Draughts, although it is played on a checker board. Four white men, the
tailors, are placed upon 29 30 31 and 32; and one black man, the devil,
on 1. The men can move only one square at a time, diagonally; the
white men forward only, the black man forward or backward. There is no
jumping or capturing, and the object of the tailors is to pin the devil
in, so that he cannot move. If the black man can reach the free country
behind the white men, he wins the game.
The game is a certainty for the white men if properly played. At the
end of four moves they should be lined up on squares 25, 26, 27, 28 and
whichever end the devil attacks, the tailors should move in from the
other end.
There are two critical positions.
[Illustration: No. 13.
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | ⛂ | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | ⛀ | | ⛀ | | ⛀ | |
+---+---+---+---+---+---+---+---+
| | | | ⛀ | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
]
[Illustration: No. 14.
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
| | | | ⛂ | | ⛀ | | |
+---+---+---+---+---+---+---+---+
| | | | | ⛀ | | | |
+---+---+---+---+---+---+---+---+
| | ⛀ | | ⛀ | | | | |
+---+---+---+---+---+---+---+---+
| | | | | | | | |
+---+---+---+---+---+---+---+---+
]
In Diagram No. 13, if White moves 24 19 he loses, because Black goes to
11, and as the tailors advance to head him off, he goes back to 15 and
18, and then gets round by going to 14. White’s proper play is 22 18,
after which 26 22 will reform his line.
In Diagram No. 14, if White moves 26 22, or 19 15, he loses
immediately. In the first case Black will run to 15 and 11, and either
get round or double back to 18. In the second case Black will get round
by way of 7, or get through.
CHECKER LAWS.
_=1.=_ The Standard board must be of light and dark squares, not less
than fourteen inches nor more than fifteen inches across said squares.
_=2.=_ The board shall be so placed that the bottom corner square, on
the left hand, shall be black.
_=3.=_ The Standard men, technically described as White and Black, must
be light and dark (say white and red, or yellow and black), turned, and
round, not less than one inch, nor more than 1⅛ inches in diameter.
_=4.=_ The men shall be placed on the black squares.
_=5.=_ The black men shall invariably be placed upon the real or
supposed first twelve squares of the board; the white upon the last
twelve squares.
_=6.=_ Each player shall play alternately with the white and black men,
and lots shall be cast for the colour only once, viz., at the beginning
of the play--the winner to have his choice of taking black or white.
_=7.=_ The first play must _=invariably=_ be made by the person having
the black men.
_=8.=_ At the end of five minutes [if the play has not been previously
made], “Time” must be called by the person appointed for that purpose,
in a distinct manner; and if the play is not completed in another
minute, the game shall be adjudged lost through improper delay.
_=9.=_ When there is only _=one way=_ of taking _=one or more=_ pieces,
time shall be called at the end of one minute, and if the play is not
completed in another minute, the game shall be adjudged lost through
improper delay.
_=10.=_ Either player is entitled, on giving intimation, to arrange his
own or his opponent’s pieces properly on the squares. After the first
move has been made, however, if either player touch or arrange any
piece without giving intimation to his opponent, he shall be cautioned
for the first offence, and shall forfeit the game for any subsequent
act of the kind.
_=11.=_ After the pieces have been arranged, if the person whose turn
it is to play _=touch=_ one, he must either play it or forfeit the
game. When the piece is not playable, he forfeits according to the
preceding law.
_=12.=_ If _=any part=_ of a playable piece is moved over an angle of
the square on which it is stationed, the move must be completed in
_=that=_ direction.
_=13.=_ A capturing play, as well as an ordinary one, is completed
whenever the hand has been withdrawn from the piece played, although
one or more pieces should have been taken.
_=14.=_ The Huff or Blow is to remove from the board, before one plays
his own piece, any one of the adverse pieces that might or ought to
have taken but the Huff or Blow never constitutes a play.
_=15.=_ The player has the power to _=huff=_, _=compel the capture=_,
or _=let the piece remain on the board=_, as he thinks proper.
_=16.=_ When a man first reaches any of the squares on the opposite
extreme line of the board, it becomes a King, and can be moved backward
or forward as the limits of the board permit, though not in the same
play. The adversary must crown the new King, by placing a captured man
on the top of it, before he makes his own move.
_=17.=_ A player making a false or improper move forfeits the game to
his opponent.
_=18.=_ When taking, if either player removes one of his own pieces,
_=he=_ cannot replace it; but his _=opponent=_ can either play or
insist on the man being replaced.
_=19.=_ A Draw is when neither of the players can force a Win. When
one of the sides appears stronger than the other, the stronger is
required to complete the Win, or to show a decided advantage over his
opponent within forty of his own moves--to be counted from the point at
which _=notice=_ was given,--failing which, the game must be abandoned
at Drawn.
_=20.=_ Anything which may annoy or distract the attention of the
player is strictly forbidden; such as making signs or sounds, pointing
or hovering over the board, unnecessarily delaying to move a piece
touched, or smoking. Any _=principal=_ so acting, after having been
warned of the consequence and requested to desist, shall forfeit the
game.
_=21.=_ While a game is pending, neither player is permitted to leave
the room without giving a sufficient reason, or receiving the other’s
consent or company.
_=22.=_ A player committing a breach of any of these laws must submit
to the penalty, which his opponent is equally bound to exact.
_=23.=_ Any spectator giving warning, either by sign, sound, or remark,
on any of the games, whether played or pending, shall be expelled from
the room.
_=24.=_ Should any dispute occur, not satisfactorily determined by the
preceding laws, a _=written statement of facts=_ must be sent to a
disinterested arbiter having a knowledge of the game, whose decision
shall be final.
TEXT BOOKS.
Spayth’s Checkers for Beginners.
Game of Draughts, John Robertson.
Janvier’s Anderson.
Bowen’s Bristol.
Bowen’s Cross.
Bowen’s Fife.
E.T. Baker’s Alma.
Scattergood’s Game of Draughts.
Lyman’s Selected Problems.
Backgammon and Draughts, by Berkeley.
Anderson’s Checkers.
Dunne’s Draught Proxis.
Kear’s Sturges.
BACKGAMMON. OR TRIC-TRAC.
Backgammon is played by two persons, each of whom is provided with
fifteen men, two dice, and a dice-box. The men on each side are of
different colours, black and white, and the players are distinguished
by the colour of the men with which they play. The board is divided
into two tables, _=inner=_ and _=outer=_, and at the beginning of the
game the men may be set up in either of the positions shown in the
diagram.
[Illustration:
+-+-+-+-+-+-++-+-+-+-+-+-+ +-+-+-+-+-+-++-+-+-+-+-+-+
|⛂| | | | |⛀|| |⛀| | | |⛂| |⛂| | | |⛀| ||⛀| | | | |⛂|
|⛂| | | | |⛀|| |⛀| | | |⛂| |⛂| | | |⛀| ||⛀| | | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂| |⛂| | | |⛀| ||⛀| | | | | |
| | | | | |⛀|| | | | | |⛂| |⛂| | | | | ||⛀| | | | | |
| | | | | |⛀|| | | | | |⛂| |⛂| | | | | ||⛀| | | | | |
LIGHT | INNER || OUTER | | OUTER || INNER | LIGHT
| | | | | |⛂|| | | | | |⛀| |⛀| | | | | ||⛂| | | | | |
| | | | | |⛂|| | | | | |⛀| |⛀| | | | | ||⛂| | | | | |
| | | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂| ||⛂| | | | | |
|⛀| | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂| ||⛂| | | | |⛀|
|⛀| | | | |⛂|| |⛂| | | |⛀| |⛀| | | |⛂| ||⛂| | | | |⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+ +-+-+-+-+-+-++-+-+-+-+-+-+
]
It will be observed that the black men on any point have exactly the
same number of white men standing opposite them. In one table there are
only two upon one point, and in the other there are only three upon one
point. The table with the two men is always the _=inner table=_ while
the one with three is always the _=outer table=_. This distinction
is important, and may be remembered by observing that the number of
letters in the words _=in=_ and _=out=_ are two and three respectively.
In setting up the men the inner table is always placed _=toward the
light=_, whether it be a window or the gas. Each player must always
have the majority of his men, five and three, on the side nearer him;
and the minority, five and two, on the side farther from him. The side
of the _=inner table=_ which is nearer the player will always be his
_=home table=_. In all the illustrations in this work you are supposed
to be playing with the black side next you, and with your inner or home
table on your _=left=_ hand.
The raised portion or hinge of the board, which divides the inner from
the outer tables, is known as the _bar_, and the points, or flèches,
in each player’s home table are numbered from 1 to 6, reckoning from
the outer edge toward the bar. These six points are spoken of as the
Ace, Deuce, Trey, Four, Five and Six points respectively, and they
correspond to the six faces on a single die. The points in the outer
tables have no numbers, but the one next the bar on each side is called
the _=bar point=_. In giving the moves of the men in a game, the names
of the six points in the home tables are disregarded, and each player,
Black and White, numbers the board from 1 to 24, starting from the
square on which he has only two men. The notation for the black moves
would be as shown in the margin; that for white being exactly opposite,
of course.
[Illustration:
+---+---+---+---+---+---++---+---+---+---+---+---+
| ⛂ | | | | | ⛀ || | ⛀ | | | | ⛂ |
| ⛂ | | | | | ⛀ || | ⛀ | | | | ⛂ |
| | | | | | ⛀ || | ⛀ | | | | ⛂ |
| | | | | | ⛀ || | | | | | ⛂ |
| | | | | | ⛀ || | | | | | ⛂ |
| 1 2 3 4 5 6 || 7 8 9 10 11 12 |
|24 23 22 21 20 19 ||18 17 16 15 14 13 |
| | | | | | ⛂ || | | | | | ⛀ |
| | | | | | ⛂ || | | | | | ⛀ |
| | | | | | ⛂ || | ⛂ | | | | ⛀ |
| ⛀ | | | | | ⛂ || | ⛂ | | | | ⛀ |
| ⛀ | | | | | ⛂ || | ⛂ | | | | ⛀ |
+---+---+---+---+---+---++---+---+---+---+---+---+
]
The men on each side are always moved in the direction of their
notation numbers. In all the following illustrations the black men move
round the board from right to left, like the hands of a clock, while
the white men go in the opposite direction; so that the two opposing
forces are continually meeting and passing, like the people in the
street.
The _=Object of the Game=_ is for each player to move his men from
point to point in order to get them all into his home table. It does
not matter what part of the home table they reach, so that they get
across the bar. The men are moved according to the throws of the dice,
each player in turn having a throw and a move. After the men on either
side are all home, they are taken off the board according to the throws
of the dice, and the player who is the first to get all his men off the
board in this manner wins the game.
If each player has taken off some of his men, the player getting all
his off first wins a _=hit=_, which counts as a single game. If one
player gets off all his men before his adversary has thrown off a
single man, it is a _=gammon=_, and counts as a double game. If the
loser has not only taken off none of his men, but has one or more men
left on the side of the board farther from him when his adversary
throws off his last man, it is a _=backgammon=_, and counts as a triple
game. In America, gammons and backgammons are seldom played, every game
being simply a hit. This spoils some of the fine points of the game,
and entirely alters the tactics of the players, as will be seen when we
come to the suggestions for good play.
_=The Dice.=_ Although it is usual for each player to be provided
with two dice, some players insist on the same pair being used by
each player alternately; the claim being that luck will then run more
evenly. At the beginning of the game each player makes a cast, either
with one die or with two, as may be agreed, and the higher throw has
the first play. In some clubs the player making the higher throw is
allowed the option of playing the first cast, or of throwing again; but
the general practice is to insist that the first cast is simply for the
privilege of playing first, and that the dice must be cast again for
the first move.
After each throw the dice must fall within the borders of the table on
the caster’s right, and each die must rest fairly and squarely on one
of its faces. If it is _=cocked=_ against a man, the edge of the board,
or the other die, or if it jumps over the edge of the table in which it
is thrown, both dice must be taken up and cast again. The caster must
announce his throw as soon as made.
_=The Moves.=_ As the men on each side are moved round the board in
opposite directions to reach their respective homes, they are of course
obliged to meet and pass a number of the adversary’s men, and they must
pick their way among them by going to points which are unoccupied by
the enemy; for if there are two or more of the enemy in possession
of any point, that point is said to be _=covered=_, and must be
jumped over. If only one adverse man occupies a point, it is called a
_=blot=_, and the man may be captured, as will presently be explained.
The numbers that appear on the upper faces of the two dice, when they
are thrown, are the number of points that each of any two men, or that
any one man may be moved at a time. If a player throws four-deuce, for
instance, he may either move one man four points and another two; or
he may move a single man four points and two points, or two points and
four points. He cannot lump the throw and call it six points, because
if the fourth point from where the man stood was covered by two or
more of the enemy, the four could not be played with that man. If the
second point from where the man stood was also covered, he could not
be moved at all, although the sixth point from where he stood might
be unoccupied. If Black’s first throw is five-deuce, for instance, he
cannot move one of the two men on his adversary’s ace point for the
five, because the fifth point thence is covered. Neither could he move
one of them two and then five, because the seventh point is covered
also.
If a player throws _=doublets=_, that is, the same number on each die,
he plays the throw twice over. If a player throws double fours, for
instance, he can either move one man four points four times; or one man
four points once, and another man four points three times; or two men
four points twice; or two men four points each, and then two other men
four points, always provided that the points moved to at the end of
each four are not covered by the enemy.
If there is only one of the adversary’s men on any point which can be
reached by a throw of the dice, the blot may be hit, a man being moved
to that point, and the adverse man taken from the board and placed upon
the bar. In the diagram in the margin, for instance, it is White’s
play, and he has thrown six-four. Black has left a blot on White’s
four-point, and the single white man in the outer table can reach this
with the six throw, taking up the black man, and placing it upon the
bar. White now has a blot on his four point, which he should cover by
playing in a man four points from the outer table, it being better to
leave a blot there than at home.
[Illustration:
+-+-+-+-+-+-++-+-+-+-+-+-+
| | |⛀|⛂|⛀|⛀||⛀|⛀| |⛀| |⛂|
| | |⛀| |⛀|⛀||⛀|⛀| | | |⛂|
| | | | | | ||⛀| | | | | |
| | | | | | || | | | | | |
| | | | | | || | | | | | |
| || |
| | | | | | || | | | | | |
| | | | | | || | | | | | |
| | |⛂| | |⛂|| | | | | | |
|⛂| |⛂| | |⛂||⛂|⛂| | | |⛀|
|⛂| |⛂| | |⛂||⛂|⛂| | |⛀|⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+
]
When a player has a man that has been hit, and placed upon the bar by
the adversary, he must re-enter that man before he moves any others.
He may choose for the purpose either of the numbers on the next throw
of the dice, and must place his man on the point in the adversary’s
home table which agrees with the number selected. Suppose that in the
foregoing example, Black’s next throw is five-deuce. He cannot enter
the man on the five-point, because it is covered by the enemy: so he
must enter upon the deuce point, which is not covered, and must move
some other man five points for the throw upon the other die. If both
the five and deuce points were covered, Black could not enter on either
of them, and as he cannot play until the man on the bar is entered,
the throw would be lost, and he would have to wait until his adversary
threw and moved in his turn. If two men are upon the bar, both must be
entered before any man can be moved. A man may enter and hit a blot at
the same time.
If a player could get his men round the board without any of them being
hit, seventy-seven points on the dice thrown would bring them all home;
but as every man hit has to start all over again from his adversary’s
home table, it may take a great many throws to get all the men home.
For this reason it is obvious that each player should leave as few
blots as possible, in order to save his men from being hit; and at the
same time he should strive to cover as many points as possible, in
order to prevent his adversary from moving round the board freely. It
is still more important to cover points in the home table, so that when
an adverse man is hit he will have fewer points upon which to enter. It
is, of course, unnecessary to say that one can always enter or play on
points covered by his own men.
[Illustration:
+-+-+-+-+-+-++-+-+-+-+-+-+
| |⛀|⛀|⛀|⛀|⛀|| | | | | | |
| |⛀|⛀|⛀|⛀|⛀|| | | | | | |
| | | |⛀| |⛀|| | | | | | |
| | | | | | || | | | | | |
|⛂| | | | | || | | | | | |
|⛂ || |
|⛂| | | | | || | | | | | |
|⛂| | | | | || | | | | | |
|⛂| | |⛂|⛂| || | | | | | |
|⛂|⛀|⛂|⛂|⛂| || | | | | | |
|⛂|⛀|⛂|⛂|⛂| || | | | | |⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+
]
_=Throwing Off.=_ When either player has succeeded in getting all
his men home, he removes them from the board two or four at a time,
according to the throws of the dice, provided he has men on the points
in his home table corresponding to the numbers thrown. If not, he must
move his men up toward the ace point. Doublets may take off four men if
there are so many on the point. If there are no men on a number thrown,
and the number is so high that the man farthest from the ace point
cannot be moved up, that man may be taken off. In the diagram in the
margin, for instance, Black has all his men home, and is ready to throw
them off. If he threw six-deuce, having no men on either point he would
have to move up the deuce; but the farthest man from the ace point
cannot be moved up six, so he can throw that man off. This must result
in leaving a blot, no matter which man is played up the two Points, and
White may hit this blot on his next throw. Should he do so, Black would
have to throw an ace to re-enter, as all the other points in White’s
home table are covered, or “made up.” Black could not throw off another
man until the one hit had not only been re-entered, but had made the
circuit of the board and got home again.
A player is not obliged to throw off a man if he prefers to move, but
he must do one or the other. In the foregoing diagram, for instance, if
Black threw three-ace, he would be very foolish to take off two men,
leaving a blot on his three point. He should move the ace from his four
to his three point, and then take off the three, leaving no blots.
_=SUGGESTIONS FOR GOOD PLAY.=_ Always see that the men are properly set
up. It would be a great help to many persons if the manufacturers of
backgammon boards would print upon them a small diagram of the correct
position of the men.
The first thing for the beginner to learn is the proper manner of
playing the opening throws, and this should be practised with a board
and men. In some cases there are several ways to play the same throw;
double fours, for instance, it is said cannot be played wrong. All
possible throws of the dice, from double six to double ace, and the
various ways of playing them, are shown in the diagrams. Black men only
are moved, and those with white centres have been brought from the
points marked with a small cross x.
The best throws are those which cover the most points, take possession
of your own or your adversary’s five point, make up your own bar point,
or make up points in your home table.
[Illustration:
⚅⚅
+-+-+-+-+-+-++-+-+-+-+-+-+
| | | | | |⛀||⛂|⛀| | | |⛂|
| | | | | |⛀||⛂|⛀| | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| | | | | | |
| | | | | |⛀|| | | | | | |
|x || x|
| || |
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| |⛂| | | |⛀|
|⛀| | | | |⛂||⛂|⛂| | | |⛀|
|⛀| | | | |⛂||⛂|⛂| | | |⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+
⚅⚄
+-+-+-+-+-+-++-+-+-+-+-+-+
|⛂| | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| | | | | |⛂|
| | | | | |⛀|| | | | | |⛂|
|x || ⛂|
| || |
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| |⛂| | | |⛀|
|⛀| | | | |⛂|| |⛂| | | |⛀|
|⛀| | | | |⛂|| |⛂| | | |⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+
⚅⚃
+-+-+-+-+-+-++-+-+-+-+-+-+
|⛂| | | | |⛀|| |⛀| | |⛂|⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| | | | | |⛂|
| | | | | |⛀|| | | | | |⛂|
|x || |
| || |
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| |⛂| | | |⛀|
|⛀| | | | |⛂|| |⛂| | | |⛀|
|⛀| | | | |⛂|| |⛂| | | |⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+
⚅⚂
+-+-+-+-+-+-++-+-+-+-+-+-+
|⛂| | | | |⛀|| |⛀| |⛂| |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| | | | | |⛂|
| | | | | |⛀|| | | | | |⛂|
|x || |
| || |
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| |⛂| | | |⛀|
|⛀| | | | |⛂|| |⛂| | | |⛀|
|⛀| | | | |⛂|| |⛂| | | |⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+
⚅⚁
+-+-+-+-+-+-++-+-+-+-+-+-+
|⛂| | | | |⛀|| |⛀| | | |⛂|
|⛂| | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| | | | | |⛂|
| | | | | |⛀|| | | | | |⛂|
| || x|
| || |
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| |⛂| | | |⛀|
|⛀| | | | |⛂|| |⛂| | | |⛀|
|⛀| | | |⛂|⛂|| |⛂| | | |⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+
⚅⚀
+-+-+-+-+-+-++-+-+-+-+-+-+
|⛂| | | | |⛀|| |⛀| | | |⛂|
|⛂| | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| | | | | |⛂|
| | | | | |⛀|| | | | | | |
| || x|
| || x |
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| | | | | |⛀|
|⛀| | | | |⛂||⛂|⛂| | | |⛀|
|⛀| | | | |⛂||⛂|⛂| | | |⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+
]
[Illustration:
⚄⚄
+-+-+-+-+-+-++-+-+-+-+-+-+
|⛂| | | | |⛀|| |⛀| | | |⛂|
|⛂| | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| | | | | | |
| | | | | |⛀|| | | | | | |
| || x|
| || |
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| |⛂| | | |⛀|
|⛀| |⛂| | |⛂|| |⛂| | | |⛀|
|⛀| |⛂| | |⛂|| |⛂| | | |⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+
⚄⚃
+-+-+-+-+-+-++-+-+-+-+-+-+
|⛂| | | | |⛀|| |⛀| |⛂| |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| | | | | |⛂|
| | | | | |⛀|| | | | | |⛂|
|x || |
| || |
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| |⛂| | | |⛀|
|⛀| | | | |⛂|| |⛂| | | |⛀|
|⛀| | | | |⛂|| |⛂| | | |⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+
⚄⚂
+-+-+-+-+-+-++-+-+-+-+-+-+
|⛂| | | | |⛀|| |⛀| | | |⛂|
|⛂| | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| | | | | |⛂|
| | | | | |⛀|| | | | | |⛂|
| || |
| x|| x |
| | | | | | || | | | | |⛀|
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| | | | | |⛀|
|⛀| |⛂| | |⛂|| |⛂| | | |⛀|
|⛀| |⛂| | |⛂|| |⛂| | | |⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+
⚄⚁
+-+-+-+-+-+-++-+-+-+-+-+-+
|⛂| | | | |⛀|| |⛀| | | |⛂|
|⛂| | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| | | | | | |
| | | | | |⛀|| | | | | | |
| || x|
| || |
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| |⛂| | | |⛀|
| | | | | |⛂|| |⛂| | | |⛀|
|⛀| | | | |⛂|| |⛂| | | |⛀|
|⛀| | | | |⛂|| |⛂| | |⛂|⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+
⚄⚀
+-+-+-+-+-+-++-+-+-+-+-+-+
|⛂| | | | |⛀|| |⛀| | | |⛂|
|⛂| | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| | | | | |⛂|
| | | | | |⛀|| | | | | | |
| || x|
| x|| |
| | | | | | || | | | | |⛀|
| | | | | |⛂|| |⛂| | | |⛀|
| | | | | |⛂|| |⛂| | | |⛀|
|⛀| | | | |⛂|| |⛂| | | |⛀|
|⛀| | | |⛂|⛂|| |⛂| | | |⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+
⚄⚀
+-+-+-+-+-+-++-+-+-+-+-+-+
|⛂|⛂| | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| | | | | |⛂|
| | | | | |⛀|| | | | | | |
|x || x|
| || |
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| |⛂| | | |⛀|
| | | | | |⛂|| |⛂| | | |⛀|
|⛀| | | | |⛂|| |⛂| | | |⛀|
|⛀| | | | |⛂|| |⛂| | | |⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+
⚃⚃
+-+-+-+-+-+-++-+-+-+-+-+-+
|⛂| | | | |⛀|| |⛀| | | |⛂|
|⛂| | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| | | | | | |
| | | | | |⛀|| | | | | | |
| || x|
| || |
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| |⛂| | | |⛀|
|⛀| | | |⛂|⛂|| |⛂| | | |⛀|
|⛀| | | |⛂|⛂|| |⛂| | | |⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+
⚃⚃
+-+-+-+-+-+-++-+-+-+-+-+-+
| | | | |⛂|⛀|| |⛀| | | |⛂|
| | | | |⛂|⛀|| |⛀| | | |⛂|
| | | | | |⛀|| |⛀| | | |⛂|
| | | | | |⛀|| | | | | | |
| | | | | |⛀|| | | | | | |
|x || x|
| || |
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| | | | | |⛀|
| | | | | |⛂|| |⛂| | | |⛀|
|⛀| | | | |⛂|| |⛂|⛂| | |⛀|
|⛀| | | | |⛂|| |⛂|⛂| | |⛀|
+-+-+-+-+-+-++-+-+-+-+-+-+