Thinking process for a combination.
- Geert Vercruysse
- Nov 17
- 4 min read
Recently, I was caught off guard by an insightful question. Although I hadn't anticipated it, it's a question I've pondered but often ignored. It's one of those inquiries that require articulating your thought process, which I find particularly challenging. That's likely why I overlooked it, but now I'm being asked about it. I did my best to explain on the spot and believe I managed to convey it clearly. Bear in mind, this was in French, a language I'm not fluent in.
A bit of background: I've been reviewing a series of books by Iser Koeperman, likely produced by the Dutch draughts federation KNDB. These books contain diagrams showing positions where the white player can win with a combination. However, the final move always starts from a specific place on the board, which is reflected in the book titles. This provides a clear endpoint for the combination, a hint not available in actual games. The goal is to solve these puzzles to train the brain to recognize these patterns quickly in future games. Pattern recognition is crucial in draughts.
While solving them myself I've been categorizing these exercises to use them for teaching my students, both locally and online.
My categorization is simple:
VE = very easy
E = easy
OK = OK
H = hard
VH = very hard
These are based on my standards:
VE = immediate
E = <10 seconds
OK = <30 seconds
H = >2 minutes
VH = 5 minutes+ or not found at all
So far, I've completed books "32," "33," "34," and at the time of writing I am halfway through "35," totaling over 1,000 diagrams. It's time-consuming work. These numbers refer to the positions on the board where the final move must originate (usually!).
Currently, I only use "E" categorized diagrams for my students, occasionally adding an "OK" one if a similar pattern is present. This approach has been effective with my students.
The question I faced was:
How do I solve these combinations so quickly, and what process do I use?
Ah, I knew this question would come up eventually.
Firstly, I'm not a GMI (International Grand Master), nor do I consider myself fast. A GMI would likely find humor in my struggles with problems they solve in under 10 seconds, while I might take 5 minutes. It's all relative.
This is what I devised and currently use to solve these puzzles. I've noticed some GMIs also struggle articulating their thought process when solving problems on YouTube. They share an idea, pause, and suddenly find the solution without fully explaining their thought process. That pause intrigues me. Some have shared insights, and I noticed similarities to my approach, so I'm confident in sharing it here. If it doesn't help directly, perhaps it will inspire others to develop their own methods. My student suggested ideas I hadn't considered, which, while broader, work for him now. He might refine them as he gains experience.
When examining a diagram, I quickly assess for obvious elements.
Typically, these diagrams require white to play and win, a common setup in draughts books, minimizing confusion.
I'm using two methods:
- Where can you give?
- Is there a principal idea?
1. Where can you give?
For a combination to succeed, you need to give and take (eventually as many as possible), while foreseeing what you give and take. There must be a rationale for giving. Without a way to give, no combination is possible.
Sometimes, I start by checking where I can give and if I or the opponent end up taking last. Why last? If I take last, it gives the next move to the opponent, allowing them to disrupt the combination. I aim to force them into a position with no other options.
If I can continue giving and taking, something might align, not by accident, but through strategy. This approach doesn't always work, especially with multiple options, but for simpler ones, a single pathway might solve it quickly. This can occur in real games too.

Example: Here we see a combination where you normally would not expect a combination from"35" (arrow). There are too many white pieces around it. So here where there is no immediate pattern available I check where I can give and see if there is a pattern coming up next.
2. Is there a principal idea?
Sometimes a position suggests a principal idea or move. This depends on your past work and pattern recognition skills. Beginners may struggle here. If a pattern or move seems available, don't randomly check where to give. Too many choices can lead to dead ends, and time is valuable. Determine which pieces need removal, where a black piece is needed, and which piece can reach that spot. Use the first method to work towards the principal idea. The sequence of moves may matter, so consider that before moving on. Invest time in a principal idea, but if it doesn't work, reassess and explore other ideas.

Example: For the more experienced draughts player it is bit clearer a combination could be possible from "35" (arrow). Simply you need to remove 2 pieces and move a black and the combination (black line) is ready. So here we are not thinking to start giving randomly, but we give with that plan in mind, and that way you are limiting the options and find it faster.
Conclusion:
In positions with fewer pieces, immediately check where you can give and take, as options are limited.
In more complex positions, look for known patterns. If one emerges, focus on it.
In real games, you'll often use a principal idea or both methods, as you want to prevent combinations against you as well.

