It's the contrast in personalities between the carpenter (a bear) and the tinker (a crocodile), both dressed in red shirts...

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THE CHECKER PLAYERS

It's the contrast in personalities between the carpenter (a bear) and the tinker (a crocodile), both dressed in red shirts and black overalls, that makes their contentious checker games worth attending. The carpenter, who does everything precisely according to plan, hosts and wins the first game, but the resourceful tinker (""Jack of all trades he called himself: mender, patcher, scissors grinder, junk collector, doodadder, potlucker, fudgeabout, and many things besides"") comes out ahead on his own set -- a checkered tablecloth for a board and ""bottle caps, buttons, peace pins, poker chips, subway tokens, and a dusty cracker or two"" for checkers. An ensuing squabble ends with the agreement that each will build a boat, then meet for a match in the middle of the river that separates their homes, but when the time comes the tinker's makeshift contraption rides bottomside up while the carpenter's tight little dinghy soon capsizes -- he had left the wind out of his plans. It would be a pity if either side had to win or lose, but everyone should be pleased with the tinker's solution: ""You make a plan for another boat big enough for two. We'll build it together and I'll take care of the emergencies."" As for Venable and Barton, we'll be waiting for a rematch.

Pub Date: Sept. 17, 1973

ISBN: N/A

Page Count: -

Publisher: Lippincott

Review Posted Online: N/A

Kirkus Reviews Issue: Sept. 1, 1973

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