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DRAUGHTS.

CONDUCTED BY

JAS. BEECOT.

Bolntloru of problenn, garnoi, end nnnljseo In* Wted for thin column. Gnmnn nhould be nrltle.n ■® *G column* no beiow, und all correepondeuce Mdreeard to the Dnuighta Editor, Otiigo Vllnean vflloe, Dunodlu.

PROBLEM 0617. By James A. Boreham, Dunedin. Black 5,8, 12, King 15.

White 7, 17, 20, 24. Black to move, White to draw.

PROBLEM 6618

By Peter Petersen, Dunedin Black 1,8, 12, King 15.

White 7, 20, 21, 2-1. Elack to move and win. It will be noticed that our problems this week are “ twins.” They are local productions arising out of analysis of the " Phil Garlick ” position. Mr Horeham’s position is a rather ingenious man-down draw. Mr Petersen’s is not so difficult, but requires a star move to win. GAMES. CORRESPONDENCE PLAY. The following pair of games are contributed by Mr G. A. Brown, and were played by correspondence with his namesake, A. E. Brown, a well-known New South Wales expert. Twelve games were contested, of which one is still unfinished. So far the Dominion player has won 2, lost 1, and 8 were drawn. GAME 9528.—" Kelso Exchange.” Black: A. E. Brown, New South Wales; White: G. A. Brown, New Zealand.

—Notes by G. A. Brown, ex-champion.— (a) Many authorities favour this. (b) IS 14 is a popular line, but I think text is stronger. (c) Invariably played and certainly best. (d) 23 18 and 24 20 are other good alternatives. 24 19 is not a strong reply. (e) Stronger than 27 23. (f) Since Stewart played this against Banks it has become fashionable. 3 8 also draws. (g) Looks like a loss. 10 14 is better. (h) 27 24, 27, 5 9, 30 25, 24 19, 15 24, 28 19, White wins. GAME 9829.—“Ke150 Exchange.”

(a) This opening is slightly in favour of White. (b) Text is a safe reply, but I prefer 9 13. (c) A good move. (d) Rarely adopted. 16 20 Is preferable. (e) 17 14 is considered to give White a very strong game. Text allows Black an equal game. (f) Better than 31 26, which is given in the Encyclopaedia. (g) A simple blunder. 2 7 draws easily. BOOMERANGS. Below’ is a very amusing and instructive kind of trap. It is called a boomerang, and sometimes occurs in play. This one was actually won in play. GAME 9830. —“ Cross.”

(a) Although this move is weak, it looks very natural, and is often played by nonbook players. (b) Another non-book move. The moves to give Black the better game are 12 16 oils 19. (c) This sets quite a good trap. Moves that look like obvious blunders often provoke ill-considered replies. (d i Trapped. 23 18 gives White a good enough game.

(a) Loses. 22 18, 13 22, 15 11, 7 16, 30 26, 16 20 draws. (b) The boomerang. KEEN CRITICISMS. Messrs J. A. Boreham and T. Rea have handed in a correction of a problem by Mr Oakley in the Melbourne Leader. Black 16, 17, 20, Kings 25, 26. White 24, 27, 32, Kings 8, 10. Black to play. Mr Oakley plays 25 22, allowing a draw, but this wins:—26 31, 32 28, 31 26, 8 12, 25 22, 12 19, 26 23, 19 26, 22 31, Black wins. Mr J. A. Boreham points out that in Problem 1558 (E. Cox) February Draughts Review, that White can win at this position. Black 13, 17, 21, Kings 9, 32. White 22, 26, 30, Kings 15, 23. White plays 15 19 to draw, but 23 27 White wins. THE PHIL GARLICK POSITION. AGAIN BLACK WINS AND DRAWS ALTERNATELY. Mr F. Stuthridge writes: “It is evident the analysts are favouring a Black win to this position. But I hold the opinion that White can draw. No doubt Phil Garlick has a long-range gun on this position, and I hope he does not let it oft until he finds that Otago Witness readers are able to draw the shot. The following is my play to draw:—-

“Re Mr O’Neill’s solution to the above problem, I think the fourth move of his trunk play allows a draw. The move probably should be 26, not. 27, at the second move of his Var. 2. The position is —Black 1, 7. 8,9, 12, 22, King 26. White 15, 21, 24, 27, 29. 31, 32. White to play. 29 25, 22 29. 31 22, 29 25. 22 17, 25 22, 15 10. Drawn. “ I think Mr Brown’s solution faultless, but fail to sec that 24 19 gives White any better fighting chance than any of the other moves.” MR W. J. MARSH ANALYSES THE PVRCELL PROBLEM No. 6603. Last week we published two problems by Mr Marsh arising out of his analysis of Mr Purcell's problem, and following are two other positions from the same analysis which students should find interesting. Mr Marsh says: "1 have analysed this position as much as any. I have ever done, and I have got some interesting positions, which I send you. In arriving at some of these I ran into play that allowed Black to draw. Across the board a player does not always take advantage of his opportunities. In Dr Purcell’s position some niceties in ' the move ’ arise. In the original setting White has the move. One normal exchange changes it, so White thereafter must exchange again to win. As a starting point take problem 6616, published last week. Black 23, 24. King 19. White Kings 8, 22, 32. Black's last move was 20 24, but instead play 19 15, then 8 12, 15 11, and we have diagram No. 1. Now instead of 15 11 at last move play 20 24, and we get diagram No. 2. The 20 24 move compels a change of tactics. White must retrace his steps to meet it. DIAGRAM No. 1. DIAGRAM No. 2. By W. J. Marsh. By W. J. Marsh.

White to play and White to play and win. win. SOLUTION. SOLUTION. 22 IS, 23 26, 12 16, 12 16. 24 27, 32 11 7, 16 19. 26 30, 28, 15 19. 16 20, IS 15, and White wins 27 31, 20 24, White by retaining the move, wins. Diagram 1 seems to me to be a good example showing how a knowledge of the move serves one to win. The play must follow a definite order. It is a nice piece of accurate play—simple enough when seen. The easy thing about it is the easy way it might be missed. The kick by 22 18 prevents King on 11 from getting on the double line. Another kick by 12 16 enables White by 16 19 to threaten two for one and then isolate each piece. SOLUTIONS TO PROBLEMS. Problem 6613 (The Bosun). —Black 2, 10, 12, 14. White 20, 22, 23, 26. White

DRAUGHTS. Draughts is called the silent game, It seldom brings you wealth or fame ; But wealth and fame can not compare To the friends you make on the checkered square. —William Brogan. MY GAME AND YOUR GAME. (Checkers). My game and your game, The game that makes men think ; My game and your game, That strengthens friendship's link ; Old folks, and young folks, Get pleasure from its play; My game and your game, Is here with us to say. My game and your game, "So ancient and so grand ; My game and your game,

_ ’Tis played in every land; Rich man and poor man Rub elbows at its side; My game and your game, Let’s speak ot it with pride. —William Brogan

10 15 4 8 9 14 11 15 7 11 17 26 18 21 17-d 18 9 5 1 14 10■h 31 15 22 9 13 3 14 19 23-g 2 7 3 7 25 18 23 18 24 20 1 5 5 9 27 23 6 10-a 8 11 12 16-f 23 26 7 14 7 10 29 25-b 26 23-e 23 19 17 14 9 18 23 19 11 15-c 9 16 23 10 17 30 26 10 14 18 11 30 25 27 9 21 14 28 24 19 10 8 15 1 o 15 19 26 30 26 17 11 15 25 22 25 21 9 3 32 27 IS oo Drawn

Black : G. A. Brown ; White : A. E. Brown. 10 15 24 20■e 4 8 17 13 11 18 14 7 22 18-a 13 22 28 24 9 14 2.3 14 2 18 15 22 20 H 16 20 24 19 1 5 32 27 25 18 8 15 29 25 14 17 19 15 W. wins 11 16-b 18 11 8 11 22 18-f 20 24 21 17-c 7 16 25 22 17 22 27 20 9 13-d 26 17 5 9 18 15 6 10

Black : W. M. Carey ; White : Opponent. 11 15 24 20-a 15 22 20 16-<1 13 22 4 11 18 9 14-b 25 9 12 19 25 4 7 30 's 11 18 9 6 13 23 16 e-20 24 B. wins 27 23 5 14 30 25 11 20 28 19 4 8 22 18 10 15-c 21 17 38

(e) The boomerang. ANOTHER EXAMPLE. GAME 9831 .—" Second Double Corner.” Black : A. J. Heffner : ; White. : James Hill. 11 15 22 18 3 7 25 22 10 26 24 1!) 24 19 5 9 22 17 9 13 19 3 b-2 7 15 24 26'22 11 15 23 18-a 12 16 3 10 28 1ft 7 11 IS 11 14 23 31 22 6 24 9 14 27 24 8 15 17 14 16 20 B. wins

24 19 24 19 15 11 22 17 3 8 27 IS 9 14 26 30 8 15 26 22 12 16 14 23 19 13 27 24 19 10 10 7 24 20 16 11 4 8 30 26 22 26 22 13 16 19 23 27 28 24 32 27X 31 22 7 3 20 16 Drawn 30 26 26 30 30 26 13 9 19 23 " (a) Mr Brown plays 24 20 at this point and Black ■wins.” Mr A. Shepherd writes : “ I beg to substitute the following solution to Phil Garlick’s problem in place of play sent recently. Thus — 21 19 14 18 17 13 18 25 1 r IS 27 9 14 15 11 10 15 9 5 25 22 32 23 19 15 12 16 13 9 25 29 9 30 26 1 6 21 17 O •) O 5 1 15 18 24 19 28 24 1 6 10 29 22 29 25 ’’7 ■ > 16 20 ] IJ. wins 15 11 30 25 28 24 9 13 29 <>■■> 10 7 6 9 27 23 20 27 20 16 26 10 14 9 28 24 25 30 31 24 14 17 23 18 7 3 12 16 24 19 30 26 21 14 13 17 16 12 32 28 16 20 24 20 9 5 18 14 3 7 Then 19 16. 7 10, Black wins.

to move and win. 23 19 7 ‘7 26 23 18 15 6 2 10 6 •7 6 17 21 30 •) "l 21 17 23 16 22 26 20 16 2 23 18 22 IS 16 11 62 () 9 10 14 25 21 17 22 16 7 26 31 16 11 Y 10 17 14 10 6 2 11 2 6 9 13 21 21 25 22 26 13 17 31 27 11 7 10 17 14 10 IS 14 14 10 6 10 14 17 30 25 21 26 23 17 22 27 24 10 1;>. White wins by first position. Problem 6614 (Mitchel] Guyot).—Black 7, S, 12, 16. 20. White 18. 19, 23, 27. 2S King 6. White t o move and win. 6 9 11 18 14 17 26 31 28 19 16 23 7 11 19 15 o»> 26-a 22 17 20 24 15 11 9 14 18 22 17 22 31 24 23 18 W. wins (a) 22 25 . 17 22, ! 25 29, 15 10, 8 11, 10 25, 11 15 .. 7 2 29 25 22 29. 15 19, 29 19 26, 25 22 26 31, , 22 18. White wins.

Permanent link to this item

https://paperspast.natlib.govt.nz/newspapers/OW19320412.2.237

Bibliographic details

Otago Witness, Issue 4074, 12 April 1932, Page 61

Word Count
2,023

DRAUGHTS. Otago Witness, Issue 4074, 12 April 1932, Page 61

DRAUGHTS. Otago Witness, Issue 4074, 12 April 1932, Page 61

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