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Quiz #4 - Fife

© Copyright 2002, Jim Loy
You may print this and show it to others. But, this article will eventually be part of a book that I am writing. So, please do not distribute it widely.

If you need help reading checkers notation, please print out the numbered board.


This is a quiz patterned after the Solitaire Chess originally seen in Chess Review, and now found in Chess Life. It is not highly interactive, because some of you may have caveman WWW browsers. So, please use a checkers board to play this game, while you read the moves from the screen (or paper if you choose to print out the game). You will be playing Red against a relatively strong opponent.

The maximum possible score is 100 points. Below, you will see three columns. The left column will show the recommended move that you should have made, with your score for that move in parentheses. For example 6-1(4) means that the move 6-1 scores four points. The second column will show your opponent's move. The third column shows alternative moves (with their scores in parentheses) and other comments. Be sure and use a piece of paper (or something) to cover up the moves which have not been played yet. Uncover them one row at a time. I recommend that you spend some time thinking about some of these moves, as they are not always obvious. Please do not use an opening book. Write down your score, as you go. Let me know what you think of this quiz (Send me email).

There will be no score for the first six moves (your first three moves).
  your     opponent's
  move     move      comments
  11-15    23-19
   9-14    22-17
   5-9     17-13     The Fife.  The scoring begins with your next move (choose your move).
  -----    -----
  14-18(5)           This is the well-known gambit. Red almost wins here, as White will
                       have difficulty kinging.  Alternatives are 8-11(1) or 7-11(1),
                       which probably draw.
           19-16
  12-19    26-23
  19-26    30-5
  15-18(3)           8-11(1) or 10-14(1) or 15-19(1) draw PP.
           25-22     Or 27-23 PP
  18-25    29-22
  10-14(2) 22-18     8-11(1) draws PP.
  14-23    27-18
   8-11(5)           7-10 loses PP.
           32-27     Or 31-26 PP.
   7-10(5) 31-26     4-8(5) or 11-16(5) draw, PP.
   4-8(5)  21-17     10-15(5) draws PP.
  10-15(5) 26-22     8-12(5) draws PP.
   3-7(5)            8-12(5) 27-23 12-16* 24-19 15-24 28-12 11-16 18-15* 6-9 draw Martins.
           24-20?    Seems to lose.  27-23 draws, PP.
  15-19*(5)          Everything else loses.
           27-24     13-9 may be better. But I think it loses.
   7-10(5) 24-15     19-23(3) probably wins.
  10-19    13-9
   6-13    17-14
   2-7(5)  14-9
  19-23!(20)         8-12?(15) is published to win.  But the published win ends up with an
                       obvious draw: 8-12 9-6 1-10 5-1 19-23 1-6 10-15 18-14 23-26 6-10
                       15-19 10-3 11-15 3-7 26-30 (26-31 14-10 draw Drummond) 7-11 30-26
                       11-18 "RW" American Draughts Player. But the draw is simple.
            9-6      At first sight, this looks like a draw. 28-24 loses.
   1-10     5-1
  23-26(10)          Or 23-27(10) wins the same way.  Don't make moves like 10-15?(-10).
            1-6      Other moves lose too.
 10-14(15) 18-9      The shot is actually simple, but 10-14 may be difficult to forsee.
   7-10(5)  RW       The win should be easy from here.

I have been asked how Red can survive this gambit, a piece down. My question is, how can White survive? Your computer may accurately defend as White, but it is a difficult task for a human. Of course it takes some work to conduct an accurate attack too.

The total was 100 points. If you got over 50, you probably did well. 80 or so may be Master strength?


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