The English Game.—Draughts as played now in English-speaking countries is a game for two persons with a board and twenty-four men—twelve white and twelve black—which at starting are placed as follows: the black men on the squares numbered 1 to 12, and the white men on the squares numbered 21 to 32 on the diagram below. In printed diagrams the men are usually shown on the white squares for the sake of clearness, but in actual play the black squares are generally used now. In playing on the black squares the board must be placed with a black square in the left-hand corner. The game is played by moving a man forward, one square at a time except when making a capture, along the diagonals to the right or left. Thus a white man placed on square 18 in the diagram can move to 15 or 14. Each player moves alternately, black always moving first. If a player touch a piece he must move that piece and no other. If the piece cannot be moved, or if it is not the player’s turn to move, he forfeits the game. As soon as a man reaches one of the squares farthest from his side of the board, he is “crowned” by having one of the unused or captured men of his own colour placed on him, and becomes a “king.” A king has the power of moving and taking backwards as well as forwards.

If a man is on the square adjacent to an opponent’s man, and there is an unoccupied square beyond, the unprotected man must be captured and removed from the board. Thus, if there is a white man on square 18, and a black man on square 14, square 9 being vacant, and white having to move, he jumps over 14 and remains on square 9, and the man on 14 is taken up.

If two or more men are so placed that one square intervenes between each they may all be taken at one move. Thus if white having to move has a man on 28, and black men on 24, 16 and 8, the intermediate squares and square 3 being vacant, white could move from 28 to 3, touching 19 and 12 en route, and take the men on 24, 16, and 8; but if there is a piece on 7 and square 10 is vacant, the piece on 7 cannot be captured, for becoming a king ends the move.

It is compulsory to take if possible. If a player can take a man (or a series of men) but makes a move that does not capture (or does not capture all that is possible), his adversary may allow the move to stand, or he may have the move retracted and compel the player to take, or he may allow the move to stand and remove the piece, that neglected to capture from the board (called “huffing”). “Huff and move” go together, i.e. the player who huffs then makes his move. When one player has lost all his pieces, or has all those left on the board blocked, he loses the game.

The game is drawn when neither of the players has sufficient advantage in force or position to enable him to win.

The losing game, or “first off the board,” is a form of draughts not much practised now by expert draught players. The player wins who gets all his pieces taken first. There is no “huffing”; a player who can take must do so.

Draughts Openings.—As there are seven possible first moves, with seven possible replies to each, or forty-nine in all, there is an abundant variety of openings; but as two of these (9-14, 21-17 and 10-14, 21-17) are obviously unsound, the number is really reduced to forty-seven. Much difference of opinion exists regarding the relative strength of the various openings. It was at one time generally held that for the black side 11-15 was the best opening move.

Towards the end of the 19th century this view became much modified, and though 11-15 still remained the favourite, it was recognized that 10-15, 9-14 and 11-16 were little, if at all, inferior; 10-14 and 12-16 were rightly rated as weaker than the four moves named above, whilst 9-13, the favourite of the “unscientific” player, was found to be weakest of all.

The white replies to 11-15 have gone through many vicissitudes. The seven possible moves have each at different times figured as the general favourite. Thus 24-19, which analysis proved to be the weakest of the seven, was at one period described by the title of “Wyllie’s Invincible.” In course of time it came to be regarded as decidedly weak, and its name was altered to the less pretentious title of “Second Double Corner.” In the Scottish Tournament of 1894 this opening was played between Ferrie and Stewart, and the latter won the game with white, introducing new play which has stood the test of analysis, and so rehabilitating the opening in public favour. The 21-17 reply to 11-15 was introduced by Wyllie, who was so successful with it that it became known as the “Switcher.” This opening perhaps lacks the solid strength of some of the others, but it so abounds in traps as to be well worthy of its name. The other five replies to 11-15, namely 24-20, 23-19, 23-18, 22-18 and 22-17, are productive of games which give equal chances to both sides.

The favourite replies to 10-15 are 23-18, 22-18 and 21-17, but they do not appear to be appreciably stronger than the others, with the possible exception of 24-20.