Chess and Checkers: The Way to Mastership by Edward Lasker (debian ebook reader TXT) 📕
- Author: Edward Lasker
- Performer: B000K8AK84
Book online «Chess and Checkers: The Way to Mastership by Edward Lasker (debian ebook reader TXT) 📕». Author Edward Lasker
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a b c d e f g hDIAGRAM 82.—WHITE TO PLAY AND WIN.
After (1) …, R-d6+ White can neither go to b7 on account of R-d7 nor can he play K-c6 or c5 on account of R-d1 followed by R-c1 whereby Black would draw. The only way to win is: (2) K-b5, R-d5+; (3) K-b4, R-d4+; (4) K-b3, R-d3+; (5) K-c2. At last White has succeeded in guarding his rear, and it seems as if Black could not any longer prevent the Pawn from Queening. However, Black plays (5) …, R-d4 and if White queens the Pawn he gives check on C4 forcing Qxc4 which would stalemate the King.
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a b c d e f g hDIAGRAM 83.—White to Move and Draw.
This is the point where the problem-trick enters the game. White does not promote the Pawn to a Queen but to a Rook, avoiding the stalemate and threatening mate on a8. Black’s only defense is R-a4 and now White wins by (7) K-b3 attacking the Rook and threatening mate on c1 at the same time.
In the position of Diagram 83 Black threatens to queen either of his Pawns. White can play (1) Kt-e3+ K-e2; (2) Bxh2, but after Kxe3 there seems to be no way of stopping the Pawn f2.
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a b c d e f g hDIAGRAM 84.—Sui-Mate in Six Moves
Again an ingenious trick is available which leads to an unexpected finish. White plays (3) K-h8 threatening to Queen his Pawn and forcing B-d5. Then he gives up his Pawn by (4) P-g8 (Queen) and after Bxg8 he saves the game by (5) B-g1 !! If Black takes the Bishop promoting the Pawn to a Queen or a Rook White is stalemate. Otherwise the draw is forced by either Kxg8 or Bxf2.
It remains to explain the meaning of the so-called sui-mates. A sui-mate is a problem in which White has to play so as to force Black to checkmate him (White) in a certain number of moves. One of the most beautiful examples in the literature is the above six mover, the solution of which runs as follows: (1) Kt-b5, Pxb5; (2) Kt-a6, Pxa6. One should not think that White can force Black to checkmate in four more moves; but: (3) K-d4, K-b7; (4) Q-d5+, K-c8; (5) P-b7+, K-c7; (6) K-c5 and Black has no other move except B-a7, checkmating White.
THE GAME OF CHECKERS
I
THE RULES OF THE GAME
The game of Checkers (English: Draughts) is played on the 32 black or white squares of the Chess board by two opponents, each of whom has twelve men of the same kind. The object of the game is to capture all opposing men or to block them so that they cannot move.
The original position of board and men is shown in Diagram 85. It will be seen that the board is placed in such a way that the players have a vacant square at their lower right hand corner. This corner is called the DOUBLE CORNER because two men are located in its immediate neighborhood while the left hand corner, the SINGLE CORNER, is occupied by only one man.
The squares of the Checker board are usually described by numbers as shown in Diagram 86. This is a rather crude method when compared with the simple notation by means of a system of coordinates as used in Chess, but as it is universally employed in Checker books and Checker columns in daily papers it will be adhered to in the following explanation of the game.
The black men are placed on the squares 1 to 12, the white men on the squares 21 to 32. The first move must invariably be made by the player of the black men.
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DIAGRAM 85.
The move of the Checker men is a diagonal step forward, one square at a time. If a hostile man is in his way and if the square beyond the hostile man is vacant, he must capture him by jumping over him on to the vacant square, and he must continue capturing from the square on which he lands as long as this is possible according to the above rule. Captured men are removed from the board.
WHITE
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BLACK
DIAGRAM 86.
If a man reaches the opposite edge of the board he automatically becomes a King and must be “crowned” by the opponent, who must place another man on top of him. A King may move and capture backward as well as forward. A man, who reaches the “King row” in capturing, cannot, however, continue capturing on the same move with the newly made King.
The position of Diagram 87 may serve to illustrate the above rules. White, on the move, plays 14-9. Black must capture this man with the man on 5 who jumps on to 14.
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DIAGRAM 87.
White then sacrifices another man by 23-18 forcing Black to reply 14-23. Now White captures the three men on 23, 15 and 7 with his man on 26, and Black, before making his next move, must crown White’s man who has just reached the King’s row. He will naturally move his man 8, as otherwise White would capture him with the King on 3.
If a player overlooks the possibility of a capture his opponent has the right to remove the man who should have made the capture, from the board. This procedure is called “huffing” and does not constitute a play. Instead of huffing a player may ask the opponent to retract his move and to make the capture.
When neither player can force a win the game is considered a draw. When one side appears to be stronger and refuses to accept a draw offered the player of the weaker side can require the win to be demonstrated within 40 moves; otherwise the game is drawn.
II
ELEMENTARY TACTICS
The first thing a Checker player has to know is what superiority in material or position is required to FORCE a win in the ending. The most elementary case is the one shown in Diagram 88, in which White wins by playing 32-27. With this move White takes the opposition or as most Checker players call it, White has the “move.” Whatever Black replies he is forced to the edge of the board and finally he is obliged to let White capture his King. Supposing Black plays (2) 26-22, in order to reach the double corner, where he would be safe as he could indefinitely move from 5 to 1 and from 1 to 5, then White continues with (2) …,27-23, preventing (3) 22-18 which would gain the road to the double corner. After (3) 22-17, 23-l8; Black has to retreat to the edge by 17-13 or 17-21, and White, by playing 18-14, or 18-22 pins the black King so that he cannot move without being captured. If it had been Black’s move in the position of the diagram, he would have gained the opposition by 26-31 and White would have been compelled to retire to the double corner and to draw by 32-28, 28-32, etc.
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DIAGRAM 88.
With one King entrenched in the double corner it takes two Kings to force the win. In the position of Diagram 89 for instance White would win as follows:
Black White
(1) …
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