CHAPTER I

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[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}

Chess Fundamentals · 第 1 / 6 章