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In the vast majority of games files for the Rooks are not opened on the side but in the center of the board, as was explained in the discussion of the openings. The many advantages arising from the control of a center-file by the Rooks will be more fully analyzed in the illustrative games. Generally speaking it is easier to get the two Rooks into cooperation in the center than on the side of the board. This cooperation—usually effected by doubling in one file—is naturally very important and it is the main reason why it is desirable to castle as early as possible. Between the Rooks of a player who is prevented from castling there are, so to speak, no natural lines of communication and it takes so long to create artificial ones that in most cases the opponent can, in the meantime, force a victory through the combined efforts of his Rooks. Diagram 53 gives an example.
- 8 #Q #K #B #R - 7 #P #B #P #P #P - 6 #P #R #P - 5 - 4 ^P - 3 ^Q ^B ^Kt - 2 ^P ^P ^P ^P ^P - 1 ^R ^R ^K - a b c d e f g h
DIAGRAM 53.
It is White's move, and he will naturally think of a Rook's move as all the other pieces are already developed. The best move is probably (1) Rf1-d1. Ra1-d1 comes also into consideration but this Rook might be needed later on the c-file while the King's Rook certainly will have no chance to be developed in any but the d-file as long as the White e- and f-Pawns are still on the board. Black, in the game from which the above position is taken, replied B-c5, and White continued with (2) Q-c3, attacking the Bishop c5 and the Pawn g7 at the same time.
Black has only the choice between returning with the Bishop to f8 or capturing on e3. Naturally, he chooses the latter move as he cannot improve his position by a retrogressive play which still further retards his development. After Bxe3,(3) Qxg7, Bxf2+;(4) Kxf2, R-c2+; (5) K-g1, R-f8; there is not much hope for Black to bring his King's Rook in contact with the other pieces, while White may be able to double his Rooks in the Queen's file, which would decide the victory as Black has no possibility to counter the threat R-d8+ in the long run. White played (6) Kt-e5 with the intention to sacrifice the Knight on f7 in case Black should move his Bishop. Rxf7 would then be followed by Q-g8+ and Qxb8 or Qxe6 mate. Therefore, Black had to withdraw his Rook with (6) ..., R- c7 and White simply played (7) R-d2 threatening to double. Black prevented this by B-a4, at the same time threatening P-f6, but after(8) Kt-g4, R-c2; (9) R-d4, Q-c8; (10) Kt-f6+, K-e7; (11) Q- g5 he resigned as now the square c1 is sufficiently protected while the threat Kt-g8+ cannot be parried.
The foregoing examples show that generally several moves are necessary in the middle game for Knights and Rooks to reach positions favorable for an active part in the attack. With the Bishops it is different. They can usually be developed on their first move to the square on which they are needed in the middle game for either attack or defense.
In King's Pawn openings as well as in Queen's Pawn openings White's Queen's Bishop is, in the majority of cases, used for pinning Black's King's Knight on g5 and Black's King's Bishop is placed on e7 to relieve the pin. The pinning of the King's Knight, however, is not advisable in positions in which the opponent has the option of castling to the Queen's side. After (1) P-e4, P-e5; (2) Kt-f3, Kt-c6; (3) B-c4, Kt-f6; (4) Kt-c3, B- c5; (5) P-d3, P-d6; for instance White should wait with B-g5 until Black has castled on the King's side. If he plays (6) B-g5, Black will answer B-e6; (7) o-o, Q-d7; and now White would only hurt his own game by exchanging on f6 as the open g-file is bound to aid Black, who will castle on the Queen's side, in an attack on the King's side.
In Queen's Pawn openings the move B-g5 is always good as Black cannot very well castle on the Queen's side on account of the open c-file in which White would soon obtain an overwhelming attack. Another good square for the Queen's Bishop is in Queen's Pawn openings b2 from where the Bishop supports the advance of the King's Knight to e5. In this case the Queen's Knight should be developed to d2 instead of c3 so as not to obstruct the line of the Bishop. The same holds good for the development of Black's Queen's Bishop.
In King's Pawn openings it is dangerous for the Queen's Bishop to leave the long diagonal in which he is originally posted as the opponent might threaten to gain a foothold in the f-line with a Knight, provoking a weakening move with the g-Pawn. The position of Diagram 54, which occurred in a game between Teichmann and Rubinstein in the Karlsbad Tournament, 1911, furnishes an instructive example. White played (1) P-a4, trying to make use of the advanced position of Black's b-Pawn for opening the a-file for his Rook, and Black replied B-b7. This crosses White's plan, as after (2) Pxb5, Pxb5; it would not be White but Black who would gain control of the a-line.
- 8 #R #B #Q #R #K - 7 #B #P #P #P - 6 #P #Kt #P #Kt - 5 #P #P #P - 4 ^P - 3 ^P ^P ^Kt - 2 ^P ^P ^B ^Kt ^P ^P ^P - 1 ^R ^B ^Q ^R ^K - a b c d e f g h
DIAGRAM 54.
However, Black should not have withdrawn the Bishop from the King's wing, for White can now play his Queen's Knight via f1 and g3 or e3 to f5 unless Black weakens his Pawn position by P-g6. The proper way to answer White's first move would have been either B-e6 or P-b4. The latter is a Pawn move, but in the present case it cannot be considered a loss of time as White, too, has made a Pawn move which does not further his development.
The game went on as follows: (2) Kt-f1, Q-c7; (3) Kt-g3, P-g6; White's aim is accomplished. He has provoked a weakness which furnishes a mark for his attack. The way to conduct the attack— after completing the development by B-g5, will be to open the f- file for the Rook by advancing the f-Pawn. This advance can be prepared by P-h3 and Kt-h2. Of course, White would prefer to do without the move of the h-Pawn; but h2 is the only favorable square for the Knight f3, as neither from d2 nor from h4 he has an opportunity to help the attack while from h2 he may go to g4, bearing on both of the weak squares f6 and h6.
Black has little chance for counterattack. The only thing he can do is occupy the Queen's file with his Rooks and opening it by P- d5 and Pxe4. His Queen's Bishop, however, is badly placed in any case as he has no open diagonal to work in, and he will have to get back into play via his original square c8.
White's King's Bishop is not well placed either and is practically condemned to play the role of a Pawn by protecting the square d3 without, at the same time, attacking anything. There is, of course, a chance for him to be useful in the diagonal a2-g8. It may be said that in King's Pawn openings White's King's Bishop comparatively seldom has an opportunity to take an active part in the battle. He is mostly exchanged at an early stage of the game for Black's Queen's Knight or Queen's Bishop. In Queen's Pawn openings, however, he finds a great field of action in the unobstructed diagonal b1-h7. In this diagonal he can also be used in all openings starting with P-e4 in which Black does not advance his King's pawn to e5, as White can open the diagonal at any time by playing P-e5.
Generally speaking, Bishops should not be placed in diagonals which are obstructed by Pawns of their own army, and Pawns moves should be avoided which close a diagonal formerly open to a kindred Bishop. A striking illustration of the importance of this rule will be found in the play which developed in the position of Diagram 55 in a game between Teichmann and Dus Chotimirski in the Prague Tournament 1908. Black, on the move, played (1)..., Kt-e5, disturbing the symmetry of the position to his advantage by opening the diagonal of his Queen's Bishop without allowing White to make a similar maneuver. After (2) Ktxe5, Bxe5; (3) Q-e2, o-o; (4) Ra1-d1, Q-e7; White yielded the temptation to drive away the disagreeable Bishop e5 by (5) P-f4, a move which had to be followed up with the advance of the e-Pawn who otherwise would have remained very weak, not being protected by another Pawn.
- 8 #R #Q #K #R - 7 #B #P #P #P - 6 #P #Kt #B #P #Kt - 5 #P - 4 ^P - 3 ^P ^Kt ^B ^P ^Kt - 2 ^B ^P ^P ^P - 1 ^R ^Q ^R ^K - a b c d e f g h
DIAGRAM 55.
The game went on as follows: (5) ..., B-c7; (6) P-e4, B-b6+; (7) K-h1, Rf8-d8; (8) B-b1, Ra8-c8; (9) Rxd8+, Qxd8; (10) R-d1, Q-e7; (11) P-e5. This opens again the diagonal of the King's Bishop, but it closes that of the Queen's Bishop, and it is the advantage of the work done by his Queen's Bishop in the unobstructed diagonal which secures Black the victory, (11) ..., Kt-d5; (12) Ktxd5, Bxd5; (13) Q-g4, Q-b7; (14) P-f5, R-c4; (15) Q-g3, R-f4!. White cannot capture the Rook on account of Bxg2 mate. (16) P-f6, P-g6. There is now no defense against R-f2 which attacks g2 and b2 at the same time. (17) B-a2, R-f2; (18) Bxd5, Qxd5! and White resigns as he loses his Bishop on account of the mating threat.
It remains to examine typical middle-game maneuvers with the Queen and with the Pawns. Little is to be said about the Queen. On account of her tremendous mobility she is liable at any time to initiate a dangerous attack in conjunction with one or more of the other pieces, and most of the examples given for the typical Rook's, Bishop's and Knight's maneuvers have also shown the methods by which the cooperation with the Queen can be effected. The main field of action for the Queen is the side on which the opponent has castled. In games, in which both players have castled on the same side of the board, and which, as stated previously, constitute the vast majority of cases it is dangerous to make excursions with the Queen to distant regions away from the King, as her retreat might be cut off, making impossible an adequate defense against an attack which the opponent might be able to initiate on the King's side with the help of his own Queen.
- 8 #R #Q #R #K - 7 #P #P #P #P - 6 #P #B #B - 5 #P - 4 - 3 ^Q - 2 ^P ^P ^P ^P ^P ^P - 1 ^R ^Kt ^B ^R ^K - a b c d e f g h
DIAGRAM 56.
In the position of Diagram 56 for instance, it would be very risky for White to take the Pawn a6. Black would play P-c4, cutting off the retreat of White's Queen, and then start a violent attack with his Queen in conjunction with the two Bishops. Another example is the position of Diagram 57 which occurred in a game between Capablanca and Bernstein in the San Sebastian Tournament 1911. White played (1) Kt-e2 and Black, in view of the threatening accumulation of white pieces on the King's wing, should not have risked to capture the Pawn a2, getting his Queen quite out of play.
- 8 #R #R - 7 #P #P #B #P #P #K - 6 #P #P #Kt #P - 5 #Q ^Kt - 4 ^Kt ^P ^P - 3 ^P ^Q ^P - 2 ^P ^P ^P - 1 ^R ^R ^K - a b c d e f g h
DIAGRAM 57
He underestimated the danger and lost the game very quickly. The attack developed as follows: (1) ..., Qxa2; (2) Kte2-g3, Qxc2. In taking the second Pawn Black loses another move. He might have tried Q-a5, threatening to exchange Queens with Q-b6. But it is doubtful whether he would have been able to save the game. White would, of course, have avoided the exchange by playing his King into the corner. (3) R-c1, Q-b2; (4) Kt-h5; this prevents the Queen from getting back into play via f6. The threat is now R-c3, cutting Black's Queen off from g7, and then Kth5xg7 and Qxh6. Black defends himself against this threat by (4) ..., R-h8 with the intention to answer R-c3 with K-g8; but White's position involves so many threats that Black cannot provide a satisfactory protection. (5) R-e2, Q-e5; (6) P-f4, Q-b5; (7) Ktf5xg7 ! and wins, as Ktxg7 is followed by (8) Kt-f6+, (9) Ktxd7 and (10) P-f5 or P-e5 with overwhelming attack.
The most difficult problem in the conduct of the middle-game is the timely maneuvering with the Pawns. Although it is impossible to give a general rule which will apply to all cases it is a good principle to avoid Pawn moves in the middle- game just as carefully as in the opening, at least in the early stages of the middle-game. In the opening the argument against Pawn moves was the time loss connected with them from the point of view of development. In the middle-game it is mainly the weakness created by the Pawn move on the squares which were protected by the Pawn before he advanced. A square may be termed "weak" if it can be safely occupied by men which help the opponent in his attack, and this is generally possible if the square in question cannot any longer be defended by a Pawn. The great danger involved in the occupation by hostile pieces of such weak squares is evident if they are situated near the King, and examples of how the attack develops in cases of this kind have been discussed in connection with Diagrams 48, 49, 50 and 52. It is less apparent why a Pawn move should create a weakness if a center-Pawn or a Pawn on the Queen's wing is concerned. In the latter case, the possibility of deriving an advantage during the middle-game is rare, indeed; but the weakness produced by the Pawn moves invariably shows itself in the ending. In the position of Diagram 58 for instance, White wins on account of the weakness of the squares a6, c6, d5 and b5 from which his King can attack the Black Pawns as soon as the Queen and the Rook are exchanged. The following play may ensue: (1) R-e8, Rxe8; (2) Qxe8, Q-f8; (3) Qxf8 , Kxf8; (4) K-d3, K-e7; (5) K-c4, K-d7; (6) K-b5, K-c7; (7) K-a6, K-b8; (8) P-a4, K-a8; (9) P-a5, Pxa5; (10) Kxa5 and wins the c-Pawn. Or: (5) ..., P-a6; (6) K-d5, K-d7.
- 8 #R #K - 7 #P #P #Q #P - 6 #P #P - 5 #P ^R - 4 - 3 ^P ^Q - 2 ^P ^P ^K ^P ^P ^P - 1 - a b c d e f g h
DIAGRAM 58.
For the time being Black has the opposition so that White's King cannot advance any further; but White has so many more Pawn moves at his disposal than Black that the latter is soon forced to move his King allowing White to break in with his King at one or the other side. For instance: (7) P-a4, P-a5; (8) P-f4, P-f6; (9) P- g4, P-h6; (10) P-h3, P-g5; (11) P-f5; King moves, and White wins either the f-Pawn or the b-Pawn.
This example brings out another reason why it is advantageous to keep the Pawns of the wings back. In the ending positions frequently arise in which it is important to have some moves to spare in order to be able to maintain the opposition of Kings; and the player whose Pawns are farther back naturally has more spare moves.
A disadvantage which is liable to make itself felt in the middle game as well as in Rooks' endings as a consequence of Pawn moves on the wing is the opening of an adjoining file for a hostile Rook, as illustrated by the play in the positions of Diagrams 50, 51 and 54. In the middle-game this is also true of certain Pawns, as for instance in the following position which arises after the opening moves (1) P-e4, P-e5; (2) Kt-f3, Kt-c6; (3) P-d4, Pxd4; (4) B-c4, Kt-f6; (5) o-o, B-e7. The proper continuation is (6) R- e1, protecting the center-Pawn. The advance of this Pawn is entirely uncalled for. Not only does it enable Black to open the f-file for his Rook by advancing his f-Pawn, but it gives up the greatest advantage connected with the possession of a center- Pawn, that is the control of two center-squares. As long as White has his Pawn on e4, the two squares f5 and d5 are inaccessible to black pieces; as soon as the Pawn advances, however, he does not do Black any further harm, as the two squares which he controls after the advance are firmly in Black's hands on account of the two Pawns f7 and d7.
- 8 #R #B #Q #K #R - 7 #P #P #P #P #B #P #P #P - 6 #Kt #Kt - 5 - 4 ^B #P ^P - 3 ^Kt - 2 ^P ^P ^P ^P ^P ^P - 1 ^R ^Kt ^B ^Q ^R ^K - a b c d e f g h
DIAGRAM 59.
A game played with this opening proceeded as follows: (6) P-e5, Kt-e4; (7) B-d5, Kt-c5; (8) Ktxd4, Ktxd4; (9) Qxd4, o-o; (10) Kt- c3, P-d6; (11) B-e3, P-c6; (12) B-b3, P-d5; (13) Ra1-d1, K-h8; (14) Q-f4, P-f6. This decides the middle-game in Black's favor. Not only will he have superior mobility with his Rooks, but his two Bishops are much stronger than White's two minor pieces, especially as White's Bishop is shut in.
- 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
DIAGRAM 60.
Moreover, Black has the better chances even in the ending, as he has a majority of Pawns on the Queen's wing. After all pieces have been exchanged, these Pawns would finally result in a passed Pawn, which White would have to stop with his King while Black can leisurely attack the Pawns of the King's side.
A disadvantage due to Pawn moves which up to now has not yet been discussed is the weakness of so-called "backward Pawns." A backward Pawn is one whose adjoining kindred Pawns have advanced while he is unable himself to advance far enough to obtain their protection from a frontal or diagonal attack. In the position of Diagram 60, for instance, Black would make his Queen's Pawn backward if he played P-c5; for if White handles the game right Black will never be able to advance the Queen's Pawn beyond d6, making him an easy mark for an attack in the d-file or in the diagonal h2-b8, and also hampering the mobility of Black's pieces in the center. The correct way for White to arrange his men would be to play P-c4 and after the development of the minor pieces to double the Rooks in the d-file. White's Queen's Bishop will be placed best on f4 from where he helps pressing on d6.
Diagram 61 shows a position which occurred in one of the match games played between Emanuel Lasker and S. Tarrasch for the World's Championship in 1908, and which furnishes a good illustration of the difficulties arising from a backward Pawn. The game proceeded as follows: (1) Ktxd6, Pxd6; (2) Ra1-d1, Q-f6; (3) P-c4, Rf8-e8; (4) Q-g4 (threatening Q-d7) B-c6; (5) R-e2; R- e4; (6) Q-g3, Q-e6 (threatening R-g4); (7) P-h3, R-d8. Black cannot protect the Pawn d6 as many times as White can attack him. It looks as if he could have taken the Pawn c4 with his Queen, but he was probably afraid of the weakness White would have provoked with B-h6, (8) Re2-d2, Re4-e5; (9) B-h6 ! Black cannot take the Bishop on account of Qxe5. (9) ..., Q-g6; (10) B-f4 and wins, as the Pawn d6 as well as the Pawn c5 are doomed.
- 8 #R #Q #R #K - 7 #P #B #P #P #P #P - 6 #B - 5 #P - 4 ^Kt - 3 ^B - 2 ^P ^P ^P ^Q ^P ^P ^P - 1 ^R ^R ^K - a b c d e f g h
DIAGRAM 61.
In a position like that of Diagram 45 on White could play P-f4 without making his King's Pawn backward, as neither a frontal nor a diagonal attack on e3 is possible. Of course, he would have to see that the possibility of such an attack does not arise later on. For instance, he would not be in a position to take the Pawn c5 with the Pawn d4, as this would enable Black to use the diagonal a7-g1 for operations against e3.
The player who endeavors to adhere in all positions to the principles of Chess Strategy outlined in this chapter will rapidly improve his strength and acquire within a short time a much more intimate grasp of the game than others who have had years of practice without making clear to themselves the general laws which govern the outcome of every combination on the Chessboard.
The illustrative games analyzed in the following chapter do not teach anything new. They are merely examples of the application of the general principles to the continuous series of combinations which constitute a game of Chess. The author has chosen games from his own tournament practice as this naturally enabled a more thorough annotation than would have been possible to offer for games of other players.
IV ILLUSTRATIVE GAMES
GAME NO. 1
Played in the Championship Tournament of the Western States, 1917, at Lexington, Ky.
White Black Jackson Showalter. Edward Lasker
(1) P-e4 P-e5 (2) Kt-f3 Kt-c6 (3) B-b5 P-a6
As explained previously this move cannot be regarded as loss of time as White has to either retreat with the Bishop, adding nothing to his development, or exchange on c6, helping Black's development by opening a line for the Bishop c8.
(4) B-a4 Kt-f6
The move B-c5 which Black might consider instead of Kt-f6 is not to be recommended as White would reply P-c3 and then force the exchange of Black's center-Pawn by P-d4. The complete control of the center which White would gain in the further course of the game would soon give him an overwhelming attack. For instance: (4) ..., B-c5; (5) P-c3, Kt-f6; (6) o-o, o-o;
- 8 #R #B #Q #K #B #R - 7 #P #P #P #P #P #P - 6 #P #Kt #Kt - 5 #P - 4 ^B ^P - 3 ^Kt - 2 ^P ^P ^P ^P ^P ^P ^P - 1 ^R ^Kt ^B ^Q ^K ^R - a b c d e f g h
DIAGRAM 62.
(7) P-d4, Pxd4; (8) Pxd4, B-b6; (9) P-e5, Kt-e8; (10) P-d5, Kt- e7; (11) P-d6, Pxd6; (12) Pxd6, Kt-g6; (13) B-g5, etc.
(5) P-d3
It is customary for White to castle at this point. P-d3 is certainly a good move as it enables the development of the Queen's Bishop, but o-o is very likely better as it reserves the option of advancing the Queen's Pawn either one or two squares. When advancing the Pawn two squares White has to avoid the following trap: (5) o-o, B-e7; (6) P-d4, P-b5; (7) B-b3, Pxd4 (not Ktxd4 on account of (8) Bxf7 and (9) Ktxe5 +); (8) Ktxd4 ??, Ktxd4; (9) Qxd4, P-c5 followed by P-c4 winning the Bishop. What White can try in this variation is the Pawn sacrifice (8) P- c3, Pxc3, through which he obtains a considerable advantage in the development of the pieces.
After (5) o-o White threatens to win the Pawn e5 by (6) Bxc6 and (7) Ktxe5, as now Q-d4; (8) Kt-f3, Qxe4 is not possible on account of (9) R-e1. Black has various ways to counter this threat. He can either defend the Pawn by P-d6 or play B-e7 with the view to capture the Pawn e4 in case White should take the Pawn e5, or, finally, he can capture the Pawn e4 at once.
All of these three variations are playable for Black although it appears that White obtains a slight advantage however Black continues. This opening is consequently a great favorite in modern Tournament play.
[Footnote: Following are the two main variations which have been adopted in the practice of the Masters:
A. (5) o-o, B-e7; (6) R-e1 (protecting the Pawn e4 so that Black has to defend himself against Bxc6 and Ktxe5), P-b5; (7) B- b3, P-d6; (8) P-c3 (preserving the Bishop against the exchange threatened with Kt-a5), Kt-a5; (9) B-c2, P-c5; (10) P-d4, Q-c7. Now the Pawn e5 is sufficiently protected and Black threatens to exert pressure on d4 by playing B-g4 and Kt-c6. It might seem that White can ignore this threat and as soon as d4 attacked either exchange the Pawn on e5 or advance him to d5. However, the former maneuver would open the d-file for Black's Rooks and the latter would not be very good either before Black has castled; for the advance of the d-pawn closes the center-files permanently for the Rooks so that Black's King is safe in the center while White may have to face an attack on the King's wing which Black might initiate by storming with the h and g Pawns.
For all these reasons White is justified in making the waiting move (11) P-h3, which safeguards the square d4 against the indirect attack B-g4 and at the same time prepares an attack along the lines of the one discussed in connection with Diagram 52. After (11) ..., Kt-c6; (12) B-e3, o-o; White can safely advance the Queen's Pawn and then launch the attack referred to above.
B. The second variation arising from the position of Diagram 62 is (5) o-o, Ktxe4. It seems rather dangerous for Black to take the Pawn as long as his King is in the e-file which White can occupy with his Rook; but after (6) R-e1, Kt-c5; (7) Ktxe5, Ktxe5; (8) Rxe5 +, Kt-e6, White has not much attack and for this reason the opening is generally treated in a different way. As the strongest move is considered (6) P-d4. Black can hardly take this Pawn as R-e1 and Ktxd4 would follow threatening to win a piece; but he may try to maintain his Knight on the dominating square e4 by (6) ..., P-b5; (7) B-b3, P-d5. After (8) Pxe5, B-e6; (9) P-c3 (again providing a retreat for the Bishop), B-e7; (10) Ktb1-d2, Black's best continuation is probably Ktxd2; (11) Qxd2 (not Bxd2 on account of B-g4); Kt-a5 or o-o. The maneuver (10) ..., Kt-c5; (11) B-c2, P-d4, which was tried in several recent tournaments, is of doubtful value as Black loses control of the important center-square e4. White can use this square for an attack on the weak point c6 as follows: (12) Kt-e4, Pxc3; (13) Ktxc5, Bxc5; (14) B-e4, Q-d7; (15) Q-c2, B-d5 (in order to answer R-d1 with Bxe4); (16) B-g5, and Black does not seem to have a satisfactory defense. For instance (16) ..., B-b6; (17) Ra1-d1, Bxe4; (18) Qxe4, Q-e6; (19) R-d6 or (16) ..., Bxe4; (17) Qxe4, Pxb2; (18) Ra1-d1, P-b1 (Q); (19) Rxb1 followed by R-c1.]
(5) ... P-b5
The simplest and probably best way to defend the Pawn e5 against the threat Bxc6 and Ktxe5 is P-d6 without P-b5.
(6) B-b3 P-d6
The alternative was B-c5. White could then not have captured the Pawn e5 by (7) B-d5, o-o; (8) Bxc6, Pxc6; (9) Ktxe5 on account of Q-d4, threatening mate on f2 and attacking the Knight.
- 8 #R #B #Q #K #B #R - 7 #P #P #P #P - 6 #P #Kt #P #Kt - 5 #P #P - 4 ^P - 3 ^B ^P ^Kt - 2 ^P ^P ^P ^P ^P ^P - 1 ^R ^Kt ^B ^Q ^K ^R - a b c d e f g h
DIAGRAM 63.
(7) Kt-g5
This attack with two pieces in the early stage of the opening is contrary to the general principles of strategy. White wins a Pawn but this cannot be considered an adequate equivalent for the time he loses in doing so. He neglects his development and he is bound to suffer for that sooner than he can make the weight of his extra-Pawn felt.
(7) ... P-d5 (8) Pxd5
Black cannot recapture the Pawn as this would give White an occasion to initiate a violent attack starting with the sacrifice of the Knight on f7, thus: (8) ..., Ktxd5; (9) Ktxf7, Kxf7; (10) Q-f3+, K-e6 (the Knight d5 has to be protected); (11) Kt-c3, Ktc6-e7; (12) o-o, followed by R-e1, P-d4, etc. The exposed position of Black's King is well worth the piece which White has sacrificed.
- 8 #R #B #Q #K #B #R - 7 #P #P #P #P - 6 #P #Kt #Kt - 5 #P ^P #P ^Kt - 4 - 3 ^B ^P - 2 ^P ^P ^P ^P ^P ^P - 1 ^R ^Kt ^B ^Q ^K ^R - a b c d e f g h
DIAGRAM 64.
(8) ... Kt-d4
With this move Black crosses White's plans by exchanging the Bishop who was to play the main part in the attack, and, as a consequence, the Knight g5 does not have a chance to do any useful work either.
(9) P-d6
Opening again the diagonal of the Bishop and getting rid of the advanced Pawn by exchange before Black has an occasion to capture him.
(9) ... Ktxb3 (10) Pxc7 Qxc7
- 8 #R #B #K #B #R - 7 #Q #P #P #P - 6 #P #Kt - 5 #P #P ^Kt - 4 - 3 #Kt ^P - 2 ^P ^P ^P ^P ^P ^P - 1 ^R ^Kt ^B ^Q ^K ^R - a b c d e f g h
DIAGRAM 65.
Black could regain his Pawn by Q-d5; (11) Pa2xb3, Qxg2; (12) Q- f3, Qxf3; (13) Ktxf3, B-b7; (14) K-e2, B-d6 and Bxc7; but in doing so he would give up his advantage in development, which, as the further course of the game proves, is much more valuable.
(11) Pa2xb3 B-b7 (12) o-o P-h6!
If Black proceeded to develop his pieces indiscriminately, his advantage would soon vanish. White needs only two moves—R-e1 and Kt-e4—to paralyze the effect of Black's powerful Queen's Bishop and to regain control of the center where at present Black has the upper hand on account of his center-Pawn.
(13) Kt-f3 B-d6 (14) R-e1 o-o (15) Ktb1-d2 Ra8-d8 (16) P-c3
White does not risk Kt-e4 as Black, after Ktxe4; (17) Pxe4, can uncover the Rook by B-b4 attacking White's Queen and Rook at the same time. White's only defense would be (18) B-d2 or Kt-d2, but he would pin himself badly in either case and Black would obtain an overwhelming attack by P-f5, which enables his King's Rook to join the fray.
With P-c3 White protects himself against B-b4 and now actually threatens to interrupt the diagonal of Black's Queen's Bishop. Black will naturally try to prevent this and the first move which presents itself for the purpose is P-e4, opening a line for the Bishop d6 and the Queen at the same time. At first sight the move does not seem playable as on e4 the Pawn is three times attacked and only twice defended; but White cannot withdraw both the Knight d2 and the Pawn d3 from the Queen's file on account of the threat Bxh2+ winning the Queen for Rook and Bishop. Black can, therefore, safely advance the Pawn.
- 8 #R #R #K - 7 #B #Q #P #P - 6 #P #B #Kt #P - 5 #P #P - 4 - 3 ^P ^P ^P ^Kt - 2 ^P ^Kt ^P ^P ^P - 1 ^R ^B ^Q ^R ^K - a b c d e f g h
DIAGRAM 66.
(16) ... P-e4 (17) Pxe4 Ktxe4 (18) Q-c2
Now that the Queen has left the d-file, unpinning the Knight, something must be done for the Knight e4 who is twice attacked and only once protected. Two moves come into consideration. One is P-f5 which maintains the Knight in the dominating center- position, as White cannot take him without opening the f-file for Black's Rook and losing the Pawn h2 who needs the protection of the Knight f3. The other is Ktxd2, winning the Pawn h2 right away no matter whether White retakes with the Bishop or with the Knight. Which of the two moves is the better is difficult to say and is more or less a matter of temperament. A player who prefers a slow and sure advance will choose P-f5. A player who likes a faster pace will start the hand-to-hand fight without delay by Ktxd2. It is the latter move on which Black decides.
(18) ... Ktxd2
White now faces the dilemma whether to recapture with the Bishop or with the Knight. If he takes with the Bishop Black exchanges on f3, breaking up White's chain of Pawns, and he regains his Pawn by Bxh2. If he takes with the Knight, Black also wins the Pawn h2, but the other Pawns in front of the King remain intact. The drawback to the latter continuation is, however, that White's development is delayed for another two moves, as the Queen's Bishop is shut in. For this reason White decides on Bxd2, probably also hoping that he will be compensated for the broken Pawn position by an attack in the g- or h-file which Black's maneuver opens.
- 8 #R #R #K - 7 #B #Q #P #P - 6 #P #B #P - 5 #P - 4 - 3 ^P ^P ^Kt - 2 ^P ^Q #Kt ^P ^P ^P - 1 ^R ^B ^R ^K - a b c d e f g h
DIAGRAM 67.
(19) Bxd2 Bxf3
The fact that Black has to exchange his well placed Queen's Bishop in order to win the Pawn h2 was very likely another reason which induced White to retake with the Bishop.
(20) Pxf3 Bxh2+ (21) K-g2
- 8 #R #R #K - 7 #Q #P #P - 6 #P #P - 5 #P - 4 - 3 ^P ^P ^P - 2 ^P ^Q ^B ^P ^K ^B - 1 ^R ^R - a b c d e f g h
DIAGRAM 68.
A general survey of the position shows clearly that Black has the advantage. His Rook d8 is ready to take part in the battle while White has to make several preparatory moves with his Rooks before he can make use of them on the King's wing, the only part of the board where they have a chance to be effective. In the e-line which White's Rook controls at present, there is no tangible object for an attack.
Moreover, White's King is rather exposed while Black's King is safely entrenched behind his Pawns.
A good continuation for Black, which presents itself at first thought, is R-d6, enabling the doubling of the Rooks in the d- line or the participation of the Rook d6 in a fight on the King's wing.
(21) ... R-d6 (22) R-e4
White cannot take the Bishop h2 as Rxd2 would win the Queen. (22) P-f4 would not be good either as Black would reply Q-d7, threatening Rxd2 as well as Q-g4+; Kxh2, R-g6 and mate in two moves.
With R-e4 White attempts to protect his King by R-g4 against attacks in the g-file, and Black naturally tries to foil this attempt.
(22) ... P-f5 (23) R-h4
Black has now to decide whether he should withdraw his Bishop to e5 or counterattack White's Bishop by Q-d7 or Q-d8 or Rf8-d8. The counterattack looks better as it threatens to force an entrance for the Rooks in the second rank, displacing White's Queen and attacking the King from the flank. The withdrawal of the Bishop would give White time to play his Queen's Rook over to the King's wing.
The most forcible of the three moves available for the counterattack is Q-d8, which attacks the Rook h4 too, thereby depriving White of the possibility to save his Bishop by flight.
(23) ... Q-d8 (24) Rxh2 Rxd2 (25) Q-c1
White's Queen has now hardly any mobility and in addition she shuts off the Queen's Rook from the King's wing. Black, on the other hand, can easily get his Rooks to cooperate by doubling them either in the d-file or in the second rank. He decides on the former alternative because the control of the Queen's file keeps White's troops separated in two parts which have little or no communication with each other, while Black's pieces are ready for concentration on the King's wing at any moment.
(25) ... Q-g5+ (26) K-h1 Rf8-d8 (27) Q-e1
With the intention to play Q-e6+, thereby gaining time to swing over the Queen's Rook to the King's wing.
(27) ... K-h7 (28) Q-c1
- 8 #R - 7 #P #K - 6 #P #P - 5 #P #P #Q - 4 - 3 ^P ^P ^P - 2 ^P #R ^P ^R - 1 ^R ^Q ^K - a b c d e f g h
DIAGRAM 69.
The Queen cannot leave the first rank on account of the threat R- d1+. It lies near for Black to try to force her out by attacking the square d1 once more with the Queen, thereby threatening to win the Queen for a Rook by the check on d1. He can accomplish this by playing the Queen into the d-file behind the Rooks.
(28) ... R-d6 (29) P-c4
Apparently White does not recognize Black's intention, or he would have played (29) Q-f1 in order to answer Q-d8 with (30) R- e1, R-dl; (31) K-g2. But Black would then also have had an easy win by playing (29) ..., Rxb2 and doubling the Rooks in the second rank.
(29) ... Q-d8 (30) Q-c3
The only alternative to save the Queen was K-g2, but then R-d1 would have won a clear Rook.
Black now enforces a mate in ten moves: R-d1+; (31) Rxd1, Rxd1+; (32) K-g2, Q-g5+; (33) K-h3, R-g1; (34) Q-d4, Q-h5+; (35) Q-h4, Qxf3+; (36) Q-g3, Rxg3+; (37) Pxg3, P-f4; (38) K-h4, Qxg3+; (39) K-h5, Q-g5 mate. This instructive game was not lost through a faulty combination but on account of loss of time in the opening which could not be regained.
GAME NO. 2
Played in the New York Masters' Tournament 1915
White Black Edward Lasker Jose Raoul Capablanca
(1) P-d4 P-d5 (2) Kt-f3 Kt-f6 (3) P-c4 P-e6 (4) Kt-c3 Ktb8-d7 (5) B-g5 B-b4
Ordinarily the Bishop is developed to e7 as on b4 he is out of place as soon as White has castled.
(6) P-e3 P-c5
With this move Black threatens Q-a5, attacking the Knight c3 for the second time and unpinning the Knight f6 who is then free to cooperate with the Bishop b4 and the Queen by advancing to e4. In trying to counter Black's threat White will seek to do as much as he can for the development of his pieces so as to combine the attack with defense. The King's Bishop is not yet developed, and his most natural developing move happens to cover the square at which Black is aiming with his Knight.
(7) B-d3 Q-a5 (8) Q-b3
- 8 #R #B #K #R - 7 #P #P #Kt #P #P #P - 6 #P #Kt - 5 #Q #P #P ^B - 4 #B ^P ^P - 3 ^Q ^Kt ^B ^P ^Kt - 2 ^P ^P ^P ^P ^P - 1 ^R ^K ^R - a b c d e f g h
DIAGRAM 70.
White has to be very careful on account of the various exchanges possible in the center. Black threatens for instance to exchange first on d4 and then to play Kt-e4 so that the Bishop g5 is attacked by the Queen in case White takes the Knight with his Bishop, allowing the Pawn d5 to clear the fifth rank. Or he might play Kt-e4 first and then exchange on d4. Considering that all these threats are based on the fact that the Knight c3 is pinned as long as White has not yet castled it lies near for White to try (8) o-o. It is true that Black can then win a Pawn by taking twice on c3; however, in doing so he would retard his development and White is bound to obtain a strong attack by getting all of his pieces quickly into action, while Black's Queen is separated from the rest of her troops.
White's eighth move, Q-b3, has several drawbacks. First of all Black could play P-b5! winning a piece for three Pawns as White cannot do better than play (9) Pxb5 or Pxd5 allowing P-C4. Secondly, Black can make the combination indicated above which tends to open the fifth rank so that the Queen attacks g5. The same combination would be possible if White played (8) Q-C2.
(8) ... Kt-e4 (9) o-o
Offering the Pawn sacrifice Ktxc3; (10) Pxc3, Bxc3 with the view to attacking by (11) R-c1, etc., as previously indicated. Black prefers to direct his attack against g5.
(9) ... Ktxg5 (10) Ktxg5 Pxd4 (11) Kt-b5
(11) Pxd4 would lose a piece on account of Pxc4, attacking the Bishop on d3 and the Knight on g5. Black could now win a Pawn by taking on d3, but this would be very dangerous as it would open the f-file for White's Rook.
(11) ... Kt-c5
- 8 #R #B #K #R - 7 #P #P #P #P #P - 6 #P - 5 #Q ^Kt #Kt #P ^Kt - 4 #B ^P #P - 3 ^Q ^B ^P - 2 ^P ^P ^P ^P ^P - 1 ^R ^R ^K - a b c d e f g h
DIAGRAM 71.
The position is getting very complicated indeed. The first possibility which White will consider is (12) Kt-d6+; but after K-e7 there seems to be no satisfactory continuation. For instance: (13) Q-C2, Ktxd3; (14) Ktd6xf7, R-f8 winning two Knights for the Rook. Or: (14) Ktxc8+ ?, Ra8xc8; (15) Qxd3, Pxc4 winning a piece. Therefore, White has no alternative but to retire the Queen.
(12) Q-c2 Ktxd3 (13) Qxd3 P-a6
- 8 #R #B #K #R - 7 #P #P #P #P - 6 #P #P - 5 #Q ^Kt #P ^Kt - 4 #B ^P #P - 3 ^Q ^P - 2 ^P ^P ^P ^P ^P - 1 ^R ^R ^K - a b c d e f g h
DIAGRAM 72.
It is not easy for Black to retain tide Pawn which he has won. If he plays (13) ..., B-e7; (14) Kt-f3, Pxe3; White can continue (15) Pxd5 with good attacking chances on account of the open files in the center of the board, of which Black cannot yet make any use as he has not yet castled.
By P-a6 Black opens again the fifth rank in order to operate against the Knight g5.
(14) Ktxd4 Pxc4 (15) Qxc4 B-d7 (16) Kt-b3
A very bad move, as it violates the general principles of strategy. In withdrawing the Knight from the dominating center square White decreases his mobility instead of increasing it. The logical continuation would have been Rf1-d1 or Ra1-c1, developing one of the Rooks.
(16) ... Qxg5 (17) Qxb4 B-c6
Black would not have been able to occupy this favorable square with his Bishop, had not White withdrawn his Knight from d4.
(18) P-e4 P-a5
This forces the Queen out of the diagonal a3-f8 as the Pawn e4 has to be kept protected.
(19) Q-d2 Qxd2
Black demonstrates in a very simple manner that the exchange of Queens is disadvantageous for White, a fact that White should have foreseen as the unprotected Knight on d2 enables Black to gain control of the d-file by castling on the Queen's side.
(20) Ktxd2 o-o-o (21) Kt-c4
White cannot play R-d1 on account of R-d4, threatening Rh8-d8.
(21) ... Bxe4 (22) Rf1-c1
This merely drives the Black King to a safe place. Ktxa5 was indicated. R-d2 could then have been answered by (23) R-c1+ and (24) R-C4.
(22) ... K-b8 (23) P-f3
Again a move which helps the opponent as it drives the Bishop where he wants to go.
(23)... B-d5 (24) Ktxa5 R-c8 (25) P-b3
This situation furnishes an instructive example of the importance of the rules governing Pawn formations as previously discussed. By attacking the Knight with the King Black can force the exchange of the Bishop for the Knight on c4.
- 8 #K #R #R - 7 #P #P #P #P - 6 #P - 5 ^Kt #B - 4 - 3 ^P ^P - 2 ^P ^P ^P - 1 ^R ^R ^K - a b c d e f g h
DIAGRAM 73.
This leaves White with a Pawn on c4 who is weak on account of his advanced position. Black can attack him with the King and White's King is consequently compelled to stay on the Queen's wing guarding the Pawn, while Black is at leisure to secure a passed Pawn on the King's wing. These maneuvers are, of course, possible only with the Rooks off the board. That is why Black tries to force their exchange and why White should endeavor to prevent it.
(25) ... Rxc1+ (26) Rxc1 R-c8 (27) Rxc8+
In view of the hopeless Pawn ending it would have been best to give up a Pawn by (27) R-d1, P-b6; (28) Kt-c4, Bxc4; (29) Pxc4, Rxc4; (30) R-d2 in order to keep a Rook on the board, thus obtaining a drawing chance.
(27) ... Kxc8 (28) K-f2 K-c7 (29) K-e3 K-b6 (30) Kt-c4+ Bxc4 (31) Pxc4 K-c5 (32) K-d3 P-e5
Black's strategy in this ending is clearly indicated. He will play P-f5 and advance the e-Pawn as soon as White plays K-c3. Instead of the latter move White could play P-a3 which would also keep Black's King from b4; but he would soon run out of spare moves with his Pawns necessitating a King's move. For instance, (32) P-a3, P-f5; (33) P-g4, P-g6; (34) P-h3, P-h6; (35) P-h4, P- h5; (36) P-g5, P-b6!; (37) K-c3, P-e4; (38) P-f4, P-e3; (39) K- d3, P-e2; (40) Kxe2, Kxc4; (41) K-e3, P-b5.
- 8 - 7 #P #P #P #P - 6 - 5 #K #P - 4 ^P - 3 ^K ^P - 2 ^P ^P ^P - 1 - a b c d e f g h
DIAGRAM 74.
Black needs now only six moves to queen the Pawn b5 while White in the meantime cannot do more than capture the g- and h-Pawns, and Black's Queen can naturally stop the White passed Pawns without difficulty. The game proceeded as follows:
(33) P-g4 P-f6 (34) P-h4 P-g6 (35) K-e4 K-d6
Black could just as well have captured the Pawn c4 and permitted (36) P-g5, Pxg5; (37) Pxg5.
- 8 - 7 #P #P - 6 #K #P #P - 5 #P - 4 ^P ^K ^P ^P - 3 ^P - 2 ^P - 1 - a b c d e f g h
DIAGRAM 75.
He would then have had a Queen in another eight moves while White could not get farther with his Pawn than to g7, so that Black easily wins.
To march against the Pawn b7 instead of the Pawns on the King's side would not help White either, as he does not get back to the King's wing in time to protect his f- and g-Pawn.
(36) P-f4 Pxf4 (37) Kxf4 K-c5 (38) P-h5 Kxc4 (39) K-e4 P-b5 (40) P-a3 K-c5 (41) Resigns.
V
PROBLEMS
To offer an exhaustive treatise on the manifold varieties of Chess problems is not within the scope of this book. The intention of the author is merely to make it quite clear to the reader that the Chess problem, apart from the moves of the men, has no relation to the game and to illustrate the vast difference between PROBLEM combinations and positions and GAME combinations and positions by a few typical examples from the works of master composers.
The mating methods and mating positions in the actual game very rarely embody an element of surprise. They are all known from previous experience and the question is merely whether the player concerned is familiar with them. With the problem it is altogether different. Here the mate must be accomplished in a certain number of moves from a given position in some ingenious way which is not known from game practice, or, if the mating METHOD is not extraordinary, the mating POSITION must be surprising and unlooked for.
Moreover, a number of laws must be obeyed in problem composition, which by the general consent of problemists, or rather by natural evolution of a more refined taste, have become the standards by which the merits of a problem are judged.
There is first of all the law of economy in material which demands that the idea of the problem should be expressed with the least possible number of men, and that no pieces should be added for the mere sake of increasing the number of variations. Then, of course, a problem should have only one solution. A position which has more than one key move is not considered a problem, because the main point at issue in a problem is not the NUMBER of moves in which the mate is accomplished but the METHOD in which it is accomplished, and of two possible solutions one will always be prettier so that the existence of the other must necessarily appear a blemish.
A very important law is that the first move of White (who by general consent has always the attack) must not deprive the black King of a flight square, as this would be too brutal, too obvious a procedure. The more possibilities of defense are left to Black the more surprising is the solution and the finer is the problem.
Many problem solvers are under the false impression that the first move in a problem must not be a check. This argument is valid only when by the check the number of defensive moves is limited, but this is not necessarily the case, as can be seen for instance in problem No. 2, in which Black has to move his King anyway, there being no other black piece on the board.
The position of Diagram 76 is an example of how a problem should NOT be constructed. There is a tremendous number of pieces on the board which have nothing to do with the idea of the problem. The latter is one of the most primitive ideas used in problem composition and has been expressed by many composers in charming forms, so that there was no need for the above monstrous addition to the problem literature. The key move is Q-h7 so as to pin the Rook f5 in case Black plays K-d3 and to enable the mate (2) Rxf3. However, if Black replies (1) ..., P-d3 or Bxe1, neither the Queen nor the Rook f4 are necessary, but the mate is accomplished by some of the other white pieces which are lavishly distributed over the board.
- 8 ^Q - 7 - 6 ^Kt #P - 5 ^P ^P #R - 4 ^B #P #P ^R - 3 #P #K #P ^Kt - 2 ^P #B ^P - 1 ^K #Kt ^R ^B - a b c d e f g h
DIAGRAM 76.—Mate in Two Moves
A striking contrast will be found in the following problem which is based on the same idea but in which all unnecessary material is dispensed with.
The key move is B-c1, in order to mate with the Queen on b3 in case Black takes the Rook a3. If Black moves the Rook, White mates by Qxb6, and if the Pawn b6 advances (2) Qxe7 is mate.
- 8 ^K - 7 #P ^B - 6 #P #Q - 5 ^P - 4 #K - 3 ^R ^B - 2 #R - 1 - a b c d e f g h
DIAGRAM 77.—Problem No. 1.
Mate In Two Moves.
In problem No. 2 the mating maneuver does not involve a special trick; the idea of the composer was merely to arrive at an extraordinary mating position, and he added considerably to the value of the problem by producing the same mating position in several variations. The key move is B-b3+. Black has three moves in reply. If K-e4, White mates by (2) Q-f2, K-d3; (3) Q-f3. If K- c6, the mate is accomplished by (2) B-b4, K-b5; (3) Q-b7; and if K-d6, White answers (2) B-c4, K-c6; (3) Q-c7 mate.
- 8 ^K - 7 ^Q - 6 - 5 #K - 4 - 3 ^B - 2 - 1 ^B - a b c d e f g h
DIAGRAM 78.—Problem No. 2.
Mate In Three Moves.
A favorite trick with composers is to provide a stalemate which they relieve by obstructing the way of one of the pieces involved in the stalemate. The move which is thereby allowed Black's King exposes him to a discovered mate. The key move of problem No.3 is P-g8 (becomes Knight). After P-b5 Black is stalemate, but White relieves the stalemate by (2) Kt-e7, allowing Black to take the Knight on b4, and then mates by Kt-c6.
In trying to solve a problem it is a good method to examine Black's moves first. Often it will be found that whatever Black moves White can mate in reply so that all that is necessary is to find a first move for White, which leaves the position unchanged as far as the different mating threats are concerned. If Black has one or more moves at his disposal in reply to which there is no mate, the way is indicated in which to provide for these defenses.
- 8 ^B - 7 ^P - 6 #P - 5 - 4 ^Kt - 3 #K ^P - 2 ^K - 1 - a b c d e f g h
DIAGRAM 79.—Problem No. 3.
Mate In Three Moves.
In problem No. 4 for instance, it is evident that Black has to keep the two squares b8 and b4 guarded on which the Knight a6 threatens mate. Of course, Black can take the Bishop f5, relieving the mating threat but White can move the Bishop to some other square in the diagonal h3-c8. Still, Black would have the defense Q-f8. This suggests as White's first move B-c8, interrupting the line from f8 to b8.
- 8 - 7 ^K ^Kt - 6 ^Kt ^P #K - 5 #P #P ^B - 4 #P #Q - 3 ^P - 2 - 1 - a b c d e f g h
DIAGRAM 80.—Problem No. 4.
Mate In Two Moves
The only square for Black's Queen from which to guard both b4 and b8 is then d6; but there the Queen blocks a flight square of the King, freeing the Knight b7 and enabling the mate Kt-a5.
The most difficult problems, of course, are those in which no mate is threatened in the initial position and in which Black can apparently foil all attempts to build a mating net. An example is the following position which illustrates the so-called "Roman idea."
- 8 - 7 ^Kt #B - 6 - 5 ^B - 4 ^K ^P - 3 #K ^P - 2 ^Q - 1 - a b c d e f g h
DIAGRAM 81.—Problem No. 5.
Mate In Four Moves.
Black's King is stalemate so that any check with the Knight would settle him. However, Black's Bishop guards the squares c5 and d6 from which the Knight could threaten a mate, and if White makes a waiting move with the Queen in the second rank to force Black's Bishop from his defensive position, Black replies B-g5 and takes the Pawn e3 on the following move, relieving the stalemate. The same maneuver would foil White's attempt to checkmate by (1) Q- e2, (2) B-d3 and (3) Q-c2, and the position really does not betray any other mating possibility.
The key of this exceptionally fine and difficult problem is (1) Kt-d6, forcing Bxd6. The idea of this sacrifice is to change the line of defense of the black Bishop from the diagonal h4-d8 to the diagonal h2-b8, so that he is compelled to defend the threat Q-e2, etc., indicated above by moving to f4, that is to a square on which he can be taken. After (2) Q-e2, B-f4; (3) Pxf4 the stalemate is relieved and Black can take the Pawn d4. But a most surprising mate is now possible, which could not possibly have been foreseen in the original position, namely: (4) Q-e5.
Problems in which no definite number of moves are stipulated for the mate are usually called STUDIES or ENDINGS. They are nothing but game positions in which a maneuver forces the win that is so well hidden that it would probably not be found by a player in an actual game. The following two positions are examples of this class of compositions.
The first move is evident. White must play (1) P-c7, as otherwise Black retreats with the Rook in the d-file and occupies the c- file so that he can be sacrificed at any time for White's dangerous Pawn.
- 8 - 7 - 6 ^K ^P - 5 #R - 4 - 3 - 2 - 1 #K - a b c d e f g h
DIAGRAM 82.—WHITE TO PLAY AND WIN.
After (1) ..., R-d6+ White can neither go to b7 on account of R- d7 nor can he play K-c6 or c5 on account of R-d1 followed by R-c1 whereby Black would draw. The only way to win is: (2) K-b5, R- d5+; (3) K-b4, R-d4+; (4) K-b3, R-d3+; (5) K-c2. At last White has succeeded in guarding his rear, and it seems as if Black could not any longer prevent the Pawn from Queening. However, Black plays (5) ..., R-d4 and if White queens the Pawn he gives check on C4 forcing Qxc4 which would stalemate the King.
- 8 ^K - 7 ^P - 6 #B ^B - 5 - 4 - 3 - 2 ^Kt #P #P - 1 #K - a b c d e f g h
DIAGRAM 83.—White to Move and Draw.
This is the point where the problem-trick enters the game. White does not promote the Pawn to a Queen but to a Rook, avoiding the stalemate and threatening mate on a8. Black's only defense is R- a4 and now White wins by (7) K-b3 attacking the Rook and threatening mate on c1 at the same time.
In the position of Diagram 83 Black threatens to queen either of his Pawns. White can play (1) Kt-e3+ K-e2; (2) Bxh2, but after Kxe3 there seems to be no way of stopping the Pawn f2.
- 8 #K #B ^Q - 7 #P - 6 #P ^P - 5 ^P ^Kt - 4 ^P ^Kt - 3 #K - 2 - 1 - a b c d e f g h
DIAGRAM 84.—Sui-Mate in Six Moves
Again an ingenious trick is available which leads to an unexpected finish. White plays (3) K-h8 threatening to Queen his Pawn and forcing B-d5. Then he gives up his Pawn by (4) P-g8 (Queen) and after Bxg8 he saves the game by (5) B-g1 !! If Black takes the Bishop promoting the Pawn to a Queen or a Rook White is stalemate. Otherwise the draw is forced by either Kxg8 or Bxf2.
It remains to explain the meaning of the so- called sui-mates. A sui-mate is a problem in which White has to play so as to force Black to checkmate him (White) in a certain number of moves. One of the most beautiful examples in the literature is the above six mover, the solution of which runs as follows: (1) Kt-b5, Pxb5; (2) Kt-a6, Pxa6. One should not think that White can force Black to checkmate in four more moves; but: (3) K-d4, K-b7; (4) Q-d5+, K-c8; (5) P-b7+, K-c7; (6) K-c5 and Black has no other move except B-a7, checkmating White.
PART II
THE GAME OF CHECKERS
I
THE RULES OF THE GAME
The game of Checkers (English: Draughts) is played on the 32 black or white squares of the Chess board by two opponents, each of whom has twelve men of the same kind. The object of the game is to capture all opposing men or to block them so that they cannot move.
The original position of board and men is shown in Diagram 85. It will be seen that the board is placed in such a way that the players have a vacant square at their lower right hand corner. This corner is called the DOUBLE CORNER because two men are located in its immediate neighborhood while the left hand corner, the SINGLE CORNER, is occupied by only one man.
The squares of the Checker board are usually described by numbers as shown in Diagram 86. This is a rather crude method when compared with the simple notation by means of a system of coordinates as used in Chess, but as it is universally employed in Checker books and Checker columns in daily papers it will be adhered to in the following explanation of the game.
The black men are placed on the squares 1 to 12, the white men on the squares 21 to 32. The first move must invariably be made by the player of the black men.
32 31 30 - o o o o 29 - 28 o o o o - o o o o 21 - 20 - 13 - 12 * * * * - * * * * 5 - 4 * * * * - 3 2 1
DIAGRAM 85.
The move of the Checker men is a diagonal step forward, one square at a time. If a hostile man is in his way and if the square beyond the hostile man is vacant, he must capture him by jumping over him on to the vacant square, and he must continue capturing from the square on which he lands as long as this is possible according to the above rule. Captured men are removed from the board.
WHITE
- 32 31 30 29 - 28 27 26 25 - 24 23 22 21 - 20 19 18 17 - 16 15 14 13 - 12 11 10 9 - 8 7 6 5 - 4 3 2 1 -
BLACK
DIAGRAM 86.
If a man reaches the opposite edge of the board he automatically becomes a King and must be "crowned" by the opponent, who must place another man on top of him. A King may move and capture backward as well as forward. A man, who reaches the "King row" in capturing, cannot, however, continue capturing on the same move with the newly made King.
The position of Diagram 87 may serve to illustrate the above rules. White, on the move, plays 14-9. Black must capture this man with the man on 5 who jumps on to 14.
32 31 30 - o 29 - 28 * o - o o * 21 - 20 - * o o 13 - 12 * - * * * 5 - 4 -
3 2 1
DIAGRAM 87.
White then sacrifices another man by 23-18 forcing Black to reply 14-23. Now White captures the three men on 23, 15 and 7 with his man on 26, and Black, before making his next move, must crown White's man who has just reached the King's row. He will naturally move his man 8, as otherwise White would capture him with the King on 3.
If a player overlooks the possibility of a capture his opponent has the right to remove the man who should have made the capture, from the board. This procedure is called "huffing" and does not constitute a play. Instead of huffing a player may ask the opponent to retract his move and to make the capture.
When neither player can force a win the game is considered a draw. When one side appears to be stronger and refuses to accept a draw offered the player of the weaker side can require the win to be demonstrated within 40 moves; otherwise the game is drawn.
II
ELEMENTARY TACTICS
The first thing a Checker player has to know is what superiority in material or position is required to FORCE a win in the ending. The most elementary case is the one shown in Diagram 88, in which White wins by playing 32-27. With this move White takes the opposition or as most Checker players call it, White has the "move." Whatever Black replies he is forced to the edge of the board and finally he is obliged to let White capture his King. Supposing Black plays (2) 26-22, in order to reach the double corner, where he would be safe as he could indefinitely move from 5 to 1 and from 1 to 5, then White continues with (2) ...,27-23, preventing (3) 22-18 which would gain the road to the double corner. After (3) 22-17, 23-l8; Black has to retreat to the edge by 17-13 or 17-21, and White, by playing 18-14, or 18-22 pins the black King so that he cannot move without being captured. If it had been Black's move in the position of the diagram, he would have gained the opposition by 26-31 and White would have been compelled to retire to the double corner and to draw by 32-28, 28-32, etc.
32 31 30 - oo 29 - 28 ** - 21 - 20 - 13 - 12 - 5 - 4 - 3 2 1
DIAGRAM 88.
With one King entrenched in the double corner it takes two Kings to force the win. In the position of Diagram 89 for instance White would win as follows:
Black White
(1) ... 19-24 (2) 32-28 23-19 (3) 28-32 24-28 (4) 32-27 28-32 (5) 27-31 19-15 (6) 31-26 15-18 (7) 26-31 18-22
In the ending THREE KINGS AGAINST TWO KINGS the most favorable spots for the weaker player are the two double corners; but the three Kings will always win when handled right.
32 31 30 - ** 29 - 28 - oo 21 - 20 oo - 13 - 12 - 5 - 4 - 3 2 1
DIAGRAM 89.
The method which has to be employed will be evident from the play in Diagram 90. In order to win Black must exchange one King; the position is then reduced to that of Diagram 89.
32 31 30 - 29 - 28 oo - 21 - 20 ** - ** 13 - 12 ** oo - 5 - 4 - 3 2 1
DIAGRAM 90.
If it were White's move, Black would easily win; for after (1) ..., 27-32; (2) 19-24, 9-5; (3) 10-6, White cannot avoid the exchange. For instance: (3) ..., 5-1; (4) 24-19. The problem reduces itself therefore to changing the move from Black to White. This is accomplished by:
Black White
(1) 15-18 27-32 (2) 19-24 9-5 (3) 10-14
Threatening 24-27. White can only reply
(3) ... 32-28 (4) 24-27 5-1 (5) 14-9, etc., as above.
If the weaker side does not control both double corners the exchange can be forced much more easily, as an experiment will quickly show.
32 31 30 - oo 29 - 28 ** oo - 21 - 20 ** - ** 13 - 12 - 5 - 4 - 3 2 1
DIAGRAM 91.
Sometimes the stronger side has an occasion to give up two Kings for one thereby forcing a position similar to that of Diagram 88. Diagram 91 offers an example:
Black on the move wins in 5 moves, thus:
(1) 16-19 27-31 (2) 20-24 32-27 (3) 28-32 27x20 (4) 19-24 20x27 (5) 32x23
and White is pinned.
With three Kings against four a player can sometimes offer prolonged resistance. But finally the stronger player will always be able to force an exchange which secures the victory. In the position of Diagram 92 for instance Black will proceed as follows:
(1) 18-15 19-24
It would not help to play 27-24, as Black would reply 14-17 and exchange on the next move by 10-14.
(2) 11-16
limiting White's mobility.
(2) ... 23-26
In answer to 24-20 Black would play 15-19.
(3) 16-19 24-28 (4) 14-18 26-30 (5) 19-23 28-32 (6) 15-19 27-31
32 31 30 - 29 - 28 oo - oo 21 - 20 oo ** - ** 13 - 12 ** ** - 5 - 4 -
3 2 1
DIAGRAM 92.
Not 30-25 on account of 18-22.
(7) 10-14 31-26 (8) 14-17 26-31 (9) 17-22 31-27 (10) 19-16 27-24 (11) 16-19 and wins.
If, on the 10th move, White played 27-31 instead of 27-24, the game might proceed as follows:
(11) 18-15 32-28 (12) 15-19 28-32 (13) 22-26 31x22 (14) 23-27 32x23 (15) 19x17
These possibilities of exchanging "two for two" should always be looked for as they often occur, enabling a win within a few moves.
III
THE FIVE FUNDAMENTAL POSITIONS
While in the examples of elementary endings given in the previous chapter, the correct method of play was comparatively easy to find, positions with few men often occur which look very simple but which require considerable thought to be handled in the right way. The knowledge of these positions, of which there are five distinctly different types, is essential for any one who desires to become a fair player and they are, therefore, thoroughly explained in the following five characteristic examples.
THE FIRST POSITION
It does not make any difference in the method of play whether the Black man is located as shown in Diagram 93 or on 3, 4, 7, 8, 10, 11 16, 20 or 24. The essential point is that he must not be able to march to the King row without being intercepted by White.
The winning maneuver is this: White turns the Black King out of the double corner in the manner shown in the play from the position of Diagram 89 and thereby compels the Black man to advance, finally forcing an exchange which secures the opposition.
32 31 30 - 29 - 28 ** - oo 21 - 20 oo - 13 - 12 ** - 5 - 4 - 3 2 1
DIAGRAM 93.—White to Move and Win.
This maneuver, as will be evident from a careful study of the position, is possible only in case White has the move. If Black has the move the ending is a draw.
Black White
(1) ... 23-27 (2) 28-32 19-23 (3) 32-28
Black cannot play 12-16, as 27-24 would win a piece.
(3) ... 27-32 (4) 28-24
Again 12-16 is not possible on account of 32-27 winning a piece in three moves.
(4) ... 23-18
32 31 30 - oo 29 - 28 - ** 21 - 20 oo - 13 - 12 * - 5 - 4 - 3 2 1
DIAGRAM 94.
White played 32-28 Black would exchange by five 24-19 and draw the game.
In the position of the Diagram Black has the choice between 24- 20, 12-16, 24-19 or 24-28, but he loses, no matter what move he makes as demonstrated below.
(A) (5) 24-20 32-27 (6) 20-16 18-15 (7) 16-20 15-18 (8) 12-16 18-15
(B) (5) 12-16 18-15
Now Black cannot play (6) 16-19 because of the exchange 32-27; (6) 16-20 would also lose quickly through 15-18, (7) 24-19, 32- 28, (8) 19-16, 18-23. The best try is (6) 24-28.
Against 15-18 Black would now draw by (7) 16-19, 32-27; (8) 19- 23.
The only way to win is
(6) ... 15-11
after which Black can do no better than
(7) 16-19 32-27 (8) 28-32 27-31 (9) 32-28 11-16 (10) 19-24 16-19, etc.
(C) (5) 24-19 32-28 (6) 12-16 28-32 (7) 19-24 18-15
and White continues as shown before.
(D) (5) 24-28 18-15 (6) 28-24 32-28 (7) 24-27 15-18 (8) 12-16 28-32 (9) 27-24 18-15
and wins as before by 15-18 in reply to (10) 16-20 or 15-11 in reply to 24-28.
THE SECOND POSITION (See Diagram 95)
White's advantage is that he can crown his two men while Black remains with only one King and two men. The reason why Black cannot use his two men to advantage is that they are pinned on the side of the board while White's men are located in the center where they have much more mobility. All the same White must have the move in order to win, just as in first position.
Black White
(1) ... 30-26 (2) 9-14 26-23 (3) 14-10 23-18
32 31 30 - o 29 - 28 o - oo * 21 - 20 * - 13 - 12 ** - 5 - 4 - 3 2 1
DIAGRAM 95.—White to Move and Win.
(4) 10-6 18-14 (5) 6-1 14-9 (6) 1-5 9-6 (7) 5-9 6-2 (8) 9-5 2-6 (9) 5-1 6-9 (10) 1-5 9-14 (11) 5-1 14-18 (12) 1-6 18-15 (13) 6-9 15-19 (14) 9-14 27-23 (15) 14-10 23-18 (16) 10-6 18-14 (17) 6-1 14-9 (18) 1-5 9-6 (19) 5-9 6-2 (20) 9-5 2-6 (21) 5-1 6-9 (22) 1-5 9-14 (23) 5-1 14-18 (24) 1-6 18-23 (25) 6-10 23-27 (26) 10-14 19-23 (27) 14-10 23-18 (28) 10-6 18-14 (29) 6-1 14-9 (30) 1-5 22-17
At last White has a position in which he can reduce the ending to one of the fundamental cases by exchange.
(31) 5-14 17-10 (32) 21-25
It will be noticed that through the exchange Black gained to move. White regains it by a second exchange.
(32) ... 10-15 (33) 25-30 15-19 (34) 30-26 27-32 (35) 26-22 19-24 (36) 20-27 32-23
and wins.
Second position as a rule results from a "Bridge position" like the following: Black men on 20, 21, 23, Black King on 26. White men on 30 and 32, White Kings on 15 and 19. Black to move:
(1) 26-31 19-26 (2) 31-22 32-27
and White wins by "second position."
THE CHANGE OF THE MOVE
By the exchanges of men in the foregoing example the move was altered in each case. However, exchanges of pieces often occur which do NOT change the move, and as win or loss in a great number of endings depends upon which player has the move, it is necessary for the beginner to obtain a clear insight into the questions involved. An exchange always alters the move if the capturing piece is recaptured in turn. If a different piece is recaptured, it depends upon the relative position of the captured pieces, whether the move has remained with the same player or gone over to his opponent. For the purpose of calculating the move and its changes it is useful to imagine the Checker board as being composed of two "systems of squares"—the Black system containing the ranks starting with the squares 1, 9, 17 and 25, and the White system containing the other four ranks. If each of the two systems contains an EVEN number of men, the player whose turn to play it is, loses the opposition, that is: his opponent has the move. If the number of men in each system is ODD, the player whose turn to play it is, gains the opposition, that is, he has the move. As the calculation of the move enters only into such positions in which both players have the same number of pieces, it is sufficient to correct the number of men in one of the systems to obtain the desired information. Diagram 96 furnishes an example.
Counting the men of a system, the Black one, for instance, shows their number to be odd. Therefore, the player whose turn it is to play, has the move, which in the present instance
32 31 30 - o 29 - 28 - o 21 - 20 o - 13 - 12 * - * 5 - 4 * -
3 2 1
DIAGRAM 96.
secures the win for White and a draw for Black, thus
(A) Black to move
Black White
(1) 8-11
This is apparently Black's best move; if he plays 2-7, White replies 19-15, obtaining a very strong position.
(1) ... 31-26 (2) 2-6 26-22 (3) 6-10 22-18 (4) 11-16 18-15 Draw.
(B) White to move
Black White
(1) ... 31-26 (2) 2-6 26-22 (3) 8-11 24-20 (4) 6-10 22-19 Block.
32 31 30 - o o 29 - 28 * o - 21 - 20 - 13 - 12 - * 5 - 4 * - 3 2 1
DIAGRAM 97.
From the above explanation it is evident that in the case of an exchange the move remains unaltered if the captured pieces were located in the same system, and that the move changes if the captured pieces belonged to different systems.
Exceptions to the rule sometimes occur due to a piece having no mobility, as for instance in the position of Diagram 97 where Black, on the move, loses because his man on 28 is blocked.
THE THIRD POSITION
32 31 30 - 29 - 28 o - 21 - 20 oo ** - 13 - 12 oo ** - 5 - 4 -
3 2 1
DIAGRAM 98.—White to Move and Win.
White being a man ahead appears to have an easy win; but owing to the difficulty of getting the man crowned he has a hard task before him.
If the Kings on 11 and 12 were removed White would not be able to win at all, as the Black King would go back and forth between 19 and 23. It is, therefore, clear that in forcing a win from the position of the diagram the King on 12 must cooperate.
Another point to be borne in mind is that the following position would be a draw with White to move.
32 31 30 - 29 - 28 - 21 - 20 o oo oo - 13 - 12 ** - 5 - 4 ** - 3 2 1
DIAGRAM 99.
White is unable to make any headway because he cannot threaten an exchange. The method in which White threatens the exchange of the King on 19 in the example of third position given in Diagram 98 is the following: |
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