HERE'S A JOLLY
George W. Win.ckfi.eld— Inventor.
IN this century of racing at automobile speed to
achieve ends it seems almost more than wonderful
that anything new, under the sun, can be discov
ered, more especially in the game line; yet walk
along the streets as Christmas approaches and see the
hundred and one toys chasing along in straight lines
ar.d running around in circles; look in the shop win
dows and see the toys, entirely new inventions, and each
year it's the same thing, something brand-new from the
brain of the inventor.
Now comes a game that is one better in the checker
Checkers, a? every one knows, is as old as the hills.
The Romans played squatting on stone stools in their
fchirt-sleeves, and called it by a very high-sounding
name indeed, and the Egyptians sat in the sand and bet
their sarcophagi on a single game.
There was a man named Strutt of more or less the
present day who called it a modern invention, but some
fellow came up and said that draught games are fre
qucntly found in the monuments of the ancients, and
that cooked Strutt's goose; besides, at the exhuming
of Pompeii several houses marked with checkers were
The results, however, are the same. The grandfather
taught his granddaughter how to play the game of
checkers, 2nd she finished generally by beating his head
off and laughing at his discomfiture.
Now he will have to start in all over again to learn
this new, advanced game in order that his grandchildren
may be taught arrd once more put it all over grandpa,
v It is pretty hard on him, but he will do it, as he has
done so often before, for children and grown-ups live to
be amused, and inventors crop up all the time to help
* * *
The new board is so constructed that two, three or
four people can play at the same time, the pieces being
distinguished by the colors, white, black, red and green.
When four are entered they may play partners or in
Presuming that four people wish to play, each man
places his pieces, of which there are twelve to the
player, upon corresponding squares of the oblong mar
THE SUNDAY CALIi.
The first player then move* a piece forward diagon
ally, one square at a time, from the marginal or outer
adjacent field, into the square in the center, which is tha
field of battle between the four contestants.
To take an opponent's piece you must be next to it
diagonally, and there must be an empty space behind it
I on the same diagonal. In this case the man thns
"jumped" is "taken"— that is, removed from the board.
The main object is to get over into your adversaries'
territory without being taken, which becomes at once a
•great feather in your cap, as it entitles yon to place a
little flag in the piece, which makes it at once a kinjr,
and he can move backward or forward as long as he
doesn't get off his diagonal basis.
The player wins who has one or more pieces on fa
board at the finish, although rules may be eventually
agreed upon for playing the game to vary and make the
same more interesting.
This new* game would appear at first sight identical
to checkers, but where four are playing, either the one
against the other or two and two, it will be seen that as
they advance, one from each end and one from each
side, great discrimination is necessary to avoid your
three opponents, if each man is playing for himself, or
you must take care to maneuver to help your partner
should you be playing sides.
The board may be of any material size and thickness,
and is preferably square. The central portion forms a
field common to all the players and is square and sub
divided, into small squares similar to a checker-board,
the squares being of contrasting color and alternately
arranged in straight lines.
The marginal fields are oblong and checkered or di
vided into squares, corresponding with the central
Each of the outer fields contains twenty-four squares,
and the central field sixty-four squares.
it is compulsory to take is a matter for the
players to decide before commencing. The rule in
checkers is that if a player has a man "en prise" — which
i3 the stylish way of saying "in a hole" — and forgets on
purpose not to take, because he sees a better chance
Bext move to double up on him, his adversary, if he is
wide-awake, may do what is known as "huff" him,
which Is make him remember or capture his piece.
"Huff and move" go together— that is, the player who
huffs then makes his move. >>^
There are many other rules of checkers besides thi*
one that can be used or emitted according to the choice
of the players. •?••*•,'• :
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