LOSING GAME. In this variety of Draughts, the object is to give away all your men before your adversary can give away his, or to block yourself so that you cannot move. The secret of success in Losing Game is to get your men on such squares that they cannot be made to jump to the king row. These squares will be the row next you on your own side of the board, and every second row from that, horizontally. Get your men on those squares as soon as possible, and do not be in too great a hurry to capture your adversary’s men.

POLISH DRAUGHTS. Although intended for a special board of 100 squares this game can be played on a common checker board. It differs from ordinary draughts in two particulars:

Although the men can move only forward, they can take backward, and Kings can go any distance at one move.

If in taking a piece, a man arrives at the king row, that does not end the move if he can capture another piece by jumping backward out of the king row again. As this brings him away from the king row before the move is complete, he will not be a king until he can get to the king row at the end of a move.

Kings can go any number of squares in a straight line, and can capture any piece which is on the diagonal, not protected by another piece behind it. Kings can also go on for any number of squares beyond the captured piece, and then turn a corner to capture another piece. In Diagram No. 12, for instance, the black King could capture all six of the white men by going over the first one only, and then turning to the left, and continuing to turn to the left after every capture, as shown by the squares with the numbers on them, which indicate his five successive turning-points.

No. 12.

DEVIL AMONG THE TAILORS. This is hardly a variation of the game of Draughts, although it is played on a checker board. Four white men, the tailors, are placed upon 29 30 31 and 32; and one black man, the devil, on 1. The men can move only one square at a time, diagonally; the white men forward only, the black man forward or backward. There is no jumping or capturing, and the object of the tailors is to pin the devil in, so that he cannot move. If the black man can reach the free country behind the white men, he wins the game.

The game is a certainty for the white men if properly played. At the end of four moves they should be lined up on squares 25, 26, 27, 28 and whichever end the devil attacks, the tailors should move in from the other end.