The Checker Maven

The World's Most Widely Read Checkers and Draughts Publication Bob Newell, Editor-in-ChiefPublished every Saturday morning in Honolulu, Hawai`i

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Checker School: Second Session

We've completed our first session of Checker School, which was a tour through Ben Boland's Famous Positions in the Game of Checkers. For our next session, we'll turn (at least at first) to an unusual book published by Andrew J. Banks in 1945, called Checker Board Strategy. Mr. Banks, who lived in Washington, D.C., evidently self-published his work.

The book is written in an entertaining style and features a number of fascinating fictional players. We'll get to meet them as the months roll by. Mr. Banks starts out with the rules of checkers (compiled by none other than William Ryan) and then continues with a brief games section that illustrates the basic openings. Next is a section he calls Snappy Problems (Gems) Today, we'll look at the first one and along the way make the acquaintance of Nemo and Skittle.

Nemo had been studying the foregoing games (in the Games Section--Ed.) when Skittle exclaimed, "You are learning checkers the hard way. You are like a tourist I saw in the State of Maine; he stoped a native and inquired 'How far is it to Portland?'"

"How far was it?" Nemo asked.

"The way the tourist was headed it was about 25,000 miles. The native told him that if he would turn around and go the other way it would be only about two."

"You be my guide; show me the quick way to learn the game," said Nemo.

"By solving problems you will be learning checkers the quick way."

Champion player Alex Moiseyev flatly states that beginners should not touch opening books until they have played a large number of games; many other checker greats stress the value of solving problems. So, the first "gem" or "snappy" problem proposed by Mr. Banks is this one, by G. M. Gibson.

WHITE

BLACK
Black to Play and Win

B:W27,23,K4,K1:BK30,20,16,2.

Can you solve the problem proposed to Nemo by our new friend Skittle? Make it snappy! Solve it and then snap your mouse on Read More to check your solution.

07/21/18 - Printer friendly version

Bastille Day

July 14 is the national holiday of France, generally known as Bastille Day. Popular wisdom is that the holiday commemorates the capture of the Bastille on July 14, 1789, during the revolution which brought down the French monarchy.

But we learn something every day. When we consulted the official French government website, we were told:

«Si le 14 juillet est généralement associé à la prise de la Bastille en 1789, c'est dans les faits le 14 juillet 1790, la fête de la Fédération, qui est officiellement commémoré en France.»

We'll bet you didn't know that, either.

Now, it seems that in honor of Bastille Day, we should present a problem by a French problemist, but in the 8x8 Anglo-American literature, we didn't find one that we could specifically attribute. However, Jean-Bernard Alemanni, in his excellent book "Les jeux de dames dans le monde" does present a couple of relevant demonstration positions. While these are surely not original compositions, the one we show below makes for an easy practice exercise.

WHITE

BLACK
Black to Play and Win

B:W12,15,17,18,19,25,26,30,32:B1,2,3,6,8,9,11,24.

Vite, vite! Trouvez la solution, and when you're done cliquez votre souris sur Read More to check your answer.

07/14/18 - Printer friendly version

Friday the 13th

Paraskevidekatriaphobia. It's what fear of Friday the 13th is called in scientific language (actually, it derives primarily from Greek), and many people won't even go out of doors on that date. There are many ideas as to its origin, but it's a fear not universally held. In fact, in Cantonese speaking areas such as Hong Kong, 13 is considered a lucky, not unlucky, number--- so presumably Friday the 13th would be a lucky day.

Friday the 13th is coming up in the week following initial publication of this column; how will you greet the day?

Unsurprisingly, we suggest greeting it with a thematically relevant checker problem such as the one below, composed by grandmaster problemist Ed Atkinson.

BLACK

WHITE
White to Play and Win

W:WK2,K5,6,11,16,17,K19:B3,10,K20,K21,26,27,K28.

Will you be lucky or unlucky, or do you believe it's all a matter of skill? Try your luck, and then luck out by clicking on Read More to see the incredible solution.

07/07/18 - Printer friendly version

4th of July Special

When this column appears we'll be just a few days short of the 4th of July, America's birthday, and a holiday that The Checker Maven celebrates every year; for as we always say, we are unabashed patriots, proud to honor our nation on Independence Day.

And--- as we do every year--- we turn to player, problemist and patriot Tom Wiswell, with another of his studies. He calls this one Harmony.

BLACK

WHITE
White to Play and Draw

W:W13,17,19,20,21,23,29,32:B2,6,8,9,10,12,14,15.

Mr. Wiswell suggests that the pieces should work together to sing a harmonious tune. We agree; can you play the correct melody, without any flat notes? Try to solve it, then let your mouse sing (a patriotic tune) on Read More to see the solution and notes.

06/30/18 - Printer friendly version

Novice Lesson

Yes, there is such a place. It's a small town in Texas, population not much over 100. How many of those residents, do you suppose, are checker players?

We can't really say, but we can say that in honor of the release of the print edition of Checkers for the Novice, today we're presenting something vital, yet which actually won't be very easy for novices. Experts, of course, should have no problem --- right?

3 kings vs. 2 kings seems like it ought to be an easy win, yet it in fact baffles many a player, even some players with a fair amount of experience with our game. Let's look at an example, in two different ways.

BLACK

WHITE
Either to Play, White to Win

W:WK22,K23,K24:BK31,K32.

First, try this with White to play. How does White win it? If you're a top-level player, you'll see how to do it in just a few seconds --- right?

How about if Black plays first? Can you win with White? It's a little harder, but again an expert should solve it fairly quickly --- right?

We're teasing a little. Even most experts have to stop and think. 3 vs. 2 endings aren't easy, but they come up all the time and knowing how to win them is essential. Take as much time as you like and then click on Read More to see the solutions.

06/16/18 - Printer friendly version

Strokes in June

In order to avoid reuse of the "golf stroke" pun, we've gone with a tennis stroke instead. The point is that winter in North America seemed especially tough this year (or at least so we hear[1]), and we'd bet that many of you are happy to be able to get out and make a few strokes on the tennis court or golf course.

But, as a checker fan, surely you'll come back in at the end of the day, and, perhaps after dinner, want to take on a checker stroke, one of those mind-bending fantasy problems that may not be practical but certainly provide great visualization practice. With that in mind, here's one that we would not call easy.

BLACK

WHITE
White to Play and Win

W:W24,22,20,19,18,17,14,13,9:BK28,27,26,K25,K21,8,7,1.

Take a swing at this rather entertaining position, then swing your mouse over to Read More to see the solution.

[1] This year we did not have snow in Honolulu(!) although the temperature did get as cold as 62F/17C.

06/02/18 - Printer friendly version

The Engineer

Although your editor's degrees are in engineering, he's definitely not the kind of engineer shown above. Those engineers certainly earn a very nice living, and we suspect that quite a number of them play checkers while on the road.

Today's little problem was published decades ago by someone who simply called himself "The Engineer." We have no further information on who he might have been. Did he design bridges? Refine oil? Drive a train? Perhaps someone out there on the internet might know, but for now it remains an intriguing mystery.

His checker problem, though, won't stay a mystery for long.

WHITE

BLACK
Black to Play, What Result?

B:WK31,28,27,19:B20,18,12,K10.

Despite the sometimes unfair (and annoying!) "what result" terms, the problem is fairly easy if you take an engineering approach and do a little organized analysis. No slide rules required, just some orderly checker thinking. Do your calculations and then click on Read More to see the solution.

05/26/18 - Printer friendly version

A Bit of a Break

Sometimes, it all gets to be a little too much, and we need a break. We're not sure what the poor fellow in the picture above is working on; could he perhaps be doing a manual transcription of the 10-piece endgame database?

Today we have a speed problem, provided by regular contributors Lloyd and Josh Gordon, that will give you a break in checker terms: it's definitely on the easy side. While some may disagree, we believe that easy problems have a clear purpose: to improve both sight-solving skills and speed of analysis.

WHITE

BLACK
Black to Play and Win

B:W32,30,19,K15,K6:BK26,24,23,21,12,7.

See how quickly you can solve this one, and then break over to Read More to verify your solution.

05/05/18 - Printer friendly version

A 'Maid of the Mill' Surprise

Above, a group of Morris Dancers are performing Maid of the Mill at a festival in Newcastle. Maid of the Mill spans many genres: dance, art, literature ... and draughts.

In our ongoing serialized story, Three Move Opening: A Checker Romance, our protagonist made an unfortunately timed reference to the Maid of the Mill opening. Today, we'd like to offer something quite substantial in the play of that opening.

The following is based on the 15th game of the 2014 World Championship Go As You Please match between Sergio Scarpetta (Black) and Ron King (White). The game, as played, ended in a draw, but there was an interesting winning possibility for Black.

 1 11-15 22-17 2 8-11 17-13 3 15-18

Forms Maid of the Mill.

 3 ... 23x14 4 9x18 21-17 5 10-15 25-21

24-20 is definitely better, but it isn't clear that this move loses.

 6 4-8 26-23 7 18-22 24-19 8 15x24 28x19 9 11-16

Back into the KingsRow opening book with a pull for Black, but not clearly a win.

 9 ... 27-24 10 8-11 24-20 11 7-10 32-28 12 3-7 28-24 13 11-15 20x11 14 7x16 24-20

23-18 also draws.

 15 15x24 20x11 16 12-16 11-8

Loses; 23-18 should draw.

WHITE

BLACK
Black to Play and Win

B:W31,30,29,23,21,17,13,8:B24,22,16,10,6,5,2,1.

Mr. Scarpetta didn't find the win. Can you? We realize that's a lot to ask, and in fact it's a very difficult problem, but the solution is as surprising as it's good, and we think that any effort you put into this problem will be amply repaid. So do try it, and then click on Read More to see the answer.

04/28/18 - Printer friendly version

A Possible Misstep

Snow can still come in April in many parts of North America, and if it does, you had best be careful and not suffer the type of mishap that of the unfortunate lady above.

This month's speed problem doesn't have a time limit and doesn't use the Javascript clock. Now, it's not a particularly hard problem, it's just that ... well, there's a way to misstep and slip, even if it doesn't involve snow and ice, and then things get a little more complicated.

Perhaps it's simplest to show you the diagram and let you find out for yourself.

WHITE

BLACK
Black to Play and Win

B:W32,30,28,27,25,23,19,15,14,13:B21,20,17,12,8,7,6,5,3,1.

Watch your step, and solve this step by step. The next step? Clicking on Read More to check your solution.

04/07/18 - Printer friendly version

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The Checker Maven is produced at editorial offices in Honolulu, Hawai`i. Original material is Copyright © 2004-2018 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.

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