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DRAUGHTS.

huff him; that is, take the place of his man, which you remove from the board, saying, "I huff you;" but huffing is optional, and considered rather sharp.

14.-A huffer is entitled to his move also.

15.-When a piece is touched it must be played, if your opponent insists upon it.

16. Whilst the hand remains on a piece a move can be withdrawn or altered.

17. The hand once taken from a piece the move cannot be altered or retracted.

18. Either player must explain his last move to his opponent if required to do so.

19. When all the men on one side are removed from the board, or are unable to move, the player who retains his own mar or men on it, is the victor.

20. When both players get their men into such a position that neither can make a move, it is called a drawn game, and neither is the winner.

21.—The black always has the first move.

22. More than five minutes is not allowed for a move. 23. A match consists of an even number of games, allowing each player to commence an equal number of times.

24. When a match is not played, the winner of the last game has the privilege to commence the next.

Some writers of rules add that signs, distracting sounds, promptings from third parties, or one of the players leaving the room, are not permitted; but surely no polite person would commit such a breach of good manners.

TO LEARN THE GAME.

THE MOVES.

It is very desirable to have a board marked with figures like Diagram 5; but as it would be a pity to spoil a

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handsome board, we recommend the use of one of those printed paper sheets representing chess boards, which can be procured at most stationer's, or even made by a tyro. Lay this on the table, mark the squares with figures, and work out the moves, as we have explained them, on the paper. Το commence, arrange twelve men of each colour on the respective sides in the way shown in Diagram 1. Diagram 6 shows every possible move that can be taken, and Diagrams 2 and 3 show simply how each man may follow any of these directions which, taken together, may appear complicated. In

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DRAUGHTS.

Diagram 3, the line G on the white side shows how 10 has advanced, first to 7 and then to 10, the black piece on 7 having been moved there since. 7, however, cannot take 10, as that would be a backward move, and only kings may move backwards; but the white 10 will undoubtedly take the black 9.

The line H shows how the black 8 has advanced.

The object of each player is to advance as many of his men as he can to the opposite side of the board, where on reaching the front row they are made kings; to remove as many as possible of his enemy's men, and to preserve his own. The one who holds the board after having expelled all his DIAGRAM 6.-BLACK.

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WHITE.

SHOWING THE DIRECTION IN WHICH THE PIECES MOVE.

adversary's men, or locked them up in positions from which they cannot move, being accounted the winner. In making a move the player must not forget that whenever there is a

DRAUGHTS.

vacant space behind his man, that man will be taken if his opponent's man is in front; if not, his opponent will endeavour to bring a man in front without danger to himself, as he can do by keeping the square behind his own man covered. Thus, take, for instance, Diagram 1, and place your pieces on the board as shown there. Black plays 10 on to square 14, white plays 21 on to square 17. Black on square 14 takes it, by moving over to 21 and taking the white piece off the board. This is an example of a man with a square left uncovered behind him, and an adversary's man in front. Now let 22 advance to 18. This is an example of leaving an uncovered open space behind, and not having an adversary's man in front. But mark the advantage black takes of this carelessness. Let black play 10 on to 15, and he can take the white man the next move, if the white man takes no precautions to retrieve his error. What can white do to retrieve his position? White moves 25 on to 22, and saves the man in danger. But why should white not move 26 on to 22 equally as well as 25? For this reason,- -a man, as we have already illustrated, should never be left with an uncovered square behind. If 25 were moved on to 22, 23 would be unprotected.

TO PLAY THE GAME.

AFTER the moves have been learnt, arrange the board in the manner shown in Diagram 1, and place the rules beside you for reference. Lots must be drawn for the first move,

the black to begin.

This is generally done by holding one of

each colour in the hand and letting the opposite player choose.

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DRAUGHTS.

It is very good play for black to begin by moving 10 to 14. White may then move 22 to 18; but a little practice is worth all the set rules possible. The best practice is to keep the men well covered, always, if possible, two together, otherwise two or even three may be taken at one move by the adversary.

If at the outset, after black has moved 10 to 14, and white 22 to 18, black moves 9 to 13; white at 18 can take 14, moving over to square 2. Black 5 can then take again, moving over to square 14. If the reader will try the manœuvre, that method of taking will at once be understood. It is a good plan to hold your corners to the last, as they are safe ground, and offer advantages in taking your adversary's pieces; one side being always covered by the limits of the board. It is also wise to retain the first row of men as long as possible without moving them, as your adversary cannot get any of his pieces crowned king whilst they remain in possession.

HOW TO CONSTRUCT A DRAUGHT-BOARD
AND MEN.

ANY one may easily construct a draught-board and men. Draw on cardboard sixty four-inch and a half squares, and paint half of them black. Before the black is applied paste the paper on a piece of stout millboard. When the paint is dry

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