+---+---+---+---+---+---+---+---+

| | ⛀ | | ⛀ | | ⛀ | | |

+---+---+---+---+---+---+---+---+

| ⛀ | | ⛀ | | ⛀ | | | |

+---+---+---+---+---+---+---+---+

| | ⛀ | | ⛀ | | ⛂ | | ⛀ |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| ⛂ | | ⛂ | | | | ⛀ | |

+---+---+---+---+---+---+---+---+

| | ⛂ | | ⛂ | | ⛂ | | ⛂ |

+---+---+---+---+---+---+---+---+

| | | ⛂ | | ⛂ | | ⛂ | |

+---+---+---+---+---+---+---+---+

]

_=Huffing.=_ If a player who can capture a piece neglects to do so, his

adversary has the choice of three things:--To compel the player to take

back his move and capture the piece; to huff (remove from the board,)

the man that should have captured the piece; or to let the move stand,

and go on with his own move. A huff does not constitute a move; the

piece is simply removed from the board as a penalty, but the penalty

must be enforced before the player exacting it makes his own move.

_=Kings.=_ When a man arrives at any of the four squares on the edge

of the board farthest from the side on which he started, he becomes a

King, and is _=crowned=_ by putting another man of the same colour on

the top of him. In diagrams, kings are distinguished by putting a ring

round the single man. ⦾ ⦿. Kings can move either backward or forward,

but only one square at a time. If a man arrives at the king-row by

capturing an adverse piece, that ends the move, and the newly made king

cannot move again, even to capture another piece, until his adversary

has moved. [See notes to Diagram No. 7.]

_=The Object of the Game=_ is to confine your adversary’s pieces so

that he cannot move any of them; or to capture all of them, so that

he has none to move. You may succeed in confining the whole twelve of

your adversary’s men, without capturing any of them, as in Diagram No.

2; or such as are left on the board after a certain number have been

captured, as in Diagram No. 3.

[Illustration: No. 2.

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| ⛂ | | ⛂ | | ⛂ | | ⛂ | |

+---+---+---+---+---+---+---+---+

| | ⛂ | | ⛂ | | ⛂ | | ⛂ |

+---+---+---+---+---+---+---+---+

| ⛂ | | ⛀ | | ⛂ | | ⛂ | |

+---+---+---+---+---+---+---+---+

| | ⛀ | | ⛀ | | ⛂ | | ⛀ |

+---+---+---+---+---+---+---+---+

| ⛀ | | ⛀ | | ⛀ | | ⛀ | |

+---+---+---+---+---+---+---+---+

| | | | ⛀ | | ⛀ | | ⛀ |

+---+---+---+---+---+---+---+---+

| | | ⛀ | | | | | |

+---+---+---+---+---+---+---+---+

White to Move.]

[Illustration: No. 3.

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | ⛂ | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | ⛂ | | | | |

+---+---+---+---+---+---+---+---+

| ⛂ | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | ⛀ | | | | ⛀ |

+---+---+---+---+---+---+---+---+

| ⛃ | | ⛀ | | | | | |

+---+---+---+---+---+---+---+---+

White to Move.]

Diagram No. 2 is the ending of our Illustrative Game No. 7.

In No. 3, White gives away a man, bottling up the three black men, and

then catches the other black man. In both these examples it will then

be Black’s move, and as he cannot move, White wins.

_=Notation.=_ The various moves which take place in the course of a

game are recorded by giving each square on the board a number, and

putting down the number of the square the man is moved from, and the

one it is moved to. Only those squares upon which the men stand are

numbered, and the black men are always supposed to be originally placed

upon the lower numbers, from 1 to 12; the white men being placed upon

the squares numbered from 21 to 32. Diagrams Nos. 4 and 5 show the

method of numbering the board, and the men placed in position.

[Illustration: No. 4.

+---+---+---+---+---+---+---+---+

| | 1 | | 2 | | 3 | | 4 |

+---+---+---+---+---+---+---+---+

| 5 | | 6 | | 7 | | 8 | |

+---+---+---+---+---+---+---+---+

| | 9 | |10 | |11 | |12 |

+---+---+---+---+---+---+---+---+

|13 | |14 | |15 | |16 | |

+---+---+---+---+---+---+---+---+

| |17 | |18 | |19 | |20 |

+---+---+---+---+---+---+---+---+

|21 | |22 | |23 | |24 | |

+---+---+---+---+---+---+---+---+

| |25 | |26 | |27 | |28 |

+---+---+---+---+---+---+---+---+

|29 | |30 | |31 | |32 | |

+---+---+---+---+---+---+---+---+

]

[Illustration: No. 5.

+---+---+---+---+---+---+---+---+

| | ⛂ | | ⛂ | | ⛂ | | ⛂ |

+---+---+---+---+---+---+---+---+

| ⛂ | | ⛂ | | ⛂ | | ⛂ | |

+---+---+---+---+---+---+---+---+

| | ⛂ | | ⛂ | | ⛂ | | ⛂ |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| ⛀ | | ⛀ | | ⛀ | | ⛀ | |

+---+---+---+---+---+---+---+---+

| | ⛀ | | ⛀ | | ⛀ | | ⛀ |

+---+---+---+---+---+---+---+---+

| ⛀ | | ⛀ | | ⛀ | | ⛀ | |

+---+---+---+---+---+---+---+---+

]

In checker notation the number of the move is never given, as it is

in Chess. The moves of the black men are distinguished from those of

the white men by being hyphenated, but there are no marks to show when

pieces are captured. Letters or figures in the margins are used to

refer to possible variations in the play.

_=Openings.=_ There are a number of standard openings in Checkers which

are formed by the preliminary moves on each side. These openings are

known by various fanciful names, dear to all checker-players. In the

following list they are arranged in alphabetical order for convenience

in reference.

+---------+---------+---------+---------+---------+---------+---------+

| |AYRSHIRE | | | | | |

| ALMA. | LASSIE. |BRISTOL. | CENTRE. | CROSS. |DEFIANCE.| DENNY. |

| | | | | | | |

| 11-15 | 11-15 | 11-16 | 11-15 | 11-15 | 11-15 | 10-14 |

| 23 19 | 24 20 | 24 20 | 23 19 | 23 18 | 23 19 | |

| 8-11 | 8-11 | 16-19 | 8-11 | | 9-14 | |

| 22 17 | | | 22 17 | | 27 23 | |

| 3- 8 | | | 15-18 | | | |

+=========+=========+=========+=========+=========+=========+=========+

| | DOUBLE | | | | | |

| DYKE. | CORNER. | DUNDEE. |EDINBURG.| FIFE. |GLASGOW. | KELSO. |

| | | | | | | |

| 11-15 | 9-14 | 12-16 | 9-13 | 11-15 | 11-15 | 10-15 |

| 22 17 | | | | 23 19 | 23 19 | |

| 15-19 | | | | 9-14 | 8-11 | |

| | | | | 22 17 | 22 17 | |

| | | | | 5- 9 | 11-16 | |

+=========+=========+=========+=========+=========+=========+=========+

| | | | | SECOND | | |

| LAIRD | MAID OF | OLD | | DOUBLE | SINGLE | |

|AND LADY.|THE MILL.| 14TH. |PAISLEY. | CORNER. | CORNER. | SOUTER. |

| | | | | | | |

| 11-15 | 11-15 | 11-15 | 11-16 | 11-15 | 11-15 | 11-15 |

| 23 19 | 22 17 | 23 19 | 24 19 | 24 19 | 22 18 | 23 19 |

| 8-11 | 8-11 | 8-11 | | | | 9-14 |

| 22 17 | 17 13 | 22 17 | | | | 22 17 |

| 9-13 | 15-18 | 4- 8 | | | | 6- 9 |

+=========+=========+=========+=========+=========+=========+=========+

| | | WILL O’ | WHITE | |

|SWITCHER.|WHILTER. |THE WISP.| DYKE. | IRREGULAR OPENINGS. |

| | | | | | | |

| 11-15 | 11-15 | 11-15 | 11-15 | 11-15 | 11-15 | 10-15 |

| 21 17 | 23 19 | 23 19 | 22 17 | 22 17 | 23 19 | 22 18 |

| | 9-14 | 9-13 | 8-11 | 8-11 | 8-11 | 15-22 |

| | 22 17 | | 17 14 | 25 22 | 22 17 | 25 18 |

| | 7-11 | | | | | |

+---------+---------+---------+---------+---------+---------+---------+

_=The Middle Game.=_ The best way for the student to learn the manner

in which the various openings are followed up, is to play over

illustrative games, and in doing so he should be careful always to play

with the winning side next him. In selecting openings, take those

that show the greatest number of wins for the side you propose to

play. In all checker books there are marks at the foot of the column

to show which side has an advantage, if any exists, at the end of each

variation. The Alma, for instance, shows a great many more winning

variations for the black men than for the white, and is consequently

one of the best openings for Black.

Any person who plays correctly can always be sure of avoiding defeat;

that is, no one can beat him if he makes no slips, and the worst he can

get is a draw. It is a common error to suppose that the first move is

an advantage. [See Illustrative Game No. 7.]

The strategy of the game consists in so deploying your men that

alluring openings are left for your adversary. These openings are

always pitfalls of the most dangerous character, and whenever you think

a good player has made a mistake and left you a chance, you should

examine the position with great care, or you will probably walk into a

trap. The first of the example games given in this work is a case in

point. White’s move, 27 24, is apparently the best possible, yet it

immediately and hopelessly loses the game. Sometimes these traps are

set very early in the opening, and sometimes after the pieces have been

pretty well developed.

There are many cases in which a good player may take advantage of

the weakness of an adversary by making moves which are really losing

moves, and which would lead to immediate defeat if he were opposed by

an expert. But if he feels that his adversary is not skilful enough to

take advantage of these losing moves, a winning position may sometimes

be rapidly obtained by departing from the regular development of the

opening.

The beginner should be satisfied with learning only one or two forms of

the openings, committing to memory as many variations as possible. When

he meets with a line of play that beats him, he should study out the

variation in his text books, and see at what point he made the losing

move. To be perfect in any one opening a person must know at least

five hundred variations by heart; but if he finds himself caught in a

variation which he does not remember, or has never learned, he should

trust to good judgment rather than to defective memory.

_=The End Game=_ usually resolves itself into one of four well-known

positions. These four positions are those in which there is a win for

one side or the other owing to the peculiar position occupied by the

opposing forces, although they may be numerically equal. Every checker

player must know these four positions thoroughly, or he may abandon

many a game as drawn which he could win, and may lose many a game which

he could draw. These four positions are here given as they are usually

found in the books, but the player must be able to recognize at once

any position which resembles them, or can be made to lead up to them.

The student will find many games marked as “won” in which he cannot see

any winning position unless he is familiar with the four endings. The

expert strives to exchange his men so as to bring about one of these

positions, after which he knows he has a won game, although his less

skilful adversary may be unconscious of his advantage.

[Illustration: _=First Position.=_

Black to move and win.

WHITE.

+---+---+---+---+---+---+---+---+

| | | | | | ⛀ | | |

+---+---+---+---+---+---+---+---+

| | | ⛂ | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | ⛂ | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | ⛁ | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

BLACK.

]

[Illustration: _=Second Position.=_

Black to move and win.

WHITE.

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | ⛀ |

+---+---+---+---+---+---+---+---+

| ⛀ | | | | | | | |

+---+---+---+---+---+---+---+---+

| | ⛁ | | | | ⛂ | | |

+---+---+---+---+---+---+---+---+

| | | ⛂ | | | | ⛃ | |

+---+---+---+---+---+---+---+---+

BLACK.

]

[Illustration: _=Third Position.=_

Either to move; White to win.

WHITE.

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | ⛃ | | ⛁ | | | | |

+---+---+---+---+---+---+---+---+

| | | | | ⛁ | | | |

+---+---+---+---+---+---+---+---+

| | | | | | ⛁ | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | ⛃ | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

BLACK.

]

[Illustration: _=Fourth Position.=_

Black to play and win. White to play and draw.

WHITE.

+---+---+---+---+---+---+---+---+

| | ⛁ | | ⛁ | | ⛀ | | |

+---+---+---+---+---+---+---+---+

| ⛃ | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | ⛃ | | ⛃ | | ⛂ |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

BLACK.

]

The first position is one of the most common endings on the checker

board, and should be very thoroughly understood. The letters in

the margin refer to the variations. There are a great many minor

variations, for which the student must be referred to Janvier’s

Anderson, page 265.

_=First Position.=_

27-32

8 11

32-27

11 7

27-23

7 10

22-26

A 10 6

26-31

6 9

31-26

9 6

26-22

6 10

23-18

10 6

18-14

6 1

22-18

1 6

18-15

6 1

15-10

1 5

10- 6

5 1

14-13

1 5

6- 1

5 9

1- 5

9 13

10-14

13 9

14-18

9 6

18-15

30 25

15-18

6 10

5- 1

25 21

1- 5

10 6

18-15

21 17

5- 1

6 9

15-18

17 13

18-15

9 14

1- 5

14 17

15-10

17 22

10-14

22 25

5- 1

25 22

1- 6

22 25

6-10

25 22

10-15

22 25

15-18

25 21

B wins

------

Var A.

30 25

23-18

10 6

18-14

6 1

26-30

25 21

30-25

1 5

25-22

5 1

22-18

1 5

18-15

5 1

15-10

1 5

10- 6

5 1

14-10

1 5

6- 1

5 9

10-15

B 9 5

15-18

5 9

1- 5

9 6

18-15

21 17

5- 1

6 9

15-18

9 5

18-22

17 14

1- 6

5 1

6- 2

1 5

22-17

14 9

B wins

------

Var B.

9 14

1- 5

21 17

5- 1

17 13

1- 5

14 17

15-10

B wins

_=Second Position.=_

1- 5

8 11

5- 9

11 15

9-14

15 11

14-18

11 16

18-15

16 20

15-11

20 24

3- 7

24 19

7-10

19 23

10-15

23 27

15-19

27 32

19-24

32 28

24-27

28 32

27-31

32 28

31-27

28 32

27-23

32 28

23-18

28 24

18-14

24 19

6-10

19 23

10-15

23 27

15-19

27 32

19-24

32 28

24-27

28 24

27-32

24 28

32-27

28 32

27-24

32 28

24-19

28 32

19-15

32 28

15-10

28 24

10- 6

24 19

14-10

19 24

10-15

24 28

15-19

28 32

19-24

32 28

11-16

28 19

16-23

12 8

23-18

8 4

18-14

4 8

6- 1

8 11

14- 9

13 6

1-10

11 16

10-15

16 20

15-19

B wins

_=Third Position.=_

White to move

18 15

A 6- 1

14 9

24-28

23 19

1- 5

9 6

B 28-32

19 24

5- 1

24 19

W wins

-----

Var A.

24-28

23 27

6- 1

14 10

28-32

27 24

1- 5

10 6

W wins

------

Var B.

5- 1

6 10

W wins

------

Black to move

6- 1

18 15

C 1- 6

14 10

6- 9

23 19

24-27

15 18

D 27-32

19 24

9- 5

10 14

32-28

24 27

W wins

------

Var C.

1- 5

14 10

24-28

23 19

28-32

15 18

32-27

10 6

27-32

19 23

5- 1

6 9

W wins

------

Var D.

9- 5

10 6

27-32

19 23

5- 1

6 9

32-28

23 27

W wins

_=Fourth Position.=_

Black to play

28-24

32 28

24-20

28 32

22-18

31 27

23-19

27 31

19-24

32 27

24-28

27 32

18-22

31 27

22-26

30 23

28-24

B wins

-----

White to play

31 27

23-19

27 31

19-24

32 27

24-20

27 32

22-18

31 27

28-24

27 31

18-23

31 26

Drawn

_=Traps.=_ The beginner should be on his guard against being caught,

“two for one,” especially in such positions as those shown in Diagrams

Nos. 6 and 7.

[Illustration: No. 6.

+---+---+---+---+---+---+---+---+

| | | | ⛀ | | | | |

+---+---+---+---+---+---+---+---+

| | | ⛀ | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | ⛀ | | | | ⛂ | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| ⛂ | | | | | | ⛂ | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

]

[Illustration: No. 7.

+---+---+---+---+---+---+---+---+

| | ⛀ | | | | ⛀ | | |

+---+---+---+---+---+---+---+---+

| | | ⛀ | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | ⛂ | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | ⛂ | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| | | | | | ⛂ | | |

+---+---+---+---+---+---+---+---+

| | | | | ⛂ | | | |

+---+---+---+---+---+---+---+---+

]

In No. 6, White will play 19 16, forcing you to jump, and will then

play 27 23, forcing you to jump again. In No. 7, White will play 30

26, making your man a King. He will then play 32 28, and wait for your

newly made King to jump. This will give him three of your men, and he

will catch the other before it gets to the king row.

Another common form of trap is to get a player into such a position in

the end game, when he has only one or two men, that he cannot get to

the king row without being caught; sometimes because he is driven to

the side of the board by the man following him, and sometimes because

the man meeting him can head him off. The adversary can do this only

when he has “the move.”

_=Theory of the Move.=_ When the position is such that you will be able

to force your adversary into a situation from which he cannot escape

without sacrificing a piece or losing the game, you are said to have

the move; and if he does not change it by capturing one of your men he

must lose the game. As the move is often of the greatest importance in

the end game, every checker-player should understand its theory, so

that he may know when it is necessary to make an exchange of men in

order to secure the move, and when he should avoid an exchange which

would lose it. The move is only important when the number of men on

each side is equal.

In order to calculate the move, the board is supposed to be divided

into two systems of squares, sixteen in each. The first system is

formed by the four vertical rows running from your own side of the

board, as shown by the dotted lines in Diagram No. 8. The second system

runs from your adversary’s side of the board, as shown in Diagram No.

9.

FIRST SYSTEM.

[Illustration: No. 8.

+-.-+---+-.-+---+-.-+---+-.-+---+

| . | | . | | . | | . | |

+-.-+---+-.-+---+-.-+---+-.-+---+

| . | | . | | . | | . | |

+-.-+---+-.-+---+-.-+---+-.-+---+

| . | | . | | . | | . | |

+-.-+---+-.-+---+-.-+---+-.-+---+

| . | | . | | . | | . | |

+-.-+---+-.-+---+-.-+---+-.-+---+

| . | | . | | . | | . | |

+-.-+---+-.-+---+-.-+---+-.-+---+

| . | | . | | . | | . | |

+-.-+---+-.-+---+-.-+---+-.-+---+

| . | | . | | . | | . | |

+-.-+---+-.-+---+-.-+---+-.-+---+

| . | | . | | . | | . | |

+-.-+---+-.-+---+-.-+---+-.-+---+

]

SECOND SYSTEM.

[Illustration: No. 9.

+---+-.-+---+-.-+---+-.-+---+-.-+

| | . | | . | | . | | . |

+---+-.-+---+-.-+---+-.-+---+-.-+

| | . | | . | | . | | . |

+---+-.-+---+-.-+---+-.-+---+-.-+

| | . | | . | | . | | . |

+---+-.-+---+-.-+---+-.-+---+-.-+

| | . | | . | | . | | . |

+---+-.-+---+-.-+---+-.-+---+-.-+

| | . | | . | | . | | . |

+---+-.-+---+-.-+---+-.-+---+-.-+

| | . | | . | | . | | . |

+---+-.-+---+-.-+---+-.-+---+-.-+

| | . | | . | | . | | . |

+---+-.-+---+-.-+---+-.-+---+-.-+

| | . | | . | | . | | . |

+---+-.-+---+-.-+---+-.-+---+-.-+

]

In order to ascertain if you have the move when it is your turn to

play, add together all the men, both black and white, in one of the

systems, taking no notice of those in the other system, and if the

number is _=odd=_, you have the move. In Diagram No. 10, for instance,

if you have the black men, and it is your turn to play, you will find

three men on your own system, and therefore you have the move, and must

win by playing 10-15. When White moves, there will again be an odd

number of men on your system, and you will still have the move, and he

must sacrifice both his men.

[Illustration: No. 10.

+-.-+---+-.-+---+-.-+---+-.-+---+

| . | | . | ⛀ | . | | . | |

+-.-+---+-.-+---+-.-+---+-.-+---+

| . | | . | | . | | . | |

+-.-+---+-.-+---+-.-+---+-.-+---+

| . | | . | | . | | . | |

+-.-+---+-.-+---+-.-+---+-.-+---+

| . | | . | | . | | . | |

+-.-+---+-.-+---+-.-+---+-.-+---+

| . | | . | | . | | . | |

+-.-+---+-.-+---+-.-+---+-.-+---+

| . | | ⛀ | | ⛂ | | . | |

+-.-+---+-.-+---+-.-+---+-.-+---+

| . | | . | | . | | . | |

+-.-+---+-.-+---+-.-+---+-.-+---+

| . | | ⛂ | | . | | . | |

+-.-+---+-.-+---+-.-+---+-.-+---+

]

[Illustration: No. 11.

+---+-.-+---+-.-+---+-.-+---+-.-+

| | . | | . | | ⛀ | | . |

+---+-.-+---+-.-+---+-.-+---+-.-+

| ⛀ | . | | . | | . | | . |

+---+-.-+---+-.-+---+-.-+---+-.-+

| | . | | . | | . | | . |

+---+-.-+---+-.-+---+-.-+---+-.-+

| ⛂ | . | | . | ⛀ | . | | . |

+---+-.-+---+-.-+---+-.-+---+-.-+

| | . | | . | | . | | . |

+---+-.-+---+-.-+---+-.-+---+-.-+

| | . | | . | | . | ⛂ | . |

+---+-.-+---+-.-+---+-.-+---+-.-+

| | . | | . | | . | | ⛂ |

+---+-.-+---+-.-+---+-.-+---+-.-+

| | . | | . | | . | | . |

+---+-.-+---+-.-+---+-.-+---+-.-+

]

In Diagram No. 11, if you count up the men on either your own or your

adversary’s system, you will find that the number is even, and as you

have not the move you should force an exchange immediately, which will

give it to you, and win the game.

Every single exchange of man for man _=changes the move=_ when only

one of the capturing pieces remains on the board, and the following

rule is given for ascertaining how proposed exchanges in complicated

positions will affect the move:--The capturing pieces of both black and

white in both systems must first be added together, and if the number

agrees--in the matter of being odd or even--with that of the number of

captured pieces in each system, the move will not be changed; but if

one number so found is odd, and the other is even, the move will be

changed.

ILLUSTRATIVE GAMES.

The asterisk shows the losing move.

+-----------------------+-------------------------------+

| Play with Black Men. | Play with White Men. |

+-------+-------+-------+-------+-------+-------+-------+

| _1_ | _2_ | _3_ | _4_ | _5_ | _6_ | _7_ |

+-------+-------+-------+-------+-------+-------+-------+

| 11-15 | 11-15 | 10-15 | 11-15 | 11-15 | 11-15 | 10-15 |

| 22 18 | 23 19 | 22 18 | 24 20 | 22 18 | 23 19 | 23 18 |

| 15-22 | 8-11 | 15-22 | 8-11 | 15-22 | 8-11 | 12-16 |

| 25 18 | 22 17 | 25 18 | 28 24 | 25 18 | 26 23 | 21 17 |

| 8-11 | 3- 8 | 6-10 | 4- 8 | 8-11 | 4- 8 | 16-19 |

| 29 25 |*17 14 | 29 25 | 23 19 | 29 25 | 30 26 | 17 14 |

| 4- 8 | 9-18 | 10-15 |* 9-13 | 4- 8 |* 9-13 | 9-13 |

| 24 20 | 21 17 |*25 22 | 20 16 | 24 20 | 19 16 | 24 20 |

| 10-15 | 18-22 | 15-19 | 11-20 | 10-15 | 12-19 | 8-12 |

| 25 22 | 25 18 | 23 16 | 22 17 | 25 22 | 23 16 | 25 21 |

| 12-16 | 15-22 | 12-19 | 13-22 |* 9-13 | 11-20 | 12-16 |

|*27 24 | 26 23 | 24 15 | 25 4 | 20 16 | 22 17 | 21 17 |

| 15-19 | 5- 9 | 9-14 |W wins.| 12-19 | 13-22 | 4- 8 |

| 24 15 | 17 13 | 18 9 | | 23 16 | 25 4 | 29 25 |

| 16-19 | 11-15 | 11-25 | | 11-20 |W wins.| 6- 9 |

| 23 16 | 23 18 |B wins.| | 18 4 | | 27 24 |

| 9-14 | 1- 5 | | |W wins.| | 1- 6 |

| 18 9 | 18 11 | | | | | 32 27 |

| 11-25 | 7-23 | | | | | 6-10 |

| 28 24 | 27 18 | | | | | 27 23 |

| 5-14 | 9-14 | | | | | 8-12 |

| 24 19 | 18 9| | | | | 25 21 |

| 6-10 | 5-14 | | | | | 2- 6 |

|B wins.|B wins.| | | | | 31 27 |

| | | | | | | 3- 8 |

| | | | | | | 30 25 |

| | | | | | |W wins.|

+-------+-------+-------+-------+-------+-------+-------+

_=LOSING GAME.=_ In this variety of Draughts, the object is to give

away all your men before your adversary can give away his, or to block

yourself so that you cannot move. The secret of success in Losing Game

is to get your men on such squares that they cannot be made to jump to

the king row. These squares will be the row next you on your own side

of the board, and every second row from that, horizontally. Get your

men on those squares as soon as possible, and do not be in too great a

hurry to capture your adversary’s men.

_=POLISH DRAUGHTS.=_ Although intended for a special board of 100

squares this game can be played on a common checker board. It differs

from ordinary draughts in two particulars:

Although the men can move only forward, they can take backward, and

Kings can go any distance at one move.

If in taking a piece, a man arrives at the king row, that does not end

the move if he can capture another piece by jumping backward out of the

king row again. As this brings him away from the king row before the

move is complete, he will not be a king until he can get to the king

row at the end of a move.

Kings can go any number of squares in a straight line, and can capture

any piece which is on the diagonal, not protected by another piece

behind it. Kings can also go on for any number of squares beyond the

captured piece, and then turn a corner to capture another piece. In

Diagram No. 12, for instance, the black King could capture all six of

the white men by going over the first one only, and then turning to

the left, and continuing to turn to the left after every capture, as

shown by the squares with the numbers on them, which indicate his five

successive turning-points.

[Illustration: No. 12.

+---+---+---+---+---+---+---+---+

| | | | 5 | | | | |

+---+---+---+---+---+---+---+---+

| | | ⛀ | | | | | |

+---+---+---+---+---+---+---+---+

| | | | 1 | | ⛀ | | |

+---+---+---+---+---+---+---+---+

| | | ⛀ | | ⛀ | | 4 | |

+---+---+---+---+---+---+---+---+

| | | | | | | | |

+---+---+---+---+---+---+---+---+

| 2 | | | | ⛀ | | | |

+---+---+---+---+---+---+---+---+

| | ⛀ | | | | | | ⛃ |

+---+---+---+---+---+---+---+---+

| | | 3 | | | | | |

+---+---+---+---+---+---+---+---+

]

Foster's Complete Hoyle: An Encyclopedia of Games Including all indoor games played to-day. With suggestions for good play, illustrative hands, and all official laws to date · 第 59 / 70 段