Example 1
Rook and King against King
- 1.
- 2.
- 3.
- 4.
- 5.
- 6.
- 7.
- 8.
- 9.
- 10.
Step through the moves with the arrows, or click a move.
Chapter 1 of 5
The simple mates, how a single pawn is won or drawn, pawn endings, winning combinations in the middle-game, the value of the pieces, and the principles of the opening.
Every example is on its own board: click a move or use the arrows, and the notes appear beside the board. The number under the board is Stockfish's evaluation for White (minus means Black is better), or the exact result when few enough pieces are left.
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.
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.
In this position the power of the Rook is demonstrated by the first move, Ra7, which immediately confines the Black King to the last rank, and the mate is quickly accomplished by: 1.Ra7 Kg8 2.Kg2.
Example 1
Step through the moves with the arrows, or click a move.
Example 2.
Example 2
Step through the moves with the arrows, or click a move.
Example 3. Now we come to two Bishops and King against King.
Example 3
Step through the moves with the arrows, or click a move.
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 on to the last rank, or to an outside file, e.g. h5 or a4, e1 or d8.
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:
Example 4
Step through the moves with the arrows, or click a move.
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.
Example 5
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 whole mode of procedure is very important and the student should become thoroughly conversant 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.
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.
Example 6
Step through the moves with the arrows, or click a move.
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.
In this position White cannot win by playing 1.f6, because Black plays, not 1…gxf6, which would lose, but 1…Kg8, and if then 2.fxg7 Kxg7, and draws, as shown in a previous case. If 2.f7+ Kf8, and White will never be able to Queen his Pawn without losing it. If 2.Ke7 gxf6 3.Kxf6 Kf8, and draws. White, however, can win the position given in the diagram as follows.
Example 7
Step through the moves with the arrows, or click a move.
Example 8. In the above position White can't win by 1.f5. Black's best answer would be 1…g6, and draws. (The student should work this out.) He cannot win by 1.g5, because 1…g6 draws. (This, because of the principle of the "opposition" 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, as follows.
Example 8
Step through the moves with the arrows, or click a move.
Example 9. In this ending 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.
Example 9
Step through the moves with the arrows, or click a move.
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.
Example 10
Step through the moves with the arrows, or click a move.
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. It is Black's move, and thinking that White merely threatens to play Qh6 and to mate at g7, Black plays 1…Re8, threatening mate by way of Re1. White now uncovers his real and most effective threat.
Example 11
Step through the moves with the arrows, or click a move.
Example 12. White is a piece behind, and unless he can win it back quickly he will lose; he therefore plays:
Example 12
Step through the moves with the arrows, or click a move.
Example 13. This is another very interesting type of combination. Black has a Rook for a Knight and should therefore win, unless White is able to obtain some compensation immediately. White, in fact, mates in a few moves thus:
Example 13
Step through the moves with the arrows, or click a move.
Example 14. The same type of combination occurs in a more complicated form in the following position.
Example 14
Step through the moves with the arrows, or click a move.
Example 15. A very frequent type of combination is shown in the following position.
Here White is the exchange and a Pawn behind, but he can win quickly thus:
Example 15
Step through the moves with the arrows, or click a move.
Example 16. This same type of combination is seen in a more complicated form in the following position.
Example 16
Step through the moves with the arrows, or click a move.
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.
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.
The main thing is to develop the pieces quickly. Get them into play as fast as you can.
From the outset two moves, 1.e4 or 1.d4, 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.
Example 17. Suppose we begin:
Example 17
Step through the moves with the arrows, or click a move.
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 been compelled to exchange a Bishop for a Knight, but as a compensation he has isolated White's a-pawn 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 d4, puts Black on the defensive, as experience will show, and thus keeps the initiative, an unquestionable advantage.
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.
The four squares, e4 and d4 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 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.
Example 18
Step through the moves with the arrows, or click a move.
Example 19.
Example 19
Step through the moves with the arrows, or click a move.
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 h3 and a3, which are moves very commonly indulged in by beginners.
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.
Example 20.
Example 20
Step through the moves with the arrows, or click a move.
Example 21. Black, having the move, should play …e6. But suppose he plays …Nf6 instead, then comes:
Example 21
Step through the moves with the arrows, or click a move.
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.