I
THE RULES OF THE GAME
BOARD AND MEN
The game of Chess is played by two armies who oppose each other
on a square board or battlefield of sixty-four alternate white
and black squares. Each army has sixteen men; one King, one
Queen, two Rooks (or Castles), two Bishops, two Knights and eight
Pawns. The Generals of the two armies are the two players
themselves. The men of one side are of light color and are called
White, those of the other side are of dark color and are called
Black.
The object of the game is to capture the opposing King. When this
is done the battle is ended, the side losing whose King is
captured. To understand what is meant by the capture of the King
it is first necessary to become acquainted with the laws
according to which the different men move on the board.
To start with, the board must be placed so that the players have
a white square at their right. Then the men take the positions
shown in Diagram 1.
The Rooks occupy the corner squares; next to them stand the
Knights; then the Bishops and in the center the King and the
Queen.
+---------------------------------------+
8 | #R | #Kt| #B | #Q | #K | #B | #K | #R |
|---------------------------------------|
7 | #P | #P | #P | #P | #P | #P | #P | #P |
|---------------------------------------|
6 | | | | | | | | |
|---------------------------------------|
5 | | | | | | | | |
|---------------------------------------|
4 | | | | | | | | |
|---------------------------------------|
3 | | | | | | | | |
|---------------------------------------|
2 | ^P | ^P | ^P | ^P | ^P | ^P | ^P | ^P |
|---------------------------------------|
1 | ^R | ^Kt| ^B | ^Q | ^K | ^B | ^Kt| ^R |
+---------------------------------------+
a b c d e f g h
DIAGRAM 1
The white Queen must be on the white square and the black Queen
on the black square. These eight, men are commonly known as
"pieces" in distinction from the Pawns. The latter occupy the
line of squares immediately in front of the Pieces.
The lines of squares now occupied by the men and the other four
vacant horizontal lines between them are called RANKS. The
vertical lines of squares running perpendicularly to the ranks
are called FILES. The oblique lines of squares, that is, lines
which connect squares of the same color, are called DIAGONALS.
To describe the moves of the men on the board in a simple way it
is necessary to indicate every square and every man by a short
symbol. For this purpose different systems have been suggested at
different times, but only two of them have been generally
adopted. The older one, called the "descriptive notation," still
predominates in the English, French and Spanish speaking
countries, but as leading English and American writers have
lately used the newer "algebraic notation" which is much more
simple, the latter will be employed in this book. Later the
former method will be explained for the sake of completeness.
In the algebraic notation the files are lettered from a to h,
starting from the file on White's left. The ranks are numbered
from 1 to 8, starting from the rank on which White's pieces stand
at the beginning of the game. Each square is now easily indicated
by naming the file and rank at which it forms the intersection.
The Rook in Diagram 2, for instance, stands on e4, the Bishop on
C4, the Pawns on h4 and g7, the Knight on f7, the Queen on d6 and
the Kings on c1 and g3.
+---------------------------------------+
8 | | | | | | | | |
|---------------------------------------|
7 | | | | | | ^Kt| #P | |
|---------------------------------------|
6 | | | | #Q | | | | |
|---------------------------------------|
5 | | | | | | | | |
|---------------------------------------|
4 | | | #B | | ^R | | | ^P |
|---------------------------------------|
3 | | | | | | | #K | |
|---------------------------------------|
2 | | | | | | | | |
|---------------------------------------|
1 | | | ^K | | | | | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 2
As symbols for the men the first letters of their names are used.
Thus K stands for King, Q for Queen, R for Rook, B for Bishop, Kt
or N for Knight and P for Pawn.
THE MOVES OF THE MEN
Each of the six kinds of men moves in a different way. To
remember the six varieties of moves naturally requires a little
more effort than to remember just the one way of moving as in
most other board games. But it takes only very little practice to
become familiar with the various moves of the Chessmen and it is
soon revealed to the learner that the variety of the moves
enables a surprising depth and wealth of combinations which give
keener and greater pleasure to this game than to any other.
The Rook
The Rook may move forward, backward or sideways in a straight
line along a path not obstructed by a man of the same color. In
other words, he may move to any square of the rank or file on
which he stands unless another man of his own color is in the
way. If there is a hostile man in the way he may capture him by
occupying his square and removing him from the board.
In Diagram 2, for instance, the Rook could move to e5, e6, e7,
e8, e3, e2, e1, f4, g4, d4 and c4. In making the latter move he
would capture the black Bishop. The Rook may not go to h4 because
a man of his own color stands there nor may he go to b4 or e4
because he is not allowed to jump over the Bishop. He could, of
course, move to either of these squares on his next move after
capturing the Bishop.
The Bishop
The Bishop moves along an oblique line, that is, he may move to
any square of the diagonals on which he stands unless--as in
the case of the Rook--his way is obstructed by a man of his own
color. If there is a hostile man in the way he may capture him.
In Diagram 2, therefore, the Bishop may move to a2, b3, d5, e6
or, by capturing the Knight, to f7. He may not move, however, to
g8, until his next move after capturing the Knight. In the other
diagonal all squares, that is, fi, e2, d3, b5 and a6, are
accessible to him.
As the Bishop is confined to squares of the same color as the one
on which he stood at the beginning of the game he has access only
to thirty-two squares of the board, and from this it is evident
that the Rook to whom all squares of the board are accessible is
a stronger man.
The Queen
The Queen has the power of both Rook and Bishop having the choice
of moving to any square of the rank, file or diagonal on which
she stands as long as her path is clear. In Diagram 2 the squares
to which the Queen may move are, therefore, e3, b4, c5, e7, f8,
f1, b5, C7, b8, d1, d2, d3, d4, ds, d7, d8, a6, b6, c6, e6, f6,
g6 and h6. Like the Rook and Bishop she has the power of
capturing a hostile man by occupying his square.
The Queen is by far the most powerful of the pieces. Later it
will be seen that ordinarily her strength is about equal to the
strength of two Rooks.
The King
The King, like the Queen, moves and captures in any direction,
but he is much less powerful because he may move only one square
at a time. Nevertheless, he is the most important man, for, as
said at the beginning, the object of each side is the capture of
the opposing King.
To save the King from untimely death there is a rule that the
King may not move into any square which is in the direct range of
any man of his enemy. Thus, in Diagram 2 the black King may move
to f2, g2, h2, f3 and h3, but he may not move to f4 or g4 nor may
he capture the Pawn on h4, for on any of these squares he could
be captured by the white Rook.
The white King in Diagram 2 has only three squares to which he
may go, namely, b1, b2 and c2, as the squares d1 and d2, though
being in his range, are commanded by the black Queen.
The Knight
The Knight moves neither in rank nor file nor diagonal and,
therefore, usually offers a little more difficulty to the
beginner than the other pieces. The Knight's move is perhaps best
described as a leap to the next but one square of different
color.[Footnote: It may be helpful to consider the Knight's move
when completed as having described a letter "L" composed of four
squares, three in one direction and one at right angles to them.]
For instance, in Diagram 2 the Knight may move to d8, d6, e5, g5,
h6 and h8. In moving to d6 he would capture the Queen.
His move would be in no way obstructed if some of his own or his
adversary's men were occupying the squares next to the one on
which he stands. This enables the Knight as the only one of the
pieces to move at the beginning of the game before any Pawn move
has been made.
The strength of the Knight is ordinarily regarded as about equal
to that of the Bishop. The latter's range is larger but the
Knight has the advantage of being able to reach any square of the
board regardless of color.
The Pawn
It remains to describe the move of the Pawn, the only man who
captures in a different way from that in which he moves. The Pawn
moves FORWARD ONLY in the file in which he stands, and only one
square at a time with the exception of his first move on which he
may advance two squares. Thus, in Diagram 2, the white Pawn may
move only to h5 while the black Pawn may move to either g6 or g5.
The Pawn may capture only diagonally, only forward and only one
square at a time. The privilege of taking a double step on the
first move does not extend to the capture. Thus in Diagram 2, the
white Pawn could capture only a black man on g5, the black Pawn
only a man on either f6 or h6, but not on e5. If a man stood on
h5, the Pawn h4 would be blocked. Likewise would the Pawn on g7
be blocked by a man on g6.
There is one peculiar rule to be remembered in connection with
the move of the Pawn. If a Pawn uses his privilege of making a
double step to avoid capture by a hostile Pawn he can be put back
one square and captured just the same. For instance, in Diagram
2, if the white Pawn stood on h5 and Black moved his Pawn to g5,
White could put Black's Pawn back to g6 and capture him with his
Pawn. This way of capturing is called taking "en passant" (French
for "in passing") and can be done only by a Pawn, never by a
piece.
Lastly must be mentioned the power of the Pawn to become
transformed into a piece. This is done automatically whenever a
Pawn reaches the extreme opposite side of the board. That is, the
player must remove the Pawn from the board and put any piece on
his place except a King. Thus it can happen that a player may
play with three or more Rooks, Bishops, Knights or Queens. As the
Queen is the strongest Piece the Pawns are practically always
exchanged for Queens and for this reason the process of the
exchange is called "queening."
Although a Pawn has comparatively little value as measured by his
mobility--his range of movement--he is really a very valuable man
because of the possibility of his eventually queening.
Castling
Only once in a game is a player allowed to move more than one
piece at a time. This one move is called "castling" and is made
by the King together with one of the Rooks. In castling the King
moves two squares toward the Rook and the Rook is placed on the
square over which the King has passed. In the position of Diagram
3 both players may castle either side.
White, in "castling King's side" would place his King on g1 and
the King's Rook on f1; in "castling Queen's side" the King would
leap to c1 while the Queen's Rook would take his stand on d1.
Likewise Black would castle by either playing the King to g8 and
the Rook from h8 to f8, or the King to c8 and the Rook to a8 to
d8.
+---------------------------------------+
8 | #R | | | | #K | | | #R |
|---------------------------------------|
7 | #P | #P | #P | | #Q | #P | #P | #P |
|---------------------------------------|
6 | | | #Kt| #P | | #Kt| | |
|---------------------------------------|
5 | | | #B | | #P | | ^B | |
|---------------------------------------|
4 | | | ^B | | ^P | | #B | |
|---------------------------------------|
3 | | | ^Kt| ^P | | ^Kt| | |
|---------------------------------------|
2 | ^P | ^P | ^P | ^Q | | ^P | ^P | ^P |
|---------------------------------------|
1 | ^R | | | | ^K | | | ^R |
+---------------------------------------+
a b c d e f g h
DIAGRAM 3.
+---------------------------------------+
8 | #R | #Kt| | | #K | | | #R |
|---------------------------------------|
7 | #P | #P | | | | #P | #P | #P |
|---------------------------------------|
6 | | | #P | | | | | |
|---------------------------------------|
5 | | | | #P | ^P | | | |
|---------------------------------------|
4 | | ^B | | | | ^P | | |
|---------------------------------------|
3 | | | | | #Kt| ^Kt| | |
|---------------------------------------|
2 | ^P | ^P | ^P | | | | ^P | ^P |
|---------------------------------------|
1 | ^R | | | | ^K | | | ^R |
+---------------------------------------+
a b c d e f g h
DIAGRAM 4.
Castling is permitted only when neither King nor Rook concerned
has previously moved, when none of the squares between the King
and the Rook are obstructed and when none of the three squares
involved in the King's move are controlled by an adverse man.
Thus if in check (see page 17) the player may not castle. In
Diagram 4, neither White nor Black may castle.
SPECIAL TERMS
Attack and Defense
A man is said to ATTACK another man if he moves so that on his
next move he could capture the other man. Thus, in Diagram 5,
White could attack Black's Bishop by moving his Rook to d1 or to
e6.
A man is said to DEFEND or to PROTECT another man if he moves so
that in case the other man is captured by a hostile man he could
recapture the latter. Thus, in Diagram 5, Black could defend his
Bishop by moving his Knight to either e4 or e8 in case White
attacks with the Rook from d1. Should White attack from e6, then
Black would not defend the Bishop with the Knight, for on e4 as
well as on e8 the Knight is unprotected and could be captured by
the Rook without White losing anything in exchange. Black has a
much more simple way to defend the attack of the Rook from e6,
that is, by capturing the Rook with the Pawn f7. For this reason
White would not have moved the Rook to e6.
Check and Checkmate
If a man makes a move which attacks the opposing King the King is
said to be in "check." The player whose King is checked then has
to make a move which gets the King out of check
+---------------------------------------+
8 | | | | | | | #K | |
|---------------------------------------|
7 | | | | | | #P | #P | |
|---------------------------------------|
6 | | | | #B | | #Kt| | #P |
|---------------------------------------|
5 | | | | | | | | |
|---------------------------------------|
4 | ^P | | | | | | | |
|---------------------------------------|
3 | | | ^P | | | | | ^P |
|---------------------------------------|
2 | | | | | | | ^P | |
|---------------------------------------|
1 | | | | | ^R | | ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 5.
or he forfeits the game. This is the only case in which a player
is not at liberty to make any move he likes.
Unless the attacking man can be captured there are only two ways
of getting out of check. One of these is to interpose a man
between the King and the attacking piece, and the other to move
the King out of the line of attack. In Diagram 5 Black could give
check by moving the Bishop to c5. In answer to this White has
four moves at his disposal. He may either move the King to f1 or
h1 or h2, or he may interpose his Rook on e3. The latter would be
very unwise as Black would simply take the Rook with his Bishop,
again checking White's King. The situation would then not have
changed at all except that White would have lost his Rook.
White's King could not move to f2, for this would leave him still
attacked by the Bishop.
Instead of checking on c5 Black could have attacked White's King
on h2. But in this case the King would have simply captured the
Bishop.
If it were White's move he could give check with the Rook on e8.
But Black could take the Rook with the Knight. He would naturally
do this instead of either moving out with the King to h7 or
interposing the Bishop on f8.
If a King is in Check and there is no move with which to get him
out of it he is said to be "checkmate" and the game is ended.
Diagram 6 shows an example in which either player can give
checkmate on the move.
If it were White's move he would take the Pawn on g6 with his
Queen. Now Black's King is in check as White's Queen threatens to
take him on the next move. The King cannot move to either g7 or
h7, for these two squares are also commanded by White's Queen.
+---------------------------------------+
8 | | | | ^R | | #Kt| #K | #R |
|---------------------------------------|
7 | #P | #B | #P | | | #P | | |
|---------------------------------------|
6 | | #P | #Q | #B | | | #P | |
|---------------------------------------|
5 | | | | | | | | |
|---------------------------------------|
4 | | | | | | ^Kt| ^Kt| |
|---------------------------------------|
3 | | ^B | | ^Q | | | | ^P |
|---------------------------------------|
2 | ^P | ^P | ^P | | | | ^P | ^K |
|---------------------------------------|
1 | | | | | | | | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 6.
Moreover, the latter cannot be taken by the Pawn on f7 as the
black King would be in check by the Bishop on b3. The Pawn is
"pinned" by the Bishop. Black's Knight cannot take White's Queen
either as he is pinned by White's Rook. Finally, there is no
piece available which may be interposed between White's Queen and
Black's King; in other words: Black is checkmate, his game is
lost.
If it were Black's move he would take the Pawn g2 with the Queen.
Now White's King is in check as Black's Queen threatens to take
him on the next move. He may not take the Queen as he would then
be captured by the Bishop b7. Neither may the Knight f4 take the
Queen as he is pinned by the Bishop d6. Moreover, the King may
not escape to g1, h1 or g3, these three squares lying in the
rangeof Black's Queen; and so there is no move on the board with
which to get White's King out of check: He is checkmate, White
loses the game.
Stalemate
If a player, without being in check, cannot make any move which
would not get his King into check, he is said to be STALEMATE. In
this case the game is considered a draw. Diagram 7 shows an
example.
White on the move, although his forces are much inferior, can
draw the game by checking with the Rook on f3. Black cannot very
well make a move with his King in reply, as then White's Rook
would take the Queen. Black, therefore, must capture the Rook
with the Queen and with this move he stalemates White, as the
latter has no move left which would not bring his King into
check.
+---------------------------------------+
8 | | | | | | | | |
|---------------------------------------|
7 | | | | | | | | |
|---------------------------------------|
6 | | | | | | | | |
|---------------------------------------|
5 | | | | | | | | |
|---------------------------------------|
4 | | | | | | | | |
|---------------------------------------|
3 | | | | #Q | | | | #K |
|---------------------------------------|
2 | | | | | | ^R | | |
|---------------------------------------|
1 | | | | | #R | ^Kt| ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 7.
If it were Black's move he would easily win. In fact he has two
different ways of checkmating White in three moves. One of them
would be to take the Knight with the Rook, attacking the King and
forcing White's Rook to recapture as the King has no square to go
to; then to give check with the Queen on g3 forcing White's King
to h1 and enabling the mate with the Queen on g2 or h2.
The other way would be to start with the check on g3. As White's
Knight is pinned he cannot capture the Queen.
+---------------------------------------+
8 | | | | | | | #K | |
|---------------------------------------|
7 | | | | | | | #P | |
|---------------------------------------|
6 | | | | | | | | |
|---------------------------------------|
5 | | | | | | | | |
|---------------------------------------|
4 | | | | | ^Q | | | |
|---------------------------------------|
3 | | #Q | | | | | ^P | |
|---------------------------------------|
2 | #P | | | | | | | ^P |
|---------------------------------------|
1 | | | | | | | | ^K |
+---------------------------------------+
a b c d e f g h
DIAGRAM 8
Interposing the Rook on g2 would not help either as the Queen
would simply take him at the same time checkmating the King.
White's only move is, therefore, to play the King into the
corner, and Black then mates by first taking the Knight and then
moving the Queen to g2 or h2.
Perpetual Check
If a player is able to check the opposing King continually and he
indicates his intention to do so the game is considered a draw.
In the following position, for instance, White on the move can
draw the game by giving a perpetual check on e8 and h5. Black
cannot help himself as he has to go back and forth with the King
on h7 and g8. Without the possibility of this perpetual check
White would be lost, for he cannot prevent the Pawn a2 from
queening and with two Queens against one Black would easily win
as will be seen later from the discussion of elementary endings.
Exchange
To exchange means to capture a hostile man when it allows a man
of the same value to be captured by the opponent.
It is rather confusing that the term "exchange" is also used for
the difference in value between a Rook and a Bishop or a Knight.
To win the exchange, in this sense, means to capture a Rook and
to lose for it only a Bishop or a Knight.
Double Pawn
Two Pawns of the same player standing in one file are called a
double Pawn. Three Pawns in one file are called a triple Pawn.
Passed Pawn
A Pawn whose advance to the eighth rank is not blocked by an
opposing Pawn in the same file and who does not have to pass one
on an adjoining file is called a passed Pawn.
Isolated Pawn
A Pawn is called isolated if there are no Pawns of the same
player on the adjoining files.
Backward Pawn
A Pawn is called backward if he cannot advance far enough to be
protected by fellow Pawns in an adjoining file.
Fork
A Pawn is said to fork two pieces if he attacks them
simultaneously.
Minor Piece
The Bishops and the Knights are called minor Pieces as compared
with the Rooks and the Queen.
Sacrifice
To sacrifice means to give up a man without obtaining for him a
man of the opponent or to give up a man for one of lesser value.
Discovered Check and Double Check
A discovered Check is an attack on the King caused by a man
moving out of the line of a piece which he was obstructing. If
the man discovering the Check also attacks the King the Check is
called a double Check.
SYMBOLS FOR MOVES
In addition to the symbols used for squares and men, as explained
on page 5, the following are used to indicate the moves:
-- means "moves to"
X means "captures"
o-o means "Castles King's side"
o-o-o means "Castles Queen's side"
+ means "check"
+/- means "checkmate"
Thus: R-f5 means the Rook moves to square f5. If either Rook
could move to f5 then the original square of the Rook to be moved
must also be shown.
Kte3xd5 means the Knight standing on e3 captures the man standing
on d5.
o-o-o means the player castles Queen's side and in so doing
gives check.
[Footnote: In the descriptive notation alluded to on page 5 every
square of the board has two different names, each player counting
the ranks from his own side. The files are named after the pieces
which stand on them at the beginning of the game. Thus, c4 would
be QB4 (Queen's Bishop's fourth) or QB5 depending on whether a
black or a white move is described. If a square is referred to
without relation to a particular move it is necessary to add from
which side of the board the square is counted. It is customary to
say in cases of this kind "White's Queen's fourth" or "Black's
Queen's fourth," etc.
Instead of naming the square on which a capture takes place, the
man captured is named, so that an additional description is
necessary in case more than one man of the same kind can be
captured.
As a matter of comparison the first ten moves of a game are
described above in both notations.]
! signifies a good move.
? signifies a bad move.
(1) P-d4 P-d5
(2) P-c4 P-e6
(3) Kt-c3 P-c5
(4) Kt-f3 Kt-c6
(5) Pxd5 Pxd5
(6) B-f4 Kt-f6
(7) P-e3 B-e6
(8) B-d3 B-e7
(9) o-o o-o
(10) R-c1 Kt-h5
(1) P-Q4 P-Q4
(2) P-QB4 P-K3
(3) Kt-QB3 P-QB4
(4) Kt-B3 Kt-QB3
(5) PxQP KPxP
(6) B-KB4 Kt-B3
(7) P-K3 B-K3
(8) B-Q3 B-K7
(9) Castles Castles
(10) R-B Kt-KR4
CHESS LAWS
If a player having the move touches one of his men he is
compelled to move him; if he touches a hostile man he must
capture him. This law is void, however, if the man so touched
cannot be legally moved or captured.
A man may be moved to any square accessible to him as long as the
hand of the player has not left him. If an illegal move has been
made it must be retracted and if possible another move must be
made with the same man. If a player has castled illegally, King
and Rook must be moved back and the King must make another move,
if there is a legal one.
If a player touches a man with the sole object of adjusting his
position, he must indicate his intention by saying "j'adoube"
(French for: I adjust) beforehand. In castling, the King must be
moved first as otherwise a doubt might arise whether castling or
a Rook's move only was intended.
A game is void if a mistake has been made in setting up board or
men or if in the course of the game the position or number of men
have been altered in a manner not in accordance with the rules of
play and the position cannot be reconstructed from the point
where the error was made.
If a player resigns his game before he is actually mated he
acknowledges that in the end mate is unavoidable, and the game is
counted as a loss to him.
If neither player has sufficient material left to enforce a mate
(compare following chapter) the game is considered a draw. A draw
may also be claimed by either player if the moves are repeated so
that the same position occurs three times with the same player on
the move, or if fifty moves have been made without the capture of
a man or the move of a Pawn.
II
ELEMENTARY TACTICS
The beginner who thinks he ought to be able to play a good game
of Chess after learning the moves of the men is like the soldier
who is confident that he could lead an army after he has learned
how to march.
He may have great strategical gifts but he will not be able to
use them to any advantage unless he is thoroughly conversant with
the tactical possibilities afforded by the cooperation of the
different units of which his army is composed and by the
topography of the ground on which the battle takes place.
The different conditions of the battle ground in war which make
some positions more easily accessible to infantry than to
artillery and vice versa have their equivalent on the Chess board
in the different ways in which the men move and which make
certain squares accessible to some of them which others cannot
reach.
The first thing, then, for the beginner to do is to acquaint
himself thoroughly with the characteristic features of each man
so that he may know exactly how much work to expect from him. The
best way to accomplish this is the study of the elementary
problems which are in end games, that is, in positions where only
a few men are left on each side.
FUNDAMENTAL ENDINGS
Considering that the object of the game is the capture of the
opposing King, it seems most important to find out whether there
are positions in which this capture can be accomplished in the
face of the best possible defense. Naturally a player must have a
certain material superiority to be able to force a mate, and the
first question which offers itself is what MINIMUM force is
required to compel the surrender of a King whose men have all
been captured during the game.
It is clear that in order to checkmate the lone King it is
necessary to attack the square on which he stands as well as all
adjacent squares to which he could escape. The most unfavorable
position for the King is, of course, a corner of the board as
there he has only three squares to go to while in the middle of
the board eight squares are accessible to him. Consequently, in
an ending in which one player has only his King left the other
player will try to drive the King into a corner where he needs
control over only three additional squares.
It can easily be seen that this can be done without difficulty
with King and Queen or with King and Rook. Supposing, for
instance, White has his King on c3 and his Queen on h3 while
Black's King stands on d6 as shown in the following diagram.
+---------------------------------------+
8 | | | | | | | | |
|---------------------------------------|
7 | | | | | | | | |
|---------------------------------------|
6 | | | | #K | | | | |
|---------------------------------------|
5 | | | | | | | | |
|---------------------------------------|
4 | | | | | | | | |
|---------------------------------------|
3 | | | ^K | | | | | ^Q |
|---------------------------------------|
2 | | | | | | | | |
|---------------------------------------|
1 | | | | | | | | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 9.
How will White proceed in order to drive the King into a corner
and checkmate him there?
A direct onslaught with the Queen on e6 or d7 is clearly not
advisable as the Queen would not be protected on these squares,
so that the King could simply capture her. A long range attack
from h2, g3, d3 or h6 is not effective either as it would not
restrict the mobility of the King who could go to either d5 or e6
or e5, that is away from the corner to which he is to be driven.
The correct way of maneuvering for White will be to confine
Black's King to a smaller and smaller territory until he finally
has to back up against the side or the corner of the board. This
consideration indicates the following line of play:
(1)Q-f5, K-c6; (2)Q-e5, K-d7; (3) K-c4, K-c6; (4) Q-e7, K-b6; (5)
Q-d7, K-a6. White must now be very careful to avoid a stalemate
which would result if he deprived the King of all mobility
without attacking him at the same time. This would be the case if
he now moved Q-c7. For then Black could not move the King to b5,
as this square is controlled by White's King, and he could not go
to any of the other four squares in his range on account of
White's Queen attacking all of them. The correct move is (6) K-
c5. This leaves only the square a5 for Black's King, and White
checkmates by (7) Q-a7 or (7) Q-b5.
If, in Diagram 9, White had a Rook on h3 instead of the Queen,
the mating process would take a few more moves, but there would
be no escape for Black either.
It will again be White's aim to confine Black's King to a smaller
and smaller number of squares. The best way to start will
therefore be (1) R-e3. No matter what Black replies, he cannot
prevent White from driving him to the edge of the board in a
similar way to the one shown in the following example:
(1) ..., K-d5; (2) R-e1. This is a WAITING MOVE. Black must leave
d5, thus enabling either White's King to advance or the Rook to
occupy e5. (2) ..., K-c5; (3) R-e5; K-d6; (4) K-d4, K-c6; (5) R-
d5, K-b6; (6) R-c5, K-b7; (7) K-d5, K-b6; (8) K-d6, K-b7; (9) R-
b5, K-a6; (10) K-c6, K-a7; (11) K-c7, K-a6; (12) R-h5, K-a7; (13)
R-a5 mate.
The two examples discussed show that it is not necessary to drive
the King into the corner but that he can be mated on any square
of the edge by Queen or Rook. It will be observed that in the
mating position three of the six squares at Black's disposal are
controlled by White's King and the other three by the Rook (or
the Queen). If White had only a Bishop or a Knight in addition to
the King he could never mate Black, for neither Bishop nor Knight
can attack the King and at the same time control a square
adjacent to the King. This, however, is at least necessary to
force the mate, even in the most unfavorable position of the
King, that is, in the corner.
+---------------------------------------+
8 | | | | | | | | |
|---------------------------------------|
7 | | | | | | | | |
|---------------------------------------|
6 | ^Kt| | | | | | | |
|---------------------------------------|
5 | | | | | | | | |
|---------------------------------------|
4 | | | | | | | | |
|---------------------------------------|
3 | | | | | | | | #P |
|---------------------------------------|
2 | | | | | | ^K | | #K |
|---------------------------------------|
1 | | | | | | | | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 10.
There are possibilities of a player mating his opponent with only
King and Knight or King and Bishop, but then there must be a man
of the opponent blocking the escape of the King. Diagram 10 is an
example of such a case. White plays (1) Kt-c5, K-h1; (2) Kt-e4.
Now Black cannot continue with P-h2, as White would checkmate
with Kt-g3. Therefore, he must play (2) ..., K-h2. White then
gets the Knight in such a position as to deprive Black's King of
the escape to h2 and to keep the square g3 accessible to the
Knight: (3) Kt-d2 (not Kt-g3, which would stalemate Black's
King), K-h1; (4) Kt-f1. The only move left to Black is now P-h2,
and White mates by (5) Kt-g3.
If it were Black's move in the position of the Diagram the game
would be a draw, for after (1) ..., K-h1; (2) Kt-c5, P-h2 Black
is stalemate unless White moves his King so as to make the square
g1 accessible to Black. However, he will not do that as it would
enable Black to queen the Pawn and to win the game.
In the case of King and Bishop against King and another man a
mate can only occur through a blunder. Supposing for instance
White has the King on f3 and a Bishop on d5 and Black has the
King on h1 and a Bishop or a Pawn on h2, then White on the move
would mate by K-f2. But it is evident that Black must have made a
blunder, for on the move preceding the position of the Diagram he
must have either played his King into the corner or moved the
Bishop or Pawn to h2, both moves which were in no way forced.
To checkmate with King and two Bishops against King or with
Bishop and Knight against King offers no difficulty.
+---------------------------------------+
8 | #K | | | | | | | |
|---------------------------------------|
7 | | | | | | | | |
|---------------------------------------|
6 | | | | | | | | |
|---------------------------------------|
5 | | | | | | | | |
|---------------------------------------|
4 | | | | | | | | |
|---------------------------------------|
3 | | | | | | | | |
|---------------------------------------|
2 | | | | | | | | |
|---------------------------------------|
1 | ^K | ^B | ^B | | | | | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 11.
The only thing the player must keep in mind is that he needs his
King for the drive. The two pieces are not sufficient to confine
the opposing King to the corner. In Diagram 11 for instance, it
will be the best policy for White to advance right away with his
King in order to prevent Black's King from escaping into the
middle of the board. The following play might then ensue:
(1) K-b2, K-b7; (2) K-c3, K-c6; (3) K-d4, K-d6; (4) B-f5, K-c6;
(5) B-f4, K-b5; (6) B-e4, K-b4; (7) B-d3, K-b3; (8) B-d2, K-b2;
(9) K-c4, K-a3; (10) K-c3, K-a4; 11) K-c2 (not K-b2 which would
stalemate Black's King), K-a3; (12) B-b5, K-a2; (13) B-c1, K-a1;
(14) B-b2, K-a2; (15) B-c4 mate.
In the fight of King, Bishop and Knight against the King the mate
can be enforced only in a corner controlled by the Bishop, if the
lone King always makes the best move. Diagram 12 may serve as an
example of this ending. White has a black Bishop and so he will
have to drive Black's King to either h8 or a1 as it is not
possible to mate him in the white corner a8, unless he makes a
blunder.
After (1) B-e5 for instance, Black must of course not go into the
corner as Kt-b6 would mate him. He will play K-c8 and White will
have to prevent the flight of the black King into the middle of
the board. It is easy to see, by the way, that the Kt cannot be
placed so as to control the square c8, thereby forcing the King
into the corner, and to threaten the mate on b6 at the same time.
For he can control c8 only from a black square while he would
have to stand on a white square to be able to reach b6 in one
move.
After (1) B-e5, K-c8; (2) K-b6, K-d7; (3) Kt-f4 Black's King is
confined to the seventh and eighth ranks and it is only a
question of time when he will be forced to h8.
+---------------------------------------+
8 | | #K | | | | | | |
|---------------------------------------|
7 | | | | | | | | |
|---------------------------------------|
6 | ^K | | | | | | | |
|---------------------------------------|
5 | | | | ^Kt| | | | |
|---------------------------------------|
4 | | | | | | | | |
|---------------------------------------|
3 | | | ^B | | | | | |
|---------------------------------------|
2 | | | | | | | | |
|---------------------------------------|
1 | | | | | | | | |
---------------------------------------
a b c d e f g h
DIAGRAM 12.
White's Bishop being only capable of commanding black squares the
Knight will have to be used to drive the King from white squares.
For instance: K-c8; (4) K-c6, K-d8; (5) Kt-g6, K-c8; (6) Kt-e7,
K-d8; (7) K-d6, K-e8; (8) K-e6, K-d8; (9) B-h2. A waiting move.
White wants to place the Bishop on c7 so as to make d8
inaccessible to Black. (9) K-e8; (10) B-c7, K-f8; (11) Kt-f5, K-
e8; (12) Kt-g7, K-f8; (13) K-f6, K-g8; (14) K-g6, K-f8; (15) B-
d6, K-g8; (16) Kt-f5, K-h8; (17)
+---------------------------------------+
8 | | #K | | | | | | |
|---------------------------------------|
7 | | | | | | | | |
|---------------------------------------|
6 | | ^K | | ^Kt| | | | |
|---------------------------------------|
5 | | | ^Kt| | | | | |
|---------------------------------------|
4 | | | | | | | | |
|---------------------------------------|
3 | | | | | | | | |
|---------------------------------------|
2 | | | | | | | | |
|---------------------------------------|
1 | | | | | | | | |
---------------------------------------
a b c d e f g h
DIAGRAM 13.
B-a3. Again a waiting move. White cannot play Kt-h6 right away as
Black would be stalemate. (17) ..., K-g8; (18) Kt-h6, K-h8; (19)
B-b2 mate.
It is not possible to force a mate with King and two Knights, for
even if a position similar to Diagram 13 is arrived at, in which
the King can be driven into the corner, the Knight who prevents
the King from escaping is never ready to give the checkmate, and
in order to prevent a stalemate the other Knight would have to
let the King out of the corner again. If Black had a spare move,
for instance if he had a Pawn left, then White would win. (1) Kt-
a6, K-a8; (2) Kt-e8, Pawn moves; (3) Kt-c7 mate.
RELATIVE VALUE OF THE MEN
From the foregoing examples it is possible to form a vague idea
of the strength of the different pieces. The Queen is apparently
the strongest piece. On account of her superior mobility she can
confine the hostile King with a few moves and force him into a
mating net. Of the other pieces the Rook is no doubt the
strongest for he is sufficient to force a mate in conjunction
with his own King, while Bishop or Knight cannot do so. Two
Bishops apparently are stronger than two Knights, while it is not
possible yet to say anything about the relative value of one
Bishop and one Knight.
The above valuation, however, holds good only on the
comparatively vacant board, where the pieces can make full use of
their mobility. It is the mobility alone which decides the value
of a man, and positions often occur in which a Knight is more
valuable than a Rook or in which a Pawn might be preferable to a
Bishop and so on. The reason is that sometimes the weaker man
occupies a commanding square while the stronger man is obstructed
somehow or other so that he cannot be made to work. Examples for
positions of this kind will be discussed in the Chapter on
combination.
Although it is impossible to indicate exactly the relative value
of the men in each position, experience enables a fair estimation
of their average strength. The Queen is about as strong as two
Rooks or as three minor pieces (Bishops or Knights). A minor
piece is about equivalent to three Pawns, and a Rook is
consequently equal to a minor piece and one to two Pawns.
The value of a Pawn is the hardest thing to grasp for the
beginner. A Pawn appears to be of so little use on account of his
limited mobility, that it seems hardly worth while to waste time
on saving a Pawn that is attacked, as so much greater things are
apparently at issue. What he overlooks is the latent value of the
Pawn which lies in the possibility of queening him later in the
game.
To realize the importance of the Pawn it is necessary to know
exactly under what conditions he CAN be queened. This knowledge
is all the more indispensable to the Chess player as the vast
majority of all games finally resolve themselves into Pawn
endings in which the advantage of one or more Pawns decides the
issue.
In most of these cases some pieces are on the board in addition
to the Pawns and sometimes it is only by their exchange that the
game can be won. The most elementary example is that shown in the
following Diagram.
+---------------------------------------+
8 | | | | | | | | |
|---------------------------------------|
7 | | | | | | | | |
|---------------------------------------|
6 | | | | | | | | |
|---------------------------------------|
5 | | | | | | | | |
|---------------------------------------|
4 | #Q | | | | ^P | | | |
|---------------------------------------|
3 | | #K | | | | | | |
|---------------------------------------|
2 | | | | | | | | |
|---------------------------------------|
1 | | | ^Q | | | | ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 14.
White is a Pawn ahead and it will be his object to Queen it. The
beginner, in his haste to advance the Pawn, will probably play P-
e5 at once and lose the Pawn, as Black can answer Q-d4 check with
simultaneous attack on the Pawn. The correct way to play for
White is (1) Q-d1+, K-a3 or b4; (2) Qxa4, Kxa4. Now that the
Queens are exchanged White need not any longer worry about any
interference with his plans to queen the Pawn except maneuvers of
the black King, which might still lead to the capture or the
blockade of the Pawn.
A rash advance of the Pawn would again be the wrong thing. The
right way of playing is indicated by a simple calculation. The
Pawn needs four moves to reach the queening square. But the black
King arrives there in the same number of moves, so that he can
capture the Pawn the moment he queens. Consequently White will
only be able to enforce the safe queening of his Pawn if he can
gain control of the queening square with his own King, thus
protecting the Pawn at the time of queening.
Now, White needs three moves to bring his King up to his Pawn on
f4. In the meantime Black will have reached the square d6 and
after White's (4) K-f5 Black will block the further advance of
White's King by K-e7. However, White can force Black to give the
way free. The maneuver by which he does this is one which occurs
in a similar form in nearly all Pawn endings and its thorough
grasp is therefore essential. Diagram 15 shows the critical
position.
+---------------------------------------+
8 | | | | | | | | |
|---------------------------------------|
7 | | | | | #K | | | |
|---------------------------------------|
6 | | | | | | | | |
|---------------------------------------|
5 | | | | | | ^K | | |
|---------------------------------------|
4 | | | | | ^P | | | |
|---------------------------------------|
3 | | | | | | | | |
|---------------------------------------|
2 | | | | | | | | |
|---------------------------------------|
1 | | | | | | | | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 15.
White can win the game only by playing (5) K-e5. The technical
term for this move is "going into OPPOSITION." The Kings oppose
each other in one line on squares of the same color and the one
who has to move out of opposition--in this case Black's King--is
compelled to allow the advance of the opposing King to the next
line. If Black plays K-d7, White answers (6) K-f6, and if Black
plays K-f7, (6) K-d6 would follow. Then, after Black's K-e8,
White repeats the maneuver by taking the opposition with (7) K-
e6, and again Black must back out with either K-d8 or K-f8, so
that White can advance to either f7 or d7. This clears the way
for the Pawn who now advances unimpeded to the queening square.
The important role which the opposition of the Kings play in Pawn
endings is still more strikingly illustrated by the situations
which would result if in the position of Diagram 15 White played
(5) P-e5 instead of K-e5. Black would then draw the game by
maintaining the opposition himself. He would play K-f7 and
although after (6) P-e6, K-e7; (7) K-e5 White has regained the
opposition he cannot keep it if Black continues correctly. The
move which saves the game for Black is K-e8. K-d8 or K-f8 lose,
as then White could go into opposition by K-d6 or K-f6. The play
in these three cases would be this: A: (7) ..., K-e8, (8) K-f6,
K-f8; (9) P-e7+, K-e8; (10) K-e6 and Black is stalemate, the game
is drawn. B: (7) ..., K-d8; (8) K-d6, K-e8; (9) P-e7 and Black
must move K-f7 enabling White to obtain control of the queening
square by (10) K-d7. C: (7) ..., K-f8, (8) K-f6, K-e8, etc.,
similar to the play in B.
To sum up the investigation of this Pawn ending: The deciding
factor is the opposition of the Kings on the 6th and 8th ranks.
If the weaker party succeeds in obtaining that opposition with
the Pawn on the 6th rank he draws the game.
If the Pawn is not yet advanced to the 6th rank the opposition of
the Kings is of no avail to the weaker party as the Pawn
advancing would force the opposing King out of opposition again.
Suppose, for instance, White has the King on e6 and the Pawn on
e5 while Black's King stands on e8 with White on the move. White
must get out of opposition by playing K-f6 or K-d6 and Black
keeps the opposition by K-f8 or K-d8. But then White has a move
to spare which forces Black out of opposition and thereby wins
the game. He plays P-e6 and the game ends in the way discussed
above.
The ending King and Pawn against King is one of the most
important for every Chess player to know, not only because a
great number of positions can be reduced to this ending by the
exchange of all the other men left on the board, but also because
it gives the first insight into the peculiar maneuvers of the
King which have to be carried out in connection with gaining or
giving up the opposition, and which, as will be seen later on,
constitute the essence of the most frequent pawn endings.
For the beginner, of course, the opposition maneuvers are rather
difficult to grasp and it is fortunate for him that the vast
majority of pawn endings are of a much simpler form. The winning
maneuver in these endings into which most Chess games resolve
themselves, is easily explained and after understanding it the
beginner can readily see the fundamental principle underlying
every game.
Diagram 16 shows a typical position on which the winning method
should be studied. White is a pawn ahead, but as demonstrated on
the position of Diagram 15 he cannot queen his passed Pawn
because his King is not in front of it. On the other hand, there
cannot possibly be any advantage in advancing the Pawns on the
other side of the board as there Black has the same number of
Pawns as White and consequently there is no reason why one of the
white Pawns should succeed in breaking through. It is all the
same very easy for White to win and the strategy to be employed
will be evident from the following consideration: Black's King is
considerably confined in his movements as he has to be constantly
watching White's passed Pawn.
+---------------------------------------+
8 | | | | | | | | |
|---------------------------------------|
7 | | | | | | | | |
|---------------------------------------|
6 | | | | | | |#P | |
|---------------------------------------|
5 | | | #K | | | #P | | |
|---------------------------------------|
4 | | | | | | | | |
|---------------------------------------|
3 | | ^P | | | | ^P | | |
|---------------------------------------|
2 | | | ^K | | | | ^P | |
|---------------------------------------|
1 | | | | | | | | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 16.
White's King, however, is free to go wherever he likes without
any immediate danger. There is consequently nothing to hinder him
attacking and capturing the black Pawns, for if Black's King
tries to stop White's advance, White's passed Pawn marches on and
compels the opposing King to catch him, thereby giving the way
free to his own King. According to this scheme play could proceed
like this: (1) K-d3, K-d5; (2) K-e3, K-e5; (3) P-b4, P-g5; (4) P-
b5, K-d5; (5) P-b6, K-c6; (6) K-d4, Kxb6; (7) K-e5, P-f4; (8) K-
f5, K-c6; (9) Kxg5, K-d6; (10) Kxf4, K-e6; (11) K-g5, K-f7. Now
White would win even without the Pawn g2 by playing (12) K-f5 and
so on as explained on Diagram 15.
From the foregoing it will be clear to the beginner that if a
player succeeds in winning a Pawn he can win the game if he is
able to exchange all pieces so that only the Pawns are left.
However, he will not yet see the way in which this exchange of
pieces can be forced. It is evident that the player who has lost
the Pawn will try to avoid the exchange, hoping that he may be
able to regain the Pawn with his pieces. Therefore, he will
permit his opponent an exchange only if, in avoiding it, he would
sustain an additional loss. The position of Diagram 17 offers a
simple example. White on the move will play R-e5, offering the
exchange of Rooks. If Black tried to avoid the exchange by
playing R-b6, White would capture the Pawn f5 with the Rook and
after Black's King moves out of check he would take the Pawn g4
too. Therefore Black has to make the offered exchange of Rooks,
and White then wins by advancing the c-Pawn which forces Black's
King over to the Queen's wing and leaves the Pawns of the King's
wing unprotected.
+---------------------------------------+
8 | | | | | | | | |
|---------------------------------------|
7 | | #P | | | | | | |
|---------------------------------------|
6 | | | | | | | | |
|---------------------------------------|
5 | | #R | | | | #P | | #K |
|---------------------------------------|
4 | | ^P | | | | ^K | #P | ^P |
|---------------------------------------|
3 | | | ^P | | | | ^P | |
|---------------------------------------|
2 | | | | | ^R | | | |
|---------------------------------------|
1 | | | | | | | | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 17.
The beginner might think that inasmuch as the loss of a Pawn in
most cases means the loss of the game on account of the final
promotion of the Pawn to the Queen, it may be advisable to
sacrifice a piece if thereby the loss of a Pawn can be avoided.
However, this idea, which is frequently met, is altogether wrong
as the additional piece will easily enable the opponent to gain
as many Pawns as he likes within the further course of the game.
The position of Diagram 18 may serve as an example.
+---------------------------------------+
8 | | | | | | | | |
|---------------------------------------|
7 | #P | #P | #P | | | | | |
|---------------------------------------|
6 | | | | | | | #P | #K |
|---------------------------------------|
5 | | | | | | | | |
|---------------------------------------|
4 | #B | | | | | ^K | ^P | |
|---------------------------------------|
3 | | | | ^Kt| | | | |
|---------------------------------------|
2 | ^P | ^P | | | ^B | | | |
|---------------------------------------|
1 | | | | | | | | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 18.
In the following line of play it is assumed that Black makes the
best moves, but the method employed is the same for any defensive
maneuvers which Black might try, with the only difference that
White would win still more quickly. (1) Kt-c5, B-c6; (2) B-f3,
Bxf3; (3) Kxf3, P-b6; (4) Kt-e6, P-c5; (5) P-a4. This move
retains the black Pawns so that the Knight can attack them with
better effect. (5) ..., P-c4; (6) Kt-c7, K-g7; (7) Kt-b5, P-a6;
(8) Kt-d6, K-f6; (9) Ktxc4, P-b5; (10) Pxb5, Pxb5; (n) Kt-a3, P-
b4; (12) Kt-c2, P-b3; (13) Kt-d4, etc.
Often it happens that a player can give up his additional piece
to advantage for one or two Pawns thereby enforcing an ending
which is won on account of the Pawn position. Diagram 19 is an
example.
+---------------------------------------+
8 | | | | | | | | |
|---------------------------------------|
7 | | | | | | | #P | |
|---------------------------------------|
6 | | | | | #B | | | #K |
|---------------------------------------|
5 | ^P | | | | | | | |
|---------------------------------------|
4 | | ^Kt| | | | ^K | ^P | |
|---------------------------------------|
3 | ^Kt| #P | | | | | | |
|---------------------------------------|
2 | | | #P | | | | | |
|---------------------------------------|
1 | | | | | | | | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 19.
Black is a piece down but his two connected passed Pawns
constitute a dangerous threat. White, therefore, does best to
sacrifice a Knight for the two Pawns, as he then remains with two
Pawns against one. Black must finally give up his Bishop for
White's a-Pawn who threatens to queen, and then White wins by
capturing Black's g-Pawn and queening his own. Play might proceed
as follows: (1) Ktxc2, Pxc2; (2) Ktxc2, B-d5; (3) Kt-b4, B-a8;
(4) P-a6, K-g6; (5) P-a7, K-f6; (6) Kt-a6, K-e7; (7) Kt-c7, B-h1;
(8) P-a8 (Queen), Bxa8; (9) Ktxa8, K-f6; (10) Kt-c7, K-g6; (11)
Kt-d5, K-h6; (12) K-f5, K-h7; (13) K-g5, K-h8; (14) K-g6, K-g8;
(15) Kt-e7+, K-h8; (16) Kt-f5, K-g8; (17) Ktxg7, K-h8; (18) K-f7,
K-h7; (19) P-g5, K-h8; (20) Kt-f5, White could not play P-g6, as
Black would have been stalemate. (20) ..., K-h7; (21) P-g6+, K-
h8; (22) P-g7+, K-h7; (23) P-g8 (Queen) mate.
The game endings discussed up to now have illustrated the method
of winning with a superior force and it is now possible for the
beginner to understand that the leading rule for all maneuvers is
to AVOID THE LOSS OF MATERIAL--no matter how small--as it will
ultimately lead to the loss of the game by one pawn or the other
queening.
The next step will be to find out under what conditions it is
possible to gain a man and when it will be possible to avoid
loss. To understand the attacking and defensive maneuvers
involved it is necessary first to become acquainted with the
different ways in which the various pieces can be made to do some
useful work, where their strength lies and where their weakness,
and how they are able to cooperate. Not before all this is clear
to the beginner--in the outlines at least--will he be in a
position to play a sensible game or even to understand the most
elementary strategic principles.
The reader is therefore urged to study carefully the next chapter
in which the characteristic features of the different men are
discussed. In this way he will much more quickly arrive at a fair
playing strength than by relying on the experience which he may
gain in playing a great number of games, trying to find out
everything for himself instead of profiting by the knowledge
which has been gathered by others in centuries of study.
HOW THE DIFFERENT MEN COOPERATE
There are two kinds of elementary attack. One when a single man
attacks two or more hostile men at the same time; the other when
more men are brought up to attack an opposing man than can be
mustered for defense. The beginner, as a rule, makes attacks with
the sole aim of driving away a hostile piece; it is clear that
these attempts will in most cases be futile as they generally
allow the attacked piece to move to another square just as or
perhaps more favorable. The advantage of attacking two men at
once is evident in that probably only one of them can be saved.
The advantage of bringing up more men for attack than can be
gathered for defense is not less obvious, but will be found more
difficult to carry out. Using both methods of attack in
conjunction is the secret of the successful cooperation of the
men.
In the following diagrams simple illustrations are shown of
elementary cases of such attacks. These positions often occur in
games of beginners on account of their placing the men on
unfavorable squares. In studying them the eye of the beginner
will become accustomed to dangerous formations of the pieces and
he will be able to foresee similar threats in his games.
+---------------------------------------+
8 | #R | | | | #K | | #Kt| #R |
|---------------------------------------|
7 | #P | #B | #P | | #B | #P | #P | #P |
|---------------------------------------|
6 | | #P | #Kt| #P | | #Q | | |
|---------------------------------------|
5 | | | | | #P | | | |
|---------------------------------------|
4 | | | ^B | | ^P | | | |
|---------------------------------------|
3 | | | ^Kt| ^P | ^B | ^Kt| | |
|---------------------------------------|
2 | ^P | ^P | ^P | | | ^P | ^P | ^P |
|---------------------------------------|
1 | ^R | | | ^Q | | ^R | ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 20.
This is especially true of the mating positions which are
discussed below in connection with attacks instituted by the
Queen in the middle of the game. It is these attacks to which the
beginner at an early stage of the game falls victim in ninety out
of a hundred cases when playing against an experienced opponent.
In the position of Diagram 20 White on the move wins the exchange
and thereby practically the game by playing (1) Kt-d5. With this
move he attacks the Queen and at the same time the Pawn c7.
Black, in order not to lose the Queen, must move her, but he
cannot move her so that she will protect the Pawn c7.
+---------------------------------------+
8 | #R | #Kt| #B | | #K | #B | | #R |
|---------------------------------------|
7 | #P | #P | #P | | | #P | #P | #P |
|---------------------------------------|
6 | | | | | | #Q | | |
|---------------------------------------|
5 | | | | | #P | | | |
|---------------------------------------|
4 | | | | | ^P | | | |
|---------------------------------------|
3 | | | ^Kt| | | | | |
|---------------------------------------|
2 | ^P | ^P | ^P | | | ^P | ^P | ^P |
|---------------------------------------|
1 | ^R | | | ^Q | ^K | ^B | ^Kt| ^R |
+---------------------------------------+
a b c d e f g h
DIAGRAM 21.
On the next move White will, therefore, take the Pawn calling
Check and at the same time attacking the Rook a8. The King must
move and the Knight takes the Rook.
Quite frequently a similar attack with the Knight is likely to
win the Queen if the opponent is not familiar with situations of
that kind. If in the position of Diagram 21 White plays (1) Kt-
d5, Black must protect the Pawn c7 by Q-d8 or Q-d6, but not by Q-
c6; for in the latter case White would continue with (2) B-b5,
Qxb5; (3) Ktxc7+ and (4) Ktxb5.
+---------------------------------------+
8 | #R | #Kt| #B | | #K | #B | | #R |
|---------------------------------------|
7 | #P | #P | #P | | | #P | #P | #P |
|---------------------------------------|
6 | | | | | #P | #Kt| | |
|---------------------------------------|
5 | #Q | | | | | | | |
|---------------------------------------|
4 | | | ^B | ^P | | | | |
|---------------------------------------|
3 | | | ^Kt| | | | | |
|---------------------------------------|
2 | ^P | ^P | ^P | ^B | | ^P | ^P | ^P |
|---------------------------------------|
1 | ^R | | | ^Q | ^K | | ^Kt| ^R |
+---------------------------------------+
a b c d e f g h
DIAGRAM 22.
Sometimes two pieces are involved in the double attack, the line
of one of the pieces being discovered by the other. Thus, in the
position of Diagram 22, which could be brought about by the moves
(1) P-e4, P-d5; (2) Pxd5, Qxd5; (3) Kt-c3, Q-a5; (4) P-d4, Kt-f6;
(5) B-c4, P-e6; (6) B-d2, white threatens to play (7) Kt-d5,
uncovering the Bishop d2 on Black's Queen and at the same time
attacking the Pawn c7, which Black cannot keep protected.
Threats of this kind more frequently occur in connection with a
discovered Check. As an example the following opening will serve:
(1) P-e4, P-e5; (2) Kt-f3, Kt-f6; (3) Ktxe5, Ktxe4; (4) Q-e2, Kt-
f6. Black's last move exposes his King to a discovered Check, and
White wins the Queen by playing (5) Kt-c6+.
Next to the Knight the Queen is most frequently in a position to
carry out a double attack. Two typical examples are shown in the
following diagrams.
After the opening moves (1) P-e4, P-e5; (2) P-f4, B-C5; (3)
Pxe5?? the position of Diagram 23 is reached, in which Black wins
a Rook by Q-h4+. White cannot reply (4) K-e2 on account of Qxe4
mate. His only move is (4) P-g3 and then follows Qxe4 attacking
King and Rook simultaneously.
This opening offers another opportunity to demonstrate the
dangerous mobility of the Queen. Instead of (3) Pxe5 White should
have played (3) Kt-f3. The game could then have continued as
follows: P-d6; (4) B-c4, Kt-f6; (5) Pxe5, Pxe5: Again White
cannot win the Pawn e5 for (6) Ktxe5 would be answered by Q-d4,
attacking Knight and Bishop and threatening mate on f2.
+---------------------------------------+
8 | #R | #Kt| #B | #Q | #K | | #Kt| #R |
|---------------------------------------|
7 | #P | #P | #P | #P | | #P | #P | #P |
|---------------------------------------|
6 | | | | | | | | |
|---------------------------------------|
5 | | | #B | | ^P | | | |
|---------------------------------------|
4 | | | | | ^P | | | |
|---------------------------------------|
3 | | | | | | | | |
|---------------------------------------|
2 | ^P | ^P | ^P | ^P | | | ^P | ^P |
|---------------------------------------|
1 | ^R | ^Kt| ^B | ^Q | ^K | ^B | ^Kt| ^R |
+---------------------------------------+
a b c d e f g h
DIAGRAM 23.
Diagram 24 shows a typical case of a double threat with the Queen
in conjunction with other pieces. White on the move plays B-d3,
and now Black cannot castle as White would continue with Q-e4
threatening mate through Qxh7 and at the same time attacking the
Bishop e7 for the second time who is only once protected. Black
would have to defend the mate by either P-g6 or P-f5 or Q-h5 and
White would capture the Bishop.
When castling on the King side a player must always beware of an
attack by the Queen and another piece on the King's Rook's Pawn.
+---------------------------------------+
8 | #R | | #B | | #K | | | #R |
|---------------------------------------|
7 | #P | #P | #P | #P | #B | #P | #P | #P |
|---------------------------------------|
6 | | | | | | | | |
|---------------------------------------|
5 | | ^B | #Q | | | | | |
|---------------------------------------|
4 | | | | | | | | |
|---------------------------------------|
3 | | | ^P | | | ^Q | | |
|---------------------------------------|
2 | ^P | ^P | ^P | | | ^P | ^P | ^P |
|---------------------------------------|
1 | ^R | | ^B | | ^R | | ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 24.
In the case illustrated above it was the Bishop who assisted the
Queen. A Knight could aid in an attack on h7 from either g5 or
f6. More frequently he does so from g5 as usually the square f6
is not accessible to him on account of the Pawn g7 protecting it.
In the majority of cases the Knight goes to g5 from f3, and the
Queen attacks h7 from h5, coming from her original square d1.
Then, if Black cannot protect h7 by a Knight from f6 or by the
Bishop, from f5 for instance, or from g6, the only protection as
a rule is to advance the Pawn to h6. The position of Diagram 25
may serve as an example.
+---------------------------------------+
8 | #R | #Kt| #B | #Q | #K | | | #R |
|---------------------------------------|
7 | #P | #P | #P | #P | #Kt| #P | #P | #P |
|---------------------------------------|
6 | | | | | | | | |
|---------------------------------------|
5 | | | #B | | | | | |
|---------------------------------------|
4 | | | ^B | #P | ^P | | | |
|---------------------------------------|
3 | | | | | | ^Kt| | |
|---------------------------------------|
2 | ^P | ^P | ^P | | | ^P | ^P | ^P |
|---------------------------------------|
1 | ^R |^Kt | ^B | ^Q | ^K | | | ^R |
+---------------------------------------+
a b c d e f g h
DIAGRAM 25
Black's last move was Kt-e7, while Kt-f6, which protects the Pawn
h7 against future attacks, is generally preferable in any
opening. White can now play Kt-g5, attacking the Pawn f7 for the
second time, as it is already attacked by the Bishop c4. The
student will, at this stage of his development, not yet know why
Black should be so anxious to defend the Pawn f7, considering
that he is a Pawn ahead so that the loss of a Pawn would only
equalize the forces but would not give White a material
advantage. However, later on, when discussing the strategy of the
opening, it will become evident that in the position of the
diagram Black must, under all circumstances, defend the Pawn f7
as otherwise his game would soon become hopeless on account of
the exposed position of his King.
There are only two ways for Black to defend f7. One is to advance
the Queen's Pawn to d5, interrupting the diagonal of White's
Bishop; the other is to castle, so that the Rook procures the
second protection for the Pawn f7 which is needed. It would then
not be good for White to capture the Pawn because he would have
to give up Knight and Bishop for Rook and one Pawn, which is not
a sufficient equivalent.
Of the two ways indicated only the first one is feasible. For if
Black castles he gives White an opportunity to institute an
attack on the weak Pawn h7 with Knight and Queen against which
Black has no satisfactory defense. Play would develop as follows:
(1) Kt-g5 o-o
(2) Q-h5 P-h6
This is the only defense against the threat Qxh7 mate. But
White's Queen's move involved a double threat. It brought up a
third attack on the Pawn f7, and the latter now falls, forcing
Black to give up some more material.
(3) Ktxf7 Rxf7
Black has to sacrifice the exchange. If he moved the Queen, which
is attacked by the Knight, he would expose his King to a deadly
double check, viz.: (4) Ktxh6++, K-h8 or h7; (5) Kt-f7+
(discovered), K-g8; (6) Q-h8 mate. After giving up his Rook for
the Knight on the third move Black has a lost game, for as
explained in the previous chapter White can simply exchange all
pieces and force the win in the ending with his superior
material.
Another square which after castling on the King side is often the
mark of attack for the Queen in connection with either Knight or
Bishop, is the one immediately in front of the King in the
Knight's file. Diagram 26 illustrates several possibilities of
this kind. White, on the move, can play (1) Q-g5, attacking for
the second time the Pawn g7 which is only once protected. The
threat, however, is not only to win a Pawn, but to win the game,
for in taking the Pawn with the Queen White would checkmate
Black's King.
+---------------------------------------+
8 | #R | | | | | #R | #K | |
|---------------------------------------|
7 | #P | #P | #P | | | #P | #P | #P |
|---------------------------------------|
6 | | #B | | #P | | | | |
|---------------------------------------|
5 | | | #Q | | #P | ^Kt| | |
|---------------------------------------|
4 | | #Kt| | | ^P | | | ^B |
|---------------------------------------|
3 | | ^P | | ^P | | | | |
|---------------------------------------|
2 | | ^P | ^P | ^Q | | ^P | ^P | ^P |
|---------------------------------------|
1 | ^R | | | | | ^R | ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 26
The only defense at Black's disposal is P-g6, but this move helps
only temporarily. White can force the mate within a few moves in
different ways. One would be the following:
(2) Kt-h6+ K-g7
If the King goes to h8 White mates by Q-f6.
(3) Q-f6+ Kxh6
(4) B-g5+ K-h5
(5) P-h3
and the mate through P-g4 cannot be protected.
Another way would be:
(2) Q-h6 Pxf5
(3) B-f6
and the mate through Q-g7 cannot be protected.
The position of Diagram 26 enables another mating attack for
White, demonstrating the possibility of mating with Bishop and
Knight in the middle of a game, which occurs oftener than one
would be inclined to think. White can play (1) B-f6 instead of Q-
g5 as suggested above. Black cannot take the Bishop as White
would continue Q-h6 with Q-g7 mate. Neither can Black play P-g6
as then White would mate right away with Kt-h6. The latter mate
with Knight and Bishop White can force, even if Black does not
move the Pawn g7 but makes some other indifferent move, as for
instance Qxc2. White would then make the surprising move Q-h6,
allowing Black to take the Queen. In doing so, however, Black
again enables the mate Kt-h6.
The only move which Black could try in answer to (1) B-f6 is P-
h6, preventing the Queen from occupying g5. Now Qxh6 would not be
feasible as after Pxh6 White does not mate with Ktxh6, but leaves
the square h7 open to Black's King.
+---------------------------------------+
8 | #R | | #B | #Q | | #R | | #K |
|---------------------------------------|
7 | #P | #P | #P | #P | ^Kt| #P | #P | #P |
|---------------------------------------|
6 | | | | | | | | |
|---------------------------------------|
5 | | #Kt| | | ^R | | | |
|---------------------------------------|
4 | | | | | | | | |
|---------------------------------------|
3 | | | | | | | | |
|---------------------------------------|
2 | ^P | ^P | ^P | ^P | | ^P | ^P | ^P |
|---------------------------------------|
1 | ^R | | ^B | ^Q | | | ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 27.
However, White wins easily through (2) Ktxh6+. If Black takes the
Knight, White mates with Qxh6 and Q-g7. If Black does not take
but plays K-h7, White goes back with the Knight to f5, again
threatening Q-g5 and Qxg7. (3) ..., R-g8 is of no avail, as (4)
Q-g5 threatens mate of h5 which can only be prevented by either
P-g6 or a move with the Rook, after which White mates by either
Q-h6 or Qxg7.
It remains to show some examples of the cooperation of Rooks with
other pieces. Diagram 27 shows one of the positions in which the
beginner is frequently caught.
+---------------------------------------+
8 | | | #R | | | | #K | |
|---------------------------------------|
7 | ^R | | | | | | | |
|---------------------------------------|
6 | | | | | | | | #P |
|---------------------------------------|
5 | | | | | | | | ^P |
|---------------------------------------|
4 | | #B | | | ^Kt| | | |
|---------------------------------------|
3 | #P | | | | | | | |
|---------------------------------------|
2 | ^K | | | | | | | |
|---------------------------------------|
1 | | | | | | | | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 28.
White plays (1) Q-h5, and if Black makes an indifferent move he
mates through (2) Qxh7+, Kxh7; (3) R-h5.
Black could try to defend himself with (1) ..., P-g6. White can
then continue with (2) Q-h6 and again Black cannot make an
indifferent move such as P-d6 for instance, as White would have
another mate in two moves, namely (3) R-h5 (threatening Qxh7),
Pxh5; (4) Q-f6.
More frequent than the mate with Rook and Knight shown above is
one which usually occurs in the end game and which is illustrated
in Diagram 28.
+---------------------------------------+
8 | | | #R | | #R | | #K | |
|---------------------------------------|
7 | #P | | | | | #P | | |
|---------------------------------------|
6 | | #P | | | #P | | #P | |
|---------------------------------------|
5 | #Q | | | #P | | | | |
|---------------------------------------|
4 | | #Kt| | | | ^P | | ^B |
|---------------------------------------|
3 | | ^P | | | ^P | ^R | | |
|---------------------------------------|
2 | ^P | | | | ^Q | | ^P | ^P |
|---------------------------------------|
1 | | | | ^R | | | | ^K |
+---------------------------------------+
a b c d e f g h
DIAGRAM 29.
White plays Kt-f6+ and Black cannot go with the King into the
corner as the Rook would mate him on h7. After K-f8 White draws
the game through perpetual check; for after (2) Kt-h7+, K-e8; (3)
Kt-f6+ the King must go back to f8 as on d8 he would be mated by
R-d7. Consequently White can check the King indefinitely on h7
and f6.
An example for the cooperation of Rook and Bishop is shown in
Diagram 29. White plays B-f6, and there is no way for Black to
prevent the mate threatened through R-h3 followed by R-h8.
It is evident that the force of the Rooks will increase as the
board gets emptier through the exchange of men, for they will
then find more open lines to act in. One of the most important
lines for Rooks to occupy is--especially in the ending --the one
in which most of the attackable Pawns of the opponent are
standing, that is in the majority of cases the second or the
seventh rank respectively. If both Rooks cooperate with each
other in this rank they usually decide the victory within a short
time.
Following is an example which is taken from a master game. As far
as the material is concerned the players are about even, as the
Queen is worth as much as the two Rooks while Knight and Bishop
are an approximate equivalent of the Black Rook and the Pawn
which Black is ahead. The Pawn a4 is rather dangerous for White,
as he needs only three more moves to reach the first rank where
he can be promoted into any piece. On the other hand the Rooks
doubled in the seventh rank give White so strong an attack on the
Black King that he forces the mate before Black succeeds in
realizing the advantage of his advanced passed Pawn.
+---------------------------------------+
8 | | | | | #R | #K | | |
|---------------------------------------|
7 | | #P | ^R | ^R | | #P | #P | #P |
|---------------------------------------|
6 | | | | | | | | |
|---------------------------------------|
5 | | | | | | | | |
|---------------------------------------|
4 | #P | | | | ^P | ^Kt| | |
|---------------------------------------|
3 | | | | | | | ^P | ^B |
|---------------------------------------|
2 | #Q | | | | | ^P | | ^P |
|---------------------------------------|
1 | | | | | | | ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 30.
It is White's move. If Black's Queen did not protect the Pawn f7
White would be able to give a mate in five moves, thus: (I)
Rxf7+, K-g8; (2) Rxg7+, K-h8 (not K-f8 on account of Rc7-f7
mate); (3) Rxh7+, K-g8; (4) R-g7+ and Kt-g6 mate.
Therefore, White will try to interrupt the diagonal in which the
Queen defends the threat, and he can do so by (1) Kt-d5. Black
being unable to keep f7 protected, must defend g7 or h7, or he
will be mated. In the game in question Black played Q-a1+ ; (2)
K-g2, P-a3. After (3) Rxf7+, K-g8 it would not be good for White
to take g7, giving up the two Rooks for the Queen, as he would
then have no more attack while Black still has the dangerous Pawn
in the a-line. If possible he will rather interrupt again the
diagonal of Black's Queen. This suggests the move (4) Kt-f6+.
After Pxf6 White's Rooks are at last free to act unmolested in
the seventh rank, and they do it with deadly effect. White forces
the mate through (5) R-g7+, K-h8; (6) Rxh7+, K-g8; (7) Rh7-g7+,
K-h8; (8) B-f5! Now R-g4 is threatened followed by R-h7 mate, and
Black has no defense.
In the opening and in the middle game the main threat of a Rook
is the "pinning" of a hostile piece. What is meant by this is
illustrated in Diagram 31. Supposing Black, to save his Knight f6
which White has just attacked by P-e5, plays Kt-g4 and after (2)
P-h3 takes the Pawn e5 with the Knight g4, then White wins a
piece by (3) Ktxe5, Ktxe5; (4) R-e1. This move "pins" Black's
Knight to his place as the King would be exposed to White's Rook
if the Knight moved. (4) ..., P-d6 or Q-e7 is not a sufficient
defense, for White continues with (5) P-f4.
+---------------------------------------+
8 | #R | | #B | #Q | #K | | | #R |
|---------------------------------------|
7 | #P | #P | #P | #P | | #P | #P | #P |
|---------------------------------------|
6 | | | #Kt| | | #Kt| | |
|---------------------------------------|
5 | | | #B | | ^P | | | |
|---------------------------------------|
4 | | | ^B | #P | | | | |
|---------------------------------------|
3 | | | | | | ^Kt| | |
|---------------------------------------|
2 | ^P | ^P | ^P | | | ^P | ^P | ^P |
|---------------------------------------|
1 | ^R | ^Kt| ^B | ^Q | | ^R | ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 31.
Pieces that can be used for pinning a hostile man are, apart from
the Rooks, the Queen and the Bishops; in fact pinning is the main
activity of a Bishop throughout the game. Right after the first
few moves one of the Bishops, as a rule, finds an opportunity to
pin a hostile Knight. For instance: (1) P-e4, P-e5; (2) Kt-f3,
Kt-c6; (3) B-b5 and as soon as the Pawn d7 moves in order to give
an outlet to the Bishop c8, the Knight c6 is pinned. Or: (1) P-
d4, P-d5; (2) Kt-f3, Kt-f6; (3) P-c4, P-e6; (4) B-g5 and the
Knight f6 is pinned, as the Queen would be lost if the Knight
moved.
+---------------------------------------+
8 | #R | | | | | #R | #K | |
|---------------------------------------|
7 | #P | #P | #P | #B | #Q | #P | #P | #P |
|---------------------------------------|
6 | | #B | #Kt| | | #Kt| | |
|---------------------------------------|
5 | | | | | #P | | ^B | |
|---------------------------------------|
4 | | | | | | | | |
|---------------------------------------|
3 | | ^B | ^Kt| ^P | | ^Kt| | ^P |
|---------------------------------------|
2 | ^P | ^P | ^P | ^Q | | ^P | ^P | |
|---------------------------------------|
1 | ^R | | | | ^R | | ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 32.
The disadvantage arising from having a piece pinned is often that
the opponent might be able to concentrate more men to attack the
piece which is pinned than can be gathered for defense. The
position of Diagram 32 will serve as an illustration.
Two of Black's men are pinned, namely, the Knight f6 and the Pawn
e5, and of both pins White can take advantage.
The Pawn e5 is attacked twice and defended twice. White cannot
take Pawn, as he would lose Knight and Rook but would get for it
only Knight and Pawn. However, he can win the Pawn by playing (1)
P-d4. This attacks the Pawn for the third time and although Black
can defend him for the third time with R-e8, the defense is not
serviceable as Black would lose Pawn, Knight and Queen for Pawn,
Knight and Rook.
P-e4 in answer to P-d4 would not help either; for on e4 the Pawn
is twice attacked and only once protected as the Knight f6 cannot
be counted as protection on account of his being pinned by the
Bishop g5. All White needs to do is to take the Knight f6 first
and then to capture the Pawn e4.
It remains to examine whether in answer to (1) P-d4 Black can
take the Pawn with either Bishop or Knight. Apparently this is
possible as the Pawn d4 is protected only by the Knight f3 and
the Queen. Indeed, the combination would be correct if the Bishop
d7 were sufficiently protected. As it is White wins a piece in
the following way:
(1) P-d4 Bxd4
(2) Ktxd4 Ktxd4
(3) Qxd4 Pxd4
(4) Rxe7 Pxc3
Up to this move an even exchange of pieces has taken place, but
now Black loses the Bishop which is attacked by White's Rook,
because White can remove the Knight which protects the Bishop.
(5) Bxf6 Pxf6
(6) Rxd7, etc.
Instead of playing (1) P-d4 and taking advantage of the fact that
the Pawn e5 is pinned, White can direct his attack against the
other Black man which is pinned, namely the Knight f6. He can
play (1) Kt-d5 and thereby attack the Queen and at the same time
the Knight f6 for the second time. It will not be evident to the
beginner that White can derive any advantage from this double
attack, as Black can answer either Q-d6 or Q-d8 keeping his
Knight twice protected. Indeed, White does not gain anything on
f6, the square itself upon which the pin is effected, but he uses
the pin to force an opening into the chain of Pawns which
protects Black's King by exchanging on f6, compelling Black to
retake with the Pawn g7. The advantage resulting from this break
in Black's Pawn position will be explained later on when
discussing the strategy of the middle-game.
SACRIFICING
A player is said to SACRIFICE if he allows a certain amount of
his forces to be captured without recapturing himself an
equivalent amount of his opponent's forces. He will not, of
course, knowingly do so unless he expects to obtain some other
advantage which will at least compensate for his loss of
material. Such compensation can only be afforded by a superiority
of the position. In as much as a position can only be considered
superior if it enables the mating of the opposing King or the
obtaining of an advantage in material which will secure a win in
the ending, it is evident that in sacrificing a player really
never intends to give up more than he gets, but that on the
contrary he expects to gain more than he loses. In other words, a
sacrifice, if correct, is a sacrifice only TEMPORARILY, and very
soon yields either the same, if not more material, or an attack
on the King to which the latter falls victim.
The less evident the way is in which a player recovers the
material sacrificed or realizes an equivalent advantage the more
beautiful the sacrifice is considered. If the effect of a
sacrifice is a direct mating attack on the King, it is as a rule
not difficult to foresee as long as the typical mating positions
are known to the player, most of which have been discussed in the
previous chapter. The following diagrams illustrate examples of
such sacrifices which occur fairly often in actual games.
In Diagram 33, White on the move can play for a similar mate as
the one explained in the discussion of Diagram 29 by placing his
Rook on g3. The best protection against Rxg7 which Black has at
his disposal is P-f6. But if he does not know the mating position
illustrated in Diagram 29 he is liable to play P-g6, and then
White forces the mate by sacrificing his Queen on h7.
(1) R-g3 P-g6
(2) Qxh7+ Kxh7
(3) R-h3+ K-g8
(4) R-h8+
Black could have prolonged the agony one move by interposing his
Queen on h4 on the third move.
+---------------------------------------+
8 | | | #R | | | | #K | |
|---------------------------------------|
7 | #P | #P | #R | | #Q | #P | #P | #P |
|---------------------------------------|
6 | | | #Kt| | #P | | | |
|---------------------------------------|
5 | | | | #P | | | | ^Q |
|---------------------------------------|
4 | | | | | | ^P | | |
|---------------------------------------|
3 | | ^P | | | ^P | ^R | | |
|---------------------------------------|
2 | ^P | ^B | ^P | | | | ^P | ^P |
|---------------------------------------|
1 | ^R | | | | | | ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 33
In the position of Diagram 34 White institutes a mating attack by
(1) P-f6. The only move to protect the mate on g7 is P-g6. It
will then be White's desire to enter with his Queen on h6 again
threatening the checkmate on g7. He will, therefore, play either
Q-f4 or Q-g5. Black has no other way to defend himself against
White's threat than by K-h8 followed by R-g8. But after K-h8; Q-
h6, R-g8 White plays R-f3 and Black is unable to prevent White
from sacrificing his Queen on h7 and mating by R-h3.
If Black's Queen were standing on c5 instead of b5 he could avert
the mate by moving the Rook f8 and playing the Queen to f8
thereby protecting g7.
+---------------------------------------+
8 | #R | | | | | #R | #K | |
|---------------------------------------|
7 | #P | #P | | | | #P | #P | #P |
|---------------------------------------|
6 | | | #Kt| | | | | |
|---------------------------------------|
5 | | #Q | | #P | ^P | ^P | | |
|---------------------------------------|
4 | | | #P | | | | | |
|---------------------------------------|
3 | | | | | | | ^Q | |
|---------------------------------------|
2 | ^P | ^P | | ^B | | | ^P | ^P |
|---------------------------------------|
1 | ^R | | | | | ^R | | ^K |
+---------------------------------------+
a b c d e f g h
DIAGRAM 34.
The mate with Rook and Knight demonstrated by the position of
Diagram 28 is liable to occur in several variations of the play
which might result from the following situation:
+---------------------------------------+
8 | | | | #R | | #Kt| | #K |
|---------------------------------------|
7 | #P | #B | #Q | | #R | #P | #P | |
|---------------------------------------|
6 | | #P | | | #P | | | #P |
|---------------------------------------|
5 | | | #P | | ^P | | | ^Q |
|---------------------------------------|
4 | | | ^B | ^P | ^Kt| | ^R | |
|---------------------------------------|
3 | | | ^P | ^R | | | | |
|---------------------------------------|
2 | ^P | | | | | ^P | ^P | ^P |
|---------------------------------------|
1 | | | | | | | ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 35.
White starts his mating attack with (1) Kt-f6. This threatens the
sacrifice of the Queen on h6 followed by R-g8 mate. White's
Knight move can hardly be called a sacrifice as it is quite
evident that Black cannot take the Knight on account of Qxh6+,
Kt-h7; Q-g7 mate. The only way to parry White's threat is (1)
..., Kt-g6. However, this helps only momentarily as White
continues (2) R-h3 threatening Q-g5, Rxh6+ and Qxh6 mate, a
threat against which Black has no defense. White can very nearly
force the mate by sacrificing his Queen on h6 instead of the
Rook. But after (3) Qxh6, Pxh6; (4) Rxh6+, K-g7; (5) R-h7+, K-f8;
(6) R-h8+ Black does not take the Rook as White would like him to
do to enable the mate R-g8, but he goes back to g7 with the King
and White could not do any better than draw by perpetual check on
h7 and h8.
+---------------------------------------+
8 | #R | | | #Q | | #R | #K | |
|---------------------------------------|
7 | | #B | | | | #P | #P | #P |
|---------------------------------------|
6 | #P | #Kt| #Kt| | #P | | | |
|---------------------------------------|
5 | | #P | #P | #P | ^P | | | |
|---------------------------------------|
4 | | | | ^P | | ^P | | |
|---------------------------------------|
3 | | | ^P | ^B | | ^Kt| | |
|---------------------------------------|
2 | ^P | ^P | | ^Kt| | | ^P | ^P |
|---------------------------------------|
1 | ^R | | | ^Q | | ^R | ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 36.
In the position of Diagram 36 White can make an attack which will
recall somewhat the play shown in connection with Diagram 25. (1)
Kt-g5 would not lead to anything, as Black could defend himself
by P-g6 or P-h6. White has a much more direct way to attack the
black King. This is by the sacrifice (1) Bxh7+. After Kxh7; (2)
Kt-g5+, K-g8; (3) Q-h5 Black can protect the mate only by
sacrificing his Queen for White's Knight. For (3) ..., R-e8 with
the view to escape with the King to e7 via f8 if attacked by Q-h7
and Q-h8 would be rendered futile by White through (4) Qxf7+, K-
h8; (5) Q-h5+, K-g8; (6) Q-h7+, K-f8; (7) Q-h8+, K-e7; (8) Qxg7
mate. Before making the sacrifice of the Bishop White will, of
course, have to make sure that Black cannot save himself by
evading altogether the attack which is threatened through Q-h5.
Black could, indeed, avoid this variation by going with the King
to g6 on the second move instead of g8. But in this case too
White has a winning continuation. He would play (3) Q-g4
threatening to win Black's Queen by the discovered check Ktxe6.
If Black moves the Queen, then White gives the discovered check
in any case forcing the King to h7 and leading over to the
variation which was originally intended. If, on the other hand,
Black tried (3) ..., P-f5, attacking White's Queen and thereby
rendering the discovered check ineffective, White would first
take the Pawn en passant and after (4) Pxf6, Kxf6 the Queen mates
on e6.
Frequently a sacrifice is brought to maintain a pin which is
bound to yield a piece in return sooner or later. The position of
Diagram 37 is typical for cases of this kind.
+---------------------------------------+
8 | #R | | #B | #Q | | #R | #K | |
|---------------------------------------|
7 | #P | #P | #P | | | #P | #P | #P |
|---------------------------------------|
6 | | | #Kt| #P | | #Kt| | |
|---------------------------------------|
5 | | | | | #P | | ^B | |
|---------------------------------------|
4 | | #B | ^B | | ^P | | | |
|---------------------------------------|
3 | | | ^Kt| ^P | | ^Kt| | |
|---------------------------------------|
2 | ^P | ^P | ^P | | | ^P | ^P | ^P |
|---------------------------------------|
1 | ^R | | | ^Q | | ^R | ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 37.
Supposing Black plays (1) ..., P-h6; (2) B-h4, P-g5 to free
himself of the pinning Bishop. Then White can sacrifice the
Knight f3 for the two black Pawns and thereby maintain the pin
with the threat to regain the Knight immediately through Kt-d5.
The ensuing play could be the following: (3) Ktxg5, Pxg5; (4)
Bxg5, Bxc3; (5) Pxc3. Now White threatens to play P-f4 and Pxe5
opening the line of his Rook and thereby attacking the pinned
Knight for the second time. This threat cannot be effectively
countered. Black could try to unpin the Knight by (5) .... K-g7;
(6) P-f4, Q-e8. Indeed, Black saves his Knight in this way, but
the exposed position of his King leads to a speedy disaster. For
instance: (7) Pxe5, Kt-h7; (8) B-f6+, Ktxf6; (9) Pxf6+, K-h7;
(10) Q-h5+, K-g8; (11) Q-g6+, K-h8; (12) Q-g7+/-. Black could not
take White's Queen on the 11th move because the Pawn f7 was
pinned by the Bishop c4.
If Black had moved his King to g8 or g6 on the 8th move instead
of taking the Bishop f6, White would have forced the mate by
sacrificing his Rook on f5, thereby cutting off the Bishop c8 and
giving his Queen access to the square g4.
Sacrifices with the view to utilizing a pin occur in various
other versions which are essentially different from the one
illustrated above. Following are typical examples of the three
most frequent cases.
In the position of Diagram 38 Black must not take the Pawn e4
although he can protect the Knight with B-f5 in case White pins
him with R-e1.
+---------------------------------------+
8 | #R | | #B | | #K | | | #R |
|---------------------------------------|
7 | #P | #P | | | | | #P | #P |
|---------------------------------------|
6 | | | #P | | | #Kt| | |
|---------------------------------------|
5 | | | | | | | | |
|---------------------------------------|
4 | | | | | ^P | ^Kt| | |
|---------------------------------------|
3 | | | | | | | ^B | |
|---------------------------------------|
2 | ^P | ^P | | | | | ^P | ^P |
|---------------------------------------|
1 | ^R | | | ^R | | | ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 38.
The way in which White would obtain the advantage is this:
(1) R-e1 B-f5
(2) Rxe4 Bxe4
(3) R-e1
Through sacrificing one Rook for the Knight White has freed the
square e1 for the other Rook who now pins the Black Bishop
without Black being able to protect it.
The position of Diagram 39 is somewhat related to that of Diagram
38, as far as the possibility of a sacrifice for the sake of a
pin is concerned. If White plays B-b5+ Black must not interpose
his Bishop, for White will give up his Rook for the Bishop in
order to force the Rook d8 into a pinned position and then he
will win the Rook by R-d1.
+---------------------------------------+
8 | | | | #R | #K | | | #R |
|---------------------------------------|
7 | #P | #P | | | | #P | #P | #P |
|---------------------------------------|
6 | | | | | #B | | | |
|---------------------------------------|
5 | | | | | #P | | | |
|---------------------------------------|
4 | | | | | ^P | | | |
|---------------------------------------|
3 | | | | | | | | |
|---------------------------------------|
2 | ^P | ^P | ^P | | | | ^P | ^P |
|---------------------------------------|
1 | | | ^K | ^R | | ^B | | ^R |
+---------------------------------------+
a b c d e f g h
DIAGRAM 39.
In the position of Diagram 40 there is also a possibility of a
sacrifice with the view to pin a piece that defends a certain
threat as long as it is mobile. White plays (1) Q-d5, and Black
dares not take White's Knight with his Queen for White would
continue (2) Qxf7+, Rxf7; (3) R-e8+/-.
What Black could try is (1) Kt-h6.
+---------------------------------------+
8 | #R | | #B | #Q | | #R | #K | |
|---------------------------------------|
7 | #P | #P | | #P | | #P | #P | #P |
|---------------------------------------|
6 | | | | #P | | | | |
|---------------------------------------|
5 | | | | | | #Kt| ^Kt| |
|---------------------------------------|
4 | | | ^B | | ^R | | | |
|---------------------------------------|
3 | | | | | | | | |
|---------------------------------------|
2 | ^P | ^P | | | | ^P | ^P | ^P |
|---------------------------------------|
1 | ^R | | | ^Q | | | ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 40.
The Pawn f7 would then be three times attacked and three times
protected so that White cannot take him as now the pin of the
Rook resulting from Ktxf7, Ktxf7; Qxf7, Rxf7 does not lead to
anything, the square e8 being protected by the Queen. However,
White can force the win by (2) Ra1- e1, threatening again the
sacrifice of f7, as he now controls the square e8 twice. If Black
replies (2) ..., Q-f6, protecting f7 for the fourth time and
thereby making impossible White's sacrifice on that point, White
continues with (3) R-e8. This threatens Rxf8+, Kxf8; Ktxh7+
winning the Queen. Black cannot defend himself with Q-g6 on
account of (4) B-d3 followed by Bxh7+ and Rxf8, etc., nor can he
play (3) ..., Q-f4 on account of P-g3 followed by Qxd6, attacking
the defenseless Rook f8.
A sacrifice with the view to enabling a mating attack through the
cooperation of Rooks and Bishop somewhat similar to the examples
discussed in the previous chapter is possible in the position of
Diagram 41 which occurred in a Tournament game in London in which
the author conducted the black men.
Black's combination starts with the sacrifice of the Queen on f3.
After (1) ..., Qxf3; (2) Pxf3, B-h3+; (3) K-g1 White's King is
held in an immobile position by the Black Bishop and a check with
one of Black's Rooks in the g-file would be deadly.
However, White can, for a while, protect himself against all
mating attempts of Black. If Black continued (3 ) ..., R-e6,
White would take the Pawn d3 with the Queen thereby defending
the mate R-g6. After giving up his Queen for one of Black's Rooks
White would still have an advantage in material.
The correct way to carry on the attack is (3) ..., Ra8-e8, as
then White cannot take the Pawn d3 on account of R-e1+; Q-f1,
Rxf1+; Rxf1, R-e6 and R-g6 mate.
+---------------------------------------+
8 | #R | | #B | | | | #K | |
|---------------------------------------|
7 | #P | #P | | | | #P | #P | #P |
|---------------------------------------|
6 | | | | | | #Q | | |
|---------------------------------------|
5 | | | | | | | | |
|---------------------------------------|
4 | | ^P | ^P | | | | | |
|---------------------------------------|
3 | | | | #P | | ^Kt| | |
|---------------------------------------|
2 | | ^P | | | #R | ^P | ^P | ^P |
|---------------------------------------|
1 | ^R | | | ^Q | | ^K | | ^R |
+---------------------------------------+
a b c d e f g h
DIAGRAM 41.
The main threat of Black's third move is R-e6-g6 mate. Another
threat is P-d2 followed by R-e1+. The only way for White to
defend himself is (4) P-f4. If now P-d2, then (5) P-f3, R-e1+;
(6) K-f2 affords a sufficient protection. And if (4) ..., Re8-e6,
then (5) P-f5 prevents the Rook from going to g6.
However, by repeating the mating threat with (5) ..., Re6-e4,
which forces White to protect, g4 by (6) P-f3 Black opens the
second rank for a combined assault of the Rooks similar to the
one illustrated by Diagram 30. What makes matters worse for White
is that with (6) ..., R-g2+ he is forced into the line of the
Bishop h3 so that he is exposed to a discovered check. After (7)
K-f1, Rxb2 discovered check; (8) K-g1, Re4-e2 White must give up
his Queen for the Rook immediately, as otherwise Black would mate
in four moves by R-g2+, K-f1, Rxh2+, K-g1, Rb2-g2+; K-f1, Rxh1+/-.
Although White is still ahead in material after (9) Qxe2, Rxe2 he
cannot avoid the loss of the game on account of the continued
threat which Black exerts by the cooperation of his Rook and his
Bishop. The only move which would save the Rook a1 from getting
lost through R-g2+, followed by a discovered check with
simultaneous attack of the Rook by Black's Rook would be (10) R-
d1 with the idea of protecting the Rook with the King thus (10)
..., R-g2+; (11) K-f1, R-d2; (12) K-e1; but this plan fails as
Black checkmates with (12) ..., R-e2.
A mating position which has not been discussed up to now but
which occurs frequently enough in the actual game to warrant its
special mention is one in which the King is deprived of all
mobility by his own men who surround him and in which a hostile
Knight can check the King. Diagram 42 offers an example.
+---------------------------------------+
8 | | | #Q | | #R | | | #K |
|---------------------------------------|
7 | #P | #P | | | | | #P | #P |
|---------------------------------------|
6 | | | | | | #B | | |
|---------------------------------------|
5 | | | | ^R | | | ^Kt| |
|---------------------------------------|
4 | | | ^Q | | | | | |
|---------------------------------------|
3 | | | | | | | ^P | |
|---------------------------------------|
2 | ^P | ^P | | | | | | ^P |
|---------------------------------------|
1 | | | | | | | ^K | |
+---------------------------------------+
a b c d e f g h
DIAGRAM 42.
White on the move can force the mate by (1) R-d8, a very
surprising sacrifice indeed, for not only can Black take the Rook
with either Queen or Rook but he can also take White's Queen. In
the latter case, however, he would be mated in two moves by (2)
Rxe8+, Q-g8; (3) Kt-f7. This is one example of the "throttled
mate" by the Knight. Another one, which is really the typical
one, occurs if Black takes the Rook instead of the Queen. The
mating process then is: (2) Kt-f7+, K-g8; (3) Kt-h6 double check,
K-h8; (4) Q-g8+, Rxg8; (5) Kt-f7+/-. White could not have played Q-
g8+ right on the second move because then Black would have taken
the Queen with the King, while he could not do so with White's
Knight on h6.
Sacrifices made with the view of a direct mating attack are, as a
rule, the easiest to figure out, as there is no guesswork
connected with them. In those cases the player does not face the
question as to whether the position attained after the sacrifice
will be strong enough to insure a gain of material at least
equivalent to the amount of material sacrificed, a question which
to answer correctly sometimes requires a good deal of instinct
trained by experience; all that is necessary if to ascertain
whether the opponent can be mated in a definite number of moves
or not. If the mate cannot be clearly foreseen, the sacrifice
must not be made. The possibility of a sacrifice with consequent
forced mate is always indicated if a greatly superior force is
available for attack at the part of the board where the opposing
King is located. An example is offered by the position reproduced
on the book cover.
[E-text editor note: The position on the book cover is:
+---------------------------------------+
8 | #R | #Kt| | | | #R | #K | |
|---------------------------------------|
7 | #P | #B | #P | #P | #Q | | #P | #P |
|---------------------------------------|
6 | | #P | | | #P | #B | | |
|---------------------------------------|
5 | | | | | ^Kt| | | ^Q |
|---------------------------------------|
4 | | | | ^P | ^Kt| | | |
|---------------------------------------|
3 | | | | ^B | | | | |
|---------------------------------------|
2 | ^P | ^P | ^P | | | ^P | ^P | ^P |
|---------------------------------------|
1 | ^R | | | | ^K | | | ^R |
+---------------------------------------+
a b c d e f g h ]
This position occurred in a game between Sir G. A. Thomas of
London and the author. Black has just played Q-e7 in order to
protect the mate which was threatened by Ktxf6+ followed by Qxh7.
If in the position of the diagram White played Kt-f6+, Black
would retake with the Pawn, thereby protecting the Pawn h7 with
his Queen. However, White can force the mate with a neat Queen's
sacrifice which drives Black's King right into the arms of the
remaining White pieces. Play continued as follows:
(1) Qxh7+ Kxh7
(2) Ktxf6++ K-h6
The King cannot go to h8 on account of Kt-g6 mate. White now
continually checks Black's King in such a manner that he has only
one square to go to until he is finally driven to the first rank,
all White pieces participating in the chase.
(3) Kte5-g4+
In answer to Ktf6-g4+ Black would play K-h5; (4) B-g6+, K-h4; (5)
P-g3+, K-h3 and there is no mate.
(3) ... K-g5
(4) P-h4+ K-f4
(5) P-g3+ K-f3
(6) B-e2+ K-g2
(7) R-h2+ K-g1
(8) K-d2 mate.
White could have forced the mate in seven instead of eight moves
by playing (6) K-f1, or (6) o-o, for there was no protection
against (7) Kt-h2.
III
GENERAL PRINCIPLES OF CHESS STRATEGY
In reading the chapter on "Elementary Tactics" the beginner will
have obtained a fair idea of the value of the different pieces
and he will have gained an insight into the possibilities of
their cooperation. However, the fundamental principle of Chess
strategy, the method of developing the inherent powers of the men
so that they may be able to do all the work possible for them,
will still be a secret to him.
At the beginning of the game the Knights are the only pieces
which are able to move, and consequently the other pieces are
worthless until openings have been created for them by Pawn
moves. Now, the first thing the beginner should try to keep in
mind is that only such Pawn moves can be good as open lines for
their fellow pieces or obstruct lines of opposing men. The reason
is this:
In any hand to hand fight evidently that player will get the
better of it who has more pieces ready for action on the
battlefield. When examining the typical positions discussed in
the previous chapter the fact will strike the observant reader
that the winning player always has a decided superiority of
forces at his disposal where the actual fight is going on, so
that in some cases he can even sacrifice a great amount of them
and still have enough left for the final onslaught against the
King. The same holds good in combinations where lesser objects
than the King are fought for; the player who has more pieces
ready to take part in the struggle will emerge victorious; the
player who attacks with less pieces than the opponent has on the
spot for defense, cannot hope to succeed.
The important point, therefore, is to place the pieces so that
they will be in readiness for concentration on whatever part of
the board they are needed.
Moreover, it will be important to place the pieces on such
favorable squares in the shortest possible time--meaning with the
smallest number of moves--as wasting moves on maneuvers which do
not further the mobilization of the troops will give the opponent
an opportunity to gather a superior force somewhere on the board
and make an attack with the best chance in the world to succeed
before reinforcements can be brought up.
With this aim in mind the beginner will readily see that it is by
no means immaterial which Pawn moves are made in the opening. The
fact that a Pawn move opens an outlet for a piece is not
sufficient. If possible Pawn moves will have to be found which
enable the development of more than one piece for they will lead
to an advantage in the mobilization unless the opponent, too,
hastens the development of his pieces by equally good Pawn moves.
The only Pawn moves which fit this description are moves with the
King's or Queen's Pawns as they open lines for Queen and Bishop--
apart from an additional square for the Knight--while the other
Pawns cannot free the way for more than one piece. Whether the
move with the King's Pawn or the Queen's Pawn is better when
beginning the game is impossible to say. In neither case can it
be proved that White can obtain an advantage which is sufficient
to win the game. With correct play on both sides it can be only
White who gains an advantage, for he has the first move and so he
is one move ahead of Black in the development as long as he does
not waste any time on maneuvers which do not increase the
mobility of his pieces.
By the mobility of a piece is meant the number of squares
accessible to it. A Bishop or a Rook which stands in an
unobstructed file is obviously worth more than one whose sphere
of action is limited on account of his way being blocked. This
does not mean, however, that a Bishop or a Knight to whom, at a
certain moment, three or four squares are accessible, is more
valuable than a Rook who at the same moment can go only to one or
two squares; for a few moves later the Rook might be in
possession of his full freedom while the action of the Bishop or
the Knight might be hampered. It is, therefore, best to value the
pieces according to their latent strength, that is, the strength
which is likely to show in the ending after all temporary
obstructions have been removed. The comparative values given for
the different men on page 42 will serve as good guide in most
cases. It is not advisable though to give up a minor piece for
three Pawns or two minor pieces for a Rook and one Pawn as long
as Queens and minor pieces are on the board, as with a piece
ahead the opponent mostly succeeds in winning through a direct
attack against the King before the superiority of Pawns becomes
dangerous.
In trying to place the pieces on squares where they have as much
mobility as possible individual thought is required with each new
game as it depends altogether upon the moves of the opponent
which lines can be opened for Bishops, Rooks and Queen and where
a good field of action can be secured for the Knights. However,
it is possible to give a few rules which common sense tells us
must hold good in the majority of games if both players play
well. Of course, if a player makes bad moves in the opening, that
is, moves which do not aim at a speedy mobilization of all
pieces, then the opponent may soon have a chance to win the game
with moves which are not in accordance with those common sense
rules either but which force an immediate issue in a maneuver of
a kind that ordinarily does not occur in an opening but is
characteristic of the middle game. This is a point which the
majority of Chess players overlook. They argue that--granted the
value of general principles of strategy, which will greatly help
to build up a safe position--cases occur in which a move may win
which is not according to principles, and that, therefore,
following the trend of a certain combination which seems
profitable, is advisable even if the general principles are
violated.
Even a Chess master once said, that generalities are of no use in
Chess and that it is necessary to figure out every move in all
variations to which it may lead to make sure that the move is
good. As an example he offered the following opening: (1) P-f3,
P-e5; (2) P-g4. Now, he asks, should Black omit to give the
checkmate with Q-h4 because it is against the general principles
to bring out the Queen at an early stage of the game?
The shallowness of this argument is obvious. The reason for the
general rule that the Queen should not come out too soon is that
she is liable to be attacked by the minor pieces of the opponent
so that she has to move again and again and time is lost which
could be used for the development of other pieces. Of course, if
the opponent does not develop his pieces, the Queen may often
come out without danger and she may do a lot of harm before she
can be driven away.
In formulating general strategical principles it is, then,
assumed that both players will follow them, and it is taken for
granted that if one player deviates from these principles and
thereby weakens himself at some point, the other player is
expected to exact the full penalty for this deviation with any
means at his disposal. It will always be found that these means
are also indicated by the general principles if only their
meaning is intelligently applied to the position in question.
As was stated before, the point of greatest importance in the
opening is to develop the pieces without loss of time, that is,
to place them on squares where they have as much mobility as
possible without making any move which retards this development.
There are different ways in which the development may be
retarded, and which consequently must be avoided. For instance,
no Pawn move should be made which is not absolutely necessary to
open a line for a piece; or, no piece should move twice as long
as there are pieces which have not yet moved at all; or, no piece
should be developed to a square from which the opponent can drive
it away at the same time furthering his own development; or, the
right of castling should not be foregone by moving the King or by
any other way, as castling develops a Rook and places the King in
safety with one move while more moves are required to the same
end if castling is not possible, and so on.
The beginner who makes this great principle of development quite
clear to himself has made the most difficult step on the way to
mastership. The grasp of the far reaching influence of the
mobility of the pieces in the opening upon the further
development of the whole game is really what distinguishes the
master from the average player.
Of course, it would be too difficult for the beginner to find out
for himself what squares are the most favorable for the different
pieces; at any rate, it would take him a long time to gain that
knowledge by experience. Fortunately, the experience of the
masters of several generations is accessible to us and so it is
possible to expedite considerably the process by which the mind
of the student is adapted to the tactics required in every game
of Chess to carry out the principle of speedy development. To a
great extent these tactics, too, can be simply explained from the
point of view of giving the pieces their utmost mobility so that
they will be readily understood by the reader who has followed
the arguments given in the foregoing pages.
There is a considerable difference in the constellation of the
pieces depending on whether the game is opened with (1) P-e4, P-
e5 or (1) P-d4, P-d5. These two openings shall therefore be
treated separately. All other openings are related to one of the
above main branches and need little additional discussion.
KING'S PAWN OPENINGS
After (1) P-e4, P-e5 the only Pawn which both players have to
move to enable the development of all pieces is the Queen's Pawn,
which obstructs the Queen's Bishop. Of course, it would also be
possible to secure an outlet for the Queen's Bishop by advancing
the Queen's Knight's Pawn one step; but in the long diagonal the
Bishop is ordinarily not so well posted as the development of the
Queen's Knight to his most natural square, that is c3 or c6
respectively, would block the way of the Bishop. The Queen's
Knight is best placed in the c-file because on the edge of the
board, in the a-file, he has less mobility; less squares are
accessible to him. In order to place him in the d-file it would
be necessary to move the d-Pawn, and as this would also give an
opening to the Queen's Bishop the move of the Queen's Knight's
Pawn is superfluous.
Before moving the Queen's Pawn the players will have to make sure
that in advancing him they will not block the way of any piece.
Consequently, White will not play P-d3 on his second move. He
will first develop the King's Bishop. Of course, he will not
place him on d3, obstructing the Queen's Pawn and thereby the
Queen's Bishop. Neither will he play B-b5, as Black could drive
him away from there immediately with P-c6, opening another
diagonal for the Queen. The choice between the remaining squares,
e2 and c4, is not difficult. On e2 the Bishop would be in the way
of the Queen and his way would soon be blocked by the King's
Knight, who for similar reasons to those given for the move of
the Queen's Knight will go to f3 in preference to other squares.
Therefore, the only move to be considered in case the King's
Bishop is played at this early stage of the game, is B-c4.
White is not forced to develop this Bishop on the second move by
any means. He could either play (2) Kt-f3 or (2) Kt-c3 or (2) P-
d4. The objection to the latter move, however, is that after (2)
...., Pxd4; (3) Qxd4 the white Queen is exposed to the attack of
the Knight b8, which means loss of time. Kt-f3 or Kt-c3 are
probably preferable to B-c4 on the second move, because it is
certain that the Knights will not find any better squares on
their initial move. The Bishop, however, may have an occasion to
be used on b5 instead of on c4, and it is a good thing, generally
speaking, to keep the option of moving a piece to different
squares as long as it is compatible with the other requirements
of the position.
That the Bishop may be used to advantage on b5 will be seen from
the following variation. Supposing White plays (2) Kt-f3. Then
the Pawn e5 is attacked. The only sensible protection is (2) ...,
Kt-c6; for P-f6 does not come into consideration, as it is a Pawn
move which does not add anything to the development of the
pieces; P-d6 blocks the Bishop f8; B-d6 obstructs the Queen's
Pawn and Q-f6 or Q-e7 hinders the development of the Knight or
the Bishop respectively. Now, it can readily be seen that after
(2) ..., Kt-c6 White may want to place his King's Bishop on b5,
for with this move he repeats indirectly his attack on the King's
Pawn through the threat to remove the protecting Knight. It is
true, that this threat needs no attention as long as White's
King's Pawn is not protected (for instance: (3) ..., Kt-f6; (4)
Bxc6, Pd7xc6; (5) Ktxe5, Q-d4 attacking Knight and Pawn at the
same time and thereby regaining the Pawn) but as soon as White
has defended the Pawn--with P-d3 may be--the Bishop b5 is at work
and Black must seek additional protection for the Pawn e5.
If White, on his second move, plays B-c4, he attacks the Pawn f7.
This Pawn is protected by Black's King and so he need not be
defended any further; but Black must be on the alert against a
concentration of some more white men on f7. White could try (3)
Q-f3 or Q-h5. However, Black would then have time to defend
himself with Kt-f6 or Q-e7 respectively.
Therefore, on the second move, Black may make any developing
move; he could, of course, play (2) ..., Kt-f6, preventing
White's Queen from going to h5, but this is unnecessary, as Q-h5
would be a very bad move, placing the Queen on a square from
which she is bound to be chased away very soon. For instance: (2)
...., B-c5; (3) Q-h5, Q-e7 (not P-g6 on account of Qxe5 attacking
the King and the Rook at the same time). Now, whatever White
plays, he will have to retire again with his Queen as soon as
Black attacks her with Kt-f6, and so he loses his birth-right of
attack; for it will be Black who is a move ahead in the
development instead of White, as it ought to be.
If both players refrain from premature attack the game might
develop as follows: (2) B-c4, B-c5; (3) Kt-f3, Kt-c6; (4) P-d3,
Kt-f6; (5) Kt-c3, P-d6; (6) o-o, o-o; (7) B-g5. This move is the
first one with which White trespasses the "frontier" which may be
said to run in the openings of all games between the fourth and
fifth ranks of the board. The Bishops are the only pieces for
whom there is a field of action in the opponent's camp early in
the game. They pin a hostile Knight and thereby exert a certain
pressure on the opponent who naturally does not like to see any
of his pieces deprived of its mobility. The fact that Black can
drive White's Bishop away with P-h6 does not lead to any loss of
time for White, for the Bishop can retire to h4, still
maintaining the pin, while Black has not furthered his
development by his Pawn move; in fact, he has somewhat
compromised his position and as explained by the discussion of
the position of Diagram 37 the advance of the Pawn g7 to g5
cannot follow without the risk that White will uphold the pin
even at the cost of a piece and obtain an overwhelming attack.
That the move P-h6 creates a weakness even if it is not followed
up by P-g5 will be demonstrated later on in the discussion of the
middle game. The correct answer to White's seventh move is easily
found with the help of the principle of development. If White did
not threaten anything Black would certainly think of nothing else
than the development of his Queen's Bishop, the only minor piece
which has not yet moved. Therefore, the first thing Black should
consider in countering the threat involved in White's last move
is a protection with a move of the Queen's Bishop. White's threat
is (8) Kt-d5, attacking the Knight f6 for the second time.
Although the Knight is twice protected, Black will naturally
endeavor to prevent an accumulation of hostile pieces on the
point f6, and he can do that indeed very easily by playing (7)
...., B-e6 with a view toward capturing the Knight if he should
move to d5.