Thank you for correcting the text in this article. Your corrections improve Papers Past searches for everyone. See the latest corrections.

This article contains searchable text which was automatically generated and may contain errors. Join the community and correct any errors you spot to help us improve Papers Past.

Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image
Article image

DRAUGHTS

Conducted by R. Weir.

Solutions of problems, games, and analyses are invited for this column. Games should be written in six columns, as below, and all correspondence addressed to Mr R. Weir, Otago Daily Times Office, Dunedin.

PROBLEM No. 841 By G. W. Dent. Black 18, 22, 28, Kings 11, 20.

White 5, 14, 27, 30. King 12, White to move and draw.

PROBLEM No. 842 By B. Kilner. Black 1, 21, Kings 12, 13,

White 7, 11. 14, 29, King 3, White to move and win.

GAMES The following game, taken from the Launceston Examiner, together with the notes, was the first game finished (and nicely finished too) of a number contested by mail between J. C. (Launceston) and two Perth opponents:— GAME No. 870.—"Ayrshire Lassie." Black. J. C. White, Perth opponents.

(a) "Ayrshire Lassie ” now formed. White should never play 27 24 here, which would give him an extremely weak side game; Forming up in the way shown, he is almost on an equality with Black. (b) And this should always be played in reply to the 4 B—in fact, it restricts Black’s movements after 3 8 also. (c) As good as any. The two for two by 12 16 is calculated to bring wins when made by an expert, as a game critical for both sides then develops. Alfred Jordan favoured 9 14. which usually runs the play into the " Old Fourteenth.” The learner will observe that 9.13 loses by 20 16, etc. (d) Just one good alternative, and that is 32 28, as played by Wyllie. (e) Generally played, , but there are several sound alternatives.

(f) An opportunity for the novice to learn one of the old, old traps—26 22, 11 16, 20 11, 3 7. Nice,' isn’t it? (g) The Writer has been unable to locate this move in any of his books, and Lees’ and Robertson’s also others, 1 give 11 15 only. It appears to be sound, though followed by the 3 8, so was well worth trying.. ' (h) A threat behind this. The usual 32 28 follow is now impossible. (i) Weakening White’s position. Why not 32 28 now ? It then becomes a struggle for “the move” (its retention or recovery), with White showing up quite strongly in the ending. A little experimenting with the position—one from which beautiful problems might be evolved—would afford excellent practice for even fairly strong players. (j) White played 19 16, and Black scored a most beautiful win, but instead of 19 16 J. C. suggests the following nice play to draw: —

(k) The quick draw by 19 15, 11 18, 24 19 evidently overlooked. However, the continuation is quite instructive and neat.—Draughts Editor, Examiner, (l) The ending now works Itself out to a mechanical win, the three pieces being no match for the two. A “SINGLE CORNER” LESSON Below I give a lesson on the “ Single Corner ” game as given in Wendemuth’s Checker Companion: GAME No. 871.—" Single Corner.”

Drawn. (a) This forms the opening, and is slightly in favour ,of the Black side. (b) Made with the object of playing 10 15 later on to cramp the White “ Single Corner." (c) To maintain the centre established by the man bn 18. (d) For the object of cramping the men on 8, 11, and 12, with the help of the man on 18. (e) Threatening both 10 15 and 16 19 to establish a strong centre. (f) Finely played, as it prevents 10 15 by 24 19, 15 24, 18 14, 9 18, 22 8, which would win for White. (g) Again a strong move.' If 24 19 Black would move 10 15, 19 10, 6 15, with a strong position. (h) Attacking the weakness in the White Double Corner,” and eliminating the weakness of Black in the " Single Corner.” The game practically plays itself from Note (h) to the end, having no special features, GONOTSKY, v. LIBBER Played in the notable 40 drawn games match between Daniel Gonotsky and Michael Lieber. The game and notes are culled from the Weekly Province, Vancouver. GAME No. 872.—“ Dundee,” 24 20. Black, Gonotsky. White, Lieber.

then 8 12 (£). Drawn. (a) In the second international match this move and also 3 8 here' was played quite a lot by members of both teams. (b) Banks jumped 11 25 here in his match with Stewart. Since that match players have fought shy of it, and made a jump as in the above game. (c) Alexander against Ginsberg went 7 11 here, allowing Ginsberg to build Up a nice White game and win. (d) Ferrie against Bradford played'4 8, a draw resulting, although Bradford missed a win towards the finish, (e) It will be noticed that at ho time will the Black piece make a King on square 31 until the piece on 4 is advanced to square 20: for if they did White would take the exchange by 32 28, and then with extra careful play by holding the single Black pieces and making all White Kings. (f) A well-played game. Time to play, two and a-half hours. SOLUTIONS TO PROBLEMS Problem No. 787 (W. Veal, Southampton).—Black Kings 13. 17, 26; White 11. 25, Kings 10. 18. White to play and win, 18 14, 17 21. 25' 22, 26 17, 11 7. 17 22. and 14 17. White wins. Problem No. 788 (Thomas Wlswell, New York).—Black 1. 7, 12, 13, King 20; White 5, 14, 18, 19, 22, 24. White to play and draw.

11 15 11 18 18 25 5 14 2 7 5 9 24 20 26 22-d 29 22 26 22-i . 19 16•j 12 3 8 11 7 11 10 14-g 1 5 12 19 9 14 28 24-a 22 15 27 23 32 28 23 16 3 17 4 8 11 18 3 8-h 6 9 14 30 18 22 23 19-b 30 26 22 18 22 18 21 14 17 26 15 18-c 8 11-e 9 13 13 17 9 18 1-30 23 22 15 25 22-f' 18 9 31 26 16 12 Black wins.

19 15 26 23 6 2-k 10 6 6 10 3 7 9 13 31 27 23 16 22 26 5 9 18 9 23 19 2 7 6 2 7 3 Drawn. 11 27 7 11 13 17 28 31 9 13 21 14 9 6 14 10 2 6 10 14 27 31 27 23 17 22 31 27 27 23

11 15 12 10 9 14 13 17-h 11 16 32 27 22 18-a 26 22 18 9 22 13 20 11 31 24 15 22 8 12-e 5 14 14 18 7 16 20 27 25 18 / 28 24-f 22 18 23 14 9 6 2 6 8 11-b 9 13 1 5 10 17 2 9 12 16 29 25-c 32 28-g 18 9 21 14 13 6 6 10 4 8 6 9 5 14 16 32 16 20 16 19 24 20-d 24 19 25 22 14 9 6 2 30 26

12 16 24 15 11 15 27 18 15 18 10 7 24 20 10 I9-b 25 22 10 15 7 10 .e-4, 8 8 12 23 16 15 19-c 18 14 22 25 7 2 28 24 12 19 23 16 15 18 31 27 25 29 9 14-a 22 17 12 19 14 10 23 26 21 17 22 18 6 10 20 16 18 22 17 14 30 25 3 8 29 25 7 11-d 10 7 . 25 30 17 14 18 ■9 8 12 16 7 ■ 11 15 10 15 26 30 5 14 26 23 2 11 7 2 ■18 22 14 10 25 22 19 26 22 18 19 23 14 10 25 22 1G 19 30 23 .14 23 2' 7 22 25 10 7

19 15 7 11 7 3 26 10 51 20,27 10 7 31 26 86 12 16 15 10 27 31-a 3 8 1 10 16 Drawn. Problem No. 789 (E. A. Jones, Victoria). — Black 1. 8, 14 King 21; White 7, 10, 15, King 6. White to play and win. 6 9 9 13 15 11 13 17 7 2 2 25 14.17 17 22 8 15 21 14 14 17 White wins.

Permanent link to this item

https://paperspast.natlib.govt.nz/newspapers/ODT19400706.2.32

Bibliographic details

Otago Daily Times, Issue 24343, 6 July 1940, Page 5

Word Count
1,376

DRAUGHTS Otago Daily Times, Issue 24343, 6 July 1940, Page 5

DRAUGHTS Otago Daily Times, Issue 24343, 6 July 1940, Page 5

Help

Log in or create a Papers Past website account

Use your Papers Past website account to correct newspaper text.

By creating and using this account you agree to our terms of use.

Log in with RealMe®

If you’ve used a RealMe login somewhere else, you can use it here too. If you don’t already have a username and password, just click Log in and you can choose to create one.


Log in again to continue your work

Your session has expired.

Log in again with RealMe®


Alert