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Tricks, Traps, and Shots of The - Ryan, William F.
Tricks, Traps, and Shots of The - Ryan, William F.
checkerboard
1. Tricks, traps, and shots of the checkerboard
2. Continue from diagram:
3. Variation 2
4. A Bristol Broadside
5. Capers on the Kelso
6. Variation 1
7. Variation 3
8. A Trap with a Tale
9. California Bold Rush
10. The Shot That Was Heard Around the World
11. STANDARD LAWS OF THE GAME The Standard Board
12. The Standard Men
13. Placing the Men
14. Order of Play
15. Time Limit for Moving
16. Arranging the Men During a Game
17. Touch and Move
18. Capturing Play
19. False or Improper Moves
20. The “Huff” or “Blow”
21. Crowning the Men
22. Drawn Games
23. Conduct of Players and Spectators
24. Match Games
25. Enforcement of the Laws
26. Unforeseen Disputes
Tricks, traps, and shots of the
checkerboard
Ryan, William F. (William Francis), 1907-1954
♦
Contents
Page
Index of Games v
Introduction i
Basic Ideas 9
Games 20
Index of Games
Table captionTHE EDINBURGHS
Table captionPage
Freeze 112
Page
10-14, 22-17, 6-10 Another Heffner Gem
79
Table captionKELSO
REGULAR
Table captionvl
Page
Table captionBRISTOL
Page
DUNDEE
vlti
INTRODUCTION
BEFORE you delve further into this book, I hope that you will linger
here long enough to absorb the important over-all guidance
contained in the following pages, so that all the succeeding chapters
may be approached in their relative and designated arrangement.
My readers are assured that in this book the details are in orderly
sequence. Every page is a guidepost to the next, and there are r\o
detours or back-ups to pick up lost trails. What I have tried to do in
this book is first to acquaint the novice with all the early losses in the
openings. Then, in the succeeding pages, I gradually lead up to the
more advanced traps and stratagems showing how even champions
have been put to rout by the baffling components of concealed
coups. It is important, therefore, that the student start his study at the
beginning of this book, since in this way he will come to learn that
the very same technical devices involved in elementary lessons are
used in more elaborate form in high-level strategy. The basic ideas in
checkers never change. What often appears to the beginner to be
complex strategy is really nothing more than a fusion or an
interlocking of basic ideas.
Finally, the question arises, “Just how important is the stroke or shot
in the practice of scientific play?” The answer is at once obvious
when we stop to consider that it is almost impossible for anyone to
play a complete game, from start to finish, without at least once
threatening to negotiate a shot, in order to prosecute an objective. It
is true that most wins scored among champions are premised on
factors of position 2
and not on strokes, yet the fact remains that a large percentage of
these wins are brought about by the attacking player threatening the
execution of a stroke. The defending player, in order to avoid the
shot, is thus forced into a losing position. Hence, we would be
grossly underrating the value of stroke strategy if we were merely to
calculate its relative importance on the basis of wins scored on
shots, as compared with wins obtained by other tactical methods.
The threat of taking a stroke is a powerful preventative and
restrictive force in scientific play.
Don't make a practice of playing regularly with those you can beat. It
stands to reason you can’t learn much, if anything, from an inferior
adversary. Seek out those who play better than you do, the stronger
the better. If superior players decline competition with you on the
grounds that you do not play well enough to hold their interest, then
make inducements to obtain their time and talents. A competent
player makes a good teacher, and his services are always in
demand. ’Tis much better to pay the doctor’s bill than to waste away
with an uncured ill!
Don't study or play when you're mentally tired or physically ex
hausted. If your major aim is to improve your play, plan your
sessions at the board so that you will sit down refreshed and eager
to begin. Your mind will then be clear and receptive, and you will
learn faster and play better. Although many people play checkers for
relaxation and pleasure only, the fact remains that the nature of the
game is such that it cannot be played well, nor can it be enjoyed to
the full, if the mental or physical faculties are impaired by fatigue.
Don't play with dirty equipment . Take a staunch pride in your hobby,
and be a salesman for it whenever the opportunity arises. Aside from
the fact that good playing equipment is an absolute prerequisite to
proficient play, the use of dirty or dilapidated boards or checkers is
certain to scare decent folks away from our game.
Don't be a robot. Never lose the same game more than once.
Champions agree that the greatest single failing of the average
checker player is his tendency to play by method or rote, when
flexibility and imagination are required most. When you lose a game,
go home and conduct a private post-mortem on your play. Use your
library of checker books to find out where you made the losing move,
and then reform your future play accordingly. If a lost game cannot
be rectified by reference to book play, then work on the position
yourself (analyze it) and use your own analyzed play in future
games, unless and until it is found faulty in the light of subsequent
trials. In such case, analyze the position again and again, until you
lose no more games using it. In short, practice progressive
reformation of your play. There is no other way to the top.
The pieces are set on the dark squares, with the so-called “double
corner 55 in the lower right-hand corner. Perhaps a better rule is to
make sure that the corner square on the bottom right-hand side of
the board is a light square. Diagram 1 shows the proper position of
the board and the pieces set for play. However, in Diagram 1, the
pieces are printed on the light squares for typographical clarity.
Hence, the light squares in Diagram 1 actually represent the dark
squares on your board, and the dark squares represent the light
ones.
DIAGRAM 1 DIAGRAM 2
After the board has been numbered and the pieces have been set
for play as in Diagram 1 (make sure that the black pieces occupy
squares 1 to 12) we are ready to begin play. Now, let us momentarily
turn to Everett Fuller’s beautiful game in this book, on page 75. It will
be noted that the first set of figures at the top of the first column
reads 11-16. That means black moves from square 11 to square 16.
The rest is easy. You make the moves on your own board, as
dictated by the columns of figures, until the entire game has been
completed. The game is read like a timetable—down one column of
figures, returning to the top of column two, and so on.
The student should note that the letter and number appearing beside
a figure in the columns of play denote points of reference or
discussion in the play. For example: 9-14— A,2. The letter A after 9-
14 refers to Note A, which follows immediately below the variation.
The digit 2 means Variation 2, indicating that instead of 9-14, there is
alternative play
Well, you now have all the necessary information to begin. Dig in—
intelligently!
BASIC IDEAS
The thought we are trying to convey here is that the idea is the thing,
and a good idea supersedes all other considerations in board
generalship. In checkers, an idea may be of singular
Now let us take the board out and see how easy it is to put ideas to
work. The reader should bear in mind that in setting up the study
positions on the following pages, the black pieces are invariably
moving down the board, the white pieces moving towards the top of
the page. Solutions to these situations will be found on page 146.
EXAMPLE 2
EXAMPLE 3
Basic ideas never change, but they may occur on different areas of
the board with more or fewer pieces involved. In Example 3, we have
a snap layout of a double corner compound in which the winning
plan is precisely the same as the one used in Example 2, but the
arrangement of the pieces is different. A common fault of the
beginner is his tendency to associate a particular tactieal idea with
only one position. This is undoubtedly an obstruction to progress.
The main purpose of studying a problem position is to master the
idea (or ideas) it illustrates so that the student may use it in any other
situation where the same idea can be successfully applied.
One of the more spectacular fundamental principles is the “smother
55 idea. Example 4 frames an easy setting of a delayed smother
coup in which first black’s piece on square 22 is driven to a fatal spot
(square 25), and then white makes two sacrifices in succession,
winning by a weird tie-up. The description given to each example in
this review of basic ideas is intended to help the reader to develop
concepts of logical procedure. If we say “delayed smother” we mean
the smother is not immediate, but that white can force black to make
a certain move (or moves) that enables white to drive black into the
coup position.
EXAMPLE 4
Like all other tactical schemes, the delayed smother play can occur
on other parts of the board with varying arrangements of the pieces.
EXAMPLE 7
Take a good look at this simple little two-by-two setting. If that white
piece on square 14 could i speak up, he’d probably lament, “Woe is
me. I can’t move to the left, and I can’t move to the right, and the
black monarch (on square 25) is advancing to put me to flight.”
White’s king on square 32 Whhm to Play an d Draw is seemingly too
far away to save
the endangered piece on 14, but thanks to the old reliable “sideboard
seesaw” idea, Example 7 has a happy ending. A thorough grounding
in simple tactical tidbits, like the “sideboard seesaw,” will soon put a
novice in the advanced player’s class. It’s the flair for small details in
basic study that makes the proficient player.
EXAMPLE 8
19-15, 16-20; now white crowns the piece on 18, returns to square 6,
and then plays 15-10, threatening to win by 10-7 next. All this is part
of the general plan, with black, just in the nick of time, imprisoning
white in the single corner.
14
Example 9 is such a simple win that white can polish off black in just
three of his own moves; and yet this “pitch-a-piece and block” coup
has been muffed even by better class players. At first glance, white
appears to have a win by playing 32-28, but black counters with 14-
17, 22-13, 7-10, 13-9, 10-14,
14-18, and steals the piece on square 27 to draw. One of the most
fascinating factors in scientific checker play is the element of
surprise. Example 9 features a position that, by ordinary processes
of play, can only be drawn; but a jolting pitch (sacrifice) at the right
moment changes the complexion of the situation decisively.
EXAMPLE 9
15
EXAMPLE 11
The issue is clearly drawn in Example 11. The white king on square
22 has a strangle hold on black’s pieces on squares 13 and 29, but
the black king on square 1 is threatening to go 1-5 next, followed in
order by 5-9 and 9-14, and then releasing his impounded pieces by
squeezing 14-17, thus driving the white king on square 22 from its
potent position. The proposition, therefore, is for white to maintain
control of square 22 by preventing the black king on square 1 from
effectively advancing up to square 14. This is artistically
accomplished by the “shift and stem” principle. It’s easy to master
these tactical “killers” with step-by-step study.
most common of all tactical tricks— the ever useful pinch play. As
the term suggests, a pinch is a move that puts pressure on an
opposing piece so that it cannot avoid capture, whereas in a
“squeeze” play the threatened piece can avoid capture by moving to
an adjoining square.
and the pinch and squeeze are two of the most frequently employed
weapons of the adroit tactician. Example 12 is a sparkling illustration
of a delayed pinch, wherein white eventually forces black to lose a
piece (and the game) by a perfectly timed pincer.
EXAMPLE 13
A little logic should make the issue clear in Example 13. Black is a
piece ahead, but the white king on square 11 is pressing (chasing)
an attack from the rear. The natural course for black is to avoid
capture by going 16-20, white chasing 1116, black running 19-23,
white pursuing 16-19, and there you have it—black seemingly must
lose the piece on 23 or 24. That’s the apparent outcome of the
situation, but actually black can win in five of his own moves by
trapping white on a two-way double or “optional take.” The one thing
to keep foremost in mind, when you are a piece ahead and your
opponent is threatening to retrieve it, is to look for an idea that will
make the retrieve
17
fatal!
EXAMPLE 14
can see right through these snap traps in the twinkling of an
eye!
EXAMPLE 15
18
EXAMPLE 17
Many a losing position has been won or drawn, in the last minute of
play, by a brilliant series of startling moves. Example 17 pictures
white in what appears to be a hopeless predicament; yet white can
turn the tables to win by a neat “backup and throwback” stratagem
that is as pleasing as it is deceptive. The backup idea is employed to
get tactical support or “backing” from an opponent’s piece—to use
that piece as one of your own men. All compound shots are
essentially based on the backup principle. A throwback or “pitch-out”
is a clever method of ousting an opponent’s king from your king row
(by sacrificing one or more pieces) in order to capture it on the
bound.
EXAMPLE 18
19
Set the pieces up for play. Then move 10-15, 23-19, 6-10, 22-17,
White now ends all by 17-13, 16-23, 13-6, 2-9, 27-2; white wins.
Instead of 11-16 at A , black should play 1-6 to draw.
A —No hope for white after this. The only move to draw is: 21-17,
14-21, 18-15, 11-18, 23-5, 4-8, 22-18, 20-24, 27-20, 8-11, 18-14, 10-
17, 26-23, 6-10, 31-26, 10-14, 25-22, 11-16, 22-13, 21-25, 30-21, 14-
18, 20-11, 7-16, 23-14, 16-30, etc. Wm. F. Ryan .
8-11 26-17 4- 8
And now white ends all with: 21-17, 13-22, 14-10, 7-14, 2318, 14-23,
27-4, 12-16, 30-26; white wins.
22
11-15 15-18
23-19 24-20
8-11 9-14
22-17 28-24
4- 8 10-15
17-13 19-10
Continue: 23-19, 16-23, 20-16, 11-20, 25-22, 18-25, 27-4, 20-27, 32-
23, 1-6, 29-22; white wins.
A —A natural advance that turns into a rout. The correct moves are:
15-19, 24-15, 5-9, 13-6, 1-26, 31-15, 11-18, 25-22, etc., resuiting in a
draw.
15-19 —A 25-22
23- 16 8-11
12- 19 29-25 —B
Continue from the diagram: 9-13, 23-16, 15 18, !2 15. I l black wins.
23- 18, 7-11, 17-14, 10-17, 25-21, 3-7, 21-14, 24-28 (11-16,14-10,
white wins), 22-17, 11-16, 26-22, 16-19, 30-26, 7-11 *, 14-10, 6-15,
13—6, 1-10, 18-14, 19-23, etc., drawn. Wm. F. Ryan.
A Six-Move Blitz
Among the most effective sixmove killers is this well-known example
on the Denny opening. Set up the pieces for play. Now move 10-14,
23-19, 11-16, 26-23, 9-13, 24-20— A, and we get the layout of
pieces pictured here. Black now shoots the works by 14-17, 21-14,
6-10, 20-11, 10-26, 31-22, 8-31, and it’s all over but the shouting.
24- 19, 16-23, 27-9, 10-15, 9-6, 22-26, 6-2, 15-19, 32-27, 4-8*, 12-3,
26-31; resulting in a draw.
24
11-15 29-25
22-18 —A 4- 8
15-22 24-20
25-18 10-15
8-11 25-22
Proceed: 15-19, 24-15, 16-19, 23-16, 9-14, 18-9, 11-25, 32-27, 5-14,
27-23, 6-10, 28-24, 8-11, and with black due to crown his piece on
25 in a few moves, white’s predicament is hopeless.
B — This and 28-24 lose, allowing the Goose Walk, first shown by
William Payne in 1756. The correct moves are: 21-17, 8-12, 17-13,
etc.
A —The bad one. The correct moves are: 25-22, 18-25, 29-22, 11-
15, 27-23, 9-13, 32-28, 6-9, 19-16, 12-19, 23-16, 9-14, 24—19^ 15-
24, 28-19, 2-6, 26-23, 10-15, 19-10, 6-15, 16-11, 1-6, 31-27, 6 - 9, 11
—7, 3—10, 27—24, 15—18, 22—6, 14—17, 21—14, 9—27, ending
in a draw.
11-16
24-20
16-19
23-16
12-19
8-12
32-27
12-19
27-23
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.
11-15
24-20 6 - 9
11-15 13- 6
28-24 2- 9
8-11 26-22
26-23 9-13
9-14
31-26
A —Completes the Old Fourteenth opening, one of the first and most
popular developments tackled by the learner. Winning chances are
about equal.
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 22-17 5- 9
23-18 4- 8 30-26
Continue: 19-16, 12-19, 27-23, 13-22, 23-7, 2-11, 25-2; white wins.
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 8-11 4^
oo
22-18 27-24 —A 19-15
5- 9 16-20 10-19
28
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.
Continue from diagram: 16-19*, 17-10, 19-24*, 28-19, 9-14, 18-9, 11-
18, 23-14, 6-31, and black wins.
A Twelve-Move Sack
It takes only one bad move to make a total wreck out of a good
healthy position, as the reader will note from a cursory examination
of this well-known 12-move mop-up. White’s play up to A is sound
enough; but with 21-17, black cuts loose with a withering blast of
fireworks. Proceed:
10- 14 24-19
11 - 16 28-24 16-20
19-15 14-18
7-10 diagram.
32-28
An Old Familiar
The following catch is well-known to all expert players, and is
particularly useful in crossboard play, because it arises from several
openings. In this example, a triple action shot does the trick, white
executing three separate double jumps in succession.
6- 9 11-15 14-23 —A
diagram.
Continue: 19-16, 12-19, 21-17, 13-22, 25-11, 7-16, 24-6, 1-10, 26-
12, and white wins.
A —The wrong jump. The correct play is: 15-22, 25-9, 5-14, 1916,
12-19, 24-6, 1-10, 29-25, 4-8, 25-22, 8-11, 28-24, 11-15, 3227, 7-11,
26-23, 3-8, 30-26, 14-18, 23-7, 15-19, 24-15, 11-25, ending in a
draw.
11-15 7-10 -C 4- 8
Table captiondiagram.
Continue: 19-15, 10-26, 17-10, 6-15, 22-17, 13-22, 25-4, 26-30, 4-8,
16-20, 8-11, 3-7, 11-8, 1-6, 8-3, 7-10, 3-8, 6-9, 8-11, 9-13, 29-25, 12-
16, 27-24, 20-27, 11-20, and white wins.
A —If 4-8 is used, then proceed with 30-26, 10-14, 24-19, 15-24; at
this point, 27-20 * is still essential, as 28—19 loses by 11—16, 3228
— B, 6-10, 22-17 (27-24, 8-11; now 22-17 is beaten by 11-15, and
24-20 by 10-15), 8-11, 26-22 (if 17-13, 10-15 wins), 1-6, 1713, 14-17,
21-14, 10-26, 31-22, 7-10, 25-21, 16-20, 29-25, 3-7, 22-17, 9-14, 18-
9, 5-14, 19-15, 11-18, 23-19, 7-11, and black wins. Wm. F. Ryan vs.
H. L. Rudolph.
B— 22-17, 8-11, 17-10, 6-24, 27-20, 9-14, 18-9, 5-14, 25-22, 16-19,
23-16, 12-19, 22-17, 7-10, 29-25, 3-8, 17-13, 8-12, 25-22, 11-15, 22-
17, 14-18, 17-14, 10-17, 21-14, 18-23, 26-22, 23-26, 14-10, 26-30,
and black wins. Wm. F. Ryan.
C —If 6-10, 24-19, 15-24, then 27-20* is correct to draw; but 28-19
loses by 11-16, 18-15 (22-17 loses immediately by 10-15), 1-6, 15-
11, 14-18 *, 22-15, 9-14, 26-22, 14-18, 23-14, 16-23, 2718, 10-26,
31-22, 7-16, 21-17, 3-7, 25-21, 16-19, 32-27, 7-10, 1511, 2-7, etc.,
and black wins. Wm. F. Ryan. This win corrects draw play by Hugh
McKean, W. D. Benstead, and others.
D— Tempting, but fatal. The correct play is 16-20, 17-13, 8-11, 22-
17, 12-16 *, 19-12, 10-15, 17-10, 15-22, 25-18, 6-22, 13-6, 1-10, 21-
17, 5-9, 23-18, 9-13, 32-28, 11-16, 27-23, 2-7, 18-14, 10-15, 23-18,
etc., resulting in a draw. Wm. F. Ryan.
Beeswax Block Buster
Early in my checkered career I took a strong fancy to the Old
Paraffin opening, developing much new play on it, and with it
defeating many prominent stars of the board. Eventually, my
contemporaries got onto it, and I dropped the opening from my
repertoire. Here is one Beeswax ambush that I used with wide and
telling effect:
8-11 6- 9 —C 5-14,
3- 8 1- 6 the dia
Continue: 22-17, 13-22, 25-9, 6-13, 30-25*, 15-18, 19-16, 12-19, 24-
6, 2-9, 20-16, 11-20, 27-24, 20-27, 32-5, and white wins.
B —If 9-14 is tried, continue with 22-17, 5-9, 26-23; now 1-5 is
drawable. If 15-18 is taken, it can be nailed neatly by 19-15*, 18-27,
32-23, 11-27, 20-16, 12-19, 24-15, 10-19, 17-3, 27-32, 3-12, and
white wins by stealing the piece on square 19.
C—This is where black goes wrong. The only move to draw is: 15-
18*, 22-15, 11-27, 32-23, 6-9, 25-22, 9-14; now 22-18 or 31-26 will
draw.
21-17 —B
Continue:
31-26 4-11 16-11 32-27
15-18*
23-14 30-23 32-27 19-23 15-10
33
best-known and most commonly employed “shockers” that
experienced players are constantly using to slay the innocents.
OO
7-11 15-24
1
diagram.
Continue: ?>2-21 , 24-31, 30-26, 31-22, 25-2, and white wins.
B —If 18-23 is employed, then counter with 19-15, 10-19, 24-15, 11-
18, 22-15, 14-18, 31-27, 7-10, 17-14. At this stage, 10-17,
21- 14, 6-10 is drawable, but 10-19 allows the shot by 14-10, 6-15,
25-22, 18-25, 27-4, with which white wins.
22- 15, 16-23, 31-27, 10-19, 17-10, 7-14, 27-9, 6-13, 24-15, and
white wins.
E —This is the real loser, since it allows the shot which follows.
Black can still draw at E by playing: 14-18, 25-22, 18-25, 29-22, 8-
11, 13-9 (best chance), 10-15, 9-5—F, 15-19, 5-1, 19-23, 1-5, 11-15,
5-9, 3-7, 9-13, 12-16, 20-11, 7-16, 13-17, 15-19, 22-18, 24-27; a
draw. Wm. F. Ryan .
34
L —If the play goes: 11-16, 20-11, 7-16, white triumphs with
23-18, 14-23, 27-11, 8-15, 30-26, 16-20, 17-14, 10-17, 21-14, 20-27,
31-24. Again at L> if 12-16 is the play, white romps home first with:
23-19, 16-23, 27-9, 1-5, 9-6, 2-9, 30-26, 9-14, 26-23, 8-12, 23-19,
14-18, 29-25, 5-9, 32-27, 9-14, 31-26, 4-8, 26-23. Wm. F. Ryan.
N —Loses, and white snaps the trap shut with a startling stroke,
which has claimed many a champion. I was caught by this one
several times before I came to recognize it; and I saw Newell W.
Banks entrapped by it as well. The following play at N assures a
draw and makes white run hard for home: 6-9*, 30-25*, 11-16, 20-11,
7-23, 27-11, 8-15, 24-19*!, 15-24, 32-28, 24-27, 31-24, 12-16, 24-20,
16-19, 20-16, 4-8, 16-12, 8-11, 12-8, 11-15, 8-3, 19-24, 28-19, 15-24,
3-8, 2-7, 8-12, 24-27 (not 7-11, 22-18!, as white will win), 12-16, 27-
31, 16-19, 7-11, 19-15, 10-19, 17-10, 31-27, 10-6, 27-23, 6-1, 19-24,
21-17, 23-26, 25-21, 26-30, 1-6, 11-15, 6-10, 15-19. Wm. F. Ryan .
P—White now has a free hand with his king. Black cannot crack the
line without the loss of a piece, and subsequently loses because his
position deteriorates. Although the stroke following blacks 15-18
move at jV has been published several times, I can find no record of
it being properly executed. Invariably, white has made the mistake of
jumping into square 3 at Note P. I make no claim for the play prior to
the shot, but its proper execution, as revealed in this study, as well
as its attending formational structures discussed in the notes, are my
contributions to an outstanding, brilliant, and practical stroke.
Ill
Feme's Famous Five-Piece Freeze
Here is a star-studded study that I have prepared for my readers, to
highlight what I consider the most sensational end-game win ever
scored in crossboard competition:
-J
18- 9 6-10 —K 5- 1
1
C5
11- 15, 18-11, 8-15, 20-16, 15-18, 22-15, 14-17, 21-14, 9-27, 32-23,
7-11, 15-8, 4-27, 31-24, 2-7*, 29-25, 7-11, 25-22, 6-9, 30-26, 9-14,
22-18, 11-16, 18-9, 5-14, 24-20, 14-18, which ends in a draw;
published play.
B —Or 11-16, 20-11, 8-22, 26-17, 9-13, 19-15, 13-22, 30-26, 10-28,
26-3, 2-7, 3-10, 6-15, 29-25, 4-8, 25-22, 15-19, 23-16,
12- 19, 22-18, 8-11, 31-26, 1-6, 18-14, 11-15, 21-17, 15-18, 17-13,
19-24. Harry Lieberman vs. C. H. Leggett .
D —If 1-5 is attempted, white will win with: 29-25* (26-22 allows a
draw by 9-13, 22-18, 16-20, 18-9, 7-16, 29-25, 5-14,
25- 22, 2-7, 22-18, 14-17, etc.), 9-13, 25-22, 14-17, 21-14, 10-17,
19-15*, 16-20 (16-19, 23-16, 12-19, will permit white to win with 32-
28*, 7-16, 27-24*), 23-18*, 7-16, 15-11*, 5-9, 32-28*, 6-10,
18- 14, 9-25, 30-7, 13-17, 7-3, 17-21, 26-23, 21-25, 23-18, 25-30,
11-7*, 2-11, 3-8. Wm. F. Ryan.
E— A bold try for a draw, which almost makes good, but not quite.
Any other move loses easily except 1-5, which, after 25-22, develops
the play described in Note D.
F —The only way to win. 30-26 would allow black to garner a draw
with: 14-18, 22-15, 10-14, 26-22, 14-17, etc. If 22-18 is played at F,
black can squeeze through to a draw by: 8-11 *, 18-9,
19- 24, 26-22 (if 26-23 is tried here, the draw is also found with:
12- 16, 18-14, 10-15, 23-19, 16-23, 27-11, 24-27, 32-23, 6-9) 12-16,
18-14, 10-15, 14-9, 16-19, 17-14, 6-10, 14-7, 2-11, 22-17,
23-19, 16-23, 27-18, 1-5, 18-14, 22-25, will result in a draw in a few
moves.
24- 28, 18-14, 10-15, 14-9, 20-24*!, 32-27, 15-18*, 27-20, 18-23,
26- 22, 23-26, 22-18, 26-30, 20-16, 30-25, 16-11, 6-10*, 18-14, 10-
15, 11-8, 25-21, 8-3, 15-18, 14-10, 21-7, 3-10, 18-22. Wm. F. Ryan .
25- 22, 24-28, 23-18* (22-18, 6-10, 18-14, 10-17, 21-14, 11-15, 14-
10, 1-5* will lead to a draw only), 1-5, 27-23*, 5-14, 18-9,
20- 24, 9-5, 6-10, 5-1, 10-15, 13-9, 15-19, 23-18, 19-23, 1-6, 16-20,
6-10, 24-27, 31-24, 20-27, 10-15, 11-16, 15-19. Wm. F . Ryan. The
10-15 move at I is not so easy to overcome as the positional
appearance suggests.
J —In a match game, many years ago, between James Ferrie, then
Champion of the World, and James Moir, another renowned celebrity
of the old school, the position of the checkers immediately prior to
white’s 9-5 move, was as set forth in the diagram. In that game, the
order of moves leading up to the diagrammed stage varied from the
sequence of play given in our trunk game. At this point, Ferrie forced
one of the most brilliant wins ever to be scored in actual play!
K —If the play is 6-9, white will win with: 13-6, 2-9, 17-13, 9-14, 1-6,
24-27, 31-24, 20-27, 6-10, 14-18, 10-14, 18-23, 14-10, 23-26, 10-7,
15-18, 7-10, 18-22, 10-15, 19-23, 15-18, 22-25, 18-22. Harry
Licberman.
L —Mr. Ferrie deliberated here for a moment, then slowly raised his
hand, and proceeded to execute what is perhaps the most
remarkable finish ever recorded in draughts lore, bottling up all of his
opponent’s pieces in an airtight smother. One can well imagine Mr.
Moir’s consternation at finding himself defeated, although three
pieces ahead!
Variation 1
12-19
27-23 —F 15-18* 10-14
114
A —Revitalizes a formation that has long remained in discard in the
belief that it would result in a loss for black. This move transforms it
into a draw.
B —Black is not hurt by: 23-18, 15-22, 26-10, 6-15, 29-25 (or
11- 8, 12-16, 8-4, 9-14, 29-25, 15-18, 30-26, 1-6), 12-16, 25-22, 1-6,
22-17, 6-10; this play gives black at least an even game. Again at B ,
if 11-8 is used, black breaks through for a draw with: 11-8,
12- 16*, 8-4, 6-10, 29-25,16-20*, 25-22, 2-7*, 31-27, 7-11, 22-17,
9- 13, 26-22, 1-6, 23-18, 14-23, 27-18, 6-9* (20-24, 4-8, 3-12,
18- 14, will turn it into a win for white), 32-28, 3-8*1—C, 30-26, 15-
19*, 17-14, 10-17, 21-5, 8-12, 18-14, 11-16. Wm. F. Ryan .
C —If 15-19 is played, white will win by: 4-8, 3-12, 17-14,
10- 26, 30-7. If the play is 20-24, 28-19, 15-24, then the move
E —If the move is 22-17, then the draw is protected by: 10-15, 17-
10, 19-23, 26-19, 15-31, 21-17*, 9-14, 17-13, 14-18, 10-6, 2-9,
13- 6, 5-9, 6-1, 9-14. Again at E , if the sequence is 30-25, 10-15, the
draw is preserved with 22-17; but the following will lead to a win for
black: 27-23, 19-24, 23-19, 24-27, 19-10, 27-31, 26-23,
31- 26.
F —30-26, 14-18* (6-9, 11-7, 2-11, 17-13, and white wins), 17-14,
10-17, 21-14, 18-23 (19-23 also makes the draw), 27-18,
19- 24, 26-23, 24-28, 23-19, 28-32, 19-15, 32-28, 14-10, 6-9, 10-6,
3-7, 11—8, 7—10, 15-11, 10—15, ends in a draw. Wm. F. Ryan.
The Cross Choice opening, formed by 11-15, 23-18, 9-14, has long
been a favorite battleground of the champions, and some of the most
spectacular wins on the record have been scored on it. The following
analytical study of this colorful debut bristles with brilliant play and
unusual combinations:
25- 22 8-11-4,1
26- 23 —B 6- 9
17-13 2- 6—C
23- 18 *-£>,2 14-23 27-18 10-14 —E 31-27 *—F 14-23 27-18 12-16
24- 20
31-22, 2-9, 23-19 (used by Edwin F. Hunt, Nathan Rubin, and Asa
Long in games played by them), which leaves black with a draw at
best and no chance of winning. This 2-6 puts muscle in the black
build-up and promptly takes the snapper out of white’s formation. If
black tries 1-6 at C, then we have a familiar Denny development,
strong for white, which runs its course like this to a draw: 1-6, 23-19,
14-17, 21-14, 9-25, 29-22, 5-9, 27-23, 9-14, 24-20, 15-24, 28-19, 14-
17, 31-26, 11-15, 32-28, 15-24, 28-19, 7-11, 22-18, 3-7,19-16,12-19,
23-16, 6-9,13-6,2-9,16-12,17-21,12-8,10-15, 26-22, 7-10, 20-16, 11-
20, 18-11, 10-15, 8-3, 15-19, 3-7, 19-23, 7-10, 23-27, 10-15, 20-24,
15-18, 9-13*, 11-7, 27-31, 7-2, 24-28, 2-7, 28-32, 7-10, 31-27. Wm.
F. Ryan vs. Jesse B. Hanson , 7927.
F—31-26, 14-23, 26-10, 7-14, 29-25, 12-16, 32-27 or 30-26, then 11-
15 leaves white irreparably impaired.
G —The shot by 17-14, 10-26, 30-7, 15-22, 7-2, 22-26, leaves black
with much the better ending, though a win would be hard to prove.
The strength of the black ending rests in ultimately relieving the four
man tie-up of his pieces on 1, 5, 6, and 9. This is accomplished by
crowning the piece on 22, returning the king to square 18, and then
conditionally “slipping” 9-14, 2-9, 14-17, thus removing the white king
on square 2 from play. On such “ideas” and tactical threats is the
game of checkers based. The more knowledge a student acquires of
these principles of play, and the more adept he is in knowing when
and how to threaten with the proper plan for a particular setup, the
greater is his skill. The proficient planner makes the player.
H—Or 19-23, 28-24 (better than 20-16, 11-20, 18-11, 9-14, 25-21, 5-
9, black strong), 3-8, 20-16, 11-27, 18-4, 27-31, 4 8, 31-27, 8-11, 27-
24, 11-8 will also reach a draw. Wm. F. Ryan.
Variation 1
B —If the play goes 11—16, 20—11, 7~16, 27—23, the breakup by
15-18 will promote a draw; but if the move is 2-7, white will reply with
32-27*, and black’s position is perilous.
C—Or 23-16, 12-19, 17-14, 10-17, 21-14, 18-23, 14-10, 7-14, 20-16,
11-27, 28-24, 19-28, 26-1, 27-31, 13-6, 2-9, 1-6, 9-13, 25-22, 14-17,
22-18, 17-22, 18-14, 13-17, 6-9, 17-21, 9-13, also ending in a draw.
John T. Bradford.
Variation 2
23-19 —A 23-14 30-23 20-16 11- 7
A "I he best that white can hope for after this move is a problematical
draw. If white attempts 31-26 here, then 14-18, 23-14 9-25, 29-22,
11-16, 24-20, 16-19 will leave black with a winning game. Another
plausible try at A is
22- 17. Black’s strongest reply to this move is 14-18, 23-14, 9-18,
which leaves white confronted with the critical situation shown on the
diagram. I published play on this position a few years ago, claiming a
black win against any defense adopted by white, but a problematical
draw was found as follows.
23- 18, 3-8, 6-2, 8-11, 2-7, 10-15. After the last move (10-15) I
abandoned further play, adjudicating the position as hopeless for
white, but Johnnie Mitchell of Cordele, Georgia, a former Cracker
State champion, pointed out a surprise draw (after 10-15) by
continuing the play 7-3*!, 15-22, 3-8; now, although black is
temporarily two pieces ahead, he must relinquish the advantage,
white drawing in a few more moves.
B If 26-23 is played, 10-14 will spearhead a win for black. If the move
is 27-23, then black will win with: 5-9, 32-27 (23-19,
MITCHELL'S miracle
Mr. Jordan’s play, this one stands out on the record as one of his
worst examples. Time and again he displayed a remarkably dull
grasp of the involved positional structures.
C— 15-11, 8-15, 27-23, 1-5, 23-16, 14-17, 21-14, 9-25, 29-22, 7-11,
16-7, 2-11, 30-25, 6-10, 25-21, 5-9, 22-17, etc. would be a much
easier way for white to play for the draw. Wm. F. Ryan.
D —This seems to be about the spot where the Great Jordan fell into
error. A draw after 24-15 is difficult to reach. The alternative jump
gains the draw easily with: 22-15, 3-7*, 20-16, 7-11, 16-7,
2- 18, 24-15, 6-10*, 15-6, 1-10, 28-24*, 8-11 (10-15, 31-27, 8-11, 26-
23), 24-19*, 18-22, 25-18, 14-23, 19-16, etc. Wm. F. Ryan.
G —Just about all that black has left. For play on 9-13, see Variation
3. Alfred Jordan tried 2-7 here in a title match duel with Melvin
Pomeroy and finished on the rocks by 16-12, 14-18, 21-17 *, 9-14,
17-13, 5-9, 27-24, 7-11, 26-22, 19-23, 31-27, 10-19, 24-15, 14-17,
27-24, 17-26, 15-10, 6-15, 13-6, 1-10, 32-27, 23-32, 30-7,
3- 10, 12-3, 11-16, 24-20, 16-19, 3-7, 10-14, 25-22, 14-18, 7-11, 18-
25, 29-22, 19-23, 11-27, 32-23, 28-24, 23-26, 22-18, 26-23, 18-14,
23-18, 14-10, 4-8, 10-7, 18-15, 7-3, 8-12, 3-8, 15-18, 24-19; white
wins.
25- 22 (24-20, 14-18, 16-11, 18-22, etc., white wins), 23-27, 30-25,
26- 22, 9-13, 31-27, 23-26, 27-23, 26-30, 23-16, 32-27, 21-17, 30-
26, 29-25, 27-23. A. J. Heffner.
Variation 1
B —An excellent alternative for the draw, and one that we consider
equal to the text is: 28-24, 11-18, 19-15, 2-7, 30-26, 7-10, 32-28, 10-
19, 24-15, 3-7, 27-24, 9-13, 26-22, 5-9, 24-19, 18-23, 19-16, 8-11,
15-8, 4-11, 16-12, 23-26, 12-8, 26-30, 28-24 (8-3, 14-17*, 21-5, 30-
21, 3-10, 6-15, will earn the draw), 7-10, 8-3, 11-16, 20-11, 14-18,
22-15, 10-28, etc. James Lees. Again at B y we 122
tried the Lees’ way (28-24) against Arch Henshall, a strong amateur
from Scranton, Pennsylvania, and almost lost when Henshall made a
three-point landing in our king row like this: 28-24, 11-18, 19-15, 9-13
(Arch didn’t know Lees’ play, but his 9-13 looks good), 24-19, 5-9,
27-24, 18-23, 15-10 (if 25-22 is used, 8-11 is correct), 6-15, 19-10,
14-18, 25-22, 18-25, 29-22, 9-14, 20-16, 14-18, 22-15, 23-27, 32-23,
8-11, 15-8, 3-28, 23-19, 28-32, 19-16, 32-28, 16-11,
C —Safer for a draw than 19-16, 11-15, 16-12, 8-11—D, 27-23, 3-7,
12-8, 14-18, 23-14, 10-26, 30-23, 11-16, 20-11, 7-16, 8-3,
D —9-13, 30-26, 8-11, 27-23* (better than 26-23, 3-7*, 23-18, 14-23,
27-18,15-19,12-8,11-16, after which black is strong, though white
can still size the draw with careful play), 2-6, 31-27, 4-8,
29- 25, 5-9, 32-28, 15-18, 22-15, 11-18, 26-22, 10-15, 28-24, 8-11,
23-19, 6-10, 19-16, 3-7, 12-8, 18-23, 27-18, 14-23, 8-3, 9-14, 3-8,
14-17, 21-14, 10-26, 8-3, 7-10, 16-7, 26-30; a draw. J. Macfarlane.
E —Equally good for a draw is: 21-17, 9-13, 17-14*, 6-10, 15-6,
I- 17, 27-24 (safer than 25-22, 18-25, 30-14, 2-6, 29-25, 8-11,
8- 11— G, 25-22, 18-25, 30-14, 2-6, 29-25, 6-9, 25-21, 9-18, 20-16,
II- 27, 32-14, 4-8, 19-15, 8-11, 15-8, 3-12, 31-26, 12-16, 26-22,
F —A fool-proof safe line to a draw is: 5-9, 24-15, 17-22, 26-17, 13-
22, 32-27, 8-11, 15-8, 4-11, 28-24, 7-10, 24-19, 3-8, 25-21,
9- 13, 21-17, 11-15, 20-16, 15-24, 27-20, 8-11, 16-7, 2-11, 30-26, 11-
15, 20-16, 15-19, 26-23, 19-26, 29-25. Melvin E. Pomeroy.
Variation 2
25- 22, 6-10, 22-18 (30-26, 11-15, 19-16, 10-14, 16-11, 9-13,
26- 23, 14-17, black wins), 9-13, 30-25, 13-17, 25-21, 17-22, 21-17,
22-26, and black wins. Jesse B. Hanson. Again at £, if 16-11 is
moved, then black will win with: 3-7, 27-24, 7-16, 24-20, 9-13, 20-11,
18-23, 31-27, 6-9, 15-6, 1-10, 27-18, 14-23. Wm. F. Ryan .
Variation 3
Table caption124
A —For all practical purposes, this move is a dead loss, and it has
led many champions to defeat. It was tried by Louis C. Ginsberg
against Basil Case in the semifinals of the seventh American
Championship tourney. At the time, Ginsberg needed a win to
remain in the tournament, as he was a life and a half down, this
being the last game of a deadlocked heat. Hence, Ginsberg aimed
for a victory by taking 9-13, since a draw would avail him nothing.
125
/—By losing this game, Mr. Case was eliminated from the
tournament, Ginsberg advancing into the finals with Long. The
pendulum of fate swung back and forth several times during the play.
At A , Ginsberg started the panic with the losing 9-13 gambit; then
Case missed the bus at B and found himself in difficulties. With the
win well in hand at E , Ginsberg failed to clinch it and permitted Case
to escape at G and H. Finally, Case must have decided that his
cause was hopeless, and at H he gave up.
Capers on the Kelso
I have always been of the opinion that the only effective way to teach
scientific checkers is to take games actually played by expert
performers, and to annotate them, step by step, explaining the
strategic and objective points of the play. As a sample lesson in
detailed dissection of scientific play, I am presenting a game I
contested with Andrew J. Banks, of Washington, D. C., when I put on
a simultaneous exhibition in the Capital City a few years ago.
24-19—
11-15 — A,\ 24-20—D 17-21—0 drawn.
P
23-19—
4- 8 12-19 25-22
K,2
E —If the play goes 2-6, then proceed with: 25-21, 8-11, and we
arrive at the position (discussed in Note C) reached in the game
between Ingram and Case, although in that game the position
developed from a different order of moves. After 2-6, 25-21, 8-11, the
Ingram-Case game proceeded: 28-24, 14-17, 21-14, 10-17, 3228—
F, 6-10, 23-19, 1-6, 27-23, 5-9,19-16— G, 12-19, 23-16, 9-14, 26-23,
17-22— H, 23-19, 15-18, 16-12,11-15, 20-16,14-17, 24-20,
15- 24, 28-19, 17-21, 30-26, 21-25, 26-17, 25-30, 19-15, 10-19,
G —Apparently all that white has left. If 26-22 is used, then 17-26,
31-22, 9-14, 23-18, 14-23, 22-17, 12-16, 19-12, 23-27,
30- 25, 27-31, 25-21, will leave black with a promising ending.
31- 24, 17-22, 16-12, 11-15, 19-16, 22-26, 30-23, 15-19, etc. Wm. F.
Ryan .
K —The situation at this point has been faced by all the checker
greats of the past. Mr. Banks’ 23-19 appears to be an innovation, but
it was probably shunned by the early masters because of its
mediocrity. Variation 2 shows some fine play on 32-28 here, which
no student of the game can afford to disregard.
L —At the time this game was played, I had the idea 14-18 would
lose for black if it was met with 25-21. Hence I moved 15-18. On 128
M —In a formation of this kind it is usually fatal for black to “pack” the
structure by 11-15, particularly when there is no piece on square 5.
The “slip” theme by 14-17, as employed here, is generally applicable
for a draw when there are no opposing pieces on squares 26 and 29.
Reverting to M again, the fill-in via 11-15 will produce a draw in this
case: 11-15, 20-16—jV, 14-17*, 23-14,
6- 9, 13-6, 2-18, 24-20, 15-24, 16-11, 7-16, 20-11, 17-22, 27-20, 22-
29, 11-7, 10-14, 7-2, 5-9, 2-6, 9-13, etc.
32-28 is played, black will win with: 14-17, 23-14, 17-22!, 25-11,
P —Mr. Banks saw his chance for a draw and went after it. However,
he grossly underplayed his position. I was in trouble. After the game
I pointed out to him that he could have worried me by playing 27-23,
leaving black in the plight indicated on the diagram shown on the
next page. After a few trial runs, I managed to demonstrate a narrow
draw for black, which is replete with tactical brilliancies.
6 - 10 * 31-26 2 - 6 *
24- 19
18-23 27-31
25-22 21-14
22-18 draw.
30-21 6 - 10 *
14- 7
Q,—If 25-22 is played, either 5-9 or 10-15 will produce a draw; if 24-
19 is played, the draw is gained by: 11-15, 19-16, 12-19, 23-16, 15-
19, 16-11, 10-15, 11-7, 6-10, 7-2, 19-23.
8-15 5- 9 2- 9 5- 1 Ryan.
4- 8 10-14* 11-18 1- 6
A —Black has three good moves to start with. Most of our leading
masters have shown a preference for 9-13 here, but 6-10 (an earlier
favorite) and 11-15 are just as good. The principal advantage of the
text defense (6-10) is the fact that it may be applied also to another
C —This move has long been regarded as the major stumbling block
of the 6-10 defense. My innovation at D deflates this highly rated
attack.
D —This odd move improves on more published play than you can
shake a stick at. The accepted move in the past has been 8-11, as
used in the Stewart-Banks match, giving white a strong game. I had
this 7-11 improvement cooked up for Walter Heilman at the 1939
Tacoma National Tourney, but he avoided the whole line by playing
18-14 at B.
E —An innocent might try 30-25, at which point black will beat him
with: 10—14, 17-10, 13-17, 22-13. If 27-23 is used, then 5-9, 24-20*
(not 23-19, 2-7, 26-23, 1-5, 24-20, 15-24, 28-19, 10-15, 19-10, 7-21,
32-27, 9-14, etc., or black will win), 1-5, 28-24, 9-14, 18-9, 5-21, 23-
19, 2-6, 26-23, 3-7, will form the position on diagram at Note F.
F White is reluctant to allow the shot, but it’s his only good move. If
he tries 24-20, then 1-5, 28-24, 9-14, 18-9, 5-21, 23-19, 2-6, 27-23,
3-7, will produce the situation on the diagram.
13-22 7-11
23-18 16-20
6- 9 11-15
20-16 22-25
11-27 15-10*
18- 2* 9-13—,
8-11 10-17
32-23* 13-22
10-14 30-26
2- 7* 25-30
26-17
21-25—/
Wm. F . Ryan .
1 II
Table captionH —If 14-17 is tried, then 19-16 spells recess without
decision. /—Or 30-25, 17-13, 25-22, 19-15, 21-25, 23-18, 25-30, 18-
14, which makes the same music in a different key.
Table captionJ —Fresh from the farm! When better eggs are laid, my
hens will
B —For play on 3-8, see Note C. If 15-18 is played, then white wins
with: 13-9, 6-13, 26-22. Several world champions have lost here by
taking 14-18, which is followed by: 23-14, 10-17, 27-23 (25-21 also
wins, but not so easily; in the old days the win was negotiated by 25-
21), 7-10, 25-21, 10-14, 24-19, 15-24, 28-19, 3-7,19-16*, 12-19,23-
16,7-10,16-7, 2-11,26-22*!, 17-26, 31-22, 11-15, 22-17, 15-19, 20-
16, 19-23, 16-11, 23-27, 11-7, 27-31, 7-3, 31-27, 3-7, 27-23, 7-11,
23-18, 30-25, 5-9, 11-7, 18-15,
C —3-8 also gains a draw, but it is more difficult than with 14-17.
After 3-8, the play should be 24-19—D, 15-24, 28-19, 11-15, 1916—
E , 12-19, 23-16, and at this point, 15-19* produces the draw; 132
but in a world’s title match between C. F. Barker and Clarence
Freeman, the former played 7-11 (a losing play) and Freeman
(white) won with: 16-7, 2-11, 27-23*!, 14-17, 25-22*, 8-12, 3127*, 12-
16, 27-24, 17-21, 23-19, etc. After Freeman defeated Barker with
this “catch,” the latter used it on J. P. Reed with the desired result!
26- 17, 8-11, 31-26, 11-16, 20-11, 7-16, 24-20*, 15-31, 20-11, 31-22,
23-19, will end in a draw. W. L. Taylor .
F —If 25-22 is played, then the play for a draw takes the following
course: 5-9, 23-18, 10-14, 27-23, 7-10, 24-19, 15-24, 28-19, 3-7, 31-
27, 11-16, 20-11, 7-16, 18-15, 14-18, 23-5, 16-32, 15-11, 1216, 5-1,
16-19. A. J. Hefner.
G —All the prominent champions of the past have tried in vain to win
after this move.
H —If the choice is 30-25, then the draw is accomplished with: 3-8*,
25-22 (19-16, 12-19, 27-23, 2-7, 23-16, 8-12, 31-27, 12-19,
27- 23, 5-9* 23-16, 15-18, 24-19, 11-15, leads to draw play by Frank
Dunne), 15-18, 22-15, 11-18, 27-23, 18-27, 19-16, 12-19, 24-15, 10-
19, 31-15, 6-9*, 13-6, 2-9, 28-24, 9-13, 24-19, 14-18*, 21-14, 13-17*,
19-16, 8-12, 16-11, 12-16*, 11-7, 16-19, and the piece on 26 goes.
W. Hawkins.
A— Any other move at this point would give black an easy time of it.
If 27-23 or 24-20 is tried, then 16-19 is the reply; if 25-22 is utilized,
6-9 and 16-19 are both good in rebuttal; if 26-22 is played, 6-9 will do
the job.
C— Best try. If 24-20 is chosen, 2-6, 19-15, 9-13, 26-22, 7-10, will
corner a draw. If 26-22 is played, 2-6, 22-15, 11-18, 30-26, 9-13, will
give black a fertile game.
25- 21, 22-25 (7-11 is also titanic), 21-17, 25-29, 17-13, 18-22, 32-
28, 22-26* (the fixer), 30-23, 29-25, 14-9, 5-14, 10-6, 2-9, 13-6, 25-
22, 6-2, 22-26, 2-4, 26-10, 27-23, 10-7, 28-24, 7-11, 24-19, 3-7. Wm.
F. Ryan .
134
11- 18, 25-22 (10-6, 2-9, 14-10, 9-14, 10-6, 8-12, 6-1, 5-9, 1-5,
16- 19), 18-25, 30-21, 16-20, 23-18 (23-19, 8-11 wins), 13-17, 27-23,
17-22, 14-9, 5-14, 18-9, 22-26, 21-17, 26-31, 23-19, 31-26,
17- 13, 26-23, 19-16, 20-24, 9-6, 2-9, 13-6, 23-19, 16-12, 8-11,
19- 15, 22-26, 15-10, 26-30, 10-6, 7-11*, 23-19, 30-26, 14-10,
8-12, 32-28, 26-31, 27-24, 11-16, 19-15, 16-20, 24-19, 31-26, and
black wins. Wm. F. Ryan.
J —If 9-13 is played, 14-10, 7-14, 15-10 will be good enough; if 16-
20 is selected, then the following leads to a draw: 23-19, 9-13 (2-6
also draws), 15-10*, 7-11, 22-15, 11-18, 19-16, 8-12, 16-11,
12- 16, 25-22, 18-25, 30-21, 16-19, 32-28, 20-24, 27-20, 19-23,
20- 16, 23-26, 28-24, 26-30, 24-20, 30-26, 11-7, 2-11, 16-7, 2623, 7-
2, 23-18; a fine unpublished variation by J. P. Murray.
A Trap with a Tale
11-16 22-18 —D 6- 9 18- 9 23-32
1
8-11 27-11 13- 9 17-26
oo
B —White can also play 30—25, to which black replies: 11-16, 22-
17, 13-22, 26-17, 10-14, 17-10, 6-22, 25-18, 5-9, 29-25, 2-6, 28-24,
7-10, 18-14, 9-18, 23-7, 3-10, 21-17, 16-23, 27-18, 20-27, 32-23, 4-
8, 25-22, 8-11, 18-14, 10-15, 17-13, 12-16, 14-9, 6-10,
9-6, 10-14, 6-2, 15-19, 22-18, 19-26, 18-9, 26-30, 2-7, 30-25, 9-5,
25-22, 13-9, 22-25, 9-6, 1-10, 7-14, 25-22, 5-1, 16-19; a draw.
Nathan H. Rubin vs. Wm . p. Ryan.
C—Years ago, this move was published as a losing play by the late
A. J. Heffner. However, when I was 16, I used it in a game against
the great Louis Ginsberg (see Note D) at the Brooklyn Checker Club,
and not only gained a draw, but in doing so, I knocked out the
Heffner win! This was my first achievement of note as a draughts
player, and to this day I consider my game with Ginsberg one of the
best played. The standard draw play at C is: 11-16, 18-14, 10-17, 21-
14, 6-10, 25-21, 10-17, 21-14, 1-6, 22-18, 13-17, 28-24 (or 18-15, 4-
8, 28-24, 7-10, 14-7, 3-10, 26-22, 17-26, 31-22, 5-9, 30-25, 9-14), 4-
8, 32-28, 7-10, 14-7, 2-11, 26-22, 17-26, 31-22, 6-10, 22-17, 5-9, 17-
13, 9-14, 18-9, 11-15, 9-6, 15-18. H. F. Shearer.
28-24 1- 5*
10-14* 19-15— E
22-18 10-28
6-10* 22-17
18- 9 13-22
5-14 26-10
25-22 16-19*
23-16 2- 7*
12-19 10- 6
27-24 —F 7-10*
20-27 15-11
31-15 8-15
4- 8 6- 2
21-17 5- 9*
17-13 10-15;
9-14 drawn.
13- 9 Wm. F.
3- 7* Ryan
2-18 vs.
14-23 Louis
9- 6 Ginsberg.
5- 9 9-14 11-15
6- 2 17-21 23-19
2- 6 13-17 19-16
3- 7 30-26 18-22
6- 9 21-25 16-11
9- 6 17-21 31-22
6- 9 8-11 draw
were very costly, so much so that members of the club came to know
me as “Sam’s meal ticket.” However, it was this early training with a
supermaster that created a firm foundation for my own successes; it
developed a resourcefulness in my play that could be born only of
necessity and predicament!
H —To stop 5-9. 23-19 loses quickly by 13-17, 21-14, 3-7, etc.
A*—Or 9-14, 18-9, 5-14, 27-23, 13-17, 23-18, 14-23, 21-14, 25-21,
26-19, 21-17, 14-9 *, 17-14, 9-5, and white is safe. Wm. F. Ryan.
A—Black has numerous ways to manipulate the ending, but white
seemingly can pull through on all tires. Here is something unique
and scientific: try 2-6, then 15-10* (the only move that will draw for
white), 6-15, 13-6, 22-17, 11-7*!, 15-22, 31-26*!, 22-31, 7-3, 31-24,
3-28; a draw. Wm. F. Ryan. Again at A, if black plays 16-19, proceed
with 13-6, 2-9, 27-23, 19-26, 30-23, and the draw is established in a
few more moves.
P —If 17-14 is tried, then counter with 30-26. Black’s advantage has
disappeared.
California Bold Rush
It has been wisely written that “a little nonsense now and then is
relished by the best of men.” The game that follows here assembles
the facts and figures on a California calamity, starring Mr. Erie C.
Wright, of Hollywood, in the ill-fated 138
B —It appears now that this situation was explored (after a fashion)
before Mantell and Dailey were born, forj. D. Janvier, of Brooklyn,
New York, offered this move (13-17) to draw many years ago.
Strangely enough, neither Mantell nor Dailey considered the text, or
at least they did not publish it; yet it is the only move to draw for
black. Usually, a move of this type is a herring when played so early
in the game, but this is the exception.
C —By far the strongest reply to 13-17, yet it was not even
considered by Janvier, who continued 25-21, 6-9, 30-25, 9-13; now
Janvier gave 19-15, but Willie Gardner, of Leeds, England, showed it
to lose by 12-16 in reply. In place of 19-15, the great Gardner
restored the draw by 25-22, 18-25, 29-22, 1-6, 23-18, 11-16, 20-4, 3-
8, 4-11, 7-30, 14-10, 6-15, 18-11, 17-26, 31-22, 30-25,
23- 16, 1-5, 9-6*, 2-9, 16-11, 8-12, 20-16, 12-19, 26-23, 19-26, 31-6,
and white wins— Wm. F. Ryan. In a recent exhibition game with my
old friend, Norman G. Stephenson, of New Britain, Connecticut, we
reached the position in trunk (after 1-6) by the following unusual
order of moves: 9-14, 24-19, 5-9, 22-17, 11-15, 17-13, 15-24, 28-19,
1-5, 25-22, 14-17, 21-14, 9-25, 29-22, 10-14, 22-18, 14-17, 27-24, 8-
11, 24-20; now here I played 4-8! (draws with a wheeze and forms
trunk position at D), remarking to Mr. Stephenson that if he could
beat my 4-8, the lesson learned would be worth the price of defeat.
At the last move, 3-8 of course is better than 4-8, then 19-15 forms a
position similar to one that occurred in a world’s title match between
James P. Reed and Charles F. Barker. After 19-15, 5-9 draws in a
dance, but Barker wedged in 12-16, and then Smokey Reed stunned
Stonewall Barker with one of the most demoralizing coups on record:
12-16, 15-10*!, 6-22, 13-9*, 5-14, 23-18, 14-23, 26-3, and Reed won.
All the 140
20- 16, 8-12, 16-11, 10-14 makes only a draw ending), 10-15, 18-14,
3-7, 26-23, 15-18, 31-27, 8-12*.
G —This loses. 6-10 here also loses to: 32-27, 5-9, 13-6, 2-9, 30-25,
10-14, 25-21, 7-10, 27-24, 3-7, 22-17, 9-13, 18-9, 13-22,
21- 17, 22-26, 9-6, 26-31, 6-2, 31-26, 23-18, 26-23, 18-15, 23-16,
15- 6, 7-10, 2-7, with white winning. Wm. F. Ryan. The only possible
move to draw is 6-9, as worked out in Variation 1.
H— At this point, Mr. Wright remarked in a letter, “All right, Willie, it’s
your turn to roll the dice, and don’t fade out!” Actually, Mr. Wright had
already faded out (at G), but apparently was not yet aware of his
predicament. I was well aware of all this, as I had discovered the 6-9
draw (Variation 1) shortly after I got into the wager with him. It was
then too late to call the wager off. I promptly went to Mr. Abe Mantell,
reporting my findings, since he had claimed the 15-18 move at B a
loss. We went over the territory together, and agreed the whole
formation was only a draw. Then I remarked to Abe, “Sufferin’
mackerel, I can’t allow that guy to clip me for five dollars. Why, I’ll
never hear the end of it! What line
141
7 Starts a fine end game win that brings out a lot of fancy king play.
K Mr. Wright’s belief that this ending would draw was based on
playing 21-25 here, but it loses at once by 14-10, 25-29, 20-16 (the
snap that snared Erie’s plans), 12-19, 23-16, 30-23, 15-11,
8-15, 10-26, 3-8, 26-23, 8-12, 23-19, and white wins by First
Position. Of course, if black tries 3-7 at K, then the slip-shot by 23-
19, 30—16, 20—4 puts an end to the agony.
L —If 3-7 is played, then follow through with: 15-10, 7-11, 10-7, 25-
30, 26-22, 30-26 (if the move is 30-25, then 22-17, 25-22 will
produce the same result), 22-17, 26-22,17-13, 22-17,14-18, 21-25,
7-3, 25-30, 3-7, and white wins. Wm. F. Ryan.
Variation 1
142
9- 14, 18-9, 5-14, 22-18, 14-17, etc.), 3-7, 21-17—7), 9 14, 18 5-21,
23-18, 21-25, 18-15, 11-18, 22-6, 8-11, 6-1, 25 30, 1 30-26, 32-27,
26-22, 27-23, 22-17, 23-18, 17-22, 18 14, 22 1/ Wm. F. Ryan.
C —17-10, 7-14, 18-9, 5-14, 32-27, 3-7*, 30-26, 14 17, 21 IH. 17-21,
27-23, 21-25, 18-14, 25-30, 19-16, 12-19, 23-16, 30 21,
17- 22, 23-18, 22-26, 19-15, 26-31, 15-10, 31-26, 10-3, 26 22, 14-9,
22-15, 9-6, 15-19 (15-18 draws), 6-2, 11-15, 2-7, 15 18, 7-10, 18-23,
etc., producing a draw. Wm. F. Ryan.
10- 6, 27-32, 6-2, 8-12, 7-3, 32-27, etc., for a draw. Wm. F. Ryan.
The Shot That Was Heard
Around the World
In bringing my work on brilliancies of the checkerboard to a
conclusion, I have reserved the greatest practical shot of them all for
this, the last chapter. It is truly a once-in-a-life time stroke, for it has
been overlooked by some of the foremost stars in the draughts
firmament. This remarkable coup stands out with particular
significance because the stroke (shown here for the first time)
automatically knocks out .til published play related to it. What follows
below should run vince the most skeptical checker master that the
best laid plans and play of the champions can be upset by the dcvn
tating consequences of a supershot!
6- 9 4- 8 14-23
•Iu
. 55 ;•.
uiI
141
Table captionContinue:
32- 25- 9- 6—
21-17 *—F 1- 5
28 29 1
13- 17-
2- 6 —G 24-19 *—H White
22 13
28-
29-25* 15-24 9-14 wins.
3
13- Wm.
6- 9 18-14* 5- 9
9 F.
21- 14-
25-21 * 9-25 Ryan.
17 17
24-27 E y 6-2, 7-11, 2-6 (26-22 also wins), 27-31, 6-15, 11-18,
144
25- 22, 17-13, 22-18 or 31-26, then 21-17, etc. Wm. F. Ryan.
E —If 10-15 is moved, then play 6-2, 7-11 (8-11, 2-6, 14-18,
26- 22, 24-27, 22-17, 18-22, 25-18, 15-22, 17-14, 27-31, 21-17, 31-
26, 6-10, and white wins), 2-6, 14-18, 6-10,15-19,10-7,12-16, 26-22,
18-23, 7-3, and white wins. Wm. F. Ryan.
G —The following almost draws, but not quite: 8-12, 30-26*, 16-19,
32-28, 19-23, 26-19, 11-16, 18-11, 16-23, 11-8, 12-16 (23-26, 8-3,
26-30, 20-16, 12-19, 24-6, 1-10, 17-14, 10-26, 3-10, and white wins),
20-11, 7-16, 24—20, 16-19, 8-3, 23-26, 20-16*, 26-30, 16-11*, 10-15,
3-8*, 19-23, 8-3*, and white wins. Wm. F. Ryan.
Example 2 21-17, 13-22, 15-10, 6-15, 18-11, 8-15, 25-11, 5-9, 29-25,
9-14, 25-22, and white wins.
23- 27, 19-24, 27-31, 22-25* (the shift), 20-27, 25-22, smothered!
White wins.
Example 7 32-27, 25-22, 27-23, 22-17 (if 22-18, then 14-9 gets the
draw), 14-9, 6-13, 23-18, 17-21, 18-22, 21-17, 22-18, and white can
draw by see-sawing between squares 18 and 22.
Example 8 11-16, 19-15, 16-20, 18-14, 20-24, 14-10,
24- 27, 10-6, 27-31, 6-2, 31-27*, 2-6, 27-24*, 15-10, 24-20*,
11- 7, 8-3, 7-11, 3-8, 11-7, 8-12, 7-11, 12-8, 11-7, and black holds a
draw by see-sawing between squares 7 and 11.
Example 10 12-8, 1-6, 8-3, 6-10, 3-7, 10-14, 7-10, 14-18, 21-17*
(this pitch and the subsequent king-grip is the only way to win!), 13-
22, 10—15*, 18-23, 15-18, and white not only regains a piece but
also retains the move to win.
146
Example 11 28-24, 1-5, 24-19, 5-9, 19-15*, 9-14, and now the old
one-two shift by 22-26*, 14-7, 26-22, beats black, though a piece
ahead!
148
Time Limit for Moving
8 .—At the end of Five Minutes (if the move has not been previously
made), “Time” must be called in a distinct manner, by the person
appointed for the purpose; and if the move be not completed on the
expiry of another minute, the game shall be adjudged as lost through
improper delay.
9 —When there is only one way of taking one or more pieces, “Time”
shall be called at the end of one minute; and if the move be not
completed on the expiry of another minute, the game shall be
adjudged as lost through improper delay.
Arranging the Men During a
Game
10. —Either player is entitled, on giving intimation, to arrange his
own, or his opponent’s pieces properly on tlu; squares. After the
move has been made, however, if cithci player touch or arrange any
piece without giving intimation he shall be cautioned for the first
offense, and shall forfeit the game for any subsequent act of the
kind.
Touch and Move
11. —After the pieces have been arranged, if the* person whose turn
it is to play touch one, he must either play it or forfeit the game.
When the piece is not playable, he is penalized according to the
preceding law.
12. —If any part of a playable piece be played over an angle of the
square on which it is stationed, the play must be completed in that
direction.
Capturing Play
13. —A capturing play, as well as an ordinary one, is completed
whenever the hand is withdrawn from the piece played, even
although two or more should have been taken.
14. —When taking, if a player remove one of his own pin < h he
cannot replace it; but his opponent can either play or in sist on his
replacing it.
False or Improper Moves
15. —Either player making a false or improper move shall instantly
forefeit the game to his opponent, without another move being made.
The “Huff” or “Blow”
16. —The “Huff” or “Blow” is (before one plays his own piece) to
move from the board any one of the adverse pieces that might or
should have taken. But the huff or blow never constitutes a play.
17. —The player has the power either to Huff, compel the take, or to
let the piece remain on the board, as he thinks proper.
Crowning the Men
18. —When a Man first reaches any of the squares on the opposite
extreme line of the board it becomes a King, and can be moved
backwards, or forwards, as the limits of the board permit (though not
in the same play), and must be crowned—by placing a man on the
top of it—by the opponent. If he neglect to do so, and play, any such
play shall be put back until the Man be crowned.
Drawn Games
19. —A Draw is when neither of the players can force a win. When
one of the sides appears stronger than the other, the stronger party
is required to complete the win, or to show to the satisfaction of the
umpire or referee at least a decided advantage over his opponent
within forty of his own moves— to be counted from the point at which
notice was given— failing in which he must relinguish the game as a
draw.
Conduct of Players and
Spectators
20. —Anything which may tend either to annoy or distract the
attention of the player is stricdy forbidden—such as
150