Produced by Suzanne Lybarger, Suzanne Shell, Jana Srna,
Keith Edkins and the Online Distributed Proofreading Team
at http://www.pgdp.net
[Illustration: JOSE R. CAPABLANCA]
CHESS
FUNDAMENTALS
BY
JOSE R. CAPABLANCA
_CHESS CHAMPION OF THE WORLD_
NEW YORK HARCOURT, BRACE & WORLD, INC.
LONDON: G. BELL AND SONS, LTD.
* * * * *
COPYRIGHT, 1921, BY
HARCOURT, BRACE & WORLD, INC.
(c) 1949 BY OLGA CAPABLANCA
_All rights reserved. No part of this publication may be reproduced or
transmitted in any form or by any means, electronic or mechanical,
including photocopy, recording, or any information storage and retrieval
system, without permission in writing from the publisher._
_Seventeenth Printing_
PRINTED IN THE UNITED STATES OF AMERICA
* * * * *
PREFACE
_Chess Fundamentals_ was first published thirteen years ago. Since then
there have appeared at different times a number of articles dealing with
the so-called Hypermodern Theory. Those who have read the articles may well
have thought that something new, of vital importance, had been discovered.
The fact is that the Hypermodern Theory is merely the application, during
the opening stages generally, of the same old principles through the medium
of somewhat new tactics. There has been no change in the fundamentals. The
change has been only a change of form, and not always for the best at that.
In chess the tactics may change but the strategic fundamental principles
are always the same, so that _Chess Fundamentals_ is as good now as it was
thirteen years ago. It will be as good a hundred years from now; as long in
fact as the laws and rules of the game remain what they are at present. The
reader may therefore go over the contents of the book with the assurance
that there is in it everything he needs, and that there is nothing to be
added and nothing to be changed. _Chess Fundamentals_ was the one standard
work of its kind thirteen years ago and the author firmly believes that it
is the one standard work of its kind now.
J. R. CAPABLANCA
_New York_
_Sept. 1, 1934_
* * * * *
LIST OF CONTENTS
PART I
CHAPTER I
First Principles: Endings, Middle-game and Openings
PAGE
1. SOME SIMPLE MATES 3
2. PAWN PROMOTION 9
3. PAWN ENDINGS 13
4. SOME WINNING POSITIONS IN THE MIDDLE-GAME 19
5. RELATIVE VALUE OF THE PIECES 24
6. GENERAL STRATEGY OF THE OPENING 25
7. CONTROL OF THE CENTRE 28
8. TRAPS 32
CHAPTER II
FURTHER PRINCIPLES IN END-GAME PLAY
9. A CARDINAL PRINCIPLE 35
10. A CLASSICAL ENDING 37
11. OBTAINING A PASSED PAWN 40
12. HOW TO FIND OUT WHICH PAWN WILL BE THE FIRST TO QUEEN 41
13. THE OPPOSITION 43
14. THE RELATIVE VALUE OF KNIGHT AND BISHOP 50
15. HOW TO MATE WITH KNIGHT AND BISHOP 59
16. QUEEN AGAINST ROOK 62
CHAPTER III
PLANNING A WIN IN MIDDLE-GAME PLAY
17. ATTACKING WITHOUT THE AID OF KNIGHTS 68
18. ATTACKING WITH KNIGHTS AS A PROMINENT FORCE 71
19. WINNING BY INDIRECT ATTACK 75
CHAPTER IV
GENERAL THEORY
20. THE INITIATIVE 77
21. DIRECT ATTACKS EN MASSE 78
22. THE FORCE OF THE THREATENED ATTACK 82
23. RELINQUISHING THE INITIATIVE 89
24. CUTTING OFF PIECES FROM THE SCENE OF ACTION 94
25. A PLAYER'S MOTIVES CRITICISED IN A SPECIMEN GAME 99
CHAPTER V
END-GAME STRATEGY
26. THE SUDDEN ATTACK FROM A DIFFERENT SIDE 111
27. THE DANGER OF A SAFE POSITION 120
28. ENDINGS WITH ONE ROOK AND PAWNS 122
29. A DIFFICULT ENDING: TWO ROOKS AND PAWNS 127
30. ROOK, BISHOP AND PAWNS _v._ ROOK, KNIGHT AND PAWNS 138
(A Final Example of preserving Freedom whilst
imposing restraint.)
CHAPTER VI
FURTHER OPENINGS AND MIDDLE-GAMES
31. SOME SALIENT POINTS ABOUT PAWNS 143
32. SOME POSSIBLE DEVELOPMENTS FROM A RUY LOPEZ
(showing the weakness of a backward Q B P; the
power of a Pawn at K 5, etc.) 146
33. THE INFLUENCE OF A "HOLE" 150
PART II
ILLUSTRATIVE GAMES
GAME.
1. QUEEN'S GAMBIT DECLINED (MATCH, 1909) 159
White: F. J. Marshall. Black: J. R. Capablanca.
2. QUEEN'S GAMBIT DECLINED (SAN SEBASTIAN, 1911) 163
White: A. K. Rubinstein. Black: J. R. Capablanca.
3. IRREGULAR DEFENCE (HAVANA, 1913) 169
White: D. Janowski. Black: J. R. Capablanca.
4. FRENCH DEFENCE (ST. PETERSBURG, 1913) 174
White: J. R. Capablanca. Black: E. A. Snosko-Borovski.
5. RUY LOPEZ (ST. PETERSBURG, 1914) 181
White: Dr. E. Lasker. Black: J. R. Capablanca.
6. FRENCH DEFENCE (RICE MEMORIAL TOURNAMENT, 1916) 189
White: O. Chajes. Black: J. R. Capablanca.
7. RUY LOPEZ (SAN SEBASTIAN, 1911) 197
White: J. R. Capablanca. Black: A. Burn.
8. CENTRE GAME (BERLIN, 1913) 201
White: J. Mieses. Black: J. R. Capablanca.
9. QUEEN'S GAMBIT DECLINED (BERLIN, 1913) 209
White: J. R. Capablanca. Black: R. Teichmann.
10. PETROFF DEFENCE (ST. PETERSBURG, 1914) 215
White: J. R. Capablanca. Black: F. J. Marshall.
11. RUY LOPEZ (ST. PETERSBURG, 1914) 221
White: J. R. Capablanca. Black: D. Janowski.
12. FRENCH DEFENCE (NEW YORK, 1918) 225
White: J. R. Capablanca. Black: O. Chajes.
13. RUY LOPEZ (NEW YORK, 1918) 231
White: J. S. Morrison. Black: J.R. Capablanca.
14. QUEEN'S GAMBIT DECLINED (NEW YORK, 1918) 238
White: F. J. Marshall. Black: J.R. Capablanca.
* * * * *
{3}
CHESS FUNDAMENTALS
PART I
CHAPTER I
FIRST PRINCIPLES: ENDINGS, MIDDLE-GAME AND OPENINGS
The first thing a student should do, is to familiarise himself with the
power of the pieces. This can best be done by learning how to accomplish
quickly some of the simple mates.
1. SOME SIMPLE MATES
EXAMPLE 1.--The ending Rook and King against King.
_The principle is to drive the opposing King to the last line on any side
of the board_.
[Illustration] {4}
In this position the power of the Rook is demonstrated by the first move,
R - R 7, which immediately confines the Black King to the last rank, and
the mate is quickly accomplished by: 1 R - R 7, K - Kt 1; 2 K - Kt 2.
The combined action of King and Rook is needed to arrive at a position in
which mate can be forced. The general principle for a beginner to follow is
to
_keep his King as much as possible on the same rank, or, as in this case,
file, as the opposing King._
When, in this case, the King has been brought to the sixth rank, it is
better to place it, not on the same file, but on the one next to it towards
the centre.
2...K - B 1; 3 K - B 3, K - K 1; 4 K - K 4, K - Q 1; 5 K - Q 5, K - B 1;
6 K - Q 6.
Not K - B 6, because then the Black King will go back to Q 1 and it will
take much longer to mate. If now the King moves back to Q 1, R - R 8 mates
at once.
6...K - Kt 1; 7 R - Q B 7, K - R 1; 8 K - B 6, K - Kt 1; 9 K - Kt 6,
K - R 1; 10 R - B 8 mate.
It has taken exactly ten moves to mate from the original position. On move
5 Black could have played K - K 1, and, according to principle, White would
have continued 6 K - Q 6, K - B 1 (the Black King will ultimately be forced
to move in front of the White King and be mated by R - R 8); 7 K - K 6,
K - Kt 1; 8 K - B 6, K - R 1; 9 K - Kt 6, K - Kt 1; 10 R - R 8 mate. {5}
EXAMPLE 2.
[Illustration]
Since the Black King is in the centre of the board, the best way to proceed
is to advance your own King thus: 1 K - K 2, K - Q 4; 2 K - K 3. As the
Rook has not yet come into play, it is better to advance the King straight
into the centre of the board, not in front, but to one side of the other
King. Should now the Black King move to K 4, the Rook drives it back by
R - R 5 ch. On the other hand, if 2... K - B 5 instead, then also
3 R - R 5. If now 3... K - Kt 5, there follows 4 K - Q 3; but if instead
3... K - B 6; then 4 R - R 4, keeping the King confined to as few squares
as possible.
Now the ending may continue: 4...K - B 7; 5 R - B 4 ch, K - Kt 6;
6 K - Q 3, K - Kt 7; 7 R - Kt 4 ch, K - R 6; 8 K - B 3, K - R 7. It should
be noticed how often the White King has moved next to the Rook, not only to
defend it, but also to reduce the mobility of the opposing King. Now {6}
White mates in three moves thus: 9 R - R 4 ch, K - Kt 8; 10 R - any square
on the Rook's file, forcing the Black King in front of the White, K - B 8;
11 R - R 1 mate. It has taken eleven moves to mate, and, under any
conditions, I believe it should be done in under twenty. While it may be
monotonous, it is worth while for the beginner to practice such things, as
it will teach him the proper handling of his pieces.
EXAMPLE 3.--Now we come to two Bishops and King against King.
[Illustration]
Since the Black King is in the corner, White can play 1 B - Q 3, K - Kt 2;
2 B - K Kt 5, K - B 2; 3 B - B 5, and already the Black King is confined to
a few squares. If the Black King, in the original position, had been in the
centre of the board, or away from the last row, White should have advanced
his King, and then, with the aid of his Bishops, restricted {7} the Black
King's movements to as few squares as possible.
We might now continue: 3...K - Kt 2; 4 K - B 2. In this ending the Black
King must not only be driven to the edge of the board, but he must also be
forced into a corner, and, before a mate can be given, the White King must
be brought to the sixth rank and, at the same time, in one of the last two
files; in this case either K R 6, K Kt 6, K B 7, K B 8, and as K R 6 and
K Kt 6 are the nearest squares, it is to either of these squares that the
King ought to go. 4...K - B 2; 5 K - Kt 3, K - Kt 2; 6 K - R 4, K - B 2;
7 K - R 5, K - Kt 2; 8 B - Kt 6, K - Kt 1; 9 K - R 6, K - B 1. White must
now mark time and move one of the Bishops, so as to force the Black King to
go back; 10 B - R 5, K - Kt 1; 11 B - K 7, K - R 1. Now the White Bishop
must take up a position from which it can give check next move along the
White diagonal, when the Black King moves back to Kt 1. 12 B - K Kt 4,
K - Kt 1; 13 B - K 6 ch, K - R 1; 14 B - B 6 mate.
It has taken fourteen moves to force the mate and, in any position, it
should be done in under thirty.
In all endings of this kind, care must be taken not to drift into a stale
mate.
In this particular ending one should remember that the King must not only
be driven to the edge of the board, but also into a corner. In all such
endings, however, it is immaterial whether the King is forced {8} on to the
last rank, or to an outside file, e.g. K R 5 or Q R 4, K 1 or Q 8.
EXAMPLE 4.--We now come to Queen and King against King. As the Queen
combines the power of the Rook and the Bishop, it is the easiest mate of
all and should always be accomplished in under ten moves. Take the
following position:
[Illustration]
A good way to begin is to make the first move with the Queen, trying to
limit the Black King's mobility as much as possible. Thus: 1 Q - B 6,
K - Q 5; 2 K - Q 2. Already the Black King has only one available square
2...K - K 4; 3 K - K 3, K - B 4; 4 Q - Q 6, K - Kt 4. (Should Black play
K - Kt 5, then Q - Kt 6 ch); 5 Q - K 6, K - R 5 (if K - R 4, K - B 4 and
mate next move); 6 Q - K Kt 6, K - R 6; 7 K - B 3, K moves; 8 Q mates.
In this ending, as in the case of the Rook, the Black King must be forced
to the edge of the board; only {9} the Queen being so much more powerful
than the Rook, the process is far easier and shorter. These are the three
elementary endings and in all of these the principle is the same. In each
case the co-operation of the King is needed. In order to force a mate
without the aid of the King, at least two Rooks are required.
* * * * *
2. PAWN PROMOTION
The gain of a Pawn is the smallest material advantage that can be obtained
in a game; and it often is sufficient to win, even when the Pawn is the
only remaining unit, apart from the Kings. It is essential, speaking
generally, that
_the King should be in front of his Pawn, with at least one intervening
square_.
If the opposing King is directly in front of the Pawn, then the game cannot
be won. This can best be explained by the following examples.
EXAMPLE 5.
[Illustration] {10}
The position is drawn, and the way to proceed is for Black to keep the King
always directly in front of the Pawn, and when it cannot be done, as for
instance in this position because of the White King, then the Black King
must be kept in front of the White King. The play would proceed thus:
1 P - K 3, K - K 4; 2 K - Q 3, K - Q 4. This is a very important move. Any
other move would lose, as will be shown later. As the Black King cannot be
kept close up to the Pawn, it must be brought as far forward as possible
and, at the same time, in front of the White King.
3 P - K 4 ch, K - K 4; 4 K - K 3, K - K 3; 5 K - B 4, K - B 3. Again the
same case. As the White King comes up, the Black King must be kept in front
of it, since it cannot be brought up to the Pawn.
6 P - K 5 ch, K - K 3; 7 K - K 4, K - K 2; 8 K - Q 5, K - Q 2;
9 P - K 6 ch, K - K 2; 10 K - K 5, K - K 1; 11 K - Q 6, K - Q 1. If now
White advances the Pawn, the Black King gets in front of it and White must
either give up the Pawn or play K - K 6, and a stale mate results. If
instead of advancing the Pawn White withdraws his King, Black brings his
King up to the Pawn and, when forced to go back, he moves to K _in front_
of the Pawn ready to come up again or to move in front of the White King,
as before, should the latter advance.
The whole mode of procedure is very important and the student should become
thoroughly conversant {11} with its details; for it involves principles to
be taken up later on, and because many a beginner has lost identical
positions from lack of proper knowledge. At this stage of the book I cannot
lay too much stress on its importance.
EXAMPLE 6.--In this position White wins, as the King is in front of his
Pawn and there is one intervening square.
[Illustration]
The method to follow is to
_advance the King as far as is compatible with the safety of the Pawn and
never to advance the Pawn until it is essential to its own safety_.
Thus:
1. K - K 4, K - K 3.
Black does not allow the White King to advance, therefore White is now
compelled to advance his Pawn so as to force Black to move away. He is then
able to advance his own King.
2. P - K3, K - B 3; 3. K - Q 5, K - K 2.
{12} If Black had played 3...K - B 4, then White would be forced to advance
the Pawn to K 4, since he could not advance his King without leaving Black
the opportunity to play K - K 5, winning the Pawn. Since he has not done
so, it is better for White not to advance the Pawn yet, since its own
safety does not require it, but to try to bring the King still further
forward. Thus:
4. K - K 5, K - Q 2; 5. K - B 6, K - K 1.
Now the White Pawn is too far back and it may be brought up within
protection of the King.
6. P - K 4, K - Q 2.
Now it would not do to play K - B 7, because Black would play K - Q 3, and
White would have to bring back his King to protect the Pawn. Therefore he
must continue.
7. P - K 5, K - K 1.
Had he moved anywhere else, White could have played K - B 7, followed by
the advance of the Pawn to K 6, K 7, K 8; all these squares being protected
by the King. As Black tries to prevent that, White must now force him to
move away, at the same time always keeping the King in front of the Pawn.
Thus:
8. K - K 6.
P - K 6 would make it a draw, as Black would then play K - B, and we would
have a position similar to the one explained in connection with Example 5.
8...K - B 1; 9. K - Q 7.
{13} King moves and the White Pawn advances to K 8, becomes a Queen, and it
is all over.
This ending is like the previous one, and for the same reasons should be
thoroughly understood before proceeding any further.
* * * * *
3. PAWN ENDINGS
I shall now give a couple of simple endings of two Pawns against one, or
three against two, that the reader may see how they can be won. Fewer
explanations will be given, as it is up to the student to work things out
for himself. Furthermore, nobody can learn how to play well merely from the
study of a book; it can only serve as a guide and the rest must be done by
the teacher, if the student has one; if not, the student must realise by
long and bitter experience the practical application of the many things
explained in the book.
EXAMPLE 7.
[Illustration]
{14} In this position White cannot win by playing 1 P - B 6, because Black
plays, not P x P, which would lose, but 1...K - Kt 1, and if then 2 P x P,
K x P, and draws, as shown in a previous case. If 2 P - B 7 ch, K - B 1,
and White will never be able to Queen his Pawn without losing it. If
2 K - K 7, P x P; 3 K x P, K - B 1, and draws. White, however, can win the
position given in the diagram by playing:
1 K - Q 7, K - Kt 1; 2 K - K 7, K - R 1; 3 P - B 6, P x P. If 3...K - Kt 1;
4 P - B 7 ch, K - R 1; 5 P - B 8 (Q) mate.
4 K - B 7, P - B 4; 5 P - Kt 7 ch, K - R 2; 6 P - Kt 8 (Q) ch, K - R 3;
7 Q - Kt 6 mate.
[Illustration]
EXAMPLE 8.--In the above position White can't win by 1 P - B 5. Black's
best answer would be P - Kt 3 draws. (The student should work this out.) He
cannot win by 1 P - Kt 5, because P - Kt 3 draws. (This, because of the
principle of the "_opposition_" {15} which governs this ending as well as
all the Pawn-endings already given, and which will be explained more fully
later on.)
White can win, however, by playing: 1 K - K 4, K - K 3. (If 1...P - Kt 3;
2 K - Q 4, K - K 3; 3 K - B 5, K - B 3; 4 K - Q 6, K - B 2; 5 P - Kt 5,
K - Kt 2; 6 K - K 7, K - Kt 1; 7 K - B 6, K - R 2; 8 K - B 7 and White wins
the Pawn.)
2 P - B 5 ch, K - B 3; 3 K - B 4, P - Kt 3. (If this Pawn is kept back we
arrive at the ending shown in Example 7.) 4 P - Kt 5 ch, K - B 2;
5 P - B 6, K - K 3; 6 K - K 4, K - B 2; 7 K - K 5, K - B 1. White cannot
force his Bishop's Pawn into Q (find out why), but by giving his Pawn up he
can win the other Pawn and the game. Thus:
8 P - B 7, K x P; 9 K - Q 6, K - B 1; 10 K - K 6, K - Kt 2; 11 K - K 7,
K - Kt 1; 12 K - B 6, K - R 2; 13 K - B 7, K - R 1; 14 K x P , K - Kt 1.
There is still some resistance in Black's position. In fact, the only way
to win is the one given here, as will easily be seen by experiment.
15 K - R 6 (if K - B 6, K - R 2; and in order to win White must get back to
the actual position, as against 16 P - Kt 6 ch, K - R 1 draws), K - R 1;
16 P - Kt 6, K - Kt 1; 17 P - Kt 7, K - B 2; 18 K - R 7, and White queens
the Pawn and wins.
This ending, apparently so simple, should show the student the enormous
difficulties to be surmounted, {16} even when there are hardly any pieces
left, when playing against an adversary who knows how to use the resources
at his disposal, and it should show the student, also, the necessity of
paying strict attention to these elementary things which form the basis of
true mastership in Chess.
EXAMPLE 9.--In this ending
[Illustration]
White can win by advancing any of the three Pawns on the first move, but it
is convenient to follow the general rule, whenever there is no good reason
against it, of _advancing the Pawn that has no Pawn opposing it_. Thus we
begin by--
1. P - B 5, K - K 2.
If P - Kt 3, P - B 6; and we have a similar ending to one of those shown
above. If 1...P - R 3; 2 P - Kt 5.
2. K - K 5, K - B 2; 3. P - Kt 5, K - K 2.
{17} If 3...P - Kt 3; 4 P - B 6, and if 3...P - R 3; 4 P - Kt 6 ch, and in
either case we have a similar ending to one of those already shown.
4. P - R 5,
and by following it up with P - Kt 6 we have the same ending previously
shown. Should Black play 4...P - Kt 3, then R P x P, P x P; P - B 6 ch with
the same result.
Having now seen the cases when the Pawns are all on one side of the board
we shall now examine a case when there are Pawns on both sides of the
board.
EXAMPLE 10.--In these cases the general rule is to _act immediately on the
side where you have the superior forces_. Thus we have:
[Illustration]
1. P - K Kt 4.
{18} It is generally advisable to advance the Pawn that is free from
opposition.
1. ........ P - Q R 4.
Black makes an advance on the other side, and now White considers whether
or not he should stop the advance. In this case either way wins, but
generally the advance should be stopped when the opposing King is far away.
2. P - Q R 4, K - B 3; 3. P - R 4, K - K 3.
If 3...K - Kt 3, then simple counting will show that White goes to the
other side with his King, wins the P at Q R 4, and then Queens his single
Pawn long before Black can do the same.
4. P - Kt 5, K - B 2; 5. K - B 5, K - Kt 2; 6. P - R 5, K - B 2.
If 6...P - R 3; 7 P - Kt 6, and then the two Pawns defend themselves and
White can go to the other side with his King, to win the other Pawn.
7. K - K 5.
Now it is time to go to the other side with the King, win the Black Pawn
and Queen the single Pawn. This is typical of all such endings and should
be worked out by the student in this case and in similar cases which he can
put up. {19}
* * * * *
4. SOME WINNING POSITIONS IN THE MIDDLE-GAME
By the time the student has digested all that has been previously
explained, he, no doubt, is anxious to get to the actual game and play with
all the pieces. However, before considering the openings, we shall devote a
little time to some combinations that often arise during the game, and
which will give the reader some idea of the beauty of the game, once he
becomes better acquainted with it.
EXAMPLE 11.
[Illustration]
It is Black's move, and thinking that White merely threatens to play
Q - R 6 and to mate at K Kt 7, Black plays 1 ... R - K 1, threatening mate
by way of R - K 8. White now uncovers his real and most effective threat,
viz.:
1 ... R - K 1; 2 Q x P ch, K x Q; 3 R - R 3 ch, K - Kt 1; 4 R - R 8 mate.
{20}
This same type of combination may come as the result of a somewhat more
complicated position.
EXAMPLE 12.
[Illustration]
White is a piece behind, and unless he can win it back quickly he will
lose; he therefore plays:
1. Kt x Kt B - Kt 4
He cannot take the Kt because White threatens mate by Q x P ch followed by
R - R 3 ch.
2. Kt - K 7 ch Q x Kt
Again if B x Kt; Q x P ch, K x Q; R - R 3 ch, King moves; R - R 8 mate.
3. R x Q B x R
4. Q - Q 7
and White wins one of the two Bishops, remains with a Q and a B against a R
and B, and should therefore win easily. These two examples show the {21}
danger of advancing the K Kt P one square, after having Castled on that
side.
EXAMPLE 13.
[Illustration]
This is another very interesting type of combination. Black has a R for a
Kt and should therefore win, unless White is able to obtain some
compensation immediately. White, in fact, mates in a few moves thus:
1. Kt - B 6 ch P x Kt
Forced, otherwise Q X P mates.
2. Q - Kt 3 ch K - R 1
3. B x P mate.
EXAMPLE 14.--The same type of combination occurs in a more complicated form
in the following position. {22}
[Illustration]
1. B x Kt Q x B.
If ...B x Kt; Q - B 3 threatens mate, and therefore wins the Q, which is
already attacked.
2. Kt - B 6 ch P x Kt
3. R - Kt 3 ch K - R 1
4. B x P mate.
EXAMPLE 15.--A very frequent type of combination is shown in the following
position.
[Illustration] {23}
Here White is the exchange and a Pawn behind, but he can win quickly thus:
1 B x P ch, K x B. (If 1...K - R 1; 2 Q - K R 5, P - K Kt 3; 3 Q - R 6, and
wins.)
2 Q - R 5 ch, K - Kt 1; 3 Kt - Kt 5, and Black cannot stop mate at K R 7
except by sacrificing the Queen by Q - K 5, which would leave White with a
Q for a R.
EXAMPLE 16.--This same type of combination is seen in a more complicated
form in the following position.
[Illustration]
White proceeds as follows: 1 Kt x Kt ch (this clears the line for the B);
B x Kt (to stop the Kt from moving to Kt 5 after the sacrifice of the B);
2 R x B, Kt x R best; 3 B x P ch, K x B. (If 3..K - R 1; 4 Q - R 5,
P - K Kt 3; 5 B x P ch, K - Kt 2; 6 Q - R 7 ch, K - B 3; 7 P - Kt 5 ch,
K - K 3; 8 B x P ch, R x B; 9 Q - K 4 mate.) 4 Q - R 5 ch, K - Kt 1;
5 Kt - Kt 5, R - B 1; {24} 6 Q - R 7 ch, K - B 1; 7 Q - R 8 ch, Kt - Kt 1;
8 Kt - R 7 ch, K - K 2; 9 R - K 1 ch, K - Q 1; 10 Q x Kt mate.
This combination is rather long and has many variations, therefore a
beginner will hardly be able to fathom it; but, knowing the type of
combination, he might under similar circumstances undertake and carry out a
brilliant attack which he would otherwise never think of. It will be seen
that all the combinations shown have for a foundation the proper
co-ordination of the pieces, which have all been brought to bear against a
weak point.
* * * * *
5. RELATIVE VALUE OF THE PIECES
Before going on to the general principles of the openings, it is advisable
to give the student an idea of the proper relative value of the pieces.
There is no complete and accurate table for all of them, and the only thing
to do is to compare the pieces separately.
For all general theoretical purposes the Bishop and the Knight have to be
considered as of the same value, though it is my opinion that the Bishop
will prove the more valuable piece in most cases; and it is well known that
two Bishops are almost always better than two Knights.
The Bishop will be stronger against Pawns than the Knight, and in
combination with Pawns will also be stronger against the Rook than the
Knight will be. {25}
A Bishop and a Rook are also stronger than a Knight and a Rook, but a Queen
and a Knight may be stronger than a Queen and a Bishop.
A Bishop will often be worth more than three Pawns, but a Knight very
seldom so, and may even not be worth so much.
A Rook will be worth a Knight and two Pawns, or a Bishop and two Pawns,
but, as said before, the Bishop will be a better piece against the Rook.
Two Rooks are slightly stronger than a Queen. They are slightly weaker than
two Knights and a Bishop, and a little more so than two Bishops and a
Knight. The power of the Knight decreases as the pieces are changed off.
The power of the Rook, on the contrary, increases.
The King, a purely _defensive_ piece throughout the middle-game, becomes an
_offensive_ piece once all the pieces are off the board, and sometimes even
when there are one or two minor pieces left. The handling of the King
becomes of paramount importance once the end-game stage is reached.
* * * * *
6. GENERAL STRATEGY OF THE OPENING
The main thing is to _develop the pieces quickly_. Get them into play as
fast as you can.
From the outset two moves, 1 P - K 4 or 1 P - Q 4, open up lines for the
Queen and a Bishop. Therefore, theoretically one of these two moves must be
the best, as no other first move accomplishes so much. {26}
EXAMPLE 17.--Suppose we begin:
1. P - K 4 P - K 4
2. Kt - K B 3
This is both an attacking and a developing move. Black can now either reply
with the identical move or play
2. ........ Kt - Q B 3
This developing move at the same time defends the King's Pawn.
3. Kt - B 3 Kt - B 3
These moves are of a purely developing nature.
4. B - Kt 5
_It is generally advisable not to bring this Bishop out until one Knight is
out_, preferably the King's Knight. The Bishop could also have been played
to B 4, but it is advisable whenever possible to combine development and
attack.
4. ........ B - Kt 5
Black replies in the same manner, threatening a possible exchange of Bishop
for Knight with Kt x P to follow.
5. O - O
an indirect way of preventing 5...B x Kt, which more experience or study
will show to be bad. At the same time _the Rook is brought into action in
the centre, a very important point_. {27}
5. ........ O - O
Black follows the same line of reasoning.
6. P - Q 3 P - Q 3
These moves have a two-fold object, viz.: to protect the King's Pawn and to
open the diagonal for the development of the Queen's Bishop.
7. B - Kt 5
[Illustration]
A very powerful move, which brings us to the middle-game stage, as there is
already in view a combination to win quickly by Kt - Q 5. This threat makes
it impossible for Black to continue the same course. (There is a long
analysis showing that Black should lose if he also plays B - Kt 5.) He is
now forced to play 7...B x Kt, as experience has shown, thus bringing up to
notice three things.
First, the complete development of the opening has taken only seven moves.
(This varies up to ten or twelve moves in some very exceptional cases. As a
rule, eight should be enough.) Second, Black has {28} been compelled to
exchange a Bishop for a Knight, but as a compensation he has isolated
White's Q R P and doubled a Pawn. (This, at such an early stage of the
game, is rather an advantage for White, as the Pawn is doubled towards the
centre of the board.) Third, White by the exchange brings up a Pawn to
control the square Q 4, puts Black on the defensive, as experience will
show, and thus keeps _the initiative_, an unquestionable advantage.[1]
The strategical principles expounded above are the same for all the
openings, only their tactical application varies according to the
circumstances.
Before proceeding further I wish to lay stress on the following point which
the student should bear in mind.
_Before development has been completed no piece should be moved more than
once, unless it is essential in order to obtain either material advantage
or to secure freedom of action._
The beginner would do well to remember this, as well as what has already
been stated: viz., _bring out the Knights before bringing out the Bishops_.
* * * * *
7. CONTROL OF THE CENTRE
The four squares, K 4 and Q 4 on each side respectively, are the centre
squares, and control of these squares is called control of the centre. _The
control of the centre is of great importance._ No violent attack can
succeed without controlling at least two of these {29} squares, and
possibly three. Many a manoeuvre in the opening has for its sole object the
control of the centre, which invariably ensures the initiative. It is well
always to bear this in mind, since it will often be the reason of a series
of moves which could not otherwise be properly understood. As this book
progresses I shall dwell more fully on these different points. At present I
shall devote some time to openings taken at random and explain the moves
according to general principles. The student will in that way train his
mind in the proper direction, and will thus have less trouble in finding a
way out when confronted with a new and difficult situation.
EXAMPLE 18.
1. P - K 4 P - K 4
2. Kt - K B 3 P - Q 3
A timid move. Black assumes a defensive attitude at once. On principle the
move is wrong. In the openings, whenever possible, _pieces should be moved
in preference to Pawns_.
3. P - Q 4
White takes the offensive immediately and strives to control the centre so
as to have ample room to deploy his forces.
3. ........ Kt - Q 2
Black does not wish to relinquish the centre and also prefers the text move
to Kt - Q B 3, which would be the more natural square for the Kt. But on
{30} principle the move is wrong, because it blocks the action of the
Queen's Bishop, and instead of facilitating the action of Black's pieces,
tends, on the contrary, to cramp them.
4. B - Q B 4 P - K R 3
Black is forced to pay the penalty of his previous move. Such a move on
Black's part condemns by itself any form of opening that makes it
necessary. White threatened Kt - Kt 5 and Black could not stop it with
4...B - K 2, because of 5 P x P, Kt x P (if 5...P x P, 6 Q - Q 5);
6 Kt x Kt, P x Kt; 7 Q - R 5, and White wins a Pawn and has besides a
perfectly safe position.
5. Kt - B 3 K Kt - B 3
6. B - K 3 B - K 2
7. Q - K 2
It should be noticed that White does not Castle yet. The reason is that he
wants to deploy his forces first, and through the last move force Black to
play P - Q B 3 to make room for the Queen as White threatens R - Q 1, to be
followed by P x P. Black's other alternatives would finally force him to
play P x P, thus abandoning the centre to White.
7. ........ P - B 3
8. R - Q 1 Q - B 2
9. O - O
With this last move White completes his development, while Black is
evidently somewhat hampered. A simple examination will suffice to show that
White's position {31} is unassailable. There are no weak spots in his
armour, and his pieces are ready for any manoeuvre that he may wish to
carry out in order to begin the attack on the enemy's position. The student
should carefully study this example. It will show him that it is sometimes
convenient to delay Castling. I have given the moves as they come to my
mind without following any standard book on openings. Whether the moves
given by me agree or not with the standard works, I do not know, but at the
present stage of this book it is not convenient to enter into discussions
of mere technicalities which the student will be able to understand when he
has become more proficient.
EXAMPLE 19.
1. P - K 4 P - K 4
2. Kt - K B 3 P - Q 3
3. P - Q 4 B - Kt 5
A bad move, which violates one of the principles set down, according to
which at least one Knight should be developed before the Bishops are
brought out, and also because it exchanges a Bishop for a Knight, which in
the opening is generally bad, unless there is some compensation.
4. P x P B x Kt
4...P x P loses a Pawn.
5. Q x B P x P
6. B - Q B 4 Q - B 3
If Kt - B 3; Q - Q Kt 3 wins a Pawn.
{32} /* 7. Q - Q Kt 3 P - Q Kt 3 8. Kt - B 3 P - Q B 3 */
To prevent Kt - Q 5.
[Illustration]
Black, however, has no pieces out except his Queen, and White, with a
Bishop and a Knight already developed, has a chance of obtaining an
advantage quickly by playing Kt - Q 5 anyway. The student is left to work
out the many variations arising from this position.
These examples will show the practical application of the principles
previously enunciated. The student is warned against playing Pawns in
preference to pieces at the beginning of the game, especially P - K R 3 and
P - Q R 3, which are moves very commonly indulged in by beginners.
* * * * *
8. TRAPS
I shall now give a few positions or traps to be avoided in the openings,
and in which (practice has shown) beginners are often caught. {33}
EXAMPLE 20.
[Illustration]
White plays:
1. P x P Kt x P
Black should have recaptured with the Pawn.
2. Kt x Kt B x Q
3. B x P ch K - K 2
4. Kt - Q 5 mate.
EXAMPLE 21.
[Illustration]
{34} Black, having the move, should play P - K 3. But suppose he plays
Kt - K B 3 instead, then comes--
1. B x P ch
Kt - K 5 would also give White the advantage, the threat being of course if
B x Q; 2 B x P mate. Nor does B - R 5 help matters, because of 2 Q x B,
1... B - K 3 leaves Black with the inferior position. But White's move in
the text secures an immediate material advantage, and the beginner at any
rate should never miss such an opportunity for the sake of a speculative
advantage in position.
1. ........ K x B
2. Kt - K 5 ch K moves
3. Kt x B
and White has won a Pawn besides having the better position.
There are a good many other traps--in fact, there is a book written on
traps on the chess board; but the type given above is the most common of
all.
* * * * *
{35}