White. Black.
15 to 14 16 to 13
20 " 21 13 " 16 pounds 9
8 " 9 7 " 13
11 " 19 13 " 7 pounds 9
18 " 17 7 " 20
This portion of the game calls for the most skillful playing, since
White can also jump when he has but three men left; and as his men stand
now, he could complete a line in one or two moves despite Black,
provided he could jump. Black must therefore play to gain the advantage
of position rather than to pound:
White. Black.
14 to 6 12 to 18
21 " 14 16 " 21
17 " 16 18 " 17
6 " 5
Now if Black should make his line by jumping from 21 to 23, and pound
one of White's men, White could make a line in two moves by jumping to
6, 11, or 12, and thus win the game; but in such a position, between
equal players, the game should be a draw.
It is possible to display quite as much skill in Morris as in checkers.
But the one, although it looks so simple, requires quite as much study
as the other.
In playing, avoid crowding all your men on two squares. If you have the
first move, take the corners, and try to make a cross with three men.
Keep your adversary blocked as much as possible, and leave your own men
free to move. Do not try too hard to form a line while placing the men,
or your adversary will have an opportunity to place his for position,
and you will be beaten easily when the moving begins.
When possible, try to arrange men so that you can make two or three
lines by successive moves, as, for example, men on 9, 13, 18, 20, and
23. Then 18 can move to 17 and make a line, back to 18 for another, and
so on.
Before reducing your adversary to three men, and thus giving him an
opportunity to jump, try to arrange your men so that you will be able to
form your lines in successive moves. For example: Black has eight men,
at 2, 11, 13, 15, 16, 19, 21, and 24; White has four, at 3, 9, 12, and
22. Black moves 24 to 23; White, 22 to 10. If Black made a line at 14 or
20, White, being reduced to three men, could jump either to 20 or 14,
whichever was vacant, and thus prevent the second line from being made;
but if Black moves 2 to 5, White can not prevent him from making a line
either at 4, 14, or 20, even if he can jump.
[Illustration: THE MUSIC-ROOM.]