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JEU DE DAMES - FFJD

Le jeu de dames nécessite donc un apprentissage De préférence un apprentissage ludique, avec des exemples clairs et des exercices progressifs, afin de surmonter graduellement les difficultés Ce second tome est consacré aux fins de parties, avec 20 chapitres permettant de se familiariser avec



Guide pour joueurs débutants et joueurs avertis de Jeu de

du jeu de dames et au joueur initié qui souhaite se perfectionner Le jeu de dames se caractérise par un nombre illimité d'astuces et de surprises La plus importante astuce du jeu de dame est appelée combinaison ou coup Le nombre de combinaisons est si élevé que même les grands maîtres oublient parfois un coup en partie



Cours de Jeu de Dames

Le jeu de dames se caractérise par un nombre illimité d'astuces et de surprises La plus importante astuce du jeu de dame est appelée combinaison ou coup Le nombre de combinaisons est si élevé que même les grands maîtres oublient parfois un coup en partie Les combinaisons , gambits, forcings et autres coups



Guide pour joueurs débutants et joueurs avertis de Jeu de

Calculer efficacement dans une partie le jeu de dames s'avère parfois difficile Dans cette position les blancs doivent calculer loin pour savoir si l' échange 27 - 22 18 x 27 37 – 31 26 x 37 42 x 22 est bon Les blancs doivent voir précisément la variante suivante: 1 27 – 22 18 x 27 2 37 – 31 26 x 37 3 42 x 22



JEU DE DAMES - ffjdfr

de départ, ni les mécanismes qui seront enchevêtrés les uns dans les autres A cela, va s’ajouter la profondeur des combinaisons qui passera progressivement de 6 à 12 temps Il faut bien comprendre que les combinaisons au jeu de dames restent toujours d’un abord complexe, même pour les très forts joueurs L’entraînement régulier



Regarder les cours en ligne

Le Jeu de Dames est un jeu psychologique Nous discuterons sur plusieurs problèmes psychologiques et parlerons du fairplay • Terminer une partie Gagner une position gagnante n’est pas facile du tout Nous discuterons du passage de la fin du milieu de partie à la conversion en une fin de partie Nous étudierons aussi quelques fins de



Draughts game

exercises quickly leads to convincing results It is important to realize that the first move we are looking for necessarily provokes a contact between two pieces The opponent's move necessarily corresponds to a capture in which the number of pieces to be taken is of prime importance The second move is a decisive capture



EXERCICES corrigés de PROBABILITES

Dans un jeu de 32 cartes, il y a 4 dames, soit 4 possibilités, ou cas favorables, pour l’événement A Le nombre de cas possibles est égal au nombre total de cartes, soit 32 D’où p(A) = 8 1 32 4 = Conclusion : La probabilité de tirer une dame est 8 1 2 « La carte tirée est une figure rouge



Tables des matières - e-monsite

Initiation au jeu de dames international sur 100 cases Introduction Cette méthode permet au joueur débutant de se familiariser avec les bases du jeu de dames Le jeu de dames est très souvent considéré comme un jeu facile L’uniformité des pièces du jeu ainsi que le peu de règles donne cette impression de simplicité

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Draughts game

1st level

Combinations

Jean-Pierre DUBOIS

2

INTRODUCTION

The game of draughts belongs to the family of strategy games, which includes chess, bridge and go. Even if this game can be played at a good level, with relatively little theoretical knowledge, it is

impossible to play it properly without a good vision of the game. From the very first moves of a game,

one understands that the starting position, so homogeneous and balanced, is extremely far from the

goal to be reached, that is to say, to capture or lock up all the opponent's pieces. Moreover, the difficulty

to record and to anticipate mentally the positions with these pieces, each all so similar, comes to increase this feeling of powerlessness to know why to play such a move rather than another.

The game of draughts thus requires an apprenticeship. Preferably a playful learning, with clear

examples and progressive exercises, in order to gradually overcome the difficulties.

This first volume is devoted to combinations, with 41 chapters allowing to build step by step a vision of

2 to 6 anticipatory moves.

All these chapters are on line on Jean-François Latapie's website "allonsadame" and are accessible

with the following link: Indeed, the numerical notation is quite off-putting. The automatic development of solutions can be a valuable support in this learning phase. I will add that you can also consult and download my book "Maîtrise du jeu de dames" on Richard

Przewozniak's website "Damier Lyonnais":

The translation of this book was carried out using the software DeepL and overseen by William

Docherty.

It remains for me to wish you a good time exercising your sagacity, with this series of 410 combinations,

each one shrewder than the other.

Jean-Pierre Dubois

Champion of France in 1982

3

Contents

Chapter 1: presentation ............................................................................................................................4

Chapter 2 : method of identifying the multiple capture and the support points .......................................8

Chapter 3 : The start and finish squares ................................................................................................11

Chapter 4 : giving a king .........................................................................................................................14

Chapter 5 : points of contact method......................................................................................................17

Chapter 6 : le displacement of the support points by sticking ................................................................20

Chapter 7 ....................................................................23

Chapter 8 : the tempo moves created by an attack ...............................................................................26

Chapter 9 : the creation of tempo moves ...............................................................................................29

Chapter 10 : brain memorization mechanisms .......................................................................................32

Chapter 11 : summury ............................................................................................................................36

Chapter 12 : the transition to 4 moves combinations .............................................................................39

Chapter 13 .........................................................................................................42

Chapter 14 : the ricochet stroke..............................................................................................................45

Chapter 15 : the go round shot ...............................................................................................................48

Chapter 16 : le reverse shot ...................................................................................................................51

Chapter 17 ..........................................................................................................54

Chapter 18 : the shot trap .......................................................................................................................57

Chapter 19 : le heel shot .........................................................................................................................60

Chapter 20 ..............................................................................................................63

Chapter 21 : summary ............................................................................................................................66

Chapter 22 : the C-P-R-methode (Clearance-Positioning-Route) .........................................................69

Chapter 23 : the bomb shot ....................................................................................................................73

Chapter 24 .............................................................................................................76

Chapter 25 ....................................................................................................................79

Chapter 26 : the fang shot ......................................................................................................................82

Chapter 27 .........................................................................85

Chapter 28 : the fork ...............................................................................................................................88

Chapter 29 : the .............................................91 Chapter 30 ........................................................94

Chapter 31 : the lock up Weiss ...............................................................................................................97

Chapter 32 .................................................................................................. 100

Chapter 33 : the Spanish shot ............................................................................................................. 103

Chapter 34 .......................................................................................................... 106

Chapter 35 : the man 35 and the mechanism of the trapdoor shot .................................................... 109

Chapter 36 ............................................................................................................. 112

Chapter 37 ..................................................................................................... 115

Chapter 38 : some combinations against the half-fence position ....................................................... 119

Chapter 39 : combinations 34x3 or 34x5 ............................................................................................. 123

Chapter 40 : combinations 31x22x11x2 .............................................................................................. 127

Chapter 41 : synthesis ......................................................................................................................... 131

4

Chapter 1: presentation

To understand how the combinations work, we will start our overview with the 2 move-combinations.

1 - IN DRAUGHTS, WE ONLY SEE WHAT WE LOOK AT

This sentence may seem simplistic and even useless. I must admit that I am still surprised, after so many years of playing the game, to still be a victim of 2-count combinations. This is only due to

inattention. This means that it is necessary to examine everything to find out whether or not there is a

combination. It is impossible to know this by fixing a static position, without mentally moving the pieces.

It is not possible to make conclusions without taking the risk of forgetting a combination. The two following examples will allow us to understand:

White to move Black to move White to move

This position came up between Wouter SIPMA and Alexander GEORGIEV, multiple world champion, in a tiebreaker match in quick games.

Black has just entered the breeches and offers his opponent a direct win by 32-28, forcing Black to take

3 pieces by (21x34), thus obtaining the position of the third diagram in which White takes back the king

by 38x40. This second example is taken from a game I played in a friendly game. With black, my last move was

(23-28). Apparently, white seems to be lost. However, they can reverse the situation in 2 moves, by a

gambit: 16-11 (6x17) 27-22, position of the second diagram, where Black must resolve to losing a piece.

5

2 DEVELOPPING THE METHODOLOGY

Nothing predestines our minds to find combinations in the game of draughts. Sacrificing pieces to take

more, or to make a king, is not in our genes. Neither is majority capture. We will therefore have to accustom our brain to a process that is not spontaneous. Repeating the

exercises quickly leads to convincing results. It is important to realize that the first move we are looking

for necessarily provokes a contact between two pieces. The opponent's move necessarily corresponds to a capture in which the number of pieces to be taken is of prime importance. The second move is a decisive capture. Summarizing, we have a contact, then a capture by the adverse camp, and finally multiple capture.

White to move Black to move White to move

CONTACT : White's first move, 25-20.

CAPTURE BY BLACK : the majority take of 3 pieces (26x39)

CAPTURE BY WHITE : 20x7

3 - THE MECHANISMS

Combinations always consist of one or more mechanisms followed by one or more multiple captures. In the examples that follow, we will find 3 basic mechanisms: THE GAMBING, THE MAJORITY

TAKEOVER and THE GAMBIT :

4 - THE MODUS OPERANDI

The aim of these exercises is to accustom the brain to sacrifice pieces, to integrate the majority capture

and to mentally follow the movement of the pieces. The intention is also to become aware that

everything is possible, that even the least "natural" moves can be solutions.

In this spirit, I advise you to look for combinations directly on a computer or on paper. Without stress

and time constraints. Take the time to mentally visualize the moves.

I also recommend that, once you have found the combination, you fix the starting position, memorize it

for a few seconds, and then reproduce it on a normal checkerboard. This visual memory exercise will

be very useful afterwards. You will become aware of the way you fix the images, globally or by groups

of pieces. The ideal is obviously to have a globalizing visual memory, but this is not given to everyone.

This has no great consequence because the brain finds other ways to reconstruct positions. It simply needs to be given the opportunity to do so regularly. This then helps to relieve the working memory during official games. 6

COMBINATIONS IN 2 MOVES

D1 : White to move D2 : White to move D3 : White to move D4 : White to move D5 : White to move D6 : White to move D7 : White to move D8 : White to move D9 : White to move

D10 : White to move

7

SOLUTIONS :

D1 : the first move is necessarily a contact with an opponent piece, here 26-21 The black piece can take three men. The compulsory majority capture(17x28)

The last move is a capture: 43x3

D2 : the combination is known as a . This combination is frequently encountered in game: 28-22 (17x28) 32x5 D3 : White has many ways to sacrifice his pieces. It is necessary to review them all and make an assessment. Only one way to win: 33-29 (23x21) 26x10 D4 : Black attacks two pieces. This situation should direct the research towards aquotesdbs_dbs7.pdfusesText_5