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 #77 (Concluded --- Results Posted)


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Rustic Charm

We always appreciate the beauty of simplicity, such as the rustic charm of a country inn, where basic, down-to-earth dishes are served up with a special kind of elegance. We think you'll agree that today's little problem shares that simple charm; it's a practical situation requiring straightforward yet precise play.

BLACK

WHITE
White to Play and Win

W:W18,16,15:BK22,K3.

White is a man up, but Black has two kings and seems to be in control. Can you find the way for White to come through with a win? We're not talking about the type of play that resembles haute cuisine, just honest country cooking leading to a satisfying repast.

The problem is quite a bit easier than it might appear at first glance. Work out the solution (without a board and pieces, if possible), but be sure to avoid the inelegance of frustration; clicking on Read More will give you an annotated run-down of the winning procedure.

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05/19/07 -Printer friendly version-
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Playing Like A Robot

We're sure you know one or even more checker players that play checkers like a robot. They might mechanically play their "book" moves, with no understanding of the ideas supporting the moves; or they might get a notion in their head and stick to it like an automaton, no matter what the situation on the board might call for.

In today's column, we'll consider the latter situation; a player who, in a classic "Dyke" formation decides to run off the attacking piece and can't be dissuaded from that pre-programmed course of action. Let's look at the game.

BLACK: Skilled Player

WHITE: Robot-Like Player

1. 11-15 22-17
2. 15-19 23x16
3. 12x19 24x15
4. 10x19

We now have a classic Dyke position:

BLACK

WHITE
Diagram 1: White to Play

W:W32,31,30,29,28,27,26,25,21,17:B19,9,8,7,6,5,4,3,2,1.

4. ... 27-23

White wants to run off the attacking piece. This move doesn't lose but it isn't the best. Question 1: What's a better move at Diagram 1 for White?

5. 8-12 23x16
6. 12x19
BLACK

WHITE
Diagram 2: White to Play

W:W32,31,30,29,28,26,25,21,17:B19,9,7,6,5,4,3,2,1.

Guess what White does next...

6. ... 32-27

Preparing once more to go after the "Dyke" piece. As before the move doesn't lose but isn't best. Question 2: What's a better move at Diagram 2 for White?

7. 4-8
BLACK

WHITE
Diagram 3: White to Play

W:W31,30,29,28,27,26,25,21,17:B19,9,8,7,6,5,3,2,1.

7. ... 27-24

White carries out his plan and makes a weak move. Had he played 27-23 instead, he would have lost quickly by 19-24 28-19 9-14 17-10 6-24, and White can't hold out against Black's freely roaming king.

But White could have held the game with a different move altogether. Question 3: What should White have played at Diagram 3?

8. 7-10 24x15
9. 10x19
BLACK

WHITE
Diagram 4: White to Play

W:W31,30,29,28,27,26,25,21,17:B19,9,8,7,6,5,3,2,1.

9. ... 31-27

The robot continues unthinkingly on its course, and seals its own doom. Question 4: How could White have held out longer at Diagram 4?

10. 19-23! 27x18

If instead 26-19 then 9-14 17-10 6-31 wins for Black.

11. 9-14 18x9
12. 6x31

Black wins. The robot-like player of the White pieces has a real lesson to learn from this game! You, too, might learn something: click on Read More for all the answers.

Footnote: We'll be closing the Checker Maven offices for a few weeks as we ourselves encounter a much different type of robot. Thanks to computerization, our Saturday morning articles will continue to appear on schedule each week. However, we may not be able to respond to your emails for a period of time. We do expect to return to business as usual at some point in June, 2007.

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05/12/07 -Printer friendly version-
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Once More Around the Block

To add still more variety to our "first Saturday of the month" columns, in addition to speed problems and stroke problems, we'd like to offer an occasional "block" problem. Now, we've likely already given away a bit too much, but today's offering does require a bit of visualization skill, so just this once we'll forgo our unforgiving Javascript clock, and allow you as much time as you need.

Here's the position:

BLACK

WHITE
White to Play and Win

W:W31,27,K25:B28,19,16.

Try to work it out without moving pieces on a board, but if you can't get around a mental block, just click on Read More to see how it's done.

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05/05/07 -Printer friendly version-
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Checker School: Cowie's Position

While the photo above certainly depicts an interesting position (although one which we're most unlikely to attempt ourselves), our title, and today's lesson in our ongoing Checker School series, refers to a position of a much different nature.

BLACK

WHITE
White to Play and Win

W:WK12,K15,21:B13,14,K31.

It's three against three, but White has two kings and seemingly the upper hand. But the twists and contortions necessary to score the win will require much flexibility of thought. See if you can master this surprisingly intricate position; but don't get tied up in knots; clicking on Read More will definitely ease the strain by bringing you the full solution, a sample game, and Ben Boland's detailed notes and commentary.

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04/28/07 -Printer friendly version-
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Tombstones for Tyros

In this installment from Willie Ryan's classic Tricks Traps & Shots of the Checkerboard, Willie pulls no punches in his characterization of the lions devouring their weaker prey. Let's listen in as Willie speaks.

"The Cross opening is a perpetual favorite with all classes of players. For some unexplainable reason, it is infested with more early pitfalls than any other opening on the board. Here, in one concise arrangement, you will find four of the best-known and most commonly employed 'shockers' that experienced players are constantly using to slay the innocents.

11-15 23-18
8-1127-23
4-823-19
9-14---A18-9
5-1422-17
15-1826-22
11-15---B,C17-13
7-1113-9
6-1324-20
15-2422-6
1-1028-19
11-1531-26
15-2426-22
13-17---D22-13
2-6---E.

See the diagram.

BLACK

WHITE
White to Play and Win

W:W13,20,21,25,29,30,32:B3,6,8,10,12,14,24.

A---Another early demise follows 9-13, which loses as follows: 9-13, 26-23, 6-9, 30-26, 9-14, 18-9, 5-14, 32-27, 1-5, 19-16, 12-19, 23-16, 11-20, 22-17, 13-22, 25-4, 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.

C---A natural-looking move is 11-16, but it cracks up quickly by 22-15, 16-23, 31-27, 10-19, 17-10, 7-14, 27-9, 6-13, 24-15, and white wins.

D---This has been erroneously rated a losing move, but it produces a draw as shown in Note E. The accepted draw moves at this point are: 14-17, 21-7, 3-10, 22-17, 13-22, 25-18, 8-11, 29-25, 2-6, 25-22, 6-9, 22-17, 24-28, 17-13, 10-15, 13-6, 15-22, 6-2, 11-15, 2-7, 15-18, 7-10, 18-23, 10-15, 22-26. Andrew Anderson.

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.

F---If 22-17 is used, follow with: 15-19, 17-13, 19-23, 9-6, 2-9, 13-6, 24-27, 6-2, 27-31, 2-6, 11-15, 6-10 (21-17, 23-26, 30-23, 31-26 ends in a draw), 3-8, 10-26, 31-22, 32-27, 8-11, 27-23, 12-16, 30-25, 22-29, 21-17; a draw. Wm. F. Ryan."

You needn't have this problem become your tombstone; avoid the hungry lions by clicking on Read More to see the short and snappy solution.

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04/14/07 -Printer friendly version-
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With Deliberate Speed

Today's speed problem is a little different; it's really not a "speed" problem per se, in that it needs to be solved in seconds. Instead, we present a problem that's a good deal harder than the usual "find the tactics" speed problem, though it really isn't so difficult as problems go.

Your challenge in this month's speed offering is to find the solution within the "regulation" five minute time limit. Are we perhaps being too easy on you? Only you can decide; try out the problem, and then click on Read More to see the solution and a sample game which leads to the problem position. Make haste slowly!

April Speed Problem No. 1

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04/07/07 -Printer friendly version-
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Three by Mac

For better or worse, today's Checker School episode isn't about a three-decker cheeseburger put out by a fast food establishment. Instead, it's a triple-decker set of positions by J. B. Macindoe, a fascinating progressive endgame study.

First, try the original:

WHITE

BLACK
Black to Play and Win

B:W24,20,19,17,13,K3:B12,K11,10,9,6,5.

If you are really good and you got it right, you went to this second configuration at some point:

WHITE

BLACK
Black to Play and Win

B:WK28,20,15:BK6,K5,K2.

And if you stayed on track (a bit easier this time), you came up with the following third situation:

WHITE

BLACK
Black to Play and Win

B:W20,K19,K3:BK11,K10,K6.

We suggest that in solving the problem, you start with the first diagram; if that's (as we expect) a tough piece of meat, try the second diagram; and if you can't slice that particular piece of cheese, see if you can shred the lettuce in the third diagram. But to digest the solutions, no secret recipes are needed; clicking on Read More will serve up the answers.

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03/24/07 -Printer friendly version-
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Better Than First

What can be better than first? You'll know the answer when you solve this delightful miniature by R. Holding.

WHITE

BLACK
Black to Play and Win

B:W31,19:BK4,2.

Can you finish "better than first"? Win the prize by clicking on Read More for the solution and a more detailed explanation of today's theme. (As with most miniatures, we recommend you try to "sight solve" without moving pieces on a board, as a way to develop visualization skills.)

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03/17/07 -Printer friendly version-
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Different Strokes

Normally, on the first Saturday of the month we present one or more "speed" problems, in which you get to race against our unforgiving Javascript clock. We're going to break the routine this month, and from time to time in the future, to present a "stroke" problem instead.

Our large and varied readership, predictably, has large and varied tastes. Some people love speed problems, while others don't; and the same is true of stroke problems, hard problems and easy problems, and on and on.

Presenting variety, and something for everyone at least from time to time, are our goals in presenting our weekly column. So, let's mix things up with a stroke problem that is without any doubt on the easier side.... after all, it's the beginning of March, and in the U.S. at least we'd best be thinking about working on income tax returns.... we do need a bit of a break from time to time.

BLACK

WHITE
White to Play and Win

W:WK4,K14,23,24,26:B8,11,15,16,28,K30.

By all means, don't stroke out if you can't find the solution! Instead, click on Read More for instant relief.

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03/03/07 -Printer friendly version-
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Ace in the Hole

Today we bring you a checker problem that's a little bit easier than some others; it's called "The Ace in the Hole" and is by E. A. Jones. It's really more in the nature of a study or a lesson.

In the position below, forces are even, but the Black king seriously threatens the two White men. To get a draw, White will indeed need an "ace in the hole." If you were a betting person, which side would you take?

BLACK

WHITE
White to Play and Draw

W:WK3,17,22:B1,5,K30.

Find out for yourself by solving the problem; is there an Ace in the hole or just a losing low card? A sure bet, though, is clicking on Read More; that's guaranteed to bring you the answers.

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02/24/07 -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 © 2004-2025 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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