The Checker Maven

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


Published each Saturday morning in Honolulu, Hawai`i


Contests in Progress:

Composing Championship #73


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Dog Days of Summer

Our canine friend seems to have found a cool, wet place to seek relief from the heat of an August midafternoon. But if you wish to beat our relentless clock on this month's speed problems, you won't be able to rest on your haunches; you'll have to brave the heat and show some hustle.

August Speed Problem 1 (very easy to easy). We're allowing you all of 30 seconds for this one.

August Speed Problem 2 (easy to moderate). For this one, you get two minutes, though you may not need it.

But don't sweat; clicking on Read More will bring you cool comfort by showing you our solutions.

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08/05/06 -Printer friendly version-
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The Zephyr

Today's problem, a Tom Wiswell gem provided to us by Harold Schneider, was titled Zephyr by Mr. Wiswell, though we're not sure quite why. After all, the word Zephyr has various meanings such as the west wind (after Zephyr, the Greek deity of the west wind); a gentle breeze; a soft, light fabric; or something airy, insubstantial, and passing.

Surely, though, there is nothing airy or insubstantial about our featured problem. Perhaps the title was inspired by the mighty passenger trains of a bygone day that took the name Zephyr. We really don't know; we simply invite you to partake of a cool summer refresher while basking in gentle westerly breezes, as you work out the solution to this challenger.

BLACK

WHITE
White to Play and Win
W:WK20,K11,K3:BK12,10,K4.

It would seem that White's position is on the superior side and that the win should be rather easy. Appearances are often deceptive, though, and it will take your best efforts to bring about a White victory.

When you've come up with your answer, breeze on over and click Read More to see how it's done.

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07/29/06 -Printer friendly version-
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Demolition

As we delve further into Willie Ryan's famed Tricks Traps & Shots of the Checkerboard, we come across still more interesting and useful positions. This month we look into A Scotsman's Scoop and Denvir's Demolition. Listen up as Willie himself explains.

A Scotsman's Scoop

I am unable to find the appended trim snare recorded by any previous connoisseur of the stroke art. It was shown to me by Paul R. Semple, of Martins Ferry, Ohio, who reports he got it from an old Scotsman. Old or new, it's a practical example and belongs in every checker enthusiast's notebook. Move:

11-15 23-18 9-14 18-11 8-15 22-17 4-8 26-23 7-11 23-19 5-9 30-26 9-13---A. See the diagram.

BLACK

WHITE
White to Play and Win

W:W17,19,21,24,25,26,27,28,29,31,32:B1,2,3,6,8,10,11,12,13,14,15.

A---This is where black bites the dust. The following moves will bring about a draw: 15-18, 19-15, 10-19, 17-10, 6-15, 27-23, 18-27, 32-7, 3-10, 26-23, 8-11, 25-22, 9-14, 29-25, 2-6, 22-17, 15-18, 24-19, 18-27, 31-24, 11-15, 24-20, 15-24, 28-19, 14-18, 17-14, etc. Wm. F. Ryan.

Denvir's Demolition

9-14 22-18 5-9 25-22 11-16 24-19 8-11 27-24---A 16-20 31-27 11-16 29-25 4-8 19-15 10-19 24-15 7-11 22-17

WHITE

BLACK
Black to Play and Win

B:W32,30,28,27,26,25,23,21,18,17,15:B20,16,14,12,11,9,8,6,3,2,1.

The stage is all set for a startling stroke, leaving white hopelessly beaten. This clever whirligig is generally credited to the late John T. Denvir of Chicago, but it was probably known and shown by other champions before he was born.

A---A losing move often made by beginners, after which there is no scientific salvation. Either 22-17, 30-25, or 28-24 will draw.

After trying the problems, you don't need to be a Scotsman to demolish all difficulties by clicking on Read More for the solutions.

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07/22/06 -Printer friendly version-
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Bowen and Lyman's Double Play

We hope you managed to turn last month's Triple Play but if not, here's a chance to make a double play instead, as our lessons in Checker School continue with a pair of related positions.

In the first problem, White is a man up but Black is going to quickly even the count. How is White to pull off a win?

In the second problem, forces are even, but the White king is pursuing the lonely-looking Black men. Can you show how Black can save the draw?

R. E. BOWEN
BLACK

WHITE
White to Play and Win

W:W13,19,20,30:B7,11,12.

H. D. LYMAN
WHITE

BLACK
Black to Play and Draw

B:W30,20,K7:B19,18,10.

Whether it's short to second to first or some other way, turn the double play before clicking on Read More to see if your solution is "safe."

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07/15/06 -Printer friendly version-
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White to Move and Draw, Again

Last time we presented a less usual "move and draw" stroke problem, and we liked the concept so much, we're presenting yet another of the same ilk. At least subjectively, though, we think this one is a bit easier, but you'll have to draw your own conclusion.

BLACK

WHITE
White to Move and Draw

W:W14,22,24,25,27,28,K32:B3,11,15,18,19,20,26,K29.

Sketch your solution, and don't erase it until you've clicked on Read More to see if everything is in line.

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07/08/06 -Printer friendly version-
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Fourth Of July Race

Fourth of July, coming up in a few days from the date of publication of this article, is of course the Independence Day holiday here in the US. It's invariably celebrated with fireworks, picnics, and games.... including many a Fourth of July race.

Can you win the race against our relentless clock and solve our July speed problem? Click below to show the problem and start the clock. Our problem is a bit on the easier side, so that you'll have more time to spend at the picnic.

July Speed Problem (easy)

When you have your solution, don't lose time; click on Read More to check your answer.

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07/01/06 -Printer friendly version-
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Trouble In The Old Fourteenth

From time to time, we like to recall a classic position, one that in a way is like excellent brandy. If you've experienced it before, you will anticipate the fine flavor and be glad to enjoy it again; and if you haven't previously had the pleasure, you're in for a sophisticated and memorable treat.

Today, we're bringing back a trap in the popular go-as-you-please Old Fourteenth opening, said opening so-named simply because it was the fourteenth item in early editions in the ancient and venerable checker books of Payne and Sturges. Here's a run-up to the position of interest:

11-15 23-19 8-11 22-17 4-8 17-13 15-18 24-20 11-15 28-24 8-11 26-23---A 9-14---B 31-26 18-22?

A---25-22 might be considered the main line but this move is perfectly sound.

B---3-8 also draws.

The situation now looks this way:

BLACK

WHITE
White to Play and Win

B:W20,14,13,12,10,9,8,7,6,4,3,1:B32,31,30,28,27,26,23,22,21,19,18,11.

Over the board, and without your computer or your opening books, can you find the line of play that wins for White? Can you correct Black's losing move? We're guessing that the more experienced readers will find their way here, but for the rest of us, it could be a bit of a challenge.

No matter where you stand, you can uncap the solution and drink deeply of traditional checker knowledge by clicking on Read More.

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06/24/06 -Printer friendly version-
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Hefter's Triple Play

This month's lesson in Checker School is due to Mr. Charles Hefter, famed analyst, problemist, and player, who held forth in the last part of the 19th century. We present three positions, closely related but with slight changes from one to the next. Yet, as we well know, subtle differences matter a great deal in our game. These studies were originally published decades ago in Ben Boland's Famous Positions in the Game of Checkers, but remain fresh and interesting today.

No. 1
BLACK

WHITE
White to Play and Win

W:WK15,17,29:B5,9,27.

No. 2
BLACK

WHITE
White to Play and Win

W:WK15,17,29:B5,6,K31.

No. 3
WHITE

BLACK
Black to Play and Draw

B:W21,K18,17:BK27,9,5.

Try out these problems and see if you can retire the opposition by turning a triple play. Then, clicking on Read More will bring you Ben Boland's complete analysis, notes, play, and variations, all without missing a single pitch.

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06/17/06 -Printer friendly version-
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Bumped Off

It's time for another installment from Willie Ryan's classic Tricks Traps & Shots of the Checkerboard. This month we'll see a practical example of the "run-off" tactic, and one of the earliest "gotchas" ever published. But we're sure you'd rather hear from Willie directly.

Bumped Off on the Run-Off

As a general rule, it is sound strategy to attack an advanced piece by squeezing or running it off. In the following example we have a good illustration of what can happen when a player tries to maintain an advanced piece against tactical pressure.

11-16 24-20 16-19 23-16 12-19 22-18 8-11 27-23 4-8 23-16 8-12 32-27 12-19 27-23 3-8---A.

BLACK

WHITE
White to Play and Win

W:W18,20,21,23,25,26,28,29,30,31:B1,2,5,6,7,8,9,10,11,19.

A---Black gets a rude awakening after this plausible push. The right route to draw is: 11-16, 20-11, 7-16, 18-15, 9-14, 15-11 (25-22, 6-9 draws), 6-9, 25-22, 9-13, 22-18, 10-15, 18-9, 5-14, 29-25, 15-18, 26-22, 18-27, 31-15, 2-6, etc.

The Scrub's Delight

11-15 23-19 8-11 22-17 4-8---A 17-13 15-18 24-20 11-15 28-24 8-11 26-23 9-14 31-26 6-9 13-6 2-9 26-22 9-13---B.

BLACK

WHITE
White to Play and Win

W:W19,20,21,22,23,24,25,27,29,30,32:B1,3,5,7,10,11,12,13,14,15,18.

The illustrated layout was one of the earliest standard pitfalls to be recorded in checker literature, being first shown, in 1800, by that pioneer chronicler of the checker art, Joshua Sturges. Appropriately labeled "The Scrub's Delight," it has probably dropped more novices than any other trap on the board.

A---Completes the Old Fourteenth opening, one of the first and most popular developments tackled by the learner. Winning chances are about equal.

B---Time-tested standard play to here. The text loses, forming the Scrub's Delight. The correct play to force a draw is: 1-6, 22-17, 18-22, 25-18, 15-22, 23-18, 14-23, 27-18, 9-13, 17-14, 10-17, 21-14, 6-10, 30-25, 10-17, 25-21, 22-26, 21-14, 26-31, 19-15, 31-26, 15-8, 26-22, 32-28, 22-15, 24-19, etc.

Don't get bumped off and don't be a scrub. Try out the problems and then click on Read More to check your solutions.

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06/10/06 -Printer friendly version-
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Faster Than A June Bug

Actually, we're really not sure how fast a June bug might be, but you'll need to be at least as fast to solve the June speed problem. Although not conceptually difficult, it does require good visualization. Click below to show the problem and start the clock. You have 60 seconds!

June Speed Problem (Easy to Medium)

Try the problem, and if you're stuck, don't be bugged! Fly your mouse over to Read More to reveal the solution.

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06/03/06 -Printer friendly version-
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The Checker Maven is produced at editorial offices in Honolulu, Hawai`i, as a completely non-commercial public service from which no profit is obtained or sought. Original material is Copyright © 2004-2024 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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