Um... hold on a minute here. Our column title refers to checkerist E. Deans, not to the famous actor James Dean. One of our editors must have been up late watching old movies, we suppose.
Rather than discussing the movies, though, our Checker School series heads back to some checker basics over the next few months. Today we present a lesson on Deans' Position. It's a classic example of the classic checker principle of mobility. Let's look at the diagram below.

B:W28,20,K1:B12,K11,K10.
Black has slightly superior forces with two kings to White's one, but a definite advantage in mobility. The question is, of course, does Black have enough of an advantage to win? In this case, the answer is yes, but showing it is the problem. Can you do it?
Give this textbook position a try and then click on Read More for a detailed solution and several sample games. It's a practical lesson this month and one that you will use often in your own play.![]()
Our photo above shows a real-life family enjoying a game of checkers, and in recognition of all the recreational checkerists out there, this month we've selected a simple speed problem drawn from real-life play. We've taken a position occurring in a game that took place on the GoldToken internet site; it shows the winning player taking advantage of an error that sets up a nice little play.
We think ten seconds is enough time to find the win. Click on the link below to show the problem and start our real-life clock.
March Speed Problem (easy)
Got it? Click on Read More to find the solution for real.![]()
We have to admit that last month's Fausto Dalumi problem was well into the "difficult" category. So this month, we'll feature a problem that is a little less strenuous. It was originally published under the theme "The Devil and the Deep" and we think you'll see why when you arrive at the solution.

W:W27,15,K4:BK6,K3
We don't think this problem will sink you, but if you find yourself bedeviled, just click on Read More and the solution will surface.![]()
Roughly once a month, we present an excerpt from Willie Ryan's undisputed classic work of checker tactics, Tricks Traps & Shots of the Checkerboard, and it's proven to be one of our most popular ongoing features. This time Willie turns to the world of postal play with a surprising game. Here's how Willie describes things.
"The similarity of formation and procedure between the preceding example (a Paisley Shocker) and the one ultimately reached in the accompanying game can be identified readily by comparing the two positions at the diagrammed stages. If there is any doubt in the reader's mind that champions are constantly overlooking winning strokes in their play, consider the circumstances in the case at hand. Two of America's foremost mail-game exponents--- Victor Davis, of Fort Dodge, Iowa, and George W. Bass, of Eaton, Colorado--- played this game by mail. When the diagrammed situation was reached, both contestants muffed the killer, the game ending in a draw.
| 10-15 | 27-20 | 1-5 |
| 24-19 | 4-8 | 30-25 |
| 15-24 | 17-13 | 3-8 |
| 28-19 | 2-6 | 22-17 |
| 9-14 | 31-27 | 14-18 |
| 22-18 | 8-11---A | 17-14 |
| 5-9 | 29-25---B | 11-15 |
| 25-22 | 10-15* | 20-16---C |
| 6-10 | 25-22 | 8-12 |
| 22-17 | 15-19 | 21-17---D. |
| 11-15 | 23-16 | See the |
| 18-11 | 12-19 | diagram. |
| 8-24 | 32-28 |

B:W28,27,26,25,17,16,14,13:B19,18,15,12,9,7,6,5.
A---Of course, 10-15 loses immediately by the in-and-outer via 21-17, 14-21, 30-25, 21-30, 20-16, 12-19, 23-16, 30-23, 27-2, 8-12, 16-11, 12-16, 29-25, 16-19, 32-27, etc., and white wins. Again at A, if black moves 1-5, white will win with: 23-18, 14-23, 27-18, 8-11, 29-25, 10-15, 26-22, 7-10, 21-17, 12-16, 32-27, 3-8, 30-26, 8-12, 18-14, 9-18, 26-23. Wm. F. Ryan.
B---23-18 would be no good now. For example: 23-18, 14-23, 27-18, 10-14, 26-23, 7-10, 29-25, 10-15, 25-22, 12-16, 32-28, 15-19, 30-26, 3-8, 18-15, 11-27, 20-4, 1-5, etc., and black wins. Wm. F. Ryan.
C---A safer route would be 21-17, 6-10*, 13-6, 19-24, 28-19, 15-31, 26-22, 8-12, 22-15, 10-19; a draw.
D---This is where Bass bogged down in the morass of formation. The move taken allows the thunderbolt that follows; but instead of 21-17, try 16-11*, 7-16, 26-22, 19-23, 14-10, 23-32, 10-1, 9-14, 22-17, for a draw. Wm. F. Ryan."
Don't get buried yourself. After you've tried to solve the position, dig your way out by clicking on Read More to see the solution.![]()
In this month's lesson in our ongoing Checker School series, we learn a valuable lesson in saving the game; in other words, looking for a way to draw even when our position doesn't appear to have too many chances. Here's the position:

B:WK26,K24,K23:BK32,K25,21.
This situation, attributed to a J. Cornock, does indeed look tough for the Black side, who have little mobility and a very narrow choice of moves. Yet, one of them is good enough to save the draw. Can you find it?
Give it a try but don't forget, you can always save time and frustration by clicking on Read More to see the solution, with detailed notes and a sample game.![]()
Our first set of speed problems for the year are truly worthy of the title. They both fall decidedly into the "easy" category, but as we know our readers enjoy a challenge, we're setting the time limits at record lows--- five seconds for the first problem and ten seconds for the second! We think this should satisfy everyone. Advanced players can try to sight-solve the problems in the rather strict time limits allotted. Less experienced players can simply look for the solutions and ignore the clock (well, yes, that is easier said than done).
Are you ready? Click below to start each problem--- faster than greased lightning!
February Speed Problem No. 1 (five seconds)
February Speed Problem No. 2 (ten seconds)
When you're finished, slide your mouse over and zap Read More to see the solutions.![]()
In the world of sports, sometimes a play is a really close call and quite an argument about it takes place. Today's checker problem surely falls into that category. Take a good look at the position below, with White to move. How would you call this one? White win, Black win, or draw? Show it to your checker friends and you're bound to generate a lot of, shall we say, animated discussion (we'd hate to accuse checker players of having heated arguments, after all).

W:WK29,23,19:BK30,5,1.
Make the call, and then do an "instant replay" to demonstrate the correctness of your decision. We'll just give you a bit of fair warning: this one isn't so easy, and just may surprise you. What do you say?
There's one call, though, we can always make without error: it's a certainty that clicking on Read More will bring you to the solution.![]()
Our popular series of extracts from Willie Ryan's Tricks Traps & Shots of the Checkerboard continues this month with a shot flashy enough to be worthy of the great Bronx Comet himself. Here is how Willie describes it.
"The idea shown in the adjoining example occurs in several mid-game structures, and belongs to the vast family of in-and-out strokes. The first move in some coups is so startling and unexpected that players have been known to fall out of their chairs in sheer surprise! This one has unseated quite a few staunch sitters!
| 11-16 | 28-24 | 10-17 |
| 24-19 | 8-12 | 21-14 |
| 8-11 | 31-27 | 2- 6 |
| 22-18 | 6- 9 | 18-15 |
| 4- 8 | 26-23 | 9-18 |
| 18-14 | 1- 6 | 23-14 |
| 9-18 | 25-21 | 3- 8 |
| 23-14 | 16-20 | 25-22 |
| 10-17 | 30-26 | 16-19 |
| 21-14 | 11-16 | 22-18 |
| 16-23 | 32-28 | 12-16---A |
| 27-18 | 6-10 | See the |
| 12-16 | 29-25 | diagram. |

W:W14,15,18,24,26,27,28:B5,6,7,8,16,19,20.
A---Gone with the wind. Black's proper play for a draw is: 19-23, 26-19, 7-11, 19-16, 12-19, 14-10, 6-9, 10-7, 19-23, 7-3. Sam Levy, Manchester, England."
Can you solve this one, or will you get zapped instead? In either case, clicking on Read More will charge on over to the electrifying solution.
In today's Checker School installment, we have a position that is literally "on the edge" with nearly all of the pieces starting out on the edges of the board. It's yet another instance where you think the win ought to be clear; after all, Black seems to have real superiority here---- or does he?
We certainly don't call this an easy problem. The win is fairly long and involved and concludes with an elegant tableau, and it might be a bit of a challenge for you to find the solution. Here's the position.

W:W31,30,20:BK28,22,12.
Can you edge your way to victory, or will you go over the edge instead? There's no need to worry; clicking on Read More will take the edge off your anxieties by bringing you a detailed solution with copious notes, and a sample game as well.
We haven't run a "stroke" problem in a little while, though it's something we like to do for the sake of variety on the first Saturday of some months. Today we return to that theme, and present a problem that was considered "easy" by the author.
Much as the photo above represents the bizarre side of architecture, stroke problems are certainly the bizarre side of the world of checkers. You either love them or hate them, and we think that depends in no small measure on whether you're able to solve them. Stroke problems call upon your ability to visualize long, forced series of moves. They are an excellent test of your skills, but seldom, if ever, an exercise in practical play.
So here's our so-called "easy" problem.

W:WK5,6,K9,10,12,19:B4,K11,K27,28,K32..
Could you find your way through, or is all simply too bizarre? Whatever your result, click on Read More to see the "easy" solution. Did we say "easy"? You may or may not agree!![]()