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01. Fundamentals
02. Winning Tactics
03. Spectacular Traps
04. Opening
05. Endgame
06. Draw
Appendix I: Laws
Appendix II: Variants
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4. How to Get a Good Game in the Opening
9-13 Edinburg |
9-14 Double Corner |
10-14 Denny |
10-15 Kelso |
11-15 Group |
11-16 Bristol |
12-16 Dundee
In the spectacular traps of the previous chapter, you saw how easy it is to go wrong in the opening. Before the unwary victim quite realizes what has happened, he has a lost game.
It is therefore useful to familiarize yourself with the most important recommended lines of play, so that you can get off to a good start. And in addition, if your opponent adopts inferior lines, you will be able to take advantage of his lapses.
The inexperienced player may well be baffled when he starts a game. He has a choice of seven different opening moves; his opponent has a choice of replies to each one. Some are good, some bad, some colorless. How is he to know which is which?
To know all the openings, in all their intricacies, is the job of the expert. He must know every little fine point. For the average player the problem is less critical. A knowledge of the over-all picture will eliminate much of the initial confusion. Then he can experiment with different openings, and decide which he prefers. Eventually, he will specialize and deepen his knowledge. But, at the start it is better to develop a general idea of the whole opening repertoire.
We turn now to the seven opening groups which stem from White's first move.
The following table lists Black’s possible first moves in the order of merit:
Best 11-15
Second-best 9-14
Third and fourth-best 11-16
or 10-15
Fifth-best 10-14
Sixth-best 12-16
Seventh-best 9-13
A word of caution about this listing. It does not follow that if you adopt the better opening moves you will necessarily win— or that if you adopt the inferior opening moves you will necessarily lose.
Long experience with these opening moves has shown that if you start off with the better moves, you are more likely to have the initiative, more likely to build up an aggressive formation, more likely to come off unscathed with a draw if you play second-best moves. On the other hand, if you start with the inferior opening moves, you may find yourself on the defensive in short order; you may reach positions in which only first-rate skill will make a draw possible.
This is considered Black's weakest first move, as it moves a man to the side of the board and allows White to take the initiative in the center, where the men have the greatest mobility.
White has good replies in 22—18! and 24—19 ! while 21—17? (the Switcher) is comparatively weak and gives Black fine prospects.
BLACK WHITE
9-13 22-18!
Another good line of play for White is 24—19!; . . . 11—15, 28—24; . . . 6—9, 22—18 etc.
White has a number of other moves for an even game; for example:
I ... 9—13, 22—17; . . . 13—22, 25—18; . . . 11—15,
18—11; . . . 8—15, 21—17 etc.
II ... 9—13, 23—18; . . . 12—16, 18—14; . . . 10—17,
21—14; . . . 6—10, 24—20; . . . 10—17, 25—21 etc.
III. 9—13, 23—19; . . . 11—15, 22—18; . . . 15—22,
25—18; . . . 10—14, 18—9; . . . 5—14, 27—23 etc.
IV. 9—13, 24—20; . . . 11—15, 22—17; . . . 13—22,
25—11; . . . 8—15, 21—17; . . . 5—9, 17—13 etc.
12-16 ----------
Generally considered Black's best continuation.
------- 24-20
8-13 25-22
10-15 18-14
16-19 23-16
12-19 14-10!
Diagram 46 (Black to play)
BLACK
|
WHITE
Leads to interesting play.
7-14 27-23
Diagram 47 (Black to play)
BLACK
|
WHITE
Black is safe if he continues . . . 14—18!, 23—7; . . . 18—25, 29—22; . . . 2—11. On the other hand (see Diagram 47) ... 2—7?, 23—16; . . . 6—10, 30—25 etc. leads to an untenable position for Black.
SWITCHER
BLACK WHITE
9-13 21-17?
White's weakest reply.
11-15! -------
This gives Black a strong game. (This opening also comes about after . . . 11—15, 21—17?; . . . 9—13 etc.)
------- 25-21
8-11 30-25
Another maneuver, which must be handled carefully by White, is 17—14; . . . 10—17, 21—14; . . . 6—10, 22—17 etc.
4-8 24-19
15-23 28-19
11-15 17-14
15-24 27-20
10-17 21-14
Black has the initiative, and White must play with care.
... 9—14 (DOUBLE CORNER) GROUP
This is considered Black's second-best opening move. Note that (unlike . . . 9—13) this is a move toward the center, and it is therefore good on principle.
As for White's replies, 22—17! and 22—18! are best, while 23—19 and 24—20 are playable. Black gets a strong game after 23—18 (Double Cross) and after 24—19.
BLACK WHITE
9-14 22-18!
Here 23—18 (the Double Cross); . . . 14—23, 27—18; . . . 12—16, 18—14; . . . 10—17, 21—14; . . . 6—9 is good for Black.
Similarly, after 24—19; . . . 11—15, 22—18; . . . 15—24, 18—9; . . . 5—14, 28—19; . . . 8—11 Black has some initiative.
On the other hand, after 24—20; . . . 5—9!, 22—18!; . . . 11—16, 20—11; . . . 8—22, 25—18 the game is even.
BLACK WHITE
5-9 24-20
11-16 20-11
8-22 25-18
4-8 28-24
8-11 24-19
11-16 29-25
7-11 --------
Now White plays a well-timed thrust which relieves his position. (See Diagram 48.)
Diagram 48 (White to play)
BLACK
|
WHITE
BLACK WHITE
---------- 18-15!
11-18 21-17
14-21 23-5
16-23 26-19
The freeing exchanges have assured White of equality.
PIONEER
BLACK WHITE
9-14 22-17!
11-16
This forms the Pioneer Opening, a very popular line of play. (Black is better off with ... 11—15, 25—22;... 15—19, 24—15; . . . 10—19, 23—16; . . . 12—19, 17—10; . . . 6—15 etc.)
-------- 25-22
8-11 22-18
16-20 18-9
5-10 29-25
11-15 -------
Black's best.
-------- 25-22
7-11 17-23
Diagram 49 (Black to play)
BLACK
|
WHITE
While the game will be even with the best play, Black must proceed with care.
4-8 22-17
15-18 24-19
18-22 19-16
12-19 23-7
2-11 26-23
Even game.
DEFIANCE
BLACK WHITE
9-14 23-19
11-15 27-23
These moves form the opening, which leads to interesting battles, as its name indicates.
8-11 22-18
15-22 25-9
5-14 29-25
6-9 -------
An alternative which also leads to equality is … 11-15, 25-22; …… 7-11, 24-20; …..15-24, 28-19, etc.
------- 25-22
9-13 24-20
11-15 32-27
This is rated as the fifth best of the seven first moves available to Black. (Some authorities rate it even a place lower.)
White does very well with 22—17! or 23—19! or 24—19! for his first move, while 23—18 and 24—20 are weak first moves for White that give Black good prospects.
VARIATION I
BLACK WHITE
10-14 --------
This move gives the opening its name.
-------- 22-17!
Note that after 23—18; . . . 14—23, 27—18; . . . 12—16, 32—27; . . . 16—20, 26—25; . . . 6—10, 30—26; . . . 11—15 Black has excellent prospects.
Similarly, 10—14, 24—20; . . . 11—15 is a good formation for Black.
7-10 17-13
3-7 25-22
White also gets a good game with 24—20.
Here . . . 10—14 is a bit on the risky side, as may be seen from the continuation 24—19; . . .. 6—10, 22—18; . . . 14—17, 27—24; . . . 1—6, 19—15; . . . 10—19, 24—15; . . . 12—16? (. . . 6—9! draws). Now White wins brilliantly by 15—10!!; . . . 6—22, 13—9!; . . . 5—14, 23—18; . . . 14—23, 26—3(K), etc.
11-15 --------
Diagram 50 (Black to play)
BLACK
|
WHITE
The safest play.
---------- 24-20
7-11 23-18
12-16 27-23
White has the initiative.
VARIATION II
BLACK WHITE
10-14 23-19!
11-16 26-23
If now ... 9—13, 24—20?? (22—18 or 22—17 is correct) and we have the trap shown in Diagram 36.
6-10 30-26
1-6 19-15
10-19 24-15
16-19 23-16
12-19 22-17
14-18 22-17
7-10 25-22
White has the initiative.
VARIATION III
BLACK WHITE
10-14 24-19!
And now . . . 11—16, 28—24 may lead to the trap shown in Diagram 37.
6-10 --------
A good line for White here is 27—24; . . . 9—13, 22—18; . . . 11—15, 18—11; . . . 8—15, 23—18 and now . . . 15—22! is best for Black—not . . . 14—23?? leading to the trap shown in Diagram 38.
-------- 22-17
Diagram 51 (Black to play)
BLACK
|
WHITE
BLACK WHITE
11-15 -------
Or ... 9—13, 28—24; . . . 13—22, 25—9; . . . 5—14, 26—22 and White retains the initiative.
-------- 17-13
A reasonable alternative is 26—22; . . . 15—24, 28—19; . . . 7—11!, 17—13 with a good game for White.
15-24 13-6
2-9 28-19
White has the initiative.
VARIATION IV
BLACK WHITE
10-14 22-18
11-15 -------
Preferable to ... 11—16, which may lead to the trap shown in Diagram 39.
------- 18-11
18-15 26-22
Other playable moves are 24—20 and 24—19.
6-10 22-17
4-8 23-19
White has a good game.
This move ranks with . . . 11—16 as Black's third-best opening move. White's best replies are 21—17! or 22—17! or 22— 18!—all of which give him an excellent game. On the other hand, 24—19 and 24—20 are comparatively weak replies.
VARIATION I
BLACK WHITE
10-15 21-17!
An even game results from 23—18; . . . 12—16, 26—23; . . . 16—19 (. . . 8—12 may lead to the trap shown in Diagram 34), 23—16; . . . 11—20, 18—11; . . . 8—15, 22—18 etc.
11-16 --------
If ... 9—13?, 17—14; . . . 11—16, 24—19; . . . 15—24, 28—19; . . . 6—9, 22—18 and Black has to fight for the draw.
-------- 17-13
Here 24—20 is a promising alternative. (See Diagram 52.)
16-20 --------
Instead, . . . 8—11 ? is much weaker because of ... 24—20! and it is questionable whether Black can hold the position.
--------- 25-21
8-11 24-19
White can also try 29—25 which may lead to the trap shown in Diagram 35.
Diagram 52 (Black to play)
BLACK
|
WHITE
15-24 28-19
11-16 22-18
7-10 26-22
White has the initiative.
VARIATION II
BLACK WHITE
10-15 22-17!
11-16 23-19
An enterprising move.
BLACK WHITE
16-23 26-10
6-15 17-13
9-14 25-22
12-16 27-23
8-12 24-19
15-24 28-19
White has the edge. Black must play carefully to draw.
VARIATION III
10-15 22-18!
15-22 25-18
6-10 --------
Diagram 53 (White to play)
BLACK
|
WHITE
A playable alternative is ... 11—15, 18—11; . . . 8—15 and now 26—22; . . . 4—8, 24—19; . . . 15—24, 28—19; . . . 8—11, 22—18; . . . 6—10, 29—25; . . . 2—6 (threatens . . . 10—15! with a three-for-one shot), 25—22 (defends the threat) and White has a good game.
BLACK WHITE
------- 29-25
11-15 -------
Here . . . 10—15 gives White a chance to fall into a diabolical trap with 25—22?? (see Diagram 53).
------- 18-11
8-15 25-22
4-8 21-17
9-13 23-18
Even game.
VARIATION IV
BLACK WHITE
10-15 23-19
The alternative 24—19 gives Black somewhat the better of it after . . . 15—24, 28—19; . . . 6—10, 22—17; . . . 9—14, 25—22 etc.
Similarly, if 24—20; . . . 15—19, 23—16; . . . 12—19, 27—24; . . . 7—10, 24—15; . . . 10—19, 21—17 and Black has the initiative.
6-10 22-17
Now Black can fall into the Fool's Trap (Diagram 32) with . . . 11—16??
1-6 25-22
11-16 17-13
A good alternative is 29—25.
16-23 26-19
Even game.
This thrust at the center is considered Black's best opening move. It is so popular that it has branched off into more openings than any other initial move. Among the replies that can be recommended for White are 23—19 or 23—18 or 22—18 or 22—17. On the other hand, 24—20 and 24—19 and 21—17 are all considered inferior in varying degrees.
A useful point for the beginner to know is that after . . . 11—15, 21—17 Black can play the favorable Switcher (page 86) by continuing . . . 9—13 etc.
GLASGOW
BLACK WHITE
11-15 23-19!
8-11 22-17
11-16 --------
These moves form the opening, which is an excellent one for inexperienced players to adopt.
Instead of his last move, Black can select the picturesquely named Laird and Lady opening, which goes . . . 9—13, 17—14; . . . 10—17, 21—14 and leads to lively play.
-------- 24-20
16-23 27-11
7-16 20-11
3-7 28-24
The alternative 11—8 is also playable.
7-16 24-20
16-19 25-22
4-8 29-25
Diagram 54 (Black to play)
BLACK
|
WHITE
19-24 --------
This leads to interesting complications. If now 32—28; . . . 8—11, 28—19; . . . 11—15, 20—16; . . . 15—24, 16—11 etc.
17-14 --------
An interesting though only temporary sacrifice. Instead, White can play safe with 17—13; . . . 9—14, 26—23 etc.
BLACK WHITE
9-18 22-15
10-19 32-28
6-0! --------
So that if White plays 26—23 there follows . . . 19—26, 30— 23; ... 8—11, 28—19; . . . 11—15 and wins.
--------- 25-22
If now . . . 8—11, 22—18 (to stop . . . 11—15) with an interesting draw by ... 5—9, 21—17; . . . 10—15, 26—23; . . . 19—26, 28—10; . . . 2—6, 31—22; . . . 6—15 etc.
5-9 22—18
If now . . . 8—11 White plays 21—17 and holds the position despite the fact that he is temporarily a man down. (See Diagram 55.)
Black therefore "pitches" a man, and this leads to interesting complications.
9-14 18-9
1-5 9-6
2-9 20-16
9-14 26-23
The safest, at last recovering the sacrificed man.
19-26 28-19
5-9 31-22
Even game.
Diagram 55 (Black to play)
BLACK
|
WHITE
OLD FOURTEENTH
BLACK WHITE
11-15 23-19!
8-11 22-17
4-8 -------
These moves form the opening, which also has many interesting possibilities. Instead, . . . 3—8 forms the intricate Alma opening, for example 25—22; . . . 11—16, 27—23; . . . 7—11, 24—20, etc.
------ 17-13
15-18 24-20
If now ... 9—14, 28—24; . . . 10—15, 19—10; . . . 6—15, 26—23 Black should continue . . . 15—19!, 24—15; . . . 5—9!, 13—6; . . . 1—26, 31—15; . . . 11—18 with equality (but not . . . 12—16?, 23—19!; . . . 16—23, 20—16!; . . . 11—20, 25—22; . . . 18—25, 27—4(K) and White wins).
11-15 28-24
8-11 26-23
9-14 31-26
Not 30—26?, when Black replies . . . 6—9! forcing White into an untenable position.
6-9 13-6
2-9 26-22
Diagram 56 (Black to play)
BLACK
|
WHITE
If Black now plays the plausible . . . 9—13??, he loses by one of the most spectacular shots known on the checkerboard: 20— 16!!; . . . 11—20, 22—17!; . . . 13—22, 21—17!; . . . 14—21, 23—14; . . . 10—17, 25—2(K) etc.
1-6 22-17
18-22 25-18
15-22 -------
Even game.
SOUTER
BLACK WHITE
11-15 23-19!
9-14 22-17
This forms the opening, an old-fashioned line of play with interesting possibilities.
With . . . 5—9 instead, we get the Fife, another ancient but lively line, for example 17—13; . . . 14—18, 19—16; ... 12— 19, 26—23; . . . 19—26, 30—5, etc.
And with . . . 7—11 at Black's third move we have the Whilter, which may go as follows: 25—22; . . . 11—16, 26— 23; ... 5—9, 17—13; . . . 3—7, 29—25, etc.
-------- 17-13
2-6 26-22
8-11 22-17
If Black now plays . . . 4—8?? he weakens his game irretrievably. There follows: 27—23; . . . 15—18, 32—27; . . . 11—15, 30—26; . . . 8—11, 26—22; . . . 3—8, 31—26; . . . 11—16, and now White wins brilliantly with 24—20!!; . . . 15—31 (K), 22—15; . . . 31—22, 20—2(K); . . . 10—26, 17—10!; . . . 6—15, 13—6; . . . 1—10, 25-4(K) etc.
Diagram 57 {Black to play)
BLACK
|
WHITE
14-18 25-222
18-25 9-22
Even game.
CROSS
BLACK WHITE
11-15 23-18
These moves form the opening. White gets excellent counterattacking chances.
8-11 --------
Also playable is ... 9—14, which may lead to the trap shown in Diagram 41.
27-23 --------
More enterprising than 26—23, which is often played here.
4-8 --------
The alternative . . . 10—14 may lead to the trap shown in Diagram 40.
Diagram 58 (White to play)
BLACK
|
WHITE
Here White can set a trap and play 24—20, hoping for ... 9—13?? (. . . 15—19! is correct), 20—16!; . . . 12—19, 23— 16; ... 11—20, 18—4(K) and wins.
BLACK WHITE
-------- 23-19
10-14 19-10
14-22 26-19
7-14 24-20
6-10 22-17
9-13 30-26
After simplifying exchanges (. . . 13—22, 25—9; . . . 5—14 etc.) the game is even.
SINGLE CORNER
BLACK WHITE
11-15 22-18
These moves form the opening, which gives Black a slight initiative—though White possesses ample resources.
15-22 25-18
12-16 ..... ------
Here . . . 8—11 may lead to the traps pictured in Diagrams 42, 43, and 44.
------- 29-25
More conservative than 18—14, which is also playable.
10-14 25-22
16-20 24-19
6-10 --------
Or ... 8—11, 19—16; . . . 4—8, 28—24; . . . 6—10, 16— 12 with level chances.
------- 22-17
Even game.
DYKE
BLACK WHITE
11-15 22-17
15-19 ---------
These moves form the opening.
If instead of ... 15—19 Black plays . . . 8—11, then after 17—13; . . . 15—18 we have the Maid of the Mill, with even prospects after 23—14; . . . 9—18, 26—23; . . . 10—14, 24—20 etc.
------- 24-15
10-19 23-16
12-19 25-22
Diagram 59 (Black to play)
BLACK
|
WHITE
At this point Black can play . . . 9—14, 17—10; . . . 6—15, 21—17; . . . 5—9, 17—13; . . . 2—6, 30—25; . . . 7—10 (but not ... 9—14??, 26—23!; . . . 19—26, 22—18!; . . . 15—22, 25—2(K) and White wins).
8-11 7-23
If White plays 29—25 instead, he will find himself in serious trouble after . . . 11—15. In that case . . . 17—13! holds the position, whereas 27—23?? loses by ... 9—13!, 23—16; . . . 15—18!, 22—15; . . . 13—29(K) etc.
4-8 23-16
11-20 22-18
8-11 32-27
The position is even.
AYRSHIRE LASSIE
BLACK WHITE
11-15 24-20
These moves form the opening.
\White's first move here is slightly inferior, as is also 24—19 (the Second Double Corner) with the likely continuation . . . 15—24, 28—19; . . . 8—11, 22—18; . . . 9—14, 18—9; . . . 5—14, 25—22 etc.
8-11 28-24
4-8 23-19
Now Black must avoid . . . 9—13?? for then White wins with 20—16!!; . . . 11—20, 22—17; . . . 13—22, 25—4(K).
15-18 22-15
11-18 26-22
7-11 22-15
11-18 30-26
8-11 -------
Diagram 60 (White to play)
BLACK
|
WHITE
Here White can go grievously wrong with 26—22?? allowing Black to win with . . . 11—16!!, 20—11; . . . 3—7!, 22—15; . . . 7—23, 27—18; . . . 10—28, etc.
-------- 25-22
18-25 29-22
11-15 27-23
Black has a slight initiative.
Together with . . . 9—14, this ranks as Black's third-best opening move. The best replies are 22—18 or 24—19, while 23—19? should definitely be avoided by White.
BRISTOL
BLACK WHITE
11-16 24-20
After 22—17; . . . 16—19, 23—16; . . . 12—19, 24—15; 10—19, 25—22 Black has a slight initiative.
Or White can play 21—17; . . . 9—13, 25—21; . . . 5—9, 23—18; . . . 10—15, 18—11; . . . 8—15 with about an even game.
16-19 23-16
12-9 22-18
If Black now plays ……8-11 we may get the trap shown in Diagram 45.
9-15 18-9
5-14 25-22
10-15 22-17
7-10 20-16
2-7 30-25
Even game.
BRISTOL CROSS
BLACK WHITE
11-16 23-18
These moves form the opening.
16-20 24-19
Note that . . . 8—11 ?? in reply would now be a gross blunder (Diagram 31).
10-14 18-15
A good alternative is 26-23;….8-11, 22-17; …..7-10, 30-26 etc.
7-10 22-17
9-13 27-23
13-22 25-9
5-14 29-25
White has a slight initiative.
MILLBURY
BLACK WHITE
11-16 22-18
8-11 --------
Better than . . . 16—19, 24—15; . . . 10—19, 23—16; . . . 12—19,
25—22 etc.
--------- 25-22
16-20 22-17
This gives White more play than 29—25; . . . 10—14, 18— 15; ... 11—18, 22—15; . . . 9—13, 24—19 etc.
9-14 18-9
5-14 29-25
11-15 25-22
7-11 17-13
White has a slight initiative.
PAISLEY
BLACK WHITE
11-16 24-19
These moves form the opening.
BLACK WHITE
8-11 22-18
10-14 -------
Or ... 4—8, 18—14; . . . 9—18, 23—14; . . . 10*—17, 21—14; . . . 16—23, 27—18; . . . 12—16, 28—24 with slightly better chances for White.
-------- 25-22
Here 26—22; . . . 16—20, 22—17; . . . 7—10, 30—26; . . . 11—16, 26—22; . . . 9—13, 18—9; . . . 5—14, 22—18 is a good alternative for White.
4-8 27-24
And here too White can vary satisfactorily with 22—17; . . . 9—13, 18—9; . . . 13—22, 26—17; . . . 6—22, 30—26 etc.
16-20 31-27
6-10 19-16
White has a slight initiative.
This is a comparatively weak move and is considered the sixth-best of Black's seven possible opening moves. White's best reply is 24—20; of the alternatives, only 23—19? is bad enough to be unplayable.
DUNDEE
BLACK WHITE
12-16 24-20
Best; White establishes a strong grip on the side square. Other White moves are less pressing. For example, 24—19 allows Black to improve his chances by transposing into the Paisley with . . . 8—12.
After . . . 12—16, 22—18; . . . 16—20, 25—22; . . . 8—12, 22—17; . . . 9—14, 18—9; . . . 5—14, 29—25 or ... 12—16, 23—18; . . . 16—20, 24—19; . . . 11—15, 18—11; . . . 8—24, 28—19 White has a slight initiative.
8-12 --------
…….. 11-15, 20-11; …..7-16, 22-18 is less good for Black.
-------- 28-24
3-8 22-18
16-9 24-15
10-19 23-16
12-19 25-22
White has the initiative.
In this survey of the openings, we have assumed that the games will be started on the "go-as-you-please" principle. This means that the players are free to choose whatever opening sequence they please.
In tournament competitions among experts, it is customary to play under the "three-move restriction" rule. This means that the opening for each game is selected by ballot. The purpose of this is to produce a more spirited type of game and to minimize the emphasis on prepared variations.
Since the average player will never be called upon to start his games in the restricted style, it is not essential for him to study the numerous (more than 130) restricted openings.
While the field of checker openings is extensive and at first sight bewildering, the patterns and standard strategies will become clearer with play; but plenty of play is necessary. Only practical experience can drive home the lessons taught by theory. Although theory is a valuable guide, it can never be an adequate substitute for playing experience.
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