# The Checker Maven

### Do As I Say

"Do as I say, not as I do" is an old expression that finds application all too often. We can think of far too many examples to list here, so we'll just invite you to use your imagination.

In a scientific game such as checkers, though, it would seem that such a catchphrase has little application. After all, checker moves speak for themselves; they're either good or they're not. But bear with us; following the solution to today's problem you'll find a hilarious example of one man's version of "Do as I say" over the checkerboard.

The position, part of our Checker School series, is subtle and pleasing, and as usual, highly practical.

W. H. BROUGHTON
WHITE

BLACK
Black to Play and Win

B:W26,17,13,11:B27,10,6,2.

It's harder than it looks. Can you solve it? When you've found your solution, click on Read More to check your answer and play through a sample game with explanatory notes.

Solution

The solution and lettered notes are from Ben Boland's Famous Positions in the Game of Checkers. Numbered notes are by the Editor, using the KingsRow computer engine and 10-piece endgame database.

27-31, 26-22---1, 31-26, 11-8---B, 10-15, 8-3, 6-10, 3-8---3, 26-30, 8-11, 30-25, 11-18, 2-6. Black Wins---4.

Game: 9-14, 22-17, 11-15, 25-22, 8-11, 17-13, 11-16, 29-25, 16-20, 24-19, 15-24, 28-19, 4-8, 22-18, 8-11, 18-9, 5-14, 25-22, 11-15, 32-28, 15-24, 28-19, 10-15, 19-10, 6-15, 22-18, 15-22, 26-10, 7-14, 30-26, 12-16, 26-22, 3-7, 22-18, 1-5, 18-9, 5-14, 13-9, 7-10, 9-5, 2-7---A, 5-1, 14-17, 21-14, 10-17, 1-6, 17-22. Forms above position, colors reversed. G. Buchanan, Scottish Tourney Book, 1893. Here the man on 27 is a King, but the play is the same.

A---Losing move; 10-15 draws---5.

B---22-18, 2-7, 11-2, 26-23. Black Wins.

1---26-23 31-27 23-19---2 6-9 13-6 2-9 11-7 9-13 Black Wins.

2---23-18 2-7! 11-2 27-23 2-9 23-5 Black Wins.

3---13-9 is no better.

4---White's only move to avoid the immediate loss of two pieces is 13-9 which leads to the loss of three pieces!

5---A subtle but important difference, giving the Black king just enough extra scope to win the game. Did you get it right?

A similar position came up in the English Championship Tournament, 1924, S. Cohen won from F. Tescheleit. Similar positions have arisen between Messrs. Clements and Craig, 1906 Scottish Tourney. And in the tourney of 1925, between Lumsden and Dundas. And also game No. 1057, the Draughts Review, Vol. 5, June 1929.

The above position by W. H. Broughton may be found as No. 396 in Lyman's Problem Book, 1881. Also see "Familiar Themes," Page 8.

HIS CHECKER RULES

By THE TRAVELER

A Cincinnati player has written his own standard laws of the game:

1. Board and Men--- Any old things that cost nothing.
2. Time Limit--- Be so aggravating that your opponent will move to get rid of your talk. When your turn comes take all the time you want.
3. Arranging the Men--- Continually adjust the pieces on the squares as you look for a move.
4. Touch and Move--- Touch anything you like, but move only what you want to. That's so inspiring!
5. False or Improper Move--- Anything you do is all right, and everything your opponent does is wrong.
6. Crowning the Men--- Make your opponent play a king all over the board before you crown it.
7. Drawn Games--- Never concede even the simplest draw. Your opponent could fall asleep!
8. Conduct of Players and Spectators--- Both should be as disagreeable as possible. No checker game is complete without plenty of singing, talking and whistling, chewing cough drops and making a crunching noise; pulling out the old dollar watch when it's your opponent's move; especially if it will disconcert the right fellow.
9. Match Games--- Always look for suckers. A good player is likely to beat you, and that wouldn't do.
10. Enforcement of Laws--- Like all others laws, checker laws were made to be broken. In other words, play a baby game and be an outlaw!