At level of school draughts
White plays from bottom to top.
Try to keep the center basic man
(3 for black and 48 for white) as long as possible on the
back row. Which this piece you have got the largest
playing ground available to reinforce the left or right
wind when needed. |
Try to distribute the pieces
evenly over the board (see top half). Do not place all
pieces at the edges (see lower half). |
Count the pieces in 3 areas: the
3 most left columns, the middle 4 columns and the 3 most
right columns. When your opponent has a surplus of 2
pieces on your right wing, you should try to play 1 or 2
pieces to that wing, perhaps by exchanging pieces. |
Try to
be able to exchange pieces when needed. It may be your
last chance as you can see in the diagram to the right. |
Pieces
at the edge of the board could best be placed in a
complete "gate" position (to the left) or a
half "gate" position (to the right). This often
gives goed opportunities for stroke combinations. |
Try
formations of 3 pieces behind each other. This gives good
attack opportunities, but defensive actions are also good
possible, because of the possibility to exchange pieces. |
| The main rules for a draw
are according to the Dutch KNDB-handbook: - an end game with 1 king versus 3 pieces among which one king is a draw if both colors have played 16 moves (art. 9.2, 1st point). - an end game with 1 king versus 2 pieces amongh which one king is a draw if both colors have played 5 moves (art. 9.2, 2nd point). - repeated moves: if 3 times in a row the same position comes on the board, the game is a draw (art. 13.3a and 13.3b). - if both colors have performed 25 moves without having taken a piece or having moved a man, the game is a draw (art. 13.3c). |
At a school draughts
tournament there is 20 minutes for each person for the
match. To control the use of time draughts clock is being
used. Do not forget to press the clock after each move. If your opponent is thinking long, check your clock. Perhaps it is still running on your side! Use your time well, do not play too fast. Check if you can do an even better move. Besides that: 20 minutes is quite a long time. Also think always in the time your opponent is thinking. If the time is almost run out, it's sometimes better to offer a draw to your opponent. It's better to have 1 point, than none at all. |
In this
position of 1 king with 1 man for white and 1 king with 2
men for black it's best for white to give away the white
man immediately and so forcing a draw. If white chooses
not to do this, black has always a combination
possibility and a way to win.Therefore: Accept a draw when you can't win anymore. Prevent yourself from making a silly error. |
An
often occurring stroke is the "heel" stroke,
which gives a +1 score for white. |
Another
often occurring combination is the "bomb"
combination, which gives a +1 score. In this position,
white can take it. |
Sometimes
it's better to be not too careful. In this position a
free way to king is possible by giving away 1 man
(sacrifice). |
De long
line is important, because it gives the king the ability
to block 2 men. Both black men can not run through to the
crowning line. |
Whenever
you have promoted to a king, keeping it is very
important. Your opponent will try to exchange it at
minimum costs. If not possible otherways, it's sometimes
best to defense your king by placing men in front of it. |
"The rule of the fourth
line" tells you that in this position with white on
the move, white can win the game.On the other hand: if black is on the move, black can just achieve a draw. |
In an
end game with 1, 2 or 3 pieces it is sometimes possible
to win by "opposition". The pieces end opposing
to each other and the color on the move will lose. In
this position white is on the move and can win the game. |
With a
king it is possible to hunt for a piece. By hunting the
black piece twice, white can win that piece. |
Putting
your self on stroke is always dangerous. First check if
it is allowed. In this position it is wrong for black.
White has a free move and can promote to king by means of
Coup de l'Expresse. |
Know the positions by head at
which you can take king of your opponent. In a position
of 4 kings versus 1 king you can win always (if there is
enough time).Catching a king on the main line. At all positions a black king will loose. |
Catching a king on the
tric-trac-line. |
Catching a king at the edge. |
Catching a king on the main line
at another way. |