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Introduction to Checkers

Introduction to Checkers. Bob Murr. Facts about Chess and Checkers. Checkers rules are simple and easy to learn Checkers strategy can be as complex as Chess strategy To play well, one has to learn to visualize many moves in advance Learn to see the consequences of a move before making a move

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Introduction to Checkers

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  1. Introduction to Checkers Bob Murr

  2. Facts about Chess and Checkers • Checkers rules are simple and easy to learn • Checkers strategy can be as complex as Chess strategy • To play well, one has to learn to visualize many moves in advance • Learn to see the consequences of a move before making a move • The best computer in the world is the one between your ears – Learn to use it! • No one has ever been able to memorize the billions of possibilities in Chess or Checkers.

  3. The late Dr. M. F. Tinsley 1927 - 1996 • Checkers Champion of the World 1955 – 1992 • Professor of Mathematics at Florida A&M When asked to compare Chess and Checkers once said, “Chess is like looking over a vast ocean while Checkers is like looking far into a deep well.”

  4. Agenda • How the game is won or lost • Winning with the “move” • Winning with 2 Kings against 1 in the double corner • Other ways to win • Some example positions

  5. Common ways to win • Winning with the “move” White to move and win

  6. White moved from square number 18 to square number 15 to cut off the King from getting to the double corner row which would draw (tie). The move is written as 18-15 Now the red King can only move to square number 12 or 20. It doesn’t matter as the white King will move to square 11 if the red King moves to 12 or the white King will move to square 19 if the red King moves to 20.

  7. The red King moves to 20 and the white King moves to 19 and wins. The red King moves to 12 and the white King moves to 11 and wins.

  8. The pieces could have been on different Squares, in some instances a single piece can win against a King. White to move and win Do you see how white wins?

  9. Winning with Power • 2 Kings against 1 King • Traps, shots and strokes

  10. The side with the King advantage (in this case white) can always win in the double corner. The fastest way to win, first move the king from 19 to 24, the only move that the Red king can make is from 32 to 28

  11. Now white must protect the King on 24 by moving from 23 to 19. Do not move the King that is on 24 or you will have to start over Then red’s only move is from 28 to 32

  12. That leaves the following position. Move the white King from 24 to 28 To force the red King out of the corner Now when the red King moves 32-27 white moves 28-32 and red must move from 27 to 31 leaving the following position

  13. White wins the fastest way by moving the King on 19 away 19-15. This forces the red King to move 31-26 then white moves 15-18

  14. From this position red can only move to 30 or 31 - then white moves 18-22 and red has to lose Red must move to either 26 or 27 and white jumps the red King.

  15. Winning with Intelligence The Simple 2 for 1 shot Do you see how white wins?

  16. After white moves 27-23, no matter which way red jumpswhite will jump both red pieces. If you said 31-26, you are also correct but white would have to make many more moves and win with 2 against 1 as in the previous example. With the shot white wins at once.

  17. Another 2 for one White to move and win Do you see how?

  18. White moves 27-24 and After red jumps 20-27

  19. White jumps both red pieces Jumping from 32 to 23 to 14 Written as 32-14 White wins

  20. This is a 3 for 2 Shot White to move and win Do you see how?

  21. White starts on the road to winning by moving 19-16 now red must jump from 12 to 19 This results in the above positionDo you see the white win?

  22. However red jumps, white will clear the board Try both jumps with red and see what happens

  23. Red jumps 18-27 Red jumps 19-26 White jumps from31 to 22 to 15 to 6written as 15-6 White jumps from 31 to 24 to 15 to 6written as 15-6

  24. Summary • You now know how to win some simple endings • You already know more than 99% of the people that you will meet • Next you will need to learn some basic strategy such as how to set traps and execute shots and strokes.

  25. The Brooklyn Stroke White to move and win

  26. White starts the winning procedure moving from 18 to 14 forcing red to jump 11-18 Resulting in the position depicted above

  27. White makes another offeringby moving 14 to 10. Red jumps 6-15 This is the position after redjumps 6-15. Now white has the option of jumping 19-10 or 23-14. Which way would you jump?

  28. I hope you did not say 19-10as that would lose. White jumps 23-14 forcing red to jump againby 16-23. This leaves red in the abovepredicament.

  29. White jumps from 27 to 18 to 11to 4 leaving this position. Redmust now jump 20-27 and whitejumps 32-23. After the jumps, red is a goner.The only move is 12-16 and whitebrings his king out 4-8, red’s only move is now 16-20 and after 8-11in reply red gives both men away.

  30. The moves would be written like thisin the modern style This is an exampleof the older style 18-14 11-18 14-10 6-15 23-14 16-23 27-4 20-27 32-23 White wins • 18-14 11x18 • 14-10 6x15 • 23x14 16x23 • 27x4 20x27 • 32x23 white wins by pinning both remaining red pieces on the side of the board

  31. White appears to be in real trouble, he has 1 king and3 men against 1 king and 4 men for red. It will take a miracle for white, but the miracle is there! Move the white man on 22 to 17 andsee what results!

  32. Is white nuts? He gives away 2 men!! Red’s king jumps from 21 to 14 to 7

  33. Red’s jumps results in the following position The white king now eliminates red jumping from 1 to 10 to 3 to 12 to 19 to 28

  34. Where to Get More Information • Find books about Checkers in the library • Very few books still in print • Lots of information on the Internet

  35. Checkers web sites The official website of the ACFThe American Checker Federation http://www.usacheckers.com

  36. Checkers web sites • Bob Newell’s “Checker Maven”http://www.checkermaven.com/This website is updated weekly on Saturday and contains much current information such as out of print books that can be downloaded, study problems and games. A very useful website for Checker players.

  37. Checkers web sites • Hans’ Checkers Animations http://www.h4ns.net/checkers/ Lots of information such as game, problems and useful themes that are animated and you can watch the moves being played

  38. Checkers web sites • Jim Loy’s Checker pageshttp://www.jimloy.com/checkers/checkers.htm Jim’s site is a virtual wealth of information about Checkers. It is not animated so you would need a checker board and checkers to follow the moves in games and positions.

  39. Checkers web sites • Martin Fierz’s Checkerboard http://www.fierz.ch/checkers.htm Martin has written a powerful Checker programI used his program to make the Checker diagrams used in this presentation. Martin has generously made his program available as a free download.

  40. In learning to play checkers, study and hard work can be very rewarding, and who knows, you might even become famous

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