it gives black after 22 to 17, black pushes the checker
two men for nothing. Even s o , that on 20 to 24. (20 to 24) an innocent
should be considered to the point where looking move that might appear as a
in the jumps are made, to see if by any slip on black's part. However, the stage
chance white has some big stroke or is set and no matter which way white
trap, as a reprisal to even the situation. jumps, black moves 16 to 20 next play
A little study convinces you that there and then after white jumps again plays
is nothing further on that move, and 9 to 14, 18 to 9, 11 to 27 and after
you turn your attention to the c h e c k e r the fireworks are over, black is a man
on 19. This also cannot move and is ahead and wins handily. This is just
eliminated. White then directs his eye one of the many spectacular traps of
to the left side of the board and sur checkers.
veys his forces there. To return to where you made your
MAJOR TACTICS OF CHECKERS 13
mistake. Reset your checkers on the 11 to 16, 29 to 25, and 16 to 19 are the
board. Now run up the moves 11 to 15, next plays.
23 to 18, 8 to 11, 27 to 23, 11 to 16, You will note, where black played
18 to 11, 16 to 20, 24 to 19, 7 to 16, 11 to 16, he could have exchanged down
22 to 18, 4 to 8, 25 to 22 and 8 to 11. the center by 15 to 18, but it is obvious
Now instead of 29 to 25, play 22 to 17, that if he did so, it would leave an
a move that gives white several oppor isolated checker on square 18, which
tunities for a win. white could easily capture. In making
Black has the choice of several moves, an advance by exchanging, always make
9 to 14, 10 to 14, or 10 to 15. 10 to sure that you have other checkers m a r
14 and 9 to 14 both lead to draws, but enough to support this advanced man.
10 to 15, 19 to 10, 6 to 22, 17 to 13 Now resuming the game where we
leads to a critical game for black. left off at blacks move 16 to 19, white
Return to the position after 22 to 17, replies 17 to 14. Black then plays 8 to
and suppose black plays 9 to 14, 18 to 9, 11 and white squeezes 27 to 23 and
5 to 14 (6 to 22 also draws but white black continues 11 to 16. Now on ex
is best). White plays 29 to 25 then the aming the position here, you might
game continues 11 to 15, 25 to 22, 15 wonder why black played 11 to 16 in
to 24, 28 to 19. Now black is in another stead of 2 to 7, allowing the exchange.
critical situation for 3 to 8 is his star The reason is black is laying a subtle
move to draw. trap and trying to tempt white to go
The tempting move 20 to 24 is prac 23 to 18 next play.
tically a loss. (If 20 to 24 then 17 to 13, Make the move 11 to 16, and then
16 to 20, 22 to 18 gives black little 23 to 18 and study the position. Sup
chance for a draw.) Black's best play as pose you had the whites you might feel
aforesaid is 3 to 8. Then play goes on, that you were certain to capture his
17 to 13, 8 to 11, 22 to 18, 1 to 5. checker on 15. But make the following
(note here 6 to 9 loses by 32 to 27.) moves and see what happens to white
Continue 18 to 9, 5 to 14, 26 to 22, if he goes 23 to 18.
20 to 24, 22 to 18, 6 to 9, 13 to 6, 2 Move 3 to 7 for black, white jumps
to 9, 31 to 26, 24 to 28. (Observe shot 18 to 11. Now move 19 to 24 for black,
by 18 to 15, 11 to 18, 21 to 17, 14 to white takes 28 to 19. Black jumps 16
21, 23 to 7, 16 to 23, 26 to 19„ if (24 to 23, white jumps 26 to 19, and black
to 27.) Continue after 24 to 28, 26 to jumps two men from 7 to 23. Run this
22, 9 to 13,* a necessary sacrifice, note position up again and study this trap,
this maoeuvre, any other black play is as it is a very valuable adjunct to scien-
tific play. Remember, this stratagem can
Resume after 9 to 13,* 18 to 9, 11 arise in hundreds of games and can crop
to 15, 9 to 6, 15 to 24, 23 to 18, 24 to up on your side of the board as well.
27, 32 to 23, "the old king row sacri Learn it thoroughly so you will recog
fice which I've detailed before." 28 to nize it in play.
32, 6 to 2, 32 to 27, 30 to 25, 27 to 31, Now run up variation " 3 " again from
23 to 19, 16 to 23, 2 to 6, 23 to 26, the start thus:— 11 to 15, 23 to 18,
6 to 15, 26 to 30, 18 to 14, 31 to 26, 8 to 11, 27 to 23, 4 to 8, 32 to 27, 15
14 to 9 drawn. o 19, 24 to 15, 10 to 19, 23 to 16, 11
The student should study the end to 20, 22 to 17, 9 to 14, 18 to 9, 5 to
game strategy displayed in the finish 14, 17 to 10, 6 to 15, 25 to 22, 7 to 11,
ing moves of this instructive game. Note 21 to 17, 11 to 16, 29 to 25, 16 to 19.
how the sacrifices are timed. We now 17 to 14, 8 to 11, 27 to 23, 11 to 16,
revert again to our trunk line and you and we have the position again.
can reset your checkermen on the As shown 23 to 18, loses by 3 to 7,
boards with the white pieces facing so white plays 25 to 21 his correct reply
you. and black pushes 3 to 7. Now white
" V A R I A T I O N 3." moves 22 to 17 forming a line-up which
Assuming our student has devoted threatens to exchange. Black then re
special study to the trunk line of the plies 2 to 6. White can now exchange
white defense, also variations 1 and 2 14 to 10 and obtain a safe draw posi
as detailed, we next arrive at varia tion, but inspection of his other pos
tion 3. sible moves shows 17 to 13 is much
This occurs at the 11th move of the stronger and compels black to play 1
game when 11 to 20, is made by black to 5.
instead of 12 19. The moves leading up Should black go 6 to 10 instead of
to this stage are as follows: 11 to 15, 1 to 5, white would play 14 to 9, and
23 to 18, 8 to 11, 27 to 23, 4 to 8, it is apparent black cannot follow up
32 to 27, 15 to 19, 24 to 15, 10 to 19, 10 to 14, for white would retaliate by
23 to 16, and now 11 to 20 is jumped 23 to 18, 14 to 23, 28 to 24 and win.
by black, white continues 22 to 17 and Resuming at whites moves, 17 to 13
black moves 9 to 14. Here white is as stated, black is forced 1 to 5.
compelled to jump 18 to 9 as 17 to 10 Now 23 to 18 is white's star play,
gives black a three for one and a king. black jumping 15 to 22 and white re
After 18 to 9, black's best jump is taking 26 to 17. Black is now forced
5 to 14, then 17 to 10, 6 to 15 follow 6 to 10, then 13 to 9, 10 to 15, 9 to 6,
in order. White continues 25 to 22 and 7 to 11, 30 to 26 gives white the win.
black plays 7 to 11. Then 21 to 17, Our research, therefore, shows varia-
14 MAJOR TACTICS OF CHECKERS
tion " 3 " by black to be untenable. This that white's checker on 13 now exerts
variation, however, emphasizes the need on his checker on square 6.
of crossboard ability even when your Note carefully how black has more
opponent has adopted a losing line. freedom in this double corner after
Had white went 23 to 18 at the criti this checker has advanced to 14. The
cal point shown, black although in a man on square 6 can now exchange in
losing position, would have won the either direction—a valuable alternative
game. The value of memorizing that in critical situations. After 9 to 14,
one strategy cannot be too strongly white plays 25 to 21. Perhaps some of
stressed. you had figured out 25 to 21, as white's
next play; if so, you are already making
" V A R I A T I O N 4 FROM T R U N K " marked progress in learning crossboard
play.
The student should bear in mind that I might digress here for a moment
each of these variations present object to say that in my early checker career
lessons in crossboard play. By learning I derived much constructive amusement
the motives of your moves, also those by taking games played between noted
underlying your adversary's moves, you experts, and instead of just playing them
will soon be able to practice these same over rapidly, I would cover up the
fundamental principles when you find moves ahead and see if I could pick
yourself in variations totally unknown out the plays that were to come.
to you. It isn't a question of memorizing
countless variations, it's simply a ques I found this an interesting pastime
tion of learning the scientific system and I'm sure our rising experts will find
of play and practicing it in all your it most helpful to pursue the same
checker games. system in reviewing games. Now let us
continue on in our game. White has
Reset your checkermen for the start just moved 25 to 21, and black plays
of the game and run up the regular 6 to 9, an exchange to form a line up
trunk line as follows—i.e.—11 to 15, of three men on squares 9, 14, and
23 to 18, 8 to 11, 27 to 23, 4 to 8, 32 18.
to 27, 15 to 19, 24 to 15, 10 to 19, 23 After 6 to 9, white jumps 13 to 6
to 16, 12 to 19, 18 to 15, 11 to 18, 22 and black replies 2 to 9, forcing white
to 15, 7 to 11, 26 to 22, 11 to 18, 22 to action, for that three man line-up
to 15, 9 to 14 and 30 to 26. of black's now threatens a two-for-one
Now glance down at the position on shot by 18 to 23. Whites play at this
your boards. You will recall that in stage is 27 to 24, made to jeopardize
our trunk line game, Alfred Jordan the black checker on square 19 which
played 2 to 7 here against me. Suppose, would be in danger of being jumped if
instead of 2 to 7, the player of black's white move his white man on 15.
moved 14 to 18 against you; what would Black foresees his intentions and
you do? moves up from 1 to 6 to keep this
Study the position a few moments and white man pinned on square 15. White
see for yourself if you can locate whites now plays 24 to 20, with a view to
reply to this 14 to 18 move. What move playing 20 to 16 next. It is obvious
would you have made in reply? And why that as soon as black played 1 to 6,
did that move appear best to you? the white piece lost its attack on square
By adopting this method of proce 24, and therefore, advanced onward to
dure, you can soon find if you are be a new position.
ginning to learn to locate good moves Black now replies 18 to 23, going
on your own initiative. The best move down for his king. (If 9 to 13, 20 to 16,
for white in this situation is 21 to 17, 18 to 23, 26 to 22, 23 to 26, 22 to 18,
advancing another checker to the field 14 to 23, 31 to 22 draws.) After 18 to
of battle. 23, naturally 26 to 22 is forced, al
Before making that move, try one though even in cases of this kind it is
or two other moves for white and see advisable to study every other checker,
how weak each of them appear com for some of the most brilliant of check
pared to 21 to 17. After 21 to 17, er strategies occur in positions of this
black moves out 5 to 9, and white goes kind.
17 to 13. This 17 to 13 move is aimed Following whites play of 26 to 22,
at occupying square 13, for the reason black analyzing ahead notes white is
that if black gets control of this square, threatening a strong attack on his men
he would be in a position to obtain an on 6, 9, and 14 by 22 to 17, and ad
exchange later by 18 to 22, should white vances 14 to 18 to forestall this attack.
move 25 to 21. White continues 22 to 17, forcing Black
To see this clearly, move the white to play 18 to 22. Now 20 to 16 is white's
checker from 17 to 14 instead of 17 to correct reply, as it encourages black to
13, then move 9 to 13 for black and go 23 to 26, a natural move, but a weak
you will see white cannot go 25 to 21 one.
on account of the exchange. Now re Play 20 to 16, and next to 23 to 26,
set the men as before with the white black's next move, mark a notation,
checker moving into square 13, and the "weak." Now continue on 23 to 26, 17
black checker on square 9 advances to to 13, 9 to 14 (if 8 to 12, 15 to 10, for
14 (from 9 to 14.) This 9 to 14 play white) 29 to 25, 22 to 29, 31 to 22.
of blacks is made to release the hold Now black, although having crowned a
MAJOR TACTICS OF CHECKERS 15
man, finds his men on 6 and 14 in grave return the man immediately on account
danger and looks to escape by moving of the threatened shot by 28 to 24. And,
14 to 18. if, instead of 19 to 23, black plays 26
White pushes on 22 to 17 and black to 31 then 11 to 16*, 15 to 10, 16 to
plays 19 to 23, opening the way for a 11 also gives white a probable win.
two-for-one shot by 8 to 11, next move. I might advise the student to study
White, however, sees his win and moves this intricate ending, carefully, as it
16 to 12, holding blacks men in a grip shows several danger points for both
till his man on 17 can advance down
and capture the lone black checker on "VARIATION 5"
square 6. Black's king being too far Having reviewed our trunk line and
away to lend aid, can only move on up variations 1, 2, 3 and 4, along with
from 29 to 25. their minor deviations, we now arrive
White continues 17 to 14, then 18, to at variation " 5 " derived from the trunk
22 for black (a lost hope that white line at the 22nd move, 5 to 9.
may push 14 to 10 instead of 14 to 9, The moves to this stage are as fol
and black could draw by 8 to 11.) lows:— 11 to 15, 23 to 18, 8 to 11, 27
White, however, continues 14 to 9 and to 23, 4 to 8, 32 to 27, 15 to 19, 24 to
captures the black checker on 6 and 15, 10 to 19, 23 to 16, 12 to 19, 18 to
wins. 15, 11 to 18, 22 to 15, 7 to 11, 26 to
Now I hope all of you are following 22, 11 to 18, 22 to 15, 9 to 14, 30 to
my advice about copying these games 26, 2 to 7 and 25 to 22.
and variations down on note paper, as At this point in our trunk game,
you go along; for only in this way will Jordan played 5 to 9, which appears to
you get a general outline of the com have been a weak move. Instead of 5 to
bined tactics of play. If you have done 9, play 7 to 11, 29 to 25, 11 to 18,
so, you will have a notation near the 22 to 15, 14 to 18, 21 to 17, 3 to 7, 17
close of this variation—(at black's 23 to 14, 19 to 23, 26 to 19, 6 to 10, 15
to 26 move) marked "a weak move." to 6, 1 to 17, 25 to 21, 17 to 22, 21 to
Next to this notation, you can add 17, forming a draw position.
the following as blacks proper play to This variation was played against the
a draw. Instead of 23 to 26, he should author by Mr. Waterhouse of Boston.
have played 8 to 12, then 17 to 13, 9
to 14, 15 to 11, 23 to 26, 29 to 25, 22 P A R T III
to 29, 31 to 22, 6 to 10, 11 to 8,* 29
to 25, 22 to 17, 3 to 7, 8 to 3, 19 to 23, SELECTED STRATEGIES A N D END
13 to 9, 12 to 19, 9 to 6.x Now (if 14 G A M E POSITIONS
to 18, 17 to 14, 10 to 17, 3 to 10, 17 Having taken our checker enthusiasts
to 22, 10 to 15, draws) also (if 25 to through a sound plan of offense and
22, 6 to 2, 22 to 13, 2 to 11 draws.) defense with both the white and black
Now reset the position at ( x ) black pieces; and having given miscellaneous
checkers on squares 10, 7, 14, 19 and examples of the fundamentals of cross-
23, king on 25. White checkers on 28, board play, we arrive at our next les
21, 17, 6 and a king on 3. Black plays son in scientific checkers. "The stra
7 to 11. Now continue with white mov tegies of end game play."
ing 6 to 2, and black playing 11 to 15. While this branch of checker science
(This by the way is an instructive ex is equally as important as the opening
ercise in end game manoeuvres and and middle game portion, it furnishes
shows how white, although a man down, much more amusement to the student.
has a safe draw position.) Also, it dovetails closely with the pre
White now plays 3 to 7, and black ceding sections, for it gives the reader
continues 23 to 27 (next to this 23 to an opportunity of noting the improve
27 move, mark " Y " . ) Black can also ment in his crossboard ability.
play 23 to 26 and I'll give play on that By trying to solve the problems at
later. Continue after 23 to 27, 7 to 11, first on his own initiative, he can more
14 to 18, 2 to 6, 19 to 23, 11 to 7, 25 readily check his mistakes. I have en
to 22, 7 to 14, 22 to 13, 14 to 10 draws deavored to have these problem studies
as white recovers his man next move. cover almost every ramification of the
Now referring back to where you art of checker science. They illustrate
made the notation " Y " reset the posi every type of trap, stroke and pitfall
tion at that stage—black men on squares known to the game, and once a player
10, 14, 15, 19, 23, king on 25. White has a command over them, he will un
men on 28, 21, 17, kings on 7 and 2. doubtedly display expert checker tech
If black plays 23 to 26 here instead nique.
of 23 to 27, white secures a strong To review them once, however, will
hold on his pieces by moving 7 to 11, not suffice, for they must be played
compelling 14 to 18 and then following over numerous times in order that you
up 2 to 6. (Note here 2 to 7, 18 to 22, will be so familiarized with them that
7 to 14, 26 to 31, 11 to 18, 25 to 29, you will immediately recognize them
18 to 25, 29 to 13 gives black a probable when they occur in actual games.
winning position.) You must also bear in mind that
Resuming the play after 2 to 6, black each artifice and strategy must be
has all the worries for if he goes 19 studied from the standpoint of both the
to 23, then 28 to 24 forces black to losing and winning side, for it is ap-
16 MAJOR TACTICS OF CHECKERS
parent that in a game, you must not and Black plays 19 to 23, effectually
alone plan to get your opponent into blocking the white men on 29 and 30.
these traps, but must watch to avoid Now 29 to 25 would lose quickly by
falling into them yourself. 18 to 15, 17 to 14, 23 to 27, 14 to 10,
The amateur checkerist generally 27 to 31, 10 to 7, 31 to 27, 7 to 2, 18
loses most of his games by falling a to 23*, and 2 to 7, 23 to 26, 30 to 23,
victim to what is known as the elemen 27 to 18, black wins. If white went
tary traps, the "two for one", the "three 25 to 22, instead of 2 to 7, black gets
for one" etc. a "two for one" by 23 to 26 right off.
While I presume most of our students Now reset that position again. Black
are quite familiar with these primary men on 15, 16, 17, and white men on
manoeuvres of checker science, still I 25, 29 and 30. Now continue the moves,
feel it is advisable to detail a few to 17 to 21, 25 to 22, 16 to 19, 22 to 17,
enable the tyro to revert to them if 19 to 23, 17 to 14, 15 to 18, 14 to 10,
necessary. 18 to 22 and 10 to 6. Now note black
Place black checkers on 12, 16, 17. moves 23 to 2, instead of 22 to 26,
And white's on 30, 28 and 23. Here for the reason that 22 to 26 allows
it is evident 28 to 24 would lose im white to release his man on 29 and
mediately, for white, as black would run it up for a king.
obtain a "two for one" shot by 16 to On the other hand, 23 to 27 keeps
19. Now reset the same position and white in the grip. Continue 23 to 27,
take the black side. That is, turn the 6 to 1, 27 to 32, 1 to 6, 32 to 27, 6 to
board so that the black checkers are 10, 27 to 23, and black has a very
nearest you. strong position. While an expert could
Now suppose white played 30 to 26 draw this position, an ordinary player
instead. If you analyze your position, might easily lose it by allowing black
you will see that black by moving 15 to crown his other single man on 22.
to 19 leaves white with but one move, Now this end game study shows
23 to 18. After 23 to 18, black, it is forcefully how best moves excell good
found, has a "two for one" stroke" by moves. As I have already mentioned,
19 to 24. the student has a tendency to ignore
While this is a simple stroke, the a move which gives away a checker.
point is, black's move 15 to 19 was Set up the following position on your
the only one that forced the winning boards. Black checkers on 3, 13, 14,
stroke. Had black played 16 to 19 or and 15, white checkers on 24, 22, 10.
16 to 20, he would have lost the oppor King on 2.
tunity of a win. It is these same ele In this position, if it was your move
mentary traps that experts see—not one and you piloted the white pieces what
or two moves ahead, but several plays move would you make? Probably, 2 to
in advance. 7 figuring that when black squeezed
White naturally could have avoided your man on 22, you could play 7 to
this situation by moving 30 to 25 in 11. Here again 2 to 7 would be a good
stead of 30 to 26. Now take white check move, but not the best, for instead
ers and place them on squares 25, 29 play 10 to 7, 3 to 10, 2 to 7, and white
and 30. And place black checkers on wins.
squares 15, 16, 17- If it was black's Now place a black king on 7, and
move, and he went 15 to 18, white a black man on 1 and a white king on
naturally would obtain a simple "two 5, and a man on 14. Perhaps you will
for one" shot by 25 to 22. Again, if recognize this clever artifice. Black is
black instead went 16 to 19, 25 to 22, to move and he plays 1 to 6. White
17 to 26, 30 to 16, would likewise re replies 5 to 1, and black instead of
sult in a white win. playing 6 to 10 for a draw, moves 6
An amateur playing the blacks might to 9. White takes 14 to 5, and the
exclaim 15 to 19 or 16 to 20 do single black king goes 7 to 10, and
not allow any shots, so either of them wins against the two.
would be a good move. Well, as I've Here's another neat dodge. Black
stated before, expert checkers stands men on 14, 6. Black king on 11. White
for the best moves, not just good man on 13. White kings on 22 and 23.
moves. In this case, while 15 to 19 or White is to play and win and watch
16 to 20 are good moves for a draw the strategy closely. White moves 22
game, there is a better move that would to 18, forcing 14 to 17, then 23 to 19.
give black a trifle the best of the posi Black moves 17 to 21. Now pause a
tion. second and study the position. What
As in all endings of this kind, each would you infer would be white's next
player looks to crown all his men, while play? Perhaps you overlooked 13 to 9,
at the same time seeking to obstruct but, that unusual as it appears, is the
his opponnent's pieces from reaching winning play and a star move at that.
the king row. Therefore, black by After 13 to 9, black jumps 6 to 13,
moving 17 to 21, immediately blocks then 18 to 22 ends things for black.
white's checkers to a great extent. Black has three men to white's two,
White's only move is 25 to 22, and black yet White has a winning position as
advances 16 to 19. you can readily discern. Should black
Now examine the position on your give one of his single men back why you
boards. White is forced to go 22 to 17 still have the move on his other man
MAJOR TACTICS OF CHECKERS 17
and pin it to the side of the board. two shot by 6 to 9 loses as black has
And now another one that troubles the move after it is over.) After 6 to 2
the beginner and which I feel deserves black's star move is 13 to 9, then 1 to
a mention, though most all of you know 6, 5 to 1, 6 to 13, 14 to 9, 13 to 6, 1
it well. The three kings overcoming to 10, black wins. Practice this over as
two, with the two in the double corners. it comes up frequently.
As with most of these three kings to And here's another simple checker
two, or four kings to three, the first theme that can come up in various
step to a victory is to force a swop off. ways. Black men on 6, 13, and 21.
Place black kings on 10, 15, 19, and King on 2. White men on 30, 23, 24
white kings on 9 and 27. Black is to and 16. Black to move and win. Play
play and win and he moves 15 to 18, 21 to 25, 30 to 21, 13 to 17, 21 to 14
forcing white to retreat to one of the and 6 to 10. Black wins. Set the fol
double corners. White, we will say, lowing up on your boards—black men
played 9 to 5. Black's next move is 10 on 11, 12, 16, 19 and 23. White men
to 6, restraining white from moving his on 9, 13, 28, and 31, king on 7. If you
king on 5 to 1, for if he does, you play had this position with the blacks, it
18 to 15 and let him jump and gain might appear hopeless, but nevertheless,
an exchange. White, therefore, plays black has a neat stroke which draws.
27 to 32 and again you play a forcing Move 19 to 24, 28 to 19, 23 to 27, 31
move by 19 to 23. White now sees he to 24, 16 to 23, 7 to 16, 12 to 28
is threatened by an exchange 6 to 9 drawn.
next move, and is compelled to move And, then, there's that spectacular
his king on 6 to square 1. Then 6 to 9 stroke with which a checkerist can as
for black, and white is all but finished. tonish the average person who does
If 1 to 5, 9 to 14 leaves black a cer not realize what scientific checkers is
tain exchange next move, and if 32 to about. Place black men on 3, 8, 12, 19,
28, 23 to 27 is the winning move. An 27. White men on 9, 17, 18, 25, 26, 28,
other hard nut for the beginner to 30. Seven to five, yet black moves and
crack is four to three. Set up the men wins,_ and the beauty of it is that black
on your boards. Black kings on 11, 13, to win gives away four more men.
14 and 20; white kings on 1, 2 and 3. Play 19 to 24, 28 to 19, 12 to 16,
Study this position carefully and note 19 to 12, 3 to 7, 12 to 3, 27 to 31, 3
how black has his kings divided, two to 10. Black wins. Then, we have the
on one side of the board and two on following four artifices that crop up in
the other. This is the first step in win different ways in the single corner sec
ning this position. tor of the board. White kings on 3 and
The black king is especially moved 4; man on 15. Black kings on 6, 16.
to square 11 with the other king back Black wins by 16 to 11, 15 to 8, 6 to
ing it up on 20, so that white can no 10. Again, place white kings on 3, 4,
longer move his king out of square 3, and white men on 22 and 12. Black
for if he does, black allows him to men on 11, 15. King on 6.
jump, one for one, and is one stage Black moves 15 to 18, 22 to 8, 6 to
nearer victory. 10. Black wins. Again set, black kings
Now we will assume it is black's move on 6, 15 and white king on 3, man on
and he plays 14 to 9, white replies 1 16. Black plays 15 to 11, 16 to 7, 6 to
to 6, then 9 to 5, 6 to 1 and the neat 2 and wins. Also set up black man on
strategy draws closer. Black has been 4. King on 6. White man on 7. King on
looking for white to move 2 to 6, but 12. Black moves 4 to 8, 12 to 3, 6 to 2
finds he needs a waiting move. This he and wins.
has, by moving 20 to 16 which does And now for "old thirty-first." A
not change the conditions on the other notable ending that stresses the im
side of the board and compels white portance of every move. Place black
to make his 2 to 6 move. (1 to 6, 5 to men on 14, 15 and a king on 11. White
1, 6 to 10, 13 to 9 wins immediately.) men on 22, 23 and 12. Black is to play
After 2 to 6, the star move for black and win, and pay close attention. Black
to win is 11 to 7. moves 11 to 16, then 12 to 8 for white.
White jumps 3 to 10, and black plays Now 16 to 12 is black's star play, for
5 to 9 and forces a two-for-one shot if he goes 16 to 20, white goes 23 to 19
and wins. If you have three kings to and obtains a draw by getting a king on
your opponents four in a game and he square 3 and capturing the black man
does not manoeuvre his men in this on 14.
fashion, you can undoubtedly force After 16 to 12, (black's star play)
him to concede a draw. The rules of white's star move is 23 to 19. Black
the game specify that a player must jumps 15 to 24 and white goes in for
show a decided advantage within forty a king on square 3. Then comes black's
moves in positions of this kind, other next star play and its a masterpiece.
wise, the game is adjudged a draw. Black moves 12 to 8, the only move
Sometimes, even two kings are hard to win. White jumps 3 to 12, and black
to defeat with three. For instance black continues 24 to 27, obtaining a king
kings on 13, 14 and 15. White kings and coming out and capturing the white
on 1, 6, white to move; play 1 to 5, man on 22 and winning. How's that
continue 15 to 18, 5 to 1, 14 to 9, 6 to for checker strategy? This, by the way
2, 9 to 5, 2 to 6, 18 to 14, 6 to 2, (the has been a favorite problem with the
18 MAJOR TACTICS OP CHECKERS
expert who always delight in setting it 17. White checkers on 5, 30, king on 1.
up on the board and asking the student Black to move and win.
to try and win with the blacks. When
he gets tired trying, they show him PROBLEM No. 3
how it is done. Black kings on 26, 27, 30. White man
And now for another old time stra on 18, white kings on 10, 11, 28. Black
tegy that waa also in vogue long before to move and win.
our day. It's known as "Martin's draw"
and came up in the early eighties in PROBLEM No. 4
a game played by the old English check Black men on 10, 11, 25. White men
er master. Place black checkers on 28, on 18, 19. King on 13. Black to move
19 and 10, and white men on 31 and 21, and draw.
and a king on 2. Black is to move and P R O B L E M No. 5
draw and it certainly is some task to
secure that draw. Black moves 19 to Black men on 2, 5, 6. White men on
23, then 2 to 7 for white. Continue 10 11, 13, 14 and 24. White to move and
to 14, 7 to 10, 14 to 18, 10 to 15, 18 win.
to 22, 15 to 18 and things look critical PROBLEM No. 6
for black. Black men on 9, 10, 20, 22. King
Now black makes a masterly sacrifice on 31. White men on 32, 28, 18, 19.
by 22 to 26, then 31 to 22, 28 to 32, King on 2. White to play and win.
18 to 27, 32 to 23, 21 to 17, 23 to 26
P R O B L E M No. 7
drawn. Now we will give just one more
elementary trap of frequent occurence Black men on 5, 14, 28. King on 29.
and then go on into our more advanced White men on 13, 26, 32. King on 19.
strategies. Place black checkers on White to play and win.
squares 4, 12, 21 and place white check PROBLEM No. 8
ers on 11 and 23 and a white king on Black kings on 12, 13, 17. Black man
square 2. on 16. White kings on 5, 7. White men
It is white's move and here again on 11 and 25. Black to move and win.
his objective is to play 23 to 19 to
keep black from moving out of square P R O B L E M No. 9
12. After 23 to 19, black's only move Black men on 5, 24, 28. Black king
is 21 to 25, and white's best move is 2 on 14. White men on 13, 31. Kings on
to 7, for it offers a win in the next few 6 and 26. Black to move and draw.
moves. White by analyzing the position,
sees that if he sacrifices the checker on P R O B L E M No. 10
19 by moving 19 to 16 and then plays Black men on 4, 7 and 27. White men
11 to 8, he gets a two for two jump on 30 and 12. White kings on 25, 26,
that lands him on square 23. He now 17, 18, 9. Black to play and win.
calculates that white must either go 8
P R O B L E M No. 11
to 3, or 8 to 4 at this stage and then
making the plays, he visualized i.e., 19 Black men on 4, 19, 23, 27. Black
to 16, 12 to 19, 11 to 8, 4 to 11, 7 to kings on 3, 29. White men on 32, 20,
23 he finds he ends up with having the 22, 15. White kings on 21, 14. Black
move on the black king and wins the to move and win.
game. P R O B L E M No. 12
We now advance to the more intricate Black men on 10, 11. Black kings on
combinations, depicting some of the 9, 12, 21, 18, 20. White men on 24,
most brilliant compositions of the mas 26. White kings on 31, 27 and 1. White
ters. In listing these problems, I have to move and win.
purposely set aside the mention of the
solutions to a separate page, to further P R O B L E M No. 13
encourage the student to try his hand Black men on 16, 25. King on 21.
at solving them. If, after repeated ef White men on 28, 30. King on 23.
forts you find you are unable to locate White to move and win.
the correct moves, you can then resort
to the section giving the answer to P R O B L E M No. 14
same. Black men on 1, 3, 14, 15, 16. King
By adopting this system, you will on 30. White men on 7, 9, 10, 22, 23,
derive a greater element of surprise 24, 25. White to play and win.
and a more poignant realization of P R O B L E M No. 15
their intrinsic worth. The more puzzling Black men on 3, 6, 7, 10, 12, 14.
the problem, the greater the astonish Black king on 22. White men on 30, 31,
ment on learning its secret. Now, let's 24, 28, 19, 21. King on 8. White to
go! move and win.
P R O B L E M No. 1 P R O B L E M No. 16
Black checkers on squares 2, 9. King Black man on 11. Kings on 31, 30,
on 16. White checkers on 8, 17, and 26. Whitd men on 32, 20, 18, 15, 11, 6.
king on 4. Black to move and win. Kings on 17, 10. Black to play and win.
PROBLEM No. 2 P R O B L E M No. 17
Black checkers on 22, 18. King on "First Position"—Black kings on 17,
MAJOR TACTICS OF CHECKERS 19
14. White man on 21. King on 5. Black men on 8, 14. King on 22. White to
to move and win. move and win.
P R O B L E M No. 18 PROBLEM NO. 34
Black man on 7. King on 18. White Black men on 9, 19, 24. White men
man on 19. King on 17. Black to move on 32, 22. King on 15. Black to move
and win. and draw.
P R O B L E M No. 19 P R O B L E M No. 35
Black kings on 4 and 8. White king Black men on 21, 17, 20, 19, 15.
on 10. White to play and draw. White men on 30, 26, 27, 24. King on 6.
White to move and win.
P R O B L E M No. 20
P R O B L E M No. 36
Black man on 5. King on 13. White
king on 10. White to play and draw. Black men on 14, 19. Kings on 12,
21. White men on 22, 28, 30. King on
P R O B L E M No. 21 11. White to play and win.
Black man on 14. King on 30 and 24.
PROBLEM No. 37
White kings on 21, 22 and 16. White
to move and win. Black men on 10, 14. Kings on 16,
19. White men on 17, 29. Kings on 13
P R O B L E M No. 22 and 21. Black to move and win.
Black man on 2. Kings on 3, 22.
P R O B L E M No. 38
White men on 5, 10. King on 23. Black
to move and win. Black men on 1, 2, 5, 13, 17. Kings
on 18 and 28. White men on 10, 11, 14,
P R O B L E M No. 23 27, 29. Kings on 23 and 30. White to
Black kings on 10, 19. Man on 4. play and win.
White men on 6, 11. King on 8. White
to move and draw. P R O B L E M No. 39
Black men on 5, 6, 13, 25. Kings on
P R O B L E M No. 24 23 and 30. White men on 7, 8, 11, 19,
Black man on 5. King on 22. White 21, 31. White to play and win.
kings on 14, 15. White to move and win.
P R O B L E M No. 40
P R O B L E M No. 25 Black men on 4, 11, 12, 14. King on
Black man on 4. King on 2. White 21. White men on 19, 20, 24, 28. King
man on 12. King on 9. Black to move on 26. White to move and win.
and draw.
P R O B L E M No. 41
P R O B L E M No. 26 Black men on 16, 27, 26. King on 11.
Black men on 5, 7, 15. Kings on 3, White men on 25, 23. Kings on 29 and
10. White men on 20 and 16. Kings on 10. White to move and win.
4, 13 and 23. Black to move and win.
P R O B L E M No. 42
P R O B L E M No. 27 Black man on 19. Kings on 9, 25, 22.
Black men on 14, 16. King on 32. White kings on 28, 12, 10 and 1. White
White kings on 22 and 24. Black to to move and win.
play and win.
P R O B L E M No. 43
P R O B L E M No. 28 Black men on 13, 15, 21. White men
Black men on 9, 14, 17. Kings on 3 on 22 and 32. White king on 31. White
and 10, and 18. White men on 16 and to move and win.
32. Kings on 1, 4, 19, 31. White to
move and win. P R O B L E M No. 44
Black men on 13, 15, 19. Kings on
P R O B L E M No. 29 7, 14. White man on 22 .Kings on 12,
Black kings on 1 and 10. White kings 16 and 21. Black to move and win.
on 3, 16. Man on 13. Black to move and
draw. P R O B L E M No. 45
Black man on 20. King on 6. White
P R O B L E M No. 30 men on 27, 7. King on 3. Black to
Black men on 11 and 16. King on 6. move and draw in three moves.
White man on 24. Kings on 3, 4. Black
to move and win. P R O B L E M No. 46
Black men on 2, 9. Kings on 11, 31.
P R O B L E M No. 31 White men on 12, 22. Kings on 10 and
Black men on 8, 14 and 26. White 32. Black to move and win.
men on 7, 20 and 22. White to move
and draw. P R O B L E M No. 47
Black man on 23. Kings on 8 and 14.
P R O B L E M No. 32 White men on 16, 20, 28. King on 31.
Black men on 6, 7, 10, 13. King on Black to move and win.
15. White men on 17, 22, 23, 24, 30.
White to move and win. P R O B L E M No. 48
Black men on 6, 10. King on 22.
P R O B L E M No. 33 White men on 13, 17. King on 7. Black
Black men on 7, 16. King on 2. White to move and win.
20 MAJOR TACTICS OF CHECKERS
P R O B L E M No. 49 P R O B L E M No. 3
Black men on 5 and 11. King on 27. 27 to 24, 28 to 19, 26 to 23, 19 to
White men on 13, 19. King on 10. 26. Black wins.
White to play and draw.
P R O B L E M No. 4
P R O B L E M No. 50 10 to 14* (the only draw move) 18
"Biggest Stroke." Black men on 7, to 9, 25 to 30, 13 to 17, 30 to 26, 17
9, 14, 19, 20, 22, 26, 28. King on 15. to 14, 26 to 23. Draw.
White men on 8, 13, 16, 21, 23, 29, 30
and 31. Kings on 4 and 6. Black to P R O B L E M No. 5
move and win. 11 to 7, 2 to 11, 24 to 19. White
wins.
P R O B L E M No. 51
Black men on 8 and 11. King on 14. P R O B L E M No. 6
White men on 24 and 28. King on 13. 18 to 15, 10 to 14, 2 to 6, 9 to 13, 32
Black to move! and win. to 27, 31 to 24, 15 to 10, 24 to 15, 6
to 1, 15 to 6, 1 to 26, 13 to 17, 26 to
P R O B L E M No. 52 23, 17 to 22, 23 to 27, 22 to 25, 27 to
Black men on 3 and 15. King on 18. 32, 25 to 29, 28 to 24, 20 to 27, 32 to
White men on 16 and 11. King on 6. 23. White wins.
White to play and win.
P R O B L E M No. 7
P R O B L E M No. 53 26 to 22, 29 to 25, 22 to 18, 14 to
Black men on 10, 11. Kings on 12, 23, 19 to 26, 25 to 21, 13 to 9*, 5 to
18. White men on 19, 20, 24. King on 14, 26 to 22. White wins.
3. Black to play and win.
P R O B L E M No. 8
P R O B L E M No. 54 17 to 21, 25 to 22, 21 to 25, 22 to 18,
Black men on 10, 21. Kings on 20, 13 to 9, 5 to 14, 25 to 22, 18 to 15, 22
18, 25. White man on 9. Kings on 13 to 18, 14 to 23, 16 to 19, 23 to 16, 12
and 11 and 3. White to move and win. to 3. Black wins.
P R O B L E M No. 55 P R O B L E M No. 9
Black men on 10, 28. Kings on 11, 28 to 32, 26 to 23, 24 to 27, 31 to 24,
27. White men on 24, 19. Kings on 18 14 to 9, 6 to 2, 32 to 28, 13 to 6, 32
and 3. White to move and win. to 26. Drawn.
P R O B L E M No. 56 P R O B L E M No. 10
Black men on 5, 9, 16. King on 25. 4 to 8, 12 to 3, 17 to 31, 3 to 10,
White men on 23, 28, 31 and 32. 31 to 29. Black wins.
White to play and win. P R O B L E M No. 11
P R O B L E M No. 57 29 to 25, 21 to 30, 23 to 26, 30 to 16,
Black men on 11, 15 and 18. King 4 to 8, 32 to 23, 8 to 11. Black wins.
on 22. White men on 20 and 30. King P R O B L E M No. 12
on 6. Black to move and win. 27 to 23, 18 to 27, 26 to 23, 27 to 18,
1 to 5, 20 to 27, 5 to 16, 12 to 19, 31
P R O B L E M No. 58
to 22. White wins.
Black men on 21 and 28. Kings on
2 and 29. White men on 32, 30. Kings P R O B L E M No. 13
on 1 and 10. White to move and win. 28 to 24, 16 to 20, 23 to 27, 25 to 29,
30 to 26, 29 to 25, 26 to 22, 25 to 18,
P R O B L E M No. 59 27 to 32. White wins.
Black men on 1, 9, 11, 20. Kings on
10 and 29. White men on 6, 18, 23, 24, P R O B L E M No. 14
31. King on 27. White to move and win. 9 to 5, 30 to 21, 23 to 18, 14 to 23,
24 to 19, 15 to 24, 22 to 17, 21 to 14,
P R O B L E M No. 60 7 to 2. White wins.
Black men on 1, 2, 3, 20, 21, 22. P R O B L E M No. 15
Black kings on 11 and 17. White men 19 to 16, 12 to 19, 24 to 15, 3 to 12,
on 28, 29, 18, 13 and 10 and 5. "Black 30 to 26. White wins.
to move and prevent white obtaining
a king." P R O B L E M No. 16
31 to 27, 32 to 23, 26 to 19, 17 to 26,
30 to 16, 20 to 11, 19 to 1. Black wins.
SOLUTIONS TO PROBLEMS
B R O B L E M No. 17
P R O B L E M No. 1 17 to 13, 5 to 1, 13 to 9, 1 to 5, 9 to
9 to 14, 17 to 10, 3 to 7, 10 to 3, 16 6, 5 to 1, 14 to 10, 1 to 5, 6 to 1, 5 to 9,
to 12. Black wins. 10 to 15, 9 to 5, 15 to 18, 5 to 9 ( A ) ,
1 to 5, 9 to 6 ( B ) , 18 to 15, 21 to 17,
P R O B L E M No. 2 5 to 1, 6 to 9, 15 to 18, 17 to 1 3 ( C ) ,
22 to 26, 30 to 14, 17 to 10. Black 18 to 15, 9 to 14, 1 to 5, 14 to 17, 15
wins. to 10, 17 to 22, 10 to 14, 22 to 25, 5
MAJOR TACTICS OF CHECKERS 21
P R O B L E M No. 5 6 9 to 13 O P E N I N G ' S
28 to 24, 16 to 20, 31 to 26*, 20 to
27, 26 to 22, 25 to 18, 23 to 14, 9 to 9 to 13, 21 to 17.—Strongest con
18, 32 to 14. White wins. tinuation for Black is 5 to 9, then 25 to
21 for white. Now 9 to 14, 29 to 25, 6
P R O B L E M No. 5 7 to 9, 23 to 18 makes a good line for
18 to 23, 6 to 2 (best), 22 to 17, 2 Black. With the whites, after 9 to 14
to 7, 11 to 16, 20 to 11, 23 to 26, 30 is made, white can play 30 to 25, in-
to 23, 15 to 18, black wins. tead of 29 to 25 and obtain a strong
defense.
P R O B L E M No. 5 8 9 to 13, 22 to 17.—Continue 13 to
1 to 5*, 29 to 25, 5 to 9, 25 to 22, 22, 25 to 18; now 6 to 9, 18 to 1 4 ( A ) ,
9 to 13, 22 to 18, 30 to 26, 21 to 25, 10 to 17, 21 to 14, 9 to 18, 23 to 14,
13 to 9, 25 to 30, 9 to 5, 30 to 23, 32 12 to 16, is strong for Blacks. With
to 27, 23 to 32, 10 to 6. White wins. white you can vary at ( A ) with 29 to
25, and Blacks best play is 11 to 15. If
P R O B L E M No. 59 10 to 15, then 26 to 22, 9 to 13, 24 to
18 to 14, 10 to 17, 31 to 26, 1 to 10, 19 leads to) a white win.
27 to 32, 20 to 27, 26 to 22, 17 to 19,
32 to 5. White wins. 9 to 13, 22 to 18.—With Black play
6 to 9, 25 to 2 2 ( A ) , 1 to 6, 24 to 20,
P R O B L E M No. 6 0 10 to 15, 28 to 24, 7 to 10, 29 to 25,
20 to 24, 28 to 19, 17 to 14, 18 to 9, 3 to 7, to a safe game. With whites at
11 to 15, 10 to 7, 15 to 24, 9 to 6, 3 to ( A ) play 18 to 14, 9 to 18, 23 to 14,
10, 29 to 25, 22 to 29, and black wins 10 to 17, 21 to 14, 12 to 16*, 24 to 20,
without white securing a king. 16 to 19, 25 to 22.
9 to 13, 2 3 to 18.—With the Black
PART 4 side continue 12 to 16, 18 to 1 4 ( A ) ,
R E V I E W OF T H E T W O - M O V E 10 to 17, 21 to 14, 6 to 10, 27 to 23,
RESTRICTION OPENING'S 10 to 17, 24 to 19, 8 to 12. With the
In most all the present day checker white side at ( A ) vary with 24 to 20,
MAJOR TACTICS OF CHECKERS 23
I
26 MAJOR TACTICS OF CHECKERS
A c D.
Black-3,13, 28. King 15 Black-10, 11, 22, 25. Kii Black Kings, 7,15, 23. Black-5, 12. King 1
White.-9, 10, 11,21,32. White-29, 31. Kings 3, 12. White—21. Kings 8, 13. White—Kings 8, I t
White to move and win. Black to move and win. Black to move and win Black to move and win.
E G
Black—3. Kings, 10,15, 24. Black—1, 3, 9,12. King 24, 26. Black—6,7, ifmg4.
H I
Black—9,17.
Black-2, 14. King 30.
JUN 1935