KING AND PAWN AGAINST KING.

{411}

Black.

+---------------------------------------+

| #R | | | | | | | |

|---------------------------------------|

| | | | | | | | |

|---------------------------------------|

| #Q | | | | | | | |

|---------------------------------------|

| | | | | | | | |

|---------------------------------------|

| | | | | | | | |

|---------------------------------------|

| | ^P | | | | | | #K |

|---------------------------------------|

| | ^R | | | | | | |

|---------------------------------------|

| | | | | | | ^Q | ^K |

+---------------------------------------+

White.

FIG. 13.

[BLACK TO MOVE AND DRAW.]

In the majority of games, either one or the other player remains at the

close with a pawn, which has to be queened. Fig. 13 illustrates an ending

in which White is a pawn ahead, and if he had the move, would win with 1. R

to R 2, checkmate. It being, however, Black's turn to move, he is able to

exchange both Queen and Rook, and if he can stop White's pawn from reaching

the 8th square and becoming a Queen, he may draw the game. There {412} is a

simple method of ascertaining this at a glance without calculation (by

means of the imaginary "square" depicted in Fig. 14). Black forces the

exchange of pieces thus:

{413}

WHITE. BLACK.

... 1. Q to B 3: ch.

2. Q to Kt 2: ch. 2. Q takes Q: ch.

3. R takes Q 3. R to R 8: ch.

4. R to Kt sq. 4. R takes R: ch.

5. K takes R ...

Black.

+---------------------------------------+

| | +-|----|----|----|----|-+ | |

|-------|-----------------------|-------|

| | | | | | | | | | |

|-------|-----------------------|-------|

| | | | | | | | | | |

|-------|-----------------------|-------|

| | | | | | | | | | |

|-------|-----------------------|-------|

| | | | | | | | | | |

|-------|-----------------------|-------|

| | ^P-|----|----|----|----|-+ | #K |

|---------------------------------------|

| | | | | | | | |

|---------------------------------------|

| | | | | | | ^K | |

+---------------------------------------+

White.

FIG. 14.

[BLACK TO MOVE AND DRAW.]

Producing the position shown in Fig. 14; and Black draws; for the Black

King can reach the pawn before the White King can approach to defend it.

Consequently White can only advance the pawn; but the Black King will be

able to stop it from queening, for his next move will bring him _within_

{414} _the square_ (indicated above) in which the pawn stands, and in such

case he can always overtake it. Thus--

WHITE. BLACK.

... 5. K to Kt 6

6. P to Kt 4 6. K to B 5

7. P to Kt 5 7. K to K 4

8. P to Kt 6 8. K to Q 3

9. P to Kt 7 9. K to B 2

And the pawn is lost. It will be seen that the Black King remains with

every move _within the square_ of the pawn.

Black.

+---------------------------------------+

| | | | | | | | |

|---------------------------------------|

| | | | | | | | |

|---------------------------------------|

| | | | | | | | |

|---------------------------------------|

| | | | | | | | |

|---------------------------------------|

| | | | | | | | |

|---------------------------------------|

| | #K | | | | | | |

|---------------------------------------|

| | | | | | | ^P | |

|---------------------------------------|

| | | ^K | | | | | |

+---------------------------------------+

White.

FIG. 15.

[WHITE TO MOVE AND WIN.]

Fig. 15 illustrates a position in which the pawn can be supported by the

King. Here if White were at once to advance the pawn, the Black King would

move _within the square_ of the pawn and capture it. Therefore the King

must go to protect it.

1. K to Q 2 1. K to B 5

2. K to K 3 2. K to Q 4

3. K to B 4 3. K to K 3

4. K to Kt 5 4. K to B 2

5. K to R 6 5. K to Kt sq.

6. P to Kt 4 6. K to R sq.

7. P to Kt 5 7. K to Kt sq.

8. K to Kt 6 8. K to R sq.

9. K to B 7 ...

If Black had played 8. ... K to B sq., White would have played 9. K to R 7.

... 9. K to R 2

10. P to Kt 6: ch.

Hoyle's Games Modernized · 第 414 / 461 题