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- MOVE OVER - SHAREWARE EDITION
- -------------------------------
-
- Here is the text to the first part of MOVE-OVER, an authorative text
- about the english version of game of draughts, or checkers to our american
- friends! Derek Oldbury is the games established guru - he has been UK champion
- since 1955, and recently won the World title from an american. Derek wrote
- this text some time ago, and used an unusual notation for describing the moves
- - you will find that modern players and computer programs use the traditional
- notation, where the squares of the board are numbered 1 to 32. In a way this
- is not too important - you will need to have a board to hand as you read this
- anyway, and it isn't too difficult to get used to Dereks notation.
- This first part is released as shareware - to get the rest of the book you
- will need to subscribe to Dereks ALPHA-BETA magazine - a disk based magazine
- for PC's, all about Draughts, Chess, Othello & other board games - and it will
- supply the rest of the book.
- ALPHA-BETA costs 15 pounds a year (USA $32), or 4 pounds (USA $10) for one
- issue.
- Derek also has THE ENCYCLOPEDIA OF DRAUGHTS, a high quality, beautifully
- and professionally printed 6-volume encyclopedia on the game, for only
- 22 pounds. A smaller STUDENTS EDITION is also available, for only 9 pounds.
- Cheques/Enquiries to:-
- D.Oldbury, 4 Farm close, Kingkerswell, Newton Abbot, Devon, TQ12 5BT
-
- Remember, Help shareware authors and CONTRIBUTE!!!!
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- M O V E O V E R OR H O W T O W I N A T D R A U G H T S
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
-
- By Derek Oldbury
-
-
- BOOK ONE
-
-
-
- INTRODUCTION
-
-
- What do you think this is?
-
-
- Every time you lose at draughts and ask what in blazes it is all about,
- not a soul tells you where you can go to find out - even though William Payne
- wrote the first English book 'Introduction to the Game of Draughts' in 1756.
- Since then the game has been 'introduced' many times over, but never
- explained.
-
- Ask your friend who plays to lend you a good guide to the game (is it 'You
- Too Can Win' or 'Never in a Huff'?). He will show you a book - and it looks
- like a 'bus time-table or perhaps a losing system of betting on horses. You
- point at the columns of symbols on page after page, and your friend says
- that these are the best moves to play, neatly tabulated to make happy
- reading. You ask, then, if all the best moves have been found, and your
- friend says No. So you ask him how you will know when the book tells the
- best move, or when there is really some other move that is better. Your
- friend says you won't know (until you've lost a few games, keeping to the
- book - that's experience), but that the author is a leading oracle on the
- game. You ask how many titles this genius has won and your friend says that
- actually none - but he often tells the Champions where they should have
- moved, so he must know a lot.
-
- You take one more look at the book, and you ask if there is no other way,
- perhaps a few general principles - strategy and all that? You are repaid by
- a blighting glance of scorn from your one-time friend. Principles! Don't you
- know that draughts is so deep, so profound, so - there are no principles;
- nobody has dared! What do you think it is - chess?
-
- He goes on, but you don't listen. Not even when he quotes the beautiful
- prose of Edgar Allen Poe which says that chess is kids' stuff compared to
- draughts; nor when he tells you that Lady Hamilton used to show Lord Nelson
- some good moves, 'twixt battles. You do not faint, even, when he divulges
- that Rameses III played with Cleopatra, while the slaves built the Pyramids
- around them, which is possibly not strictly true.
-
- You are thinking it would perhaps be droll if you could know the idea
- behind the game, the master scheme - for of course there must be one;
- anybody can see that. If you knew, then you could give back the beatings
- handed out to you by your clubmates. In your mind's eye you see them burying
- their books in rage while you explain that it is just a matter of applying
- the theory. But what theory? You could be Champion if you knew.
-
- If only you knew.
-
-
-
- CHAPTER ONE
-
- I'm not related to Einstein
-
- If you want to know about draughts it would not be best to begin at the
- beginning. If you ask me to tell you the best move to start off your game
- it is like saying 'Which is the best way to get there?' I reply 'Where?' and
- you come back with 'Oh, just anywhere!' We would not get very far that way.
- Even if I could say that this move is better than all others, come what may,
- rain or shine, I have not told you why; so you would have to take my word
- for it. Well, you do, and you are now on the second move of your game and
- still in good shape - but as the final move is the one which will count (and
- you know it) you are not very easy in your mind. Of course, you can ask me
- again to say what is the best move, and the one after that, and maybe I could
- play the whole game for you and you could go back to sleep. Let us try some
- other angle.
-
- Draughts is a duel, a battle of ideas. You win your game because your
- ideas are better, stronger, than of those of him whom you play. This does
- not mean that you have to be related to Einstein to be a draughts champion.
- If you have an imagination, know the truth when you see it, and can keep a
- straight face, then you are half-way there.
-
- Now, ideas about draughts and probably almost anything else come from
- knowledge, which you can get in two ways. By experience, or by thinking it
- out for yourself. Many players will tell you experience is the only teacher;
- and they will point with pride to the fact that they have put in some thirty
- or forty years, amassing draughts lore. By the time I was in my late 'teens
- I could usually take these experienced woodpushers and trim them down to
- size in about half and hour. Even now, it is the really original player, the
- one who has his own ideas about the game, who gives me the most trouble.
-
- When you go into a fight, of any sort, a main concern must be the
- battlefield, so to speak. It may be there are danger zones which you must
- shun, into which you must seek to impel the foe: these should be known. It
- may be there are key points which, seized, will control the whole sphere of
- action and will let the course of events be dictated - by you, or by the
- other player? If we take a look at the board we may get some ideas on this.
-
- You may think that looking only at an empty board will not tell you much
- about the game - beyond the bare fact that, as draughts is played on all
- squares of the same hue, all the moves and jumps are done in an oblique
- direction.
-
- DIAGRAM 1
- +------------------------+
- |::: ::: ::: ::: |
- | ::: ::: ::: :::|
- |::: ::: ::: ::: |
- | ::: ::: ::: :::|
- |::: ::: ::: ::: |
- | ::: ::: ::: :::|
- |::: ::: ::: ::: |
- | ::: ::: ::: :::|
- +------------------------+
-
-
- Look again, and note first that the squares are not all the same - those
- in the centre of the board are very unlike those around the perimeter. From
- the centre, it uses only a few moves to get to any square on the board; a
- few steps and you are at the scene. It is a long way from one side of the
- board to the other; by the time you get there it may be too late. Apart from
- speed, the central squares offer a wider scope: from them you can assail or
- uphold either flank, wherever there is the more profit. In some cases you
- will switch your attack, or defence, from this flank to that; and usually
- you will need to pass through the central squares. If these are in your
- control you can carry out your plan; while if they are ruled by the foe your
- communications are cut and your men may have to slink around the side-lines,
- lurking in the shadows until in the end, alone, they are made away with.
- Control of the centre can mean control of the board.
-
- If the outer squares are less desirable, then of these the squares in the
- very corners of the board will be even less so and in many cases they are
- really unsafe. A boxer will not be pinned on the ropes if he can help it -
- if he is held fast in a corner then he is in dire trouble.
-
- The four corners of a draughts board are not identical. Two of them
- consist of only one square with one exit from that square: these single
- corners will as a rule be good places to stay away from. The double corner
- squares protect each other, and with twin exits will be safe in contrast to
- the single corners.
-
- Now, all these remarks may give you the idea that by playing towards the
- centre all the time you can step out along the winning path; but go not so
- fast. That is the way to ruin. If you move all your men to the centre they
- will only get in the way of each other and give rise to a jam. A tightly
- packed group calls forth a pincer movement from the foe. Control is the
- essential; you occupy the centre by as many men as will gain control, but no
- more. You get control when your opponent is unable to move on to any of the
- centre squares and so is forced into the less favoured areas of the board.
- This is in fact your ultimate goal: to drive the enemy into the wilderness
- where he shall perish. Central control is a means to this end.
-
- We can stress this view of the board, by contrasting the action of a king
- to that of a man. A king surveys the board in all directions, and the power
- of a king may be felt near and far. Not so a man, which from the first sees
- a vista rapidly waning in size and scope; at each step the range narrows,
- the danger grows, and so often the short life is put out long ere there is
- any chance to be a king. This is why it is not wise to let a man that is
- well advanced come to be fixed on the side of the board; there it will be
- cut off from comrades and be of no use, perhaps for the rest of the game,
- and the time and effort spent in advancing it will have been wasted.
-
- A chain of squares across the board forms an oblique line. Perhaps we can
- call such lines diagonals - after all, that is what they are. As you will
- soon see, there are seven diagonals. However, only one of them is quite
- straight from end to end; that is the diagonal which extends from single
- corner to single corner, thus:
-
-
- DIAGRAM 2
- +------------------------+
- |::: ::: ::: ::: ^ |
- | ::: ::: ::: ^ :::|
- |::: ::: ::: ^ ::: |
- | ::: ::: ^ ::: :::|
- |::: ::: ^ ::: ::: |
- | ::: ^ ::: ::: :::|
- |::: ^ ::: ::: ::: |
- | ^ ::: ::: ::: :::|
- +------------------------+
-
-
- It may be as well to estimate the nature of a diagonal you intend to
- occupy or control. A diagonal may affect the power of a piece just as we
- find a square to do. The most obvious effect that the single corner diagonal
- has is that it cuts the board into halves, as it were. It divides your forces
- from those of the foe. Seen from this angle, at the start of a game only
- one of your twelve men is already in the enemy area; three are on neutral
- ground. In playing an attacking game these men will be brought into action
- with little delay, you may guess, and you will be right.
-
- The single corner diagonal is the line of defence (we can call it the
- D-line) that separates the two armies: to gain control of this line is to
- take the initiative; to cross it is to begin the attack.
-
- In the following set-up neither side takes any risks and control is
- shared.
-
-
- DIAGRAM 3
- The D-line
- +------------------------+
- |::: ::: b ::: b ::: ^ |
- | ::: ::: b ::: ^ :::|
- |::: ::: b ::: ^ ::: |
- | ::: b ::: ^ ::: :::|
- |::: ::: ^ ::: w ::: |
- | ::: ^ ::: w ::: :::|
- |::: ^ ::: w ::: ::: |
- | ^ ::: w ::: w ::: :::|
- +------------------------+
-
-
- If the single corner diagonal is defensive in character, then a line which
- cuts across it and through the centre of the board must clearly be termed a
- line of attack: any activity along this line signifies aggression. This is
- the A-line.
-
- In Diagram 5, the Blacks occupy their own A-line and in that way control
- it. Whether they also control White's A-line will depend on the placing of
- the White men, which I do not show. Wherever they are,
-
-
- DIAGRAM 4 DIAGRAM 5
- The A-line A-line control
- +------------------------+ +------------------------+
- |::: ^ ::: ::: ::: | |::: ::: ::: ::: |
- | ^ ::: ::: ::: :::| | ::: ::: ::: :::|
- |::: ^ ::: ::: ::: | |::: ::: ::: ::: |
- | ::: ^ ::: ::: :::| | ::: b ::: ::: :::|
- |::: ::: ^ ::: ::: | |::: ::: b ::: ::: |
- | ::: ::: ^ ::: :::| | ::: ::: b ::: :::|
- |::: ::: ::: ^ ::: | |::: ::: ::: b ::: |
- | ::: ::: ::: ^ :::| | ::: ::: b ::: b :::|
- +------------------------+ +------------------------+
-
-
- one thing is plain - they cannot be on the like squares on White's side of the
- the board, as both armies cannot be attacking at the same time along their
- own A-line. In other words, the player who first engages in an A-line attack
- takes the lead. The opponent must reply in some other way.
-
- In both Diagrams 3 and 5, did you notice the extra man at the base? Though
- this man takes no active part in commanding the diagonal yet the added
- strength is desirable, for it is the base which the opponent will attack.
- If the base can be destroyed the whole structure may break up.
-
- It is here that we have the case for the squares at the outer edges of the
- board. A man on such a square is immune from direct 'capture' (the word often
- used by draughts players to denote a jump; yet the act of leaping over an
- enemy piece surely symbolizes 'over thy dead body' - but this is by the
- way). A man at the edge of the board is in a position to support other men
- which may form a chain of some power. A strong player will in this way
- transform into a weapon what might have been a defect.
-
- I clarify this point because it is one about which most tyros are hazy -
- and very few self-styled experts are able to enlighten them on it.
-
- The A and D diagonals are the major lines of attack and defence. You
- expand the power and scope of your men when you fill and control vital lines
- with them, so it is, of course, this you will try to do.
-
- The diagonal which runs this side of the A-line has by contrast much less
- import; for the greater part of its length points to the side of the board.
- It's best squares are those at the edges, which may be used to support more
- active pieces. The B-line (the name comes easily to it) is a diagonal with
- weaknesses, which a clever opponent will often make use of for his own ends.
- One of the more potent ways is for the foe to place a man on the square
- which intersects your D- and B-lines, dominating both and undermining your
- A-line also. Beware of danger at the spot marked X!
-
- Most of the C-line runs towards the centre and so it is stronger than the
- nearby B-line, and as also this part of the C-line intersects the attacking
- A-line it can be termed an important diagonal. I need hardly say that the
- square at which the A- and C-lines meet and cross is of great value in
- formational play, both in attack and in counter-attack. It is a key square,
- and now you know why.
-
-
- DIAGRAM 6 DIAGRAM 7
- The weak B-line The C-Line
- +------------------------+ +------------------------+
- |::: ::: ^ ::: ::: | |::: ::: ::: ^ ::: |
- | ::: ^ ::: ::: :::| | ::: ::: ^ ::: :::|
- |::: ^ ::: ::: ::: | |::: ::: ^ ::: ::: |
- | ^ ::: ::: ::: :::| | ::: ^ ::: ::: :::|
- |::: ^ ::: ::: ::: | |::: ^ ::: ::: ::: |
- | ::: x ::: ::: :::| | ^ ::: ::: ::: :::|
- |::: ::: ^ ::: ::: | |::: ^ ::: ::: ::: |
- | ::: ::: ^ ::: :::| | ::: ^ ::: ::: :::|
- +------------------------+ +------------------------+
-
-
- The lines E and F are for the most part defensive, supporting as they do
- activity along the D-line. This is their main utility.
-
-
- DIAGRAM 8 DIAGRAM 9
- The E-line The F-line
- +------------------------+ +------------------------+
- |::: ::: ::: ^ ::: | |::: ::: ^ ::: ::: |
- | ::: ::: ::: ^ :::| | ::: ::: ^ ::: :::|
- |::: ::: ::: ::: ^ | |::: ::: ::: ^ ::: |
- | ::: ::: ::: ^ :::| | ::: ::: ::: ^ :::|
- |::: ::: ::: ^ ::: | |::: ::: ::: ::: ^ |
- | ::: ::: ^ ::: :::| | ::: ::: ::: ^ :::|
- |::: ::: ^ ::: ::: | |::: ::: ::: ^ ::: |
- | ::: ^ ::: ::: :::| | ::: ::: ^ ::: :::|
- +------------------------+ +------------------------+
-
-
- If you look at Diagram 3, you will see that both sides occupy their
- E-lines, and this is a typical set-up.
-
- Ending our alphabetical trip along the diagonals, we arrive at G:
-
-
- DIAGRAM 10
- +------------------------+
- |::: ^ ::: ::: ::: |
- | ::: ^ ::: ::: :::|
- |::: ::: ^ ::: ::: |
- | ::: ::: ^ ::: :::|
- |::: ::: ::: ^ ::: |
- | ::: ::: ::: ^ :::|
- |::: ::: ::: ::: ^ |
- | ::: ::: ::: ^ :::|
- +------------------------+
-
-
- The fact that the G-line has almost all the features of the A-line tempts
- one to regard it as a line of attack, until we realise that what is our
- G-line is also the opponent's A-line. Any attacks along this line may be
- expected to stem from the opposite side of the board rather than from our
- side. However, if we first set up a strong formation along our A-line then
- an attack along the G-line can be effectual, thus:
-
-
- DIAGRAM 11
-
- +------------------------+
- |::: ^ ::: ::: ::: |
- | ::: ^ ::: ::: :::|
- |::: ::: ^ ::: ::: |
- | ::: b ::: ^ ::: :::|
- |::: ::: b ::: ^ ::: |
- | ::: ::: b ::: b :::|
- |::: ::: ::: b ::: b |
- | ::: ::: b ::: b :::|
- +------------------------+
-
-
- Here, Black advances two men along the G-diagonal, with the powerful
- support of the formation shown before, at Diagram 5. This is about the best
-
-
- way to conduct a G-line attack.
-
- In general, an advance early in the game along the G-line serves only to
- forestall enemy activity and is a defensive measure. In Diagram 12 below,
- Black has thrown away the natural advantages of having the right to move
- first and so make the first threat, and here plays for safe defence.
-
-
- DIAGRAM 12
- +------------------------+
- |::: w ::: w ::: w ::: w |
- | w ::: w ::: w ::: w :::|
- |::: w ::: w ::: ::: w |
- | ::: ::: w ::: :::|
- |::: ::: ::: b ::: |
- | b ::: b ::: b ::: b :::|
- |::: b ::: b ::: b ::: |
- | b ::: b ::: b ::: b :::|
- +------------------------+
-
-
- Around the early nineteenth century, most of the leading Masters thought
- that starting off a game in such a way as this would give Black a weak
- formation. Most of the moderns consider it a good method of opening. This
- may seem just another case of the light of present-day knowledge illumin-
- ating the dark ages. Not so. The truth is that the old-timers held a view
- of the word 'weak' not at all like that of the modern players. To them, a
- weak opening was one which promised few chances of getting a win, though it
- might be safe enough merely to get a draw - weakness denoted lack of opport-
- unity rather than danger - the nineteenth-century players thought the proper
- aim in playing draughts was to win the game. Nowadays, the view is that the
- player should first and foremost play to avoid defeat, that is to say, play
- for a drawn result. Of course, if an opportunity to win should appear (and
- it IS by chance) then go for it, but keep the draw in sight at all times.
- To the modernist then, an opening is not weak if it is safe for a draw, even
- though it may offer virtually no chances to win.
-
- My money is on the old-timers in this. I play the game to win. I make the
- chances. I win all the games I can, and I do not wait for chances to win. I
- make the chances. Maybe that is why I am Champion. However, I have the
- perfect system for anybody who wants to become unbeatable at the game, and
- it is this. Do not play. Then you can't lose.
-
- If we now sum up our survey of the squares and diagonals, we must come to
- see very clearly that as the squares often determine the value of the
- pieces, so the action of the pieces as a whole may determine the character
- and strength of the diagonals - a diagonal is strong because it allows the
- build-up of telling formational patterns. It might be useful to state
- generally that, early in the game, when we have available numbers of men to
- form chains of attack or defence, then the diagonals are of paramount
- importance. Late in the game, when forces are dwindling to a few scattered
- units, then the individual squares come into their own.
-
- To master these features of the board is a basic 'must' in pursuing a
- grasp of the mysteries of the game. You can hardly overdo this, you cannot
- know your board too well. Whatever plans you may conceive, however grand the
- scale, if they do not take into account the contours of the field of battle
- then they will not work out. The successful boxer knows how to use the ring.
- You must know how to use the board.
-
- Here is a composite picture of the seven diagonals, seen from the point of
- view of each player. Study this well.
-
-
- DIAGRAM 13 DIAGRAM 14
- As he sees it
- +------------------------+ +------------------------+
- 8 |:::AG :::BF :::CE ::: D | |:::AG :::BF :::CE ::: D | 1
- 7 | A :::BG :::CF :::DE :::| | G :::AF :::BE :::CD :::| 2
- 6 |:::AB :::CG :::DF ::: E | |:::FG :::AE :::BD ::: C | 3
- 5 | B :::AC :::DG :::EF :::| | F :::EG :::AD :::BC :::| 4
- 4 |:::BC :::AD :::EG ::: F | |:::EF :::DG :::AC ::: B | 5
- 3 | C :::BD :::AE :::FG :::| | E :::DF :::CG :::AB :::| 6
- 2 |:::CD :::BE :::AF ::: G | |:::DE :::CF :::BG ::: A | 7
- 1 | D :::CE :::BF :::AG :::| | D :::CE :::BF :::AG :::| 8
- +------------------------+ +------------------------+
- As you see it
-
-
-
-
- CHAPTER TWO
-
- My girl friend has 'it'
-
-
- It would be a good idea now to get to know the power of the pieces. If I
- show you how to carry out some simple ideas, and you learn to execute them
- quickly and easily, that will be as good a way as any. You will benefit from
- this type of practice, just as an athlete performs exercises to develop
- strength and a smooth action.
-
- One of the vital concepts of the game is that you do not always make a
- move because you wish to, but at times because you have to; it is your turn
- and you must move somewhere. If it is your turn and you cannot, then you
- have lost the game. That is what decides your fate, nothing else.
-
- Consider the positions in Diagrams 15 and 16.
-
- In both cases the telling factor is, whose turn it is to move. In all
- other respects the positions are equal. Each player will advance his king
- towards the centre until it confronts the opposing king, thus checking it's
- progress. At that instant the king whose turn it is will be forced to yield
- ground and make way for the advancing enemy.
-
-
- DIAGRAM 15 DIAGRAM 16
- +------------------------+ +------------------------+
- |::: B ::: ::: ::: | |::: ::: ::: ::: B |
- | ::: ::: ::: :::| | ::: ::: ::: :::|
- |::: ::: ::: ::: | |::: ::: ::: ::: |
- | ::: ::: ::: :::| | ::: ::: ::: :::|
- |::: ::: ::: ::: | |::: ::: ::: ::: |
- | ::: ::: ::: :::| | ::: ::: ::: :::|
- |::: ::: ::: ::: | |::: ::: ::: ::: |
- | ::: ::: ::: W :::| | W ::: ::: ::: :::|
- +------------------------+ +------------------------+
-
-
- In the first example, the king must retreat to the double corner for
- safety; in the second example there is no escape and the king is pressed
- back to the edge of the board and there held fast. In both cases the king is
- put to flight because, and only because, the move is against him.
-
- When a player is able to check the action of an opposing king or man in
- this way he is said to have 'the move'. This is meant in much the same way
- as you might say your girl friend has 'it', meaning that she has sex-appeal.
- That is not everything but it contributes.
-
- Let us see another example. Observe Diagram 17.
-
-
- DIAGRAM 17 DIAGRAM 18
- White - to play White - to play
- +------------------------+ +------------------------+
- |::: ::: ::: ::: | |::: ::: ::: ::: |
- | ::: ::: ::: :::| | ::: ::: ::: :::|
- |::: w ::: ::: ::: | |::: ::: ::: B ::: |
- | ::: ::: B ::: W :::| | ::: ::: ::: W :::|
- |::: ::: ::: ::: | |::: ::: w ::: ::: |
- | ::: ::: ::: :::| | ::: b ::: ::: :::|
- |::: b ::: ::: ::: | |::: ::: ::: ::: |
- | ::: ::: ::: :::| | ::: ::: ::: :::|
- +------------------------+ +------------------------+
- Black Black
-
-
- It is White's turn and he is lost. It is clearly of no use to move the
- king and so the man must advance down the board, along the G-line, only to
- be met by the opposing Black man. In trying to push his way through, White
- permits Black to offer a choice of exchanges (Diagram 18). Whichever jump
- White chooses, 'the move' is against him and he is soon driven to the danger
- zones of the board.
-
- Some persons hold the notion that if one player does not have 'the move'
- then the other player has it; that is to say, 'the move' is a thing present
- at all times during a game. This is not so, for 'the move' is no more than
- the effect of confining enemy manoeuvres in the specific manner which I have
- described. In any fluid situation, wherein both sides have free action, 'the
- move' does not exist for either player. The mistaken idea of the omnipres-
- ence, so to speak, of 'the move', led early writers on the game to publish
- curious systems of computing - by which the player would be able to tell at
- all times whether Black or White held 'the move'. Some of these efforts
- remind one of the ancient alchemists' formula for the elexir of life (take
- three goblins and stir well) and are about as fertile. Most of these miscon-
- ceptions came about through confusing 'the move' with something else -
- which we shall examine in detail later on.
-
- Meanwhile, some more simple positions:
-
-
- DIAGRAM 19 DIAGRAM 20
- +------------------------+ +------------------------+
- |::: ::: ::: ::: | |::: ::: ::: ::: |
- | B ::: ::: ::: :::| | ::: ::: ::: :::|
- |::: ::: ::: ::: | |::: ::: ::: ::: |
- | ::: B ::: W ::: :::| | ::: ::: ::: :::|
- |::: ::: ::: ::: | |::: ::: ::: ::: |
- | ::: ::: ::: :::| | ::: ::: B ::: :::|
- |::: ::: ::: ::: | |::: ::: ::: B ::: |
- | ::: ::: ::: :::| | ::: ::: ::: W :::|
- +------------------------+ +------------------------+
-
-
- From Diagram 19, Black begins by driving the White king to the double
- corner. This is done by making a 'waiting' move with the free king and then
- using the power of 'the move' to push the White king along. When this has
- been done the free king is then brought to the scene of action. By this time
- you will have the position shown on Diagram 20 and it will be White to play,
- where he has no choice but to allow Black to enter the double corner and
- thus drive him out - on the very scientific maxim that no two objects may
- occupy the same point in space. The rest is easy.
-
- If two free kings can dispose of one king, then three versus two should
- simply be a matter of exchanging one for one, so reducing the situation to
- that we have just seen - and so it is.
-
-
- DIAGRAM 21
- +------------------------+
- |::: ::: ::: ::: |
- | ::: ::: ::: :::|
- |::: W ::: B ::: ::: |
- | ::: ::: B ::: :::|
- |::: ::: ::: B ::: |
- | ::: ::: ::: :::|
- |::: ::: ::: W ::: |
- | ::: ::: ::: :::|
- +------------------------+
- Black to play and win
-
-
- To do this, from Diagram 21, Black must bring about either of the positions
- shown below:
-
-
- DIAGRAM 22 DIAGRAM 23
- White - to play White - to play
- +------------------------+ +------------------------+
- |::: ::: ::: ::: | |::: W ::: ::: ::: |
- | W ::: ::: ::: :::| | ::: ::: ::: :::|
- |::: ::: ::: ::: | |::: B ::: ::: ::: |
- | ::: B ::: ::: :::| | ::: ::: ::: :::|
- |::: ::: B ::: ::: | |::: ::: B ::: ::: |
- | ::: ::: B ::: :::| | ::: ::: ::: :::|
- |::: ::: ::: ::: | |::: ::: ::: B ::: W |
- | ::: ::: ::: W :::| | ::: ::: ::: :::|
- +------------------------+ +------------------------+
- Black to win Black to win
-
-
- In each of these, White will be compelled - at his next move - to permit
- the exchange Black seeks.
-
- Now I have given you only brief explanations to the various examples
- treated in this chapter, and for two reasons. Firstly, the more you can work
- out for yourself the quicker progress you will make and surer grasp you will
- develop; secondly, in playing over these positions with only the general
- idea to guide you, you will learn to make series of moves to fit into a
- pre-conceived scheme. At the moment, it is only a scheme which someone else
- has outlined to you, but later on you will design your own. You will no
- longer consider things in a disconnected sort of way, but as a general maps
- out a campaign.
-
- I end this chapter with a position which illustrates again some of the
- points touched upon so far in our discussion. You might use it to test
- yourself, to see if all is clear to you. If the solution eludes you then it
- might be as well to re-read a bit rather than plunge onwards and risk
- confusion. That is up to you.
-
-
- DIAGRAM 24
- Study by Oldbury
- White - to play
- +------------------------+
- |::: ::: ::: ::: W |
- | w ::: ::: ::: :::|
- |::: ::: ::: ::: |
- | ::: ::: ::: :::|
- |::: ::: ::: B ::: |
- | b ::: ::: ::: :::|
- |::: ::: ::: ::: |
- | ::: ::: ::: :::|
- +------------------------+
- Black - to win
-
-
-
- CHAPTER THREE
-
- But - can it use it's legs?
-
- 'This book defines what the game is - and tells it straight.' Thus spake
- Julius D'Orio of his own 'Mysteries of Dama'. Not a bad idea.
-
- If a scientist (not related to Einstein) were to tell it straight he might
- expound along these lines: Draughts, being a compound of board, pieces, and
- moves, may be reduced to the simple elements of space, force, and time. The
- game is played in these elements, and gains or losses made in space, force,
- or time are the sole means of deciding the game.
-
- He would go on to define gains and losses in each of the three elements so
- that we may identify them and also measure their degree. We could then
- examine any position and make an accurate assessment, somewhat after this
- style:
-
- Space: Advantage to Black 33%
- Force: : : White 16%
- Time: : : Black 5%
- Balance of power to Black 22%
-
- If you are playing the Blacks in such a position and it is your turn, then
- clearly all you have to do is to find a move to keep the balance of power
- still at 22 per cent in your favour. It will be a matter of simple adding
- and subtracting, and you will wait for your opponent to make some move that
- will increase your ratio of power. No doubt our scientist friend will also
- inform us of the exact degree at which a position goes 'over the top' and
- becomes a win, say at 66 per cent.
-
- Now it would be very nice if we could add up points in this way and arrive
- at the truth of a situation, but we can't - at least, it would not be the
- whole truth.
-
- You observe a racehorse in the paddock, before the big race; you note the
- fine limbs, the powerful quarters, and you resolve to trust this handsome
- fellow with some of your hard-earned cash - it has all the 'points'. Yet the
- question is not, has it an honest face - but, can it use it's legs. Alas,
- you find it cannot, and you discover certain truths of which you were not
- previously aware (you utter some of them, perhaps). One of these truths is
- that an object in motion may shed qualities which in repose it seemed to
- possess. There is, if you like, an 'X' factor which may not show until after
- the event, when it is too late. In draughts, this is because at times the
- moves have meaning only as part of a series; taken as isolated moves they
- have no scientific basis, but their power as an integrated design sweeps
- aside all other considerations. There is in the game artistic truth besides
- scientific truth. We must seek both.
-
- For instance, at the very start of a game the forces are equal and
- scientific truth says, therefore, that a properly played game should end in
- a draw. However, artistic truth tells us it should end in a win, for that
- player who has the greater creative ability. If a player cannot accept both
- these propositions then he will find it difficult to develop his skill to
- any extent.
-
- I think we may take it as read that an advantage in space or in force will
- not be hard to assess, at least in a loose sort of way to begin with - it
- will simply be a matter of counting squares and pieces. The concept of time,
- in draughts, is less easy to grasp straightaway, as it has many facets. To
- have the initiative is an advantage in time. To have 'the move' is also an
- advantage in time.
-
- Consider Diagram 25.
-
-
- DIAGRAM 25
- Black - to play
- +------------------------+
- |::: ::: b ::: b ::: b |
- | b ::: ::: b ::: :::|
- |::: ::: b ::: b ::: |
- | b ::: w ::: b ::: b :::|
- |::: w ::: w ::: b ::: w |
- | ::: w ::: w ::: :::|
- |::: ::: w ::: ::: w |
- | w ::: w ::: w ::: :::|
- +------------------------+
- White wins
-
-
- As the two armies are in identical patterns there is absolute equality in
- space and in force. Yet if you will play out the position you will see that
- Black is lost, and in a very few moves, as White has only to play along his
- F-line to block up the foe altogether. This is an example of 'the move' in
- what may be termed a pure sense. In examples from Chapter Two, having 'the
- move' led to gains in other elements, by compelling the enemy to retreat to
- inferior regions (gain in space) which in turn led to final extinction (gain
- in force). Here, a win is realized by 'the move' alone - the respective
- Black and White armies are still equal in every other way at the end.
-
- There is another important aspect of time. Every move made by a man brings
- it that much nearer a desirable goal, that of being promoted to the rank of
- king. A man attains this state and so develops greater power and scope. Our
- position may be said to be fully developed when all our men have reached the
- king-row. In these terms, then, the degree of development we have made can
- be estimated simply by the distance at which our men are from the king-row.
-
- At the start of a game your twelve men stand at the three horizontal lines
- (ranks) furthest from the king-row. There are eight such ranks, and the
- eighth rank is the king-row. If you wish to assess the 'time value' of your
- position and translate it into a number for easy reference, this can be
- done. Simply count 1 for each of your men on the rearmost rank or base-line;
- count 2 for each man on the second rank, 3 for each on the third - and so on
- until you have counted all your men. Thus, before a game begins, your 'time
- count' is 24, as it is also for your opponent who makes a separate count of
- his own men.
-
- Each move takes a man to a higher rank until it arrives at the eighth,
- where it is crowned; the time value of a king will be 8. If we compare a
- time-count taken of our own pieces with a count of the opponent's, the
- higher number will tell us which side, Black or White, is nearer complete
- development (100 per cent kings), and by how many moves.
-
- We will try this out, from Diagram 26:
-
-
- DIAGRAM 26 DIAGRAM 27
- British Championship, 1952
- White (Crabbe) White
- +------------------------+ +------------------------+
- |::: ::: ::: w ::: w | |::: ::: ::: w ::: w |
- | ::: ::: ::: w :::| | ::: ::: ::: w :::|
- |::: w ::: ::: ::: | |::: w ::: ::: ::: |
- | ::: w ::: w ::: :::| | ::: ::: w ::: :::|
- |::: ::: ::: w ::: | |::: b ::: ::: ::: |
- | b ::: ::: ::: b :::| | ::: b ::: ::: b :::|
- |::: ::: b ::: b ::: b | |::: ::: ::: b ::: b |
- | b ::: ::: b ::: :::| | ::: ::: ::: :::|
- +------------------------+ +------------------------+
- Black (Oldbury) to play Black
-
-
- Even without a count, a glance shows us that Black has made very little
- progress and all his men are confined to the three lowest ranks. He has 2
- men on the first rank, 3 on the second and 2 on the third: time-count = 14.
-
- White is very much further advanced; with 2 men on his first rank, 1 on his
- second, 1 on his third, 2 on his fourth and 1 on his fifth: a total of 20.
- White then is 6 moves ahead in his development. As he also appears to
- dominate the centre, and the forces are equal, a superficial analysis may
- conclude that Black is in a bad way.
-
- The game went on, and after my next four moves (which to the spectators, I
- may add, seemed feeble and pointless) the position became that of Diagram
- 27. If we make a time-count we discover quite easily, but to our surprise,
- that Black now has 2 men on the second rank, 2 on the third and 1 on the
- fourth - total 14 - against which White now has 2 men on his first rank, 1
- on his second, 1 on his third and 1 on his fourth - a count of only 11 in
- all! Black now leads by 3 moves in contrast to trailing by 6 moves. Over a
- short span of four moves Black in some way has managed to 'gain' 9 moves in
- development. Has White been moving backwards?
-
- Well, if you examine very closely these two positions you will see how
- the change came about. It will be best if you find out this for yourself,
- though I shall be going into this in more detail later on. Meanwhile it is
- interesting to observe that the manoeuvre which led from Diagram 26 to
- Diagram 27 also revealed the truth of the situation - the unguarded man
- White has in the centre, which is now isolated and subject to attack. Black
- soon brought pressure against this weakness and went on to win the game,
- when White failed to find an adequate defence.
-
- It is natural to ask now whether positional superiority and advanced
- development go hand in hand. At this stage I would simply ask you to note as
- a general, but not specific, guide: in the latter part of a game to be ahead
- in development is an advantage in time; early in the game, to be ahead in
- development is a disadvantage in time.
-
- This is so, because at the end-game we aim towards well-defined object-
- ives, for instance, possibly to promote a man to king and then to place it
- on a vital square - the opponent has in view a similar plan and being ahead
- in development may mean getting in first. Conversely. in the opening one of
- our main concerns is to gain freedom of action for our forces- and on a board
- which at that moment contains more occupied squares than vacant squares.
- We have at our command a limited number of moves in so crowded an area, and
- if we develop too rapidly there is a distinct danger of using up all our
- resources - at best we will be embarrassed for a satisfactory move; at worst
- we may even be blocked up , as in Diagram 25. Without being too precise, it
- should help the student if he realizes that with, say, 10 men each side still
- on the board, being 4 moves ahead in development would be enough to lose the
- game, unless offset by considerable gains in space. With 11 men a side such
- over-development would be fatal regardless of any gains in space.
-
- In the diagram below, Black faces a dilemma:
-
-
- DIAGRAM 28
- White
- +------------------------+
- |::: w ::: w ::: w ::: w |
- | w ::: w ::: w ::: w :::|
- |::: ::: ::: w ::: w |
- | w ::: ::: ::: :::|
- |::: b ::: b ::: ::: |
- | ::: ::: b ::: b :::|
- |::: ::: b ::: b ::: b |
- | b ::: b ::: b ::: b :::|
- +------------------------+
- Black - to play
-
-
- Black has the unenviable choice of inferiority in any one of the three
- elements. In time, if he permits the exchange which White seeks (Black is
- already 2 moves ahead and this would make it 4 - try it); in force, if he
- advances the man threatened, (White could soon cut it off); or in space, if
- he covers up the threat (his single corner would then become very cramped).
- We shall not discuss here the best way for Black to meet these problems, as
- I have made my point - which is, that from the very first moves of a game
- the issues of space, force, and time will confront you and demand to be
- solved.
-
- Your success across the board will depend upon how you face the challenge
- of the elements.
-
-
-
-
-
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