Page:Collier's Cyclopedia of Commercial and Social Information.djvu/452

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422
GAMES OF SKILL.


PROBLEM No. 9.

Black.

g8 black king
c7 black rook
f7 black pawn
f6 white pawn
e5 white knight
b3 white queen
c3 white pawn
b2 white pawn
e2 white rook
b1 white king
e1 white rook

White.

White to move, and mate in four moves.

PROBLEM No. 10.

(The Indian Problem)

Black.

b6 black pawn
h6 white bishop
b5 black pawn
e5 black pawn
e4 black king
g4 white pawn
b3 white pawn
f3 black knight
a2 white pawn
f2 white pawn
g2 white bishop
a1 white king
d1 white rook

White.

White to move, and mate in four moves.


SOLUTIONS OF THE PROBLEMS.

Problem 1.

White. Black.
1. Q. to B. 4(ch.). 1. P. takes Q.
2. R. to Q. 8, mate


Problem 2.

White. Black.
1. R. to Q. 8(ch.). 1. K. takes R.
2. Q. to Q. 7, mate


Problem 3.

White. Black.
1. R. to K. sq. 1. K. takes Q. sq.
2. R. to K. Kt. sq. 2. K. to K. sq.
3. R. to Kt. 8, mate.


Problem 4.

White. Black.
1. K. R. to K. R. 6. 1. K. to K. B. 4.
2. Q. R. to K. Kt. sq. 2. K. to K. 4.
3. R. to Kt. 5, mate.

There are two solutions to this problem.

Problem 5.


White. Black.
1. Q. to K. R. 7. 1. Q. Kt. takes Q.
2. Kt. to Kt. 6.(ch.) 2. K. to Kt. sq.
3. B. to Q. 5, mate.

Problem 6.

White. Black.
1. Q. to Q. 2. 1. K. moves.
2. Q. to Q. sq(ch.) 2. K. takes Kt.
3. Q. mates.


Problem 7.

White. Black.
1. R. to Q. B. 2(dis. ch.). 1. R. takes R.
2. R. to Q. B. 4, (ch.) 2. P. takes R.
3. B. mates.


Problem 8.

White. Black.
1. kt. to K. B. 6. 1. P. advances.
2. Kt. to K. 4.(ch.) 2. K. to R. 8.
3. K. to B. sq 3. R. P. 1.
4. Kt. to B. 2. mate.


Problem 9.

White. Black.
1. R. to K. Kt. 2.(ch.) 1. K. to B. sq.
2. Kt. to Q. 7.(ch.) 2. R. takes Kt.
3. R. to K. 8.(ch.) 3. K. takes R.
4. R to Kt. 8, mate.


Problem 10.


(The Indian Problem.)

White. Black.
1. B. to Q. B. sq. 1. P. moves.
2. R. to Q. 2.(ch.) 2. P moves.
3. K. moves. 3. K. moves.
4. R to Q. 4(dis. checkmate).

DRAUGHTS is a games that is very often underrated, because it is supposed that there is little or no play in it, and thus, when a person is asked if he plays draughts, his reply is not unusually, "No, it is such a stupid game; there’s no play in it."

Whenever this remark is made to us, we challenge the person to a series of games, when, having beaten him some half-dozen in succession, we prove that there must be some play in the game, or such a result would be improbable.

When playing chess, there are so many pieces, each having a different moving power and a relative value, that one oversight, caused probably by a momentary relaxation of memory, loses a game, whereas in draughts such a result is less probable, and the attention can be more completely devoted to some plot, through which the opponent does see. As a rule, a good draught-player is a more acute person on every-day subjects than is a good chess-player, and thus we strongly recommend draughts as a game likely to call into action very useful qualities.

Draughts is played on the same board as is chess, the men, however, being placed entirely on squares of one color.

There are twelve men on each side, arranged on the square from 1 to 12 and from 21 and 32.

The two squares marked 1 and 5, and 32 and 28, are called the double corners, and these must always be on the right hand of the player, whilst the left-hand lowest squares, 4 and 29, must always be on the left-hand side.

Having arranged the men, the first move is arranged between the players by lot.