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Draughts or Checkers Variants by Maxim La RouxPOLISH DRAUGHTSThis variety is played with a table divided into one hundred squares, fifty of each colour, and with forty counters (called indifferently either pieces, pawns, or men,) one-half black and the other white, each player having twenty of one colour. (In Germany, however, Polish draughts is now frequently played on the ordinary board, with the usual complement of twenty-four pieces. The counters are moved forward, as in the English game, and upon the same system, namely, obliquely, from square to square; but in taking, they move in the Polish game either backwards or forwards. The King,* too have the privilege of passing over several squares, and even the whole length of the diagonal, when the passage is free, at one move, which vastly adds to the amount of combinations.
*In the Polish game, although the only one played on the Continent, the crowned piece is called a Queen, instead of King. Indeed, the common name for Draughts is Damen (women), it follows therefore naturally that the principal piece should be a queen. It is usual, both in France and England, to arrange the counters on the white squares; but they may by consent be placed on the black. The colour adopted is a matter of indifference, excepting that the black pieces are not seen quite so well on their own colour as the white on theirs. The table is so placed, that each of the players has a double corner of the colour played on, to his right, viz. the squares numbered 45 and 50. The board, in first placing the pieces, is divided into two portions; that occupied by the black counters, comprising the twenty squares, from 1 to 20, and that occupied by the white, comprising those numbered from 1 to 50, leave-ing between them two rows of squares unoccupied upon which the first moves take place. The laws which regulate the English game are, with a few additions, equally applicable to the Polish. We have, therefore, merely to give the directions for playing, and the two or three additional rules which belong peculiarly to this variety. The march of the Pawn, as already observed, is the same as in the English game, with this addition, that when there are pieces en prise (but not else) the taking Pawn may move backwards. Thus, White having a pawn at 25, and Black unsupported Pawns at 20, 9, 8 17, 27, 38 and 39, White having the move would take them all, and finish at square 34. It will be observed that in this coup White passes a crowning square at 3, but he does not therefore become entitled to be made a King, nor has he the option of stopping en route, but must go on to the termination of his move at 34 or be huffed. The piece which captures, whether Pawn or King, cannot in the course of one coup repass any covered square which it has leaped over, but must halt behind that piece which, but for this restriction, would be en prise. For example, suppose White to have a Pawn upon 22, 32, 33, and 37, with a King at 43, and Black a Pawn at 3, 4, 9, and 19, with Kings at 10 and 13. The black Queen at 13 takes the four Pawns, 22, 33, 43 and 73, and must stop at 28, which he would have to touch in preparing to take 32, but is prohibited from going to square 37 in consequence of having passed over it before. A square which is vacant may be passed or repassed several times in the course of one coup, provided no piece is passed over a second time. It is the intricacy of such moves which renders the rule imperative that the pieces taken be not removed till the capturing Pawn is at its destination or "en repos." The White Pawn at 32, then takes the Black Pawn jeopardised at 28, as well as the pieces at 19 and 10, making a King. As regards huffing at this game the player is bound to take the greatest number of pieces where he has the choice, notwithstanding the smaller number may be most to his advantage, and failing to do so he may be huffed or compelled to take at the option of his adversary. Thus if, on the one hand, there are three Pawns en prise, and on the other two Kings, you are compelled to take the Pawns, but were there only two Pawns instead of three, you must take the Kings, as being of greatest value. When pieces, at the option of taking, are numerically and intrinsically the same, you may take which you please. The rule resolve itself into this, that you are controlled by numerical value, excepting when the numbers are equal, and then by the actual value of the pieces. Kings are made in the same manner as in the English game. It has already been said that you cannot claim to have your Pawn crowned if it touches a King's square merely in the passage over it en coup. Good players, when they cannot prevent the adversary from reaching a King's square, commonly endeavour to lead him out again by placing a man or two in take, so as to disentitle him from being crowned Indeed, it is sometimes good play to sacrifice three men, either for the object of gaining or capturing a King, especially towards the end of the game, when he is of the greatest importance, much greater in proportion than at the English game. The movement of the King is the great feature in this game, and in coup he may accomplish more angles on the draught-board than a billiard-ball can be made to perform, even in the hands of a Kentfield. He has the privilege of travelling the board from one extremity to the other (if the line be unoccupied) or of halting on any of the intermediate squares, like the Bishop at chess. Thus, if he stand at 28, he may move anywhere on the line between 5 and 46, or between 6 and 50, but he can only move on one line at a time, unless there are pieces en prise, and then he may move diagonally all over the board, in which respect he has an advantage over the Bishop at chess. For example, place isolated black Pawns or Kings at 37, 17, 20, 30, 40, and a white King at 48. He will take all the pieces, by touching at the following squares, viz., 26, 3, 25, 34, and 45, where he rests, which squares, it will be perceived, though not close to the pieces, are within the angles. Indeed, it is possible so to place the pieces chat a single King might capture a dozen in rotation. The following example is a case in which 19 may be taken at one coup. Place a white King at 45, and he may take all the intervening pieces, by touching at the following squares, viz., 29, 18, 4, 15, 29, 38, 27, 18, 7, 16, 27, 36, 47, 28; 49; 35, 24, 13, and 2, where he rests. The player who may wish to try this experiment will have to place the pieces on squares 8, 9, 10, 11, 12, 19, 20, 21, 22, 23, 30, 31, 32, 33, 34, 41, 42, 43.44. Between equal and skilful players the game would of necessity be "drawn" in many positions, when the uninitiated would lose; it is difficult therefore to define what are drawn games, but one or two of the simplest may be instanced. Suppose that at the end of the game one party, say White, has a King on the great central line, between Nos. 5 and 46, and Black has two or even three Kings, the game is drawn, as White cannot be driven from his hold, or captured, if he play correctly, and takes care to keep on the other side of a trap; thus, if he finds White preparing tot get his pieces at 37, 38, and 49, he must be between 5 and 28, and vice versa, that is, always on the adversary's unfortified or weak side. But when the single King does not occupy the central line, there are many ways of winning, especially against an inferior player, but as these cannot be forced, the game must be considered drawn after 15 moves, and this rule holds good, although the stronger party may have given odds. Should the odds, however, consist in ceding the draw as a game won, then twenty moves may be claimed by the party giving such odds. When at the conclusion of a game, a player, who has only one King, offers to his adversary, who has a King and two men, or two Kings and a man, to crown his two men, or the man, for the purpose of counting the limited moves, the latter is obliged to accept the offer, otherwise the former can leave the game as a draw. When one party at the end of a game has a King and a man against three Kings, the best way is to sacrifice the man as soon as possible, because the game is more- easily defended with the King alone. In Polish Draughts especially it is by exchanges that good players parry strokes and prepare them; if the game is embarrassed, they open it by giving man for man, or two for two. If a dangerous stroke is in preparation, they avoid it by exchanging man for man. If it is requisite to strengthen the weak side of your game, it may be managed by exchanging. If you wish to acquire the move, or an advantageous position, a well-managed exchange will produce it. Finally, it is by exchanges that one man frequently keeps many confined, and that the game is eventually won. When two men of one colour are so placed that there is an empty square behind each and a vacant square between them, where his adversary can place himself, it is called a lunette, and this is much more likely to occur in the Polish than the English game. In this position one of the men must necessarily be taken, because they cannot both be played, nor escape at the same time. The lunette frequently offers several men to be taken on both sides. As it is most frequently a snare laid by a skilful player, it must be regarded with suspicion; for it is not to be supposed that the adversary, if he be a practised player, would expose himself to lose one or more men for nothing. Therefore, before entering the lunette look at your adversary's position, and then calculate what you yourself would do in a similar game. Towards the end of a game when there are but few Pawns left on the board, concentrate them as soon as possible. At that period of the game the slightest error is fatal. The King is so powerful a piece, that one, two, or three Pawns may be advantageously sacrificed to ob-tain him. But in doing so it is necessary to note the future prospects of his reign. Be certain that he will be in safety, and occupy a position that may enable him to retake an equivalent for the Pawns sacrificed, without danger to himself. An expert player will endeavor to snare the King as soon as he is made, by placing a Pawn in his way, so as to cause his being retaken.
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