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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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6. How to Draw “Lost” Positions

While the beginner is eager to win and considers winning a laudable ambition, he often lacks the proper attitude toward the draw. There are many desperate situations in checker games where it is quite a feat to be able to draw what is to all appear­ances a lost game. It is a good player's particular delight to sal­vage such positions from disaster.

A common drawing motif is based on the idea of taking advantage of an unfavorable corner or side situation of the numerically stronger side. (As we know, checker forces have little mobility at the side and even less in the single corner.) By skillful and economical use of your forces you can often work wonders to achieve a draw even though outnumbered.

Sometimes a nicely prepared two-for-one shot will do the trick, restoring material equality. In other cases, perfect timing of temporary sacrifices is the answer. A position may be lost if you play the orthodox, "safe" way. Yet if you transpose moves— change their order—you may produce a finesse that just saves the game. Or, by means of a clever "seesaw" maneuver you may be able to hold your opponent at bay despite his material superiority. Quick, careless moves or acceptance of the inevitable are sure to lose; whereas deft, resourceful, foresighted play will make all the difference.

There are also a number of exceedingly valuable endgame positions which can be drawn when you are down in material.
You should practice the correct moves until you know them by heart and can apply them in your own games.

In general, these drawing positions are based on the follow­ing principle: the outnumbered forces are placed very favorably and can operate at maximum effectiveness. The numerically stronger forces, on the other hand, are split and cannot do their best. The extra single man, for example, is generally at the side and cannot advance. Watch this principle in operation and you will save many a "lost" game.

When you are down in material, you can often force a draw if your opponent's men are in and near a single corner. As we see in Diagram 78, the numerically stronger side has very little mobility in such situations.

Diagram 78 (White to play and draw)
BLACK

checkers strategy

WHITE

White's King is perfectly poised for the draw. (Note, how­ever, that if it were Black's move, he could break out of the unfavorable formation with . . . 25—22, winning easily as in Diagram 61.)

                                    BLACK           WHITE
                                    --------               23-26!

Of course 23—18?? would be a terrible blunder, allowing Black to win offhand with . . . 25—22.

                                    25-21                6-22

This is the move that holds the draw.

                                     21-25                2-26

Or 22—17 with the same effect.

                                    25-30               26-22

Drawn. Neither Black King can escape, thanks to the White King's "seesaw" maneuver.

This theme is very useful to know, as we can see in a more complicated setting such as the one in Diagram 79.

White's situation appears hopeless. He does not have a single King, whereas Black has three. Worse yet, two of the White men are attacked and at least one of them cannot escape capture. Yet the fact that one of the Black Kings is in the single corner suggests an amazing resource to White.

Diagram 79 (White to play and draw)
BLACK

checkers strategy

WHITE

                                    BLACK           WHITE
                                    --------               15-10!

Since White must lose a man anyway, he loses it in the most advantageous way.

If now ... 14—7, 6—2(K); . . . 19—12, 2—11 and lo and behold! White has the drawing position of Diagram 78. An exquisite line of play.
                                   
                                    19-11               6-2(K)

This transposes into the previous note!

                                    14-7                 2-11

And again White has the desperately desired seesaw drawing position. This is a fine example of split-second timing.

In Diagram 80 White is in dire straits, as his man on 29 cannot move. Worse yet, it seems as though Black's King can trap White's King. We might therefore carelessly conclude that White is lost.

Despite the desperate character of this position, White can draw if he forces the Black King to the side.

                                    BLACK           WHITE
                                    --------            31-26
                                    24-19               26-30

Diagram 80 (White to play and draw)
BLACK

checkers strategy

WHITE

Of course not 26-31?? When …….19-23 wins for Black at once.

                                    19-23             29-25
                                    23-18               --------

Now it seems to be all over, as White must lose a man. Yet the draw is there!

                                    25-22!             -------
                                     18-25                30-26
                                     25-29               --------

If ... 25—30, 26—22 and the man on 21 must move, estab­lishing the draw at once.

                                    --------                        26-30

Also possible, but more complicated, is 26—22; . . . 21—25, 22—26; . . . 25—30(K), 26—22 and White draws as in Diagram 78.

                                    29-25               30-26

And White draws by the seesaw maneuver, as Black cannot escape from the pattern.

Another, very similar example turns up in Diagram 81. Here White is apparently lost, as Black gets a two-for-one shot after 9—14??; . . . 23—26, 30—23; . . . 27—9—or else 25—22??; . . . 23—26, 30—23; . . . 27—25.

Diagram 81 (White to play and draw)
BLACK

checkers strategy

WHITE

Nevertheless White  can  draw if he plays for the seesaw pattern.

                                    BLACK           WHITE
                                    -------              9-13!
The only way to draw.

                                    23-26                30-23
                                   27-18                 -------

Now White must lose his man on 25, which is equivalent to the loss of the game—or is it?

                                    BLACK           WHITE
                                    --------             25-22!

Forced, but good just the same.
                                   
                                    18-25               13-17
       .....                        25-29               -------

If ... 25—30, 17—22 and White draws at once.

                                    --------             17-22
                                    21-25               22-26

Now Black gets a second King . . . but still cannot win, as we saw in a note to the previous example.

                                    25-30 (K)        26-22
                                    30-25               22-26

Also feasible is 22—17—but not 22—18??; . . . 25—22 and wins.

                                    25-21               26-22
                                    21-25               22-26
                                    25-30               26-22

And White draws by the seesaw maneuver.

Even when there is no question of the single corner involved, the numerically weaker side has valuable resources if the other player's forces are confined to the side of the board. In Diagram 82 White would be lost if it were Black's move, for then the man on 11 would rush on to the King row. But with White to move first, he forces an easy draw.

Diagram 82 (White to play and draw)
BLACK

checkers strategy

WHITE

White hastens to prevent . . . 11—15.

                                    BLACK           WHITE
                                    --------               6-10!
                                   11-16                  10-15
                                   16-20                  15-19
                                   12-16                   -------

Forced.
                                    --------             19-12
                                    20-24               -------

And in Diagram 83 White is able to hold the hostile forces at bay, again because it is his move. (If Black moves first, he wins easily.)

Diagram 83 (White to play and draw)
BLACK

checkers strategy

WHITE

White finds the right move to tie up Black's forces:

                                    BLACK           WHITE
                                    --------              18-22
                                   21-17                  22-18

Leaving Black no choice.

                                    17-21               18-22

Drawn. Black has no way out of the seesaw pattern.

Diagram 84 (White to play and draw)
BLACK

checkers strategy

WHITE

Now let us see how the pattern can be applied in a more elaborate setting. There are many positions where the most obvious order of moves will lose; on the other hand, if you modify the order slightly, you can transform the loss into a draw. Diagram 84 offers a fine example of this. (Compare this situation with Diagram 30.)

Well may White wring his hands in despair. If he plays the most natural move,  8—3(K)?? or 8—4(K)??, there follows . . . 15—19!, 23—16; . . . 20—11, and, having starved White out of moves, Black wins on the spot.

And, since White cannot move his men on 22 and 23, he is seemingly lost.

But there is a way out:

.................................. BLACK            WHITE
.................................. ---------             23-19!

So this man can move after all! Here is White's reasoning. By means of this sacrifice, he will evade the ruinous line shown in the previous note. Then, once he gets a King, he will go after Black's man on 14, and thus reestablish material equality with a drawn position.

                                    BLACK           WHITE
                                   15-23              8-3(K)
                                   24-27              3-7
                                   27-31(K)         7-10
                                   31-26              10-17

Drawn—and just in the nick of time. A splendid ending.

By way of review, let us return to the seesaw theme. Without this finesse, White would be hopelessly lost in the position of Diagram 85. (See next page.)

Black threatens to gobble up the man on 14 by playing . . . 22—18 or ... 22—17. It would seem at first sight that White's

King is too far off to lend a hand, but actually he is a very acrobatic King who can work miracles.

                                    BLACK           WHITE
                                    -------              27-23!

The beauty of this move is that it looks like a horrible blunder allowing the "breeches" trick . . . 22—18. But in that case White draws with the sly move 14—9! or 14—10!

                                    22-17               --------

Diagram 85 (White to play and draw)
BLACK

checkers strategy

WHITE

This is the only move worth considering, and of course Black still expects to win; but dwell for a moment on the alternative . . . 22—25?? This is a fearsome blunder which allows White to seize the initiative at once with 23—18 or 23—26 winning.

                                    --------                        14-9!

White relies on the old faithful seesaw pattern. (See Diagram 83.)

                                    BLACK           WHITE
                                   6-12                     23-18
                                   17-21                   18-22
                                   21-17                  22-18
                                    17-21               18-22

Drawn. Black can make no headway while White holds the fort with his seesaw maneuver.

White is in a bad way in Diagram 86. He wants to crown another King to even up matters, but after 6—2(K) Black wins the man on 11 with . . . 10—7; and on 6—1(K) instead, Black still wins with . . . 19—16.

White can draw,  despite appearances, by two very pretty sacrifices perfectly timed.

                                    BLACK            WHITE
                                    ---------             6-2(K)!

Diagram 86 (White to play and draw)
BLACK

checkers strategy

WHITE

The only way to save the game. 10-7

Apparently decisive, as the man on 11 is lost. The question is: What is the best way to lose it?

                                    ---------                       8-12!

A brilliant finesse.

                                    7-16                 --------

It is still not apparent that White has gained. But note that Black's numerically superior forces have only one reply left after White's next move.

                                    -------              2-7
                                    16-20               --------                       

Forced; but now White's bombshell bursts.

.................................. -------              12-8!

Laying the groundwork for a neat two-for-one shot that re­establishes material equality.

                                    4-11                 7-23

Drawn. Very pretty play.

Now back again to our old friend the seesaw theme. In Diagram 87 Black is on the point of losing material, as his men on 22 and 23 are both attacked. On ... 23—26? White replies 18—25 and wins.

Diagram 87 (Black to play and draw)
BLACK

checkers strategy

WHITE

If Black plays . .  .  28—32(K)   White of course does not capture 18—27? Instead he plays 18—25 and wins. But by a little trick Black can turn the whole transaction to his advantage.

                                    BLACK           WHITE
                                    22-26!             ---------

Looks nonsensical, but there is method in his madness.
If now 18—27 Black replies . . . 28—32(K)!, 31—22; . . . 32—23 drawing as in the text continuation.

                                    ---------                       31-22
                                    28-32(K)!        -------

The point of Black's sacrifice.

                                    --------                        18-27
                                    32-23               --------                       

Now we have reduced the position to the same situation as in Diagram 82 (with colors reversed), in which the draw is forced.

Thus if now 21—17; . . . 23—26, 22—18; . . . 26—22 and Black draws at once.

                                    --------                        22-17
                                   23-18                           17-13
                                    18-14                          21-17
                       
Forced, but now Black replies ….. 14-21 and the game is drawn.

Before we turn to some standard drawing positions, here is a beautiful example of profound and resourceful play. In Dia­gram 88 Black is a man down, and is naturally eager to recover it. However, he sees that the obvious . . . 27—23? will not do.

Diagram 88 (Black to play and draw)
BLACK

checkers strategy

WHITE

The reason that . . . 27—23? will not do is this: the play goes 18—15!; . . . 23—16, 15—11!; . . . 16—7, 2—11 and White wins.

Yet there is a way for Black to draw:

                                    BLACK           WHITE
                                    3-7!!                -------

An amazing resource.

                                    -----                 2-11
                                   27-23                ------

Now this move works for Black.

The point is that Black threatens two two-for-one shots: . . . 23—7 or ... 23—5. White must allow one or the other, after which the game is drawn. This is a real object lesson in perfect timing.

Now let us turn to some of the standard endgame drawing positions. In the case of Fourth Position (Diagram 75) we saw that the stronger side can win if it is his turn to move. But the weaker side can draw if it is his move. We repeat the position in Diagram 89.

Diagram 89 (White to play and draw)
BLACK

checkers strategy

WHITE

Not having the move, Black can never smoke his opponent out of the double corner, and he can never force the two-for-one shot characteristic of the play from Diagram 75.

                                    BLACK           WHITE
                                    --------              31-27
                                    23-19               27-31
                                    19-24               32-27

Black has no time to occupy the double corner.

                                    24-20               27-32

White dashes right back into the double corner.

                                    22-18               31-27
                                    28-24              27-31
                                    18-23               -------

If White plays 32—28?? now, he loses by ... 24—27.

..................................
.................................. BLACK            WHITE
.................................. --------              31-26

Drawn. Black has no waiting moves, and he can make no headway.
Fifth Position, illustrated in Diagram 90, turns up often enough to be worth knowing. It has saved many an apparently lost game.

Diagram 90 (White to play and draw)
BLACK

checkers strategy

WHITE

(This position can also arise with colors reversed.)

The set-up looks alarming for White, as he must lose material no matter what he plays. On the plausible-looking 27—23?, for instance, Black has . . . 11—15 in reply.

                                    BLACK           WHITE
                                    --------             20-16!

This sacrifice, getting rid of Black's troublesome man on 11, is the key to the following play.

                                    BLACK           WHITE
                                    11-20                27-23
                                    20-24               -------

Black is on the way to the King row, but now White regains the sacrificed material.

                                    -------              22-18
                                    24-27               18-9

If now ... 27—31(K), 23—18; . . . 31—27, 18—14; . . . 10—17, 21—14 with a draw in sight.

                                    10-14               -------

Once more it looks as if White is in trouble, as he stands to lose his man on 23.

                                    --------             9-6
                                    27-31 (K)         6-2 (K)
White's counterattack 2—6 followed by 6—9 will come just in time.

                                    31-27               2-6!
                                    27-18               6-9
                                    13-17               19—15!

Breaks up Black's formation to get a two-for-one transaction.

                                    18-11               9-18

Drawn. Black cannot save the man at 17.

Another famous position, Payne's Draw, is really an adapta­tion of the seesaw technique which we have seen so many times, for example in Diagram 78.

Diagram 91 (White to play and draw)
BLACK

checkers strategy

WHITE

White takes advantage of the fact that the man on 13 can never advance, nor can the Black Kings dislodge the White Kings from their favorable position.

                                    BLACK           WHITE
                                    ---------                       26-23!

This keeps the stone wall intact.

                                    BLACK           WHITE
                                   14-17                  23-26
                                    15-10               --------

On . . . 15—11 the same reply serves.

                                    --------             22-18
                                    10-6                 26-30
                                    17-21               -------

Taking up the futile side-row position, but the other Black King cannot accomplish anything.

                                    ---------            18-22
                                   6-9                     30-26
                                    9-14                 26-30

Drawn. If Black tries . . . 14—17??, he loses a King after 22—18. This is a very useful draw, of great practical im­portance.

The ending known as Petterson's Drawbridge is another useful and practical position. (See Diagram 92.) As the ending is fairly long, you will find it advisable to play over the text continuation first, and then examine the alternative lines of play later on.

White's choice of moves is limited, and he must use his re­sources with great delicacy.

Thus, if 20—16?; . . . 23—19, 16—12; . . . 19—15, 2—6; ... 15—11, 6—9 (or 6—2; ... 22—18, 21—17;... 18—14 and Black wins); . . . 11—7, 9—14; . . . 22—17 Black wins.

So White must choose a different way.

Diagram 92 (White to play and draw)
BLACK

checkers strategy

WHITE

                                   BLACK           WHITE
                                   -------              2-7
                                   23-19                7-2
                                   23-20  

Now it will not do for Black to play . . . 19—15? as White has the spare move 20—16.

                                    22-18               2-7

And now Black's mistake . . .  18—14? is refuted by 7—2; while . . . 3—8?? allows 10—6!; . . . 1—10, 7—16 and White wins!

                                    BLACK         WHITE
                                    1-5                 ---------          

The further advance of this man will be used to force an exchange which Black hopes will win for him.

                                      7-2                 --------
                                     19-15             2-6!

White avoids 10—6?; . . . 5—9, 6— 1(K); . . . 3—7 and Black wins! 2—11; . . . 15—8, 20—16; . . . 18—14! followed by ... 9—13 and ... 13—17 etc.

                                    5-9                        6-13
                                    15-6                 ---------

Now White can still go wrong with 21—17? . . . 3—7, 20— 16; ... 7—10, 16—12; . . . 18—14 and Black wins.

                                      -------            20-16!
                                    18-22               21-17!

And here White can still escape, if Black tries . . . 22—18, 16—12; . . . 3—7, 12—8; . . . 7—10, 8—3(K)!; . . . 18—14, 3—7!

                                    6-10                 16-12

Now both sides get new Kings, leading to an exciting finish. An exquisite point here is that Black dare not move his King from 22, for then 17—14!! wins for White!

                                    BLACK           WHITE
                                   3-7                     12-8
                                    7-11                 8-3(K)

White must find a defense to Black's plan of getting a new King at 30 and then playing . . . 30—25 followed by ... 25—21.

                                   11-15                                    3-8
                                   15-18                                    8-11!
                                   18-23                                    11-16
                                   23-26                                    16-19
                                   26-30(K)                              16-19
                                   30-25                                    --------

All set to play ….25-21. But White has a wonderful resourse.

                                    --------                        17-14!
                                   10-16                            23-18!
                                    22-15                         13-29

Winding up a beautiful compound stroke for a draw.

We conclude this chapter with Roger's Draw, another stand­ard drawing position. In Diagram 93 we note that White, although a man down, has a comparatively good situation for his pieces. (See next page.)

Diagram 93 (White to play and draw)
BLACK

checkers strategy

WHITE

The first thing that catches the eye in Diagram 93 is that Black's forces are split. They do not cooperate and cannot be made to do so. The extra man on 12 is of very little use, as it can always be captured if it advances. Nor can Black's King at 32 escape from the double corner with any useful effect.

After a few futile efforts, Black will come to realize that he cannot make any headway.

                                    BLACK            WHITE
                                    ------                 19-24

Of course . . . 12—16 would be pointless in reply, as White simply plays 24—20.

                                    22-17             24-19
                                   17-14              19-24
                                   14-10               23-19
                                   32-28               24-20              

Obviously Black's prospects have not improved.

                                    10-7                 19-15
                                    28-32               20-24

He does not allow . . . 32—27.

                                    7-2                   24-19

Drawn. Black can never make any useful headway toward advancing his man from 12.

In these examples you have seen repeatedly how economical deployment of your outnumbered forces can save the day. Throughout this chapter you have seen many instances of practical resources you can use in your own games. Above all, be on the lookout to avoid unfavorable exchanges which may cripple your chances of resistance.

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