Chapter V: The End-Game (1)
JUST as it is difficult to state the exact point at which an opening ends, so is it equally difficult to say where the end- game may be said to commence. One of the main characteristics of end-games is the active part taken by the King. Clearly the King cannot venture out into the field of operations until there has been an exchange of the majority of the pieces, so that there can be no danger of his being mated. As soon as a player has attained some advantage in material which ensures the victory in the end- game, he will try to bring about the end-game by exchanging pieces, for there the lines on which to push home his advantage are clearly set out.
It is first necessary to know what surplus of forces is the minimum required in order to force a mate. The positions in which the mate can be forced may be shown by a few typical examples. But I shall lay stress mainly on one point. That is the ability to judge whether an end-game which could be brought about by exchanges is won or not; in other words, whether it can be reduced to one of the typical positions referred to above.
It is obvious that the end-game is the particular demesne of pawn strategy. Nearly always one or more pawns survive the exchange of pieces, and the knowledge of the end-game will be invaluable for gauging the consequences of pawn moves in the course of the middle game. The latter represents probably the most difficult aspect of the strategy of chess.
In order to enable beginners to grasp the following chapters, I must again point out a few elementary considerations.
Simple end-games, that is, end-games without pawns, are comparatively easy to understand. Let us first consider the case of a King denuded of all his troops. In order to force the mate it is necessary to obtain command of four squares, namely, those four squares which he controls after he has been driven into a corner. Supposing the Black King has been driven to QR1, the White King can prevent him from reaching two squares of different colour, namely, QR2 and QKt2. Therefore it is necessary for White still to have such forces as can command two more squares of different colour, namely, QR1 and QKt1. As can readily be seen, it will be essential to have at least the Queen or a Rook or two Bishops, or a Knight and Bishop, or two Knights. [Footnote: How the King can be driven into a corner will be shown subsequently.]
We shall see that in the latter case it is impossible to drive the King into a corner without bringing about a stalemate. The mates by a Queen or Rook are so simple that I only give an example of each for the sake of completeness.
Position 1.--White: K at QR1, Q-KR1
Black: K at K4
1. K-Kt2, K-Q5; 2. K-Kt3, K-K4; 3. K-B4, K-Q3; 4. Q-K4, K- Q2; 5. K-B5, K-B1; 6. K-B6, K-Kt1; 7. Q-QR4, or Kt4ch, or K7, or R7 and mate next move.
Position 2.--White: K at QKt3, RKR2
Black: K at K4
1. K-B4, K-Q3; 2. R-K2, K-B3; 3. R-K6ch, K-Q2; 4. K-Q5, K- B2; 5. K-B5, K-Q2; 6. R-K1, K-B2; 7. R-K7ch, K-Q1; 8. K-Q6, K-B1; 9. K-B6, K-Kt1; 10. R-K1, K-R7; 11. R-K8, K-R3; 12. R-R8 mate.
Position 3.--White: K at QRsq, B at KKtsq, BatKKt2
Black: K at KRsq
1. K-Kt2, K-Kt2; 2. K-B3, K-B3; 3. K-Q4, K-K3; 4. B-R2, K- B3; 5. K-Q5, K-B4; 6. B-K5, K-Kt4; 7. K-K6, K-Kt5; 8. B- QR8, K-Kt4; 9. B-B3, K-Kt3; 10. B-KB6, K-R3; 11. K-B7, K- R2; 12. B-Kt5, K-R1; 13. B-Q1, K-R2; 14. B-B2ch, K-R1; B-B6 mate.
It is more difficult to mate with KNIGHT AND BISHOP. It is only possible to mate on a corner square commanded by the Bishop, as the following argument shows clearly. A mating position in the corner which the Bishop does not command would have to be of the type set out in Diagram 42. Here the Bishop plays on White squares, and the Knight in order to checkmate must move on to a White square; in other words, he must come from a Black one. Therefore, when the Bishop checked on the previous move and drove the King away, the King had the option of two black squares, and had no need to go into the corner one. He is only mated in consequence of a wrong move.
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A B C D E F G H
Diag. 42
As stated above, however, it is possible in all cases to mate in the corner square which is of the same colour as the Bishop. The King is driven into the corner in this way: the Knight cuts him off such squares as the Bishop does not command. Diagram 43 will serve as an illustration.
1. K-Kt2, K-Kt2; 2. K-B3, K-B3; 3. K-Q4, K-K3; 4. Kt-Kt3, K-B3; 5. B-B3, K-Kt4; 6. K-K5, K-Kt3; 7. Kt-K4, K-Kt2; 8. K-B5, K-R1; 9. K-B6, K-Kt1; 10. Kt-Kt5, K-R1; 11. Kt-B7ch, K-Kt1; 12. B-K4, K-B1; 13. B-R7, K-K1; 14. Kt-K5, K-Q1; 15. Kt-B4, K-B2; 16. B-K4, K-Q2; 17. K-B7, K-B2; 18. K-K7, K-B1; 19. K-Q6, K-Q1; 20. B-Kt6, K-B1; 21. Kt-R5, K-Q1; 22. Kt-Kt7ch, K-B1; 23. K-B6, K-Kt1; 24. K-Kt6, K-B1; 25. B-B5ch, K-Kt1; 26. Kt-B5, K-R1; 27. B-K6, K-Kt1; 28. Kt-R6ch, K-R1; 29. B-Q5 mate.
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A B C D E F G H
Diag. 43.
It is impossible to force a mate with the KING AND TWO KNIGHTS. On the same grounds as given with respect to Diagram 42, the mate can only be attained through the opponent making a bad move. But a mate can be forced if the weaker side has a spare move which prevents the stalemate, e.g. Diagram 44.
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A B C D E F G H
Diag. 44
1. Kt(K3)-Q5, K-Kt2; 2. K-B5, K-R3; 3. K-Kt4, K-Kt2; 4. K-Kt5, K- R2; 5. Kt-B7, K-Kt2; 6. Kt(B7)-K8, K-R2; 7. Kt-Q6, K-Kt1; 8. K- Kt6, K-R1; 9. Kt-Q7, P-B4; 10. Kt-Kt5, P-B5; 11. Kt-B7 mate.
Having decided as to the smallest amount of material advantage with which it is possible to force a mate, we will now turn our attention to simple game endings (still without pawns). To judge such endings correctly, it will only be necessary to find out whether it is possible to obtain the minimum advantage mentioned. It is sufficient to discuss cases in which a piece on the one side plays against a stronger one on the other, because in endings where several pieces are left on either side, fortuitous circumstances are generally the deciding factors, and it would be impossible to characterise and classify positions of that kind, by giving typical illustrations. Besides, they are reduced sooner or later by exchanges to such end-games as have been treated already, or are going to be shown now.
The Queen wins against any other piece; the Rook alone may give trouble. In Diagram 45 we illustrate a
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A B C D E F G H
Diag. 45
position which is one of the most favourable to the weaker side.
1. Q-R6 leads to nothing, as R-B2ch follows, and after 2. K-Kt6 Black forces a stalemate with R-B3ch.
It is necessary for White to gain a move in this position; in other words, White must try to transfer to the other side the onus of having to move. If then the Rook moves away from the King, it gets lost after a few checks, or if Black’s King plays to B1, the Rook is equally lost through Q-R6.
White plays therefore: 1. Q-K5ch, K-R1; 2. Q-R1ch, K-Kt1; 3. Q- R5, and wins. For example, 3. ... R-B2; 4. Q-K5ch, K-R2; 5. Q- K3ch, K-R1; 6. Q-K8ch, and so on.
The Rook can win against a minor piece in exceptional cases only. In endings of ROOK AGAINST BISHOP the weaker King must take refuge in a corner square of different colour from that of his Bishop. For instance, Diagram 46:
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A B C D E F G H
Diag. 46.
1. R-Q5, B-B5 (or R2); 2. R-Q8ch, B-Kt1, and Black is stalemate unless the Rook leaves the eighth Rank. Any outside square which is not of the same colour as that of the Bishop is dangerous for the King. Imagine the pieces in Diagram 46 shifted two squares towards the centre of the board, as in Diagram 47, and White wins with
1. R-QKt5 B-R5
2. R-Kt8ch B-K1
3. R-R8
The Bishop is lost, as it is Black’s move.
In endings of ROOK AGAINST KNIGHT, the weaker side loses, where the Knight is cut off from his King.
For instance, in Diagram 48, 1. R-Q5! In this “oblique opposition” the Rook takes four of the Knight’s squares: 1. ... Kt-K8; 2. K-B5, Kt-B7; 3. K-K4, Kt-R6 (Kt-Kt5?; 4. R-Kt5ch! wins the Knight). In this ending there is always a fatal check at some point, and the position in the
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A B C D E F G H
Diag. 47
diagram is not in any way a chance win. 4. K-Q3, K-B2; 5. R-QR5, Kt-Kt8; 6. R-R1, and wins.
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A B C D E F G H
Diag. 48
As soon as the Knight can obtain the King’s support the game is drawn even when the King is already forced on to the edge of the board.
Position--White: K at K6, R at K5
Black: K at K1, Kt at QR2
1. R-QB5, K-Q1; 2. K-Q6, Kt-B1ch; 3. K-B6, Kt-K2ch, draw. In this case the King must avoid the corners, as the Knight would be bereft of his efficiency.
Position--White: K at KR6, R at KR4
Black: K at KR1, Kt at K2
1. R-K4, Kt-Kt1ch; 2. K-Kt6 and wins.
We come now to the more interesting part of end-game play, namely, PAWN ENDINGS. The best course will be first to study how to turn a material superiority in pawns to decisive advantage, after which we shall note particular positions, in which a win is possible with an equality or even an inferiority in pawns.
The ending of KING AND PAWN AGAINST KING is one of the simplest albeit one of the most important of elementary cases. The stronger side will evidently try to queen the pawn. But generally this is not possible if the adverse King has command of the queening square. One important condition, though, must be complied with: the weaker King must move into “opposition,” and “opposition” is one of the characteristic and deciding factors in most pawn endings. It is absolutely necessary for the learner to understand fully the meaning of the term “opposition,” and its value in elementary cases This knowledge is of far reaching influence in end-games.
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A B C D E F G H
Diag. 49
In Diagram 49 White seeks to queen his pawn.
1. K-Q4, K-K2; 2. K-K5
With this move White assumes the opposition. That is, he moves into the same rank or file, separated by one square only, so that both Kings stand on squares of the same colour. White has moved last, it is Black’s turn to move; it is said in this case that “White has the opposition.” We shall soon see that Black is only able to draw the game, if he succeeds in assuming the opposition himself (which means that, having the move, he should step into opposition). 2. ... K-Q 2; 3 P-Q6 (Diagram 50).
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A B C D E F G H
Diag. 50
I propose now to recapitulate.
This is the critical moment, namely, when the pawn reaches the sixth rank. If now Black plays K-K1 he is lost, for White playing K-K6 has the opposition. After 4. ... K-Q1, 5. P-Q7, Black is forced to allow the White King to move to K7, covering the queening square; 5. ... K-B2, 6. K-K7, any; 7. P queens. But Black has a draw in the position of Diagram 50, by playing 3. ... K-Q1!! (not K1). Now after 4. K-K6 he keeps the opposition himself with K-K1; and after 5. P-Q7ch, K-Q1; 6. K-Q6, he is stalemated, or else wins the pawn if White plays differently on his sixth move. The King draws against King and pawn if he commands the queening square, and if he can retain the opposition on the first rank as soon as the pawn moves into his sixth.
It is of the utmost importance that the pawn should be at his sixth; if the pawn is still further back, the opposition on the first rank is of no avail.
Diagram 51 will serve as an example. Having the move,
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A B C D E F G H
Diag. 51
White would only draw with P-B5, because Black’s K-B2 wins the pawn.
But White wins as follows: 1. K-Kt6, K-B1; 2. K-B6, K-K1; 3. K- K6, K-Q1; 4. K-Q6, K-B sq:
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A B C D E F G H
Diag. 52.
5. P-B5, K-Q sq. We see: Black has just assumed the opposition, but the pawn has not yet crossed to his sixth square, and White, by playing P-B6, again forces Black to give up the opposition. It might be more clear to put it in this way: with P-B6 White wins the opposition, in that he brings about a position with Black to move. Therefore the game is won for White. Since the opposition on the outside rank is of no avail, when the pawn has not yet played to his sixth square, the weaker side must try to keep away the opposing King from the sixth rank until the pawn has reached that rank. This is possible in positions such as that in Diagram 53, where the stronger
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A B C D E F G H
Diag. 53
King is not more than one rank ahead of his pawn, and the weaker King can assume the opposition. In the position in Diagram 53 Black plays K-Q4 and maintains the opposition until the pawn moves, after which a typical position, similar to the one treated in connection with Diagram 50 is brought about.
If White has the move, however, he wins easily by 1. K-B4, thus:
1. ... K-Q3
2. K-Kt5 K-B2
3. K-B5 K-Kt2
4. K-Q6 K-B1
5. K-B6
and there is opposition on the eighth rank whilst the pawn has not reached the sixth.
If the King is more than one rank ahead of his pawn, as in Diagram 54, the end-game can always be won, for if Black
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A B C D E F G H
Diag. 54
takes the opposition with K-Q3, White deprives him of it again, winning a move by P-B3, and the position is similar to that in Diagram 53, with White to move.
1. ... K-Q3
2. P-B3 K-B3
3. K-B4 and wins.
This settles all typical end-games of King and pawn against King. There is, however, one exception to the rules set out, namely, when a ROOK’S PAWN is concerned. Here the isolated King always succeeds in drawing if he can reach the corner where the pawn has to queen, for he cannot be driven out again. The Rook’s pawn affords another opportunity for the weaker side to draw. Diagram 55 will illustrate this, and similar positions are of frequent occurrence in practice. Here Black draws with 1. ... K-B5. As he threatens to capture the pawn, White must play 2. P-R4. Then after the reply K-B4, White is still unable to cut the opponent off from the corner with K-Kt7, as the loss of the pawn is still threatened through K-Kt5. And after 3. P-R5 Black attains the position which is typical for this end-game, namely the opposition against the King on the Rook’s file. The latter cannot escape without giving up the contested corner, and the game is drawn. 3. ... K-B3; 4. K-R7, K-B2; 5. K-R8, K-B1; 6. P-R6, K-B2; 7. P-R7, K-B1: and White is stalemated.
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A B C D E F G H
Diag. 55
End-games with a majority of one pawn, when both sides still have pawns, are much more simple to manipulate.
Such games result in positions of which Diagram 56 is a
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A B C D E F G H
Diag. 56
typical instance. Here White does not even need to Queen his passed pawn. The mere threat forces the win. For the pawn at Kt4 reduces the mobility of the Black King, in so far as the latter must at all times be ready to reach the queening square in as few moves as the pawn, or else the pawn would queen unmolested. The White King can therefore capture the opposing Bishop’s pawn in peace and then queen his own.
1. K-K4, K-K3; 2. P-Kt5, K-K2; 3. K-K5, K-B2; 4. K-Q6, and so on; or 1. ... K-Kt4 KxP; 3. K-Q6, K-B4; 4. KxP, K-K3; 5. K-Kt7, and so on.
Such positions as Diagram 56 are also reached when there are several pawns on each wing. The stronger side exchanges pawns on the wing where there is a majority until the extra pawn is passed.
The winning process is not quite so simple when all the pawns are on the same wing, because exchanges are of no use unless the King can assume the opposition in front of the last remaining pawn (compare notes to Diagram 53).
In Diagram 57, for instance, White must not play P-B4. Therefore he can only win by gaining the Knight’s Pawn,
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A B C D E F G H
Diag. 57
that is, by bringing his King to B5. This he achieves by forcing the Black King to relinquish the opposition with 1. P-B3.
1. ... K-B3; 2. K-K5, K-Kt2; 3. K-Q6, K-Kt3; 4. K-Q5, K-Kt2; 5. K-B5, K-R3; 6. K-B6, and wins, as Black must abandon the pawn.
This position, being of frequent occurrence, is most important, and I recommend it as a valuable study in the use of the opposition.
Before I discuss positions of greater complexity, in which the only way to win is by sacrificing the extra pawn, I shall treat of end-games in which positional advantages ensure the victory although the pawns are equal. Here we shall find simple cases in which pawn manœuvres bring about the win, and more intricate ones in which King moves are the deciding factor.
Of the former the most important type is the end-game with the “distant passed pawn.” A typical example is the position in Diagram 58, in which Black wins.
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A B C D E F G H
Diag. 58
The King’s moves are outlined by the necessity of capturing the opposing passed pawn, after which the Black King is two files nearer the battle-field (the Queen’s side), so that the White pawns must fall.
1. K-Kt2, K-Kt2; 2. K-Kt3, K-B3; 3. K-Kt4, K-K4; 4. P-B4ch, K-B3; 5. K-Kt3, P-R4; 6. K-R4, K-B4; 7. KxP, KxP; 8. K-Kt6, K-K4, and so on.
For similar reasons the position in Diagram 59 is lost for Black. White obtains a passed pawn on the opposite wing to that of the King. He forces the Black King to abandon his King’s side pawns, and these are lost. I give the moves in full, because this is another important example characteristic of the ever recurring necessity of applying our arithmetical rule. By simply enumerating the moves necessary for either player to queen his pawn--SEPARATELY for White and Black--we can see the result of our intended manœuvres, however far ahead we have to extend our calculations.
1. P-R4, K-K3; 2. P-R5, PxP; 3. PxP, K-Q3
Now the following calculations show that Black is lost. White needs ten moves in order to queen on the King’s side, namely, five to capture the Black King’s side pawns (K-K4, B5, Kt6, R6, Kt5), one to free the way for his pawn, and four moves with the pawn. After ten moves, Black only
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A B C D E F G H
Diag. 59
gets his pawn to B6. He requires six moves to capture the White Queen’s side pawns, one to make room for his pawn at B3, and after three moves the pawn only gets to B6. White then wins by means of many checks, forcing the Black King to block the way of his own pawn, thus gaining time for his King to approach. As we shall see later on (p. 97), if the pawn had already reached B7, whilst under protection by his K, the game would be drawn.
It is necessary to make it a rule to examine positions in which each side has a passed pawn, by counting the moves in the way first shown. It is just because end-games can be calculated to a nicety, there being no moves of which the consequences cannot be foreseen, that we note in contemporary master play a tendency to simplify the middle-game by exchanging pieces, as soon as there is an infinitesimal advantage in the pawn position (compare the game Charousek-Heinrichsen, p. 108).
We will now turn our attention to positions in which the pawns opposed on each wing are of equal number and no passed pawn can be forced through. Everything depends on the relative position of the Kings. The deciding factor in valuing the King’s position is whether pawn moves are possible, or whether they are already entirely or nearly exhausted, so that only manœuvres by the King are possible. The following illustrations make the position clear. We shall see that the importance of getting the opposition is paramount. Diagram 60 shows a simple instance in which there are no
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A B C D E F G H
Diag. 60
more pawn moves. Whoever has the move wins by assuming the opposition. The opposing King must then give the way free to one of the pawns.
The state of affairs in Diagram 61 is similar to that in Diagram 60. Having the move, White plays into opposition and forces his way to Q5, after which Black’s Bishop’s pawn is lost.
1. K-K4, K-Q3; 2. K-B5, K-Q2; 3. K-K5, K-B3; 4. K-K6, K-B2; 5. K- Q5, K-Kt3; 6. K-Q6, and so on (compare Diagram 57). If Black has the move he can only draw, because the White Bishop’s pawn is covered even though Black gains the square at Q5.
1. ... K-K4; 2. K-Q3, K-B5; 3. K-Q2!! and whatever Black plays White wins the opposition, so that the Black King’s ingress is stopped; 2. K-K2 loses the game because of 3. ... K-K5; 4. K-Q2, K-Q5; 5. K-B2, K-K6; 6. K-B1, K-Q6; 7. K-Kt2, K-Q7; 8. K-Kt1, K- B6; 9. K-R2, K-B7, and wins.
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A B C D E F G H
Diag. 61
I shall take this opportunity of explaining what is called “distant opposition.” In Diagram 62, White with the move wins by 1. K-K2, thus assuming “distant opposition” (squares of the same colour!!). If Black now enters his second rank, White immediately plays into opposition on his third rank, e.g. 1. ... K-Q2; 2. K- Q3, and still maintains it by 3. K-K3 if Black plays a waiting move such as 2. ... K-K2. Now Black has no further waiting moves, as White threatens to capture one of the pawns. But playing into the third rank is of no use, as White then assumes the direct opposition, and wins as in Diagram 60. Black must allow White access to one side or the other. He could not have remained on the first rank at the outset either, for after 1. ... K-Q1, White advances through a square, to which Black cannot assume the opposition, namely, 2. K-B3. If now Black wishes to answer the threat of K-B 4-Kt5 and plays K-K2, White answers 3. K-K3 as before.
2. K-K3 or KQ3 would be wrong, as Black would then succeed in assuming the opposition at K2 or Q2, and would be able to maintain it. White would be unable to circumvent this or to attack the pawns.
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A B C D E F G H
Diag. 62
In this position, too, there is ample scope for the study of the opposition.
If the pawns are still standing behind, the King who has the most advanced position has always the advantage, because he threatens to attack the opposing pawns should they leave their base. White has more pawn moves at his disposal, and will nearly always succeed in assuming the opposition. For instance, in Diagram 63, White, having the move, wins because his King gets first into the centre of the board.
1. K-K3, K-Q2; 2. K-B4, K-K2; 3. K-Kt5 K-B2; 4. K-R6, K-Kt1; 5. P-KB4, K-R1; 6. P-B5, PxP; 7. K-Kt5, K-Kt2; 8. KxP, K-B2. Black has now the opposition but cannot maintain it, having no pawn moves available. The White King threatens to capture any pawn that ventures forward.
9. K-K5, K-K2; 10. K-Q5, K-Q2; 11. P-B4, P-B3ch; 12. K-K5, K-K2; 13. P-B5, and wins, as Black will soon be compelled to play K-Q2, after which a manœuvre shown previously gives White the Queen’s Bishop’s pawn.
l3. ... P-KR4; 14. P-KR4, P-R4; 15. P-R4! K-Q2; 16. K-B6, K-O1: 17. K-K6, and so on.
If in Diagram 63 the King stood at Q2 instead of B1, he could just manage to draw. White takes eleven moves to capture the Black King’s side pawns, and to queen one of
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A B C D E F G H
Diag. 63
his own, as can be easily seen. In eleven moves Black captures the opposing QBP and queens his own. We see here how the King’s position can be counterbalanced by the weakness of a pawn, and lead to a draw. If the White QBP was not isolated but standing, for instance, at QKt2, Black would be lost, as calculation easily shows.
The strength or weakness of a pawn position, which, as we saw, had so deciding an influence in the end-game position just treated, is one of the most important factors in a game of chess, and should have full consideration in the middle game. A pawn, when isolated, is naturally weaker than when it is or can be protected by another. It may easily lead to the loss of a game, as the mobility of the King or a piece is reduced by having to protect the pawn (compare End-game, p. 102).
It is frequently and erroneously thought that DOUBLED pawns as such are a weakness. Doubled pawns are weak when ISOLATED, for they cannot support each other. But if doubled pawns can be supported by a pawn on the next file they need not by any means be at a disadvantage against three united single pawns on the opposite side. For instance, in Diagram 64, if Black had a pawn at QKt3 instead of R2, White would have no winning chances. He could not attack the pawns, nor would any kind of manœuvres force a passed pawn through. In the diagram, however, White wins through
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A B C D E F G H
Diag. 64
1. K-B5; Black cannot then hold the pawn at B3. 1. ... P-R3; 2. P-Kt4.
In this particular case the win is made easy by the fact that the White King is able to attack the Black pawn at once. But even without this advantage, the weakness of
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A B C D E F G H
Diag. 65
doubled pawns usually entails the loss of the game. Diagram 65 may serve as an example.
1. K-Q4, P-B4ch; 2. K-B4, K-B3; 3. P-B3 K-Kt3; 4. K-Q5, P-B3ch; 5. K-B4, and wins.
Doubled pawns are a drawback, even when not isolated, should there be no way of obtaining a passed pawn by exchanging them against a smaller number of single pawns. This is illustrated in Diagram 66, in which Black wins because the three pawns on the King’s side hold up the four White pawns and the Black King can assail the White pawns from the rear,
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A B C D E F G H
Diag. 66
the White King being fettered by the necessity of capturing the QBP. The proper formation for the Black pawns would be at B3, Kt2, R3, after which White cannot force a pawn through by playing P-B4 and P-Kt5, as Black can refrain from making any exchange. Black could not afford to leave the pawns where they are, because even if there were no White pawn at B2, White would, by playing P-Kt5, threaten to win in the following way:
1. P-Kt6, BPxP; 2. P-R6, and P-B6, etc.; or 1. ... RPxP; 2. P- B6, with P-R6, etc. In a game Ed. Lasker-Moll (Berlin championship, 1904), from which the position is taken, Black played P-R3 in order to obtain the formation mentioned above, and White resigned after 2. P-B4? P-B3, P-Kt5, K-Q5. There was, however, a pretty win after Black’s P-R3, namely: 2. P-B6, PxP; 3. P-B4, K-Q5; 4. P-Kt5, BPxP; 5. PxP, K-K4; 6. PxP, K-B6; 7. K- B2 and Black is lost, because his own pawn obstructs the square B2, and the King must release the square Kt2, after which the White pawn queens.
This winning combination, however, is only an interesting exception to the rule that positions of this kind are generally won by the side which possesses the passed pawn. In this particular case Black could have made the position secure by obtaining the ideal position of B3 Kt2 R3 for his pawns earlier, before the White pawns could advance so far. In the position of Diagram 66 Black could still have won by playing P-B3. After 2. P-R6, PxP; 3. P-B4, K-Q4; the Black King has time to overtake the passed pawn which results on the Bishop’s file.
To conclude the study of pawn endings with an equal number of pawns on either side, we will discuss Diagram 67,
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A B C D E F G H
Diag. 67
which illustrates a curious position occurring from time to time in practice. Whoever has the move wins by moving into distant opposition. White, therefore, should play K-K5 K-Q5 would lose, as Black would play K-Kt5, protecting his pawn and attacking the White pawn, the protection of which White has to give up next move. In the same way Black with the move cannot play K-Kt5 because White wins the pawn with K-Q5. After 1. K-K5 Black cannot avoid the loss of the game, e.g. K-R3; 2. K-Q5, K-Kt3; 3. K-Q6, and so on. Black with the move wins similarly with K-R5.
We have still to consider end-games in which a draw results in spite of a majority of pawns, or where a win can only be achieved by the sacrifice of an extra pawn.
Diagram 68 shows the latter case. Here White can only win in the following manner: 1. P-Kt4ch, PxPch; 2. K-Kt3, K any; 3. KxP, and wins. Any other way would allow
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A B C D E F G H
Diag. 68
Black to assume the opposition and to force the draw, e.g. 1. K- B2, K-B3! 2. K-Q3, K-Q4, etc.
Not 1. K-B2, K-Kt5? 2. K-Kt2, K-B4, 3. K-B3, etc., as in Diagram 57.
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A B C D E F G H
Diag. 69
A counterpart to this position is found in Diagram 69, which shows one of the few cases in which the possession of an extra pawn does not force a win. It seems at first sight as if White could win by simply assuming the opposition with 1. K-K4 continued: ... K-K2; 2. K-Q5, K-Q2; 3. P-B5, K-K2; 4. K-B6, etc. But Black would reply 1. ... P-B4ch! and after 2. PxPch, K-B3 followed by KxP ensure the draw.
We come now to those end-games in which pieces as well as pawns are left on the board.
As it is my aim to give typical examples, I shall confine myself to positions where there is only one piece besides the King. Most end-games with several pieces can be reduced to that.
In nearly all end-games with pieces the King’s manœuvres used in pawn endings are of no avail, as far as opposition is concerned, as the advantage of opposition means that the opponent is forced to move his King, and as long as there are pieces on the board, such “forced move” positions are infrequent. However, the strength of the pawn position is of the same importance as in pawn endings, just as the command of as many squares as possible is essential for the King. A third and very important factor is again the mobility of pieces.
A good example is found in Diagram 70, a position from a game Post-Leonhardt (Berlin Jubilee Tournament, 1907).
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A B C D E F G H
Diag. 70
Black’s pawn position is weaker, because the White pawns, being on Black squares, cannot be attacked by the Bishop, whilst Black has two isolated pawns on White squares. Furthermore the Black Bishop has less mobility than the White one, and finally the Black King is tied to his Q3, to prevent White’s entry at B5 or K5. These drawbacks decide the issue. 1. ... B-R2; 2. P-R4, B- Kt3; 3. B-B2, P-R4. (After B-R2 White would command the square at Kt6 through P-R5); 4. B-Q3, B-R2; 5. B-B1, and Black resigns, for White threatens to establish his Bishop at B3, where the pawns at Q5 and R5 are both attacked, whilst the Black Bishop is at once forced to occupy the only square from which both pawns are covered, namely B2. As this square must be abandoned in the next move, Black loses a pawn and the game.
5. ... B-Kt1; 6. B-K2, B-B2; 7. B-B3, and wins, or 5. ... B-Kt3; 6. B-Kt2, B-B2; 7. B-B3, and wins.
A corresponding instance of KNIGHT V. BISHOP is the end-game Blackburne-Schlechter (p. 102).
It is difficult to gauge the relative value of Bishop and Knight in the end-game. The Knight has the advantage of access to all squares; against that the Bishop is able to fight at long range, and offers opportunities of gaining moves in certain positions where there is a “forced move” (compare p. 90).
As already stated, two Bishops are superior to two Knights because the limitation of the colour of squares ceases. A Rook generally wins against a Bishop or a Knight, sometimes even against a majority of one or two pawns, provided, of course, that there are still pawns on the Rook’s side, and that their exchange cannot be forced. The following position (Diagram 71), from a game Moll-Post, shows how to proceed in such cases.
Here White can force a win in the following way: 1. RxP, P-Kt6; 2. R-R6, PxP; 3. RxP, K-B2; 4. R-B2, B-Kt5; 5. R-B4, B-R4; 6. P- B4! The Black pawn position must first be torn up, if it is to be attacked successfully.
Now Black’s defeat is inevitable, whether the pawn is taken or not. The sequel would be 6. ... PxP; 7. RxP, after which the Rook goes to KR5 and the Rook’s pawn must fall, or: 6. ... K-Kt3; 7. PxP, PxP; 8. R-B6ch, K-Kt2; 9. R-B5, and the Bishop’s pawn is lost, unless Black gives up his passed pawn. In this case Black loses also: 9. R-B5, B-Q1; 10. KxP, K-Kt3; 11. K-Q3, B-B3; 12. R- B6, K-Kt2; 13. K-K4, K-Kt3; 14. R-R6, K-B2; 15. K-B5, B-Q1; 16. R-KKt6, followed by RxP, etc.
The Queen against a minor piece wins so easily that it is not necessary to give an example. It only remains to discuss end-
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5 | #P | | | | | | #P | |
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A B C D E F G H
Diag. 71
games of QUEEN V. QUEEN, ROOK V. ROOK, AND MINOR PIECE V. MINOR PIECE, in which one player has a majority of pawns, or an equal number of pawns, one of which is passed. As a rule the extra
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A B C D E F G H
Diag. 72
pawn leads to a win. There are, however, exceptions frequently recurring in practice to which I must refer specially.
Diagram 72 shows an end-game with a Rook’s pawn and a Bishop “of the wrong colour.”
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Chess StrategyChapter V: The End-Game (1)
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