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Books: Chess and Checkers: The Way to Mastership

E >> Edward Lasker >> Chess and Checkers: The Way to Mastership

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DIAGRAM 84.--Sui-Mate in Six Moves

Again an ingenious trick is available which leads to an
unexpected finish. White plays (3) K-h8 threatening to Queen his
Pawn and forcing B-d5. Then he gives up his Pawn by (4) P-g8
(Queen) and after Bxg8 he saves the game by (5) B-g1 !! If Black
takes the Bishop promoting the Pawn to a Queen or a Rook White is
stalemate. Otherwise the draw is forced by either Kxg8 or Bxf2.

It remains to explain the meaning of the so- called sui-mates. A
sui-mate is a problem in which White has to play so as to force
Black to checkmate him (White) in a certain number of moves. One
of the most beautiful examples in the literature is the above six
mover, the solution of which runs as follows: (1) Kt-b5, Pxb5;
(2) Kt-a6, Pxa6. One should not think that White can force Black
to checkmate in four more moves; but: (3) K-d4, K-b7; (4) Q-d5+,
K-c8; (5) P-b7+, K-c7; (6) K-c5 and Black has no other move
except B-a7, checkmating White.



PART II



THE GAME OF CHECKERS



I

THE RULES OF THE GAME



The game of Checkers (English: Draughts) is played on the 32
black or white squares of the Chess board by two opponents, each
of whom has twelve men of the same kind. The object of the game
is to capture all opposing men or to block them so that they
cannot move.

The original position of board and men is shown in Diagram 85. It
will be seen that the board is placed in such a way that the
players have a vacant square at their lower right hand corner.
This corner is called the DOUBLE CORNER because two men are
located in its immediate neighborhood while the left hand corner,
the SINGLE CORNER, is occupied by only one man.

The squares of the Checker board are usually described by numbers
as shown in Diagram 86. This is a rather crude method when
compared with the simple notation by means of a system of
coordinates as used in Chess, but as it is universally employed
in Checker books and Checker columns in daily papers it will be
adhered to in the following explanation of the game.

The black men are placed on the squares 1 to 12, the white men on
the squares 21 to 32. The first move must invariably be made by
the player of the black men.

32 31 30
+---------------------------------------+
| | o | | o | | o | | o | 29
|---------------------------------------|
28 | o | | o | | o | | o | |
|---------------------------------------|
| | o | | o | | o | | o | 21
|---------------------------------------|
20 | | | | | | | | |
|---------------------------------------|
| | | | | | | | | 13
|---------------------------------------|
12 | * | | * | | * | | * | |
|---------------------------------------|
| | * | | * | | * | | * | 5
|---------------------------------------|
4 | * | | * | | * | | * | |
+---------------------------------------+
3 2 1

DIAGRAM 85.

The move of the Checker men is a diagonal step forward, one
square at a time. If a hostile man is in his way and if the
square beyond the hostile man is vacant, he must capture him by
jumping over him on to the vacant square, and he must continue
capturing from the square on which he lands as long as this is
possible according to the above rule. Captured men are removed
from the board.

WHITE

+---------------------------------------+
| | 32 | | 31 | | 30 | | 29 |
|---------------------------------------|
| 28 | | 27 | | 26 | | 25 | |
|---------------------------------------|
| | 24 | | 23 | | 22 | | 21 |
|---------------------------------------|
| 20 | | 19 | | 18 | | 17 | |
|---------------------------------------|
| | 16 | | 15 | | 14 | | 13 |
|---------------------------------------|
| 12 | | 11 | | 10 | | 9 | |
|---------------------------------------|
| | 8 | | 7 | | 6 | | 5 |
|---------------------------------------|
| 4 | | 3 | | 2 | | 1 | |
+---------------------------------------+

BLACK

DIAGRAM 86.

If a man reaches the opposite edge of the board he automatically
becomes a King and must be "crowned" by the opponent, who must
place another man on top of him. A King may move and capture
backward as well as forward. A man, who reaches the "King row" in
capturing, cannot, however, continue capturing on the same move
with the newly made King.

The position of Diagram 87 may serve to illustrate the above
rules. White, on the move, plays 14-9. Black must capture this
man with the man on 5 who jumps on to 14.

32 31 30
+---------------------------------------+
| | | | | | o | | | 29
|---------------------------------------|
28 | * | | | | o | | | |
|---------------------------------------|
| | | | o | | o | | * | 21
|---------------------------------------|
20 | | | | | | | | |
|---------------------------------------|
| | | | * | | o | | o | 13
|---------------------------------------|
12 | | | * | | | | | |
|---------------------------------------|
| | * | | * | | | | * | 5
|---------------------------------------|
4 | | | | | | | | |
+---------------------------------------+

3 2 1

DIAGRAM 87.

White then sacrifices another man by 23-18 forcing Black to reply
14-23. Now White captures the three men on 23, 15 and 7 with his
man on 26, and Black, before making his next move, must crown
White's man who has just reached the King's row. He will
naturally move his man 8, as otherwise White would capture him
with the King on 3.

If a player overlooks the possibility of a capture his opponent
has the right to remove the man who should have made the capture,
from the board. This procedure is called "huffing" and does not
constitute a play. Instead of huffing a player may ask the
opponent to retract his move and to make the capture.

When neither player can force a win the game is considered a
draw. When one side appears to be stronger and refuses to accept
a draw offered the player of the weaker side can require the win
to be demonstrated within 40 moves; otherwise the game is drawn.



II

ELEMENTARY TACTICS



The first thing a Checker player has to know is what superiority
in material or position is required to FORCE a win in the ending.
The most elementary case is the one shown in Diagram 88, in which
White wins by playing 32-27. With this move White takes the
opposition or as most Checker players call it, White has the
"move." Whatever Black replies he is forced to the edge of the
board and finally he is obliged to let White capture his King.
Supposing Black plays (2) 26-22, in order to reach the double
corner, where he would be safe as he could indefinitely move from
5 to 1 and from 1 to 5, then White continues with (2) ...,27-23,
preventing (3) 22-18 which would gain the road to the double
corner. After (3) 22-17, 23-l8; Black has to retreat to the edge
by 17-13 or 17-21, and White, by playing 18-14, or 18-22 pins the
black King so that he cannot move without being captured. If it
had been Black's move in the position of the diagram, he would
have gained the opposition by 26-31 and White would have been
compelled to retire to the double corner and to draw by 32-28,
28-32, etc.

32 31 30
+---------------------------------------+
| | oo | | | | | | |29
|---------------------------------------|
28 | | | | | ** | | | |
|---------------------------------------|
| | | | | | | | |21
|---------------------------------------|
20 | | | | | | | | |
|---------------------------------------|
| | | | | | | | |13
|---------------------------------------|
12 | | | | | | | | |
|---------------------------------------|
| | | | | | | | |5
|---------------------------------------|
4 | | | | | | | | |
+---------------------------------------+
3 2 1

DIAGRAM 88.

With one King entrenched in the double corner it takes two Kings
to force the win. In the position of Diagram 89 for instance
White would win as follows:

Black White

(1) ... 19-24
(2) 32-28 23-19
(3) 28-32 24-28
(4) 32-27 28-32
(5) 27-31 19-15
(6) 31-26 15-18
(7) 26-31 18-22

In the ending THREE KINGS AGAINST TWO KINGS the most favorable
spots for the weaker player are the two double corners; but the
three Kings will always win when handled right.

32 31 30
+---------------------------------------+
| | ** | | | | | | | 29
|---------------------------------------|
28 | | | | | | | | |
|---------------------------------------|
| | | | oo | | | | | 21
|---------------------------------------|
20 | | | oo | | | | | |
|---------------------------------------|
| | | | | | | | | 13
|---------------------------------------|
12 | | | | | | | | |
|---------------------------------------|
| | | | | | | | | 5
|---------------------------------------|
4 | | | | | | | | |
+---------------------------------------+
3 2 1

DIAGRAM 89.

The method which has to be employed will be evident from the play
in Diagram 90. In order to win Black must exchange one King; the
position is then reduced to that of Diagram 89.

32 31 30
+---------------------------------------+
| | | | | | | | |29
|---------------------------------------|
28 | | | oo | | | | | |
|---------------------------------------|
| | | | | | | | |21
|---------------------------------------|
20 | | | ** | | | | | |
|---------------------------------------|
| | | | ** | | | | |13
|---------------------------------------|
12 | | | | | ** | | oo | |
|---------------------------------------|
| | | | | | | | |5
|---------------------------------------|
4 | | | | | | | | |
+---------------------------------------+
3 2 1

DIAGRAM 90.

If it were White's move, Black would easily win; for after (1)
..., 27-32; (2) 19-24, 9-5; (3) 10-6, White cannot avoid the
exchange. For instance: (3) ..., 5-1; (4) 24-19. The problem
reduces itself therefore to changing the move from Black to
White. This is accomplished by:

Black White

(1) 15-18 27-32
(2) 19-24 9-5
(3) 10-14

Threatening 24-27. White can only reply

(3) ... 32-28
(4) 24-27 5-1
(5) 14-9, etc., as above.

If the weaker side does not control both double corners the
exchange can be forced much more easily, as an experiment will
quickly show.

32 31 30
+---------------------------------------+
| | oo | | | | | | |29
|---------------------------------------|
28 | ** | | oo | | | | | |
|---------------------------------------|
| | | | | | | | |21
|---------------------------------------|
20 | ** | | | | | | | |
|---------------------------------------|
| | ** | | | | | | |13
|---------------------------------------|
12 | | | | | | | | |
|---------------------------------------|
| | | | | | | | | 5
|---------------------------------------|
4 | | | | | | | | |
+---------------------------------------+
3 2 1

DIAGRAM 91.

Sometimes the stronger side has an occasion to give up two Kings
for one thereby forcing a position similar to that of Diagram 88.
Diagram 91 offers an example:

Black on the move wins in 5 moves, thus:

(1) 16-19 27-31
(2) 20-24 32-27
(3) 28-32 27x20
(4) 19-24 20x27
(5) 32x23

and White is pinned.

With three Kings against four a player can sometimes offer
prolonged resistance. But finally the stronger player will always
be able to force an exchange which secures the victory. In the
position of Diagram 92 for instance Black will proceed as
follows:

(1) 18-15 19-24

It would not help to play 27-24, as Black would reply 14-17 and
exchange on the next move by 10-14.

(2) 11-16

limiting White's mobility.

(2) ... 23-26

In answer to 24-20 Black would play 15-19.

(3) 16-19 24-28
(4) 14-18 26-30
(5) 19-23 28-32
(6) 15-19 27-31


32 31 30
+---------------------------------------+
| | | | | | | | | 29
|---------------------------------------|
28 | | | oo | | | | | |
|---------------------------------------|
| | | | oo | | | | | 21
|---------------------------------------|
20 | | | oo | | ** | | | |
|---------------------------------------|
| | | | | | ** | | | 13
|---------------------------------------|
12 | | | ** | | ** | | | |
|---------------------------------------|
| | | | | | | | | 5
|---------------------------------------|
4 | | | | | | | | |
+---------------------------------------+

3 2 1

DIAGRAM 92.

Not 30-25 on account of 18-22.

(7) 10-14 31-26
(8) 14-17 26-31
(9) 17-22 31-27
(10) 19-16 27-24
(11) 16-19 and wins.

If, on the 10th move, White played 27-31 instead of 27-24, the
game might proceed as follows:

(11) 18-15 32-28
(12) 15-19 28-32
(13) 22-26 31x22
(14) 23-27 32x23
(15) 19x17

These possibilities of exchanging "two for two" should always be
looked for as they often occur, enabling a win within a few
moves.



III

THE FIVE FUNDAMENTAL POSITIONS



While in the examples of elementary endings given in the previous
chapter, the correct method of play was comparatively easy to
find, positions with few men often occur which look very simple
but which require considerable thought to be handled in the right
way. The knowledge of these positions, of which there are five
distinctly different types, is essential for any one who desires
to become a fair player and they are, therefore, thoroughly
explained in the following five characteristic examples.


THE FIRST POSITION


It does not make any difference in the method of play whether the
Black man is located as shown in Diagram 93 or on 3, 4, 7, 8, 10,
11 16, 20 or 24. The essential point is that he must not be able
to march to the King row without being intercepted by White.

The winning maneuver is this: White turns the Black King out of
the double corner in the manner shown in the play from the
position of Diagram 89 and thereby compels the Black man to
advance, finally forcing an exchange which secures the
opposition.

32 31 30
+---------------------------------------+
| | | | | | | | | 29
|---------------------------------------|
28 | ** | | | | | | | |
|---------------------------------------|
| | | | oo | | | | | 21
|---------------------------------------|
20 | | | oo | | | | | |
|---------------------------------------|
| | | | | | | | | 13
|---------------------------------------|
12 | ** | | | | | | | |
|---------------------------------------|
| | | | | | | | | 5
|---------------------------------------|
4 | | | | | | | | |
+---------------------------------------+
3 2 1

DIAGRAM 93.--White to Move and Win.

This maneuver, as will be evident from a careful study of the
position, is possible only in case White has the move. If Black
has the move the ending is a draw.

Black White

(1) ... 23-27
(2) 28-32 19-23
(3) 32-28

Black cannot play 12-16, as 27-24 would win a piece.

(3) ... 27-32
(4) 28-24

Again 12-16 is not possible on account of 32-27 winning a piece
in three moves.

(4) ... 23-18

32 31 30
+---------------------------------------+
| | oo | | | | | | | 29
|---------------------------------------|
28 | | | | | | | | |
|---------------------------------------|
| | ** | | | | | | | 21
|---------------------------------------|
20 | | | | | oo | | | |
|---------------------------------------|
| | | | | | | | | 13
|---------------------------------------|
12 | * | | | | | | | |
|---------------------------------------|
| | | | | | | | | 5
|---------------------------------------|
4 | | | | | | | | |
+---------------------------------------+
3 2 1

DIAGRAM 94.

White played 32-28 Black would exchange by five 24-19 and draw
the game.

In the position of the Diagram Black has the choice between 24-
20, 12-16, 24-19 or 24-28, but he loses, no matter what move he
makes as demonstrated below.

(A) (5) 24-20 32-27
(6) 20-16 18-15
(7) 16-20 15-18
(8) 12-16 18-15

(B) (5) 12-16 18-15

Now Black cannot play (6) 16-19 because of the exchange 32-27;
(6) 16-20 would also lose quickly through 15-18, (7) 24-19, 32-
28, (8) 19-16, 18-23. The best try is (6) 24-28.

Against 15-18 Black would now draw by (7) 16-19, 32-27; (8) 19-
23.

The only way to win is

(6) ... 15-11

after which Black can do no better than

(7) 16-19 32-27
(8) 28-32 27-31
(9) 32-28 11-16
(10) 19-24 16-19, etc.

(C) (5) 24-19 32-28
(6) 12-16 28-32
(7) 19-24 18-15

and White continues as shown before.

(D) (5) 24-28 18-15
(6) 28-24 32-28
(7) 24-27 15-18
(8) 12-16 28-32
(9) 27-24 18-15

and wins as before by 15-18 in reply to (10) 16-20 or 15-11 in
reply to 24-28.


THE SECOND POSITION (See Diagram 95)


White's advantage is that he can crown his two men while Black
remains with only one King and two men. The reason why Black
cannot use his two men to advantage is that they are pinned on
the side of the board while White's men are located in the center
where they have much more mobility. All the same White must have
the move in order to win, just as in first position.

Black White

(1) ... 30-26
(2) 9-14 26-23
(3) 14-10 23-18


32 31 30
+---------------------------------------+
| | | | | | o | | | 29
|---------------------------------------|
28 | | | o | | | | | |
|---------------------------------------|
| | | | | | oo | | * | 21
|---------------------------------------|
20 | * | | | | | | | |
|---------------------------------------|
| | | | | | | | | 13
|---------------------------------------|
12 | | | | | | | ** | |
|---------------------------------------|
| | | | | | | | | 5
|---------------------------------------|
4 | | | | | | | | |
+---------------------------------------+
3 2 1

DIAGRAM 95.--White to Move and Win.

(4) 10-6 18-14
(5) 6-1 14-9
(6) 1-5 9-6
(7) 5-9 6-2
(8) 9-5 2-6
(9) 5-1 6-9
(10) 1-5 9-14
(11) 5-1 14-18
(12) 1-6 18-15
(13) 6-9 15-19
(14) 9-14 27-23
(15) 14-10 23-18
(16) 10-6 18-14
(17) 6-1 14-9
(18) 1-5 9-6
(19) 5-9 6-2
(20) 9-5 2-6
(21) 5-1 6-9
(22) 1-5 9-14
(23) 5-1 14-18
(24) 1-6 18-23
(25) 6-10 23-27
(26) 10-14 19-23
(27) 14-10 23-18
(28) 10-6 18-14
(29) 6-1 14-9
(30) 1-5 22-17

At last White has a position in which he can reduce the ending to
one of the fundamental cases by exchange.

(31) 5-14 17-10
(32) 21-25

It will be noticed that through the exchange Black gained to
move. White regains it by a second exchange.

(32) ... 10-15
(33) 25-30 15-19
(34) 30-26 27-32
(35) 26-22 19-24
(36) 20-27 32-23

and wins.

Second position as a rule results from a "Bridge position" like
the following: Black men on 20, 21, 23, Black King on 26. White
men on 30 and 32, White Kings on 15 and 19. Black to move:

(1) 26-31 19-26
(2) 31-22 32-27

and White wins by "second position."


THE CHANGE OF THE MOVE


By the exchanges of men in the foregoing example the move was
altered in each case. However, exchanges of pieces often occur
which do NOT change the move, and as win or loss in a great
number of endings depends upon which player has the move, it is
necessary for the beginner to obtain a clear insight into the
questions involved. An exchange always alters the move if the
capturing piece is recaptured in turn. If a different piece is
recaptured, it depends upon the relative position of the captured
pieces, whether the move has remained with the same player or
gone over to his opponent. For the purpose of calculating the
move and its changes it is useful to imagine the Checker board as
being composed of two "systems of squares"--the Black system
containing the ranks starting with the squares 1, 9, 17 and 25,
and the White system containing the other four ranks. If each of
the two systems contains an EVEN number of men, the player whose
turn to play it is, loses the opposition, that is: his opponent
has the move. If the number of men in each system is ODD, the
player whose turn to play it is, gains the opposition, that is,
he has the move. As the calculation of the move enters only into
such positions in which both players have the same number of
pieces, it is sufficient to correct the number of men in one of
the systems to obtain the desired information. Diagram 96
furnishes an example.

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