Backgammondraugh PDF
Backgammondraugh PDF
Backgammondraugh PDF
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BACKGAMMON
AND
.
'
DRAUGHTS
{OR
CHECKERS)
COMPRISING
PARDON'S COMPLETE WORK AND MANY VALUABLE PARTS OF ANDREW ANDERSON'S CHECKERS.
G.
F.
' ' *
NEW YORK
FREDERICK
A.
STOKES COMPANY
I^BLISHE^RS
6^^^
4apr
ESTATE
9f
\^
THOIUS EWiNfl df
IBRUY OF CtMHtft
CONTENTS.
BACKGAMMON.
PACK.
Game
7 lo
1
Played
13 15
17
18
Playing at Setting Out the thirty -six Chances of the Dice for a Gammon or a Single Hit
19
How
to
...
22
23 24
Back-Game
25 25
Calculation of Chances
DRAUGHTS.
CMAPTBR. Introductory /.
II,
PACK.
31
37
III,
Names of Formed
the
Gam^s^ or
Openings^
and
How
43
4
CHAPTER.
^V,
CONTENTS.
PAGM.
46 49 52
to
75?
54 56
Changes^
V,
and Illustrated,
60
65
Elementary Positions
Illustrative
67
71
VII,
Games
VIII,
Critical Situations
96
Problems
Solutions to Problems
99
113
IX,
Polish Draughts
122
PREFACE
Backgammon remains in precisely the condition in which it was left over a hundred years ago, by
**Edmond Hoyle, Gent." In this short account of the game are given the preliminary instructions
which Hoyle and others almost invariably omit. Hoyle presumes on his reader's general knowledge of the manner of playing the various games, and
begins his account of
lation of chances
Backgammon
with a calcu-
and a table of odds against throwing certain numbers on two dice. This, the mere gambling element of the game, is not primarily
necessary for the amateur's instruction.
knows how
When
making wagers on his success. It is a pleasant evidence of advancement in morals, that most of the games our forefathers played for heavy stakes are now ordinarily played ''for love/' Chess, Draughts, Backgammon, Whist, and most of the card games, are better played for amusement than for money.
acquire facility in
BACKGAMMON.
Backgammon and Draughts go very well
for
together,
almost
all
Backgammon-board inside. As to the origin of the game there is little to be said, except that it was known to our Saxon ancestors, as a game of mingled chance and skill. Strutt and Bishop Kennett derive its name from two Saxon words bac, back and gamen, a game a back;
which the player is liable to be Dr. Henry and other writers claim for sent back. it a purely Welsh origin, and say that its name comes from back, little and cammon, a battle the Chaucer called it Tables, by which little battle. title the game seems to have been known in his As to the Draught-men and dice with which time. it is played, of the introduction of the first we have no certain knowledge and with regard to the spotted cubes, their origin cannot now be traced to any one people. Representations of dice are seen in Egyptian hieroglyphs and on Etruscan tombs. It has always been a game for the higher classes, and has never been vulgarized or defiled by uneducated people. Bacon, the philosopher, recommends it as a good game Shakspeare draws morals from its chances Spenser mentions dice in
game, or one
in
;
8
his
'
BACKGAMMON.
'
Addison, Dryden, and other writers mention it as a gentlemanly pastime ; and Dean Swift tells us that it is the only game that a clergyman can consistently play
Faerie
;
!
Queene
"
played by two persons on a board divided into two sections, and figured with
is
Backgammon
placed alternately.
Here
:
is
men
game
Black.
Home, or Inner
1284:66 789
10 11 13
it"l
111
-lamnrnrT
.^--^. -.--.....
'
.- *t.4.;ww
'
'
>.^'. ..<nj ii
'
1284:56
White's
789 10 1112
White's ^ Outer Table.
,,t,
..
,
.
Home, or Inner
'p^jjjg
rp
White.
thing
is
to
*'
which
done according to the scheme shown in the diagram, in which for easy reference the points on The player either side are numbered from i to 12. using the black men is seated atthe upper side of the table, and the one with the white men at the lower.
In the case supposed,
to bring all his
it is
men '^home"; that is, into his own inner table. He who first succeeds in moving his men off the board, wins the bearing or In arranging the board, two men are game.
'
''
'
placed upon the ace-point in the adversary's inner table, five upon the sixth point of his outer table
upon the sixth point in your own inner table, and three upon the cinque point in your outer table (8 in the diagram). Your
(12 in the diagram), five
men
in the tables in
a pre-
manner.
are
The moves
of the
men
made
in
with the numbers thrown by two dice, in a box, each player is provided, in addition to
fifteen
draughtmen.
To
inner
game.
It is
his
men
into his
compartment or *'home,'' and '"bear" or remove them from the board in accordance with the numbers indicated by the successive throws of
the dice, before his adversary can accomplish the
10
BACKGAMMON-,
he has succeeded in removing But before going into his own ''home." it will be well to explain the
after
same end,
his
far-
men
ther,
ace ;
2,
deuce;
3,
trois^
or tray;
quaire ;
5,
cinque
; 6, six.
Doublets,
Two
dice
with
the
faces bearing
the
etc.
same number of
pips, as
two
aces,
two
sixes,
Removing
To remove your men before your adversary has done A single man upon a point. Home. Your inner Gammon. Two points won out of the three constituting the game. Backgammon. The entire game won. Men. The draughts used the game. Making Points. Winning Getting Home. Bringing your men from your opponent's tables into your own. To Enter. place your man again on the
all
so.
Blot,
table.
in
hits.
Is
to
board
Bar,
after
IS PLAYED.
bar.
il
us see
IS
PLAYED.
most advantageous throw of the dice is of aces, as it blocks the six-point in your outer table, and secures the cinque-point in your inner table so that your adversary's two men upon your acepoint cannot escape with his throwing either from five or six. This throw is, therefore, often asked and given between players of unequal skill, by way
first
The
of odds.
If doublets are
each
oned.
die,
double the number of points are reckThus, if two cinques be thrown, twenty
The
six in
each of the four compartments respectively, each player commencing from the point in the table
opposite to him.
can be advanced at once, one for each number thrown on the dice or one man may be moved forward as many points as the numbers on
;
Two men
amount to, taken together. When any point is covered by two of an opponent's men, the player cannot put any of his upon that point but if one only be there, which constitutes what is called a blot, " that man may be
the dice
;
'
'
12
BACKGAMMOJSr.
removed and placed on the centre ledge of the This man must be board, and the point occupied. ''entered" on any vacant point in the ''home"
section of the tables belonging to the
the player
opponent of
the
whose man has been taken up, provided number turned up on either die corresponds
like the
men on
your
the ace-
To win
a "hit
" is to
remove
all
men from
:
removed his this counts one. To win a "gammon," which counts two, is to remove all your men before your adversary has brought all of his " home " and if your men are entirely removed while your antago;
nist
home
section of the
tables,
three.
For the choice of the first play, each player throws a single die. " He who throws the highest number wins, and may, if he choose, adopt and
play the joint
If
number
he reject, then the first step is made by his throwing both the dice, and moving any one of his men to an open point at the distance indicated by one of the dice, and then moving another man (or the same man farther on, if he think proper) to another open point indicated by the number of the second die.
I3
This completes his move his adversary then follows in a similar manner, and so on alternately to Thus, double aces (which the end of the game. count as 4) w^ould entitle you (say White) to move
two men from 8 w. to 7 w., and two from 6 w. to bar-point (7), and also 5 w., which covers the covers the cinque point in your inner table, and then, should your next throw be 5 and 6, you would play the five from 12 b. to 8 w., and so cover the blot before left and you would play the six from
;
12 b. to
your bar-point.
thus,
you to move four men, each six points forward, and you may either move four together, say, from 12 b. to 7 w., or two together, as, say, two from I b. to your adversary's bar-point (7), and two from 12 b. to 7 w. (your own bar-point),
sixes entitle
or singly
in
as, say,
a single
man from
it.
b. to
w.
your
own
The
direction in
is
from
By
you
gammon,
;
are voluntarily to
make some
you
blots
;
the odds
but should
have three
14
BACKGAMMON.
in
;
men
your adversary's table you must then endeavor to secure your adversary's cinque, quatre, or trois-point, to prevent a gammon, and must be
very cautious
to take
up a fourth
crowd your game, that is, putting many men either upon your trois or deucewhich is, in effect, losing point in your own table those men by not having them to play. Besides, by crowding your game, you are often gammoned as, when your adversary finds your game open by being crowded in your own table he may then
;
;
play as he thinks
fit.
By
number of points, and play your game accordingly. If you are obliged to leave a blot, by having recourse to the calculations for hitting it, you wull
and against you. You will also find the odds for and against being hit by double dice, and consequently can choose a method of play most to your advantage. If it be necessary to make a run, in order to win a hit, and you would know who is forwardest, begin reckonmg how many points you have to bring home to the six-point in your table the man that is at the greatest distance, and do the like by every other man abroad ; when the numbers are summed up,
find the chances for
15
on your own tables (supposing the men that were abroad as on your six-point for bearing), namely, six for every man on the six, and so on respectively for each five, four, three,
;
man
on which they are situated. Do the like to your adversary's game, and then you will know which of you is forwardest, and likeliest to win the hit
DIRECTIONS FOR BEARING YOUR MEN.
your adversary be greatly before you, never play a man from your quatre, trois or deuce points, in order to bear that man from the point where you put it, because nothing but high doublets can give you any chance for the hit therefore, instead of playing an ace or a deuce from any of the aforesaid points, always play them from your highest point by which means, throwing two fives, or two fours, will, upon having eased your six and cinque points, be of great advantage whereas, had your six point remained loaded, you must perhaps be obliged to play at length those
If
;
fives
and fours. Whenever you have taken up two of your adversary's men, and happen to have two, three or more points made in your own table, never fail spreading your men, either to take a new point in
your
table, or to hit the
man your
adversary
may
i6
BACKGAMMON,
to enter.
happen
As soon
as he enters one,
;
com-
pare his
and
if
you
if
find your
game
ting
man
you can,
hit-
because
you which being so much in your favor, you ought always to run that risk, when you have except you play for a already two of his men up
:
Never be deterred from taking up any one man of your adversary by the apprehension of being hit with double dice, because the fairest probability is five to one against him. If you should happen to have five points in your table, and to have taken up one of your adversary's men, and are obliged to leave a blot out of your
upon doublets than any other, because doublets are thirty-five to one against his hitting you, and any other chance is but seventeen
table, rather leave
it
to
your table are better for a hit than any greater number, provided your game be the forwardest because having three or more men in your table gives him more chances to hit you, than if he had only two men.
in
;
men
upon entering a man on your adversary's table, and have your choice where, always choose that point which is the most
If
you
17
To
illustrate this
sup-
you up as soon in that case leave the blot upon his as you enter lowest point; that is to say, upon his deuce, because all rather than upon his trois, and so on the men your adversary plays upon his trois or his deuce points are in a great measure out of play, these men not having it in their power to make his cinque-point, and consequently his game will be crowded there and open elsewhere, whereby you will be able also much to annoy him.
pose
it is
men
to
when you
are running to
suppose you should have two men upon his ace-point, and several others abroad though you should lose one point or two, in putting the men into your table, yet it is your interest
save a
: ;
gammon
to leave a
man upon
which
will
men
to
his
greatest advantage,
and will also give you the chance of his making a blot, that you may hit. But if, upon calculation, you find you have a throw, or a probability of saving your gammon, never
wait for a blot, because the odds are greatly against
hitting
it.
you take a man or men from any man or men must be played.
If
point, that
i8
BACKGAMMON.
You
are not understood to have played
any man
is
till it is
If
no
because with a lesser number you play to a disadvantage, by not having the adpenalty attending
ditional
make up your tables. If you bear any number of men before you have
to
man
entered a
man
man
taken up.
you have mistaken your thrown and played it, and your adversary have thrown, it is not in your power or his choice to alter it, unless both parties
agree.
The following
are Hoyle's
GENERAL INSTRUCTIONS.
If
you play
three
up
at
Backgammon, your
place, is to secure
prin-
cipal
view, in the
first
your
own, or your adversary's cinque-point, or both when that is effected, you may play a pushing game, and endeavor to gammon your adversary. The next best point (after you have gained your cinque-point) is to make your bar-point, thereby preventing your adversary's running out with
doublet sixes.
proceeded thus
far,
prefer the
19
in
your
own
tables,
you have a
fair
chance to gammon your adversary, if he is very forward for, suppose his tables are broke at home, it will be then your interest to open your barpoint, and to oblige him to come out of your tables with a six and having your men spread, you not only may catch that man which yoiir adversary brings out of your tables, but you will also have a probability of taking up the man left in your tables (upon supposition that he has two men there.) If he should have a blot at home, it will then be your interest not to make up your tables ; because, if he should enter upon a blot, which you are to make
;
you
;
will
have a probability of
if
;
get-
ting a third
man
which,
i
accomplished, will
of the
you have only two of his are that you do not gammon him. If you play for a hit only, one or two men taken up by your adversary renders it surer than a greater
number, provided your tables are made up.
directions for
PLAYING AT SETTING OUT THE THIRTY-SIX CHANCES OF THE DICE FOR A GAMMON OR A SINGLE HIT,
Two
aces
best of
first
throws to be played on
20
BA CKGAMMON.
;
and then two on the bar-point for a hit Two sixes (second best throw) to be played two on your adversary's bar-point, and two on your
;
bar-point, for a
gammon
or a
hit.
two to be played on the cinque-point, and the other two on your trois-point in your own
trois,
Two
tables, for
gammon
only.
Two
your
own tables, and two are brought over from the five men placed in your adversary's outer tables, for a gammon only. Two fours, to be brought over from the five men
placed in your adversary's outer tables, and to be
own
tables, for
gammon
only.
to
Two fives,
mon
five
men
own
tables, for
a gam-
Size ace,
you
are to
make your
bar-point, for a
gammon
or for a hit
be brought from the five men placed in your adversary's outer tables, and to be placed on the cinque-point in your own tables,
Size deuce, a
to
for
man
gammon
and
or a hit
man
to
gammon
or a hit
21
and
man
to
gammon
Six
or a
hit.
and
man
to
gammon
or a
hit.
Cinque and quatre, a man to be carried from your adversary's ace-point, as far as he can go, for a gammon or a hit Cinque-trois, to make the trois-point in your table, for a gammon or a hit. Cinque-deuce, to play two men from the five placed in your adversary's outer tables, for a gam-
mon
in
or a
hit.
five
placed
your adversary's outer tables for the cinque, and to play one man down on the cinque-point in your own tables for the ace, for a gammon
only.
Quatre-trois,
two men
to
five
mon
own
in
or a
hit.
Quatre-deuce, to
tables, for
make
Quatre-ace, to
your adversary's outer tables for the quatre, and for the ace, to play a man down upon the cinque-point in your own tables, for a gammon only.
22
BACKGAMMON.
Trois-deuce,
two men
to
five
gammon
own
only.
Trois-ace, to
tables, for a
make
gammon
man from
your adversary's tables for the deuce and for the ace, to play a man down upon the cinque-point in your own tables, for a gammon only.
be played on your cinque-point in your own tables, and with the other two take the quatre-point in your adversary's tables. Two deuces, two of them are to be played on your quatre-point in your own tables, and with the other two take the trois-point in your advertrpis,
Two
two of them
are to
sary's tables.
[The two foregoing cases are to be played in this manner, that you may avoid being shut up in your adversary's tables, and have the chance of throwing high doublets to win the hit.]
of them are to take your adversary's cinque-point in his tables ; and for the other two, two men are to be brought from the five placed
fours,
Two
two
in
your adversary's
tables.
men
BACK'GAME.
2^
placed in your adversary's tables, and play the ace from your adversary's ace-point
Quatre-ace, play the quatre from the five
the
men
men on your
adversary's ace-point
men
Suppose
in his
in his
have two men upon his six-point own tables, three men upon his usual point outer table, two men upon the point where
A to
his five
men are usually placed in his adversary's tables, five men upon his adversary's ace-point, and three men upon his adversary's quatre-point And suppose B to have two men upon his sixpoint in his own tables, three men upon his usual point in his outer table, two men upon the point where his five men are usually placed in his adversary's tables, five men upon his adversary's acepoint, and three men upon his adversary's troispoint
:
Who has the fairest chance to win the hit ? A has, because he is to play either an ace,
make both
these points as occasion offers
;
or a
and
24
BACKGAMMON,
having the quatre-point in his adversary s tables, he may mare easily bring those men away, if he finds it necessary, and he will also have a resting place by the conveniency of that point, which at all times in the game will give him an opportunity of running for the hit, or staying, if he thinks whereas B cannot so readily come from proper
;
and B place
their
men
in the
: Suppose A to have three men upon his six-point in his own tables, three men upon the usual point in his outer table, and nine men upon his adversary's ace, deuce, and trois-points, three men to be placed upon each point and suppose B's men
manner
for a hit
;
own, and in his adversary's tables, in the same order and manner. The result is, that the best player ought to win and the dice are to be thrown for, the the hit situation being perfectly equal in A's and B's game. If A throws first, let him endeavor to gain his
to
be placed
in his
adversary's
.let
cinque-point
as
for
when
that is effected,
every time that B hits them will be in A's favor, because it puts B backward and let
to
;
;
many
A take up
none of
B's
men
for the
same
reason.
CALCULATION OF CHANCES.
CRITICAL CASE FOR A BACK-GAME.
25
Let US suppose A plays the fore-game, and that all his men are placed in the usual manner
:
us suppose that 14 of his men are placed upon his adversary's ace-point, and i
For B
game
let
man upon
is
and
?
that
to
throw
is
Which game
A's
if
is likeliest
to
win the
hit
the best
by
misses an ace to take his adversary's deucepoint, which is 25 to II against him, A is, in that
case, to take
up
B's
;
men
and
or to
make
points
if
to lay as
many men
down as possible, in order to be hit, he may get a Back-game. When you are pretty well versed in
that thereby
the
game
of
Backgammon, by practising this Back-game you will become a greater proficient in the game than by any other method, because it clearly demon^ates the whole power of the Back-game.
CALCULATION OF CHANCES.
In playing Backgammon, it is of course necessary that the amateur should know how many points he ought to throw upon the two dice, one
%'ow
is
26
BACKGAMMON.
given by Hoyle, and adopted by all succeeding writers on the game, simply because the matter,
being one of
fact,
On
the
two dice
namely:
Points.
2 deuces
4 8
12
2 trois 2 fours
2 fives
l6
20
25
5 twice 4 twice
2 sixes
22
20
18
3 twice 2 twice
I
16 14 18
16
.....*.
twice
4 twice
3 twice 2 twice
J
4 4 4
3 3
14
12
twice
3 twice
2 twice
I
14
12
twice
lO
2 twice
I
lO
twice
twice
8 6
Divided by 36)294(8 288
CALCULATION OF CHANCES.
Thus we see a little more as
2 sixes 2 fives 2 fours 2 trois
27
by 36 gives 8 and the average throw with two dice. The chances upon two dice are
that 294 divided
:
2 deuces *2 aces
6 6 6 6
*6
5
5
5
*5
4 4
*4
3
*3 *2
and 5 and 4 and 3 and 2 and i and 4 and 3 and 2 and I and 3 and 2 and i and 2 and i and I
twice
twice
2
2
2
twice twice
twice
2
2
2
2
2
twice
twice
twice
2
2
twice
2
2
twice
twice
To
being
table
find out
hit
look in the
where thus
i
*2 aces *6 and
*5 and
twice
twice.
28
BACKGAMMON.
*4 and *3 and *2 and
I I
twice twice
2 2
2
Total
II
twice
By
this
it
appears that
it is
twenty-five to eleven
certain or flat die.
upon a
The
like
flat die,
What
man upon
one,
For. Against.
To
enter
tt
it
upon
44
point
is
about
**
4
5
to to
"
((
((
((
4
I
( (t
((
( <c
I<
4
5
3 8 to
35
to
X I
to
The odds
To
hit
(
<c
upon
**
is
about
to
to to
I I
I I
I
"
*'
9
10
II
6
II
C(
iC
to
to
** **
17
((
12
36
to
To
of
'^(i
further explain
how
at
to
make use
of the table
chances,
when
CALCULATION OF CHANCES.
being hit upon a certain or flat By the following is added.
die,
29
another example
find the
we
odds of
Points.
being
hit
upon a
six
2 sixes
2 trois 2 deuces
I
i
6 and 5 twice 6 and 4 twice 6 and 3 twice 6 and 2 twice 6 and i twice 5 and I twice 4 and 2 twice
,
2 2
2
2 2 2
,
Deduct this 17 from 36 the number of chances upon two dice and we have 19. From this table
then,
we
6.
find that
it
is
upon a
The odds
*' **
of 2 love
**
**
is
2 to
I
about 5 to 2 " 2 to I
**
love
3 to 2
Here, then,
we have
the
game
it
of
Backgammon
I trust
have
made
the
method of playing
plain to the
com-
DRAUGHTS.
CHAPTER
I.
INTRODUCTORY.
decidedly scientific and though perhaps somewhat less so than Chess,
is
The game
of Draughts
and equally an exercise for the mind. It is governed entirely by calculation, and he who, by study and practice, becomes a good player at it, has really effected something more
is
equally amusing
for
intellect in
a system of
and accustomed himself to find recreation in a rational and interesting study no slight ends, I take it. Chess is said to be more
logical discipline,
if
we may
believe
to
its
The game
is
of Draughts
is
Chess
what Arithmetic
to Algebra.
Antiquarians agree
on the ground that, among the New Zealanders and other savage tribes, the game is generally known.
32
DRAUGHTS.
Some, however, assert that it is the offshoot of There It is, they say, the Chess of ladies. Chess. would appear to be some truth in the argument for in nearly all the European languages. Draughts With the French is called the Game of Ladies. the '* Jeu des Dames''; the Germans, it is '' Damenspiel " the Italians, *'I1 Giuco delle Dame'' the Portuguese, '*0 Jogo das Damas" ; and so forth. In Gaelic there is but one word, **Taileasg," both for Chess and Draughts and the Scotch call the Draught-board a '' dam-brod, " probably from the German ''Damenbrett, " or ladies'
;
board.
have no authoritative record that Draughts was much practiced in Europe till the middle of the sixteenth century. In 1668 a treatise upon it was published in Paris by M. Mallet, a professor of mathematics. Nearly a century later, Mr. William Payne, also a teacher of mathematics, published
his
We
celebrated
''Introduction
to
the
Game
of
Companion
by English
work on
the
game was
issued
year Joshua Sturges published his well known and most able work, *' The Guide to the Game of Draughts." J. Sinclair (Glasgow, 1832) was the next to issue a treatise on the game, and was the first of the Scottish school of
writers, but in that
INTROD UCTIOJSr.
writers
33
to
then
followed
1838),
J.
Drummond's
first
edition
(Falkirk,
andW. Hay
(Stirling,
1838).
In 1848 Mr.
Anderson published,
tion."
It is
work, followed, in 1852, by his celebrated ''Second Ediat Lanark, his first
board,
player.
by two
players.
is
The board
at the right
is
is
placed so
the
hand of
The following
a representation of the
WHJ^
34
It is
DRAUGHTS,
unimportant whether the players choose the black or the white squares, so that the double
corner
is at
Each player has twelve men, which move in diagonal lines, and take by passing over the oppoA man nent on to the empty square beyond. enabled to pass on to the last row of his adversary's side becomes a King, which has the power of movThe game is ing backwards as well as forwards. over when one player succeeds in either taking all his adversary's men or in blocking them so that
they cannot move.
The
and
instructions of
Edmond Hoyle
I
I
satisfactory,
that
have already stated. ''The players may place their men on either the black or white squares, but the whole of them must be placed on squares of one color only. In
Scotland, the black squares are generally played
England, the play is on the white consequently, in the former method, a white square in the corner of the board is left to the right hand, and by the latter mode a black one. The operation of the game is very simple the men' are moved always diagonally, never sideways or straight forward, and only one square at a time. If one of the enemy's men stand in the way, no move can be effected, unless ther^ be a vacant
;
on
in
'
INTRODUCTION.
35
square beyond him, in which case he is leaped over; and being thus taken, is removed from the
board.
nally,
As the pieces can only be moved diagoand one square at a time, there can be no
moved
their
men
quarters;
and
in
thus
game the grand object being to hem-in the enemy in such a manner that he cannot move his men. When the men of either opponent have made their way to the opposite end of
the chief art of the
by preceding moves, they receive increased power they are then crowned, which is performed by placing one of the enemy's captured men on the top of the piece which has penetrated and thus to the enemy's first row of squares crowned the piece may be moved backwards as well as forwards but still diagonally only, and one square at a time. To get a man 'crowned' is therefore of the first importance, as the more
path
left
:
'
pieces either
privilege of
board and winning the game. In brief, the men move one square at a time, and take in the direction in which they move, either right or left, by jumping over any adverse
off the
men
36
DRAUGHTS.
may
lie
immediately
in their
Arrived at the
squares on the adversary's side, the men become Kings, and are crowned by placing one man
other.
backward.
37
CHAPTER
II.
For the convenience of noting the moves of the game, it has been agreed among modern players to number the white squares from i to 32 in the
following manner
:
38
DRAUGHTS.
on the board
itself,
take place
for the
purpose of enabling the players to note the moves on paper, and to play without seeing the
board.
The moves
in
of the pieces
we
repeat ourselves,
fully the
may remember
all
preliminaries of the
direction
game are
made
in
one
at pleasure.
square.
Thus,
The
the
man
taken, as in Chess
the captured
On
is
arriving at
side of the
started, the
man
crowned, and becomes a King the operation of crowning is very simple one piece being placed on the top of the other. A man or King can take one or more men or Kings that may be en prise ; that is to say, if there be a vacant square beyond each piece captured. The game is won by either taking all your adversary's men, or by blocking them in such a way as that they cannot move without being taken, or have no squares in which to move.
39
alternately
the
first
move in
game being
It
is
usually determined
color.
to
change
Let us now, in order to more fully show the modus operandi^ pl^y ^ short game, or, rather, part
of one.
The
the
is
players determine
by
first
lot
first
move.
After the
it
being usual for the first move to be made with the black, the board being turned
taken in rotation,
for this purpose.
Black plays a mail from square 11 to square 15 ; which White answers by playing a man from square 22 to 18. Black jumps over to square 22, takes and the the man, and removes it from the board game proceeds thus, the moves in which a piece is
;
The
first
moves were
White*
Blacl(k*
II to 15
22 to 18
Then
15 to 22* 8 to II
25 to 18*
29 to 25
25 to 22
4 to
12 to 16
24 to 20
4d
8 to 12
DRAUGHTS,
21 to 17
This
move ought
9 to 14
5 to
to lose
21*
You
32 to 28 (bad)
22 to 18
-
ID to 14
1
to
18 to
9*
5 to
14*
26 to 22
31 to 26
6 to 10
10 to 15 7 to 10
2 to
22 to 17 17 to 13
This
move
15 to 19
24 to 15*
10 to 26*
30 to 23*
Though
Black
is
this is
enabled presently to
14 to 17
21 to 25
11 to 18*
.
make a
king.
22 to 18
i8 to 15
20 to
king.
4*
41
23 to 19
22 to 26
27 to 24
26 to 31
Making a
king,
effective.
24 to 20 (a)
25 to 30
becoming a king
30 to 27
27 to 24
24 to 19
20 to 16
16 to
19 to 15
And
(a. )
man and
the game.
Suppose instead of playing 24 to 20, White plays 19 to 15, it will be found that he equally loses the game. 19 to 15
31 to 27 17 to 22 24 to 20
15 to II
II to
22 to 25 25 to 29
becoming a king
also
7 to
becoming a
2 to
king.
6 to 10
10 to 15
15 to 18
6 to 10
28 to 24
White play carefully, he can draw the game, with two kings against two.
if
And now,
42
DRAUGHTS.
thoroughly learning it to play a game without seeing the board. This is by no means difficult. I have seen a player engage in half a dozen games simultaneously without the board. In Draughts,
as well as in Chess, this
and
is
by no means
43
CHAPTER
III.
The
is
2.
The
*'
Bristol
"
is
formed by the
first
three
moves
ii-
16,
24
20, 16-19.
named
'
in
name
'
Bristol
* '
to all
games pro-
23
The "Cross" is formed by the first two moves 18. It is so named because the second move is played
:
11-15,
across
first.
' '
The
23
'
'
Defiance
is
formed by the
It is so
'*
first
four moves
it
1 1 -1 5,
19, 9-14,
27 23.
named because
defies or
is
so
named from
its first
9-14 being from the one double corner toward the other. Although Anderson mentions the game in his list of the standard openings, he published no play upon
in this edition, therefore,
6.
it. it.
move
Every variation
has an asterisk at
The " Dyke " is formed by the first three moves 11-15, 22 17, 15-19- The name has probably arisen from the observed resemblance of many of the positions in this game to a "dyke "
:
{i. ^.,
44
7.
DRAUGHTS.
The
*'Fife'* is
:
formed by the first five moves ii-ij, It has been 22 so called since 1847, when 23 19, 9-14, 17, 5-9. Wyllie, hailing from Fifeshire, played it against Anderson.
8.
The "Glasgow"
8-1
1,
is
formed by the
1
first
five
moves:
11-15, 23 19,
22
17,
1-16.
It
known
against
by this Anderson
name
since
Sinclair,
of Glasgow,
played
it
at their
' '
match
in
Hamilton
'
'
in 1828.
11-15,
fact of its
9.
The
23
8-1
1,
22
17,
formed by the first five moves It was so called from the 9-13.
is
:
who
is formed by the first five moves : 11-15, 22 17, 8-1 1, 17 13, 15-18. It was so named in compliment to a miller's daughter in Lanarkshire, who was an excellent player, and partial to this opening.
10.
The "Maid
of the Mill"
11.
is
formed by the
4-8.
It
first
five
moves:
11-15,
23
19,
8-11, 22
17,
was
so
named
game
in Sturges'
The " Second Double Corner " is formed by the first two moves: 11-15, 2419. Like the "Double Corner," it is so named because the first move of the second player is from the
12.
one double corner toward the other. This opening appeared in Anderson's first edition under the very inappropriate name
of the "Invincible."
23
The " Single Corner " is formed by the first two moves It is so named from the fact of each of these 11-15, 22 18.
13.
:
single corner
19, 9-14,
II-15, formed by the first five moves The game has been known by this 6-9.
is
"
45
name amongst players in Scotland for many years, and was so named owing to its being the favorite of an old Paisley shoemaker
15.
{Scottice^ souter).
The "Whilter''
is
formed by the
first
five
moves:
on
opening previous to its appearance in Anderson's first "Whilter" or " Wholter '' (in Scotch) signifying an edition.
this
remarkably applicable to many of the unexpected changes which occur in this game.
overturning, or a change productive of confusion,
is
16.
The
Wisp "
9-13.
is
formed by the
first
three
moves:
11-15,
23
19,
It
was
so
named by Mr. G.
an ignis fatuus.
remark that the games formed by an odd number of moves refer to the first side, while those formed by an even number refer to the second. For instance, if one says
scarcely
We need
' '
* '
'
Second Double Corner," or "Single Corner" against his opponent, we at once understand that he played the second
side of the games.
46
DRAUGHTS.
CHAPTER
IV.
The
will
game
If
of Draughts
are few,
and easy
to
remember.
my
I
readers
carefully
now
give
them, they will soon become acquainted with all that the best players acknowledge as leading
rules.
explanatory.
1.
not
technically described as
Black and
or Black
and White), turned, and round, not less than one and oneeighth inch, nor more than one and one-foiu*th inch in diameter.
3.
is
comer
at the right
of the player.
[This is important, as all the games are given on this presumption. Otherwise, it is of no consequence on which colored squares you play.]
4.
The
first
move
of each
alternately
by
is
This Is simply
47
done by changing the men. The player who had Black in the first game will have taken White pieces, which he proceeds to arrange for the second game, and so on.]
Pointing over the board, or using any action to interrupt the opponent in having a full view of the game, is not allowed.
5.
[There
is no penalty for this practice but the fact that it is disagreeable and ungentlemanly, ought to be sufficient to deter any player.]
;
6.
It is optional
compel him
'
'
Standing the huff is when the player has a piece offered to him and he refuses to take it, but makes another move. His opponent then removes the man that should have played from the board and makes his own move. ]
,
7.
If either player,
when
it is
hesitate to
make
call
move for more than five minutes, his opponent may upon him either to move or resign the game. A delay of
his
it
8.
Neither player
is
progress of a
9.
game without
it
is
com-
the
men he can
legally take
by the same move. On making a King, however, the latter must remain on his square till a move has been made on the
opposite side.
10.
When
there
is
only one
be called at move be not completed on the expiry of another minute, the game shall be adjudged as lost through improper delay.
shall
;
**Time "
way
of taking one or
11.
Either player
is
entitled,
on giving intimation,
to
arrange
48
his
DRAUGHTS,
own
or his opponent's pieces properly on
first
the squares.
either player
After the
if
offence,
and
shall
game
for
the person
whose
.turn
it is
game.
When
the piece
is
any part of a playable piece be played over an angle of the square on which it is stationed, the play must be completed
13. If
in that direction.
14.
When
taking,
it
if
;
he cannot replace
a player remove one of his own pieces, but his opponent can either play or insist
on
his replacing
15.
it.
When
a small number of
men
may
call
upon
his
opponent to win in fifty moves, or declare the game drawn. With two Kings opposed to one, the game is declared drawn, unless it be won in, at most, twenty moves.
[This, again,
is
is a rule for expert players. With amateurs it not well to act upon it witn severity. With two men against one, however, it is always easy for the player with the superior number to drive his opponent into the double comer ; and, when he is there, to win the game in, at most, eight moves.]
sons present.
17
18,
or the
game
is lost.
who
refuses to abide
by the
game.
FEW HINTS
TO FLA YEFS.
49
men towards
the
Be
back up your advanced men so as not to leave a chance of your opponent taking two for one. A man on a side square is deprived of half his offensive power. Be careful to look well over the board before making your move but let not your caution descend to timidity. Resolve the consequences of
;
every
move
before making
it.
Never touch a man without moving it. Avoid the inelegant act of pointing with your finger across the board. Determine on your move, and make it without hesitation. Avoid conversation that is likely to be annoying
or confusing to your adversary. If you prove the conqueror, endeavor to act the part of a noble one,
fallen
enemy.
Even when
He who abandons
Keep your temper.
it.
50
DRAUGHTS.
**In playing with correspondent writes: some friends of mine, I have often met with cases of cowardly play ; by which I mean their giving
man, when they have more men than myPlease state whether you consider it cowardly self. It or not, and if there is a rule against so doing. requires little science to play in that manner and
man
for
if it is
think
it
spoils the
game
but kindly enlighten me a little on this point." It is not cowardly to give man for man when you are a piece a-head but it is considered the high game
;
not to do
of
*"
is
if
no
impossible to win
of a
man. Then you drive him into the double corner and beat him in a regular number of moves. General rules for manning cannot well be given, seeing that each game necessarily differs in many important respects. The young player will do
however, to remember that it is better to keep his men in the middle of the board than to play them to the side squares, when half their
well,
power
is
is lost.
The advice
all
of Sturges,
the foundation of
that
game
may
be safely followed.
He
"When you
FEW HINTS
TO PLAYERS.
in the
51
number
;
of
forcing them,
take
position.
a beginner, play w^ith those who agree to allow an unconditional time for the consideration Never touch a man without of a difficult position. moving it, and do not permit the loss of a few games to ruffle your temper, but rather let continued defeat act as an incentive to greater efforts both When one player is deof study and practice. cidedly stronger than another, he should give odds,
and,
if
to
make
the
game
There must be a great disparity indeed if he can give a man, but it is very common to give one man in a rubber of three games, the superior player engaging to play one game with 1 1 men instead of Another description of odds consists in giving 12.
drawn games that is, the superior allows the weaker player to reckon as won, all games he Never play with a better player without draws.
the
;
may
choose to
on the other hand, you find yourself superior to your adversary, that you feel no interest in playing offer him odds, and should he
refuse, cease for a stake
;
playing with him unless he will play the losing which, for a few games in
will
succession,
52
DRAUGHTS.
Follow the rules of the game rigorously, and compel your antagonist to do the same without which, Draughts are mere child's play. If you wish to
;
improve, play with better players, in preference to such as you can beat and take every opportunity
;
engaged. Never touch the squares of the board with your finger, as some do, from the supposition that it asfine players
of looking on
when
are
sists
their
powers of calculation
move
off
With many players, some uncertainty appears to exist on the subject of *' Standing the Huff." There should be no misunderstanding on this point,
as
it
is
and ingenuity. The following, from the valuable treatise of Sturges, as revised by Walker in 1835, and admitted by all good players, sets the matter in a very
from his
skill
clear light.
it
is
optional
on the part of the adversary, to take the capturing piece, whether man or King, or to compel you to take the piece or pieces of his, which you
53
The necessity of this lawis evident, when the young player is shown that it is not unusual to sacrifice two or three men in succession, for the power of making some decisive coup! Were this law different, the players might take the first man so offered, and on the second's
'
being placed
en prise,
'
and
thus,
by
beauty of the game, which consists in sults arising from scientific calculation.
*
should
be observed, however, that on the principle of touch and move,' the option ceases the moment
the huffing party has so far
made
his election as to
touch the piece he is entitled to remove. After a player entitled to huff has moved without taking his adversary, he cannot remedy the omission, unless his adversary should still neglect to take or to change the position of the piece concerned, and so It does not matter how leave the opportunity.
long a piece has remained en prise '/ it may a1 any time either be huffed or the adversary be comWhen several pieces are taken pelled to take it.
'
one move, they must not be removed from the board until the capturing piece has arrived at its
at
destination
may
;
lead to dis-
draughts.The act of
huffing
'
is
not reckoned as a
together."
move
*a huff
and a
move go
54
DRAUGHTS,
Thus
it
be seen that the adversary must take the piece offered, if the player insists on his so
will
doing.
The
that,''
usual plan
after
is
and say,
''Take
not allowed
among
players of reputation.
has often been a question with players, whether, towards the end of a game, when one player was left with a man more than his opponent, it was altogether honorable to give man for man. Now, as there is nothing contrary to rule in this practice, so,
It
be said Indeed, it is sometimes almost imposto be unfair. sible to finish the game without exchanging men. In some situations the player with two Kings can so move them as to render the winning of the game by his opponent with three Kings, impractiI think,
it
that can
Obviously, therefore, the proper plan is, for the player with the superior force to reduce his adversary to a single King, drive him into the double
cable.
Remembervery easy. ing the position of the board, with the white square3 marked from i (at the left-hand upper corner) to 32
corner,
and win.
This
is
lower white square), we will suppose that Black has a single King in square 28 the
(the right-hand
;
55
to
occupy the
He
then
moves
White.
Black.
23 to 27 19 to 23
28 to 32
32 to 28
28 to 24
24 to 20
27 to 32 32 to 28
23 to 18
18 to 15
20 to 16
Black then moves either to square 20 or 12. In either case White moves to square 11, when Black's
move must be his last, as he must move into a square commanded by one of his opponent's Thus it will be seen that the single man pieces.
next
can always be driven out of the double corner and beaten in from seven to fifteen moves, no matter in
two Kings may happen to be. The grand principle is, to bring up your men to the two squares in front of the double corner with only one vacant square on each line what
part of the board the
intervening.
can, as
From
we have
let
seen,
in
seven
are
Now
good
me
advise those of
my
friends
who
numbered
$6
DRAUGHTS.
They
will thus
board.
become so
familiar
with
the board.
*
'
THE MOVE.
The best and easiest method of ascertaining when you have the move has been stated by Mr. Martin, a player of great skill. To know when you have
the
move
move
enables
you
that
game and win. But if it happen your own men are in a confined and cramped
to force the
position, the
knowledge as
in the
to
which player
is
will
game
of
little
moment
a plan of discovering the player with the move Count all the pieces, both black and white, which stand on the columns not the diagonals which have a white square at the bottom.
If
the
number be
odd,
:
White has the move if has the move. Another method, which holds good, like the If foregoing, with any number of men, is this you desire to know whether any piece of yours has the move of any piece of your adversary's, you must examine the position of both. If '^ou find a
:
TO KNOW
57
The most
is
familiar
example
Painter,
by players
that quoted
by
who,
brought out a revised edition of Payne's Treatise on Draughts. And, by the way, Payne's book was probably founded on that of M.
in
1767,
who
Suppose you have a White man on square 30, and your opponent to have a Black man on square 3 in this position it will be seen that the right angle is in a black square between 3 1 and 32, directly under his man consequently you have Had your man been on square 29, the the move. right angle would have been found on the black square between 30 and 31; or if it had been on square 31 the right angle would have fallen on the
the game.
;
;
There is yet another method. In order to know if you have the move, you must count the men and the squares. If the men are even and the squares odd, or if the squares are even and the men with even squares and odd, you have the move even men, or with odd squares and odd men, the move is with your antagonist. See this diagram
;
:
58
DRAUGHTS.
We
reckon the square thus From the White king on square 26 to the Black king on 28, the white
are
squares
odd and the men even. From the White man on 32 to the Black man on 19 the squares are again odd then which has the move ? It will be seen that though the men are even, two
;
number
odd.
In
the giving of
man
for
man
game
it
is
very important to
lies,
player the
;
move
as that
or in driving a
corner
as
man
you
move.
the
game
certainly has
TO KNOV/
MOVE:'
59
even
it is
no manner of advantage to him at that period While the players continue to give of the game. man for man, the move belongs alternately to each, 11, the one having it with an odd number of men the other with an even number 12, 9, 7, 5, 3, I Till some mistake be made by one 10, 8, 6, 4, 2.
;
of the
it is
the
game
lost.
is
must or ought
to
be
No
if
interfere,
even
itude,
he sees a
is
move.
Above
all,
the
young
player
recommended
6o
DRAUGHTS.
CHAPTER
-
V.
Anderson's
theory of the move and its changes PRACTICALLY EXPLAINED AND ILLUSTRATED.
the men are so situated that, in the ordinary course of the play, you can force your opponent's pieces into a confined
position,
When
is
technically termed
**the
Move/'
it
*^The
Move"
draw
many
to be secured, while in some instances, from the peculiarity of the situation, the player having the move loses the game. Hence the importance of the knowledge
enables a
to
to
The Move.
To have
the move, signifies the occupying of that position on
the board, which (in playing piece against piece, without regard
to the others,
till
each
who
occupies that
Calculation of the
Move.
For convenience, the squares of the board are divided into two systems of four columns each. The columns of one system are those reckoned upward from Black's crown-head that is, from the squares numbered I, 2, 3, 4. The columns of the other system are those reckoned downward from White's crown-head that is, from the squares numbered 29, 30, 31, 32. Reckoning upward^ the squares i, 9, 17, 25 2, 10, 18, 26 form the columns of one system 12, 20, 28 3, II, 19, 27 ^4,
ANDERSON'S THEORY.
6i
and reckoning downward^ squares 29, 21, 13, 5 ^30, 22, 14, 6 form the columns of the other 16, 8 ^32, 24, 31, 23, 15, 7 system. The following may more clearly show what is meant by two systems the figures in ordinary type showing the columns of one system, and those in heavier type the columns
of the other.
The columns of each system being situated alternately between those of the other, it is evident that one system is the reverse of
the other.
When
number
of pieces,
\i
is
Now, as an even number can only be divided into two even or two odd numbers, it is clear that if the pieces be counted in each of the two systems separately, the numbers will in the two cases be both even or both odd. In the course of the play each move will be out of one system
62
into the other,
DRAUGHTS.
and
will therefore
less; so that if
even, and after another move they be both odd, and so on alternately, according to the
it is
now be both
to play.
the
move
:
WHEN
IT IS
YOUR TURN TO
Rule
;
I.
Add together
all
and ii their sum is odd you have the even, your opponent has the move.
take the toilowing position
:
play Black, and have the move, because either system contains an odd number of pieces ; one contains one, the other
You
(To aid the beginner in mastering the idea of the two systems into which the board is divided, we have distinguished the one system from the other by a series of dots.)
three.
ANDERSON'S THEORY,
Abbreviation of the Rule.
63
Add
together
all
all
sum
is
odd,
but
if
even,
you have
not.
Let it be observed that you will find the single pieces only on such rows of the set as contains one piece and the single vacant squares only on such as contain three pieces. You omit all
;
rows of the set which contain two or four pieces, because an even number does not affect the result. In using this shortened form of the rule, you will never count more than one on any given row and three will be the greatest number in the whole
;
set
not.
it
To have
As an
move
in
64
DRAUGHTS.
You
play White
first,
and have the move, but lose the game, through Black forcing your man on 9 into 5 a confined posiThe Black king has then the move on your king, though tion.
|you have the move
if all
An
alter
exchange usually
to obtain the
it.
you wish
Take
men on
17,
and
17,
In every single exchange of one for one, when only one of the capturing pieces remains on the board, the move is changed.
To
find
do, or
Rule
II.
is
even and
in reverse systems,
and the captured pieces are odd on each side, but if the capturing pieces are in the same changed the move is system, the move is not changed.*
Place the following as an illustration
:
Black
7.
king on 26
first
Black takes 26-17, and you gain the move, because the capturing piece on 7 is in reverse
take 7
16,
system to the capturing piece on 26. Place also the following Black man on 15 and king on 26 White man on 22 and king
:
and have not the move. Take 10 on 19, and Black takes 26-17, ^Jid this exchange does not change the move, because the capturing piece on 10 is in the same system as the capturing piece on 26.
10.
You
play White
first
* !ifou must apply the rules at the squares the pieces capture and are cap tured from.
65
is
even and
is
the
move
not
Rule
changed
changed.
IV.
captiu-ing pieces
is
odd and
the
but
odd the
As a summary
or do not change the move, the following will be found of universal application in the
Rule
V.
^Add
if
is,
systems, and
system (that
but
if
is
not changed;
the other
and
even), the
move
is
changed.
made by He who
wins the game. This losing your men is not so easy as might at first sight appear. The secret of success lies, however, in a very simple series of moves. What you have to
his
men
open your game by giving piece for piece for the first three or four moves, and then open your back squares, and leave spaces between them and the advanced pieces, so as to enable you at a favorable opportunity to give two men for one.
do
is,
to
66
DRAUGHTS.
lost
Having
man more
advantage by giving man for man. But you must not be too anxious to crown your men, or to pass the squares protected by your
careful to retain that
opponent's pieces.
regain his loss,
If
you
do,
he will presently
and perhaps turn the tables upon you. Sometimes it will happen that with a single King you can compel your adversary to give up piece after piece till you find yourself able to offer yourself as a sacrifice and win. In the Losing game you must take the piece offered, and he who refuses it loses the game, of course. There is no such thing as standing the huff in the Losing Game.
In the Losing
Game
it is
squares
as,
must
after
with the certainty of losing them. All pieces Great care is that can be taken must be taken. necessary in order to keep the move, for the player who has it ought always to win.
men
ELEMENTARY POSITIONS.
CHAPTER
BLBMENTARY
WHITE.
67
VI.
POSITIONS.
FIRST POSITION.
BLACK.
Black
27-32 8 II 32-27
11
to
10- 6
5
I
15-18
17 13
5 9 10-15
14-10
18-15
5
I
9 14
I- 5 14 17
30 25 23-18
10 6 18-14 6 1
2-95
15-18
5
H
I
65
I- 5 21 17
i- 5
5-
- S 9 13 10-14
13
9 14-18 9 6 18-15
S-15-10 17 22 10-14 22 25
5
1
26-30 25 21 30 25
i
5
I
9 6 18-15 21 17 5- I 6 9
17 13 I- S 14 17
15-10
23-18
10
30 25 15-18
6 10 5- I 25 21
'- 5 10 6
25 22 I- 6 22 25
25 22
5
I
15-18
9 5 18-22
17 14 I- 6
5
'
Same as trunk at s*
B. wins.
22-18
5
6-10
25 22 10 15 22 25
15 18 25 21
6 18-14 6 I
18 15
5
I
1
15-10
5
6i
10
5
I
6
I
22-17
14 9 17-14
18-15 31 17 i 5 6 9
18-22 B. wins.
14-10
5
1
B. wins.
68
DRAUGHTS.
SECOND POSITION.
WHITE.
BLACK.
Black
i- 5 8 II 5- 9
II
to play
[
and win.
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
f
15
9-14
15 11
14-18
II
16
18-15 16 20 15-11
18-14 4 8
9-
8 II
14- 9
n
11
6 l-IO
16
10-15
16 20 J5-'9
6-to
19 23
20 24 3- 7 24 19 7-10
19 23
10-15
23 27
B. wins
15-19 27 32 19-24 32 28
24-27 28 32
23-18
8
4
J
ELEMENTARY POSITIONS.
THIRD POSITION.
WHITE
69
BLACK.
Black
13- 9 22 18
to
I
9-6
18 22
27-23 3-22 25 2- 7 25 22
4
22 18
14 18
6-
7-n
4-22 25 ii-iS 25 22 23-27 22 26 27-24 26 22 24-20 22 26 20-16 26 22
16-12 22 26 12- 8 26 22
5- 9
18 23 I- 6 23 26
14 17 5- 9 A-17 21
14 !0
23-19
10 14
23-27
18 22 II-IS 22 26 27-24 26 22
1-22 18 2 1-25
9^14 18 9
I- 5 21 30
3-18 15 1- 6
14 17 6- 2 17 14
25-22
15 10
5-M
30 26 14-18 B. wins.
24-20 22 26 20-16 26 22
16-12 B. wins.
22-26
14 18
A
i8 15
5- 9 10 6 9-13 6 10 26-3 r
10 14
23-18 26 31
18-22
31 27
8-3
14
21-17 27 3
.>
25-21 17 22 21-17 22 6
^'^
'.-^9
B. wins.
31-27
18 22
15-10 B. wins.
B. wins.
70
DRAUGHTS.
FOURTH
POSITION.
WHITE,
BLACK.
Black
to
White W.
to
to play.
28-24
32 28
31 27
24-28 27 32
18-22
3' 27 22-26
Drawn.
30 23
28-24
p..
wins.
ILLUSTRATIVE GAMES.
71
CHAPTER
VII
ILLUSTRATIVE GAMES.
games the notation shown on page 13 is observed. Of course it will be understood that the moves are not always the very best otherwise the first player that could be made would always be the winner. But by the study of them the young player will soon discover the
In the following
;
Each game
is
capable of
many
variations
and
each variation in some measure alters the result. In Draughts, as in Chess, the different styles of opening the games lead to different styles of play.
Game
Black.
I.
White.
II to 15
22 to 27
17 to 13 23 to 19 24 to 20
8 to II
4 to
15 to 18
II to 15
28 to 24
8 to II
9 to 14
26 to 23 31 to 26
72
Black.
DRAUGHTS.
White.
6 to
2 to
9 9
13 to
26 to 22
9 to 13
I
32 to 28*
21 to 17
to
14 to 21
23 to
19 to
4
I
10 to 26
13 to 17
21 to
30 to 23
I
30
8
to
6
2
3 to
6 to
7 to 10
23 to 19
10 to 14
And
the
game
is
drawn.
placed,
star is to do,
was
to
he would have
won
thus
20 to 16
II to
20
22 to 17
21 to 17
13 to 22
14 to 21
23 to 14
10 to 17
I
25 to
2 to
to
5 to 14
19 to 15
3 to
24 to 19
Of course
be understood that the moves given are not absolutely necessary in order to win
it
will
ILLUSTRATIVE GAMES,
the game.
73
Try
If,
and
5 th
moves of
ent result
the Black,
and you
will
produce a
differ-
for instance, 15 to 18
;
move, instead of
9 to 14
White
replies
by playing
27 to 23
to
be either drawn, or won by the Black. But if, as his 5th move, he plays 10 to 14 instead of 11 to 15, the chances are in favor of his winning ; certainly of making a draw.
And
the
game ought
Game
Black.
II.
White.
II to 15
22 to 18 25 to 18
15 to 22
8 to II 4 to
8
29 to 25 25 to 22
24 to 20
12 to 16
ID to 25
16 to 19
15 to 19
27 to 24t
21 to 16
24 to 15
18 to
9 to 14
II to 25
5 to 14
32 to 27
27 to 23
16 to 12
6 to 10 8 to II
28 to 24
DRAUGHTS.
Black.
White.
25 to 29 29 to 22
II to 15
30 to 25
26 to 17
20 to 16
24 to 20 31 to 24
16 to II
15 to 18
18 to 27
14 to 18
7 to 16 18 to 23
20 to II
II to
21 to 27
8 to
27 to 31
31 to 27
4 to
4 8
24 to 20
8 to II
II to
27 to 21
23 to 18
18 to 15
8t
and wins.
are those
Game
Black.
III.
White.
II to 15
22 to 17
8 to II
23 to 19
4 to
25 to 22
17 to 14
19 to 10
9 to 13
10 to 17
7 to 14
3 to
29 to 25
2']
to 23
ILLUSTRATIVE GAMES.
Black.
yc
White.
II to
8 to
l6A iiB
31 to 27
22 to 18
18 to
i6 to 20
5 to 14
23 to 19 19 to 15
II to 16
7 to 10
25 to 22 24 to 15
21 to 14
10 to 19
14 to 18
Drawn Game.
Variation A.
6 to 10
I
24 to 20
to
28 to 24
24 to 19
6 to
2 to
9 6
32 to 28
22 to 15
31 to 24
14 to 18
II to 27
10 to 14
7 to II
14 to 18
II to 18
25 to 22
30 to 25
22 to 15
Drawn Game.
Variation
B.
6 to 10
8 to II
5 to 14
22 to 18
18 to
24 to 20
76
Black.
DRAUGHTS.
White.
II to 15 7 to 16
20 to II
25 to 22
16 to 19
12 to 19
I
23 to 16
to
6
18
27 to 23 23 to 16
21 to
14 to
7
2
1 -
18 to 25
2 to
30 to
20
Drawn Game.
The
art
give the
young player a
the
verbal instructions.
Game
Black.
IV.
White.
II to 15
22 to 17
23 to 19 25 to 22
8 to II 4 to
8
9 to 13 10 to 17
7 to 14
2 to
17 to 14
19 to 10
29 to 25
27 to 23
II to 16
A
B
22 to 18
6 to 10
5 to 14
18 to
24 to 20
23 to 16
16 to 19
ILLUSTRATIVE GAMES.
Black.
11
White.
12 to 19
I
32 to 27 27 to 21
23 to 16
to
8 to 12
12 to 19
31 to 27
21 to
14 to 18
14C
ID to 17
18 to 25
25 to 22
Drawn Game.
Variation A.
II to 15
31 to 27
8 to
24 to 20 23 to 16
15 to 19
12 to 19
3 to
27 to 23
23 to 16
8 to 12
3? to 27
12 to 19
II to 15
2y to 23
23 to 16
16 to II
15 to 19
7 to 16
Drawn Game.
Variation B.
8 to II
10 to 15
16 to 23
II to 15 7 to II
28 to 24
23 to 19
26 to 10
30 to 26
26 to 23
78
Black.
DRAUGHTS,
White.
15 to j8
31 to 26
18 to 27
II to 15
32 to 23 25 to 23
White wins.
Variation
10 to 15 6 to 10
19 to 24
15 to 24
C
25 to 22
27 to 23
28 to 19
20 to 16
16 to 12
10 to 15
7 to 10
14 to 23
3 to 10
23 to 18
21 to
7
8
26 to 19
12 to
M to 27
15 to 24
22 to 18
8 to
3 to
27 to 31
31 to 27
27 to 23
13 to 27
7 to 14
14 to 21
23 to 14
Drawn Game.
Game
V.
II to 15
22 to 17
23 to 19 25 to 22 17 to 14
8 to II
9 to 13
10 to 17
ILLUSTRATIVE GAMES.
Black.
79
White.
19 to 10
7 to 14
2 to
29 to 25
27 to 23
31 to 27
24 to 20
6 to 10
A
B
4 to
12 to 16
27 to 24
24 to 19
19 to 15
8 to 12
5 to
9C
ID to 19
14 to 23
23 to 18
21 to
5
7 to 10
25 to 21 28 to 24 26 to 10
21 to 17
10 to 15
19 to 28 16 to 19
Drawn Game.
Variation A.
II to 16
31 to 27 23 to 18
21 to 14
16 to 20
14 to 23
6 to
9
8
27 to 18
20 to 27
4 to
8 to II
II to 16
32 to 21
23 to 19
28 to 24
24 to 20
16 to 23
I
26 to 19
25 to 21
21 to 17
to
6 to 10
8o
Black.
DRAUGHTS.
White.
7 to II
3 to lO
14 to
19 to 16
12 to 19
17 to 14
ID to 26
Drawn Game,
Variation B.
23 to 18
21 to 14
ID to 15
14 to 23
'7
to 10
27 to 18
10 to 17
12 to 16
32 to 27 27 to 23
28 to 24
23 to 19
8 to 12
5 to
16 to 23
26 to 10
17 to 26
13 to 17
30 to 23
23 to 19
25 to 21
21 to 17
17 to 22
22 to 26 9 to 13
17 to 14 19 to 15
15 to 14 to
26 to 30
30 to 26
26 to 22
22 to
6
9
2
9 to
Drawn Game.
Variation C.
3 to
5 to
32 to 27
22 to 18
ILLUSTRATIVE GAMES.
Bkck.
17 to 22
13 to 29
II to 18
8i.
White.
26 to 17
18 to 15
20 to
8 to II
14 to 21
II to 16
21 to 17
23 to 7
Drawn Game.
Game
VI.
22 to 18 24 to 19
10 to 14
II to 16
27 to 24
25 to 22
31 to 27
8 to II
16 to 20
4 to
29 to 25
19 to 15 22 to 17 17 to 10 23 to 16
21 to 17
II to 16
7 to II 16 to 19
2 to
12 to 19 7 to 23
27 to 18 12 to
7
after sev^eral
20 to 27
White Wins,
I
Variation
9 to 13 5 to 14 6 to
A.
18 to
22 to 18
19 to 16
S2
Black.
DRAUGHTS.
White
12 to 19
24 to 15
15 to
7 to 10
I
to 10
23 to 19
14 to 23
27 to 18 26 to 22
19 to 10
28 to 19
20 to 24
ID to 15
2 to
7 to 23
II to 18
19 to 15 22 to 15
15 to
8 to II
3 to 12
2
25 to 28
22 to 18
to 16
And
the
game
is
drawn.
Sturges.
;
Supposing that Black plays first. White follows and each plays moves alternately. In order to save space, the distinction between the White men and the Black has been omitted. But amateurs
will as easily follow tnis as the other plan.
Game
II to 15
VII.
12 to t6
21 to 17
25 to 18
4 to 8
24 to 20
8 to II
22 to 18
15 to 22
29 to 25 10 to 15
25 to 22
7 to 10 Var.
17 to 13
8 to 12
ILLUSTRATIVE GAMES.
28 to 24 9 to 14
18 to 24 to 20
2 to II
83
18 to 22
-
26 to 10
6 to 15
27 to 24
22 to 26
19 to 15
I2^tO 19
5 to 14
28 to 24
5 to
23 to 19 16 to 23
26 to 19 3 to
8
13 to
9
6
27 to 23 I to 6
31 to 26
6 to 22 15 to
I
31 to 26
15 to 18
6 to 10
32 to 28
3 to
to 10 6
22 to 15
II to 18
24 to
Drawn.
23 to 19
32 to 28
2 to
W.
wins.
A.
Van
9 to 13 17 to 14
16 to 19
12 to 19
30 to 25
7 to II
25 to 21
18 to 22
27 to 23
7 to 14
23 to 16
8 to 12
26 to 17
II to 25
23 to
14 to 10
W. wins.
20 to 16
15 to 18
7 to 23 A.
16 to
7
VIII.
12 to 16
Game
II to 15
8 to II
22 to 18
15 to 22
29 to 25 4 to 8
25 to 22
24 to 19
16 to 20
25 to 18
28 to 24
Van A.
DRAUGHTS.
8 to 12
20 to 27
17 to 14
23 to 16
32 to 28
10 to 15 19 to 10
7 to 14
9 to 14
18 to
27 to 31
21 to 17
5 to 14
31 to 26
16 to 12
II to 15
30 to 25
II to 16
25 to 21 26 to 22 17 to 13
22 to 17 14 to 10
18 to 15
3 to 8
27 to 23 6 to 10
31 to 27 8 to II
22 to 17
14 to 18
17 to 14
22 to 17
15 to 18
23 to 14
10 to
9 to 18
26 to 23
6 to
18 to 23
7 to
30 to 25
2 to
23 to 27
3 to 7 14 to 18
7 to 11
23 to 19
II to 15
23 to 14
9 to 18 5 to 10
8
28 to 24
6 to
to
9 6
ton
7
27 to 31
II to 16
17 to 13
I
ID to
7 to
2 to
II to 15
31 to 27
16 to 20 18 to 22
B. wins.
26 to 23
7 to II 19 to 16
3 to 7 24 to 19
3 to 19
16 to 32
24 to 19
Van
A.
15 to 31
32 to 27
31 to 24
19 to 15
22 to
ID to 19
W. wins.
ILLUSTRATIVE GAMES,
Game
22 to l8
II to 15
8s
IX.
I
15 to 24
to
28 to 19
I
30 to 25
6 to 10
18 to II
8 to 15
to
30 to 26
3 to
25 to 21
25 to 22
4 to
8
10 to 17
21 to 14
7 to 10
26 to 23
8 to II
29 to 25
8 to II
23 to 18
II to 16
14 to
23 to 18
9 to 13
3 to 10
Van
18 to 14
27 to 23 16 to 20
31 to 27 6 to 9
18 to 15
9 to 18
32 to 28 10 to 14 26 to 22
14 to 17
10 to 17
21 to 14
6 to 10 25 to 21
19 to 15
Drawn.
Var.
12 to 16 18 to 14 C.
10 to 17
21 to 14
2 to
23 to 14
12 to 16
19 to 12
24 to 19
10 to 19
12 to
8
25 to 14 28 to 19 6 to 10 A.
22 to 17
13 to 22
10 to 17
22 to 13
16 to 20 B.
Drawn.
A.
II to 16
21 to 17
7 to 10
26 to 17
II to 15
27 to 23
9 22 to 18 6 to
26 to 23 9 to 14 25 to 21
32 to 28
86
DRAUGHTS.
15 to 18
30 to 25
10 to 15 17 to 10
18 to 22
25 to 22 14 to 18
22 to 17
I
22 to 25
31 to 26
Drawn.
C.
to
32 to 27
19 to 23
25 to 18
15 to 22
24 to 20
16 to 19
26 to 19
18 to 23
2']
23 to 19
6 to 15
27 to 23 D.
9 to 13
B. wins.
to 18
19 to 10
15 to 22
22 to 25
17 to 14
24 to 19
2 to
10 to 17
21 to 14
D.
27 to 24 10 to 14
Drawn.
B.
6 to 10
14 to
20 to 16
14 to 23
5 to 14
9 to 14
24 to 20
6 to 10
13 to
31 to 27
11 to
14 to 17 9 to
5
20
27 to II
7 to 16
27 to 24
16 to 19
17 to 21
5 to
I
24 to 15
Drawn.
Game
22 to 18
II to 15
X.
17 to 13
9 to 14
21 to 17
4 to
8
25 to 22
14 to 17
18 to II
8 to 15
21 to 19
8 to II
27 to 23
5 to
29 to 25
17 to 21
ILLUSTRATIVE GAMES.
22 to 17
II to 16
87
17 to 10
3 to
20 to
to
6 to 24
13 to
I
16 to 19
7 to 16
I
25 to 22
7 to II
23 to 16
12 to 19
to 10
16 to 20
5 to
24 to 20
15 to 24
22 to 17
9 to
24 to 28
17 to 13
3 to 7
19 to 24
5 to
I
24 to 27
28 to 19
Drawn.
10 to 14
II to 16
Game XL
22 to 18
II to 15
23 to 18
II to 16
29 to 22
14 to 18
18 to II
8 to 15 21 to 17
27 to 23 A.
16 to 20
23 to 14 6 to 10
15 to
32 to 27
4 to
10 to 14 Var
17 to ID
7 to 14
2 to 25
23 to 19
8 to II 17 to 13 9 to 14 25 to 21
14 to 18
19 to 15
25 to 30
18 to
27 to 23
5 to 14
20 to 27
31 to 24
13 to
6 to 13
30 to 26
23 to 18
26 to 23
18 to 22
19 to 15
I
to
26 to 22
18 to 14
12 to 16
30 to 26
15 to 18
24 to 19
3 to
26 to 17 18 to 22
28 to 24 22 to 25
16 to II
Drawn.
88
DRAUGHTS.
A.
i8 to 14 i6 to 23 18 to 15
7 to II
II to
27 to 31
2 to
23 to 18
II to 16
27 to 18 10 to 15
18 to II
7 to 16
13 to
5 to 23
27 to
17 to 14
20 to 27
31 to 24
16 to 20 15 to II
8 to 15
10 to 17
21 to 14
31 to 26
14 to 10
6 to 13
32 to 27
22 to 25
Drawn.
18 to II
29 to 22 26 to 17
B. wins.
20 to 27
Van
3 to
23 to 18
8
2 to
Game
22 to 18
II to 15
XII.
18 to 15
14 to 18
26 to 23
18 to 22
19 to 23
1
18 to II 8 to 15
21 to 17
5 Ho II
23 to 18 Var.
II to 16
10 to 14
II to
4 to
18 to II 16 to 23
22 to 26 31 to 22
14 to 17
21 to 14
23 to 19
8 to II
27 to 18
7 to 16
17 to 13
9 to 14 35 to 21
24 to 20
6 to 13 to
16 to 19
ILLUSTRATIVE GAMES.
1
89
to 26
5 to 14
31 to 27
6 to 10
8 to
32 to 27
14 to 18
Drawn.
27 to 23
18 to 14
30 to 25
Van
21 to 17
5 to
12 to 16
23 to 19
14 to
31 to 26
22 to 31
25 to 22
18 to 25
II to 15
23 to 18
20 to 16
19 to 12
10 to 14
17 to 10 7 to 23
19 to 10
29 to 22
31 to 24
10 to 19
12 to
8 6
28 to 10
16 to 19
to
6 to 15
13 to
2 to
8 to II
22 to 18
19 to 23
6 to
II to
27 to 18
I
10 to
19 to 23
8 to II
to
23 to 26
6 to
2
24 to 20
23 to 18
II to 16
9 to 14
18 to
26 to 31
2 to
Drawn.
Game
II to 15
XIII.
6 to
17 to 14 Var.
22 to 17
5 to 18
10 to 17
21 to 14
26 to 23
3 to
3 to 14
8 to II
23 to 19
18 to 22
9 to 18
24 to 20
90
DRAUGHTS.
25 to 18
II to 16
4 to
2 to
7A.
3
30 to 26
8 to II
8 to
20 to
7 to II 3 to
8 to 22
26 to 22
3 to
7
2'^
30 to 25
9 to 18
27 to
32 to 28
7 to 10
Drawn.
A.
2 to
27 to 23
18 to 27
24 to 19
15 to 24
25 to 18
5 to
28 to 19
II to 15
22 to 15
11 to 18
^2 to 21
4 to
8
27 to 24
18 to 27
13 to
31 to 26
8 to II
29 to 25
12 to i5
19 to j6
12 to 19
19 to
2 to
3 6
6 to 13 22 to 17
13 to 22
23 to 16
14 to 17
21 to 14
3 to 10
6 to 29
25 to
Drawn.
27 to 32 4 to 8
32 to 2^ 29 to 25
5 to
10 to 17 16 to 12
11 to 15
Van
17 to 13 8 to II 26 to 23 10 to 14
24 to 20
11 to 15
12 to
17 to 21
25 to 22 9 to 13 8 to II
I
25 to 22
18 to 25
Drawn.
to
28 to 24
II to
ILLUSTRATIVE GAMES,
Game XIV.
22 to 18
II to 16
91
4 to
21 to 17
I
16 to 23
31 to 2^
7 to 10
22 to 17
7 to 10
to
25 to 22
17 to 13 6 to
7
10 to 14
25 to 22
26 to 19
II to 16
29 to 25 16 to 20
24 to 19
8 to II
10 to 19 17 to 10
6 to 15 23 to
7
28 to 24
12 to 16
18 to II
26 to 23
8 to 12
16 to 23
27 to 18
19 to 15
2 to II
23 to 19
W.
wins.
Game XV.
II to 15
13 to
2 to
5 to 14
22 to 17
19 to 15
3 to
8 to II
17 to 13 4 to
8
26 to 22
9 to 13B.
24 to 19
20 to 16
II to
W.
wins.
23 to 19
15 to 18
20
A.
17 to 22
19 to 15
21 to 25
22 to 17
13 to 22
21 to 17 14 to 21
24 to 20
II to 15
28 to 24
8 to II
23 to 14
30 to 31
22 to 26
15 to 10
26 to 23
9 to 14
10 to 17
25 to
I
31 to 26
to
6A.
26 to 31
6 to
2 to
29 to 25
92
DRAUGHTS,
12 to l6
7 to
2
32 to 28
6 to
25 to 22 16 to 19
20 to 24
22 to 18
II to 16
wins.
24 to 15
31 to 24
15 to II
21 to 17
C.
W.
wins.
32 to 28
9 to 13 20 to 16
24 to 19
II to
7
I
B.
to
19 to 15
2 to
II to
20
30 to 26C.
9 to 13
Drawn.
15 to II
Game XVI.
II to 15
22 to 17
8 to II
o 17 21 o 14
14
10 o 17
7 to II 14 to 7 3 to 10 9 to
2 to
17 to 13
4 to
8
23 to 19
15 to 18
o 6 o 25 O 17 O
22
15
14
6
9
10
22
21
17 to 13
24 to 20
II to 15
28 to 24
8 to II
26
18
26 to 23
9 to 14
31 to 26Var.
29
II
o o O o O o
17
18 22
9 to 14 22 to 17
I
to
32 to 28
9 27 to 23
15 to 18
5 to
25 22
15
13
19 to 15
n.
ILLUSTRATIVE GAMES.
l8 to 2^
15 to
93
23 to
12 to 28
ID to 15
15 to 18
14 to 18
26 to 2^
18 to 22
8 to
27 to 23 22 to 26
18 to 14
15 to 18
W.
wins.
25 to 18
10 to 10
Van
5 to
19 to ID
9
6 to 2 2
23 to 19
26 to 31
14 to
21 to 17
23 to 18
7 to 10
14 to 21
W.
9 wins.
Game XVII.
II to 15
30 to 26
II to 15
22 to 17
8 to II
9 to 14 16 to II
12 to 16
31
28
26 to 17
15 to 18
26
24 23
15
17 to 13
4 to 8
19 to 12
15 to 18
22 to 14 9 to 38
23 to 19 15 to 18 24 to 20
II to 15
22 to 15
27 to 23
18 to 27
10 to 28
17 to 10
22
27
18
32 to 23
7 to II
6 to 15
8 to II
28 to 24
8 to II
23
8
29 to 25
9 25 to 22
II to 15
5 to
28 to 32
8 to
26 to 23 18 to 22
25 to 18
15 to 22
4
8 7
18 13
I
32 to 28
4 to
2 to
20 to 16
17
o o o o o o o o o o o o o o o
26
24
22
27
18 19
17 23
14
18
4
9 6
10
13
94
DRAUGHTS.
7 to II 4 to
8
9 to
6 to
32 to 28
21 to 17
14 to 10
24 to 28
2
28 to 24
lo to 15
13 to
28 to 32
17 to 14
6 to
28 to 32
2 to
Drawn.
19 to 24
32 to 28
Game XVIIL
II to 16
19 to 16
14 to 21
22 to 18
6
t
22 to 18
8 to
20 to 27
16 to
2
19 to 16
12 to 19
o 9
7
n
8
II to
25 to 22
4 to
to II
23 to
13 to 17
31 to 24
12 to 16
ID to 14
26 to 23 3 to 10
28 to 24
18 to 15
14 to 18
29 to 25
10 to 14
24 to 19 7 to 10
24 to 19
8 to 12
23 to 14
9 to 18
32 to 27
16 to 20
21 to 17
10 to 15
18 to II
24 to 19
27 to 24 16 to 20
17 to 22
9 to 13
Drawn.
Game XIX.
II to 16
18 to 15
8 to 12
6 to ID 24 to 19
15 to 24
19 to 15
22 to 18
10 to 19
22 to 17
13 to 22
10 to 14
25 to 22
16 to 20
15 to II
7 to 10
28 to 19
9 to 13 18 to 9
22 to 18
26 to 10
19 to 26
29 to 25
12 to 16
10 to 15
25 to 22
5 to 14
30 to 13
ILLUSTRATIVE GAMES.
3 to
II to
95
8
7
15 to 19
16 to 19 15 to 10 19 to 24
27 to 31
18 to 14
8 to II
23 to 18
19 to 23
18 to 15
2 to II
II to
27 to 23
24 to 27
10 to
II to 15
23 to 26
Drawn.
7 to
31 to 22
23 to 18
g6
DRAUGHTS.
CHAPTER VIII.
CRITICAL SITUATIONS AND ENDINGS OF GAMES.
The endings of games are worthy particulai study. Let young players amuse themselves for an hour or two by trying their skill at the following the men are to be placed in the positions inThe White pieces in each case occupy dicated. the lower half of the board, and move upward.
:
White.
King on 32 King on 27
it
seems very easy for Black to win but White with the move must draw. Try this there are not above four moves on each side.
;
White.
5
Man on
King on
In this situation
King on 7
in play
it
CRITICAL SITUATIONS,
would seem
extricate
this
:
97
men on
squares
i,
2, 3,
5,
7,
8,
and 18. White men on squares 13, 17, 19, 21, 22, 24, 25, 27, 28, 31, and 32. This is an instructive position, and will afford the amateur good practice. Black men on squares i, 2, 3, 5, 7, 8, 10, 12, 15, 16, and 18. White men on squares 13, 17, 19, 21, 22, 24, 25, 27, 28, 31, and 32.
White.
Black.
13 to
5 to 14
17 to 13
24 to 19
16 to 23
15 to 24
2 to
I
22 to
13 to
6 6 9
to 10
27 to
8 to II
II to 16
28 to 19
31 to 27
16 to 23
27 to 18 and wins.
98
DRAUGHTS,
again
13 to
9
And
16 to fj
5 to 14
17 to 13
24 to 19 22 to 6
9
15 to 24
I
to 10
27 to
8 to II
and wins.
will
Man on Man on
Man on
12
24
on
15
K K K
on 14 on 18 on 23
K K
on on
6
14
White,
K K
19, 18
CRITICAL SITUATIONS,
2%.
99
White Kings on
12, 2^.
draws, thus
White.
2"]
Black.
to 24
18 to 15
24 to 20
15 to II 19 to 15
20 to 24
24 to 20
command
of square 20*
Problem
I.
White
to
too
DRAUGHTS.
Problem
II.
White
PROBLEMS.
Problem IV.
lOt
White
White
to
move, B. wins
I02
DRAUGHTS.
Problem
VI.
White
PROBLEMS.
Problem
VIII.
103
White
to
move and
win.
Problem IX.
104
DRAUGHTS,
Problem X.
White
to
move and
win.
Problem XI.
White
to
PROBLEMS.
Problem XII.
105
White
to
move and
XIII.
win.
Problem
White
to
io6
DRAUGHTS.
Problem XIV.
White
to
move and
win.
Problem XV.
White
to
move and
win.
PROBLEMS.
Problem XVI.
107
White
to
Problem XVII.
White
to
io8
DRAUGHTS.
Problem XVIII.
White
to
Problem XIX.
v\^in.
PROBLEMS,
Problem XX.
109
Problem XXI.
White
to
no
DRAUGHTS.
Problem XXII.
White
PROBLEMS.
Problem XXIV.
Ill
White
to
Problem XXV.
112
DRAUGHTS.
Problem XXVI.
White
to
Problem XXVIL
White
to
SOLUTIONS TO PROBLEMS.
-Problem XXVIII.
"3
if/hltfc
SOLUTIONS TO PROBLEMS.
Problem
I.
The
In each of the
Black.
20 to 16
14 to 18
14*
18 to 20
king.
Black loses a
man
at his
114
DRAUGHTS.
Problem
White.
II.
Black.
15 to II
3 to 8
10 to 15
15 to 19
8 to 3 12 to 8
And
so on, Black never being able to get from the corner without sacrificing a man.
away
Problem
White.
III.
Black.
6 to 10
If
19 to 23
Black take the two kings, 27 to 9, he loses imIf Black mediately, by White taking from 7 to 5. take from 10 to 17, White takes from 21 to 32, and
Problem IV
White.
Black.
22 to 18 17 to 26*
15 to 22*
27 to 24
26 to 23
Black has the advantage of a man, but he must lose, as every piece is blocked, and he loses them successively. This is a very neat solution.
SOLUTIONS TO PROBLEMS,
Problem V.
White
to
115
to win.
White.
Black.
32 to 28
28 to 12
31 to 27
'i']
24 to 20
22 to 18 2^ to 19 19 to 24 24 to 28
18 to 22
to 31
32 to 27 27 to 12
31 to 27
22 to 26*
30 to 23
28 to 24
to
And same
draw.
position
Black
to
Black.
24 to 28 23 to 19
19 to 24
31 to 27
28 to 31
32 to 27
2"]
24 to 20
22 to 18
to 32
to 2^
Problem VI.
23 to 19
14 to 17
1
24 to 15*
5 to 14
7 to
Taking a man and king, and blocking the rest. Black can sacrifice a man and get a king, but cannot gain the double corner to
make
a draw.
Il6
DRAUGHTS,
Problem VII.
19 to 23
26 to 19*
17 to 26* 14 to 18*
10 to 17
3 to 17
30 to 23*
23 to 14
21 to 14
to two.
Problem VIII.
14 to 10
7 to 14*
20 to 16
27 to 23 31 to 6*
12 to 19*
19 to 26*
Faking three
men and
winning.
Problem IX.
Black.
White.
4 to 18
17 to 22 19 to 26*
6 to
I
22 to 15*
26 to 17*
30 to 21* 13 to 6*
to 26*
at
his
next
SOLUTIONS TO PROBLEMS.
Problem X.
29 to 25
2 to
117
32 to 23*
22 to 17
14 to 17
30 to 21* 13 to 22*
12 to 14*
ID to
3*
Taking
most ingenious
series
of
Black
man
blocked in
Problem
White.
XL
>
Black.
25 to 22
15 to II
23 to 16*
6 to 15*
I
13 to
to 10*
28 to 24
2 to
16 to
7*
Problem XII.
15 to 10
3 to 7
19 to 12*
2 to
II*
32 to 27
27 to 24
18 to 23
3* 28 to 19*
12 to
Il8
DRAUGHTS,
Problem XIII.
i8toi5
24 to 19
iitoiS*
II* II to 20*
2 to
20 to 16
29 to 25 17 to 22
19 to 24
14 to 10
22 to 29*
18 to 25*
20 to 27*
be seen that, by a judicious system of losses, the White is enabled at last to completely block His own men on eleven men with a single king.
It will
Problem XIV.
15 to II
8 to 15*
30 to 26
32 to 28
28 to I* three men, makes a king,
22 to 31 king. 31 to 24
Takes
in four
and
wms
the
game
moves.
This
is
Problem XV.
24 to 20 19 to 10*
20 to II*
29 to 25 31 to 26
4 to 8
8 to 12
12 to 26*
10 to
7 to 16*
17 to 21
20 to 30* king.
30 to 23*
in three
moves.
SOLUTIONS TO PROBLEMS.
Problem XVI.
White.
Black.
119
\
29 to 25 31 to 26*
22 to 18
15 to 10
2 to
21 to 30* king.
30 to 23*
21 to 14*
14 to
7*
27*
ins in four
moves.
Problem XVII.
White.
Black.
10 to
14 to
to ID*
7*
3 to 10*
17 to 14
13 to 29
10 to 17*
Taking
three moves.
Problem XVIII.
White.
Black.
26 to 23
19 to 16
17 to 26* (best)
27 to 18*
30 to
7*
Takes three
pieces,
and wins.
I20
DRAUGHTS.
Problem XIX.
Black.
White.
13 to
II to 20* (best)
9 to 2* 12 to 16
16 to 19
20 to 24
24 to 28
28 to 32
19 to 24
Problem XX.
White.
Black.
19 to 24
18 to 22
20 to 37*
A good
instance of blockade.
Problem XXI.
White.
II to
Black.
3 to 19*
15 to 22*
Problem XXII.
White.
Black.
18 to 15
26 to 22
15 to II
9 to 14 14 to 18
Problem XXIII.
White moves from 7 to 10, when Black takes the king and loses. This is introduced merely to show the position in which two kings may Wv^ against
three or more.
SOLUTIONS TO PROBLEMS.
Problem XXIV.
White
taken
;
I2I
retires to lo,
when Black
takes
and
is re-
The
positions
fre-
Problem XXV.
Black.
White.
28 to 24
24 to
8
20 to 16
17 to 14
Problem XXVI.
White.
Black.
18 to 22 19 to 24
17 to 26
20 to 27
This curious position could not occur in actual play ; but it is, nevertheless, illustrative.
Problem XXVII.
to 10,
when Black
loses in
Problem XXVIII.
Black from
13 to 22.
iZH
DRAUGHTS.
CHAPTER
IX.
POLISH DRAUGHTS.
This is an interesting variety of the regular game of Draughts. It used to be played on a board of a hundred squares, but the regular English board is now almost universally employed. The men are placed in the same way and the moves are made with the same number of men, precisely as in the English game, but with a difference the board is placed with a double corner to the right hand of the
and the men take either backwards or forwards. They always move forwards, however, and only take by a backward jump when a man
player,
belonging to the adversary is en prise. The man must proceed as long as there is a piece that can be taken ; but a man once passed over, cannot be It is repassed in the course of the same coup. allowable, however, to pass and repass the same square any number of times, provided the same man is not twice leapt over. In other words, the vacant squares are free to the player, but he canIn order not twice pass over a covered square.
that there
may be no
confusion, in consequence of
POLISH DRAUGHTS.
removed from
ing
123
the
move
of the attack-
man
is
completed.
Kings are made in the same manner as in the English game, by placing one man on the top of But it must be observed, that the man the other.
does not become a King if in the course of his march he arrives at the back square on his oppo-
board and there is still another In such a case he must piece that may be taken. continue to take all he can, wherever there is avacant square between the last man taken and the
nent's side of the
next
man
in the
is
he can legally and practically there is no huffing but if he fails to take the largest number possible, he may be
all
The player
huffed, or
of his adversary.
The King,
powerful.
angles,
if
Polish Draughts,
is
exceedingly
all
He
the
and take a man lying in the angle. Thus, he stands on square i, he may take pieces on
19,
wherever they are en prise, without regard to the number of vacant In fact, his power is squares between each man. precisely that of the Bishop at Chess, with the additional advantage of not pausing when he has taken a man or any number of men.
squares
26, 21, 7, 16, 27,
17, &c.,
124
DRAUGHTS.
of possessing a
The advantage
King
is
therefore
much
EngHsh
game, as the young player will soon discover. Mr. Bohn, in his essay on Polish Draughts, has the following on the general conduct of the game '^ When a player at the end of the game has a King and a man against three Kings, the best way is to sacrifice the man as soon as possible, because the game is more easily defended with the King
:
alone.
''In
Polish
that
;
Draughts especially,
the
it
is
changes
it
by and
expre-
pare them
if
game
for
is
by giving man
man, or two
in
for
a
it
man. If it is requisite to strengthen the weak side of your game, it may be managed by exchanging. If you wish to acquire Finally, it is the move, exchange will produce it. by exchanges that one man frequently keeps many confined, and that the game is eventually won. ''When two men of one color are so placed that there is an empty square behind each, and a vacant square between them, where his adversary can
place himself,
it is
called a lunette,
and
this is
much
Eng-
POLISH DRAUGHTS,
rily
125
nor escape at the same time. The lunette frequently offers several men to be taken on both sides. As it is most frequently a snare laid by a
skilful player,
must be regarded with suspicion for it is not to be supposed that the adversary, if he be a practised player, would expose himself to lose one or more men for nothing. Therefore, before entering the lunette, look at your adversary's position, and then calculate what you yourself would do in a similar position. Towards the end of a game, when there are but few pawns left on the board, concentrate them as soon as possible.
it
;
game
fatal.
one, two,
is
necessary to note the future prospects of his reign. Be certain that he will be in safety, and occupy a
position that
lent
for the
to retake an equiva-
sacrificed without
himself
in his
An
way, so as
to cause his
in
126
DRAUGHTS.
tions in the
game
as played
by
ous parts of India and China, Bayard Taylor, the American traveller, gives an account of Chess and and, curiously enough, we Draughts in Japan
;
the abori-
gines of
manner. expended as to the origin of these games of skill and calculation. Chess has gradually improved
into
its
New Zealand in precisely the Japanese A vast deal of learned research has been
method, and capable of less variety and modification, has probably remained in much the same condition for centuries. Nevertheless, as a mental exercise and a relaxation from Its main physical toil. Draughts is a capital game. principles may be learned in an hour, while its practice provides reasonable amusement for a life*
ing simpler in
time.
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