In each diagram, White is moving up the board.

Standard checker rules apply:

  • If a jump is possible, it must be taken.
  • If two jumps are possible, either may be taken even if one is a multiple jump and the other isn't.
  • Crowning a king ends a turn.
  • Only kings can move backward.
  • The game is won either by capturing all of your opponent's pieces or by leaving your opponent unable to move.

 

Problem #1
"Backstabber" by John Gibson
White to play and win
(First published in GAMES Magazine, October 1997)

 

 

Problem #2
"Sidelined" by John Gibson
White to play and win
(First published in GAMES Magazine, August 1997)

 

 

Problem #3
"Wipeout" by John Gibson
White to play and win
(First published in GAMES Magazine, February 1993)

 

 

Problem #4
"Roundabout" by John Gibson
White to play and win
(First published in GAMES Magazine, August 1995)

 

 

Problem #5
"The Domino Effect" by John Gibson
White to play and win
(First published in GAMES Magazine, June 1994)