Allan Brown of the club contributed these puzzles and instructive workshop examples.
- A – WHITE TO MOVE AND DRAW
- Black should ALWAYS move straight back, when in
front of the pawn.
- If Black moves back diagonally, he will lose.
- B – WHITE WINS
- The King who is not on move has the opposition.
- In diagram, if it is white to move, they move the pawn, which transfers the opposition to white.
i.e. The Black King must give way.
- If the White King is two squares in front of the pawn, he should always win.
- C – DRAW
- With a Rook Pawn, if the black King can get in front of the Pawn, game will always be drawn.
- D – WHITE WIN
- White must play very precisely, otherwise black can sneak a draw.
- E – WHITE TO MOVE, WINS
- F WHITE WIN
- White must be careful not to allow stalemate.
- G – BLACK TO MOVE, DRAWS
- H – WHITE TO PLAY AND WIN
All problems gratefully received from club stalwart Allan Brown. The annual tournament within the club was conceived of by Allan, it is called the AD Brown tournament in his honour. It provides a league table system with a novel formula – rewarding regular competitive play among members on club nights.