Chess Fundamentals
Chess Fundamentals
CHESS FUNDAMENTALS
PREFACE
CHESS FUNDAMENTALS
PART I
CHAPTER I
CHAPTER II
CHAPTER III
CHAPTER IV
CHAPTER V
CHAPTER VI
PART II
JOSE R. CAPABLANCA
CHESS FUNDAMENTALS
BY JOSE R. CAPABLANCA
PREFACE
Chess Fundamentals was irst published thirteen years ago. Since then
there have appeared at different times a number of articles dealing
with the so-called Hypermodern Theory. Those who have read the
articles may well have thought that something new, of vital importance,
had been discovered. The fact is that the Hypermodern Theory is
merely the application, during the opening stages generally, of the
same old principles through the medium of somewhat new tactics.
There has been no change in the fundamentals. The change has been
only a change of form, and not always for the best at that.
J. R. CAPABLANCA
New York
Sept. 1, 1934
CHESS FUNDAMENTALS
PART I
CHAPTER I
F P :E ,M -G O
The irst thing a student should do, is to familiarise himself with the
power of the pieces. This can best be done by learning how to
accomplish quickly some of the simple mates.
The principle is to drive the opposing King to the last line on any side of
the board.
In this position the power of the Rook is demonstrated by the irst
move, R - R 7, which immediately con ines the Black King to the last
rank, and the mate is quickly accomplished by: 1 R - R 7, K - Kt 1;
2 K - Kt 2.
keep his King as much as possible on the same rank, or, as in this case, ile,
as the opposing King.
When, in this case, the King has been brought to the sixth rank, it is
better to place it, not on the same ile, but on the one next to it towards
the centre.
2...K - B 1; 3 K - B 3, K - K 1; 4 K - K 4, K - Q 1; 5 K - Q 5, K - B 1; 6 K - Q 6.
Not K - B 6, because then the Black King will go back to Q 1 and it will
take much longer to mate. If now the King moves back to Q 1, R - R 8
mates at once.
6...K - Kt 1; 7 R - Q B 7, K - R 1; 8 K - B 6, K - Kt 1; 9 K - Kt 6, K - R 1;
10 R - B 8 mate.
It has taken exactly ten moves to mate from the original position. On
move 5 Black could have played K - K 1, and, according to principle,
White would have continued 6 K - Q 6, K - B 1 (the Black King will
ultimately be forced to move in front of the White King and be mated
by R - R 8); 7 K - K 6, K - Kt 1; 8 K - B 6, K - R 1; 9 K - Kt 6, K - Kt 1;
10 R - R 8 mate.
Example 2.
Since the Black King is in the centre of the board, the best way to
proceed is to advance your own King thus: 1 K - K 2, K - Q 4; 2 K - K 3. As
the Rook has not yet come into play, it is better to advance the King
straight into the centre of the board, not in front, but to one side of the
other King. Should now the Black King move to K 4, the Rook drives it
back by R - R 5 ch. On the other hand, if 2... K - B 5 instead, then also
3 R - R 5. If now 3... K - Kt 5, there follows 4 K - Q 3; but if instead
3... K - B 6; then 4 R - R 4, keeping the King con ined to as few squares as
possible.
It has taken fourteen moves to force the mate and, in any position, it
should be done in under thirty.
In all endings of this kind, care must be taken not to drift into a stale
mate.
In this particular ending one should remember that the King must not
only be driven to the edge of the board, but also into a corner. In all such
endings, however, it is immaterial whether the King is forced on to the
last rank, or to an outside ile, e.g. K R 5 or Q R 4, K 1 or Q 8.
Example 4.—We now come to Queen and King against King. As the
Queen combines the power of the Rook and the Bishop, it is the easiest
mate of all and should always be accomplished in under ten moves.
Take the following position:
A good way to begin is to make the irst move with the Queen, trying to
limit the Black King's mobility as much as possible. Thus: 1 Q - B 6,
K - Q 5; 2 K - Q 2. Already the Black King has only one available square
2...K - K 4; 3 K - K 3, K - B 4; 4 Q - Q 6, K - Kt 4. (Should Black play K - Kt 5,
then Q - Kt 6 ch); 5 Q - K 6, K - R 5 (if K - R 4, K - B 4 and mate next
move); 6 Q - K Kt 6, K - R 6; 7 K - B 3, K moves; 8 Q mates.
In this ending, as in the case of the Rook, the Black King must be forced
to the edge of the board; only the Queen being so much more powerful
than the Rook, the process is far easier and shorter. These are the three
elementary endings and in all of these the principle is the same. In each
case the co-operation of the King is needed. In order to force a mate
without the aid of the King, at least two Rooks are required.
2. PAWN PROMOTION
The gain of a Pawn is the smallest material advantage that can be
obtained in a game; and it often is suf icient to win, even when the
Pawn is the only remaining unit, apart from the Kings. It is essential,
speaking generally, that
the King should be in front of his Pawn, with at least one intervening
square.
If the opposing King is directly in front of the Pawn, then the game
cannot be won. This can best be explained by the following examples.
Example 5.
The position is drawn, and the way to proceed is for Black to keep the
King always directly in front of the Pawn, and when it cannot be done,
as for instance in this position because of the White King, then the
Black King must be kept in front of the White King. The play would
proceed thus: 1 P - K 3, K - K 4; 2 K - Q 3, K - Q 4. This is a very
important move. Any other move would lose, as will be shown later. As
the Black King cannot be kept close up to the Pawn, it must be brought
as far forward as possible and, at the same time, in front of the White
King.
6 P - K 5 ch, K - K 3; 7 K - K 4, K - K 2; 8 K - Q 5, K - Q 2; 9 P - K 6 ch,
K - K 2; 10 K - K 5, K - K 1; 11 K - Q 6, K - Q 1. If now White advances the
Pawn, the Black King gets in front of it and White must either give up
the Pawn or play K - K 6, and a stale mate results. If instead of
advancing the Pawn White withdraws his King, Black brings his King up
to the Pawn and, when forced to go back, he moves to K in front of the
Pawn ready to come up again or to move in front of the White King, as
before, should the latter advance.
The whole mode of procedure is very important and the student should
become thoroughly conversant with its details; for it involves
principles to be taken up later on, and because many a beginner has
lost identical positions from lack of proper knowledge. At this stage of
the book I cannot lay too much stress on its importance.
Example 6.—In this position White wins, as the King is in front of his
Pawn and there is one intervening square.
The method to follow is to
advance the King as far as is compatible with the safety of the Pawn and
never to advance the Pawn until it is essential to its own safety.
Thus:
1. K - K 4, K - K 3.
Black does not allow the White King to advance, therefore White is now
compelled to advance his Pawn so as to force Black to move away. He is
then able to advance his own King.
2. P - K3, K - B 3; 3. K - Q 5, K - K 2.
4. K - K 5, K - Q 2; 5. K - B 6, K - K 1.
Now the White Pawn is too far back and it may be brought up within
protection of the King.
6. P - K 4, K - Q 2.
7. P - K 5, K - K 1.
8. K - K 6.
8...K - B 1; 9. K - Q 7.
3. PAWN ENDINGS
I shall now give a couple of simple endings of two Pawns against one, or
three against two, that the reader may see how they can be won. Fewer
explanations will be given, as it is up to the student to work things out
for himself. Furthermore, nobody can learn how to play well merely
from the study of a book; it can only serve as a guide and the rest must
be done by the teacher, if the student has one; if not, the student must
realise by long and bitter experience the practical application of the
many things explained in the book.
Example 7.
In this position White cannot win by playing 1 P - B 6, because Black
plays, not P × P, which would lose, but 1...K - Kt 1, and if then 2 P × P,
K × P, and draws, as shown in a previous case. If 2 P - B 7 ch, K - B 1, and
White will never be able to Queen his Pawn without losing it. If
2 K - K 7, P × P; 3 K × P, K - B 1, and draws. White, however, can win the
position given in the diagram by playing:
1 K - Q 7, K - Kt 1; 2 K - K 7, K - R 1; 3 P - B 6, P × P. If 3...K - Kt 1;
4 P - B 7 ch, K - R 1; 5 P - B 8 (Q) mate.
8 P - B 7, K × P; 9 K - Q 6, K - B 1; 10 K - K 6, K - Kt 2; 11 K - K 7, K - Kt 1;
12 K - B 6, K - R 2; 13 K - B 7, K - R 1; 14 K × P , K - Kt 1.
There is still some resistance in Black's position. In fact, the only way to
win is the one given here, as will easily be seen by experiment.
1. P - B 5, K - K 2.
2. K - K 5, K - B 2; 3. P - Kt 5, K - K 2.
4. P - R 5,
and by following it up with P - Kt 6 we have the same ending previously
shown. Should Black play 4...P - Kt 3, then R P × P, P × P; P - B 6 ch with
the same result.
Having now seen the cases when the Pawns are all on one side of the
board we shall now examine a case when there are Pawns on both
sides of the board.
1. P - K Kt 4.
1. ........ P - Q R 4.
Black makes an advance on the other side, and now White considers
whether or not he should stop the advance. In this case either way
wins, but generally the advance should be stopped when the opposing
King is far away.
2. P - Q R 4, K - B 3; 3. P - R 4, K - K 3.
If 3...K - Kt 3, then simple counting will show that White goes to the
other side with his King, wins the P at Q R 4, and then Queens his single
Pawn long before Black can do the same.
4. P - Kt 5, K - B 2; 5. K - B 5, K - Kt 2; 6. P - R 5, K - B 2.
7. K - K 5.
Now it is time to go to the other side with the King, win the Black Pawn
and Queen the single Pawn. This is typical of all such endings and
should be worked out by the student in this case and in similar cases
which he can put up.
By the time the student has digested all that has been previously
explained, he, no doubt, is anxious to get to the actual game and play
with all the pieces. However, before considering the openings, we shall
devote a little time to some combinations that often arise during the
game, and which will give the reader some idea of the beauty of the
game, once he becomes better acquainted with it.
Example 11.
It is Black's move, and thinking that White merely threatens to play
Q - R 6 and to mate at K Kt 7, Black plays 1 ... R - K 1, threatening mate
by way of R - K 8. White now uncovers his real and most effective
threat, viz.:
Example 12.
White is a piece behind, and unless he can win it back quickly he will
lose; he therefore plays:
1. Kt × Kt B - Kt 4
2. Kt - K 7 ch Q × Kt
3. R × Q B×R
4. Q - Q 7
and White wins one of the two Bishops, remains with a Q and a B
against a R and B, and should therefore win easily. These two examples
show the danger of advancing the K Kt P one square, after having
Castled on that side.
Example 13.
1. Kt - B 6 ch P × Kt
2. Q - Kt 3 ch K - R 1
3. B × P mate.
2. Kt - B 6 ch P × Kt
3. R - Kt 3 ch K - R 1
4. B × P mate.
For all general theoretical purposes the Bishop and the Knight have to
be considered as of the same value, though it is my opinion that the
Bishop will prove the more valuable piece in most cases; and it is well
known that two Bishops are almost always better than two Knights.
The Bishop will be stronger against Pawns than the Knight, and in
combination with Pawns will also be stronger against the Rook than
the Knight will be.
A Bishop and a Rook are also stronger than a Knight and a Rook, but a
Queen and a Knight may be stronger than a Queen and a Bishop.
A Bishop will often be worth more than three Pawns, but a Knight very
seldom so, and may even not be worth so much.
A Rook will be worth a Knight and two Pawns, or a Bishop and two
Pawns, but, as said before, the Bishop will be a better piece against the
Rook.
Two Rooks are slightly stronger than a Queen. They are slightly weaker
than two Knights and a Bishop, and a little more so than two Bishops
and a Knight. The power of the Knight decreases as the pieces are
changed off. The power of the Rook, on the contrary, increases.
The main thing is to develop the pieces quickly. Get them into play as
fast as you can.
1. P - K 4 P-K4
2. Kt - K B 3
This is both an attacking and a developing move. Black can now either
reply with the identical move or play
2. ........ Kt - Q B 3
This developing move at the same time defends the King's Pawn.
3. Kt - B 3 Kt - B 3
4. B - Kt 5
It is generally advisable not to bring this Bishop out until one Knight is
out, preferably the King's Knight. The Bishop could also have been
played to B 4, but it is advisable whenever possible to combine
development and attack.
4. ........ B - Kt 5
5. O - O
5. ........ O-O
6. P - Q 3 P-Q3
These moves have a two-fold object, viz.: to protect the King's Pawn
and to open the diagonal for the development of the Queen's Bishop.
7. B - Kt 5
A very powerful move, which brings us to the middle-game stage, as
there is already in view a combination to win quickly by Kt - Q 5. This
threat makes it impossible for Black to continue the same course.
(There is a long analysis showing that Black should lose if he also plays
B - Kt 5.) He is now forced to play 7...B × Kt, as experience has shown,
thus bringing up to notice three things.
First, the complete development of the opening has taken only seven
moves. (This varies up to ten or twelve moves in some very
exceptional cases. As a rule, eight should be enough.) Second, Black has
been compelled to exchange a Bishop for a Knight, but as a
compensation he has isolated White's Q R P and doubled a Pawn. (This,
at such an early stage of the game, is rather an advantage for White, as
the Pawn is doubled towards the centre of the board.) Third, White by
the exchange brings up a Pawn to control the square Q 4, puts Black on
the defensive, as experience will show, and thus keeps the initiative, an
unquestionable advantage.[1]
The strategical principles expounded above are the same for all the
openings, only their tactical application varies according to the
circumstances.
The four squares, K 4 and Q 4 on each side respectively, are the centre
squares, and control of these squares is called control of the centre. The
control of the centre is of great importance. No violent attack can
succeed without controlling at least two of these squares, and possibly
three. Many a manœuvre in the opening has for its sole object the
control of the centre, which invariably ensures the initiative. It is well
always to bear this in mind, since it will often be the reason of a series
of moves which could not otherwise be properly understood. As this
book progresses I shall dwell more fully on these different points. At
present I shall devote some time to openings taken at random and
explain the moves according to general principles. The student will in
that way train his mind in the proper direction, and will thus have less
trouble in inding a way out when confronted with a new and dif icult
situation.
Example 18.
1. P - K 4 P-K4
2. Kt - K B 3 P-Q3
3. P - Q 4
White takes the offensive immediately and strives to control the centre
so as to have ample room to deploy his forces.
3. ........ Kt - Q 2
Black does not wish to relinquish the centre and also prefers the text
move to Kt - Q B 3, which would be the more natural square for the Kt.
But on principle the move is wrong, because it blocks the action of the
Queen's Bishop, and instead of facilitating the action of Black's pieces,
tends, on the contrary, to cramp them.
4. B - Q B 4 P-KR3
Black is forced to pay the penalty of his previous move. Such a move on
Black's part condemns by itself any form of opening that makes it
necessary. White threatened Kt - Kt 5 and Black could not stop it with
4...B - K 2, because of 5 P × P, Kt × P (if 5...P × P, 6 Q - Q 5); 6 Kt × Kt,
P × Kt; 7 Q - R 5, and White wins a Pawn and has besides a perfectly safe
position.
5. Kt - B 3 K Kt - B 3
6. B - K 3 B-K2
7. Q - K 2
It should be noticed that White does not Castle yet. The reason is that
he wants to deploy his forces irst, and through the last move force
Black to play P - Q B 3 to make room for the Queen as White threatens
R - Q 1, to be followed by P × P. Black's other alternatives would inally
force him to play P × P, thus abandoning the centre to White.
7. ........ P-B3
8. R - Q 1 Q-B2
9. O - O
With this last move White completes his development, while Black is
evidently somewhat hampered. A simple examination will suf ice to
show that White's position is unassailable. There are no weak spots in
his armour, and his pieces are ready for any manœuvre that he may
wish to carry out in order to begin the attack on the enemy's position.
The student should carefully study this example. It will show him that it
is sometimes convenient to delay Castling. I have given the moves as
they come to my mind without following any standard book on
openings. Whether the moves given by me agree or not with the
standard works, I do not know, but at the present stage of this book it is
not convenient to enter into discussions of mere technicalities which
the student will be able to understand when he has become more
pro icient.
Example 19.
1. P - K 4 P-K4
2. Kt - K B 3 P-Q3
3. P - Q 4 B - Kt 5
A bad move, which violates one of the principles set down, according to
which at least one Knight should be developed before the Bishops are
brought out, and also because it exchanges a Bishop for a Knight, which
in the opening is generally bad, unless there is some compensation.
4. P × P B × Kt
5. Q × B P×P
6. B - Q B 4 Q-B3
If Kt - B 3; Q - Q Kt 3 wins a Pawn.
7. Q - Q Kt 3 P - Q Kt 3
8. Kt - B 3 P-QB3
To prevent Kt - Q 5.
Black, however, has no pieces out except his Queen, and White, with a
Bishop and a Knight already developed, has a chance of obtaining an
advantage quickly by playing Kt - Q 5 anyway. The student is left to
work out the many variations arising from this position.
8. TRAPS
Example 20.
White plays:
1. P × P Kt × P
2. Kt × Kt B×Q
3. B × P ch K-K2
4. Kt - Q 5 mate.
Example 21.
Black, having the move, should play P - K 3. But suppose he plays
Kt - K B 3 instead, then comes—
1. B × P ch
Kt - K 5 would also give White the advantage, the threat being of course
if B × Q; 2 B × P mate. Nor does B - R 5 help matters, because of 2 Q × B,
1... B - K 3 leaves Black with the inferior position. But White's move in
the text secures an immediate material advantage, and the beginner at
any rate should never miss such an opportunity for the sake of a
speculative advantage in position.
1. ........ K×B
2. Kt - K 5 ch K moves
3. Kt × B
and White has won a Pawn besides having the better position.
There are a good many other traps—in fact, there is a book written on
traps on the chess board; but the type given above is the most common
of all.
CHAPTER II
F P E -G P
9. A CARDINAL PRINCIPLE
In the position shown above, White can draw by playing P - Kt 4
according to the general rule that governs such cases, i.e. to advance the
Pawn that is free from opposition. But suppose that White, either
because he does not know this principle or because he does not, in this
case, suf iciently appreciate the value of its application; suppose, we
say, that he plays 1 P - Q R 4. Then Black can win by playing 1... P - Q R 4,
applying one of the cardinal principles of the high strategy of chess—
In this case one Pawn would hold two of the opponent's Pawns. The
student cannot lay too much stress on this principle. It can be applied
in many ways, and it constitutes one of the principal weapons in the
hands of a master.
This brings the game to a position which is won by Black, and which
constitutes one of the classical endings of King and Pawns. I shall try to
explain the guiding idea of it to those not familiar with it.
1. K - Kt 3 K-K6
2. K - Kt 2
If 2 K - Kt 4, K - B 7; 3 P - R 4, P - Kt 3 will win.
2. ........ K-B5
3. K - B 2 K - Kt 5
4. K - Kt 2 K-R5
5. K - Kt 1 K-R6
The second part will be short and will consist in advancing the R P up
the K.
6. K - R 1 P-R4
7. K - Kt 1 P-R5
8. K - R 1 P - Kt 4
9. K - Kt 1 P - Kt 5
10. K - R 1 P - Kt 6
11. P × P
If K - Kt 1, P - Kt 7.
11. ........ P×P
12. K - Kt 1 P - Kt 7
13. K - B 2 K-R7
and wins.
It is in this analytical way that the student should try to learn. He will
thus train his mind to follow a logical sequence in reasoning out any
position. This example is excellent training, since it is easy to divide it
into three stages and to explain the main point of each part.
The next subject we shall study is the simple opposition, but before we
devote our time to it I wish to call attention to two things.
When three or more Pawns are opposed to each other in some such
position as the one in Example 24, there is always a chance for one side
or the other of obtaining a passed Pawn.
Example 24.—In the above position the way of obtaining a passed
Pawn is to advance the centre Pawn.
1. P - Kt 6 RP×P
If B P × P; P - R 6,
2. P - B 6 P×BP
3. P - R 6
and as in this case the White Pawn is nearer to Queen than any of the
Black Pawns, White will win. Now if it had been Black's move Black
could play
1. ........ P - Kt 3
2. B P × P BP×P
and the game properly played would be a draw. The student should
work this out for himself.
When two Pawns are free, or will be free, to advance to Queen, you can
ind out, by counting, which Pawn will be the irst to succeed.
The irst thing is to ind out, by counting, whether the opposing King
can be in time to stop the passed Pawn from Queening. When, as in this
case, it cannot be done, the point is to count which Pawn comes in irst.
In this case the time is the same, but the Pawn that reaches the eighth
square irst and becomes a Queen is in a position to capture the
adversary's Queen when he makes one. Thus:
1. P - R 4 P-KR4
2. P - R 5 P-R5
3. P - Kt 6 P×P
Now comes a little calculation. White can capture the Pawn, but if he
does so, he will not, when Queening, command the square where Black
will also Queen his Pawn. Therefore, instead of taking, he plays:
4. P - R 6 P-R6
5. P - R 7 P-R7
6. P - R 8 (Q), and wins.
When Kings have to be moved, and one player can, by force, bring his
King into a position similar to the one shown in the following diagram,
so that his adversary is forced to move and make way for him, the
player obtaining that advantage is said to have the opposition.
Example 26.—Suppose in the above position White plays
1. K - Q 4
Now Black has the option of either opposing the passage of the White
King by playing K - Q 3 or, if he prefers, he can pass with his own King
by replying K - B 4. Notice that the Kings are directly opposed to each
other, and the number of intervening squares between them is odd—
one in this case.
The opposition can take the form shown above, which can be called
actual or close frontal opposition; or this form:
which can be called actual or close diagonal opposition, or, again, this
form:
Now, if the student will take the trouble of moving each King
backwards as in a game in the same frontal, diagonal or lateral line
respectively shown in the diagrams, we shall have what may be called
distant frontal, diagonal and lateral opposition respectively.
when the Kings are on the same line and the number of intervening
squares between them is even, the player who has the move has the
opposition.
Example 27.—The above position shows to advantage the enormous
value of the opposition. The position is very simple. Very little is left on
the board, and the position, to a beginner, probably looks absolutely
even. It is not the case, however. Whoever has the move wins. Notice
that the Kings are directly in front of one another, and that the number
of intervening squares is even.
1. K - K 2 K-K2
2. K - K 3 K-K3
3. K - K 4 K-B3
Now White can exercise the option of either playing K - Q 5 and thus
passing with his King, or of playing K - B 4 and prevent the Black King
from passing, thereby keeping the opposition. Mere counting will show
that the former course will only lead to a draw, therefore White takes
the latter course and plays:
4. K - B 4 K - Kt 3
5. K - K 5 K - Kt 2
1. K - K 2 K-Q1
Now in order to win, the White King must advance. There is only one
other square where he can go, B 3, and that is the right place. Therefore
it is seen that in such cases when the opponent makes a so-called
waiting move, you must advance, leaving a rank or ile free between the
Kings. Therefore we have—
2. K - B 3 K-K2
3. K - K 3
which brings the position back to the irst variation shown. The
student would do well to familiarise himself with the handling of the
King in all examples of opposition. It often means the winning or losing
of a game.
White is a Pawn behind and apparently lost, yet he can manage to draw
as follows:
1. K - R 1 !
The position of the Pawns does not permit White to draw by means of
the actual or close opposition, hence he takes the distant opposition: in
effect if 1 K - B 1 (actual or close opposition), K - Q 7; 2 K - B 2, K - Q 6
and White cannot continue to keep the lateral opposition essential to
his safety, because of his own Pawn at B 3. On the other hand, after the
text move, if
1. ........ K-Q7
2. K - R 2 K-Q6
3. K - R 3 ! K-K7
4. K - Kt 2 K-K6
5. K - Kt 3 K-Q5
6. K - Kt 4
attacking the Pawn and forcing Black to play 6... K - K 6 when he can go
back to Kt 3 as already shown, and always keep the opposition.
1. K - R 1 P - Kt 5
2. K - Kt 2 K-Q7
3. P × P P-K5
and mere counting will show that both sides Queen, drawing the game.
If the student will now take the trouble to go back to the examples of
King and Pawns which I have given in this book,[3] he will realise that in
all of them the matter of the opposition is of paramount importance;
as, in fact, it is in nearly all endings of King and Pawns, except in such
cases where the Pawn-position in itself ensures the win.
Before turning our attention to this matter it is well to state now that
two Knights alone cannot mate, but, under certain conditions of course,
they can do so if the opponent has one or more Pawns.
Example 29.—In the above position White cannot win, although the
Black King is cornered, but in the following position, in which Black has
a Pawn,
White wins with or without the move. Thus:
1. Kt - Kt 6 P-R5
White cannot take the Pawn because the game will be drawn, as
explained before.
2. Kt - K 5 P-R6
3. Kt - B 6 P-R7
4. Kt - Kt 5 P - R 8 (Q)
5.
Kt - B 7 mate
White with the two Knights can only stalemate the King, unless Black has
a Pawn which can be moved.
Example 30.—Although he is a Bishop and a Pawn ahead the following
position cannot be won by White.
It is the greatest weakness of the Bishop, that when the Rook's Pawn
Queens on a square of opposite colour and the opposing King is in front
of the Pawn, the Bishop is absolutely worthless. All that Black has to do
is to keep moving his King close to the corner square.
Example 31.—In the above position White with or without the move
can win. Take the most dif icult variation.
1. ........ K-R7
2. Kt - Kt 4 ch K - R 8
3. K - B 1 P - Kt 4
4. K - B 2 P-R7
5. Kt - K 3 P - Kt 5
6. Kt - B 1 P - Kt 6 ch
7. Kt × P mate
Now that we have seen these exceptional cases, we can analyse the
different merits and the relative value of the Knight and the Bishop.
Example 32.
The weaker the player the more terrible the Knight is to him, but as a
player increases in strength the value of the Bishop becomes more
evident to him, and of course there is, or should be, a corresponding
decrease in his estimation of the value of the Knight as compared to
the Bishop. In this respect, as in many others, the masters of to-day are
far ahead of the masters of former generations. While not so long ago
some of the very best amongst them, like Pillsbury and Tchigorin,
preferred Knights to Bishops, there is hardly a master of to-day who
would not completely agree with the statements made above.
Example 33.—This is about the only case when the Knight is more
valuable than the Bishop.
It is what is called a "block position," and all the Pawns are on one side
of the board. (If there were Pawns on both sides of the board there
would be no advantage in having a Knight.) In such a position Black has
excellent chances of winning. Of course, there is an extra source of
weakness for White in having his Pawns on the same colour-squares as
his Bishop. This is a mistake often made by players. The proper way,
generally, in an ending, is to have your Pawns on squares of opposite
colour to that of your own Bishop. When you have your Pawns on
squares of the same colour the action of your own Bishop is limited by
them, and consequently the value of the Bishop is diminished, since the
value of a piece can often be measured by the number of squares it
commands. While on this subject, I shall also call attention to the fact
that it is generally preferable to keep your Pawns on squares of the
same colour as that of the opposing Bishop, particularly if they are
passed Pawns supported by the King. The principles might be stated
thus:
When the opponent has a Bishop, keep your Pawns on squares of the
same colour as your opponent's Bishop.
Whenever you have a Bishop, whether the opponent has also one or not,
keep your Pawns on squares of the opposite colour to that of your own
Bishop.
Example 34.—In the following position the Pawns are on one side of
the board, and there is no advantage in having either a Knight or a
Bishop. The game should surely end in a draw.
Example 35.—Now let us add three Pawns on each side to the above
position, so that there are Pawns on both sides of the board.
Example 38.—Again Black would have great dif iculty in drawing this
position.
The student should carefully consider these positions. I hope that the
many examples will help him to understand, in their true value, the
relative merits of the Knight and Bishop. As to the general method of
procedure, a teacher, or practical experience, will be best. I might say
generally, however, that the proper course in these endings, as in all
similar endings, is: Advance of the King to the centre of the board or
towards the passed Pawns, or Pawns that are susceptible of being
attacked, and rapid advance of the passed Pawn or Pawns as far as is
consistent with their safety.
To give a ixed line of play would be folly. Each ending is different, and
requires different handling, according to what the adversary proposes
to do. Calculation by visualising the future positions is what will count.
With a Knight and a Bishop the mate can only be given in the corners of
the same colour as the Bishop.
1. K - K 2 K-Q2
Black, in order to make it more dif icult, goes towards the white-
squared corner:
2. K - Q 3 K-B3
3. B - B 4 K-Q4
4. Kt - K 2 K-B4
5. Kt - B 3 K - Kt 5
6. K - Q 4 K-R4
7. K - B 5 K-R3
8. K - B 6 K-R2
9. Kt - Q 5 K-R1
The irst part is now over; the Black King is in the white-squared
corner.
The second and last part will consist in driving the Black King now from
Q R 8 to Q R 1 or K R 8 in order to mate him. Q R 1 will be the quickest in
this position.
10. Kt - Kt 6 chK - R 2
11. B - B 7 K-R3
12. B - Kt 8 K-R4
13. Kt - Q 5 K-R5
Black tries to make for K R 1 with his King. White has two ways to
prevent that, one by 14 B - K 5, K - Kt 6; 15 Kt - K 3, and the other which
I give as the text, and which I consider better for the student to learn,
because it is more methodical and more in accord with the spirit of all
these endings, by using the King as much as possible.
14. K - B 5 ! K - Kt 6
15. Kt - Kt 4 K-B6
16. B - B 4 K - Kt 6
17. B - K 5 K-R5
18. K - B 4 K-R4
19. B - B 7 ch K-R5
20. Kt - Q 3 K-R6
21. B - Kt 6 K-R5
22. Kt - Kt 2 ch K - R 6
23. K - B 3 K-R7
24. K - B 2 K-R6
25. B - B 5 ch K-R7
26. Kt - Q 3 K-R8
27. B - Kt 4 K-R7
28. Kt - B 1 ch K - R 8
29. B - B 3 mate
It will be seen that the ending is rather laborious. There are two
outstanding features: the close following by the King, and the
controlling of the squares of opposite colour to the Bishop by the
combined action of the Knight and King. The student would do well to
exercise himself methodically in this ending, as it gives a very good
idea of the actual power of the pieces, and it requires foresight in order
to accomplish the mate within the ifty moves which are granted by the
rules.
This is one of the most dif icult endings without Pawns. The resources
of the defence are many, and when used skilfully only a very good
player will prevail within the limit of ifty moves allowed by the rules.
(The rule is that at any moment you may demand that your opponent
mate you within ifty moves. However, every time a piece is exchanged
or a Pawn advanced the counting must begin afresh.)
Example 40.—This is one of the standard positions which Black can
often bring about. Now, it is White's move. If it were Black's move it
would be simple, as he would have to move his Rook away from the
King ( ind out why), and then the Rook would be comparatively easy to
win. We deduce from the above that the main object is to force the
Black Rook away from the defending King, and that, in order to compel
Black to do so, we must bring about the position in the diagram with
Black to move. Once we know what is required, the way to proceed
becomes easier to ind. Thus:
1. Q - K 5 ch
1. ........ K to R 1 or to R 2
2. Q - R 1 chK - Kt 1
3. Q - R 5
3. ........ R - Kt 6
4. Q - K 5 ch K - R 1 best
5. Q - R 8 ch K-R2
6. Q - Kt 7 ch K - R 1
7. Q - Kt 8 ch R - Kt 1
8. Q - R 2 mate
(The student should ind out by himself how to win when 3...R - Kt 8;
4 Q - K 5 ch, K - R 2.)
Example 41.—The procedure here is very similar. The things to bear
in mind are that the Rook must be prevented from interposing at Kt 1
because of an immediate mate, and in the same way the King must be
prevented from going either to R 3 or B 1.
1. Q - K 5 ch K-B1
2. K - Kt 6 R-Q2
The only defence, but, unfortunately, a very effective one, which makes
it very dif icult for White, since he cannot play 3 Q - K 6 because of
3...R - Kt 2 ch; 4 K - B 6, R - Kt 3 ch draws. Nor can he win quickly by
3 Q - Q B 5 ch because 3...K - K 1, 4 K - B 6, R - Q 3 ch ! driving back the
White King.
Now that we have seen the dif iculties of the situation let us go back.
The best move is
1. Q - Kt 5 ch ! K - R 1
If K - R 2; 2 Q - Kt 6 ch, K - R 1; 3 K - R 6 !
2. Q - K 5 ch ! K - R 2 best
3. K - Kt 5 R - R 2 ! best
4. Q - K 4 ch K - Kt 1
5. Q - B 4 ch K-R2
6. K - B 6 R - K Kt 2
7. Q - R 4 ch K - Kt 1
8. Q - R 5
1. Q - Kt 5 ch K - B 1
2. Q - Q 8 ch K - Kt 2
3. K - Kt 5 R-B6
The best place for the Rook away from the King. 3...K - R 2; 4 Q - Q 4,
R - Kt 2 ch; 5 K - B 6 would lead to positions similar to those already
seen.
4. Q - Q 4 ch K-B1
5. K - Kt 6
5. ........ R - Kt 6 ch
6. K - B 6 R - B 6 ch
7. K - K 6 R-KR6
8. Q - B 4 ch
Note, in these examples, that the checks at long range along the
diagonals have often been the key to all the winning manœuvres. Also
that the Queen and King are often kept on different lines. The student
should carefully go over these positions and consider all the
possibilities not given in the text.
I shall now give a few winning positions taken from my own games. I
have selected those that I believe can be considered as types, i.e.
positions that may easily occur again in a somewhat similar form. A
knowledge of such positions is of great help; in fact, one cannot know
too many. It often may help the player to ind, with little effort, the right
move, which he might not be able to ind at all without such knowledge.
1. ........ Q R - Kt 1 !
2. R - B 2
2. ........ R × P ch
3. K - B 1 B - B 5 ch
4. Kt × B R - Kt 8 mate
Example 44.—Black's last move was P - K 6, played with the object of
stopping what he thought was White's threat, viz.: R - Q R 5, to which he
would have answered Q - B 5 ch and drawn the game by perpetual
check. White, however, has a more forceful move, and he mates in three
moves as follows:
1. R × P ch Q×R
2. R - Q R 5 Black moves
3. White mates
Example 45.—White has a beautiful position, but still he had better
gain some material, if he can, before Black consolidates his defensive
position. He therefore plays:
1. R × Kt ! P×R
2. B × P ch K-K2
3. Q - R 7 ch K-K1
4. Q × Kt ch K-Q2
5. Q - R 7 ch Q-K2
6. B - B 8 Q×Q
7. R × Q ch K-K1
8. R × R Resigns
In these few examples the attacking has been done by Rooks and
Bishops in combination with the Queen. There have been no Knights to
take part in the attack. We shall now give some examples in which the
Knights play a prominent part as an attacking force.
1. Kt (B 5) × Kt PKt - B 4
1. B × P ch K×B
2. Kt - Kt 5 ch K - Kt 3
3. Q - Kt 4 P-B4
4. Q - Kt 3 K-R3
White inally won.[5]
The winning of a Pawn among good players of even strength often means
the winning of the game.
1. ........ R-R1
2. P - Q R 4
2. ........ Kt × B
3. Q × Kt Q-B5
4. K R - Q 1 K R - Kt 1
Black could have regained the Pawn by playing B × Kt, but he sees that
there is more to be had, and therefore increases the pressure against
White's Queen side. He now threatens, among other things, R × Kt P.
5. Q - K 3 R - Kt 5
6. Q - Kt 5 B - Q 5 ch
7. K - R 1 Q R - Kt 1
This threatens to win the Kt, and thus forces White to give up the
exchange.
8. R × B Q×R
9. R - Q 1 Q-B5
It is, however, White's move, and he has two courses to choose from.
The obvious move, B - B 4, might be good enough, since after 1 B - B 4,
Q R - Q 1; 2 P - Q Kt 4 would make it dif icult for Black. But there is
another move which completely upsets Black's position and wins a
Pawn, besides obtaining the better position. That move is Kt - Q 4 ! The
game continues as follows:
1. Kt - Q 4 ! P × Kt
2. R × B Kt - Kt 5
3. B - B 4 ch K-R1
4. R - K 6 P-Q6
5. R × P
These positions have been given with the idea of acquainting the
student with different types of combinations. I hope they will also help
to develop his imagination, a very necessary quality in a good player.
The student should note, in all these middle-game positions, that—
once the opportunity is offered, all the pieces are thrown into action "en
masse" when necessary; and that all the pieces smoothly co-ordinate
their action with machine-like precision.
That, at least, is what the ideal middle-game play should be, if it is not
so altogether in these examples.
CHAPTER IV
G T
As the pieces are set on the board both sides have the same position
and the same amount of material. White, however, has the move, and
the move in this case means the initiative, and the initiative, other
things being equal, is an advantage. Now this advantage must be kept
as long as possible, and should only be given up if some other
advantage, material or positional, is obtained in its place. White,
according to the principles already laid down, develops his pieces as
fast as possible, but in so doing he also tries to hinder his opponent's
development, by applying pressure wherever possible. He tries irst of
all to control the centre, and failing this to obtain some positional
advantage that will make it possible for him to keep on harassing the
enemy. He only relinquishes the initiative when he gets for it some
material advantage under such favourable conditions as to make him
feel assured that he will, in turn, be able to withstand his adversary's
thrust; and inally, through his superiority of material, once more
resume the initiative, which alone can give him the victory. This last
assertion is self-evident, since, in order to win the game, the opposing
King must be driven to a position where he is attacked without having
any way of escape. Once the pieces have been properly developed the
resulting positions may vary in character. It may be that a direct attack
against the King is in order; or that it is a case of improving a position
already advantageous; or, inally, that some material can be gained at
the cost of relinquishing the initiative for a more or less prolonged
period.
In the irst case the attack must be carried on with suf icient force to
guarantee its success. Under no consideration must a direct attack
against the King be carried on à outrance unless there is absolute
certainty in one's own mind that it will succeed, since failure in such
cases means disaster.
In this position White could simply play B - B 2 and still have the better
position, but instead he prefers an immediate attack on the King's side,
with the certainty in his mind that the attack will lead to a win. The
game continues thus:[6]
12. B × P ch K×B
13. Kt - Kt 5 chK - Kt 3
14. Q - Kt 4 P-B4
15. Q - Kt 3 K-R3
16. Q - R 4 ch K - Kt 3
17. Q - R 7 ch K - B 3
This blunder loses at once, but the game could not be saved in any case;
e.g. 23...B - K 3; 24 R × B ch, Kt × R; 25 Kt - Q 5 mate.
24. R × Kt Q×Q
25. Kt - R 7 ch K - B 2
26. R P × Q R-R1
27. Kt - Kt 5 chK - B 3
28. P - B 4 Resigns
21. B - R 4 Q-Q2
22. Kt × B Q×R
23. Q - Q 8 ch Q - K 1
24. B - K 7 ch K - B 2
25. Kt - Q 6 ch K - Kt 3
26. Kt - R 4 ch K - R 4
If 26...K - R 3; 27 Kt (Q 6) - B 5 ch, K - R 4; 28 Kt × P ch, K - R 3;
29 Kt (R 4) - B 5 ch, K - Kt 3; 30 Q - Q 6 ch and mate next move.
27. Kt × Q R×Q
28. Kt × P ch K-R3
29. Kt (Kt 7) - B 5 chK - R 4
30. P - K R 3 !
The student should note that in the examples given the attack is
carried out with every available piece, and that often, as in some of the
variations pointed out, it is the coming into action of the last available
piece that inally overthrows the enemy. It demonstrates the principle
already stated:
Direct and violent attacks against the King must be carried en masse,
with full force, to ensure their success. The opposition must be overcome
at all cost; the attack cannot be broken off, since in all such cases that
means defeat.
Failing an opportunity, in the second case, for direct attack, one must
attempt to increase whatever weakness there may be in the
opponent's position; or, if there is none, one or more must be created.
It is always an advantage to threaten something, but such threats must
be carried into effect only if something is to be gained immediately. For,
holding the threat in hand, forces the opponent to provide against its
execution and to keep material in readiness to meet it. Thus he may
more easily overlook, or be unable to parry, a thrust at another point.
But once the threat is carried into effect, it exists no longer, and your
opponent can devote his attention to his own schemes. One of the best
and most successful manœuvres in this type of game is to make a
demonstration on one side, so as to draw the forces of your opponent
to that side, then through the greater mobility of your pieces to shift
your forces quickly to the other side and break through, before your
opponent has had the time to bring over the necessary forces for the
defence.
1. P - K 4 P-K3
2. P - Q 4 P-Q4
3. Kt - Q B 3 P×P
4. Kt × P Kt - Q 2
5. Kt - K B 3 K Kt - B 3
6. Kt × Kt ch Kt × Kt
7. Kt - K 5
This move was irst shown to me by the talented Venezuelan amateur,
M. Ayala. The object is to prevent the development of Black's Queen's
Bishop viâ Q Kt 2, after P - Q Kt 3, which is Black's usual development in
this variation. Generally it is bad to move the same piece twice in an
opening before the other pieces are out, and the violation of that
principle is the only objection that can be made to this move, which
otherwise has everything to recommend it.
7. ........ B-Q3
8. Q - B 3
B - K Kt 5 might be better. The text move gives Black an opportunity of
which he does not avail himself
8. ........ P-B3
9. P - B 3 O-O
10. B - K Kt 5 B - K 2
The fact that Black has now to move his Bishop back clearly
demonstrates that Black's plan of development is faulty. He has lost too
much time, and White brings his pieces into their most attacking
position without hindrance of any sort.
11. B - Q 3 Kt - K 1
12. Q - R 3 P-KB4
13. B × B Q×B
14. O - O R-B3
15. K R - K 1 Kt - Q 3
16. R - K 2 B-Q2
At last the Bishop comes out, not as an active attacking piece, but
merely to make way for the Rook.
17. Q R - K 1 R - K 1
18. P - Q B 4 Kt - B 2
19. P - Q 5 ! Kt × Kt
20. R × Kt P - K Kt 3
21. Q - R 4 K - Kt 2
22. Q - Q 4 P-B4
24. P × P B-B1
25. B - K 2 !
The deciding and timely manœuvre. All the Black pieces are useless
after this Bishop reaches Q 5.
Now it is evident that all the Black pieces are tied up, and it only
remains for White to ind the quickest way to force the issue. White will
now try to place his Queen at K R 6, and then advance the K R P to R 5 in
order to break up the Black Pawns defending the King.
28. Q - K 3 R-K2
If 28...P - B 5; 29 Q - K R 3, P - K R 4; 30 Q - R 4, R - K 2; 31 Q - Kt 5,
K - Kt 2; 32 P - K R 4, Q - Q 2; 33 P - K Kt 3, P × P; 34 P - B 4, and Black will
soon be helpless, as he has to mark time with his pieces while White
prepares to advance P - R 5, and inally at the proper time to play R × B,
winning.
29. Q - R 6 K - Kt 1
30. P - K R 4 P-R3
31. P - R 5 P-B5
32. P × P P×P
33. R × B Resigns.
Commenting on White's play in this game, Dr. E. Lasker said at the time
that if White's play were properly analysed it might be found that there
was no way to improve upon it.
These apparently simple games are often of the most dif icult nature.
Perfection in such cases is much more dif icult to obtain than in those
positions calling for a brilliant direct attack against the King, involving
sacri ices of pieces.
23. RELINQUISHING THE INITIATIVE
In the third case, there is nothing to do, once the material advantage is
obtained, but to submit to the opponent's attack for a while, and once it
has been repulsed to act quickly with all your forces and win on
material. A good example of this type of game is given below.
1. P - K 4 P-K4
2. Kt - K B 3 Kt - Q B 3
3. B - Kt 5 Kt - B 3
4. O - O P-Q3
5. B × Kt ch P×B
6. P - Q 4 B-K2
7. Kt - B 3
P × P might be better, but at the time I was not familiar with that
variation, and therefore I played what I knew to be good.
7. ........ Kt - Q 2
8. P × P P×P
9. Q - K 2 O-O
10. R - Q 1 B - Q3
11. B - Kt 5 Q-K1
12. Kt - K R 4 P - Kt 3
Black offers the exchange in order to gain time and to obtain an attack.
Without considering at all whether or not such a course was justi ied
on the part of Black, it is evident that as far as White is concerned there
is only one thing to do, viz., to win the exchange and then prepare to
weather the storm. Then, once it is passed, to act quickly with all forces
to derive the bene it of numerical superiority.
13. B - R 6 Kt - B 4
14. R - Q 2 R - Kt 1
15. Kt - Q 1 R - Kt 5
16. P - Q B 4 Kt - K 3
17. B × R Q×B
18. Kt - K 3
Kt - K B 3 was better.
18. ........ Kt - Q 5
19. Q - Q 1 P-QB4
20. P - Q Kt 3 R - Kt 1
23. Kt - B 1 P-B5
24. Kt × Kt B P × Kt
25. Q - R 5 B - Kt 2
26. R - K 1 P-B4
27. P - B 3 R-K1
28. R (Q 2) - K 2R - K 3
Now the Black Rook enters into the game, but White is prepared. It is
now time to give back the exchange.
29. R × P B×R
30. R × B R-KR3
31. Q - K 8 Q×Q
32. R × Q ch K-B2
33. R - K 5 R-QB3
34. Kt - Q 2
R - B 5 ch might have been better. The text move did not prove as
strong as anticipated.
37. R × B P P-Q6!
38. K - B 2 B × Kt
39. P × B R×P
40. R - Q 5 R-K6
The ending is very dif icult to win. At this point White had to make the
last move before the game was adjourned.
41. P - Q Kt 4 ! R - K 5
42. R × P R×P
43. R - K R 3 R×P
44. R × P ch K-B3
45. R × P K-B4
46. K - B 3 R - Kt 7
47. R - R 5 ch K - B 3
48. R - R 4 K - Kt 4
49. R × P R×RP
50. P - R 4 ch K - R 4
51. R - B 5 ch K - R 3
52. P - Kt 4 Resigns
I have passed over the game lightly because of its dif icult nature, and
because we are at present concerned more with the opening and the
middle-game than we are with the endings, which will be treated
separately.
Very often in a game a master only plays to cut off, so to speak, one of
the pieces from the scene of actual con lict. Often a Bishop or a Knight
is completely put out of action. In such cases we might say that from
that moment the game is won, because for all practical purposes there
will be one more piece on one side than on the other. A very good
illustration is furnished by the following game.
Example 54.—Played at the Hastings Victory Tournament, 1919. (Four
Knights.) White: W. Winter. Black: J. R. Capablanca.
1. P - K 4 P-K4
2. Kt - K B 3 Kt - Q B 3
3. Kt - B 3 Kt - B 3
4. B - Kt 5 B - Kt 5
5. O - O O-O
6. B × Kt
6. ........ QP×B
This move is not at all in accordance with the nature of this variation.
The general strategical plan for White is to play P - K R 3, to be followed
in time by the advance of the K Kt P to Kt 4, and the bringing of the Q Kt
to K B 5 via K 2 and K Kt 3 or Q 1 and K 3. Then, if possible, the K Kt is
linked with the other Kt by placing it at either K R 4, K Kt 3, or K 3 as the
occasion demands. The White King sometimes remains at Kt 1, and
other times it is placed at K Kt 2, but mostly at K R 1. Finally, in most
cases comes P - K B 4, and then the real attack begins. Sometimes it is a
direct assault against the King,[9] and at other times it comes simply to
inessing for positional advantage in the end-game, after most of the
pieces have been exchanged.[10]
8. ........ P-KR3
9. B - R 4 P-B4
To prevent P - Q 4 and to draw White into playing Kt - Q 5, which would
prove fatal. Black's plan is to play P - K Kt 4, as soon as the
circumstances permit, in order to free his Queen and Knight from the
pin by the Bishop.
10. Kt - Q 5
White falls into the trap. Only lack of experience can account for this
move. White should have considered that a player of my experience
and strength could never allow such a move if it were good.
10. ........ P - K Kt 4
After this move White's game is lost. White cannot play Kt × Kt P,
because Kt × Kt will win a piece. Therefore he must play B - Kt 3, either
before or after Kt × Kt, with disastrous results in either case, as will be
seen.
11. Kt × Kt ch Q × Kt
12. B - Kt 3 B - Kt 5
13. P - K R 3 B × Kt
14. Q × B Q×Q
15. P × Q P-KB3
A simple examination will show that White is minus a Bishop for all
practical purposes. He can only free it by sacri icing one Pawn, and
possibly not even then. At least it would lose time besides the Pawn.
Black now devotes all his energy to the Queen's side, and, having
practically a Bishop more, the result cannot be in doubt. The rest of the
game is given, so that the student may see how simple it is to win such
a game.
16. K - Kt 2 P-QR4
17. P - Q R 4 K-B2
18. R - R 1 K-K3
19. P - R 4 K R - Q Kt 1
24. R P × P P × P (Kt 6)
25. B P × P R×P
26. R - R 4 R×P
27. P - Q 4 R - Kt 4
28. R - B 4 R - Kt 5
29. R × B P R×P
Resigns
Now that a few of my games with my own notes have been given, I offer
for close perusal and study a very ine game played by Sir George
Thomas, one of England's foremost players, against Mr. F. F. L.
Alexander, in the championship of the City of London Chess Club in the
winter of 1919-1920. It has the interesting feature for the student that
Sir George Thomas kindly wrote the notes to the game for me at my
request, and with the understanding that I would make the comments
on them that I considered appropriate. Sir George Thomas' notes are in
brackets and thus will be distinguished from my own comments.
1. P - Q 4 P-Q4
2. Kt - K B 3 Kt - K B 3
3. P - B 4 P-K3
4. Kt - B 3 Q Kt - Q 2
5. B - Kt 5 P-B3
6. P - K 3 Q-R4
7. B × Kt Kt × B
8. P - Q R 3 Kt - K 5
9. Q - Kt 3 B-K2
This is not the logical place for the B which should have been posted at
Q 3. In the opening, time is of great importance, and therefore the
player should be extremely careful in his development and make sure
that he posts his pieces in the right places.
10. B - Q 3 Kt × Kt
11. P × Kt P×P
12. B × B P B-B3
13. O - O
15. P - Q 5
16. ........ P - Q Kt 3
17. P - B 4 B - Kt 2
18. K R - B 1
21. Q R - Kt 1 Q R - Q 1
22. P - Q R 4 B-R3
23. R - Q 1
27. K P × P P-K5
28. P - Kt 3 P-K6
I do not like this move. It would have been better to hold it in reserve
and to have played P - B 4, to be followed in due time by P - K Kt 4 and
P - B 5, after having placed the Q at Q 2, K B 2, or some other square as
the occasion demanded. The text move blocks the action of the
powerful B at Q B 4, and tends to make White's position safer than it
should have been. The move in itself is a very strong attacking move,
but it is isolated, and there is no effective continuation. Such advances
as a rule should only be made when they can be followed by a concerted
action of the pieces.
29. P - B 4 B-B1
30. Kt - B 3 B-B4
31. R - Kt 2 R-K5
32. K - Kt 2 Q-B1
33. Kt - Kt 1 P - K Kt 4
34. P × P P×P
35. R - K B 1 P - Kt 5
R - R 3 was the alternative. White's only move would have been K - R 1.
The position now is evidently won for Black, and it is only a question of
inding the right course. The inal attack is now carried on by Sir
George Thomas in an irreproachable manner.
36. B - Q 3 R-KB3
37. Kt - K 2 Q-B1
38. R (Kt 2) - Kt 1Q - R 3
39. Q - B 2
39. ........ Q - R 6 ch
40. K - R 1 R × P !!
41. Q × R
(The best defence was 41 R × B, but Black would emerge with Queen
against Rook and Knight.)
41. ........ B×B
42. R × R
(The Queen has no escape, but White has no time to take it.)
44. R - K Kt 1 Q - B 8
We must now revert once more to the endings. Their importance will
have become evident to the student who has taken the trouble to study
my game with Janowski (Example 53). After an uneventful opening—a
Ruy Lopez—in one of its normal variations, my opponent suddenly
made things interesting by offering the exchange; an offer which, of
course, I accepted. Then followed a very hard, arduous struggle, in
which I had to defend myself against a very dangerous attack made
possible by the excellent manœuvring of my adversary. Finally, there
came the time when I could give back the material and change off most
of the pieces, and come to an ending in which I clearly had the
advantage. But yet the ending itself was not as simple as it at irst
appeared, and inally—perhaps through one weak move on my part—it
became a very dif icult matter to ind a win. Had I been a weak end-
game player the game would probably have ended in a draw, and all my
previous efforts would have been in vain. Unfortunately, that is very
often the case among the large majority of players; they are weak in the
endings; a failing from which masters of the irst rank are at times not
free. Incidentally, I might call attention to the fact that all the world's
champions of the last sixty years have been exceedingly strong in the
endings: Morphy, Steinitz, and Dr. Lasker had no superiors in this
department of the game while they held their titles.
Example 56.
1. ........ R - K 5 ch
2. R - K 2 R-QR5
3. R - R 2 P-KR4
4. R - Q 1 R (Q 4) - Q R 4
in order to force the Rook to Rook's square, keeping both Rooks tied
up.
5. R (Q 1) - R 1P - R 5
6. K - Q 2 K - Kt 2
7. K - B 2 R - K Kt 4
8. R - K Kt 1
8. ........ R-KB5
9. K - Q 3 R - B 6 ch
10. K - K 2
If P × R, R × R; followed by R - K R 8 winning,
10. ........ R×RP
1. R - K 4 KR-K1
with the object of repeating White's manœuvre, and also not to allow
White the control of the open ile.
2. Q R - K 1 R-K3
3. Q R - K 3 R (B 1) - K 1
4. K - B 1 K-B1
Black wants to bring his King to the centre of the board in order to be
nearer to whatever point White decides to attack. The move is justi ied
at least on the general rule that in such endings the King should be in
the middle of the board. He does nothing after all but follow White's
footsteps. Besides, it is hard to point out anything better. If 4...P - Q 4;
5 R - Kt 4 ch, followed by K - K 2, would leave Black in a very
disagreeable position. If 4...P - K B 4; 5 R - Q 4! R × R? 6 P × R, R × P;
7 K - B 2, R - K 2; 8 R - Q R 4, winning the Q R P, which would practically
leave White with a passed Pawn ahead on the Queen's side, as the three
Pawns of Black on the King's side would be held by the two of White.
5. K - K 2 K-K2
6. R - Q R 4 R-QR1
The student should note that through the same manœuvre Black is
forced into a position similar to the one shown in the previous ending.
7. R - R 5!
This move has a manifold object. It practically ixes all of Black's Pawns
except the Q P, which is the only one that can advance two squares. It
specially prevents the advance of Black's K B Pawns, and at the same
time threatens the advance of White's K B Pawns to B 4 and B 5. By this
threat it practically forces Black to play P - Q 4, which is all White
desires, for reasons that will soon become evident.
7. ........ P-Q4
8. P - Q B 4! K-Q3
Evidently forced, as the only other move to save a Pawn would have
been P × P, which would have left all Black's Pawns isolated and weak. If
8...P - Q 5; 9 R - K 4, K - Q 3; 10 P - Q Kt 4! R - K 4; 11 R - R 6, and Black's
game is hopeless.
9. P - B 5 ch K-Q2
10. P - Q 4 P-B4
11. R × R P×R
12. P - B 4
Up to now White had played with inesse, but this last move is weak.
R - R 6 was the proper way to continue, so as to force Black to give up
his Q R P or Q B P.
13. ........ K - Kt 2
14. R - R 3 R - K Kt 1
15. R - R 3 R - Kt 2
16. K - K 2 K-R3
17. R - R 6 R-K2
18. K - Q 3 K - Kt 2
He goes back with the King to support his K P, and thus be able to
utilise his Rook. It is, however, useless, and only White's weak play later
on gives him further chances of a draw.
19. P - K R 4 K-B1
20. R - R 5
He must keep his King on that side because White threatens to march
with his King to R 6 via Kt 4.
23. K - Kt 4 R-B3
24. K - R 5 K - Kt 2
25. P - R 4 P-QR3
26. P - R 5 R-R3
He can do nothing but wait for White. The text move stops White from
moving his Rook, but only for one move.
27. P - Kt 4 R-B3
Black misses his last chance: R - Kt 7 ch, forcing the King to B 3, in order
to avoid the perpetual, would probably draw. The reader must bear in
mind that my opponent was then a very young and inexperienced
player, and consequently deserves a great deal of credit for the ight he
put up.
37. R - K 7 R×P
38. P - R 6! R × P ch
39. K - Kt 5 R-Q8
40. P - R 7 R - Kt 8 ch
41. K - B 5 R - B 8 ch
42. K - Q 4 R - Q 8 ch
43. K - K 5 R - K 8 ch
44. K - B 6 R-KR8
45. R - K 8 ch K - R 2
46. P - R 8 (Q) R × Q
47. R × R K - Kt 3
48. K × P K×P
49. K × P K-B4
50. K - K 5 Resigns.
This ending shows how easy it is to make weak moves, and how often,
even in master-play, mistakes are made and opportunities are lost. It
shows that, so long as there is no great advantage of material, even
with a good position, a player, no matter how strong, cannot afford to
relax his attention even for one move.
1. P - Kt 4 R×RP
The mistakes begin. This is the irst. Black sees that he can take a Pawn
without any danger, and does not stop to think whether there is
anything better. R - B 7 ch was the right move. If then K - Kt 3, R × P. If
instead White played K - K 4, then R - K 4 ch followed by R × R P.
2. R - Q 1 R - R 5 ch
Mistake number two, and this time such a serious one as to almost lose
the game. The proper move was to play P - B 4 in order to break up
White's Pawns and at the same time make room for the Black King,
which is actually in danger, as will soon be seen.
3. R - Q 4 R (R5) - R 4
Mistake number three and this time fatal. His best move was
R (Kt 4) - R 4. After the text move there is no defence. Black's game is
lost. This shows that even an apparently simple ending has to be played
with care. From a practically won position Black inds himself with a
lost game, and it has only taken three moves.
4. R (Q 4) - Q 8R - Kt 2
5. P - R 4 P-R4
6. R - R 8 ch Resigns.
The reader has probably realised by this time that endings of two
Rooks and Pawns are very dif icult, and that the same holds true for
endings of one Rook and Pawns. Endings of two Rooks and Pawns are
not very common in actual play; but endings of one Rook and Pawns
are about the most common sort of endings arising on the chess board.
Yet though they do occur so often, few have mastered them thoroughly.
They are often of a very dif icult nature, and sometimes while
apparently very simple they are in reality extremely intricate. Here is
an example from a game between Marshall and Rosenthal in the
Manhattan Chess Club Championship Tournament of 1909-1910.
Example 59.
In this position Marshall had a simple win by R - B 7 ch, but played
P - B 6, and thereby gave Black a chance to draw. Luckily for him Black
did not see the drawing move, played poorly, and lost. Had Black been
up to the situation he would have drawn by playing R - Q 3.
1. P - B 6 R-Q3!
(a) 2. P - B 7 R-Q1!
3. R - R 5 ch K-B5
and White will inally have to sacri ice the Rook for Black's Pawn. Or—
(b) 2. R - B 7 ch K-Q5!
3. P - B 7 R - Kt 3 ch !
a very important move, as against R - K B 3, R - K 7 wins.
4. K - B 1 R-KB3
5. R - Kt 7 K-B6
and White will inally have to sacri ice the Rook for the Pawn, or draw
by perpetual check.
If there were nothing more in the ending it would not be of any great
value, but there are other very interesting features. Now suppose that
after 1 P - B 6, R - Q 3; 2 P - B 7, Black did not realise that R - Q 1 was the
only move to draw. We would then have the following position:
Now there would be two other moves to try: either (a) R - Kt 3 ch, or
(b) R - K B 3. Let us examine them.
(a) 1. ........ R - Kt 3 ch
2. K - B 3 R - B 3 ch
3. K - K 3 R - K 3 ch
4. K - Q 3 R-KB3
If R - Q 3 ch; K - K 4 wins.
5. R - R 5 ch K moves
6. R - R 6 wins
3. P - R 4 P - Kt 6
4. R - Kt 4 ch K moves
5. R - Kt 3
Now, going back to the position shown on page 122, suppose that after
1 P - B 6, R - Q 3; 2 R - B 7 ch, Black did not realise that K - Q 5 was the
only move to draw, and consequently played K - Kt 3 instead, we would
then have the following position:
Now the best continuation would be:
1. P - B 7 R - Kt 3 ch (best)
2. K - B 1 R - K B 3
3. R - K 7 ! K - B 4 (best)
4. K - K 2 P - Kt 6
5. R - K 3 P - Kt 7 (best)
6. R - Q Kt 3 R × P
7. R × P R-KR2
8. R - Q 2 R×P
9. K - K 3
Now that we have explained the reasons why this position is won, we
leave it to the student to work out the correct solution.
The fact that out of one apparently simple ending we have been able to
work out several most unusual and dif icult endings should be
suf icient to impress upon the student's mind the necessity of
becoming well acquainted with all kinds of endings, and especially with
endings of Rook and Pawns.
Following our idea that the best way to learn endings as well as
openings is to study the games of the masters, we give two more
endings of two Rooks and Pawns. These endings, as already stated, are
not very common, and the author is fortunate in having himself played
more of these endings than is generally the case. By carefully
comparing and studying the endings already given (Examples 56 and
57) with the following, the student no doubt can obtain an idea of the
proper method to be followed in such cases. The way of procedure is
somewhat similar in all of them.
1. ........ QR-K1
The irst move is already wrong. There is nothing to gain by this move.
Black should play P - Q R 4; to be followed by P - Q R 5; unless White
plays P - Q Kt 3. That would ix the Queen's side. After that he could
decide what demonstration he could make with his Rooks to keep the
opponent's Rooks at bay.
2. R - Q 4
2. ........ R-B3
3. P - Kt 3 P × P ch
4. P × P K-B2
5. K - Q 3
5. ........ R-K2
6. R - Q R 1 K-K3
7. R - R 6 R-QB2
8. R (Q 4) - Q R 4P - K Kt 4
Now forced, but it is a little too late. He could not play 8...K R - B 2,
because P - K B 4 would have left his game completely paralysed. Black
now inally awakens to the danger, and tries to save the day by the
counter-demonstration on the King's side, which he should have
started before. Of course, White cannot play R × R P, because of R × R,
followed by R - R 3, recovering the Pawn with advantage.
9. P - K R 4 ! P - Kt 5
10. K - K 2
10. ........ P × P ch
11. K × P R (B 3) - B 2
12. K - K 2
Probably wrong. P - Kt 4 at once was the right move. The text move
gives Black good chances of drawing.
14. P - R 5
15. P - K B 4 R - Kt 2
16. K - Q 3 R (K Kt 2) - K 2
17. R - R 1 R - Kt 2
18. K - Q 4 R - Kt 7
19. R (R 6) - R 2R (Kt 2) - Kt 2
20. K - Q 3 ! R×R
21. R × R R-K2
22. R - K Kt 2 R - K 3
23. R - Kt 7 R-K2
24. R - Kt 8 P-B4
25. R - Kt 6 ch R - K 3
26. P × P ch K-Q2
27. R - Kt 7 ch K - B 3
28. R × P K×P
29. R - K B 7 Resigns.
1. P - K Kt 4
1. ........ P - Q Kt 3
Black wants to play P - Q B 4, but White, of course, prevents it.
2. P - Kt 4 ! K - Kt 2
This King should come to the King's side, where the danger lurks.
3. K - B 2 P - Q Kt 4
4. P - Q R 4 ! R-Q5
Of course if P × P; Black will have all his Pawns on the Queen's side
disrupted and isolated, and White can easily regain the lost Pawn by
playing either Rook on the Q R ile.
5. R - Q Kt 1 R-K4
6. K - K 3 R-Q2
7. P - R 5
7. ........ R-K3
If R × R; Kt P × R would have given White a very powerful centre. Yet it
might have been the best chance for Black.
8. R (Kt) - K B 1R (Q 2) - K 2
9. P - Kt 5 P×P
10. R × P
to prevent P - Q 4. Also Black fears to keep his Rook in front of his two
King's side Pawns which he may want to utilise later.
12. P - R 4 P - Kt 3
13. R - Kt 5 P-R3
14. R - Kt 4 R - Kt 2
15. P - Q 4 K-B1
16. R - B 8 ch K - Kt 2
K - Q 2 would not help much, but since he made the previous move he
should now be consistent and play it.
17. P - K 5 P - Kt 4
18. K - K 4 R (K 3) - K 2
19. P × P P×P
20. R - B 5 K-B1
21. R (Kt 4) × PR - R 2
22. R - R 5 K-Q2
23. R × R R×R
24. R - B 8 R - R 5 ch
25. K - Q 3 R - R 6 ch
26. K - Q 2 P-B4
27. Kt P × P R-QR6
28. P - Q 5 Resigns.
There is one more thing of great importance, and that is that the
winning side has always had a general strategical plan capable of being
carried out with the means at his disposal, while often the losing side
had no plan at all, but simply moved according to the needs of the
moment.
1. ........ R - Kt 1
This forces P - Q Kt 3, which blocks that square for the White Knight.
2. P - Kt 3 R - Kt 4
bringing the Rook to attack the King's side Pawns so as to force the
King to that side to defend them, and thus indirectly making more
secure the position of Black's Queen's side Pawns.
3. P - B 4 R-KR4
4. K - Kt 1 P-B4
Note that the White Knight's sphere of action is very limited, and that
after Kt - Q 2 White's own Pawns are in his way.
5. Kt - Q 2 K-B2
6. R - B 1 ch
6. ........ K-K2
7. P - Q R 3 R-R3
Getting ready to shift the attack to the Queen's side, where he has the
advantage in material and position.
8. P - K R 4 R-R3
Notice how similar are the manœuvres with this Rook to those seen in
the previous endings.
9. R - R 1 B - Kt 5
Paralysing the action of the Knight and ixing the whole King's side.
10. K - B 2 K-K3
11. P - R 4 K-K4
12. K - Kt 2 R-KB3
13. R - K 1 P-Q6
14. R - K B 1 K-Q5
Now the King attacks White's Pawns and all will soon be over.
15. R × R P×R
16. K - B 2 P-B3
Merely to exhaust White's move, which will inally force him to move
either the King or the Knight.
17. P - Q R 5 P-QR3
18. Kt - B 1 K×P
19. K - K 1 B-K7
20. Kt - Q 2 ch K - K 6
21. Kt - Kt 1 P-B4
22. Kt - Q 2 P-R4
23. Kt - Kt 1 K-B6
24. Kt - B 3 K×P
25. Kt - R 4 P-B5
26. Kt × P P-B6
27. Kt - K 4 ch K - B 5
28. Kt - Q 6 P-B4
29. P - Kt 4 P×P
30. P - B 5 P - Kt 6
31. Kt - B 4 K - Kt 6
32. Kt - K 3 P - Kt 7
Resigns.
Example 64.—In this position we might say that the White centre
Pawns have the attacking position, while the Black centre Pawns have
the defensive position. Such a formation of Pawn occurs in the French
Defence. In such positions White most often attempts, by means of
P - K B 4 and K B 5, to obtain a crushing attack against Black's King,
which is generally Castled on the King's side. To prevent that, and also
to assume the initiative or obtain material advantage, Black makes a
counter-demonstration by P - Q B 4, followed by P × P (when White
defends the Pawn by P - Q B 3), and the concentrating of Black's pieces
against the White Pawn at Q 4. This in substance might be said to be a
determined attack against White's centre in order to paralyse the
direct attack of White against Black's King. It must be remembered that
at the beginning of the book it was stated that control of the centre was
an essential condition to a successful attack against the King.
In an abstract way we may say that two or more Pawns are strongest
when they are in the same rank next to one another. Thus the centre
Pawns are strongest in themselves, so to speak, when placed at K 4 and
Q 4 respectively, hence the question of advancing either the one or the
other to the ifth rank is one that must be most carefully considered.
The advance of either Pawn often determines the course the game will
follow.
Having all this clear in mind we will now revert to the openings and
middle-game. We will analyse games carefully from beginning to end
according to general principles. I shall, whenever possible, use my own
games, not because they will better illustrate the point, but because,
knowing them thoroughly, I shall be able to explain them more
authoritatively than the games of others.
Example 65.
1. P - K 4 P-K4
2. Kt - K B 3 Kt - Q B 3
3. B - Kt 5 P-QR3
4. B - R 4 Kt - B 3
5. O - O Kt × P
6. P - Q 4 P - Q Kt 4
7. B - Kt 3 P-Q4
8. P × P B-K3
9. P - B 3 B-K2
10. R - K 1 Kt - B 4
11. B - B 2 B - Kt 5
12. Q Kt - Q 2 O - O
13. Kt - Kt 3 Kt - K 3
So far a very well-known variation of the Ruy Lopez. In fact, they are the
moves of the Janowski-Lasker game in Paris, 1912.
14. Q - Q 3 P - Kt 3
Let us suppose the game went on, and that in some way White, by
playing one of the Knights to Q 4 at the proper time, forced the
exchange of both Knights, and then afterwards both the Bishops were
exchanged, and we arrived at some such position as shown in the
following diagram. (I obtained such a position in a very similar way
once at Lodz in Poland. I was playing the White pieces against a
consulting team headed by Salwe.)
Now we would have here the case of the backward Q B P, which will in
no way be able to advance to Q B 4. Such a position may be said to be
theoretically lost, and in practice a irst-class master will invariably win
it from Black. (If I may be excused the reference, I will say that I won the
game above referred to.)
Example 66.
In this situation the game might go on as follows:
1. P × P, P × P; 2. Q - K B 3, Q - Q 2
3. R (B 5) - B 2, R - Kt 3;
4. R - Kt 2, K - R 1;
5. R (B 1) - K Kt 1,R (B 1) - K Kt 1;
6. Q - R 5, R × R;
7. R × R, R × R;
8. K × R, Q - Kt 2 ch;
9. K - R 2, Q - Kt 3;
10. Q × Q, P × Q;
11. P - Kt 4, and White wins.
Black would now be forced to play R - B 1, and White could then play
Q - B 2, and follow it up with K B 3, and thus force Black to play P × P,
which would give White a greater advantage.
A careful examination of all these positions will reveal that, besides the
advantage of freedom of manœuvre on White's part, the power of the
Pawn at K 5 is enormous, and that it is the commanding position of this
Pawn, and the fact that it is free to advance, once all the pieces are
exchanged, that constitute the pivot of all White's manœuvres.
I have purposely given positions without the moves which lead to them
so that the student may become accustomed to build up in his own
mind possible positions that may arise (out of any given situation).
Thus he will learn to make strategical plans and be on his way to the
master class. The student can derive enormous bene it by further
practice of this kind.
1. P - Q 4 P-Q4
2. P - Q B 4 P-K3
3. Kt - Q B 3 Kt - K B 3
4. B - Kt 5 B-K2
5. P - K 3 Q Kt - Q 2
6. B - Q 3 P×P
7. B × P Kt - Kt 3
Of course the idea is to post a Knight at Q 4, but as it is the other Knight
which will be posted there this manœuvre does not seem logical. The
Knight at Kt 3 does nothing except to prevent the development of his
own Q B. The normal course O - O, followed by P - Q B 4, is more
reasonable. For a beautiful illustration of how to play White in that
variation, see the Janowski-Rubinstein game of the St. Petersburg
Tournament of 1914.
8. B - Q 3
8. ........ K Kt - Q 4
9. B × B Q×B
10. Kt - B 3
The fact that Black is practically forced to make this move in order to
avoid the loss of a Pawn is suf icient reason in itself to condemn the
whole system of development on Black's part. In effect, he plays B - Q 2
and now he has to shut off the action of his own Bishop, which thereby
becomes little more than a Pawn for a while. In fact, it is hard to see
how this Bishop will ever be able to attack anything. Besides, it can be
easily seen that White will soon post his two Knights at K 5 and Q B 5
respectively, and that Black will not be able to dislodge them without
seriously weakening his game, if he can do it at all. From all these
reasons it can be gathered that it would probably have been better for
Black to play Kt × Kt and thus get rid of one of the two White Knights
before assuming such a defensive position. In such cases, the less the
number of pieces on the board, the better chances there are to escape.
13. Kt - K 4 P-KB4
14. Kt - B 5 B-K1
15. Kt - K 5
16. R - K 1 R-B3
17. Q - B 3 R-R3
18. Q - Kt 3 R-B1
19. P - B 3 R-B2
20. P - Q R 3 K-R1
21. P - R 3
Perhaps all these precautions are unnecessary, but White feels that he
has more than enough time to prepare his attack, and wants to be
secure in every way before he begins.
21. ........ P - Kt 4
22. P - K 4 P-B5
23. Q - B 2 Kt - K 6
with this sacri ice of the Rook for a Knight and Pawn White obtains an
overwhelming position.
Kt - Q 2 was better in order to get rid of one of the two White Knights.
There were, however, any number of good replies to it, among them the
following: Kt (B 5) × Kt, B × Kt; Q × P, Q × Q; Kt - B 7 ch, K - Kt 2; Kt × Q,
and with two Pawns for the exchange, and the position so much in his
favour, White should have no trouble in winning.
26. Kt - Kt 4 R - Kt 3
27. P - K 5 R - Kt 2
28. B - B 4 B-B2
All these moves are practically forced, and as it is easily seen they tie
up Black's position more and more. White's manœuvres from move 24
onwards are highly instructive.
29. Kt - B 6 Kt - Kt 3
30. Kt (B5) - K 4P - K R 3
31. P - K R 4 Kt - Q 4
32. Q - Q 2 R - Kt 3
33. P × P Q-B1
34. P - B 4 Kt - K 2
35. P - K Kt 4 P × P
36. P × P Resigns.
The student should notice that, apart from other things, White
throughout the game has had control of the Black squares, principally
those at K 5 and Q B 5.
(Match, 1909)
1. P - Q 4 P-Q4
2. P - Q B 4 P-K3
3. Kt - Q B 3 Kt - K B 3
4. B - Kt 5 B-K2
5. P - K 3 Kt - K 5
I had played this defence twice before in the match with good results,
and although I lost this game I still played it until the very last game,
when I changed my tactics. The reason was my total lack of knowledge
of the different variations in this opening, coupled with the fact that I
knew that Dr. E. Lasker had been successful with it against Marshall
himself in 1907. I thought that since Dr. Lasker had played it so often, it
should be good. The object is to exchange a couple of pieces and at the
same time to bring about a position full of possibilities and with
promising chances of success once the end-game stage is reached. On
general principles it should be wrong, because the same Knight is
moved three times in the opening, although it involves the exchange of
two pieces. In reality the dif iculty in this variation, as well as in nearly
all the variations of the Queen's gambit, lies in the slow development of
Black's Queen Bishop. However, whether this variation can or cannot
be safely played is a question still to be decided, and it is outside the
scope of this book. I may add that at present my preference is for a
different system of development, but it is not unlikely that I should
some time come back to this variation.
6. B × B Q×B
7. B - Q 3
7. ........ Kt × Kt
8. P × Kt Kt - Q 2
Now P × P would be a better way to develop the game. The idea is that
after 8...P × P; 9 B × B P, P - Q Kt 3, followed by B - Kt 2, would give
Black's Bishop a powerful range. For this variation see the eleventh
game of the match.
9. Kt - B 3 O-O
10. P × P P×P
11. Q - Kt 3 Kt - B 3
12. P - Q R 4 P-B4
14. P - R 5 B - Kt 2
15. O - O Q-B2
16. K R - Kt 1 Kt - Q 2
Black's position was bad and perhaps lost in any case, but the text
move makes matters worse. As a matter of fact I never saw White's
reply B - B 5. It never even passed through my mind that this was
threatened. Black's best move would have been 16...K R - Kt 1. If that
loses, then any other move would lose as well.
17. B - B 5 KR-B1
18. B × Kt Q×B
19. P - R 6 B-B3
20. P × P P×P
21. Q × P Q R - Kt 1
1. P - Q 4 P-Q4
2. Kt - K B 3 P-QB4
3. P - B 4 P-K3
4. P × Q P KP×P
5. Kt - B 3 Kt -Q B 3
6. P - K Kt 3 B-K3
7. B - Kt 2 B-K2
8. O - O R-B1
9. P X P B×P
10. Kt - K Kt 5 Kt - B 3
11. Kt × B P × Kt
12. B - R 3 Q-K2
13. B - Kt 5 O-O
This is a mistake. The right move was R - Q 1 in order to get the Rook
away from the line of the Bishop at R 3 and at the same time to support
the Q P. Incidentally it shows that White failed to take proper advantage
of Black's weak opening moves. Against the text move White makes a
very ine combination which I had seen, but which I thought could be
defeated.
14. B × Kt Q×B
15. Kt × P ! Q-R3
16. K - Kt 2 !
This is the move which I had not considered. I thought that Rubinstein
would have to play B - Kt 2, when I had in mind the following winning
combination: 16 B - Kt 2, Kt - K 4 ! 17 Kt - B 4 (if R - B 1, Q × R !! Q × Q,
B × P ch wins), Kt - Kt 5; 18 P - K R 3 (if Kt - R 3, B × P ch wins the
exchange), Kt × P; 19 R × Kt, B × R ch; 20 K × B, P - K Kt 4, and Black
should win. It is curious that this combination has been overlooked. It
has been taken for granted that I did not see the 17th move Q - B 1.
After White's last move there was nothing for me to do but submit to
the inevitable.
17. Q - B 1 ! P × Kt
18. Q × B Q-Q7
19. Q - Kt 5 Kt - Q 5
20. Q - Q 3 Q×Q
21. P × Q KR-K1
22. B - Kt 4
A bad move, which gives away any legitimate chance Black had to draw.
It loses a very important move. In fact, as the course of the game will
show, it loses several moves. The proper way was to play K - Q 3. If then
R - Q Kt 5, R × R; B × R, Kt - Q 5; followed by P - Q Kt 4; and White would
have an exceedingly dif icult game to draw on account of the
dominating position of the Knight at Q 5 in conjunction with the extra
Pawn on the Queen's side and the awkward position of White's King.
(See how this is so.)
31. R - B 7 ch K - Q 3
32. R × K Kt P P - Kt 4
33. B - Kt 8 P-QR4
34. R × P P-R5
35. P - R 4 P - Kt 5
36. R - R 6 ch K - B 4
37. R - R 5 ch K - Kt 3
38. B - Q 5
With these last three moves White again gives Black a chance. Even
before the last move B - B 4 would have won with comparative ease,
but the text move is a downright blunder, of which, fortunately for him,
Black does not avail himself.
38. ........ P - Kt 6
39. P × P P-R6
40. B × Kt R × Kt P
If 40...P - R 7; 41 R - Kt 5 ch, K - R 3; 42 R - Kt 8.
41. B - Q 5 P-R7
42. R - R 6 ch Resigns.
As an end game, this is rather a sad exhibition for two masters. The
redeeming feature of the game is Rubinstein's ine combination in the
middle game, beginning with 14 B × Kt.
(Havana, 1913)
1. P - Q 4 Kt - K B 3
2. Kt - K B 3 P-Q3
3. B - Kt 5 Q Kt - Q 2
4. P - K 3 P-K4
5. Kt - B 3 P-B3
6. B - Q 3 B-K2
7. Q - K 2 Q-R4
8. O - O Kt - B 1
9. K R - Q 1 B - Kt 5
At last Black is on his way to obtain full development. The idea of this
irregular opening is mainly to throw White on his own resources. At
the time the game was played, the system of defence was not as well
known as the regular forms of the Queen's Pawn openings. Whether it
is sound or not remains yet to be proved. Its good features are that it
keeps the centre intact without creating any particular weakness, and
that it gives plenty of opportunity for deep and concealed manœuvring.
The drawback is the long time it takes Black to develop his game. It is
natural to suppose that White will employ that time to prepare a well-
conceived attack, or that he will use the advantage of his development
actually to prevent Black's complete development, or failing that, to
obtain some de inite material advantage.
10. P - K R 3 B-R4
11. P × P P×P
12. Kt - K 4
12. ........ Kt × Kt
13. B × B K×B
14. B × Kt B - Kt 3
Not good. The natural and proper move would have been Kt - K 3, in
order to bring all the Black pieces into play. B × Kt at once was also
good, as it would have relieved the pressure against Black's King's
Pawn, and at the same time have simpli ied the game.
15. Q - B 4 Kt - K 3
16. P - Q Kt 4 Q - B 2
17. B × B RP×B
18. Q - K 4 K-B3
19. R - Q 3
21. P - B 4 R×R
22. R × R R-Q1
23. R × R Kt × R
24. P - K R 4
This wins a Pawn, as will soon be seen. Black cannot reply 24...Kt - K 3;
because 25 P × P ch, Kt × P; 26 Q - R 4 wins the Knight.
The game went on for a few more moves, and, there being no way to
counteract the advance of White's two passed Pawns, Black resigned.
5. P × P
At the time this game was played the variation 5 P - K 5 was in vogue,
but I considered then, as I do now, the text move to be the stronger.
5. ........ Q×P
6. B × Kt B × Kt ch
7. P × B P×B
8. Kt - B 3 P - Q Kt 3
The plan of Black in this variation is to post his Bishop on the long
diagonal so as to be able later on, in conjunction with the action of his
Rooks along the open K Kt's ile, to make a violent attack against
White's King. It is, of course, expected that White will Castle on the
King's side because of the broken-up condition of his Queen's side
Pawns.
9. Q - Q 2 B - Kt 2
10. B - K 2 Kt - Q 2
11. P - B 4 Q-KB4
12. O - O - O
An original idea, I believe, played for the irst time in a similar position
in a game against Mr. Walter Penn Shipley, of Philadelphia. My idea is
that as there is no Black Bishop and because Black's pieces have been
developed with a view to an attack on the King's side, it will be
impossible for Black to take advantage of the apparently unprotected
position of White's King. Two possibilities must be considered. Firstly:
If Black Castles on the Queen's side, as in this game, it is evident that
there is no danger of an attack. Secondly: If Black Castles on the King's
side, White begins the attack irst, taking advantage of the awkward
position of Black's Queen. In addition to the attacking probabilities of
the text move, White in one move brings his King into safety and brings
one of his Rooks into play. Thus he gains several moves, "tempi" as they
are called, which will serve him to develop whatever plan he may wish
to evolve.
15. R - Q 3 ! K - Kt 1
16. K R - Q 1 Q - K B 4
17. Kt - R 4
This move has been criticised because it puts the Knight out of the way
for a few moves. But by forcing Q - K Kt 4; White gains a very important
move with P - B 4, which not only consolidates his position, but also
drives the Queen away, putting it out of the game for the moment.
Certainly the Queen is far more valuable than the Knight, to say nothing
of the time gained and the freedom of action obtained thereby for
White's more important pieces.
17. ........ Q - K Kt 4
18. P - B 4 Q - Kt 2
19. B - B 3
22. Kt - B 3 Q-B1
24. ........ Kt - Kt 3
25. Kt - R 5 ch K - R 1
26. P × P Kt - Q 4
27. Q - Q 4 R-B1
Kt - B 4 was the right move. I was, however, still looking for the "grand
combination," and thought that the Pawn I would later on have at Q 6
would win the game. Black deserves great credit for the way in which
he conducted this exceedingly dif icult defence. He could easily have
gone wrong any number of times, but from move 22 onwards he always
played the best move.
35. R × P
39. K - B 1 R×QP
40. Kt - Q 4 R - K 8 ch
Resigns.
1. P - K 4 P-K4
2. Kt - K B 3 Kt - Q B 3
3. B - Kt 5 P-QR3
4. B × Kt
4. ........ QP×B
5. P - Q 4 P×P
6. Q × P Q×Q
7. Kt × Q B-Q3
Black's idea is to Castle on the King's side. His reason is that the King
ought to remain on the weaker side to oppose later the advance of
White's Pawns. Theoretically there is very much to be said in favour of
this reasoning, but whether in practice that would be the best system
would be rather dif icult to prove. The student should notice that if now
all the pieces were exchanged White would practically be a Pawn
ahead, and would therefore have a won ending.
8. Kt - Q B 3 Kt - K 2
9. O - O O-O
10. P - B 4
This move I considered weak at the time, and I do still. It leaves the K P
weak, unless it advances to K 5, and it also makes it possible for Black
to pin the Kt by B - Q B 4.
12. P - B 5
It has been wrongly claimed that this wins the game, but I would like
nothing better than to have such a position again. It required several
mistakes on my part inally to obtain a lost position.
12. ........ P - Q Kt 3
13. B - B 4
13. ........ B - Kt 2
14. B × B P×B
15. Kt - Q 4
It is a curious but true fact that I did not see this move when I played
13...B - Kt 2, otherwise I would have played the right move 13...B × B.
The game is yet far from lost, as against the entry of the Knight, Black
can later on play P - B 4, followed by P - Q 4.
16. Kt - K 6 R-Q2
17. Q R - Q 1
I now was on the point of playing P - B 4, to be followed by P - Q 4, which
I thought would give me a draw, but suddenly I became ambitious and
thought that I could play the text move, 17...Kt - B 1, and later on
sacri ice the exchange for the Knight at K 6, winning a Pawn for it, and
leaving White's K P still weaker. I intended to carry this plan either
before or after playing P - K Kt 4 as the circumstances demanded. Now
let us analyse: 17...P - B 4. If 18 Kt - Q 5, B × Kt; 19 P × B, P - Q Kt 4; and a
careful analysis will show that Black has nothing to fear. Black's plan in
this case would be to work his Kt around to K 4, via Q B 1, Q Kt 3, and
Q B 5 or Q 2. Again, 17...P - B 4; 18 R - B 2, P - Q 4; 19 P × P, B × P;
20 Kt × B (best, since if R (B 2) - Q 2, B × Kt give Black the advantage),
R × Kt; 21 R × R, Kt × R; and there is no good reason why Black should
lose.
17. ........ Kt - B 1
18. R - B 2 P - Q Kt 4
19. K R - Q 2 R (Q 2) - K 2
20. P - Q Kt 4 K - B 2
21. P - Q R 3 B - R 1
Once more changing my plan and this time without any good reason.
Had I now played R × Kt; P × R ch, R × P; as I intended to do when I went
back with the Knight to B 1, I doubt very much if White would have
been able to win the game. At least it would have been extremely
dif icult.
22. K - B 2 R-R2
23. P - Kt 4 P-R3
24. R - Q 3 P-QR4
25. P - K R 4 P × P
26. P × P R (R 2) - K 2
This, of course, has no object now. Black, with a bad game, lounders
around for a move. It would have been better to play R - R 6 to keep the
open ile, and at the same time to threaten to come out with the Knight
at Kt 3 and B 5.
27. K - B 3 R - Kt 1
28. K - B 4 P - Kt 3
Again bad. White's last two moves were weak, since the White King
does nothing here. He should have played his Rook to Kt 3 on the 27th
move. Black now should have played P - Kt 4 ch. After missing this
chance White has it all his own way, and inishes the game most
accurately, and Black becomes more helpless with each move. The
game needs no further comment, excepting that my play throughout
was of an altogether irresolute character. When a plan is made, it must
be carried out if at all possible. Regarding the play of White, I consider
his 10th and 12th moves were very weak; he played well after that up
to the 27th move, which was bad, as well as his 28th move. The rest of
his play was good, probably perfect.
29. R - Kt 3 P - Kt 4 ch
30. K - B 3 Kt - Kt 3
31. P × P RP×P
32. R - R 3 R-Q2
33. K - Kt 3 ! K-K1
34. Q R - K R 1 B - Kt 2
35. P - K 5 QP×P
36. Kt - K 4 Kt - Q 4
37. Kt (K 6) - B 5B - B 1
38. Kt × R B × Kt
39. R - R 7 R-B1
40. R - R 1 K-Q1
41. R - R 8 ch B-B1
42. Kt - B 5 Resigns.
1. P - K 4 P-K3
2. P - Q 4 P-Q4
3. Kt - Q B 3 Kt - K B 3
4. B - Kt 5 B - Kt 5
Of all the variations of the French Defence I like this best, because it
gives Black more chances to obtain the initiative.
5. P - K 5
5. ........ P-KR3
6. B - Q 2 B × Kt
7. P × B Kt - K 5
8. Q - Kt 4 K-B1
9. B - B 1 P-QB4
10. B - Q 3 Q-R4
11. Kt - K 2 P×P
12. O - O P×P
13. B × Kt P×B
14. Q × P Kt - B 3
Black has come out of the opening with a Pawn to the good. His
development, however, has suffered somewhat, and there are Bishops
of opposite colour, so that it cannot be said as yet, that Black has a won
game; but he has certainly the best of the position, because, besides
being a Pawn to the good, he threatens White's K P, which must of
course be defended, and this in turn will give him the opportunity to
post his Knight at Q 4 via K 2. When the Black Knight is posted at Q 4,
the Bishop will be developed to B 3 via Q 2, as soon as the opportunity
presents itself, and it will be Black that will then have the initiative, and
can consequently decide the course of the game.
15. R - Q 1
15. ........ P - K Kt 3
16. P - B 4 K - Kt 2
17. B - K 3
17. ........ Kt - K 2
18. B - B 2 Kt - Q 4
19. R - Q 3 B-Q2
20. Kt - Q 4 QR-QB1
21. R - Kt 3 K-R2
22. P - K R 4 K R - Kt 1
23. P - R 5 Q - Kt 5
24. R - R 3
Not the best, as White will soon prove. Q - B 1 would have avoided
everything, but Black wants to assume the initiative at once and
plunges into complications. However, as will soon be seen, the move is
not a losing one by any means.
25. P × P e.p. Kt × P (B 3)
26. P × P ch R×P
27. R × P ch
30. P - Kt 3 B-B3
31. R - Q 1 K-R4
32. R - Q 6 B-K5
Kt - K 5 was still the right move, and probably the last chance Black had
to draw against White's best play.
33. Q × B P Kt - Q 4
34. R × R K×R
Kt × Q; R × R, Kt × P was no better.
35. Q - K 5 K-B2
36. P - B 4 R-K1
37. Q - Kt 2 Kt - B 3
38. B - Q 4R - K R 1
39. Q - Kt 5 R - R 8 ch
40. K - B 2 P-R3
41. Q - Kt 6 R - R 7 ch
42. K - K 1 Kt - Q 2
43. Q - Q 6 B-B3
44. P - Kt 4 P×P
45. P - K B 5 R - R 8 ch
46. K - Q 2 K-K1
47. P - B 6 R-R2
48. Q - K 6 chK - B 1
49. B - K 3 R-B2
50. B - R 6 ch K - Kt 1
Most players will be wondering, as the spectators did, why I did not
resign. The reason is that while I knew the game to be lost, I was hoping
for the following variation, which Chajes came very near playing:
51 Q × P ch, K - R 2; 52 Q - R 5, R × P; 53 B - Kt 5 ch, K - Kt 2; 54 B × R ch,
K × B; and while White has a won game it is by no means easy. If the
reader does not believe it, let him take the White pieces against a
master and see what happens. My opponent, who decided to take no
chances, played 51 B - Kt 7, and inally won as shown below.
51. B - Kt 7 P - Kt 6
52. K - K2 P - Kt 7
53. K - B 2 Kt - B 1
54. Q - Kt 4 Kt - Q 2
55. K - Kt 1 P-R4
56. P - R 4 B×P
57. Q - R 3 R×P
58. B × R Kt × B
59. Q × P ch K-B1
60. Q × P
A very ine game on Chajes' part from move 25 on, for while Black,
having the best of the position, missed several chances, White, on the
other hand, missed none.
1. P - K 4 P-K4
2. Kt - K B 3 Kt - Q B 3
3. B - Kt 5 P-QR3
4. B - R 4 Kt - B 3
5. P - Q 3
5. ........ P-Q3
6. P - B 3 B-K2
7. Q Kt - Q 2 O-O
8. Kt - B 1 P - Q Kt 4
9. B - B 2 P-Q4
10. Q - K 2 P×P
11. P × P B-QB4
Evidently to make room for the Queen at K 2, but I do not think the
move advisable at this stage. B - K 3 is a more natural and effective
move. It develops a piece and threatens B - B 5, which would have to be
stopped.
12. B - Kt 5 B-K3
13. Kt - K 3 R-K1
14. O - O Q-K2
This is bad. Black's game was already not good. He probably had no
choice but to take the Knight with the Bishop before making this move.
15. Kt - Q 5 B × Kt
16. P × B Kt - Kt 1
17. P - Q R 4 P - Kt 5
Since he had no way to prevent the loss of a Pawn, he should have given
it up where it is, and played Q Kt - Q 2, in order to make his position
more solid. The text move not only loses a Pawn, but leaves Black's
game very much weakened.
18. P × P B×P
19. B × Kt Q×B
20. Q - K 4 B-Q3
21. Q × P ch K-B1
With a Pawn more and all his pieces ready for action, while Black is still
backward in development, it only remains for White to drive home his
advantage before Black can come out with his pieces, in which case, by
using the open K R ile, Black might be able to start a strong attack
against White's King. White is able by his next move to eliminate all
danger.
22. Kt - R 4 Q-R3
31. P - Kt 3 Kt - K 3
32. B × Kt P×B
33. Kt - K 3 K R - Kt 1
34. Kt - B 4 K-K2
Black ights a hopeless battle. He is two Pawns down for all practical
purposes, and the Pawns he has are isolated and have to be defended
by pieces.
35. Q R - B 1 R-R2
36. R - K 1 K-B3
37. R - K 4 R - Kt 5
38. P - Kt 4 R-R3
If R × R P; Kt × B of course would win a piece
39. R - B 3 B-B4
40. R - B 3 ch K - Kt 2
41. P - Kt 3 B-Q5
42. K - Kt 2 R-R1
43. P - Kt 5 R-R3
44. P - R 5 R × Kt
45. P × R R-B3
46. P - Kt 6 Resigns.
(Berlin 1913)
1. P - K 4 P-K4
2. P - Q 4 P×P
3. Q × P Kt - Q B 3
4. Q - K 3 Kt - B 3
5. Kt - Q B 3 B - Kt 5
6. B - Q 2 O-O
7. O - O - O R-K1
In this position, instead of the text move, P - Q 3 is often played in order
to develop the Q B. My idea was to exert suf icient pressure against the
K P to win it, and thus gain a material advantage, which would, at least,
compensate whatever slight advantage of position White might have.
The plan, I think, is quite feasible, my subsequent dif iculties being due
to faulty execution of the plan.
8. Q - Kt 3 Kt × P
9. Kt × Kt R × Kt
10. B - K B 4
10. ........ Q-B3
White's threat to regain the Pawn was merely with the idea of gaining
time to develop his pieces. Black could have played P - Q 3; opening the
way for his Q B, when would have followed, 11 B - Q 3, R - K 1;
12 Kt - B 3, and White would soon start a powerful direct attack against
Black's King. With the text move Black aims at taking the initiative
away from White in accordance with the principles laid down in this
book.
11. Kt - R 3
12. B - Q 3 Kt - Q 5
13. B - K 3
13. ........ B - Kt 5
15. Q × B ! Kt - K 7 ch
16. B × Kt ! R×B
17. Kt - K 4 ! R × Kt
18. Q × R Q - Kt 4 ch
19. P - K B 4 Q - Kt 4
20. P - B 3 B-B4
21. K R - K 1 Q - B 3
22. R - Q 5
Q × Q would have given White a decided advantage, enough to win with
proper play. Mieses, however, feared the dif iculties of an ending where,
while having the exchange, he would be a Pawn minus. He preferred to
keep the Queens on the board and keep up the attack. At irst sight, and
even after careful thought, there seems to be no objection to his plan;
but in truth such is not the case. From this point the game will
gradually improve in Black's favour until, with the exchange ahead,
White is lost.
25. Q - B 3 B-K2
26. Q R - K 2 B - B 3
27. Q - R 5 P-KR3
28. P - K Kt 4 K - R 2 !
29. K - Kt 1 R-Q1
30. R - Q 1 P-B4
Notice that, on assuming the defensive, White has placed his Rooks
correctly from the point of view of strategy. They are both on white
squares free from the possible attack of the Black Bishop.
31. Q - R 3 Q-R5
This gains time by attacking the Rook and holding the White Q at R 3
for the moment, on account of the K Kt P. Besides, the Queen must be in
the middle of the fray now that the attack has to be brought home.
White has actually more value in material, and therefore Black must
utilise everything at his command in order to succeed.
32. R (K2) - Q 2Q - K 5 ch
33. K - R 1 P - Q Kt 4
34. Q - Kt 2 Q-R5
35. K - Kt 1 P - Kt 5
Black has now a passed Pawn, and his Bishop exerts great pressure.
White cannot very well play now 37 R × P because of R × R; 38 R × R,
B × P; and White could not take the Bishop because Q - K 5 ch would
win the Rook, leaving Black a clear passed Pawn ahead.
37. P - Q R 3 Q-R5!
38. R × P R - Q Kt 1
39. R (Q 1) - Q 2P - B 5
40. Q - Kt 3 R - Kt 6
41. Q - Q 6
42. R - Q B 2 P×P
43. R - Q 3 Q-K5!
44. R - Q 1 R-QB6
Resigns.
(Berlin, 1913)
1. P - Q 4 P-Q4
2. Kt - K B 3 Kt - K B 3
3. P - B 4 P-K3
4. B - Kt 5 B-K2
5. Kt - B 3 Q Kt - Q 2
6. P - K 3 O-O
7. R - B 1 P - Q Kt 3
8. P × P P×P
9. B - Kt 5
9. ........ B - Kt 2
10. O - O P-QR3
11. B - R 4 R-B1
12. Q - K 2 P-B4
13. P × P Kt × P
14. K R - Q 1 Kt × B
15. Kt × Kt P - Kt 4
16. R × R Q×R
17. Kt - B 3 Q-B5
18. Kt - Q 4
20. Kt - B 5 ! K-B1
21. Kt × B K × Kt
22. Kt - Q 4 P - Kt 3
23. P - B 3 !
23. ........ P-R3
Black could do nothing else except mark time with his Rook along the
open ile, since as soon as he moved away White would take it. White,
on the other hand, threatens to march up with his King to K 5 via K B 2,
K Kt 3, K B 4, after having, of course, prepared the way. Hence, Black's
best chance was to give up a Pawn, as in the text, in order to free his
Knight.
24. B × P Kt - Q 2
25. P - K R 4 Kt - B 4
26. B - B 4 Kt - K 3
27. Kt × Kt K × Kt
27...P × Kt would be worse, as White would then be able to post his
Bishop at K 5.
28. R - Q 2 R-KR1
29. R - Q B 2 ! R - Q B 1
30. R × R B×R
There are now Bishops of opposite colour, but nevertheless White has
an easily-won game.
31. K - B 2
32. P × P K-Q4
33. K - K 3 B-K3
34. K - Q 3 K-B3
35. P - Q R 3 B - B 5 ch
36. K - K 3 B-K3
37. B - R 6
1. P - K 4 P-K4
2. Kt - K B 3 Kt - K B 3
3. Kt × P P-Q3
4. Kt - K B 3 Kt × P
5. Q - K 2 Q-K2
6. P - Q 3 Kt - K B 3
7. B - Kt 5
Played by Morphy, and a very ine move. The point is that should Black
exchange Queens he will be a move behind in development and
consequently will get a cramped game if White plays accurately.
7. ........ B-K3
Marshall thought at the time that this was the best move and
consequently played it in preference to Q × Q ch.
8. Kt - B 3 P-KR3
9. B × Kt Q×B
10. P - Q 4 B-K2
11. Q - Kt 5 ch Kt - Q 2
12. B - Q 3 !
On Black's side the irst thing we notice is that he has retained both his
Bishops, unquestionably an advantage; but on the other hand we ind
his pieces bunched together too much, and the Queen in danger of
being attacked without having any good square to go to. The Bishop at
K 2 has no freedom and it blocks the Queen, which, in its turn, blocks
the Bishop. Besides, Black cannot Castle on the King's side because
Q × P, R - Kt 1; Q - K 4 threatening mate, wins a Pawn. Nor can he Castle
on the Queen's side because Q - R 5 would put Black's game in
imminent danger, since he cannot play P - R 3 because of B × P; nor can
he play K - Kt 1 because of Kt - Kt 5. Consequently we must conclude
that the opening is all in White's favour.
12. ........ P - Kt 4
13. P - K R 3 O-O
giving up a Pawn in an attempt to free his game and take the initiative.
It was dif icult for him to ind a move, as White threatened Kt - K 4, and
should Black go with the Queen to Kt 2, then P - Q 5, B - B 4; Kt × P ch,
followed by B × B.
14. Q × P Q R - Kt 1
15. Q - K 4 Q - Kt 2
16. P - Q Kt 3 P - Q B 4
In order to break up White's centre and bring his Knight to B 4 and thus
lay the foundation for a violent attack against White's King. The plan,
however, fails, as it always must in such cases, because Black's
development is backward, and consequently his pieces are not
properly placed.
17. O - O P×P
18. Kt - Q 5 !
A simple move, which destroys Black's plan utterly. Black will now have
no concerted action of his pieces, and, as his Pawns are all weak, he will
sooner or later lose them.
21. Kt × Q B × Kt
22. B × B B-B3
23. Q R - Q 1 B × Kt
The Knight was too threatening. But now the ending brought about is
one in which the Bishop is stronger than the Knight; which makes
Black's plight a desperate one. The game has no further interest, and it
is only because of its value as a study of this variation of the Petroff
that I have given it. Black was able to ight it out until the sixtieth move
on account of some poor play on White's part. The rest of the moves
are given merely as a matter of form.
24. R × B K - Kt 2
25. B - B 4 R - Kt 3
26. R - K 1 K-B3
27. P - B 4 Kt - K 3
28. P × P ch P×P
29. R - B 1 ch K - K 2
30. R - Kt 4 R - K Kt 1
31. R - B 5 R-B3
32. P - K R 4 KR-QB1
33. P × P R-B4
34. B × Kt P×B
35. R × R R×R
36. P - Kt 6 K-B1
37. R - Q B 4 R-QR4
38. P - R 4 K - Kt 2
39. R - B 6 R-Q4
40. R - B 7 ch K × P
41. R × P R - Q 8 ch
42. K - R 2 P-Q4
43. P - R 5 R-QB8
44. R - B 7 R-QR8
45. P - Q Kt 4 R - R 5
46. P - B 3 P-Q5
47. R - B 6 P×P
48. R × P R × Kt P
49. R - Q R 3 R - Kt 2
50. P - R 6 R-QR2
51. R - R 5 K-B3
52. P - Kt 4 K-K2
53. K - Kt 3 K-Q3
54. K - B 4 K-B2
55. K - K 5 K-Q2
56. P - Kt 5 K-K2
57. P - Kt 6 K-B1
58. K × P K-K1
59. P - Kt 7 R×P
60. P - R 7 R - Kt 3 ch
61. K - B 5 Resigns.
GAME 11. RUY LOPEZ
1. P - K 4 P-K4
2. Kt - K B 3 Kt - Q B 3
3. B - Kt 5 P-QR3
4. B × Kt QP×B
5. Kt - B 3
5. ........ B-QB4
P - B 3 is probably the best move in this position. I do not like the text
move.
6. P - Q 3 B - K Kt 5
7. B - K 3 B×B
This opens the K B ile for White, and also reinforces his centre, but
Black naturally did not want to make a second move with this Bishop.
8. P × B Q-K2
9. O - O O-O-O
10. Q - K 1 Kt - R 3
The problem for White now is to advance his Q Kt P to Kt 5 as fast as he
can. If he plays P - Q Kt 4 at once, Black simply takes it. If he plays irst
P - Q R 3 and then P - Q Kt 4, he will still have to protect his Q Kt P
before he can go on and play P - Q R 4 and P - Kt 5. As a matter of fact
White played a rather unusual move, but one which, under the
circumstances, was the best, since after it he could at once play
P - Q Kt 4 and then P - Q R 4 and P - Kt 5.
11. R - Kt 1 ! P-B3
12. P - Kt 4 Kt - B 2
13. P - Q R 4 B × Kt
14. R × B
Taking with the Pawn would have opened a possibility for a counter
attack.
14. ........ P - Q Kt 3
15. P - Kt 5 BP×P
16. P × P P-QR4
17. Kt - Q 5 Q-B4
18. P - B 4
18. ........ Kt - Kt 4
19. R - B 2 Kt - K 3
20. Q - B 3 R-Q2
21. R - Q 1 K - Kt 2
It would have been better for Black to play K - Q 1. The text move loses
very rapidly.
22. P - Q 4 Q-Q3
23. R - B 2 P×P
24. P × P Kt - B 5
25. P - B 5 Kt × Kt
26. P × Kt Q×QP
27. P - B 6 ch K - Kt 1
28. P × R Q × P (Q 2)
29. P - Q 5 R-K1
30. P - Q 6 P×P
31. Q - B 6 Resigns.
GAME 12. FRENCH DEFENCE
1. P - K 4 P-K3
2. P - Q 4 P-Q4
3. Kt - Q B 3 Kt - K B 3
4. B - Q 3
Not the most favoured move, but a perfectly natural developing one,
and consequently it cannot be bad.
4 ........ P×P
5. Kt × P Q Kt - Q 2
6. Kt × Kt ch Kt × Kt
7. Kt - B 3 B-K2
8. Q - K 2
8. ........ O-O
9. B - K Kt 5 P-KR3
10. B × Kt B×B
11. Q - K 4 P - K Kt 3
This is merely giving up a Pawn in order to come out quickly with his
Q B. But as he does not obtain any compensation for his Pawn, the
move is bad. He should have played Q - Q 4 and tried to ight the game
out that way. It might have continued thus: 13. Q - B 4, B - Kt 2;
14. Q × B P, B × P; 15. Kt × B, Q × Kt; 16. O - O - O with considerable
advantage of position for White. The text move might be considered a
mild form of suicide.
13. P × P B-B4
14. Q - K B 4 B × B
15. O - O - O B - Kt 2
16. R × B Q-K2
17. Q - B 4
In order to keep the Black Queen from coming into the game.
21. R - K 3
The Pawn had now to be defended after Black's last move, because
after B × P; Kt × B, Q × Kt; R - K 3, Black could now play Q - Kt 1
defending the Rook.
Black sees that he now stands in his best defensive position, and
therefore waits for White to show how he intends to break through. He
notices, of course, that the White Knight is in the way of the K B P,
which cannot advance to K B 4 to defend, or support rather, the Pawn at
K 5.
28. P - Q Kt 3 K - B 1
29. K - Q 3 K - Kt 1
30. R - Q 6 Q-B1
31. R - Q 5 Q-K3
32. P - K Kt 4 K - B 1
33. Q - B 4 K - Kt 1
34. Q - K 4 K-B1
Black persists in waiting for developments. He sees that if P - K R 5,
P × P; P × P, the Queen goes to R 6, and White will have to face serious
dif iculties. In this situation White decides that the only course is to
bring his King to K Kt 3, so as to defend the squares K R 3 and K Kt 4,
where the Black Queen might otherwise become a source of
annoyance.
35. K - K 2 K - Kt 1
36. K - B 1 K-B1
37. K - Kt 2 K - Kt 1
38. K - Kt 3 K-B1
Now that he has completed his march with the King, White is ready to
advance.
39. P - K R 5 P×P
40. P × P Q-K2
41. Q - B 5 K - Kt 1
42. R - Q7 B × P ch
This loses a piece, but Black's position was altogether hopeless.
43. K - Kt 4 Q-B3
44. Kt × B Q - Kt 2 ch
45. K - B 4 Resigns.
The interest of this game centres mainly on the opening and on the
march of the White King during the inal stage of the game. It is an
instance of the King becoming a ighting piece, even while the Queens
are still on the board.
1. P - K 4 P-K4
2. Kt - K B 3 Kt - Q B 3
3. B - Kt 5 P-Q3
4. Kt - B 3 B-Q2
5. P - Q 4 P×P
6. Kt × P P - K Kt 3
In this form of defence of the Ruy Lopez the development of the K B via
Kt 2 is, I think, of great importance. The Bishop at Kt 2 exerts great
pressure along the long diagonal. At the same time the position of the
Bishop and Pawns in front of the King, once it is Castled, is one of great
defensive strength. Therefore, in this form of development, the Bishop,
we might say, exerts its maximum strength (Compare this note with
the one in the Capablanca-Burn game at San Sebastian, page 197.)
7. Kt - B 3 B - Kt 2
8. B - Kt 5 Kt - B 3
9. Q - Q 2 P-KR3
10. B - K R 4
Bold play, but again faulty judgment, unless he intended to play to win
or lose, throwing safety to the winds. The Black Bishop at Kt 2 becomes
a very powerful attacking piece. The strategical disposition of the Black
pieces is now far superior to White's, therefore it will be Black who will
take the offensive.
White wanted to keep his Q R on the open ile, and consequently brings
over his other Rook to the centre to defend his K P, which Black
threatened to win by P - K Kt 4, followed by Kt × P.
12. ........ P - Kt 4 !
Now that the K R is in the centre, Black can safely advance, since, in
order to attack on the King's side, White would have to shift his Rooks,
which he cannot do so long as Black keeps up the pressure in the
centre.
13. B - Kt 3 Kt - K R 4
Uncovering the Bishop, which now acts along the long diagonal, and at
the same time preventing P - K 5, which would be answered by Kt × B;
P × Kt, Kt × P; etc., winning a Pawn.
14. Kt - Q 5 P-R3
Black drives the Bishop away so as to unpin his pieces and be able to
manœuvre freely.
15. B - Q 3 B-K3
Preparing the onslaught. Black's pieces begin to bear against the King's
position.
16. P - B 3
With the last move White not only blocks the action of Black's K B, but
he also aims at placing his Bishop at Q Kt 1 and his Queen at Q B 2, and
then advancing his K P, to check at K R 7.
Initiating an attack to which there is no reply, and which has for its
ultimate object either the winning of the White Q B or cutting it off
from the game. (Compare this game with the Winter-Capablanca game
at Hastings.)
17. P - K R 4 P-B5
Taking the Bishop would be dangerous, if not actually bad, while the
text move accomplishes Black's object, which is to put the Bishop out
of action.
19. R - R 1 B-B2
20. K - Kt 1
This move unquestionably loses time. Since he would have to retire his
Bishop to R 2 sooner or later, he might have done it immediately. It is
doubtful, however, if at this stage of the game it would be possible for
White to save the game.
20. ........ Kt - K 4
21. Kt × Kt R × Kt
It was dif icult to decide which way to retake. I took with the Rook in
order to have it prepared for a possible attack against the King.
22. B - R 2 Kt - B 3
Now that the White Bishop has been driven back, Black wants to get rid
of White's strongly posted Knight at Q 5, which blocks the attack of the
Bishop at B 2. It may be said that the Knight at Q 5 is the key to White's
defence.
23. P - Kt 3
White strives not only to have play for his Bishop, but also he wants to
break up Black's Pawns in order to counter-attack. The alternative
would have been 23 Kt × Kt ch, Q × Kt; and Black would be threatening
R - R 4, and also Q - K 3. The student should notice that Black's
drawback in all this is the fact that he is playing minus the services of
his Q R. It is this fact that makes it possible for White to hold out longer.
23. ........ Kt × P
24. B × Kt R×B
25. P × P P-B3
26. Kt - K 3
Kt - Kt 4 was the alternative, but in any event White could not resist the
attack. I leave it to the reader to work this out for himself, as the
variations are so numerous that they would take up too much space.
This forces the King to the corner, where he will be in a mating net.
30. K - R 1 QR-K1
Now at last the Q R enters into the game and soon the battle is over.
31. P - R 3
If R × P, R - K 8 ch; R - Q 1, R (K 1) - K 7.
31. ........ R - K 8 ch
32. R × R R × R ch
33. K - R 2 B-B2
34. K - Kt 3 P-Q4
35. B × P P × P ch
36. K - Kt 4 P-B6
37. P × P R - K 5 ch
38. P - B 4 R × P ch
39. K - R 5 R×B
40. R - Q 8 ch K - R 2
41. R - Q 7 B-K3
Resigns.
1. P - Q 4 P-Q4
2. Kt - K B 3 Kt - K B 3
3. P - B 4 P-K3
4. Kt - B 3 Q Kt - Q 2
5. B - Kt 5 B-K2
6. P - K 3 O-O
7. R - B 1 P-B3
8. Q - B 2 P×P
9. B × P Kt - Q 4
10. B × B Q×B
11. O - O Kt × Kt
12. Q × Kt P - Q Kt 3
This is the key to this system of defence. Having simpli ied the game
considerably by a series of exchanges, Black will now develop his Q B
along the long diagonal without having created any apparent weakness.
The proper development of the Q B is Black's greatest problem in the
Queen's Gambit.
13. P - K 4 B - Kt 2
14. K R - K 1 K R - Q 1
15. P - Q 5 Kt - B 4 !
16. P × K P Kt × P (K 3)
17. B × Kt Q×B
played under the impression that White had to lose time in defending
his Q R P, when I could play P - Q B 4, obtaining a very superior game.
But, as will be seen, my opponent had quite a little surprise for me.
18. Kt - Q 4 !
18. ........ Q-K4!
19. Kt × P Q×Q
20. R × Q R-Q7
21. R - Kt 1
22. P - K 5 P - K Kt 4
24. R - K 1
White cannot stand the slow death any longer. He sees danger
everywhere, and wants to avert it by giving up his Queen's side Pawns,
expecting to regain his fortunes later on by taking the initiative on the
King's side.
25. R (K1) - Q B 1K - Kt 2
26. P - Q Kt 4 P - Kt 4
27. P - R 3 R - Kt 3
28. K - B 1 R-R7
29. K - Kt 1 P-R6
30. P - Kt 3 P-QR3
Again forcing White to move and to lose something thereby, as all his
pieces are tied up.
31. P - K 6 R×KP
Not even now can White move the Knight because of P - R 7 ch; K × P,
R - R 3 ch; K - Kt 1, R - R 8 mate.
32. P - Kt 4 R-R3
33. P - B 3