# The Checker Maven

### Yet Two More Easy Pieces

We continue our electronic republication of Willie Ryan's classic Tricks Traps & Shots of the Checkerboard with this, our third installment. But let's let Willie speak for himself.
EXAMPLE 5

White to Play and Win
'Like all other tactical schemes, the delayed smother play can occur on other parts of the board with varying arrangements of the pieces. Example 5 shows a natural-looking ending in which white can neatly bottle up black's pieces in just five moves, by a delayed double corner "jam." Examples 4 (published in a previous article --Ed.) and 5 illustrate but two types of the smother play; there are several other varieties including blocks, freezes, lock-ups, and the smother pinch. Indeed, checker ideas are as numerous as words, and each one has a meaning of its own, and a special adaptability in the course of scientific play.
EXAMPLE 6

White to Play and Win
The situation on the right (actually above --Ed.) is still another member of the smother family. To press home the win in Example 6, white must actually coordinate the germs of two different tactical ideas, employing the smother as the winning device and using the seesaw shift (as in Example 11) (to be published by July 2005 --Ed.) as the timing element by which the smother is executed. When two or more tactical ideas are woven into a procedure of force, we call it a "combination." positions are always popping up in play where it is necessary to grapple with a dozen or more ideas in order to force a scientific win, or obtain a delicate draw!'

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Solutions:

Example 5 2-7, 11-15, 7-10*, 15-18, 31-26*, 25-30, 10-14*, 30-23, 32-27, 23-32, 14-23, and black is stymied; white wins.

Example 6 3-8, 11-16, 8-12, 16-19, 12-16, 19-23, 16-19, 23-27, 19-24, 27-31, 22-25* (the shift), 20-27, 25-22, smothered! White wins.

04/06/05 - Category: Problems - Printer friendly version