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DIAGRAM 110.

At first sight, it might seem unwise to break up the King row, when 9-14 could be played; but the advantage of holding the man on 13, instead of allowing him to complicate matters by 13-9, more than counterbalances the disadvantage of moving a back man. Black could also play (10) 2-6, but this admits of the following strong attack: (10) 2-6, 27-23; (11) 4-8, 23-16; (12) 12-19, 32-27; (13) 9-14, 27-24; (14) 3-7 (8-12 would lose), 22-17; (15) 14-18 (again 8-12 would lose), 17-14; (16) 10-17, 21-14; (17) 1-5,

31-27; (18) 6-10, 24-20; (19) 10-17, 26-22; (20) 18-25, 30-14;

(21) 7-11 (Probably the only move to drawβ€”8-12 would lose on account of 20-16).

 

Black White

 

(10) … 27-24

(11) 4-8 32-27

 

22-18 could also be played.

 

(12) 9-14 27-23

 

or 22-17 or 24-20.

 

(13) 3-7 23-16

(14) 12-19 22-17

(15) 7-11 26-23

 

31-27 would lose through (16) 8-12, 26-22; (17) 11-16, 24-20;

(18) 19-24, 20-11; (19) 24-31, 11-8; (20) 14-18.

 

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DIAGRAM 111.

 

(16) 19-26 30-23

(17) 8-12 24-20

(18) 15-18 23-19

 

20-16 cannot be played on account of (19) 20-27, 16-7; (20) 2-11,

31-24; (21) 12-16.

 

(19) 11-15 20-16

 

White can, of course, draw here by 31-26; but 20-16 also draws in spite of Black’s seemingly invincible elbow.

 

Black White

 

(20) 15-24 28-19

(21) 2-7 31-26

(22) 18-23

 

If 18-22, White draws by 19-15; (23) 12-19, 13-9.

 

(22) … 26-22

 

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DIAGRAM 112.

Playing for a brilliant finish. He could also draw by 16-11; (23)

7-16, 26-22; (24) 14-18, 22-15; (25) 23-26, 17-14.

 

Black White

 

(23) 23-27 16-11

(24) 7-23 22-18

 

Drawing, although two men down.

The following game illustrates first position:

 

Black White

 

(1) 11-15 22-18

 

This move is not considered as strong as 23-19.

 

(2) 15-22 25-18

(3) 8-11

 

12-16 can also be played.

 

(3) … 29-25

(4) 4-8 25-22

 

24-20 is another good move.

 

(5) 12-16

 

If 10-15, White obtains a strong game by 23-19.

 

(5) … 24-20

 

Considered best. 24-19 or 22-17 are also playable.

 

(6) 8-12

 

He could lay a trap by (6) 10-15. If White replies 27-24 or 28-24, Black wins by (7) 15-19. 24-15; (8) 16-19, 23-16; (9) 9-14.

 

Black White

 

(6) … 27-24

(7) 10-14 24-19

 

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DIAGRAM 113.

In answer to 31-27, Black would win by (8) 7-10, 24-19; (9) 9-13, 18-9; (10) 5-14, 28-24; (11) 13-17, 22-13; (12) 3-7 or (10) …,

27-24; (11) 1-5, 22-18; (12) 3-7.

 

(8) 7-10 28-24

 

32-27 or 19-15 are considered stronger.

 

(9) 3-7 32-28

 

This loses. The only drawing move is 30-25.

 

Black White

 

(10) 9-13 18-9

(11) 5-14 22-18

 

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DIAGRAM 114.

Four variations are possible here. If 31-27 or 30-25, Black wins by (12) 13-17, 22-13; (13) 14-18, etc. (11) …, 22-17 loses on account of (12) 13-22, 26-17; (13) 14-18. The sacrifice (11) …, 21-17; (12) 14-21, 22-18 is met by (13) 10-14, 18-9; (14) 1-5,

26-22; (15) 5-14, 31-26; (16) 13-17.

 

Black White

 

(12) 13-17 18-9

(13) 6-13 21-14

(14) 10-17 26-22

 

In answer to 30-25 Black wins by (15) 7-10, 25-22; (16) 2-6; but with 31-27 White can offer prolonged resistance, thus:

 

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DIAGRAM 115.

 

(14) …, 31-27; (15) 17-22, 26-17; (16) 13-22, 19-15; (17) 11-18, 23-14; (18) 1-6, 20-11; (19) 7-16, 27-23; (20) 16-19, 23-16; (21) 12-19, 24-15; (22) 6-10, 15-6; (23) 2-18, 28-24; (24) 18-23, 24-19; (25) 23-27, 19-15; (26) 27-32. 15-10; (27) 32-27, 10-6; (28) 27-23, 6-1; (29) 22-26, 1-6; (30) 26-31, 6-9; (31) 30-26, 9-13; (32) 26-22, 13-9; (33) 23-18. Black has now received first position and wins.

 

Black White

 

(15) 17-26 31-22

(16) 7-10 30-25

(17) 2-6 25-21

(18) 6-9 22-18

(19) 1-5 18-15

 

White must give up a piece to get through, and Black can then exchange at his leisure and win without difficulty.

 

(20) 11-27, etc.

 

V

PROBLEMS

 

Checker problems, unlike the Chess problems, are intimately related to the game itself and do not enable combinations different in kind from those which occur in the actual fight over the board.

 

PROBLEM No. 1. WHITE TO MOVE AND DRAW.

 

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DIAGRAM 116.

They usually represent an end game and are distinguished from ordinary endings only by an unexpected initial move, mostly embodying a sacrifice of several men. Diagrams 116, 117 and 118 furnish some examples:

 

PROBLEM No. 2. WHITE TO MOVE AND WIN.

 

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DIAGRAM 117.

If, in Diagram 116, White tried to reach the King row with his man 27, Black would win by first position thus: (1) …, 27-23,

(2) 16-20, 24-19; (3) 20-24, 19-15; (4) 24-27, 23-19; (5) 27-24,

19-16; (6) 24-19, etc. The only way to draw is to sacrifice first the man on 21 by 21-17; and then to continue as above. This enables White to play 23-18, instead of 19-15, exchanging the King for a man.

The first move in Diagram 117 is 24-28, to which Black must reply (2) 29-25. White then sacrifices his three men by 17-14 and after (3) 25-27 (or 9-27) plays 28-32. Black must take the third man, and White recaptures two men by 32-14, pinning both of the remaining black men.

 

PROBLEM No. 3. BLACK TO PLAY AND WIN.

 

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DIAGRAM 118.

This is the longest stroke known to have occurred in actual play. The game from which the above position arose went as follows:

 

Black White

 

(1) 12-16 21-17

(2) 16-20 17-13

(3) 10-14 23-19

(4) 14-17 19-16

(5) 17-21 16-12

(6) 11-16 22-18

(7) 8-11 25-22

(8) 7-10 26-23

(9) 10-14 24-19

(10) 14-17 31-26

(11) 4-8 19-15

 

Now the position of the diagram is reached, in which Black wins by

 

(12) 21-25 30-14

(13) 16-19 23-7

(14) 3-19 12-3

(15) 19-24 28-19

(16) 2-7 3-10

(17) 6-31 13-6

(18) 1-17 22-13

(19) 31-15

 

Completing a stroke, which removes 18 pieces from the board.

 

(19) … 32-27

(20) 15-10 29-25

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