The Checker Maven

The World's Most Widely Read Checkers and Draughts Publication
Bob Newell, Editor-in-Chief

Published every Saturday morning in Honolulu, Hawai`i

Pages: | 1 | 2 | 3 | ...| 75 | 76 | 77 | Next»

Capers on the Kelso: An Even Dozen


Isn't it curious, in a world dominated by decimal numbers, undoubtedly stemming from our ten finger and ten toe makeup, that the number twelve--- a dozen--- seems to have special meaning? Arithmetic based on twelves is called duodecimal and likely arises from the approximately twelve lunar cycles that make up the solar year.

For us, the significance is that this is the twelfth column in our extended treatment of the Kelso opening, as presented in Willie Ryan's classic Tricks Traps & Shots of the Checkerboard.

We continue to look at Willie's "Variation 3." Here's the run-up.

1. 10-15 22-18
2. 15x22 25x18
3. 6-10 18-14
4. 10x17 21x14
5. 9x18 23x14
6. 1-6 29-25
7. 12-16

The best move to draw remains 26-23, as Willie points out. Last time, we investigated 25-22, which is correctly analyzed by Willie to be a White loss. But what about the closely related move 26-22? Willie comments, "6-9 will do the job." We're not sure quite what Willie meant by "doing the job"; does this move win or merely give White the best winning chances?

7. ... 26-22
8. 6-9

Here's the resulting position.

White to Play and Draw


In fact, there's a draw here, but White has to find it. This is probably another one of those master-level challenges, but as in previous instances, it's worth the effort and there's a lot of technique to be gleaned from a careful study of the position.

It may take more than a dozen minutes, but give it a try, and then click once (not a dozen times) on Read More to see the solution.20050904-symbol.gif

[Read More]
05/21/16 - Printer friendly version
You can email the Webmaster with your comments on this article.

Razor Thin


"Razor thin" --- the words describe something so narrow as to be nearly invisible. We're told in recipes to slice our onions "razor thin." Perhaps a basketball team wins by a single point; we say the margin of victory is "razor thin."

In checkers, we refer to "razor thin" advantages and "razor thin" wins or draws. Today's column, part of our Checker School series, asks us to find a "razor thin" draw. Have a look below at a position attributed to the great Wyllie himself.

White to Play and Win


It may be hard to believe, but White can save the draw here, though it will take "sharp" playing to do so. How "sharp" are you? Can you shave away Black's seeming advantage? Try it out, then cut your mouse over to Read More to see the solution, several sample games, and a collection of explanatory notes.20050904-symbol.gif

[Read More]
05/14/16 - Printer friendly version
You can email the Webmaster with your comments on this article.

The Speed of "May"


We thought that the shirt shown above made for a great speed problem image for the month of "May." Warning: Bad puns ahead.

This month's speed problem "may" require a little more thought than usual. We categorize it as being of "medium" difficulty, though "may"be you'll find it easier or harder.

May Speed Problem (Medium, 30 seconds)

Whenever you "may" be ready, click on the link above to display the problem and start the clock. Then come back here, after which you "may" click on Read More to check your solution.20050904-symbol.gif

[Read More]
05/07/16 - Printer friendly version
You can email the Webmaster with your comments on this article.

Josh and Lloyd Compose


Josh and Lloyd Gordon of Toronto have been contributors to The Checker Maven for some while, frequently sending us interesting position from their games and studies. Lately, they've been trying their hand, not at music composition, but at problem composition.

Now, while perhaps they're not yet ready to enter Bill Salot's excellent high-level competitions (see here[1]), they did send along an effort that we found quite interesting. It isn't terribly hard but it's a lot of fun.

White to Play and Draw


Are you composed enough to find the solution? Composing a mouse click on Read More will allow you to annotate your opus with the correct solution.

[1] Bill Salot runs frequent thematic composition contests at the link given above. The problems found there are of the highest quality and are richly deserving of your attention.


[Read More]
04/30/16 - Printer friendly version
You can email the Webmaster with your comments on this article.

Reid Along


Having your child read along with you is a wonderfully rewarding activity. We can't say for sure if this mom is sharing a book about checkers with her daughter, but we can certainly hope so.

Today in our Checker School installment, we invite you to a "Reid-Along" of our own, with a problem attributed to checkerist H. Reid.

Black to Play and Draw


Can you "Reid" the position and come up with the surprising move that gains Black the draw, or will you "Reid-em" and weep, as the saying goes? Either way, clicking on Reid More (!) will of course bring you to the solution, a sample game, and explanatory notes.20050904-symbol.gif

[Read More]
04/23/16 - Printer friendly version
You can email the Webmaster with your comments on this article.

A Taxing Situation


Yes, it's that time of year in the United States, tax day. Income taxes are generally due on April 15, though there's a bit of a reprieve in 2016 due to various holidays. Still, this is the final weekend for getting those taxes done and, if you're unlucky, writing a check to Uncle Sam, and you won't get so much as a "thank you" in return.

We invite you to take a checker break from your tax accounting, with a problem that is mentally rather than financially taxing. It will take solid visualization powers to solve this one, but at least it won't cost you anything.

Black to Play and Win


Tax your brain and see if you can solve it without moving the pieces. Then tax your wrist, just a little, by clicking your mouse on Read More. You won't get a refund but you will get to see a solution that is guaranteed to be more interesting than adding up deductions.20050904-symbol.gif

[Read More]
04/16/16 - Printer friendly version
You can email the Webmaster with your comments on this article.

Capers on the Kelso, Part 11


It's hard to believe, but there's still a play on the word "caper" that we haven't used. In many noir movies and detective shows, a "caper" was a crime of particular significance.

Fortunately, checkers is no crime, although you may think a particularly bad move might be one; but that's a pun for another time. Today, we instead turn back to Willie Ryan.

Our extended series on the Kelso moves toward a finish as we start to contemplate Wille Ryan's "Variation 3" as given in his classic book, Tricks Traps & Shots of the Checkerboard. Here's the run-up.

1. 10-15 22-18
2. 15x22 25x18
3. 6-10 18-14

This is the beginning of Variation 3 in the book.

4. 10x17 21x14
5. 9x18 23x14
6. 1-6 29-25
7. 12-16 25-22?

Willie correctly gives 26-23 as the drawing move. He notes that 25-22 gives Black an easier time. In fact, in our KingsRow analysis we quickly discovered that it's a definite Black win.

Black to Play and Win


We may be talking master-level play here, but can you find the Black win? We'll let you know that it's nothing spectacular or fiery, just consistent play that restricts White's options until there are none left. It's the way many a game is won. Can you find the win? As it's said in Hawai`i, "if can, can; if no can, no can." Either way this one is worth some time and effort. When you're done, click on Read More to see the solution.20050904-symbol.gif

[Read More]
04/09/16 - Printer friendly version
You can email the Webmaster with your comments on this article.

April Fool Recap


This column will appear on April 2, 2016. Yesterday was April 1, or "April Fool's Day," the traditional date for all sorts of stunts and jokes.

On April 1, 1943, the above Norman Rockwell drawing appeared on the cover of The Saturday Evening Post.

Mr. Rockwell did a certain amount of checker art, but in this particular instance, he deliberately riddled the drawing with errors, 43 of them by his count. (How many of them can you find? A larger version of the drawing can be found here.)

Today's problem is more in the nature of a "thought" problem. We know it's possible to construct positions that can't arise on the checkerboard. Here's one taken from "Impossible Settings" in Ben Boland's book, Famous Positions in the Game of Checkers.

White to Play

There are only four pieces in this position, but we'd like to challenge you to find the minimal position that can't possibly arise in play that follows the rules. Can you find an impossible setting with fewer than four pieces?

The picture at the top of this article may give you a clue as to the answer. Click on Read More when you're done fooling with this and wish to see the answer.20050904-symbol.gif

[Read More]
04/02/16 - Printer friendly version
You can email the Webmaster with your comments on this article.

The Time Machine


Do you remember The Time Machine by H.G. Wells? There were movie adaptations but the novel remains an unmatched classic of the genre. But at The Checker Maven we have a time machine of our own; it lies in our modest collection of old checker books and magazines.

Today, let's go back in time 91 years, to March of 1925, and take a look at a checker problem published then, and attributed to problemist W.J. Wood. (By the way, it was Rex Wood, not W.J. Wood, who edited the famed magazine Wood's Checkerist.) Like many a problem published in that day, the purpose was to instruct as much as to provide clever entertainment.

Black to Play and Win


There is a bit of flash in this one, but by and large, it's solved with old-fashioned over the board playing skill. Can you go back in time and show your chops? Time's passing; find the solution and then clock your mouse on Read More to see the solution.20050904-symbol.gif

[Read More]
03/26/16 - Printer friendly version
You can email the Webmaster with your comments on this article.

The Lindyville Checker Club, Part 7 --- Conclusion

Today we at last present the final chapter in our ongoing story. It's a long installment, and if you're just interested in the checker problem you can page down to the bottom. But of course, we hope you'll want to see how the story turns out!


"You're not going to tell me, are you?" Samantha asked. Even with the heater going full blast, it was chilly in the rental car. It was well past midnight and Andrew and Samantha were on their way back to Lindyville.

"I have an idea," Andrew replied, "that's all."

"And based on your brilliant, super-secret 'idea' we're driving on cold and lonely country roads at one in the morning, with a car full of burglary tools?"

"They're not burglary tools," Andrew said. "At least, not exactly."

"Well, now I feel better," Samantha said, and then turned silent, wrapping her arms around herself and staring out the passenger window, which by now was so fogged up nothing was visible.


They were approaching Lindyville. "Can you check the GPS for me?" Andrew said. "We need to find the exact location I wrote down."

Samantha grunted. But she did turn on Andrew's special scientific GPS and glanced at the coordinates Andrew had written on a sheet of hotel stationary. Samantha brushed away the remains of a small insect that was stuck to the paper. "Turn left at the dead bug," she said.

"What? Yeah, guess that paper was in the desk drawer for a while, huh?" Andrew attempted a grin. "C'mon, honey, help me track to those coordinates."

"Oh, well," Samantha said as Andrew turned into Lindyville's main street. "Hold on --- I think we're almost there. Let's see, 42 degrees 6 minutes 7 seconds north, and 94 degrees 32 minutes 52 seconds west, yes, coming right up!"

Andrew slowed the car to a stop. "It's right across the street, I think," he said. "The GPS is only accurate to 10 to 50 feet, but this just has to be it."


"There's nothing there but an old bank that looks like it's been out of business forever," Samantha said. Andrew had rolled down his window so they could both see out.

"Perfect," Andrew said. "This makes perfect sense."

"Maybe to you," Samantha said. "You still don't care to explain?"

"Come on, hurry. We've got to get those tools out of the trunk."

Samantha paused a minute. "Andrew, we're not going to do what I think we are --- are we?"

"Yes, dear, we are. We need to break into that bank."

# # #

"I just know we'll end up in jail," Samantha said. She was carrying the pickaxe and sledgehammer while Andrew was laden down with the rest of the tools. "I don't know why I'm doing this."

"Don't you want to solve the mystery?"

"Yes, but it isn't worth doing five to ten for breaking and entering."

They moved quickly. Andrew had pulled the car into an alley, out of sight from the main street. The alley lead around to the back of the bank.

"Aren't banks kind of hard to break into?" Samantha asked.

"They are, but this one has been closed for years, and there won't be any alarms or anything. Probably the locks are old and rusty. Or we can just break some glass windows or something."

"You're not very good at this sort of thing, are you?"

"No experience," Andrew simply replied.

They turned the corner out of the alley.

"That's funny," Andrew said.

"Just what about this is funny?" Samantha asked.

"Don't you see? There's a faint light coming from the basement.

Samantha peered toward the bottom of the building. There was a bit of a yellow glow coming through some cracks in the foundation.

"I wonder ... I bet .... look! The back door's open a crack!"


There was a heavy metal fire door at the back of the old bank, and it was open about two or three inches.

"Someone's down there," Andrew observed. "Probably still is. That can't be an electric light; the power to the building would be turned off, if it was even still working at all. We'd better be quiet and cautious."

"Maybe we'd better get out of here instead," Samantha said, but she knew Andrew wouldn't listen.

Andrew needed both hands to pull open the heavy door, and it made an ominously loud creak as it moved.

"Andrew, let's go!" Samantha said. But Andrew was already through the door, motioning for Samantha to follow.


Just inside the door there was an old stairwell leading to the basement. The stairs were wood and looked rotted. Andrew pointed to the steps, as if to say, be careful.

There was just enough light coming from the basement that Andrew decided not to use his flashlight and possibly alert whoever was down there. He took a couple of cautious steps. Samantha followed behind.

Suddenly there was a loud crunch and a yelp as Samantha's foot broke through one of the steps.

"Ssh," Andrew said, rather loudly.

"But I ... " Samantha began.

"Who's there?" came a voice from the bottom of the stairs. A flashlight beam caught Anthony and Samantha in its glare.

"Hold it right there!" the voice commanded. "I have a gun and I won't hesitate to use it!"

Samantha gasped. Neither she nor Andrew could see anything past the brightness of the flashlight, but they froze in place.

"Now come down here slowly. No quick moves."

Samantha and Andrew did as they were told.

"Into that room." There was a room at the bottom of the staircase, illuminated by an electric lantern. "Drop all your tools and step away."

The tools clattered to the floor. Andrew and Samantha backed up to the adjacent wall.


"It's ... you!" Samantha said, as the figure behind the voice stepped into the lantern light. "Miss Victor!"

It was indeed. The librarian, dressed in dirty coveralls, had a .45 automatic in her right hand and it was trained on the hapless couple.

"You!" Miss Victor replied in turn. "The troublemaker that stole my book! I should have known!"

Andrew started to edge forward, but Miss Victor was too alert. The gun turned in his direction. "Another inch and you're dead," she said through clenched teeth. "Maybe you're dead anyway. Both of you."

Andrew glanced toward the far wall. There was another pickaxe and a sledgehammer there, and a wide hole in the concrete floor.

"I was right," he muttered. "You're trying to find the gold bars, aren't you, Miss Victor?"

"How did you know about that?" Miss Victor couldn't hide her astonishment.

"Once I saw the checker book, it wasn't hard," Andrew said, trying to maintain a calm and even tone. He had to keep her talking, although he didn't really have any sort of escape plan.

"You see, I knew about the gold robbery way back when. The gold bars were never found, and they were very heavy. So they had to have been left somewhere. Then there was the murder later on ... and the pieces started to come together."

"Go on," Miss Victor said.

"You already know, of course," Andrew said. "Whoever left the gold probably buried it somewhere, and it had to be near here. He would have come back to get it later. It was surely a gang member who had killed his accomplices. That would explain all the bodies that the posse found. But then I realized another man from the gang might have gotten away, and come looking for the traitor later on.

"But in the meantime, Lindyville sprung up. It grew fast. And this bank was built. Right over where the gold was buried. Then the gang member returned, using the alias Cudworth, seeking the gold. He must have made a note of where he buried it, but it wouldn't be safe to leave such an incriminating note lying around. So he encoded the latitude and longitude into his little checker problem book, and he did it in a clever way. I'm surprised you know Gould's Problem Book, Miss Victor."

"I'm not stupid," Miss Victor said. "I'm a librarian, remember?"


"Yes. So you also realized that the problems in Cudworth's book weren't original. They were taken from Gould's. The problem numbers from Gould's spell out the latitude and longitude of where the gold is buried. Problem 42--- 42 degrees. Problem 6--- 6 minutes. And so on. Right under the bank. A nasty surprise for Cudworth. But before he could come up with a way to get at his loot, a surviving gang member must have found Cudworth and killed him, and then tore up the checker club office trying to find some indication of where Cudworth concealed the gold. The killer never realized that the location was encoded in Cudworth's innocent-looking checker problem book. But you worked it out, didn't you?"

"Yep," Miss Victor said. I worked it out a while ago. It's taken me that long to break through the foundation and dig down, a little every night so I wouldn't be caught. I had to dig around a lot but I finally found the gold bars. I was going to start taking them out tonight. But then you two showed up."

Miss Victor paused and breathed heavily. "Well, you ain't going to stop me. I'm going to kill you both and bury you right where the gold is. Then I'm outta here and off to South America. I'm done with this two-bit town and my two-bit librarian's pay. I'm gonna live it up real good."

"How come your English is so bad?" Samantha asked suddenly. "For a librarian, I mean. You sound like someone who didn't even finish high school. South America? Hah! I'll bet your Spanish is even worse."

"Watch your mouth, girl, or I'll finish you off first!" Miss Victor waved the gun around wildly. She was starting to sweat and looked nervous. Andrew sensed that this was his chance.

Making sure Samantha was shielded behind his body, Andrew charged at Miss Victor.

A shot rang out. There was a scream.

The gun dropped from Miss Victor's hand. A shocked spread across her face as she dropped to the floor.

"No one move!" It was a commanding male voice from the entrance to the room.


A large man in a sheriff's uniform was there, holding his smoking service revolver at the ready.

"I'm Sheriff Corman. Looks like I might have saved you two. But you're under arrest just the same. Unless you'd care to tell me what in blazes is going on here?"

# # #

Andrew and Samantha were in the little building that served as the Lindyville Sheriff's Office for the rest of the night, explaining everything over and over again. Finally Sheriff Corman said, "This is way too crazy for it to be a lie. And Miss Victor was holding a gun on you. Lucky I got there when I did."

"How did you know to go there?" Samantha asked. She rubbed her eyes. It had been a long, long day and night.

"One of the good citizens of Lindyville called me. They saw your rental car pull in by the old bank. They thought you were, you know, kind of suspicious. So I checked it out. I found the back door open and smelled trouble. Like I said, lucky for you. I think that old bat would have killed you both. Never did like her much. Always putting on airs just because she ran the library."

"How is she?" Samantha interrupted. "Miss Victor, I mean."

"Oh, she'll live," the Sheriff said. "Long enough to go to jail. I only shot her in the shoulder."

"Er ... what about us?" Anthony asked. He tried to make it sound innocent.

"I should lock you both up for breaking and entering," Corman said. "But I won't, if you promise to get out of town and not come back. We don't need outside agitators giving Lindyville a bad name."

Andrew didn't say anything about what the newspapers were going to make out of the story, unless the Sheriff found a way to keep it quiet. "Sure, Sheriff, if it's okay with you, we're out of here."

"Miss Victor already confessed. You won't have to testify or anything. Just as well. Now, skedaddle!"

Andrew and Samantha didn't need to be told twice.

# # #


They were at the Des Moines airport, waiting for the commuter flight to take them out of Iowa. "There's only one loose end," Andrew said idly.

"What's that?" Samantha asked. "Do I really want to know?"

"There were seven problems in Cudworth's book, not six. It only took six numbers to give the latitude and longitude of where he buried the gold. What was the seventh number, from the seventh problem?"

"I bet it was the number of gold bars he buried," Samantha said. "He'd want to make sure they were all there. What else would it be?"

Andrew smiled and put his arm around Samantha's shoulders. "Brilliant," he said, "brilliant. Problem 80--- 80 gold bars." He pulled her a little closer. "I really owe you, don't I?" he asked. "Not just for your help, but for putting your life in danger."

"You sure do owe me," Samantha said. "And I plan to collect." Samantha gestured with the ring finger of her left hand.

Andrew, surprisingly, wasn't surprised. "Anything you want, dear," he said. "Anything at all."



And now, here's the final problem in the series. You already know the secret, but please try it out instead of just looking it up. In any case, it's not very difficult.

Problem 7, Gould No. 80
Black to Play and Win


We'll also leave you with this additional teaser. If the 80 gold bars that Miss Victor was trying to recover had been of standard gold bar size, what would they be worth today?

When you've struck gold, click on Read More to verify your solutions.20050904-symbol.gif

[Read More]
03/19/16 - Printer friendly version
You can email the Webmaster with your comments on this article.

Pages: | 1 | 2 | 3 | ...| 75 | 76 | 77 | Next»

The Checker Maven is produced at editorial offices in Honolulu, Hawai`i. Original material is Copyright © 2004-2016 Avi Gobbler Publishing. Other material is the property of the respective owners. Information presented on this site is offered as-is, at no cost, and bears no express or implied warranty as to accuracy or usability. You agree that you use such information entirely at your own risk. No liabilities of any kind under any legal theory whatsoever are accepted. The Checker Maven is dedicated to the memory of Mr. Bob Newell, Sr.

MAVEN, n.:

An expert or connoisseur, often self-proclaimed.

Checker Articles and Features

Numbered Board and Move Notation

Book Reviews

Game Site Reviews

Program Reviews

A Mind Sport for the Common Man

Learning Checkers

The Unknown Derek Oldbury

Rediscovering Checkers

Regulation Checker Sets

Marvin's World


Checkers Made Easy

Move Over

Richard Pask Page

How to Win at Checkers

Principles of Strategy

PDN Files

3-Move Deck

Bob Murr Teaches Checkers

Let's Play Checkers

Clapham Draughts Book


Play Better Checkers & Draughts