KING, BISHOP, AND KNIGHT AGAINST KING.

{421}

Black.

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

| | | | | | | | |

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

| | | | | | | | |

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

| | | | | | | | |

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

| ^K | | #K | | | | | ^B |

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

| | | | | | | | |

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

| | | | | | | | |

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

| | | | | | | | |

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

| ^Kt| | | | | | | |

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

White.

FIG. 20.

[WHITE TO MOVE AND WIN.]

To checkmate with Bishop and Knight is a very difficult process. Checkmate

can only be forced if the Black King is driven to one of the Rook squares

of the same colour as the Bishop. In the position shown in Fig. 20 the

Black King must be driven either to Q R sq., or K R 8. Frequently the

Bishop and Knight are separated from the White King; in that case the Black

King cannot be prevented from moving to a Rook square of the opposite

colour to the Bishop. Then the forces must be brought together to act in

concert with the White King; when, by combined action, the Black King can

be forced on to a corner square of the same colour as White's Bishop, and

checkmated as shown in the appended solution. Mate can be forced in the

most {422} unfavourable position (see Fig. 20) in about thirty or

thirty-one moves.

WHITE. BLACK.

1. Kt to Kt 3: ch. 1. K to B 3

If 1. ... K to B 5; then 2. B to Q sq., K to B 6; 3. K to Kt 5, K to Q

6; 4. K to B 5, K to K 5; 5. B to B 2: ch., K to K 4; 6. Kt to Q 4, K

to B 3; 7. K to Q 6, K to B 2; 8. Kt to B 3, K to B 3; 9. Kt to K 5, K

to Kt 2; 10. K to K 6, and the King is gradually forced on to the last

row.

2. K to Kt 4 2. K to Q 4

3. B to B 3: ch. 3. K to Q 3

4. Kt to Q 4 4. K to K 4

5. K to B 5 5. K to B 3

6. K to Q 5 6. K to B 2

7. Kt to B 5 7. K to B 3

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

9. K to K 5 9. K to Kt 2

10. B to K 4 10. K to Kt sq.

11. K to B 6 11. K to R sq.

The King is now on the Rook square of opposite colour to the Bishop, and

must be driven to K R 8, or Q R square, in order to be checkmated.

12. Kt to B 7: ch. 12. K to Kt sq.

13. B to B 5 ...

Purposely losing a move (_coup de repos_); it is immaterial where the

Bishop moves to so long as it remains on the same diagonal, the object

being to force Black to move, without altering White's position.

... 13. K to B sq.

14. B to R 7 ...

Hoyle's Games Modernized · 第 423 / 461 题