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Diag. 74
White loses, having the move. 1. K-R8, Kt-K4; 2. K-R2, Kt-Q2; 3. K-R8, Kt-B1; 4. P-R7, Kt-Kt3 mate.
Black with the move cannot win, as he cannot bring about the same position with White to move.
In end-games of BISHOP V. BISHOP, of which we have already had an example in Diagram 70, an extra pawn wins in most cases if the Bishops are of the same colour. It is generally possible to force an exchange of Bishops and obtain one of the well-known pawn endings.
On the other hand an ending with Bishops of different colour leads mostly to a draw, frequently even against a majority of two pawns. The position in Diagram 75 is a draw, because it is impossible for the White King to get round his Kt pawn to drive off the Bishop.
- 8 - 7 - 6 #B - 5 #P #K ^P - 4 ^P ^K - 3 ^P - 2 ^B - 1 - A B C D E F G H
Diag. 75
With two passed pawns distant from each other, a win can generally be forced, as in the following position (Diagram 76).
- 8 #B - 7 - 6 #K - 5 ^P ^P - 4 ^K - 3 ^B - 2 - 1 - A B C D E F G H
Diag. 76
The King moves up to the pawn, the progress of which is barred by the Bishop (not the King). He thereby forces the sacrifice of the Bishop. If the Black King comes to the rescue of the Bishop, the other pawn proves Black's downfall.
1. K-K4, K-K2; 2. K-Q5, K-Q2; 3. B-K4, B-K2; 4. P-Kt6, B-Q1; 5. P-Kt7, K-B2; 6. K-K6, and wins; or 5. ... B-B2; 6. P-B6, B-R7; 6. B-B2, K-K1; 8. K-K6, B-Kt1; 9. B-Kt6ch, K-B1; 10. K-Q7, and wins.
When the pawns are united, one should observe this rule: if they are attacked, they should, if possible, move to squares of the colour of the opposing Bishop.
Therefore in the position set out in Diagram 77 White should not play P-B5, but P-K5. After 1. P-B5 there is no possible chance for White to assume the command of the Black squares, and in order to advance the pawns it is necessary
- 8 - 7 #B #K - 6 - 5 - 4 ^P ^P - 3 - 2 ^K - 1 ^B - A B C D E F G H
Diag. 77
to force access to both White and Black squares. In the present instance play would proceed on these lines:
1. P-K5, B-R4; 2. K-K3, K-B2; 3. K-K4, K-K2; 4. P-B5, B-Kt5; 5. P-B6ch, K-B1; 6. P-K6, B-R6; 7. B-R4, B-Kt5. White can only get through with the King's Pawn, as P-B7 is unavailing on the grounds set out above. But in order to play P-K7, the square K7 must first be covered a second time, so that the Bishop cannot be given up for the two pawns. Therefore: 8. K-Q5, B-R6 (B-B6; P- K7ch); 9. K-B6, K-K1; 10. K-B7ch, K-B1; 11. K-Q7, and wins.
In end-games with one Knight on each side, an extra pawn usually decides the game much in the same way as in end-games with Bishops of the same colour; frequently even with equal pawns, the possession of a passed pawn is sufficient, as it keeps either the King or the Knight busy, so that there is only one piece available for the defence of the pawns. An instructive example is the end-game Ed. Lasker-Rotlevi on p. 100.
End-games with Rook against Rook are the most frequent, as well as the most difficult. Here the possession of an extra pawn is seldom sufficient for a win, unless the stronger side has also an advantage in the greater mobility of the Rook. Diagram 78 is typical of such cases, frequent in practice, in
- 8 #R - 7 ^R #P #K - 6 ^P #P - 5 - 4 - 3 ^P - 2 ^K ^P - 1 - A B C D E F G H
Diag. 78
which the greater mobility is the deciding factor. Although White has one pawn more, he can only win by reducing the mobility of the Black Rook through the following manoeuvre: 1. R-B2, R-Q2; 2. R-R2, R-R2. Now the Black Rook has only one move left, whilst the White Rook has the freedom of the Rook's file. For instance, the Rook can be posted at R5 and prevent the Black King from attacking White's King's side pawns, whilst the White King makes for the R at R7 and effects its capture. If, on the other hand, the Black King tries to obstruct the way to the Queen's side, White penetrates into the Black pawn position. Black cannot maintain the opposition because the White Rook has spare moves, the Black Rook none. e.g. 3. K-B3, K-Kt3; 4. R-R5, K-B3; 5. K-K4, K-K3; 6. R-R4, P-Kt3; 7. R-R5, K-Q3; 8. K-Q4, K-B3; 9. K-K5, and wins the pawns.
Having the move, Black would draw the game by: 1. ... R-Q7ch; 2. K-R3, R-R7. By placing his Rook behind the passed pawn he condemns the opposing Rook to inactivity, whilst his own is free to move on the Rook's file. If now the White King comes up, he will in the end force the sacrifice of the Black Rook for the pawn, but meanwhile the Black King captures the White pawns, and with passed pawns on the King's side might get winning chances.
When there is only one pawn left in endings of R against R, the weaker side maintains the draw, if the King can command the queening square. Diagram 79 shows a position favourable to the stronger side, and which can mostly be obtained in this end-game. But here, too, Black forces a draw with a pretty manoeuvre: 1. ... R-B2; 2. R-KKt2, R-Q2ch; 3. PXR, and Black is stalemate.
- 8 #R #K - 7 - 6 ^P ^K - 5 - 4 - 3 - 2 ^R - 1 - A B C D E F G H
Diag. 79
The chances of a draw are even greater in endings of Q against Q, as the King on the stronger side can seldom evade perpetual check. For the sake of completeness I will show a few cases in which Q or R cannot win against an advanced pawn.
In Diagram 80 White can still draw, for in five moves the pawn reaches Kt7, supported by the King at R7, and in that time Black cannot come up with his King, so that he must give up the Rook for the pawn. Two passed pawns win, even when the King is away from them, if they have reached their sixth square. In Diagram 81, for instance, White is lost,
- 8 - 7 - 6 - 5 ^K - 4 ^P #R - 3 - 2 - 1 #K - A B C D E F G H
Diag. 80.
as Black gives up his Rook at Q7 and plays P-Kt6, after which one of the pawns queens.
The Queen wins against an advanced pawn, even when the latter is supported by the King; only the R or B pawn can
- 8 ^K - 7 ^P ^R - 6 #K - 5 #R - 4 #P - 3 #P - 2 - 1 - A B C D E F G H
Diag. 81.
draw sometimes, when the pawn is on the seventh supported by the King, and the opposing Q cannot move to the queening square.
The following illustrates the three principal cases:
A. Position—White: K at QKt8, P at QR7 Black: K at QR8, Q at QB3
Black must stop the pawn and plays Q-Kt3ch. White answers with K- R sq and is stalemate unless White lets the Kt's file free again. This end-game can only be won if the stronger King can assume the opposition in two moves. Therefore, if in the above example the Black King was standing at Q5, Black would win as follows: 1. ... Q-K1ch; 2. K-Kt7, Q-K2ch; 3. K-Kt8, K-B4; 4. P-R8 = Q, K-Kt3. and White cannot cover the mate.
B. Position—White: K at QKt8, P at QB7 Black: K at Q5, Q at QB3
White draws: 1. ... Q-Kt3ch; 2. K-R8, QxP stalemate.
C. Position—White: K at QKt8, P at QKt7 Black: K at Q5, Q at QB3 White loses.
1. K-R7, Q-R5ch; 2. K-Kt6, Q-Kt5ch; 3. K-B7, Q-B4ch; 4. K-Q8, Q- Q3ch; 5. K-B8, Q-B3ch; 6. K-Kt8, K-B4; 7. K-R7, Q-R5ch; 8. K-Kt8, K-B3; 9. K-B8, Q-R3, etc.
END-GAMES FROM MASTER PLAY
In the following pages I give some instructive examples taken from tournament play. Step by step we will find how very important is the knowledge of the simple endings treated in the last chapter. We shall see that it is often necessary to consider many moves ahead to find the correct line, but that it is nearly always possible to foresee every consequence with unfailing certainty. Moreover, because of the reduction of forces there is no call to take very many variations into consideration. This explains why there is a tendency in modern master play to enforce the exchange of pieces, as soon as there is the slightest advantage sufficient to bring about one of the elementary end- game positions, in which the win can be forced.
1. FROM A GAME TEICHMANN-BLACKBURNE (BERLIN, 1897).
- 8 - 7 #P - 6 #P #K #P #P - 5 - 4 #P #P ^P - 3 ^P ^P ^P - 2 ^P ^K - 1 - A B C D E F G H
Diag. 82.
Black has an extra pawn on the Queen's side. But as it is doubled, the material superiority is of no account. A perceptible advantage, however, lies in the fact that White cannot bring about a "forced move" position, as Black has the move P-QB4 in reserve. White has also an infinitesimal weakness on the King's side, the Rook's pawn having advanced two squares and being therefore an easy mark. This disadvantage soon becomes apparent.
1. P-B3 K-B4 2. K-B2 P-R4 3. K-Kt2 P-Kt4 4. K-R3 K-K4
With this move advantage is taken of one of White's weaknesses. White must exchange pawns. If the King moves, Black captures, freeing B 5 for his King, from where he can later on get to K6 or Kt6. But after the exchange at Kt4, Black has the chance of obtaining a "distant passed pawn" on the Rook's file.
5. PxP PxP 6. K-Kt2 K-B4 7. K-R2 K-B3
If Black were to play P-R5 at once, White would reply with 8. K- R3, and after PxP, 9. KxP. Black would have to give up the spare move P-B4, to gain the square at B5 for his King. The game then would be drawn after 10. K-Kt2! K-B5, 11. K-B2, because White maintains the opposition, and Black cannot get through at K6 or Kt6. Black therefore manoeuvres his King first in such a way that the square at his B4 is only reached when the White King is at Kt3.
8. K-Kt2 K-Kt3 9. K-R2 P-R5
Now neither PxP nor P-B4 is of any use. In the first case Black obtains the distant passed pawn. In the second White obtains the distant passed pawn after 10. P-B4, PxBP; 11. PxRP, but loses it again after K-R4; 12. K-R3, P-B4.
10. K-R3 PxP 11. KxP K-B4
At last Black has captured the coveted square, whilst keeping the spare move in hand.
12. K-B2 K-B5
The White King cannot move to Kt2 now, because in that case Black would move the King to the White QBP and queen in seven moves, and White, after seven moves, would only have the KB pawn at B7.
13. K-K2 K-Kt6 14. K-K3 P-B4
and wins, for White cannot hold the KBP now, but must capture the KtP in exchange for it, after which the Black King reaches the Queen's side two moves ahead, e.g.:
15. K-K2 K-Kt7 16. K-K3 K-B8! 17. K-K4 K-B7 18. K-B5 KxP 19. KxP K-K6, etc.
Black would have forced a win also if White had played K-Kt2 on his twelfth move thus: 12. K-Kt2, K-B5; 13. K-B2.
Now White has the opposition, and after Black wrings it from him by playing the spare move P-B4, he assumes it again with 14. K- K2, K-Kt6; 15. K-K3. But he cannot maintain it after Black's K-R6 because the square at Q3 for distant opposition is not accessible. After 16. K-Q2, K-R7!; 17. K-K3, K-Kt6; 18. K-K2, K- Kt7; 19. K-K3, K-B8 we get the same result as before.
II. FROM A GAME ED. LASKER-ROTLEVI (HAMBURG, 1910).
- 8 #Kt - 7 #P #P #P #K - 6 - 5 ^K - 4 ^P - 3 ^Kt - 2 ^P ^P - 1 - A B C D E F G H
Diag. 83.
White has the advantage, because Black must keep either his King or his Knight permanently near the passed pawn, guarding against its advance, whilst both White's King and Knight can attack the Black pawns. As yet they stand so far in the rear that the White King cannot approach them Therefore White must first try to force their advance.
1. Kt-B5 P-Kt3 2. Kt-Q3 P-R4
This is now necessary, because the square B3 is weak after P-Kt3 and the White Knight threatens to win the Rook's pawn eventually with a check at B6. For this reason Kt-Q 2, for instance, could not be played instead of the move in the text, because 3. Kt-K5 would follow. Black now cannot exchange, of course, otherwise the position would resolve itself to an easy end game win similar to the one in Diagram 56. There would be nothing left but Kt-Kt1 to oppose the threat of Kt-B6ch, and this would get the Knight entirely out of play, so that White could queen the passed pawn easily after 4. K-Kt6.
3. K-K5 P-B3
The King was threatening to enter via Q5 and B6.
4. K-B5 Kt-K3
If Black wishes to obviate the threat: Kt-K5-B4, and plays P-Kt4, the White King goes to QB5 and wins all the pawns easily. Therefore Black endeavours to sacrifice a pawn in order to exchange the two others, after which a draw could be forced by exchanging the Knight for the remaining White pawn.
5. Kt-K5 P-B4 6. Kt-B4 P-Kt4 7. KtxP P-B5
- 8 - 7 #K - 6 #Kt - 5 ^Kt #P ^K - 4 #P ^P - 3 - 2 ^P ^P - 1 - A B C D E F G H
Diag. 84.
8. K-K5 Kt-B4 9. Kt-B6ch K-B1!
Not K-B2, because of 10. K-Q4, Kt-Q6; 11. Kt-K5ch.
10. Kt-R7
Here White had only considered the following answer:
Kt-Q6ch; 11. K-Q4, KtxKtP; 12. KtxP, Kt-Q6; 13. P-B5, Kt-Kt5; 14. Kt-B3, Kt-B7ch: 15. KxP, Kt-K6ch; 16. K-B5, KtxP; 17. P-R4, Kt- K2; 18. Kt-Q5, Kt-B1; 19. K-B6, K-K1; 20. K-B7, Kt-R7; 21. K-Kt7, and wins the Knight.
Black however draws, through a pretty combination:
10. ... P-Kt5 11. K-Q4 P-B6 12. K-B4 PxP 13. KxP KtxP
and White cannot prevent the ultimate exchange of Kt for P. The last winning chance would have been: 10. K-Q4!, Kt-Q; 11. K-B3. This is in any case the more plausible line, because now White can attack the pawns with both King and Knight, as both the Black pieces are away from the field of operations. The sequel could be: 11. KtxBP; 12. P-R3 (Kt-R7 would only draw: Kt-K7ch; 13. K- Kt4, Kt-B8 14. P-R3, Kt-R7ch; 15. KxP, P-B6); 12. Kt-Q4ch 13. K- Q4, Kt-B5; 14. K-K4 (Kt-R7 ?, Kt-K7ch!!; 15 K-K3, P-B6), Kt-Q6; 15. P-Kt4, Kt-Kt7 16 Kt-Q4, and wins
III. From a game Blackburne-Schlechter (Vienna, 1898).
- 8 #R #R - 7 #P #P #K #B #P #P #P - 6 #P - 5 ^P #Q - 4 ^P ^Q - 3 ^Kt - 2 ^P ^P ^K ^P ^P - 1 ^R ^R - A B C D E F G H
Diag. 85
White has just played Q-B4. P-B5 is threatened, and Black is forced to exchange Queens. The ensuing end-game, however, is inferior for Black, because the QP is weak and White threatens eventually to force his Queen's Pawn through.
1. ... Q-B4 2. QxQ BxQ 3. Kt-Q4 B-Kt3 4. RxR RxR 5. R-K1 RxR
If Black wants to avoid the exchange, he must yield up the King's file to White, and that would surely spell disaster, as the Black Rook would have no field of action, and would have to go to Q1 to avoid the loss of a pawn through Kt-Kt5ch, after which the White Rook would take possession of the seventh rank, fettering the action of the Bishop into the bargain.
6. KxR B-Q6 7. P-QKt3 K-Q2
Black is condemned to inactivity, and White can quietly set to work to force his pawn through.
8. K-Q2 B-K5 9. P-Kt3 B-Kt8 10. P-QR3 B-K5 11. K-K3 B-Kt8 12. Kt-B3
In order to play P-QKt4 and P-B5, then to force Black to exchange at B5, White must first have the opportunity of bearing a second time on Black's Queen's Pawn. Therefore he prepares the manoeuvre Kt-B3-Q2-B4.
12. ... K-K2 13. P-QKt4 B-B4 14. P-B5 B-Q2 15. K-Q4 B-K1 16. Kt-Q2 B-Q2 17. Kt-B4 PxPch 18. PxP P-B3
It is not yet easy to materialise the advantage in position The advance P-Q6ch would be very bad, as B6 and K6 would be made accessible for Black. White starts by tempting the pawns forward and thus systematically creates points of attack.
19. Kt-Kt2 B-B4 20. P-QR4 K-Q2 21. P-R5 P-QR3
The Queen's side is paralysed. The text move is forced, as P-R6 would give White yet another passed pawn. Now White turns his attention to the King's side.
22. Kt-B4 K-B2 23. Kt-Q6 B-Q2 24. K-K4 B-R5 25. P-Kt4 B-B7ch 26. K-Q4 B-Kt3
Black wishes to play P-R4, in order to get a passed pawn too, the only chance of saving the game.
27. P-R3 K-Kt1
Now P-R4 would be countered by Kt-B5, forcing the exchange and leaving a backward pawn at Kt2 and the Rook's pawn would be bound to fall.
28. Kt-B5 BxKt 29. PxB K-B2
- 8 - 7 #P #K #P #P - 6 #P #P - 5 ^P ^P ^P ^P - 4 ^K - 3 ^P - 2 - 1 - A B C D E F G H
Diag. 86.
It would now seem as if Black might have played P-KKt4 here, securing a passed pawn, and forcing a draw. After 30. P-R4 Black would play P-R3, and it is not evident how White is to win. But 29. ... P-KKt4 is parried by PxP e.p. The difference in the pawn positions, which decides the issue for White, is found in the fact that the White passed pawn at Q5 is unassailable because the support of the BP cannot be taken away by Black's P-Kt3, whilst Black's passed pawn at his B3 can be isolated at any time through P-R4-R5. White would take up a position on the Knight's file with the King, and push on the Rook's pawn. The isolated pawns are then an easy prey. On the text move White also pushes the Rook's pawn on to compel P-R3 and reduce Black to moves by the King. The passed Queen's pawn decides the game.
30. K-K4 K-Q2 31. K-B4 K-K2 32. K-Kt4 K-Q2 33. P-R4 K-B1 34. P-R5 P-R3
Otherwise there follows: P-R6, K-R5, etc.
35. K-B4 K-Q2 36. K-K4 K-B2 37. P-Q6ch K-B1 38. K-Q5 K-Q2 39. P-B6ch PxPch
(compare Diagram 68)
40. K-B5 Resigns
IV. FROM A GAME BIRD-JANOWSKI.
- 8 #K - 7 #P ^B #P - 6 - 5 ^P #P - 4 ^P #P - 3 ^P ^P - 2 ^K ^P - 1 #R - A B C D E F G H
Diag. 87
In spite of the preponderance of material, the win is not an easy one for Black, because of White's alarming pawn array on the Queen's side. The King must first make use of his great power as an end-game piece.
1. ... K-B2 2. P-Kt5 K-K3 3. P-Kt6 PxP 4. PxP K-Q2 5. B-K5
threatens P-Kt7. But as White must first move his Bishop to cover his pawn, the Rook's pawn is lost, and the manoeuvre therefore unsound. P-R3 was indicated; it threatens the break-up of the Black pawns by P-Kt4 and their capture by the King.
5. ... K-B3 6. B-Q4 R-R2ch 7. K-K3 RxP 8. K-B4 R-Q7! 9. P-Kt4 RxB
Black reduces the position to an elementary ending, which is theoretically a win. Whilst the two White passed pawns are isolated and fall singly, Black obtains two passed pawns, which are united and unassailable.
10. PxR P-K6 11. KxKP PxP 12. K-B4 P-R4 13. P-Q5ch KxKtP 14. K-K5 K-B2 Resigns.
V. FROM A GAME STEINER-FORGACZ (SZEKESFEHERVAR, 1907).
- 8 #R - 7 #P #P #K #P #P #P - 6 #P - 5 ^P - 4 ^R - 3 ^P - 2 ^P ^P ^P ^P - 1 ^K - A B C D E F G H
Diag. 88
White has an advantage in the greater mobility of his Rook, and makes the most of it in an instructive fashion.
1. R-Kt4 P-Kt3
White provokes this move in order to produce a weakness at KB6.
2. K-K2 K-K3 3. R-KB4 R-KB1
Black naturally dare not allow the Rook to penetrate into the seventh.
4. P-Q4 P-QB4
This move would win the game, if the Rooks had been exchanged, because in that case the distant passed pawn which Black could obtain on the QKt file would decide the issue. But, supported by the mobile Rook, the centre pawns become irresistible. Instead of the text move, P-KB4 was necessary in order to release the Rook.
5. P-B3 PxP 6. PxP P-KB4
If it were not for the Rooks, the centre pawns would not help White, because Black would obtain a passed pawn on either wing.
7. K-Q3 P-KKt4 8. R-B2 R-B1 9. P-Kt4 P-B5
If PxP, 10. R-B6ch, K-K2; 11. R-R6 wins.
10. P-KR4 P-KR3 11. PxP PxP 12. R-R2 R-B1 13. R-R6ch K-K2 14. P-Q5 P-B6 15. R-K6ch K-Q2 16. R-B6! Resigns.
For after RxR, 17. PxR, White captures the BP, and still overtakes the passed pawn which Black obtains on the Queen's wing; the pawns at Q5 and B6 are unassailable (K-K8, P-Q6, K-B7, P-Q7, etc.). The consequences of 16. R-B6 had to be calculated to a nicety. If, for instance, the QKtP were already at his fourth, White would lose. In four moves Black would have one of his pawns at his R6, the other at Kt5. In the meantime White would have taken the BP and come back to the Q file. Now Black would win with P-Kt6, because after PxP the RP queens unmolested.
VI. FROM A GAME CHAROUSEK-HEINRICHSEN (COLOGNE, 1898).
- 8 #R #K - 7 #P #P #Q #R #P #P - 6 #P - 5 #P ^Q ^P - 4 #P ^R - 3 ^P - 2 ^P ^P ^P ^P ^P - 1 ^R ^K - A B C D E F G H
Diag. 89
White's position is superior; firstly, because the only open file on the board is his, and secondly, because the Black Queen's side pawns are advanced, and therefore weak for a King's ending. After exchanging the Queen and one Rook, the possession of the King's file ensures the advance of the King to K4 and from there to Q5. Then the weakness of Black's pawns decides the game.
1. QxQ RxQ 2. R-K8ch RxR 3. RxRch K-R2 4. K-R2 P-KKt3 5. K-Kt3
PxP is no threat, because White wins the pawn back at once with R-K5. By capturing, Black would only dislocate his pawns.
5. ... KKt2 6. K-B4 K-B3 7. R-K5 P-Kt3 8. K-K4 R-Q3 9. P-KB4 R-K3
Black probably hopes for a counter chance by getting a distant passed pawn on the KRook's file. But he underrates the weakness of the Queen's side pawns, and even without the exchange of Rooks, White would win, by settling the King's side first and then tearing up the Queen's side, as in the game: 10. P-KKt4, R- K2; 11. PxP, PxP; 12. P-Kt5ch, PxP; 13. PxPch.
10. PxP PxP 11. K-Q5 RxR 12. PxRch K-K2 13. P-QKt4 Resigns
Black must capture, as he needs seven moves in which to ex change the Knight's pawn and queen his Rook's pawn, whilst in that time White can win the QP after PxP, and yet arrive in time with his King to stop the pawn from queening.
After l3. ... PxP, however, there follows 14. KxP. Then White covers his passed pawn with P-Q4, and his King, having full freedom, captures all the Black pawns.
CHAPTER VI
THE MIDDLE GAME
GENERAL REMARKS
HAVING now a fair knowledge of the end-game, we should be in a position to appreciate how the middle game should be conducted. We must throughout maintain a favourable pawn formation, in view of the end-game which might be forced on us by exchanges. On the other hand, as soon as we have gained an advantage sufficient to secure the victory in the end-game, we must ourselves, by the exchange of pieces, try to reduce the position to one of the typical elementary cases which we have discussed. Now it will invariably be found that beginners are unwilling to make these essential exchanges. This is explained by the attraction which combinations involving the action of many pieces have for them. They assume that exchanges, particularly of the Queens, make the games dull. Such ideas only prove that the beginner has not grasped the nature of chess, the essence of which is stern logic and uncompromising conclusions, and this demands the shortest and clearest way leading to a mate. To the strong player, able to play logically, logic will always be inseparable from beauty in chess.
To play logically means to subordinate all combinations to a leading plan of campaign, but there is difficulty in finding the latter. An unsound scheme, even if worked out to its logical conclusion, can of course be of no value. All the same it is better than no plan at all. And in time one gains by experience, and develops a sort of instinct for rejecting from the large number of possible operations all those which, properly countered, cannot bring any advantage.
Beside practical play, which is essential in order to gain this instinct, a methodical theoretical instruction is of inestimable value, and accelerates the development of the student's mind. Now the instruction I wish to give in the THEORY of chess will not take the form of an ANALYSIS, brought up right into the middle game, of the various openings, tested and found correct in master play. Such collections erroneously bear the title of "Theory of the Openings," and are, besides, quite useless at this stage, since they only embody the results of ANALYSIS.
It is first necessary to ascertain a few leading principles, which can be taught in a most simple manner, by the exercise of common sense, rather than by applying oneself to the study of long-winded analysis. The student will no longer need to discover time-worn maxims in the light of his own weary experience, and on the other hand, these principles will help him to understand analysis, and to keep clearly before his mind's eye the common and principal lines of play, of which he might easily lose sight in the labyrinth of suggested variations.
I propose to show the application of such principles to master play, and this will give us a further opportunity of deeper study, both of the rules set out in the first part for conducting the opening correctly, and of the end-game principles, which should be well considered.
I have made the pawn skeleton with its attendant grouping of pieces the main consideration in the study of the opening; now in the investigation of the problems of the middle game, I will start from the TRANSFORMATION which the pawn skeleton has to undergo in the course of further operations. In my opinion this is the best starting-point for the choice of effective manoeuvres of the different pieces.
Before we are able to evolve a practical scheme we must have under consideration the following important points: How do we know if an attack is likely to succeed? In other words: On what point should I concentrate the attack? It should be clear to all that it is of no possible use to direct an attack on anything that can move away. Yet beginners frequently infringe this obvious rule, and I have often witnessed manoeuvres such as these (Diagram 90):
- 8 #R #B #Q #R #K - 7 #P #P #P #P #P #P - 6 #Kt #P #Kt - 5 #B #P - 4 ^B ^P - 3 ^Kt ^P ^Kt - 2 ^P ^P ^P ^P ^P ^P - 1 ^R ^B ^Q ^R ^K - A B C D E F G H
Diag. 90
1. P-QR3, 2. P-QKt4, and then, after the B has retired to his Kt3 even, 3. R-QKt1, 4. P-QR4, 5. P-R5. Meanwhile Black will have played P-QR3, to make a loophole for his B at R2, and what is the result? The Black Bishop is as effectual at R2 as at B4, but White has advanced his pawns, and weakened them, as they are now more liable to attack. Moreover, White has used up five moves to achieve his aim, whilst Black only needed three. Therefore Black has gained two moves, which he can use for the development of his pieces.
Diagram 91 illustrates another mistake frequently made in the choice of an objective, and one which can utterly spoil the whole game, even in its earliest stage. Black has to
- 8 #R #B #Q #K #B #Kt #R - 7 #P #P #P #P #P #P #P - 6 - 5 - 4 ^Q ^P - 3 - 2 ^P ^P ^P ^P ^P ^P - 1 ^R ^Kt ^B ^K ^B ^R - A B C D E F G H
Diag. 91
move, and his game is somewhat hindered by the dominating position of the White Queen. The latter prevents the Bishop from occupying a desirable square at his QB4, and also makes the liberating move P-Q4 impossible. Therefore it would seem desirable to drive the Queen away. But this should only be done if it is not attended by some further disadvantage.
Now the average player is not particularly fastidious in his methods. The Queen irritates him, therefore the Queen must be repelled one way or the other. He would probably try P-QB4. The result is that the Queen selects another good square, for instance at K3 or QR4, but Black has not improved matters, for he still can play neither B-B4 nor P-Q4. On the other hand, irredeemable harm has been done, inasmuch as the Black QP now remains "backward." The attack on the Queen by P-QB4 must consequently be rejected. Sallies such as these, in which short- lived attacks are made by pawns upon pieces, are always of doubtful value. They must unquestionably be avoided if they break up the pawn skeleton, which is formed in the opening, and confine the mobility of the pieces.
Also with regard to manoeuvres of PIECES, intended solely to drive away an opposing piece, it is obviously essential that the attacking pieces in effecting their purpose should not be made to stray too far afield, lest they become out of play.
I shall delay dealing with the features underlying good forms of attack, both by pieces and pawns, until I have treated of the choice of an objective.
From what we have already expounded, it is clear that the subject of an attack should be incapable of evasion. Should it, in the course of attack, be desired to prevent a PIECE from being moved, that can only be effected by means of a "pin." A PAWN, however, can be held in place either by occupying the square immediately in front of it, or by controlling the latter with more forces than the opponent can bring to bear upon it.
- 8 #R #K - 7 #Q #R #B #P #P #P - 6 #P #P #P - 5 #P - 4 ^P ^P ^B - 3 ^P ^R - 2 ^P ^Q ^P ^P ^P - 1 ^R ^K - A B C D E F G H
Diag. 92
The last two diagrams exemplify this. If in Diagram 91 Black makes the mistake of playing P-QB4 as suggested, the backward QP becomes a welcome objective for White's attack. White can keep that pawn back by playing P-Q B4 as soon as it threatens to advance, after which he would develop quietly, double his Rooks, and bring the Q and QB to bear in a concentrated attack on Q6. A position not unlike that in Diagram 92 will result ultimately, in which Black defends the pawn as many times as it is attacked, but in which White can bring up his KP to the attack, as the QP cannot move away, whilst Black has no further defensive move at his disposal. Play against a backward pawn nearly always develops on these lines, and is even easier when there is no defending B of the same colour as the pawn. (See p. 40, and Game No. 26.)
Such manoeuvres, in the course of which pieces are pinned and attacked, are illustrated in Diagram 90. The most obvious move, which initiates an attack and at the same time completes the development of the minor pieces, is B-Kt5. Attacks by means of such devices are so frequent and varied that it will be necessary to treat them at some length, which I now propose to do. I should also add that, with regard to Diagram 90, the student will derive lasting benefit from a thorough study of the position, and will thus improve his power to judge of the desirability, or otherwise, of obtaining open files, diagonals, doubled pawns, etc. After B-KKt5, the threat is to attack the Knight a second and third time with Kt-Q5, and Q-B3, after moving the KKt away. As Black's KKt is only supported twice, and there is no chance of bringing up more forces for its defence, Black must undertake something to provide against the threatened onslaught.
The most natural plan is to develop the QB at K3, from where it can be exchanged for the Knight should Kt-Q5 be played. The doubled pawn, which White could force by exchanging the Bishops, is in no way detrimental to Black's game. On the contrary, the opening of the file for the Rook, with the attendant chance of playing P-Q4 supported by the doubled pawn, gives Black the advantage.
The doubled pawn which Black obtains after 2. Kt-Q5, BxKt; 3. PxB (or 3. BxB), Kt-K2; 4. BxKt, would also be of no help to White. The apparent weakness created in Black's game at KB3 and KR3 by the disappearance of the KtP does not assist White in this case, because the pieces which could take advantage of such a weakness, the QB and the Kt at Q5, have been exchanged. There only remains the KKt and the Q for an immediate attack, whilst the Black Rook will soon get into effective action on the open Knight's file, e.g. 5. Q-Q2, K-R1; 6. Q-R6, Kt-Kt3; 7. Kt-R4, KtxKt; 8. QxKt, Q- K2, followed by the doubling of the Rooks on the Kt file. Considerations of a similar nature would tend to show that 1. B- Kt5, Kt-K2; 2. BxKt, PxB is in favour of Black. The White QB, which is so effective in taking advantage of weaknesses at Black's KB3 and R3, has been exchanged. The Queen's Knight is not available for attack on the KBP, as it would be exchanged or else driven off in time by P-B3. Compared with the position considered above, which occurs after 1. ... B-K3, 2. Kt-Q5, Black has the further advantage of maintaining his QB, which makes it possible to push the weak KBP on to his fourth, and either exchange it or push it still further to B5, a useful and secure position.
Matters would be different were Black to allow his King's wing to be broken up without getting rid of White's dangerous pieces by exchanges. Let us consider what happens, if Black takes no measures against Kt-Q5, but only prevents White's ultimate Q-B3 by pinning the Knight with B-KKt5. White gains a decisive advantage by bringing his Queen into play before Black is able to secure himself against the threatened combined attack of Q and B, or alternately Q and Kt by K-R1, R-Kt1-Kt3. I will give two examples of how the whole game now centres on the attack and defence of the points weakened by the disappearance of the KtP, and how White pushes home his advantage in the one instance with the help of the B, in the other by the co-operation of the Kt.
I. 1. B-KKt5, B-KKt5; 2. Kt-Q5, Kt-Q5; 3. Q-Q2, BxKt?; 4. BxKt, PxB; 5. Q-R6, and there is no reply to the threat of KtxPch and QxP mate, except through the sacrifice of the Q. Forcing the exchange of Knights is of no avail, for after 5. ... Kt-K7ch; 6. K-R1, BxPch; 7. KxB, Kt-B5ch; 8. KtxKt, PxKt; 9. K-R1, White occupies the Kt file first and wins easily: 9. ... K-R1; 10. R- KKt1, R-KKt1; 11. RxR, QxR; 12. R-KKt1 followed by mate or loss of the Queen.
II. 3. Q-Q2, P-B3; 4. KtxKtch, PxKt; 5. B-R4! BxKt; 6. Q- R6, Kt-K7ch; 7. K-R1, BxPch; 8. KxB, Kt-B5ch; 9. K-R1, Kt-Kt3. Now Black has succeeded in interrupting the White Queen's action on the BP. But it has taken many moves, with the sole result that Black's Queen's Knight is better placed. All the other pieces, however, occupy the positions they took up in the opening. The Black Knight, moreover, is only supported by the RP until Black manages to block the White Bishop's diagonal by P-Q4. Meanwhile White has gained a big start, and is ready to occupy the open file with his Rooks. The sequel might be: 10. P-Q4!, BxP (if PxP; 11. P-K5!!, QPxP; 12. R-KKt1, etc.); 11. P-B3, B-Kt3; 12. QR-Q1, K-R1; 13. R-KKt1, Q-K2; 14. R-Q3, R-KKt1; 15. R-R3, R-Kt2 (KtxB; 16. QxRPch!!); 16. R-B3, followed by BxP (B6).
Taking it all in all, we see from the foregoing that the pinning of the Black Knight can only be injurious to Black if he does not take timely measures to provide against White's Kt-Q5, which threatens to concentrate more forces for the attack on KB6 than Black is able to mobilise for its defence.
Beginners, after having experienced frequent trouble through their inadequate defence of this kind of attack, try to avoid their recurrence by making such pinning moves impossible from the first and playing P-R3 on whichever side the pin is threatened. Apart from the loss of time, on which I remarked at length when discussing the opening, such pawn moves have various other drawbacks.
With every pawn move it should be considered whether the squares protected by the pawn before it has moved may not need the support of that pawn at a later stage. This is particularly the case with regard to squares in front of the castled King. If one of those pawns pushes on, the squares which have lost its protection frequently offer an opening for a direct attack by the enemy's pieces on the King.
A second consideration is the fact that the advancing pawn itself becomes a target for an assault in which the opponent, moving up a pawn on the next file, brings his Rooks into play, or in which he sacrifices a piece for the advanced pawn and the one that protects it, thus robbing the King of the protection he sought to obtain in castling.
The following examples will contribute much to the understanding of this most important subject, the grasp of which will mean a great step forward for the student.
The position in Diagram 93 is from a game v. Scheve-Teichmann (Berlin, 1907). White played 1. P-R3 in order to avoid the pinning of his Knight through B-Kt5. The move is not unjustified, as the Knight is required for the support of the square at Q4. The pawn move, however, has the drawbacks enumerated above, and White must think of keeping a sufficiency of pieces for the fight on the King's wing, in order to prevent Black from utilising the weakness thus created for a combined assault by superior forces.
- 8 #R #B #K #Kt #R - 7 #B #P #P #Q #P #P #P - 6 #P #Kt #P - 5 ^P #P - 4 ^B ^P ^P - 3 ^P ^Kt - 2 ^P ^P ^P ^P - 1 ^R ^Kt ^B ^Q ^R ^K - A B C D E F G H
Diag. 93
In this case White does not take precautionary measures, and succumbs in a surprisingly short time.
1. ... Kt-B3; 2. PxP? With this move White opens the diagonal for Black's KB for no apparent reason. 2. ... QKtxP; 3. KtxKt? Instead of providing for the defence of his King's wing, White exchanges one of the King's side pieces, 3. ... QxKt; 4. Kt-Q2, BxP! White has provoked this sacrifice by his last two moves. The KBP is pinned, and the Q enters by way of her Kt6, the protection of which was given up by pushing on the RP. The rest is easy; 5. PxB, Q-Kt6ch; 6. K-R1, QxPch; 7. K-Kt1, Kt-Kt5; 8. Kt-B3, Q- Kt6ch; 9. K-R1, BxP; 10. resigns.
Diagram 94 shows a position from a game Marshall-Burn (Ostend, 1907). Strong in the knowledge that the Black Queen's side pieces are not developed, and can only with difficulty be of assistance in the defence of the King's side because of their limited mobility, White takes advantage of the weakness created by the advance of the Black KKt pawn to his third, and initiates an immediate assault on the King's stronghold.
- 8 #R #B #Q #R #K - 7 #P #P #P #Kt #P #P #B #P - 6 #P #Kt #P - 5 - 4 ^P ^B - 3 ^B ^P ^Kt - 2 ^P ^P ^P ^Kt ^P ^P ^P - 1 ^R ^Q ^K ^R - A B C D E F G H
Diag. 94
1. P-KR4, R-K1; 2. P-R5. This forces open the Rook's file. If the pawn were still at Kt2, Black would simply let White push on to R6 and then reply with P-KKt3. 2. ... KtxP; 3. RxKt, White concludes the game in brilliant style. Black's wrong development has given a welcome opportunity for sacrificial combinations. Now the KB has an open diagonal, the pawn position is broken, and White's Q and R have no difficulty in using the Rook's file for a deadly attack. 3. ... PxR; 4. BxPch, KxB; 5. Kt-Kt5ch, K-Kt3 (if K-Kt1, then 6. QxP, Kt-B3; 7. QxPch, K-R1; 8. Castles, etc.); 6. QKt-B3, P-K4; 7. Kt-R4ch, K-B3; 8. Kt-R7ch, K-K2; 9. Kt-B5ch, K- K3; 10. KtxBch, K-K2; 11. Kt-B5ch, K-K3; 12. P-Q5ch, KxKt; 13. QxPch, K-K5; 14. Castles, followed by P-B3 or R-Q4 mate.
In cases where both sides have already castled on the same wing, and the opponent has weakened his position by pushing on one of the pawns of that wing, it is seldom advisable to start an attack with the advance of one of the pawns in front of the King, as the latter's position would be weakened. An attack of this kind is only justified if there is a prospect of concentrating with all speed a superior force before the opponent has time for a counter attack.
The Black position in Diagram 95 illustrates one much favoured by "natural" players. Here the advance of the
- 8 #R #Q #R #K - 7 #P #B #P #P #Kt #P #B #P - 6 #P #Kt #P #P - 5 ^P - 4 ^P - 3 ^Kt ^B ^B ^Kt - 2 ^P ^P ^P ^P ^P ^P - 1 ^R ^Q ^R ^K - A B C D E F G H
Diag. 95
KRP would not be a suitable plan of attack for White as his Rook is no longer on the Rook's file, nor could it be brought back in time. In this case White must endeavour to take advantage of the weaknesses at Black's KB3 and KR3, produced by his move P-KKt3. This will be the modus operandi: Q-Q2 followed by B-R6, forcing the exchange of Black's valuable KB. After that the Q in conjunction with one of the Knights will attempt to force an entry at KB6 or KR6, as for instance in the following, the moves of which are taken from a game I once watched and took note of as being most instructive.
1. Q-Q2, P-Q3; 2. B-KR6, PxP; 3. BxB, KxB; 4. PxP, Q-Q2; 5. Kt- K4, Kt-Q4; 6. B-B4, QR-Q1; 7. BxKt, PxB; 8. Kt-B6, Q-K3; 9. Q- Kt5, B-B1 (to prevent Kt-Kt4); 10. QR-K1, Q-B4; 11. Q-R4, P-KR3; 12. Kt-Q4, KtxKt; 13. QxKt, P-B4; 14. Q-Q2, P-Q5; 15. P-KB4, P- B5; 16. P-KKt4, Q-K3; 17. P-B5, Q-B3; 18. R-K4, B-Kt2; 19. R-B3!, Q-B4; 20. QxPch, KxQ; 21. R-R3ch, followed by R-R7 or Kt-R7 mate.
A somewhat more difficult case is shown in Diagram 96.
- 8 #R #Kt #Kt #R #K - 7 #B #Q #P #P - 6 #P #P #B #P - 5 #P #P ^P #P - 4 ^P ^P - 3 ^P ^B ^Kt ^P - 2 ^P ^P ^B ^P - 1 ^R ^Q ^R ^Kt ^K - A B C D E F G H
Diag. 96
Here the advance of the White King's side pawns has undeniably produced weaknesses in the pawn skeleton, and these would be fatal had the Black pieces as much mobility as the White ones. But the congestion of Black's pieces on the Queen's side makes his defence unwieldy, and White has no difficulty in accumulating his forces on the King's side for the final assault. The prospects are that White will be able to bring home his attack, before Black has a chance of forcing exchanges and of bringing about the end-game, which through the weakness of the White pawns would probably turn to his advantage. The play (E. Cohn-Ed. Lasker match, Berlin, 1909) is instructive, and shows how the attack should be conducted in such positions. 1. Kt-Kt3, B-Kt2; 2. K-R2, P-B3; 3. R-KKt1, Kt-Q2; 4. Kt-R4, K-B2. The concentration of the White pieces has become alarming, and threatens to be continued by Q-Q2, R-Kt2. QR-KKt1, and Kt-B5. So the Black King decides on flight, but he finds no peace on the Q side either, because there his advanced pawns soon allow White to make a breach in the Black position.
5. Kt-Kt2, K-K2; 6. Q-K2, Kt-Kt3; 7. KR-KB1, B-B1. It is Black's intention to play P-B4 as soon as practicable, and to make an attempt at a counter demonstration on the King's side, 8. P-K B4, K-Q1? (Black should have kept to his original intention and played P-B4); 9. PxP, QPxP; 10. Q-B2, Kt-Q2; 11. P-QR4; B-Kt2; 12. PxP, PxP; 13. RxR, BxR. Now White has achieved what he set out to do. He has opened up avenues of attack on the Queen's side, and is ready to utilise the weakness of Black's QBP by playing P-Kt4, on which Black must submit to opening the file for the White KR or the diagonal for the White QB. In either case White brings vastly superior forces to bear on the Black King's position, and Black should lose. In this game Black escaped only through a mistake on the part of his opponent.
In the foregoing positions it was seen how fatal weaknesses can be, which are produced by the premature advance of the pawns in front of the King, on whom the opposing pieces can force their attack. When the pawns concerned are on the opposite wing to their King, the disadvantages of a premature advance are felt in a different way. The weakness concerns the pawns themselves and not the forces behind them, and is apt to cause the loss of the end-game, particularly of Rook end-games. Let us compare the positions in Diagrams 97
- 8 #R #B #Q #R #K - 7 #P #P #P #Kt #P #P - 6 #P #P - 5 ^B #P - 4 #B ^P - 3 ^Kt ^P ^Kt - 2 ^P ^P ^P ^P ^P ^P - 1 ^R ^Q ^R ^K - A B C D E F G H
Diag. 97
and 98. In the one case the chain of Black pawns is broken by the absence of K Kt P, in the other of the Q Kt P. The absence of the KKt pawn can lead to serious consequences in the middle game, because of the weakness of Black's KB3 and KR3 (compare Diagram 90); it can, however, hardly become awkward in the end-game, as the pawns on the B and R files are within the protecting reach of their King.
- 8 #R #Q #R #K - 7 #P #P #B #B #P #P #P - 6 #P P Kt - 5 - 4 ^Kt ^P - 3 ^Kt ^Q - 2 ^P ^P ^P ^P ^P ^P - 1 ^R ^B ^R ^K - A B C D E F G H
Diag. 98
On the other hand, the absence of the Q Kt P is of no consequence for the middle game. There is nothing behind it which could invite an attack. The QRP and QBP, however, are very weak for the end-game, as they are quite out of reach of the King (compare Game No. 19). I do not wish to imply that Black should have avoided the exchange at his QB3 at all cost; such an exchange has always the compensating advantage of opening a file for the Rooks, which advantage often means a favourable middle game, as will be readily understood. Further, it is often possible to get rid of the weak QRP by pushing it on, and eventually compelling the exchange of the opposing Kt P, an exchange which can usually be enforced if the Rooks have occupied the open Kt file. The pawn itself is often useful at B 3, in that it can support the advance of P-Q 4 in the centre, should it be desired, or it can, by pushing on, be brought to exercise further pressure on the opposing Kt P.
The break-up of the pawn position on the Q side can become awkward in the end-game and sometimes in the middle-game when the pawns can be attacked, and pieces brought to bear on the Queen's side without leaving the King's side denuded of forces.
This will be illustrated by the position in Diagram 99.
- 8 #R #B #R #K - 7 #P #P #P #P #P - 6 #P - 5 - 4 - 3 ^B - 2 ^P ^P ^P ^P ^P - 1 ^R ^R ^K - A B C D E F G H
Diag. 99
FROM A GAME FR. LAZARD-ED. LASKER (PARIS, 1914)
Here the pawn positions on both sides are broken, and the player that occupies the open files first, gets a decisive advantage. In this case it is Black's move. We can conclude at once that White has played the opening badly. He must have lost two moves, for he has still to capture the BP and then, being White, it should be his move. This disadvantage, small as it may seem, with which White has emerged from the opening, is sufficient to bring him into the greatest difficulties. Black, of course, does not defend the pawn by B-Kt2 or B-Q2, as this would practically reduce the B to a P and, moreover, White, by R-Kt1 or Q1, would both attack the B and obtain an open file. Instead of that, Black utilises the two moves, which he has, as it were, as a gift in an otherwise equalised position, to bring both Rooks on the Kt file. This policy allows Black to occupy the seventh or eighth rank at will, and to attack the White pawns from the flank or rear, according to circumstances. This menace hampers the radius of action of the White pieces, as they must always be ready for the defence of the threatened pawns, and this gives Black by far the superior game.
The play was continued as follows: 1. ... R-Kt1; 2. BxP, R-Kt7; 3. B-K4, B-K3; 4. P-QR3, KR-Kt1. The Knight's file is now definitely in Black's hands. White could occupy the Queen's file, but the Black B at K3, which prevents the entry of the Rooks at Q7, makes the operation aimless. Therefore White is condemned to inactivity. On the contrary, Black's line of action is clear. His entry on the seventh can only achieve something if White's QBP can be deprived of its support. To do this Black has only to play P-QB4-B5 and P-KB4. This, of course, weakens Black's KB, and the White Rooks might obtain an entry on the K file. Therefore Black will effect a timely exchange of one of his Rooks, after which his King alone will hold the K file. These considerations make the following moves clear: 5. KR-K1, P-QB4; 6. P-KR3, a further awkward necessity in positions of this kind. Before the Rook can venture out, a loophole must be provided for the King.
6. ... P-B5; 7. R-K3, R-Kt8ch; 8. RxR, RxRch; 9. K-R2, P-B4; 10. B-B3, K-B2; 11. B-K2 (threatening R-QB3), R-Kt2; 12. R-QB3, K-B3 (now BxP is not feasible on account of R-QB2); 13. P-B4. White wishes to keep the Black King from his Q5 but cannot do so permanently. Black, however, can occupy the Q file with his Rook, and confine the White King to his wing. 13. ... R-Q2; 14. K-Kt3) R-Q5; 15. K-B3, K-K2; 16. R-K3, K-Q3; 17. K-Kt3, R-Q7; 18. P-B3, B-B2. R-R7 would be a mistake on account of RxBch, but the QRP cannot escape. 19. P-QR4, P-Kt3; 20. B-B3, R-R7; 21. B-Q1, B-Q4; 22. R-K2, R-R8; 23. R-Q2, R-R6; 24. R-QB2, RxRP. Now at last Black has obtained material gain, which was made possible by his command of the open Kt file. To convert it into a win by queening the extra pawn is only a matter of time.
We have now seen how the possession of open files reacts on the mobility of the opposing forces, forever increasing their difficulties until the positional advantage is converted into material gain. We shall meet with cases later on in which the greater mobility of minor pieces achieves the same result and find more and more proofs of the truth of the main general principles which I introduced at the outset.
Let us now recapitulate the chief points touched upon in the course of our deliberations:
1. Generally speaking, attacks should only be directed to objects which cannot be moved away.
2. If in particular cases the attack is aimed at driving off an opposing piece from an especially favourable post that attack is unwise, if it involves the weakening the pawn position, or if pieces have to take up inferior positions in order to effect their purpose.
3. Pawn moves always create weaknesses, either by leaving other unsupported pawns behind, or by giving opposing pieces access to squares formerly guarded by them, and this more specially so in front of the castled King.
4. Attacks which depend on pawn moves are only justified if overwhelming forces can be accumulated in support, as the advanced pawns might become the object of a counter attack.
5. As pawn moves have very generally some drawbacks, the middle game is the pieces' own hunting ground. As in the opening, the first consideration of sound play in the middle game is to make only such moves as do not reduce the mobility of the pieces.
As illustrative of such manoeuvres I shall now give examples from actual master play. In my annotations of these games I have tried to keep before the student's mind constantly the main ideas underlying the different combinations which spring from general strategical principles. I thus avoid burdening his memory with a mass of detail, and bring into prominence the basic principle of each line of play, thereby developing his capacity for conducting a middle game, even after an unusual opening.
I have fixed mainly upon such games as are illustrative of the openings treated in the first part of this book. In most cases the first moves will, therefore, not need any special remarks. The end-games, being typical examples, will only need reference to the chapters in which they have been respectively dealt with.
PART II
ILLUSTRATIVE GAMES FROM MASTER TOURNAMENTS
GAME No. 1
White: Tartakower. Black: Burn.
King's Gambit declined (compare p. 30).
1. P-K4 P-K4 2. P-KB4 B-B4 3. Kt-KB3 P-Q3 4. PxP
On principle this exchange cannot be commended, as the opening of the Queen's file increases the Black Queen's mobility. White derives no benefit from the KB file so long as the Black Bishop makes castling impossible. White intends to play P-B3 and P-Q4, but the manoeuvre is doubtful, and the whole opening includes an inordinately large number of pawn moves. In the present game Black exposes the failings inherent to this system unequivocally.
4. ... PxP 5. P-B3 Kt-QB3
Black cannot put off White's P-Q4 by B-KKt5, for White can give a check with the Queen and unpin the Knight.
6. P-QKt4
The object of this move is not clear, as P-Kt5 does not win a pawn (Kt-R4; 8. KtxP; 9. Q-R5ch). It does not promote development either, and only compromises the QBP and QKtP.
6. ... B-Kt3 7. B-Kt5 Kt-B3
This is aimed at the White King's pawn, which is deprived of its natural support by the QKt. In this position Black does well to attack White's KP rather than to defend his own, because an open King's file can only benefit him. Being able to castle, he can occupy the file with his Rook before White has time to bring his King into safety.
8. KtxP
It would have been better to protect the pawn by Q-K2 or P-Q3.
8. ... Castles!
- 8 #R #B #Q #R #K - 7 #P #P #P #P #P #P - 6 #B Kt Kt - 5 ^B ^Kt - 4 ^P ^P - 3 ^P - 2 ^P ^P ^P ^P - 1 ^R ^Kt ^B ^Q ^K ^R - A B C D E F G H
Diag. 100
The beginning of a brilliant attack. Whether White exchanges the Bishop or the Knight, he is overwhelmed.
9. KtxKt
After 9. BxKt, PxB; 10. KtxP, Q-K1 wins; 10. P-Q4 would also lose because Black gains two pawns after KtxP; 11. O-O, KtxP. It is interesting to note how speedily the weakness at White's QB3 is brought to book.
9. ... PxKt 10. BxP KtxP!!
Now White can neither take the Kt nor the R. In the first case Q- R5ch forces mate very soon, in the second B-B7ch, followed by B- Kt5ch or B-R3ch, wins the Queen.
11. P-Q4 Q-B3! 12. BxKt Q-R5ch 13. K-Q2 QxB 14. Q-B3 Q-R5! 15. P-Kt3
Not QxR, because of Q-B7ch and the loss of the Queen by a discovered check by the Bishop.
Q-Kt4ch 16. Q-K3 Q-Q4 17. R-K1 B-Kt5 18. K-B2 P-QR4
Such is the price to pay for premature advances.
19. PxP RxP 20. B-R3 P-QB4
Black shatters White's pawn position, and his Bishops and Rooks have full play along open files and diagonals.
21. PxP RxB! 22. KtxR
or PxB, RxRPch; 23. RxR,QxRch; 24. K-Bl,B-B4.
22. ... BxP
The rest speaks for itself.
23. Q-K5 B-B4ch 24. K-Kt2 Q-Kt2ch 25. K-B1 BxKtch 26. K-Q2 R-Q1ch 27. K-K3 R-Q6ch 28. K-B2 Q-B6ch 29. K-Kt1 R-Q7 30. Q-Kt8ch B-KB1 Resigns.
GAME No. 2
White: Leonhardt. Black: Marshall.
Falkbeer Counter Gambit (compare p. 35).
1. P-K4 P-K4 2. P-KB4 P-Q4 3. PxQP P-K5 4. P-Q3 PxP 5. QxP Kt-KB3 6. Kt-QB3
It would be quite bad to play P-B4 and try to hold the extra pawn at the expense of development. Black would very soon occupy the King's file with his Rook and there would be no time for White to bring his King into safety, e.g. 6. P-B4, B-QB4; 7. Kt-KB3, Castles; 8. B-K2, R-K1, and already now there are threats of Kt- K5 or Kt-Kt5 followed by B-B7ch or Kt-B7.
6. ... B-QB4 7. B-Q2
White would of course like to continue with B-K3 in order to make a fight for the possession of the diagonal. He would, however, lose his chance of castling through Black's Q-K2. This is detrimental in all such cases where the lines in the centre are open or likely to be forced open at any time.
7. ... Castles 8. Castles QKt-Q2 9. B-K2 Kt-Kt3 10. B-B3 B-KKt5 11. B-K3?
White has not yet completed his development, and his first care should be to bring out his KKt. This he could have done without difficulty, thus: 11. BxB, KtxB; 12. Kt-R3. After the move in the text, Black not only occupies the King's file but gains a move in so doing.
11. ... BxBch 12. QxB R-K1 13. Q-Q4 Q-Q3
Black's course is obvious; he must win the QP. The forces will then be equal in material, but there will remain a
- 8 #R #R #K - 7 #P #P #P #P #P #P - 6 #Kt #Q #Kt - 5 ^P - 4 ^Q ^P #B - 3 ^Kt ^B - 2 ^P ^P ^P ^P ^P - 1 ^K ^R ^Kt ^R - A B C D E F G H
Diag. 101.
flaw in White's position, namely the exposed KBP, and this tells in the ending.
14. P-KR3
Now the square at KKt3 is unprotected, and this is serious in view of a probable Knight's ending, where, moreover, it will sooner or later be necessary to play P-KKt3 in order to support the KBP. Both the KKtP and KBP would be weak, with the King on the other wing, and be under constant threat of being captured. The game does proceed as indicated, and the simple and logical manner in which Marshall brings home his advantage in a very short time shows convincingly how fatal a shattered pawn position can be for the end-game. Instead of the move in the text, White should have played BxB followed by Kt-B3, which would have completed his development without making another pawn move.
14. ... BxB 15. KtxB QR-Q1 16. KR-KI RxR 17. RxR QKtxP 18. KtxKt KtxKt 19. P-KKt3 P-KR3
making a loophole for the King. In this case the move is correct, as the threat of mate ties the Black Rook to his rank. It is wrong to make a loophole, as weak players are fond of doing, as early as possible "in case," before it is shown that there will be a need for it, or that there will be a Rook ending.
20. P-R3
White is afraid of playing 20. QxP on account of Kt-Kt5, which threatens KtxBP followed by Q-QB3. 21. QxP would not be a sufficient defence because of Q-B4 threatening mate, and on the other hand 21. Q-R4 would conjure up a dangerous attack, beginning with P-QKt4. When the players castle on different wings, there is always the danger of the opponent sacrificing pawns and opening up files for his Rooks and Q against the castled King. The game then assumes a wild character, and as matters are generally settled one way or another in the middle- game, end-game considerations, both with regard to number and position of pawns, can be disregarded. Experience has shown that the player who develops his attack first is likely to win, and that it is of little use to submit tamely to an assault of this kind without attempting a counter attack.
Such games are very difficult for the beginner to understand. There is about them something violent and difficult to estimate, and years of practice are necessary in order to gain the judgment required for weighing up the possibilities of attack and counter attack, where the Kings have castled on opposite wings.
20. ... P-R3 21. R-Q1 Kt-B3 22. QxQ RxQ 23. RxR PxR 24. Kt-Q4 Kt-K5 25. Kt-K2 K-B1
The Black King now pushes forward irresistibly, and attacks the weakened pawns on the King's wing. The White King cannot get any nearer, as a check by the Black Kt would win a pawn at once. The end is easy.
26. P-B3 K-K2 27. K-B2 K-K3 28. P-Kt3 Kt-B7 29. Kt-Q4ch K-B3 30. P-KR4 P-KR4
Now the P at Kt3 is "backward" and therefore lost.
31. P-B4 Kt-K5 32. Kt-K2 K-B4 33. K-Q3 Kt-B7ch 34. K-B3 K-Kt5 35. P-Kt4 Kt-K5ch 36. K-Q4 KtxP Resigns.
GAME No. 3
White: Spielmann. Black: Prokes.
Vienna Game (compare p. 35).
1. P-K4 P-K4 2. Kt-QB3 Kt-KB3 3. P-B4 P-Q4 4. PxKP KtxP 5. Q-B3
It is contrary to the principles governing sound play to bring out the Queen early in the game. The opponent frequently has an opportunity of gaining a move by driving off the Queen, developing a minor piece at the same time. In the present case Black might have gained the advantage in the following way: 5. ... Q Kt-B3. Now if: 6 KtxKt then Kt-Q5!; 7 Q-Q3?, PxKt; 8 QxP?, B-KB4. If, however, 6 B-Kt5, Black obtains the better game by playing 6. ... KtxKt; 7 KtPxKt, Q-R5ch; 8 P-Kt3, Q-K5ch; 9 QxQ, PxQ; 10 BxKtch, PxB, with two Bishops on open diagonals. There is no harm in the doubled pawn, as White cannot attack it. Black's immediate threat is B-R3 or KB4, which exerts pressure at Q6, and White will find it difficult to advance his QP.
5. ... P-KB4
This move is open to discussion, as the Kt which it means to support can be driven away by P-Q3. On the other hand, if White does play his QP to Q3, Black can prevent its further advance by P-Q5, after which the White KP is insecure and the KB somewhat shut in.
6. P-Q3 KtxKt 7. PxKt P-Q5 8. Q-B2!
White offers his QBP in order to be able to strengthen his centre by P-Q4, and to free his pieces. To protect his QBP would be inferior, e.g. 8 Kt-K2, Kt-B3 or 8 B-Kt2?, PxP; 9 BxP, B-Kt5!; 10 BxB, QxR5ch; 11 Q-B2, QxBch; 12 Q-Q2, Q-Q5.
8. ... PxP?
It would have been better, of course, to continue developing with Kt-B3, which at the same time maintains the pressure on Q5.
9. P-Q4 B-K3 10. Kt-R3
Intending Kt-B4 with a view to exchanging the Bishop. After that, Black's position on White squares is weak specially on the diagonal QR7, KKt1, which was opened by Black's fifth move, and on which the White Bishop can soon operate. The game is instructive in showing the development of that idea.
10. ... B-K2 11. Kt-B4 Q-Q2 12. KtxB QxKt 13. B-Q3 P-KKt3
Black cannot prevent White's threat of Q-K2 and B-B4.
14. Q-K2 Q-Q4
- 8 #R #Kt #K #R - 7 #P #P #P #B #P - 6 #P - 5 #Q ^P #P - 4 ^P - 3 #P ^B - 2 ^P ^P ^Q ^P ^P - 1 ^R ^B ^K ^R - A B C D E F G H
Diag. 102.
15. Castles QxQPch
Black is obliging. The opening of files in the centre is favourable for White, as he can make use of his Rooks in the combined attack. Instead of the move in the text, development with Kt-B3 and Castles QR was the last, though slender, chance of saving the game.
16. B-K3 Q-Q4
If QxP, Q-B2 followed by B-Q4, B-K4, KR-K1 and QR-Q1. Black has no sufficient means of defence to oppose this massing of forces.
17. QR-Q1 Q-R4 18. BxBP
The end is swift, and easy to understand.
18. ... R-B1 19. Q-Kt4 PxB 20. Q-R5ch R-B2 21. P-K6 Resigns.
GAME NO. 4
White: Tarrasch. Black: Capablanca.
Giuoco Piano
1. P-K4 P-K4 2. Kt-KB3 Kt-QB3 3. B-B4 B-B4 4. P-B3
The beginning of interesting operations in the centre. The steady development with: 4. P-Q3, P-Q3; 5. Kt-B3, Kt-B3; 6. B-KKt5, B-K3 or Castles tends to a draw from the very first, and is thought dull.
4. ... Kt-B3
Black can avoid the exchange of pawns, which White tries to bring about after P-Q4, by playing his Queen to K2. This covers his KP a second time, and White's P-Q4 can be answered with B-Kt3. White's QBP then obstructs the Kt's natural development. In a game von Schewe-Teichmann (Berlin, 1907) the position discussed on p. 117 was reached after the following moves: 5. Castles, P- Q3; 6. P-Q4, B-Kt3; 7. P-QR4, P-QR3; 8. P-R5, B-R2.
5. P-Q4 PxP 6. PxP B-Kt5ch
- 8 #R #B #Q #K #R - 7 #P #P #P #P #P #P #P - 6 #Kt #Kt - 5 - 4 #B ^B ^P ^P - 3 ^Kt - 2 ^P ^P ^P ^P ^P - 1 ^R ^Kt ^B ^Q ^K ^R - A B C D E F G H
Diag. 103
7. B-Q2
The pawn sacrifice by 7. Kt-B3, KtxKP; 8. Castles! is much more interesting and more in keeping with the spirit of the opening. [Footnote: The following two short games will give an idea of the various lines of attack which are to be found in this opening:
a. Howell-Michell (cable match, England—America, 1907): 8. ... BxKt; 9. P-Q5 (Moller attack), B-B3; 10. R-K1, Kt-K2; 11. RxKt, P-Q3; 12. B-Kt5, BxB; 13. KtxB, B-B4 (the only chance of a draw would be this: Castles; 14. KtxRP, KxKt; 15. QR5ch, K-Kt1; 16. R- R4, P-KB4!; 17. B-K2, Kt-Kt3!; 18. Q-R7ch, K-B2; 19. R-R6, Kt-B5; 20. B-R5ch, KtxB; 21. Q-Kt6 with perpetual check); 14. Q-B3,Q-Q2 (BxR; 15. QxPch followed by Q-K6ch and QxB); 15. B-Kt5!, QxB; 16. QxB, P-KB3; 17. QR-K1, PxKt; 18. RxKtch and mate in a few moves.
b. X v. Y, first 10 moves as before: 11. RxKt, Castles; 12. P-Q6, PxP 13. B-KKt5, Kt-B4; 14. Q-Q5!, BxB; 15. KtxB, Kt-R3 (QxKt; 16. QxPch); 16. Q R-K1, resigns.] White obtains a quick development and prevents Black from freeing his game by playing P-Q4. After 8. ... BxKt; 9. P-Q5 follows (Moller attack), and after 9. ... B- B3, White wins back his piece by R-K1 (10. PxKt would not be good, as Black could free his game by KtPxP and P-Q4). On the other hand, after 8. ... KtxKt; PxKt, White in addition gains a move, as BxP is countered by Q-Kt3.
As played here, Black succeeds in playing P-Q4, and the game is even. Indeed the isolated QP is a weakness in the White position.
7. ... BxBch 8. QKtxB P-Q4! 9. PxP KKtxP 10. Q-Kt3 QKt-K2 11. Castles KR Castles 12. KR-K1 P-QB3
Now the Knight is securely posted in the centre, and Black can accumulate forces for the attack on the White QP, possibly by Q- Kt3, R-Q1 and Kt-B4.
13. P-QR4
in order to drive the Queen from her Kt3, but this advance is "three-edged," as Master Gregory would say, and the pawn is sure to prove weak in the end-game.
13. ... Q-Kt3 14. Q-R3 B-K3 15. P-R5 Q-B2 16. Kt-K4
Kt-KKt5 would seem to be stronger here. B-B4 would then be answered by 17. B-Q3. After BxB, 18. QxB, White obtains opportunities for a King's side attack, in which the Rook could co-operate via K4 and Kt4 or R4.
16. ... QR-Q1 17. Kt-B5 B-B1 18. P-KKt3?
This produces weak points at KB3 and KR3, and there being as yet no definite threat in Black's Kt-B5, should have been avoided. It is of course difficult to formulate a plan of attack, for there is no weak place in Black's armour. In any case White could safely have played QR-Q1 and Q2 in order to double the Rooks on the King's file or Queen's file according to circumstances. But now as soon as a Rook moves to Q1—and that will have to be done in the end, to support the weak QP—Black's B-Kt5 might become awkward.
18. ... Kt-B4 19. QR-Q1 Kt-Q3! 20. BxKt Kt-Kt4
avoiding an isolated pawn in a subtle manner.
- 8 #B #R #R #K - 7 #P #P #Q #P #P #P - 6 #P - 5 ^P #Kt ^Kt ^B - 4 ^P - 3 ^Q ^Kt ^P - 2 ^P ^P ^P - 1 ^R ^R ^K - A B C D E F G H
Diag. 104
21. Q-Kt4 RxB 22. Kt-Q3 B-Kt5 23. QKt-K5 P-R4 24. KtxB PxKt 25. Kt-R4
Kt-K5 would be answered by KR-Q1; 26. KtxP, KtxP threatening both Kt-B6ch and Kt-B7. If White stops both threats with Q-B3, Kt-K7ch wins.
25. ... KR-Q1 26. R-K7 Q-Q3
Now Black foregoes his well-earned advantage. He overlooks White's subtle move 28. P-R6. 26 Q-B1 was indicated. White's Queen's Pawn could not escape, and there was time to dislodge the White Rook from the seventh by R-Q2, e g. 26. ... Q-B1; 27. Q- Kt3!, QR-Q2; 28. Q-K3, RxR; 29. QxR, KtxP.
27. QxQ KtxQ 28. P-R6! PxP 29. RxRP Kt-Kt4 30. RxRP KtxP 31. K-B1 P-Kt4 32. Kt-Kt2 Kt-B6 33. RxR PxR!
The pawn threatens to queen. Taking the Rook's pawn would not be so good, as it would displace the Knight. White would not only regain the pawn easily with Kt-K3, but would also get his King into play.
34. Kt-K1 R-K1
Here R-QB1 affords winning possibilities for Black. On account of the threat of R-B8, the exchange of Knights by White would be forced, and his game would have been badly cramped by the Black KBP, e.g. 34. ... R-QB1; 35. KtxKt, PxKt; 36. R-R1 (K-K1?, R-B7; 37. R-Q6, R-K7ch; 38. K-B1, RxP; 39. K-K1, R-K7ch; 40. K-B1, R- K4), R-Kt1; 37. R-Kt1, R-Kt6. After the move in the text the game is drawn.
35. KtxKt PxKt 36. R-Q6 R-QB1
There is nothing in this move, as the Black passed pawn is now attacked.
37. K-K1 R-K1ch 38. K-B1 R-QB1 Drawn.
GAME No. 5
White: R. C. Griffith. Black: W. H. Gunston.
Giuoco Piano.
1. P-K4 P-K4 2. Kt-KB3 Kt-QB3 3. B-B4 B-B4 4. P-B3 Kt-B3 5. P-Q3
P-Q4 would seem to be the logical consequence of P-B3, and therefore preferable. After the text move Black will sooner or later be able to enforce the advance of his own pawn to Q4, and his pieces will then have the greater mobility.
5. ... P-Q3
Here Black might have played P-Q4 at once. For if White takes the pawn, he leaves Black in possession of the pawn in the centre. If he does not do so but plays B-QKt5 instead, Black's reply would be Q-K2 and the exchange of pawns at K 5 would follow. White's P- B3 is then clearly a lost move.
6. B-K3 B-Kt3 7. QKt-Q2 Kt-K2 8. Kt-B1 P-B3 9. Q-K2 Castles 10. Kt-Kt3 P-Q4 11. PxP PxP 12. B-Kt3 Kt-Kt3
Black has now the superior position on account of his pawn centre.
13. Castles KR B-B2 14. B-Kt5 P-KR3 15. BxKt PxB
There is nothing in the weakness at Black's KB3 and KR3 caused by the disappearance of his KKt Pawn, as White has lost his KB. On the contrary the open file should be a distinct asset, for, having a strong centre, Black's pieces are more mobile and he is more likely to get an attack.
16. Q-K3 K-R2 17. P-KR3
in order to play Kt-R5, which otherwise would be answered by B- Kt5.
17. ... KR-Kt1 18. K-R1 P-B4 19. Kt-R5 B-K3
BxP was threatened.
20. R-KKt1 P-B5
- 8 #R #Q #R - 7 #P #P #B #P #K - 6 #B #Kt #P - 5 #P #P ^Kt - 4 #P - 3 ^B ^P ^P ^Q ^Kt ^P - 2 ^P ^P ^P ^P - 1 ^R ^R ^K - A B C D E F G H
Diag. 105
P-K5 would seem to be better, as it opens a diagonal for the KB, and a diagonal, too, for the QB, as White has to exchange the pawns. Indeed Black would soon have obtained a winning advantage, e.g. 20. ... P-K5; 21. PxP (Kt-R2, Q-R5; 22. Q-K2, Kt-K4), BPxP; 22. Kt-R2, Q-R5; 23. Q-K2 (P-KKt4 or B-Q1, P-B4), Kt-K4, threatening Kt-Kt5 and Kt-Q6. As it is, White gains a little time, although Black's position still remains superior.
21. Q-K2 Q-K2 22. P-Kt4 P-B3
to prevent P-Kt5.
23. R-Kt2 QR-K1 24. R-K1 Q-B2 25. Kt-Q2
intending to play P-B3, thus retarding Black's P-K5, which is still hanging over White like Damocles' sword. The move, however, lets in the Knight.
25. ... Kt-R5 26. R-R2 P-B4 27. P-B3 P-K5
Now this move is no longer feasible, as White's brilliant sacrifice demonstrates. To make the move possible, long preparations would have been necessary, such as: R-Kt3, B-Q2-B3, etc.
28. QPxP QPxP 29. KtxKP PxKt 30. QxPch R-Kt3 31. R(R2)-K2
The scene has changed with startling suddenness. White has open files and diagonals for all his forces, whilst Black's pieces are immobilised. Whatever he plays, Black must lose the piece he has gained.
31. ... B-Q3 32. Q-Q3 BxB 33. RxR Q-B5
He cannot play B-Q4 on account of Q-Q4.
34. Kt-B6ch K-Kt2 35. QR-K7ch BxR 36. RxBch KxKt 37. Q-Q6ch Resigns.
GAME No. 6
White: Mason. Black: Gunsberg.
Giuoco Piano.
1. P-K4 P-K4 2. Kt-KB3 Kt-QB3 3. B-B4 B-B4 4. P-Q3 P-Q3 5. B-K3 B-Kt3 6. P-B3 Kt-B3 7. QKt-Q2 Q-K2 8. P-QR4
A lost move. The logical continuation is Kt-B1-Kt3 and Castles.
8. ... B-K3 9. B-QKt5 BxB
Generally speaking, exchanges such as this are doubtful. However, in the present case, although it opens the B file for White, White cannot prevent Black from obtaining the same advantage.
10. PxB P-QR3
Black gives up the move he has gained. There is no justification for this, as nothing prevents him from proceeding with his development at once with 10. ... Castles.
11. BxKtch PxB 12. P-QKt4
White is anxious lest his KtP should be made "backward" by P-QR4 and P-B4. This is one of the drawbacks of the premature advance of the QRP.
12. ... Castles KR 13. Castles Kt-Kt5 14. Q-K2 P-KB4 15. PxP BxP 16. P-K4 B-Q2 17. Kt-B4 Kt-B3 18. Kt-K3 P-Kt3 19. P-B4
This creates a weakness at Q4.
Unimportant as it appears to be, it is the cause of the loss of the game, as the opposing Knight gets in ultimately. The doubling of the Rooks on the KB file would seem to be the best plan.
19. ... Kt-R4 20. P-Kt3
White's weaknesses at KB3 and KR3 are more damaging than the corresponding ones in the Black camp, as Black still possesses a Bishop of the same colour as the weakened squares. But the move is now compulsory; for were White to allow the Black Knight to his KB5, and to drive him off then with P-Kt3, the Knight could play to his R6 and prevent the doubling of the White Rooks.
20. ... B-R6 21. R-B2 Kt-Kt2 22. Q-Kt2
White begins to operate in the centre and on the Q wing, as his position on the K side begins to be doubtful. The intention is to play P-Q4, which, however, Black opposes at once.
22. ... Kt-K3
- 8 #R #R #K - 7 #P #Q #P - 6 #P #P #P #Kt #P - 5 #P - 4 ^P ^P ^P ^P - 3 ^P ^Kt ^Kt ^P #B - 2 ^Q ^R ^P - 1 ^R ^K - A B C D E F G H
Diag. 106
If now White plays P-Q4, he loses a piece by PxP; 24. KtxP?, RxR; 25. KxR, Q-B3ch.
23. R-K1
The Rook has no future here, and R-Q1, in order to play P-Q4, is more logical. But as Black obviously threatens to double his Rooks on the KB file, it would be advisable to play for an exchange of Rooks, with: Kt-Kt2, QR-B1 and Kt-K1.
23. ... R-B2 24. QR-K2 QR-KB1 25. Kt-K1 Kt-Q5 26. R-Q2 Q-Kt4 27. Kt(K3)-Kt2 BxKt 28. KxB
KtxB is frustrated by Kt-B6ch.
28. ... Q-K6
All the Black forces are now in action, and White has no defence, as his pieces can hardly move.
29. K-B1 Kt-Kt6! Resigns.
If R-K2 or B2, there follows RxRch; 31. RxR, Kt-Q7ch; 32. QxKt, QxQ.
GAME NO. 7
White: Marshall. Black: Tarrasch.
Max Lange Attack.
1. P-K4 P-K4 2. P-Q4 PxP 3. Kt-KB3 Kt-QB3 4. B-QB4 B-B4 5. Castles Kt-B3
Black can avoid the complications of the Max Lange attack by 5. ... P-Q3. In that case White cannot recover the pawn, and in order to develop his QKt effectively, would have to play P-B3, aiming at rapid development in return, after 6. ... PxP; 7. KtxP. But Black can frustrate this plan either by pushing his pawn to Q6, so that the QKt is barred from the square B3, or by playing B-KKt5 with this probable continuation: 7. Q-Kt3, BxKt; 8. BxPch, K-B1; 9. PxB, Kt-B3, and Black has the better game, for White's King's side is broken up and his pieces undeveloped, while Black has prospects of attack on the open KB file.
6. P-K5 P-Q4 7. PxKt PxB 8. R-K1ch B-K3 9. Kt-Kt5 Q-Q4
- 8 #R #K #R - 7 #P #P #P #P #P #P - 6 #Kt #B ^P - 5 #B #Q ^Kt - 4 #P #P - 3 - 2 ^P ^P ^P ^P ^P ^P - 1 ^R ^Kt ^B ^Q ^R ^K - A B C D E F G H
Diag. 107
This is the typical position in the Max Lange attack. With his ninth move White threatened to win a piece by KtxB and Q-R5ch. Black could not parry the threat by 9. ... Q-Q3, on account of PxP followed by Kt-K4-B6ch. The position in the diagram appears to be favourable for Black, as all his minor pieces are in play, whilst White's development is somewhat restricted by Black's strong pawns at QB5 and Q5. For a long time this opening has not been played in tournaments, being considered unsatisfactory for White. With the present game, and his new move of 15. B-R6, Marshall has reopened the question as to whether White's attack on the K file plus the pawn at KKt7 is sufficiently tempting.
10. Kt-QB3 Q-B4 11. QKt-K4 Castles QR
This is imperative. If Black retires the Bishop from his unsafe position, White permanently prevents Black from castling, which is bound to be fatal in view of the open K file—e.g. 11. ... B- Kt3; 12. PxP, R-KKt1; 13. P-KKt4, Q-Kt3; 14. KtxB, PxKt; l5. B- Kt5, RxP; 16. Q-B3 with a violent attack.
12. KtxQB
If White tries to win the exchange in the following way: 12. P- KKt4, Q-K4!; 13. Kt-KB3, Q-Q4; 14. PxP followed by Kt-B6, Black can initiate a promising counter attack by 14. ... BxP!!; 15. PxR-Q, RxQ; 16. Kt-B6, QxKt; 17. QxQ, BxQ. In this case White exposes his King's side by P-KKt4 in order to benefit from the unstable position of the Black KB, but unless care is taken, he can easily fall a victim to an attack on the open KKt file |
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