March 1940 QST
Table of Contents
Wax nostalgic about and learn from the history of early electronics. See articles
QST, published December 1915 - present (visit ARRL
for info). All copyrights hereby acknowledged.
Game playing with a remote opponent
is routine these days thanks to the Internet, but a couple decades ago it was not quite so easy. A checkers or chess match via telephone, snail
mail (the only kind of mail at the time), or even fax machine were the venues available to the common man, but
Hams had another means - radio! Using either Morse code or voice (aka phone) and a playing board set up like the one shown in this article,
two players could easily match wits anywhere in the world where signals could be exchanged. Evidently the participants could get so wrapped
up in the game that they risked forgetting to broadcast their call signs at the legally required interval (every 10 minutes), so author Utterback
provides a friendly admonition at the end.
Checkers by Radio
By Amos Utterback,* W9FB
Interest by playing checkers by radio is gaining by leaps and bounds. Many more hams would like to try this fascinating sport but don't
know how to prepare their checker boards. It is rather difficult to explain this over the air, so a little enlightenment on the subject is
To those who contemplate getting in on the fun, it is suggested that they first purchase a book on checkers and read up on the rules of
the game. This will save embarrassment in case of question on any point. The books cost about 25¢ in book stores.
There are two accepted methods for preparing a checker board for radio games. One uses letters, the other numbers. Both systems are shown
on the sketch accompanying this article. The lettering system was introduced in QST by W6DEG some years ago, and many players no doubt have
boards prepared in this manner. Numbered boards are shown in practically all books on checkers. Either system may be used successfully, and
it is a good idea to prepare your board as shown in the sketch, making possible the use of either method, as desired by your opponent. Simply
determine whether his board is numbered or lettered, and play accordingly. The lettering process has the one advantage that it is somewhat
easier to handle by radio.
Numbering and lettering may be done by cutting small pieces of paper about 1/2" x 3/4", drawing a line across the center of each and placing
the correct number above and letter below the line. After the pieces of paper are glued to the board they should be protected with a coat of
shellac or lacquer (or coil dope-hi).
In playing, the board is always turned in such manner as to place the "double corners" at the upper left and lower right. The double corners
are, of course, 1/A-5/E and 28/BB-32 /FF. The game is started by placing the"men" in position with one color on the squares 1 to 12 (or A to
L) and those of the opposite color on 21 to 32 (or U to FF). It is not necessary to indicate which color you are using, but rather you must
indicate to your opponent whether your men are in the 1-12 sector or the 21-32 area at the start of the game.
Care must be taken that all moves are made on both boards simultaneously. A player may move as he chooses, telling the other player"6 to
10," "F to J," etc., so the same play will be made on both boards. To avoid errors and resulting confusion, it is best to acknowledge each
play of your opponent by repeating the move back to him after he has given his instructions. If, for example, he says "6 to 10" you should
acknowledge "6 to 10 OK, or 6 to 10 R," to show that you have made the move as directed. In case letters are used, the term "F to J" may be
shortened to "FJ," etc. If a jump is made it is not necessary to mention the numbers or letters of the squares over which the piece passes,
but just the numbers or letters on which the piece touches, thus "27 to 20 to 11 to 2," etc. The other player will then remove the captured
pieces as required.
Checkers by radio offers a new thrill both for the game and also for our hobby, as one never knows with whom he is about to play nor how
good the other player is. Give it a whirl, fellows, and realize another pleasure from our hobby. Important: Don't forget to sign your call
at intervals as required by law!!
Posted October 19, 2015