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FIRST SITUATION FOR NOT WINNING.

White king on the black queen's rook's square. White pawn on the black queen's rook's second square.

Black queen

in the white queen's place. Black king in the white king's place.

Black is to play.

SECOND SITUATION FOR NOT WINNING.

White king in the black queen's knight's place. White pawn in the black queen's bishop's second square.

Black queen in the white queen's place.
Black king in the white king's place.
Black is to play.

Place the pieces on the other side of the board, in the same situation, it will make a drawn game, or else the pawn and king must win by stale

mate.

White should observe not to guard the pawn, unless it may be taken by giving check at the same time, by which means the black king can never gain a move, and the black queen cannot take the pawn without giving stale-mate.

SITUATION FOR WINNING.

White king in the black king's rook's square. White pawn in the black king's knight's second square.

Black king in the white king's square.
Black queen in the white queen's square.
Black is to play.

The black queen gives check in her rook's fourth square, by which she gains a move for her king: and, as often as she forces the white king to go behind his pawn, she gives a move to her king.

DRAUGHTS.

INTRODUCTION.

1. THE draught-table, of which the print affords an accurate representation, must be placed with an upper white corner towards the right hand.

2. The table being properly placed, I number the white squares in order, from 1 to 32.

3. The men are black and white or yellow round pieces, similar to those used at Backgammon. The black pieces are supposed to be placed upon the first twelve, and the white on the last twelve white squares, in all the following games.

4. Each player alternately moves one of his men forwards, at a right angle, to the next white square; and when the man is moved to a square adjoining to an enemy, and another square next angularly behind the man so moved is unoccupied at that time, or afterwards becomes so before the foe is displaced, then the man so placed or left unguarded must be captured by the opponent, whose man consequently leaps over to the vacant square, and the prisoner is taken off the board. The same practice is immediately to be repeated, in case the man effecting a capture thereby gets situated angularly fronting an enemy unguarded behind. This may be best illustrated by example;

as for instance, in the first game black commences by moving from the 11th square to the 15th; then white moves from 22 to 18, by which his man is liable to be taken by the adversary black, who leaps from 15 to 22, and in his turn is ensnared by white, whose man leaps from 25 to 18; and had it so happened, that one of the black was placed on 14, and No. 9 unoccupied, white could then take that man also; and moreover, if black had besides a man on 6, and No. 2 open, white must likewise both take that, and make a king besides; for when any man gets onwards to the last row on the end of the board opposite to that from whence his colour started, then he becomes a king, and is crowned by placing one of the captives upon him, and he thereby obtains the privilege of moving and taking either backwards or forwards, in an angular direction.

5. When any player neglects to capture the antagonist, he then is said to stand the huff. For which, see the fourth law at page 401.

6. For the playing of any move required, the numbers may be written upon the board itself, near a corner of each square, so as to be easily seen when the men are placed. Or a table may be drawn upon paper or card, and the squares numbered, as in the following figure, and such a table will be a ready guide to any move directed.

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OBSERVATIONS ON THE GAME OF DRAUGHTS.

The learner should select a few games for practice, and become master of such variations as can be made from them; and in respect to any games he may wish to reverse, let the following instructions be attended to. Write down those figures required to make the numbers played from and to exactly 33, as in the example shown in page 399. The game is begun by black moving from 11 to 15; and as 22 added to 11, and 18 to 15, each form 33, set down 22, 18; which, in reversing the game, must be white's first move. By acting in a similar manner with every succeeding move, the game will be completely reversed.

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Having the move is a decided advantage, even over a skilful opponent in particular cases, and means possessing that situation on the board which will eventually enable you to drive your adversary into a confined position, and thereby finally secure the last move to yourself; but where your men are in a confined state, the move would not only be of no service to you, but might cause the loss of the game. Number the men and squares; and if one of them prove even, and the other odd, you have got the move: when both are even, or both odd, you have not the move; exemplified in this critical situation, in which white is to play first.

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