Common Sense in Chess - Lasker
Common Sense in Chess - Lasker
Common Sense in Chess - Lasker
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COMMON
SENSE IN CHESS
BY
EMANUEL LASKER
J. S.
57
ROSE STREET.
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if IQ.
PREFACE.
The following is an abstract of Twelve Lectures given before an audience of London chess players during the spring of 1895. It may be regarded as an attempt to deal with all parts of a game of chess by the aid of general principles. The principles laid down are deduced from considerations concerning the nature of Chess as a fight between two brains, and their conception is based on simple facts. Their practical working has been illustrated by positions adapted to the purpose, and likely to occur over the board. It has been my aim to reduce the different rules in number asmuch as wascompatible with clearness. They all, it will be found, have a remote likeness, and it would therefore not have been very difficult to reduce their number still more. Indeed they may ultimately be united in one single leading principle, which is the germ of the theory not only of Chess, but of any kind of fight. This principle is sufficiently indicated here, but it is so general in its conception, and the difficulty of expressing the whole compass of its meaning in definite terms so enormous, that I have not ventured to formulate it. In a future work, for which the present one shall
M97496
pave the way, I hope to be able to illustrate the significance of that principle, and its capacity for showing facts in their right relation to one another. For that work I have also deferred the discussion of some points which require very nice differentiation, such as all questions relating to the manoeuvring of the King and the exchange of men. The games and positions given in this book are comparatively few, but they have been selected with care. I therefore would advise the student not to attempt to read the matter only, but to study it and sink some work into it. The rules deduced
are, I believe, very plausible.
the student,
who
As regards the analytical notes about games or openings, I have tried to be short and to the point. Analytical detail is therefore not abundant, but
I think, reliable.
The method
of enumerating all
the variations thought possible, or probable, has been laid aside, and in its place an analysis has been given, which makes use of both the consideration of the leading variations and general principles. The diction and style of the work are those of a lecturer. Feeling that I have not been able to make them as perfect as I should have desired, I must ask for the lenient judgment of the reader. I take this opportunity for expressing my hearty thanks to Professor Villin Marmery for his kind assistance in looking over the proofs.
EMANUKL LASKER.
Common ^ense
No.
definitions,
1.
in
Gentlemen, It is customary to begin with but I am sure that all of you are so well acquainted with the essential parts of the history,
the rules and the characteristics of Chess, that you will allow me to jump at once in medias res. Chess has been represented, or shall I say misrepresented,
as a game that is, a thing which could not well serve a serious purpose, solely created for the enjoyment of an empty hour. If it were a game only, Chess would never have survived the serious trials to which it has, during the long time of its existence, been often subjected. By some ardent enthusiasts Chess has been elevated into a science or an art. It is neither but its principal characteristic seems to be what human nature mostly delights in a fight. Not a fight, indeed, such as would tickle the nerves of coarser natures, where blood flows and the blows delivered leave their visible traces on the bodies of the combatants, but a fight in which the scientific, the artistic, the purely intellectual element holds
;
undivided sway. From this standpoint, a game of Chess becomes a harmonious whole, the outlines of which I will endeavor to describe to you in this course of lectures. The requisites in Chess are a board of sixty-four
squares,
fore,
and two bodies of men. We have, thereone great advantage over the general who is to lead an army into the field we know where to find the enemy, and the strength at his disposal.
10
We 'have the gratifying knowledge that as far as material strength is concerned we shall be equal to our opponents. Nevertheless, our first step will be exactly analogous to that of a commander of an army. First of all we shall mobilize our troops, make them ready for action, try to seize the important lines and points which are yet wholly unoccupied. This proceeding will take, as a rule, no more than six moves, as we shall see later on. If we should neglect to do so, our opponent would avail himself of the opportunity thus given him, would quickly assail some vital point, and ere we could rally, the battle would be finished.
Let me, in illustration of
my assertions,
go over
some well known little games, in which mistake and the punishment thereof are clearly traceable.
WHITE.
1. 2.
BLACK.
3.
K4 Kt KB3 B B4
P P P
K4
Q3
KR3
So far, with the exception of the last move, Black has played quite well. He has opened lines for his two Bishops and the Queen, and now should bring out his QKt to B3. Instead of that, afraid of some premature attack, he quite unnecessarily makes a move that does not give additional force to any of
his pieces.
4.
Kt
QB3
B
;
Kt5
first
devel-
11
5.
Kt X P
6.
7.
B,xPch
Kt
BxQ
K2
Q5
checkmate
WHITE.
1.
2.
BLACK.
3.
K4 Kt KB3 KtxP
P
Kt Kt
K4 KB3 QB3
Black evidently believes in the principle of quick development, and even neglects to take White's KP, in order to gain time.
4.
5.
6.
KtxKt P Q3 B Kt5
QPxKt
B
QB4
A mistake
he ought to guard against the threatened Kt Kt5 with B K2. Now he is overtaken by a catastrophe.
;
6
7.
8.
BxQ K K2
WHITE. P K4 P KB4
checkmate
Another
variation.
BLACK.
1.
K4
2.
PxP
White, in order to aid his development, sacrifices a Pawn. Whether with good reason or not, we shall not argue for the present.
12
3. 4.
B4
Q-
R5ch
Q4
An
excellent move. Black also sacrifices a Pawn, to invest it, so to say, in facilities for bringing out his pieces.
5. 6.
BxP
Kt
KKt4
KB3
7.
KR4
do.
something to is only an apparent one for the moment, because both the
KRP
7
are pinned.
P KR3
B
Kt2.
He ought to develop a piece, for instance This omission will cost him the game.
8.
BxPch
of (9)
QxB
Kt
K5ch.
Kt
K5
R5ch
Kt6ch
Q
Kt-
KtxR PxP
Q Kt2 K K2 K Q
QxKt
excellently Black's pieces are all still at home, and his King in an unsafe position. Between fairly even players the issue of the game is therefore decided in favor of White.
placed
13
Let me go over the moves which frequently occur in games of a close character.
WHITE.
1.
BLACK.
P K4
Q4 Kt QB3 B KKt5 P
2. 3.
P P
4.
K3 Q4 Kt KB3 B K2
He ought to first exchange the Pawns, and then bring his Bishop to K2. In such manner he would obtain an almost unassailable position.
5.
6.
BxKt. Kt KB3
BxB
Castles
There is no necessity for him to castle so early. His first aim should be to bring his Q side into For instance: (6) .... PxP; (7) KtxP, action. Kt Q2; (8) B Q3, P QKt3; (9) Castles, B Kt2, would be, although not the very best, a
sufficiently safe plan for bringing his pieces out.
7.
8. 9.
B P P
K5
Q3
P B
QKt3 K2
KR4
White
side.
upon
consistently takes aim against Black's Black's Q side pieces have so little bearing the actual scene of battle that his game is
BKt2
safe
QR3.
14
BLACK.
WHITE.
10. 11.
If instead
BxPch
Kt Kt
Kt5ch
sq.;
KxB K Kt3
K
12.
PXB, P
avoided.
B3; (14)
Kt
K2
B4ch.,K
R3ch.,
BxKt
P
B4
Q3ch.,
13.
If
PxB
QXP;
KxKt;
Q B3
19
By the same process, through which your opponent has achieved greater scope for his pieces, you will then always be able to recoup yourself, and, as a rule, be a gainer in the bargain.
I am speaking rather authoritatively in this matter, as I cannot prove my assertions for the moment. However, I do not ask you to believe me blindly. In the course of this lecture, and in those that are to follow, enough, I trust, will be found to warrant what I said. This principle is the one amendment which I wish to add to the four rules given in the last Lecture,
KtxP
This move exposes Black to some danger, and do not think it would be right of me to show you only how Black gets out of it with flying colors. We shall come to a fuller understanding
I
of the possibilities of the position when we, in some variations, let Black pay the penalty for his daring.
5.
R Ksq
most naturally
Not the
suggests
Kt
Q3
To
Kt QB3 KtxP
t
KtxB
Cunning play. If Black now takes one of the Knights he loses, e.g.
7
8. 9.
KtxKtch
KtxB
Kt
10. 11.
KKtxKt K2 KtxQ Q K2
B
7
8.
9.
10.
RxKtch Kt Q6 KtxBch
QKtxKt B K2
!
Castles
Rsq
is
Now see
rather
instructive
and
of frequent occurrence.
11.
Q R5
in
P P
Which
is
KKt3
etc.
two by QxPch,
Q R6
in two.
Q3
White mates
13.
the move?
14.
R R5 PxR Q B6 checkmate
B
Let us
now
K2
We thus intercept the dangerous file against our King and develop a piece two great advantages.
8. 9.
Kt
Q6
Castles
10. 11.
12. 13.
QPxKt
K R
Q
QxKt
B4
P KR3
21
And Black's game is, if any thing, preferable. You see how quickly White's attack has spent itself out.
at
But then he did not make the best of his position move 5. Let us therefore return to that point.
5.
P-Q4
:
our
and attack at the same time, while cannot be taken, viz PxP, (6) (6) R K, (6) P KB4, (7) KtxP, threatening P KB3, and should win.
We develop
Pawn
K2
instead leads to an early exchange of The resulting position is rather somewhat in favor of White, viz.: Kt Q3 (6) (5) BxKt, QPXB; (7) PxP, Kt B4 (8) QxQch, (10) Kt QB3. KxQ; (9) R Qch, B K2 (11) P KR3, B K3 (12) B KKt5 with an occasional onslaught of the side Pawns.
Kt
Q3
Queens.
K K
6.
Q K2
The
last
once,
move is more aggressive than PxP at which would allow Black time to do anything
he pleases, for instance to castle at once, or to advance P Q4. Consider the following variation as an example of what is likely to follow after (6)
:
(7) PxP './., KtxP; (8) Bx Ktch., PxB; (9) Kt K5, B Kt2, and in spite of his double Pawn Black's pieces are excellently
PxP, P
Q4;
placed.
6
7.
Kt
BxKt
KtPxB
Q3
22
not
(9)
Rook,
QPxB, which would open the Q file to White's e.g., (7) QPxB; (8) PxP, Kt B4; R Q, B Q2.
,
Q are now so
badly placed
White has an opportunity of bringing the game to a virtual finish by energetic attack. (10) P K6, PxP; (11) Kt K5, threatening both the
Bishop and
Q
8.
PxP
Kt
BLACK.
Kt2
WHITE.
23
have now come to a critical stage. Black's pieces have retired into safety, ready, with one single move, to occupy points of importance. White, on the contrary, has all field to himself, but he can do nothing for the present, as there is no tangible object of attack. Various attempts have been made to show that White has here the superior position. I do not believe that White has any advantage, and am rather inclined to attribute the greater vitality to the party that has kept its forces a little back.
We
let
us consider some
Q
P
Q4, Castles; (10)R Q, B3 or K; (11) R (to prevent either P to be recommended, although Q4),Kt B4(not
(9)
Kt
Kt QB3, B R3 (13) Q-Kt4, Kt K3; (14) Kt B5, K R; (15) Kt K4 and Black is quite helpless against the threat R K3andR3, etc'. Or again; (9)Kt Q4.
;
Castles; (10)
R Q, Q K; (11) R K, Kt B4; Kt K3; (13) Kt B5, P Q4; (14) PXP e.p., PxP; (15) Q Kt4, P Kt3 (16) B R6, Kt Kt2; (17) KtxBch, QxKt; (18)
(12) KtB3,
;
These variations show that it must be Black's aim to post his KB on a line where he can dosome effectual work, and to advance his QP. From this position the following variations suggest themselves
:
9
10.
11.
12.
R Q R K
Kt Kt
Kt_Q4
Kt3 B3
Castles
13.
B B P
Q K
B4!
Kt3
Q4
and,
if
least all
Black has not the best of the position, danger is past. Another attempt
:
at
9.
Kt Kt
B3
Castles
B P
Q4 K3
KB4
Q3
Black's pieces are again all well in play. White has, to a certain extent, compromised himself by the advance of the KBP.
can now announce our final judgment. The Kt defence considered, initiated by (3) KB3, yields, in all respects, a satisfactory game to the second player.
,
We
No.
3.
Gentlemen, Though we have established in our last Lecture a line of play which will yield a good defence to the usual form of the Ruy Lopez, we may nevertheless look at others well worth
Truth derives its strength not so much from itself as from the brilliant contrast it makes with what is only apparently true. This applies especially to Chess, where it is often found that the profoundest moves do not much startle the
noticing.
imagination. defence which is frequently played is initiated in the third move by advancing the QRP against our Bishop. I need not dwell on the point that this move is against the principles of our first KB3 is in accordLecture, just as much as Kt ance with them. Neither does it, I believe, lead
to an even game an opinion which I shall attempt to substantiate in the following variations
:
1.
2. 3.
K4 Kt KB3
P
QKt5
;
K4 Kt QB3 P QR3
P
to
exchange his
Bishop against the adverse Kt, or to retreat it. As a general rule, it i s not good policy to exchange in the early stages of a game the long reaching Bishop against the Knight, whose power does not extend beyond a certain circle. Therefore
B QR4 Kt KB3 Q3 is not to be recommended, on account of (5) P Q4, B Q2; (6) P B3, P B4 K5 (7) KPxP, P (8) Kt Kt5, with an all
4.
(4)
Castles
26
Both, (5) Kt B3 or P Q3, would yield White a good game. His chances of success are, however, greatly increased if he adopts a more dash-
KtxP
P P P P
followed by (6) P Q4,
Black cannot well refuse the acceptance of the (momentary) sacrifice, as otherwise White will
obtain a good position by P K5 or else (5)
;
Q4,
QKt4
(7)
6.
PxP
P B
Q3
Q4
Kt3
7.
QKt4 Q4
Black would be rather venturesome to take the QP, because White could continue with R K and molest the Black KKt, in fact finally win it.
8.
9.
the rule we White's last have hitherto followed, to develop as quickly as possible. The game has assumed already a character of its own, which in consequence adds to the im-
PxP
portance of some pieces in preference to others. Our KB is destined to serve as the backbone of our attack against the Black King, in the moment (which must soon arrive) that he castles on the Mde. therefore preserve it against the possible attack of the Black Kts, which are driven into
We
exposed points.
9
KB
B4
K2 would
but
it
also be a favorable spot for the Bishop, seems necessary to reserve this point for the
QKt.
27
Moreover, there is a certain want of protection on the Q side, for which you provide by putting the BLshop into the rear of your Pawns. No fault is now to be found with Black's development, all his pieces being well in play; but his Pawn position on the Q side is compromised. How White will take advantage of that weakness
the following will explain
10. 11.
:
Kt
Q2
B2
BLACK.
Castles
WHITS,
The
position becomes
now very
is
instructive.
removed, or
11
12.
13.
Kt
Kt4
-K2
KtxKt Kt K4
QxKt
14.
15.
16.
KtxB B K3 P KB4
P
QxKt
Q K2
B5, with a beautiful
11
KtxKt
move now
the
What
is
the right
move which
QxKt
Now we threaten Kt Kt5. With P KR3 he cannot defend, as Q Q3 would force P KKt3, If and thus the gratuitous win of the RP. B K2, R K, to be followed by Kt Q4, and then speedily P KB4, would give us the pull
;
so he plays
12
13. 14.
Kt
K2
Kt3
P
Kt
QKt4
Kt5
29
BLACK.
WHITE.
Let us consider some variations in this interesting position :
14
15. 16. 17. 18.
P
Kt Kt
R7
B6ch
KR3 R K
B4
PxKt
P
QxP
Kt6
and Black
is
without defence.
30
14
15.
Kt
Kt3
BxKt
RPxB
R K
16.
B4
etc.
threatening
R4,
16
17.
18.
19.
K-B
B
KB3
Kt
B2
PxP
K
wins.
R6 and
14
15.
16
17. 18.
19. 20.
BxB Q Q3 Q R3
P
KB4 KtxB
B P P
KKt3 R3
KKt4
PxKt
RK
PxKtP
PxKt Q K2
Now we
KB
KB3
PxP
22.
RxP
regardless of expense,
22
23.
K R
BxPch.
24.
25.
What must
tion,
is
31
Pawns, which have swept everything before them, as a matter of fact, totally annihilated the opposside ing force, while at the same time Black's Pawns have been lazy spectators of the fight.
Let us go back again to where we left examination of our principal line of play.
11
12.
off
the
KB4
a
PxP
e.p.
Also Kt
Q4 would be
good continuation.
KtxP
Kt5 QKt B3 B B4
Kt
B Kt5 Kt K4
PxKt
still
KtxKt B B
re-
Q2 would be
joinder (17)
17.
K5.
QQ3
Kt
KKt3
If,
He
for instance
(17)
QXQ,
etc.
18.
KtxP
,
B4
Obviously, if (18) KxKt; (19) QxPch, R would speedily decide the issue R; (20)
19.
KtxKtch.
20. 21.
Q Q2
Kt5 (or
else
RxKt BxB
QxB).
32
object, in thus diving down into the depths of this position, is not by any means to provide your memory with ballast. All I want to show is that the superior position will perforce become overpowering, whichever turn you may try to give to the game. And why have we got what we
My
termed the superior position? You see, Black's Q side Pawns do not work, they only require protection, while White's Pawns, either actively or
only as potentials of future action, are contributing to White's success.
alysis.
But we must not yet rest satisfied with the anThere may yet be a way of escape, at
11,
move
namely, 11
12.
B
Kt3
B4
Kt
B Kt3
13.
QR4
Q side
threaten to exchange the Pawns, then the Rook, and to gain the QP.
Now we
R QKt
This move seems to be the only practicable reply, as otherwise, for instance after Kt K2, QKt Q4 would become very dangerous.
14.
15.
KKt Q4
KtxKt B Q2;
,
KtxKt
BxKt
(16)
or
if
(15)
16.
PxP,PxP;
(17)
Q-Q3.
PxB
Firstly,
Now we
we
33
the adverse
to advance.
K side;
Q
then Black's
backward by our
Pawn, and
will never
16 .......
or else
B
piece.
Kt3
B3
17.
will
win a
Again I beg to draw your attention to the difference of power exerted by the White and the
Black Pawns. Taken all round you will perhaps agree with me when I declare that Black, by P QR3 to the choosing the defence (3) Ruy Lopez, unnecessarily damages his Q side Pawns, while the development of his pieces gives
,
him no compensation
To relieve your chess nerves from the tension which they must have undergone to-day, allow me to introduce, as a finale, a more pleasing matter. In my match with Mr. Steinitz, that master chose, for a long while, a somewhat close defence to the
Ruy
game
Q3.
The
P
Kt
2.
3.
K4 KB3
Kt5
4.
B P
Kt
Q4
B3
P K4 Kt QB3 P Q3 B Q2
6.
6.
KKt K2
QB4
Kt
KKt5.
threatening, of course,
6
7.
PxP
KtxP
to
Now
it
keep White's
Queen at bay, has a good way of developing his KB by means of P KKt3 and BKt2, where the Bishop certainly would have an excellent diagonal. This little plan, however, was never executed by
Mr.
lows.
what
fol-
7
8.
P B
KKt3
KKt5
...
B
Q5
Kt2
9.
Kt
BxKt
would be
clearly disadvantageous. Black, of course, is now under the expectation that White will continue with (10) KtxKt, when BxP would allow Black to get out of danger. But White has a more efficient move at his disposal:
10.
Anything
else
QxB!
;
This
is
very awkward
R6 checkmate.
10
11.
KtxQ
(11)
for Black.
If
Kt
B6ch.,
now B
;
castle.
Castles
Kt Kt
B Kt
36
No. 4
Gentlemen, gambit, which in accordance with your desire I have chosen to-night
as subject of discussion, four moves:
1.
2.
is
The Evan's
constituted by these
P
Kt
K4 KB3
B4
P
Kt
3.
4.
B P
K4 QB3
B4
QKt4
no necessity for Black to accept the Pawn. On the contrary, if he retires with his Bishop to Kt3 in reply, he will, as White's last move has in no way furthered his develop-
There
is
offer of the
ment, gain a small but distinct advantage in position. The play which would then ensue will be of the following character: 4 B Kt3
5.
6.
7.
8.
P P P
QR4 QB3
Q3
P
Kt
QR3 KB3
Q3
P
Kt
Castles
K2
QB3 and PQ4. Black's pieces are all well placed, no matter whether White castles at his eighth turn to move, or deIf White therefore fers that yet for some time. sacrifices a Pawn by giving the gambit, Black
soon to be followed by
sacrifices the sure prospect of
positional advan-
tage by taking
it.
The
want
We
BxP
5,
P QB3
37
and later on proceed with the advance of the QP, so as to obtain a very strong centre and to open several lines for the attack of the pieces. The Bishop can retire to either B4, R4, K2, to his own square, or to Q3, where he is not as badly placed as at first sight appears. The best players iavor B R4 or B4, with a preference for the former. If we retire to B4 the Bishop may be attacked again by P Q4, while on the contrary B R4 counteracts that advance. On the other hand, the Bishop at R4 will take away from the
QKt an
important point, from where he might KB. But taken all around,
R4
seems to be the preferable move. White has now two formidable continuations.
6.
Q4 we
naturally suggests itself first, although it is not of such lasting effect as another move which
shall consider later on. Black will answer
6.
7.
......
Castles
PxP PxP
is
the
KBP,
Kt3
From K2 the Q has hardly any move that commanded by White's pieces, therefore
8
9.
Q K2
or
Q
is
B3. not
K5
B3
38
in the expectation of embarrassing Black's denor the can velopment, as neither the advance for the present without being taken, withwith the effect that all lines are opened up to our
QP
KBP
pieces.
9
10.
KtxP
BLACK.
Kt3
KKt
K2
WHITE.
In this position we already see that White's atHe tacking moves are pretty well exhausted. has only a very unsatisfactory continuation.
11.
R3
which gives to the Bishop a long file merely in exchange for another one. This position has been subject of analysis foi many decades, and several variations have been found which seem to leave Black with a comparatively safe K position and a Pawn ahead. None of the continuations given seem to be superior to the one that follows.
11
the lecture).
12.
BxKt
13.
QxB
KG,
KR Q
minus
of
Kt2
will
and
it is
difficult to see in
make good
his
This line of play, the so-called compromised defence of the Evans gambit, leads sometimes to very brilliant combinations. Let me give you an instance of this at move 11 of our principal variation.
11
12.
13.
Castles
Kt
14.
K4 BxPch
B
Kt8
<?./>.
QR Q
KR K
K
P
QxKt
PxP
KtxB
B Q4
Kt Kt5 Q-B7ch.
Q B4
KtxP
QxQ
mate
40
Instead of (6) P Q4, the greatest connoisseur of the Evans, Mr. Tchigorin, favors (6) castles, with the object of maintaining his centre. It cannot be doubted that this line of play is more in keeping with the original idea of the gambit.
Black, in accordance with the principles laid in lecture 1, must either play his QP, or his KKt. It is usually the best policy when you are subject to a violent attack to move the QP, and when you are the aggressive party to develop
down
your pieces
first.
Q3
'P
PxP
Q4
PxP
B
Kt3
leads to the
The
five
K wing against Black's four, exert a considerable amount of pressure on Black's pieces, the more so as Black will be obliged to leave his K on the danIt is true that Black may estabgerous side. lish three pawns to one on the other wing ; but
"normal position'* of the Kvans. Pawns that White has gathered on his
then it will take him a great deal of time to force the fighting on that side, while White's pieces will soon be in direction and ready for assault.
^Various continuations have recently been recombut it seems to me best for White that the old way of playing is as good as any. The line of play usually followed by the old masters is
mended as
41
9.
P-Q5
B
Kt2
10.
Kt Kt
R4 K2
11.
12.
BQ3 Kt B3
BLACK.
KB3
Castles
WHITE.
It is not
my
by the method usually followed, of simply enumerating all possible variations. Such analysis, unless it is
is
many
42
the possibility of committing grave errors, and it usually puts into obscurity the points of view from which the essential characteristics of the position may be deduced.
details, this
much is certain,
to
O)
P
KBP
B4
or,
() He will initiate an attack on the Q side with QB4, P QR3, B B2, P QKt4, etc or,
;
(c)
He
will
strong centre by
QB3.
There
follow.
is
As
regards the
point,
it is
such an advance would not increase the defensive It would open the strength of Black's position.
White QB, the point K4 to the White exchange of the Pawns) and probably facilitate the joint attack of the White KBP and KKtP.
file
of the
Kts
(after the
() This was the plan of defence, or rather counter attack, in Anderssen's tierce. White will obtain the advantage in the following manner
:
13. 14.
15.
K R
Kt
P
Kt Kt
16. 17.
KB4 K2
Q2
18.
19.
B3 B5 Kt B4
P B P
Kt Kt3 P QB4
QR3
B2
Kt
QKt4 K4
43
This will represent pretty accurately the state of affairs ten or twelve moves after the normal It takes at least position has been arrived at. seven moves to bring the Black Pawns to their In the meantime, White is free to destination. advance his KKt Pawn in two steps to Kt5, and to open up a pernicious attack against Black's
side.
(c) White's policy will be exactly as in (), to If Black exchanges the QBP advance his KBP. against the QP, the KP will retake, and the Black QKt will be unfavorably situated. Black has in this variation practically no chance of winning, in
It seems then that the normal position will yield to White much better chances of winning than it will to Black.
If you to play
want
.7
you
Kt3
At
once, with the object of converting your extra If then (8) material into positional advantage. PxP, PxP; (9) QxQ, KtxQ; (10) KtxP, Kt KB3. Black's solid Pawns and good, sound development will make it hard to White to keep up the equilibrium, as his QRP, and more so the If, on the other QBP, require constant care.
hand, (8)
PxP, PxP;
(9)
Kt3,
B3; (10)
44
B Q5, KKt K2; (11) B Kt5, Q Kt3; (12) QBxKt, KxKt; (13) BxKt, QxB; (14) KtxP, Q K3; (15) Q R3, P QB4 or K B3, with
two Bishops, a healthy development of forces and a solid position.
One of the finest games on record was played at a time when the analysis of the Evans gambit was not yet far advanced. It has been named
The leader of the White the evergreen partie. forces was Professor Anderssen.
4 '
"
1. 2.
P P P P
K4
P
Kt
3.
Kt KB3 B B4
B B
P
K4 QB3
B4
4.
5.
QK4
B3
BxP
R4
Q6
6.
7.
Q4
PxP
Castles
Q
P B
Kt3
K5
R3
10.
11.
KKt
P
Q Q
B3 Kt3
12. 13.
14.
K2
B B
R QKt
Kt3 Kt2
QKt4
Q B4 Q R4 PxKt
PxP
Kt
45
BLACK.
WHITE.
19.
QR-Q
RxKtch QxPch
B B
19
20.
QxKt KtxR
21.
Grand!
21
22.
If at
B; (22) R Q8ch,KtxR; Q; (21)RxPch, (23) Q Q7ch and mates in two more moves.
KxQ
No. 5
Gentlemen,
made
to
me
According to the
request you
all
last
Monday, we
the King's Bishop's gambit, which as you know, is constituted by these moves
1. 2.
3.
P B
K4 KB4
B4
K4
PxP
If I remind you of Rule III. you will admit that the development of the B is not in accord-
ance with our fundamental principles. Actually the move of the KKt to B3 would be far stronger, as it leads to a fairly even game, while the KB gambit should be lost to the first player.
The defence will, before all, disturb the quiet course of White's development, by (3) Q R5ch., to which White is bound to answer
,
with
4.
According to the principles of development, QP or one of the Kts should move. White is threatening to bring forth an enormous force in no more than three moves, to bear upon the centre of the board, namely Kt KB3, Kt QB3, P Q4. Black dare not quietly submit to that, as for the moment his Q is exposed to To keep the White K in his unsound danger. position, to spoil the plan of White, and to aid the quick development of Black's forces, the best policy is the most aggressive one, that is the one initiated by the sacrifice of the QP.
either the
47
4
5.
BxP
is
P Q4
undertaken
Now,
KKt4
;
Our Bishops have two long lines our Kts have only one move to make to occupy points of importance, and to add to the firmness of our position. We can, therefore, spare the time for this advance of the KKtP, destined to protect our KBP against all possible attack, and to render the side unsafe for White's pieces.
6. 7.
Kt
KB3
KR4
Q R4
B
Kt2
An excellent reply. The Bishop not only protects the Rook, but guards the two centre points, Q4 (Q5), K5 (K4).
8. 9.
K
Kt
Q4
Kt
KR3
Kt3
Q
Kt
all right,
10.
QB3
K2
because White
So
far,
everything went
consistently played for the development of his minor pieces. it becomes apparent that the
Now
and the QB no not give any anxiety, but the Q has somehow no good prospects of serving her cause. At the same time, Black is quite safe there is only one weak point in his camp, the KBP and any possible attacks of the White minor pieces in the centre are obviated by the clever sacrifice of the fourth move.
White
less.
QR
is
The
K position need
awkwardly
placed,
48
BLACK.
WHITE.
11.
Q-Q3
B B
Q2
Kt3
preparatory to
11
12.
P B
QB3
Kt5
!
Here the
QB
all
49
by
inferior pieces
and with R4 as a
BQ2 K B2
.
Kt
Q2
Castles
Q side
are ex-
now
at
posed to the most direct attack of the hostile R and Kts, and KB. Try what he may the day is Black threatens BxKt and Kt K4. If gone. If (15) (15) Kt K2, Kt QB4 wins directly. PxP, PxP; (16) RxR, BxR the danger is not obviated. If finally (15) Q B4, BxKt; (16)
once apparent
His
game becomes
and
QP
K4; (17)PxKt, RxBch.; (18) K K, Q; (19) QxP, QxQ; (20) BxQ, BxP; (21) B Kt3, BxKt; (22) PxB, Kt Kt3, followed by Kt K4, is at least one way of obtaining
PxB,Kt
KR
a great advantage.
11,
12.
13.
14.
BxB
K5 K4 Q K2
P B
P B
Kt
QB3
Q2
KB4
KtxB
White
is obliged to undertake some kind of attack, or Black will Castle Q side, and the breakdown of White's centre will be practically certain.
15.
Kt
K4
KKt6
50
Now at last, this advance is justified, QP has lost its protection by the Q
16.
17.
because the
Kt
Q6ch.
KtxKt
PxKt
and wins a piece or (17) P R5, PxKt or (17) Kt K, QxKt (18) PxKt, BxPch., and should
;
win.
must therefore come to the conclusion that I will not pretend the gambit is unsound. that there is any right and wrong in Chess from an ethical standpoint, but by what right should White, in an absolutely even position, such as
after
We KB
move
1,
when both
sides
have advanced
is quite side to attack ? And uncertain, and open up his then follow up this policy by leaving the check of
K4,
sacrifice
The the Black Queen open ? None whatever idea of the gambit, if it has any justification, can only be to allure Black into the too violent and If, therefore, we can hasty pursuit of his attack. obtain by sound and consistent play, the superiority of position, common sense triumphs over
!
trickery,
and rightly
so.
the analytical and theoretical knowledge was not so far advanced as at the present time, famous players frequently chose the lively forms of development which are the outcome of One of these games, though unsound gambits. in the highest degree, has been of such excepof Chess
When
61
tionally brilliant character that it was honored by the players of the time with a special name. know it as "The Immortal Partie." Here its
We
moves follow
WHITE.
Anderssen.
1.
BLACK.
Kieseritzky.
2.
3.
P P B
Kt
K4 KB4
B4
K4
4.
5.
K B
BxP
KB3
Q3 Kt R4 Kt B5 P KKt4
P QKt4 Kt KB3
PxP Q R5ch.
6.
7.
8.
Q R3
Kt
R4 QB3
Kt4 B3
9.
Q
Kt
10. 11.
12.
13. 14.
15. 16.
P P
R KKt KR4
R5
B3
Q B3 BxP
Kt Kt
Kt B3 B4
17.
Q5
I have not dwelt on the constant violation of The consequence of his imprinciple by Black. aginative schemes is that none of his pieces are
and here White could have smashed developed Black up by advancing first P Q4.
;
17
18.
QxP
Q6
52
BLACK.
WHITE.
fine coup.
18
19. 20.
K K2
P
BxR
QR8
to
QxRch.
K5
KKt2.
A glor-
20
21. 22.
Kt
KtxPch.
K Q
QR3
23.
B K7
B6ch.
KtxQ
checkmate
No.
6.
Gentlemen, As you have expressed the desire to have one of the close openings discussed, I have chosen to-night as subject of discussion the popular and important French defence, which arises when Black replies to White's P K4 with P K3.
1.
K4
K3
This defence had for a long time the reputation of In later years it leading to a dull kind of game. has been found that it gives opportunities for a
great
many
it is difficult
The
difference
K3 and
the other
is
The Pawn at K3 blocks the long diagtwofold. onal of the Black QB reaching up to KR6, which On is, I might say, almost naturally open to him. the other hand, in the ordinary games which open
with P K4 on each side, the White KB can take up a very strong diagonal from QB4 pointing towards the initially weakest point in Black's camp, the square KB2. This line also is obstructed. These two peculiarities give to the French defence a character of its own, which, with good play on the part of White, it should never lose.
The move, which gives to the White pieces as much freedom as can be obtained in one single
move,
is
2.
P-Q4
And
As
64
The
d.
(a)
May
be at once dismissed.
Kt
KB3,
PxP
(4)
Kt
Kt5, this
a tricky game, but with sound and energetic play on the part of Black, a great advantage ought to
accrue to the second player, (c} is equally inadvisable, as the early advance of Pawns unbacked by pieces always is. This may be the line of play
to follow
:
3.
4.
5.
6.
K5 QB3 Kt KB3 B K2
P P
Castles
P
Kt
QB4 QB3
Kt3
Q
Q
KKt K2
Kt
B4 Kt3
7.
or
5.
6.
7.
KB4 Kt KB3
P
BQ2
Kt Kt
8.
9.
B B
QKt3 K3
B2
R3
B4
PxP
B
Kt5ch,
and
if
10.
PxP
of the
You
(b)
see
The exchange
3.
Pawns
in the third
move
PxP
PxP
leads to a very even game, in which the advantage of the first move counts for very little. The
game might go on
55
4.
5.
6.
Kt
KB3
Q3
Kt
KB3
Q3
Castles
Castles
7.
8.
9.
R K
Kt
B KKt5 QKt Q2
R K
Kt
Kt
B K3 QKt Q2
10.
K5
B3 B2
or 10.
11. 12.
13.
B B
B3
Q R K2
P
Kt
14.
15.
QR K
P
BxKt
Q B2 PxB
Kt3
KKt3
the advantage of the doubled Rooks on the counterbalanced by the strong position of the two Black Bishops, and Black may even have, on account of the somewhat questionable exchange at move 13, the superior game.
When
open
file is
A game well worth knowing is the one played by Blackburne against Schwarz in Berlin, 1881. K4, P K3; (2)P Q4,P Q4; (3)PxP, (1) P PxP (4) Kt KB3, B Q3 (5) B Q3, Kt KB3; (6) Castles, castles; (7) B KKt5, B
;
;
greedy to win a Pawn, and voluntarily exchanges B v. pinned Kt always a great misis
KKt5; White
(8)
Kt
B3,
Kt
B3
(9)
BxKt, QxB.
take.
(10) KtxP, Q R3; (11) P KR3, KtxP, and Black (Blackburne) won easily, as
White's
K position is
exposed.
The want of finesse in variation (3) is accounted for by the Pawn position. The Pawn at Q4 takes away a good square from the KKt it blocks the file of the B from K3 to R7, or from QB3 to
;
66
further obstructs the Q file. If the two file could by some means be exchanged, the position would assume a very different character. As it is they are never to be got rid of, unless with the friendly assistance of your
;
KKt7
it
Pawns on the
opponent.
(d) The strongest move that comes under this heading is (3) Kt QB3. A custom has lately sprung up of posting this Kt at Q2, where it
QB and the Q. good reply against such sickly policy is always to open up all lines quickly for instance, in the given case to advance P QB4. To the move actually chosen Black's answer is, as a rule
obstructs the
;
Kt
KB3
Now
KKt5
move unquestionably against the rules of development, to which Black ought to reply by
4
5.
6.
PxP
KtxP BxKt Kt KB3
Kt
Kt3
P P P P
K2
PxB
KB4 QB4
7.
8.
And
Black will have a very good game. The better play is the more audacious one,
4.
5.
P P
K5 KB4
KKt Q2
According to one of Mr. Steinitz's principles, which is, whenever you advance your Pawn to K5, back it up by P KB4 as soon as possible.
67
5
6.
PxP
QB4
keep his P at Q4 by backing it up by P QB3. This policy has the two great disadvantages that it leaves a weak Pawn at Q4 open to attack, and that it opens a file (the QB file) for the intervention of the Black Rooks.
BLACK.
WHITE.
58
6
7.
BxP
Q
B
Kt
Kt4
Castles
8. 9.
Q3
B3
Kt
QB3
so
White now threatens the sacrifice, which is common in close games, that of B against RP.
9
10. 11.
P KB4
Q R3
P
Kt
Kt5
KKt4
to make play on the while the development of the Black QB is He therefore does not lose yet unaccomplished. any time by advancing the QRP, and has now a
fine attacking
game.
Assume
for instance
11
12. 13.
14.
15. 16.
PxKt
P-Q4 R KKt
B P Q2 R3
KtxB
is
17.
KxKt
game
altogether preferable
or
And
the White
11
12.
P P
13.
QR3 PxKt
QKt4 Kt Q4
Kt Kt3 KtxBch.
14. 15.
B B
Q2
K2
59
PxP
PxKt KtxP
is
14.
9.
KR3
White can, nevertheless, pursue the policy of aggression by immediately advancing his KKtP.
10.
KKt4
To
of opening
Black
may
6
7.
move
Kt
QR3
BxP
QB3
The Pawn must be taken now, as otherwise P QKt4 will save it. To capture it with Kt does not appear to be superior, as the Kt is not very
happily placed at B4, and obstructs the
KB some-
what.
8.
Kt4
Castles
KKt3,
when a very
will ensue, in which, side Pawns will furnish however, the Black White with good objects of attack.
difficult
game
9.
O3
QR3
suggest a different line of play. Black must do something to bring the White Q side under a certain pressure, as otherwise White would gratuitously obtain a good K side attack. The advance of the QRP and the QKtP seem to be the only means of accomplishing that purpose.
It is difficult to
10.
Kt
KB3
P P P
threatening BxPch.
10
11. 12. 13.
KB4
QKt4 KKt3
Q R3
P
KKt4
Kt3
A very important manoeuvre, but it is difficult to say whether this move, or Q Kt2, will, in the the end prove superior.
13
K R
K
P
it is hard to find out better play, as White Pawn by PxP. threatens to obtain a passed
Again
14.
KR4
with a
I
first
rate attack.
you will agree with the proposition that down, viz., that (3) Kt KB3 subAs a good jects the defence to a difficult game. reply to (3) Kt QB3 I advise you to choose the
I think
have
to lay
following continuation
3
4.
5.
PxP
KtxP
Kt Kt
Kt3 B3
Kt
P
Kt
KB3 QB4
B3 Kt3
6.
7.
K3
61
or,
5.
6.
7. 8.
9.
PxP
Q3
KtxB P B3 B K3
Kt B3
Castles
QB4
10.
11.
It is
so dangerous to Castle into the Black first brings out his B Kt2, R to Q square, and waits with moving his King until White has " spent some of his accumulated potential force" in the You may vary your (gathered centre). tactics at move 5 by playing Kt (5) B3 K4 with a good.game. (6) P QB3, P
; :
One word about close games in general. The rules of quick development, as laid down in lecture 1, require one amendment, viz., do not obstruct your by your QKt (unless you wish to open the game at once by P K4), and advance that Pawn as early as you can to QB4.
QBP
After the Easter holidays we shall discuss the general principles of the remaining parts of the game, when much that has been said hitherto, will obtain a different and a deeper meaning.
Nos. 7 and 8
Gentlemen, So far we have considered the first part of a game of Chess, called the opening, and The usually embracing about a dozen moves. object of development is, as we have seen, to get the pieces into action, and to place them on favorable lines, in order to have them at hand when " you intend to make them work." The process of making pieces in chess do something useful (whatever it may be) has received a special name : it is called the attack. The attack is that process
by means of which you remove obstructions. That is so in every fight, whether it be a battle, or a fight with swords, or a boxing encounter, this definition will always apply.
Let us compare the game of Chess to some other for instance, to a battle. armies opfight posite each other are attempting to destroy, or at least to frighten each other. The armies, if about even in numbers, and also as far as favorable position is concerned, will each have a superiority in
Two
some quarter which will enable them not only to hold their opponents there in check, but also to drive them out of their position. Three things determine whether an attack should be made, and, if so, in which manner. First of all the proper-
63
tion of the attacking force to that directly oppossecondly the nature of the ing it in numbers surroundings ; thirdly the relation of the forces engaged to the rest of the army.
;
The
in
which the attack must be executed, whether rapidly (if the advent of reserve force must under all circumstances be avoided) or step by step; in other words, it determines whether we should make it our object to economize in time, or in material force at our disposal.
Their character will determine hostile force is exposed to the effect of our weapons, and which is shielded where we can advance with comparative safety, and which part of the ground we have to traverse rapidly, in other terms, which are weaknesses to be assailed, and which our strong points towards
to advance. The first consideration will us whether, after we have gained, by the methodical destruction of the obstacles in our way, a position of advantage, we are able to destroy or drive away the opposing force or whether the object of our attack, if obtained, is a sufficient compensation for the lives sacrificed. If, in any kind of fight, the rules for attack are laid down, the three things mentioned must be studied.
which
tell
eral is the
men and
If
the gen-
anything that
64
subject to the possibility of an attack be a weak men, and especially the King and the heavy pieces (Queen and Rooks), would be such
is
point, all
we
shall,
however,
call
pieces, or group of pieces, as in proportion to their importance, have a defect in defensive a Queen, that has only a strength, for instance very limited range of action, or a Pawn that can:
not advance nor yet be protected by other Pawns. weak point is a square not necessarily occupied which can only be attacked by heavy pieces like the Queen or the Rooks, so that Pawns. Knights and Bishops, or eventually also Rooks, protected by other men, are there quite safe. Our opponent's weak points we shall name strong points, speaking from our point of view. If we can occupy a strong point by one of our pieces, which has from there a large sphere of action, the battle is often half decided in our favor.
Obstructions in Chess are pieces of minor importance which intercept the lines of action of our men. It is, as a rule, easier to remove them when they are hostile men, because we may threaten them by so many of our own pieces that we can
it is different when, finally safely capture them for instance, one of our own Pawns, blocked by
;
one of the Pawns or pieces of the enemy, stands in our way and worse still when this Pawn is isolated the only way of removing it by force consists then usually in placing a piece under the protection of this Pawn, and forcing the exchange
;
of that piece.
initial position.
The
65
ultimate object of every attack in Chess is given it is the capture by force of the hosFor that purpose we must command tile King. nine squares, the eight around the King and the one he occupies we can reduce that number only by driving the King to the edge of the board, or by forcing his own pieces to obstruct his escape. Finally, the checkgiving piece must not be liable to capture, nor must any of the hostile pieces be able to intercept its line of attack. This is the "work to be done," and it is enormous, considering the large amount of force gifted with capacity to capture and obstruct, at the enemy's disposal. This task is still made more difficult by the other
beforehand
own King
one which you have to perform to protect your against your opponent's assaults.
The Chess world went about the task thus voluntarily undertaken, and attempted to solve the problem involved by the humanly most direct method it simply tried it, piling variation on
;
variation, correcting and re-correcting them, for, say, two thousand years. Many beautiful games were played, and startling discoveries made, but the real problem was never solved. And why, may we ask, have for so long a time the exertions of the best brains of the human race continually
There is one answer whose cogency is an answer whose truth seems to be proved by experience beyond doubt, viz., there is no solution, and for this reason, the resources on
failed?
irresistible,
each side are so evenly balanced that the trifling advantage of the first move is not sufficient to force the defence to resignation.
This admitted, we must begin, before entering task, with the supposition that the initial position has been differentiated to such an extent that the win of the game becomes possible to the one or other party. After having granted this much the problem is transformed, and it assumes the following shape the balance of position and forces has at least been partly disturbed, and to checkmate the King of the inferior force becomes a feasible achievement.
upon our
Whether a nearly balanced position allows a forced win to the one or the other party depends usually on the slightest differences, so much so, indeed, that it would be a hopeless undertaking to search for certain rules, or a mathematical formula that would give you its solution without the appower in each special case. question involved is of such a complicated nature that the only way to obtain an answer is to divide the board into parts, to analyze the partial questions by the experimental method, and to finally draw the sum total of all the answers.
plication of intellectual
The
Now, given
we may
a position in Chess, where, on the side) we have the Q side, or the centre) be at a disadvantage, but where, on the
whole, our advantage is prevailing in what manner are we to make capital out of that superiority ? The answer depends, of course, on the analysis of the position; but if this analysis is methodical it
;
will greatly acquire clearness and sharpness, and the mental labor required will be reduced to a
minimum.
67
The moves
are either
in
bringing
new
force into
Attacking, i.e., making pieces threaten the hostile men, give a check, threaten a checkmate, etc in other words, making pieces do something, or work. (V) Serving defensive purposes, i.e. giving protection to a weak point, obstructing an important line, etc., in other words undoing the work of the hostile men.
()
What kind
of
move
is
required
is
determined
of the position. If you have a large superiority of force in a quarter where the enemy has important weaknesses, like the King or the Queen in a bad position, etc., you must assail quickly. Every one of your moves must be intended to do much. Your reserve force must be made useful for the attack with as much gain of time as possible by attacking, for instance,
by the exigencies
some weaknesses while on the way and the reserve forces of the opponent must be kept back, if possible, by obstructions that you can place in their way (think of Morphy's Pawn sacrifices for
that purpose). The devices are manifold, but the variations, on account of the many forced moves on the part of the defence, are usually few, and therefore subject to direct analysis. Of such attacks we say that their is quick. pace
'
'
'
'
All the games given (especially the French defence of the previous lecture) have contained attacks of quick pace. Here follows another.
68
BLACK.
WHITE. The game (International Tournament, Amster dam) went on 1. Kt R5 KtxKt 2. BxPch. KxB K Kt 3. QxKtch.
4.
5.
6.
7.
8. 9.
KXB K R2
K4
P
B
Q R3
RxQch. Q Q7
KxR
KB3
10. 11.
12.
13. 14.
QxB R KB
O Q7 Q Kt4ch. PxP
P
K
QR
B
Kt2 Kt
KR Q K B
P
Kt2 Kt2 B3
15.
K6
16.
17.
18.
Q Q Q
BxR
19.
20.
R8ch. Kt7ch.
K K K K2
and wins.
When your superiority is not clearly defined, you must be satisfied with attacking in a moderate pace, advancing on your strong points, and methodically creating new ones near your opponent's line of defence Then the plan is everyand the time a matter of secondary importance (compare the 3d, 4th, 5th and 6th game Generally the "pace" given in these lectures). of your attack must slacken down, the less prothing,
nounced your advantage is. A very good player will seldom give you opportunities for violent and short attacks, which require an amount of acting
force that
is
often underrated.
:
Some
of
Morphy's games
1.
2.
3.
P P B
Kt
K4 KB4
B4
K4
Q4 Q3
B6
PxP
P B
Kt
4.
5.
PxP
P
6.
7.
QB3 Q4 KKt K2
KB3
Castles
70
BLACK.
WHITE.
so
The White King stands in an unobstructed Morphy sacrifices his Pawn to prevent
file,
the
King from castling with safety. It will be remarked that after the sacrifice the defensive power of the White KR and KB Pawn becomes very weak, both of these Pawns being isolated.
8. 9.
PxP
PKR4
Kt
R4
71
It would have been better to defend by a developing move, such as (9) B K3, when the folR K; (10) lowing play might ensue (9) Q Q2, Q K2; (11) Kt K4, B KB4 (12)
, ;
(,)3.
9
10.
R K
Kt
K4
Occupying one
attacked by
tl:e
KBP
lent obstruction.
10
11.
12.
Q2 K-^B3
B B
KtGch.
Q3
dangers.
QKt4
the White
Quickly opening up all the lines on the side which King has chosen as refuge.
13.
BxP
to
QB3
Now
forces
he threatens
White
14. 15.
16.
K4.
KtxB
B
QxKt
B
Kt Kt
R
P
K
Kt3
R3 Q2
Kt3
17.
18.
BxP
QR B
72
of Black's pieces has now long open in consequence of the energetic attacking manoeuvres of the last six moves.
Every one
files,
19.
Q2
Black threatened to win a piece by Kt or Q takes Pawn. K Kt2 would have lost immedBxKt; (20) iately on account of (19) RxB, RxR; (21) QxR, Kt R5ch. either winning the Queen or checkmating the King in the next move.' 19 RxB
,
20.
21. 22.
23. 24.
K K
,K
PxR RxB
BxKt
'
QxPch.
K
if
Q2
B3
25.
K-Kt2
PxKt.
Q R Q
Kt
KtSch.
Qch. B4ch.
R5ch.
if
Kt5mate;
first
K
New
WHITE
Paulsen
1.
P
Kt Kt
2. 3.
K4 KB3
B3 Kt5
4.
5.
Castles
6.
7.
KtxP KtxKt
R K
73
It would This capture only develops Black. have been quite as good to retire with the Kt to KtxP by B3 and to follow this up, if (7)
,
(8)
P-Q4.
7
8.
9.
B B
QPxKt
B4
K2
QKt4
The Black Pawns by thus advancing do not of course gain in defensive strength, but Black is so far ahead in development that White will never be able to take advantage of that weakness.
9
10. 11.
KtxKt B B3
KtxP RxKt
If here (11) P QB3, which looks at first sight stronger, then Black will assail the castled King, which for the present is the only support of the
KR and KKt
(11) (13)
,
(14) PxR, B Q3 or (12) P Q4> B O3; (13) P KKt3, Q R6 (14) P KB4, B Q2; (15) B B3, R K2 when file and Black will double his Rooks on the obtain a sound position with many attacking
B3,
; ; ;
R R5
possibilities.
11
12.
R K3
P
B3
object.
somewhat elaborate process for so simple an First, P Q3 was the proper play.
12
74
This is one of the rare cases, in which a heavy piece like the Queen can with success be used for the purpose of obstruction. The Queen cannot be attacked in her present situation by any hostile man but exerts a considerable amount of pressure, B2 or preventing, for instance, such moves as B -K2.
13.
14.
15.
16.
P P
QKt4
B
B
Kt3
QR4
PxP
Q2
QxP R R2
This move
may serve
as a preparation for
B2.
White evidently is beginning to feel the restraint which he suffers through the blockade of his QP by the adverse Queen, His plan, however, is frustrated by Black, whose attack has already become
R6 instead, If (16) ripe for a decisive blow. Black's best reply seems to be (16) .......
K; (18) B K3, P (17) P Q4, (20) Q R5?, R QB4; (19) KtPxP, BxP KKt3, with a winning advantage, for if (21) R, QxB, (22) PxQ, B B3, leaves White helpB4;
QR
less
K2, B
RxQ;
would be (20) Q (21) B Kt4, RxB; (22) BxQ, (23)BxB with an even ending.
Kt3;
16
The strongest move for development and simultaneously for attack. Black threatens now QxRch.
17.
75
BLACK.
WHITE.
17
QxB
and beautiful coup.
An
effective, surprising,
18.
19.
K R
is
PxQ
R
B
Kt3ch.
R6
Kt7ch., followed by BxP no safeguard, as after the exchange of the Rooks the QR will checkmate him. Nor would (20) Q Q3 mend matters, as Black will answer with P KB4, and if then (21) Q B4ch., by K-~B.
Black threatens B
mate.
R KKt
76
20. 21.
22.
K K
R Q
Kt
B
B
Kt7ch.
Kt7ch.
BxPch.
He might have decided the issue by R Kt7, with the double threat RxPch., etc., and RxRP.
23.
24.
K Kt K R
Q B
R6ch.
BxP
25.
RxB
hostile
BxQ R K7
QP
to his post.
R R
P Q4 At last
!
R R3
B
28
29.
K6
R R
(R3) Kt7
checkmate.
Let us
now
WHITE.
Anderssen.
1.
BLACK.
Steinitz.
2.
3.
4.
5.
P K4 Kt KB3 B Kt5 P Q3
BxKtch.
is
P K4 Kt QB3 Kt B3 P- Q3
This exchange
QR
decidedly uncalled for. Black's gains thereby an open file, as well as the QB.
77
White has no compensation whatever for to speak in the early stage of a game of the weakness of a double Pawn or an isolated Pawn for end game purposes is nothing but a chimera.
;
5
6.
PxB
P
KR3
Kt3
which
Black has already the advantage, and can therefore afford to lose a move for development, will later on support his plan of attack.
7.
8.
Kt
B3
Kt5
B P P
KKt2
Castles
Castles
9.
10.
B B
KR3
B4
K3
is to
excellent coup. Black's plan, as will be seen, side with his make the fighting on the Pawns he therefore keeps the White QP back, to preserve the obstructions in the centre.
An
11.
R Kt
It would have been much more to the interest of White to forestall the imminent attack, for instance, by (11) Q Q2, K R2 (12) P KKt4, Kt Kt (13) Kt R2, P B4 (14) P B3.
;
11
12.
Kt
K
QB4
Q2 B4
13. 14.
15.
RxP R R4 R R3
QKt4
PxP
P B P
K Pawn, which intercepts the B file from QB3, blocks the KP and holds back the QP, dare not be removed. It is, therefore, an excelThe White
lent object of attack.
78
16. 17.
18.
19-
Q Kt Q Kt7 R Kt Q-Q5
K R
P QR4 P--R5
Q-B
White's game suffers of want of design. There is no possible object in all this manoeuvring of the His policy should have bten one heavy pieces. of defence, which he might conduct on the Kt R2, P KB3 a.s.o. and perhaps successfully.
v
20.
KtG
R R2
; ;
In order to have his Queen free for the following threat (21) P B5 (22) B Q2, BxP (23) PxB, QxP; (24) Kt R2, P B6, etc.
21. 22.
K
B
R2 Q2
Kt
P P
Kt Kt
B5 Kt4
B3
23. 24.
Q-B4 R Kt
Q-Q
R2
25.
advance and then the KtP, to be followed by Kt Kt4, where the Kt will have in conjunction with his advanced Pawns, a commanding sway. Mark how carefully all this is prepared.
shall
The RP
No strong point is left to the White party in the rear of the Black Pawns, nor in front of them, during the whole of the tedious process.
26.
K
Kt
B
Kt
B3
P P
Kt
R4
Kt5
PxP
P
Kt
PxP Q R6
Kt4
31.
R7
79
BLACK.
WHITE.
Here we have the beau ideal of the concluding stages of a King side attack supported by a chain If PxP, all the lines are opened by of Pawns. P B6 with tremendous effect. White cannot much improve his position, as his pieces have no So Black has space to execute any movements. any amount of time to prepare the finishing stroke.
32.
33. 34.
KtPxP
B
B2
Q4
PxBP
Kt
R6
KtxKt
35.
PXBP
80
Of course,
if
(35)
BxKt, B
35
36.
K K
B
KB3
the White
King being
36
37.
KtxPch.
RxKt
easily a
QxR
few moves
later.
not overlook how the apparently unimportant sixth move on the part of White was the real reason of all the trouble that he had to undergo
later -
Do
WHITE.
Steinitz.
1.
2.
BLACK.
Zuckertort.
3.
4.
K4 Kt KB3 P Q4 KtxP
B
P
Kt
PxP
Kt
is
K4 QB3
B3
be the
that
move
Kt
QB3 KtxKt B Q3
Kt5
KtPxKt
P
8.
9.
PxP
PxP
Q4
Castles
Castles
B KKt5 Kt K2
Kt
Kt3
P B3 B Q3
occupies a square which White would do better to reserve for the Bishop. (12) Kt Q4 seems therefore preferable.
The Kt
12
13.
KR3
B Q2
81
BLACK.
mJtJLm.
WHITE.
13.
Kt
Black
Kt5
Excellent
now
KxKt, Q
R5;
14.
(15)
15. 16.
B K2 BxKt
Q R5 BxB
B
Q B
K7
What he purposes with this is not very clear. He ought to strike hard while White is yet behind in the development of his Rooks, thus; (16)
82
(17) B B4, B B4 (18) (20) (19) B K3, BxB PxB, P B5, with an excellent attack or even (16) B Q2 will give him a lasting attack, difficult to meet.
,
;
K,
P KB4 P KKt4;
17.
18.
19.
R Kb
B
B3
B P
R3
KB4
20.
Now
the
he
R K8 Q-Q2 threatens Q
all this.
QR Q
Q4, or the doubling of but mark how finely
;
file
Black frustrates 20
21.
Q5
R5
RxB
B
Kt Kt
Kt4
R Q2
RxR
23.
24.
25. 26. 27.
R Q BxR
R5
B4
Q B3 R Q4 QxB Q K R K4
P
take the open file a great advantage, which White should not have yielded at
is first to
Black
move
26.
2g
29.
P P
_ KR4
R5
_B4
This manoeuvre with the RP, which shall make the position of the Kt unassailable, is misplaced. The RP exposes itself only to the attack of the Bishop. R K6 29
30.
QB3
83
This unnecessary advance is the principal reason of the speedy conclusion that follows. Black's play from now to the end is admirably consistent
and strong.
84
critical position, and the inevitable counter attack will find you in disorder.
your army in a
(ii.) Let it be the first object of your attack to create strong points as near your opponent's camp as possible, and occupy them with pieces which have from there a large field of action.
Try to force your opponent's Corollary to advance on the side where you attack.
:
Pawns
WHITB.
Dr. Noa.
1.
BLACK.
Dr. Tarrasch.
P
Kt
2.
3.
K4 KB3
Kt5
P
Kt Kt
Kt
K4 QB3
B3
4. 5.
6.
Castles
KtxP
Q3 B K2 KtxKt
Castles
is
R K
B
R4
7.
8.
KtxP RxKt
Now
Pawn
Black's development
9.
excellent,
and the
position unassailable.
10.
P-Q4 R K
P
Kt
B5
Q4
11.
QB3
;
White has no time for such a-move. (11) B (13) RPx Kt3, Kt R4; (12) Kt B3, KtxB B, B Q3; (14) Q B3, P QB3 (15) B B4,
;
is
KB4
12.
13. 14.
15.
Kt -Q2
KtxKt
B B
much
Q3
Kt3
(14)
BxKt
Q Q
R5 R3
point.
QB2
is
more
15
to the purpose.
QB3
here to the end Black's play is simply Mark how how finely Black will comclassical. bine the advantage resulting from the weak position of the White Queen, the slight weakness contained in the loose and ineffective positions of the
From
White Bishops, his own strongly posted QB, and the lack of protection of the White QKtP for a
highly logical and successful attack.
16.
17.
!
R K2
B
Kt3
Q
P
Kt3
QR4
Developing the QR, dislodging the Capital obstruction, and keeping the QKtP in its unsafe
position.
18.
19.
20.
B B
K3
R5
R B
forces
Q
White
KR K
P
KB4
to advance either the In the latter case K5 becomes a or KBP. is obvery strong point, in the former the
!
Grand
He
KKtP
structed,
KB4
B2
R K2
QR
B
23.
QR K Q Kt4
weak
86
24. 25.
26.
Q
P P
B3
KKt3
QR3
Q-B5 R K5
P
KB,
B4
into play.
To
RxR
Q K3
29.
30.
QxQ
R
B2
31
32.
33.
B P
B B
Q2
B5
P B B
B
BPxR Q Q6 PxQ
Kt4
K2
B2
R B PxP
QB3
B3 Kt2
PxP
B3
R K5
BxPch.
K
(37)
A mistake.
37
forsee.
BxB,
RxB
(38)
R Q
is
by
BxB
difficult to
BxR
PxB
PxB
;
B KtG and White resigns, for after (40) K B2, P Q7 (41) K>- K2, B B5ch. he will lose his Rook. ONE OF MY MATCH GAMES OF 1892. WHITE. BLACK.
Lasker.
1.
Blackburne.
2. 3.
4.
5.
P Q4 Kt KB3 P B4 Kt B3 B B4
P
Kt
Q4
KB3
P K3 QKt Q2 P B3
87
On account of the last move which is more or less forced (not to allow QKt Kt5) the development chosen by Black is not advisable.
6.
7.
8.
9.
P B
K3
Kt5
Kt
B
P
R4 K2
BxB
B
QxB
10. 11.
Q3 K2
KKt3
Castles
Castles
K side
this
KB4
Attacks on the
ly little
K side in
inspection of the side does not preposition will show that the sent weaknesses that could be assailed. The fight side. is, therefore, in the centre and on the
hope of success.
An
12.
KR Q
QR B
Kt
13.
14. 15.
K5
QKt B3 B Q2
BK
B2
Black has, with his llth move, stopped the advance of the White KP. The White Q is therefore now available for the Q's wing.
15
16.
P
Kt
R Q
QR3
B3 Kt Kt
;
Q2
Kt2
17. 18.
White intends attack and, therefore, makes first preparations to take advantage of any forward movement that Black might undertake on
the
R K a Q side
K side,
beginning with
B5.
18.
19. 20.
P QKt4 Kt K5
Kt Kt
B3
K5 KtxKt
QxKt P QR4
P
Kt5 Kt B3
Kt Kt Kt
R4
B3
24.
PxBP
Q2 P
B5, followed by
Kt
Kt3
PxP
B
B2
28. 29.
K5
R B
R R
The
QRP
object of White's attack was to keep the back, which is now indefensible.
29
30. 31. 32. 33. 34. 35.
R K2
KR
P
R2
Kt3
R R KR B Q B2 Q B6 RxQ RxR R B2
attack has now succeeded. White has the advantage of a Pawn plus on the K side. What remains is to convert this into positional supernot an easy process, as still there are hardiority ly any assailable points in the Black camp.
The
36. 37.
38. 39.
R R3
P
B3
K B K K2 K Q2
K4
40.
41.
R B R B2
B K K B K K2 K Q3
89
42. 43. 44.
R
P
45. 46.
R R
P
m R5
R4 QKt
R B R B2 R B
K K2
'
decisive manoeuvre. If the P is taken, the two isolated RPs will be a splendid object of attack, well worth the sacrifice.
The
46
47. 48.
K
PxP
R
B3
Kt2
PxP
KR
some manoeuvres to complete the third hour (we played eighteen moves an hour) the game went on at move 55, the position being
Here, after
unchanged.
55.
56.
Kt4
PxKtP
PxP
P
Kt5 Kt4
B6.
R QR
And
so on.
57.
threatening Kt
57
58.
59. 60.
61.
K Q2 K K3 K B4
B
B4
R R6 R R7ch. R R6
Kt Kt
Q2 B
will
62.
R QB
Rook
The
via
B7
now enter
62
63.
64.
Q3 B5
R R4 BxP
easily.
No. 9
Gentlemen,
The
counter action. When you, however, have been unfortunate enough to compromise yourself, to give your opponent an undeniable reason for, and tangible object of attack (which may occur to the best and most cautious player, as the result of an unsuccessful attack) you have to act very
differently.
Also here
common
how
to
comprise points proceed. which are exposed to the action of the hostile forces and other points which are well guarded. An attack will direct itself in the first instance
Every position
91
against your weakest points for instance against the and KKtP after Castling, or against a Kt at B3, etc. You will, therefore, first of all, vacuate these points, if they are occupied by men of great importance, the Queen, or Rook, for instance, and also frequently a Knight and a Bishop; secondly, you will have to give them support; place the support in points which are not easily accessible by the enemy. The rest of your army is best employed in engaging the reserve force of the enemy that is, such force which it will take him time and labor to utilize for the purposes of his attack.
KRP
The object of your opponent's attack is, generally speaking, to change the position of your men in a certain quarter by force. Abstain from changing it voluntarily, except for most forcible This is where most chess players fail. reasons. In order, for instance, to avoid the approach of a Kt or Bishop to Kt5, they advance the to R3, losing a move, and besides, as a general rule, impairing the strength for purposes of defence of the chain of Pawns on the wing or they advance the Pawn to Kt3, to drive a Kt away posted at
RP
KKt
KB4, which, howeve: well placed, is usually not half as dangerous as this move or they retire a
;
piece, because
all
be driven away. Wait with such moves until your antagonist has expended
it
may
some
well, call
it,
"power"
at his
For the rest your defensive movements must, of Bourse, be subservient to the objects of the en-
92
therefore, revert the be your object to prevent your opponent from creating strong points very near your line of defence. That comprises everything, as we shall see in the instances that are to
You may,
let it
follow.
1.
2.
3.
P K4 Kt KB3
P
Kt
4.
5.
KtxP KtxKt
B
P
Q4
PxP
P
K4 QB3
Kt KB3 KtPxKt
6.
7.
Q3 K5
Q4
Black has followed up to this point the rules of He has given to White no object of attack, none of his pieces being in a weak posiWhite's attacking manoeuvre is therefore tion. premature.
development.
7
8.
Kt
Castles
Kt5
9.
KR3
QB4
shows how
Now
unsound
9
10. 11.
12.
13.
KtxKP
R K Q K2 K R PxB
QxKt
R2
B3
Castles
14.
15.
BxRP Q B6ch.
B
-Q3
:
QxPch.
1.
2. 3.
P
Kt
4.
5.
P B P
K4 KB3 Q4
B4
P
Kt
PxP
B
Kt
K4 QB3
B4
Castles
KB3
(5)
ity
with our
rules.
and gives White the opportunity to a violent onslaught, which, however, in the face of Black's splendid development, fails against the best line of defence.
inferior,
6.
K5
Q4
The
the Kt would be right reply. Kt If, for instance (6) vastly inferior. K5 ; (7) B Q5 would disorganize Black's game Kt Kt5 (7) BxPch., and if (6) (8) Kt Kt5ch., might follow.
; ;
To remove
KxB
7. 8.
9.
PxKt
PxB
B
R
Kt
Kch.
K3
(11)
Kt5
Q Q4 Q
KB.
NotQ
Q2, as (10) KtxB, PxKt; R5ch., would allow White to gain the
10.
Kt
B3
11.
KKt4
Q B4 Q Kt3
KBP,
as
;
White would
PxR;
Castle
(14)
KtxP.
a magnificent game, as White through his attacking manoeuvres has vastly im-
Q side with
12. 13.
14.
QKt K4 P KB4
P
B5
KtS
Castles
16.
PxB
!
BxP QxP
Q side
At last White has recouped himself in material, but at what -an expense He is three Pawns behind, his King is in a totally unsafe position, his
enemy is brilliantly developed, and the QP and QBP, far advanced and well protected, are ready
tunity
for decisive action whenever the slightest opporis offered. All this for a minor piece.
16. 17. 18.
19.
PxP
Kt
Kt3
KR K
P
Q6ch.
K3
RxB
PxBch. Q B4
after posi-
or
in
QxKt
winning.
any variations that White may choose move 13. Therefore let us go back to that tion, and vary the attack.
13.
KtxBP
to maintain the attack. If or takes Kt, Kt Kt5, will regain the piece with an excellent position. If BxKt, White must be satisfied with driving the King into a somewhat
A bold sacrifice,
Q
exposed position by (14) PxP, QxP (15) Kt B6ch., K Q; (16) Q B3 with good attacking Black, possibilities against the exposed King. however, has just as bold a reply, which utterly turns the tables and gives him the attack against the weakened K side of White.
;
96
BLACK.
WHITE.
13
Castles
all
Now,
at
once
of the
White
pieces
become
badly placed, and must speedily return to their camp. The tide turns and the reaction sets in.
14.
15.
KKt PxP
Kt Kt
Kt5
Kt3
KR K
R3
;
Q4
16.
17.
P KR3 Kt K4
or perhaps
more
effect-
96
17
18.
19.
20.
Kt
QQB4
QB3
QxR
RXR R K
Kt
K4
B3
Q
P
Kt
2. 3.
P K4 Kt KB3
K4 QB3
opening. I cannot recommend it to you on account of the questionable early advance of the QB Pawn which it involves.
3
The Ponziani
An
excellent answer.
has weakened the open the Q file, to get possession of that very
;
important point.
4.
5. 6.
7.
Q R4
PxP
Q O4
KKt K2
This is the move given by Staunton. It is intended to keep up the attack, which by the exchange of the minor pieces would be utterly lost. White threatens now B B4, and Staunton lets
fine LiverBlack, therefore, reply by PxP e.p. pool player, looking at the position with the instinct of a true chess player, thought that there must be, against such precipitate attack as White has undertaken, a better reply. And this is how he defeated one of his opponents in a match game.
7
8.
KtxB
Castles
KxKt
Kt
Q2
B4
9.
now
K R
QxR QxR
PxKt
QKt4
P B
Kt
BxKtch.
PxP PxB
QR4
B4
Kt6ch.
14.
15.
Q
'
R4checkmate.
Burn.
WHITE.
1.
2.
BLACK.
Blackburne.
P P
Kt
K4
Q4 QB3 K5 B4
Q3
B3
3.
4.
5.
P P B
6.
7. 8.
PxP Q Kt4
BxP
Castles
9.
Q R3
Kt
P B4 Kt QB3
10.
R K
Black is evidently preparing his K side for a His last move answers that purpose long siege. The Rook vacates the square KB excellently.
for the Kt, which is there quite secure, and gives his support to the weakest point, the KRP, besides to K3 and to Kt3, and is always ready to obstruct
the
KKt
file.
11. 12.
P P
KKt4
KKt3
QR3
One of those harmless looking moves, to prevent something that really is no threat at all. Those superfluous defensive moves spoil many a
PxP
Q2
B P
Kt
QK3
QKt4
KtPxP
Castles
QR
B
which yields a
Ktch.
sacrifice,
A bold
and promising
16
17. 18.
BxR
RxBch. Kt K2
Kt
Kt3
R R2
The
protects several of the weakest points, and can be used as a means of obstructing the open
Rook
KKtfile. 19.
20.
Kt Kt Kt
Kt3
R5
B6
Kt5
KR K2 K R
R KKt2
Kt
Q R6
Kt
Black is practically out of danger, but must yet White intends now to conplay very carefully, tinue with (24) QxRch., (25) Kt B7ch. RxKt; (26) R Kt8 mate. 23 R Kt3
RxQ
24.
25.
Q R5 R Kt3
QR KKt2 Q K2
Another protection
slackens
find
down because
26.
an opening
to the KRP. White's attack his two Bishops cannot to add their weight to it.
K2
RxKt
vigorous and
decisive.
99
27.
28.
PxR R QB3
Kt
B3
QxBP
B
29.
Q2 Kt
QB3.
Q R6
RxKt
Q K2 BxR
R
B2
Black's material
Kt
Kt5
KtxP
KtxBch.
KtxR
Q2
KtxB
after a
WHITE.
I^asker.
100
The annexed
with Mr. Steinitz
what
hastily.
1.
R B
being under the impression that KtxR would lead to a draw by perpetual check. This is, however (as, I believe, first pointed out by Tschigorin) not the case e.g., (1) KtxR, KtSch.; (2)
Q2, QxPch.
K2,
B5ch;
(7)
1
2. 3.
(3) (6)
;
Q R8ch.; win.
easily
B
Kt
Q2
Q B7 R K2
QxPch.
careful in select-
K6
ing his reply. If he plays the plausible (4) Q, Q KtSch; (5) B B, Kt Q6 (6) QxQP,
KtxPch;
(7)
K2,
Q K4ch
(8)
forces,
Q K3
QxKtP
Now
key
Kt3
instead,
all
K
Q
5)
Q K2
5.
the
side at his
own
dis-
posal,
R K
101
To take the RP would not be sufficient to keep the balance of forces White would reply with Q or P Kt5, and very soon be able to assume the attack.
;
6.
Q K2
Q R6
The
first
of Black's attack.
able, as
somewhere on the Q side but Q Q4 is riot playP B4 would now force the exchange of
Queens.
7. 8.
K Q
R
B2
R QR R R7
Black's pieces are well placed, but they do not threaten anything.
9.
10.
11.
P Kt5 KtxKtP K P
B4
PQ4
White threatens to drive the Rook away, in order to bring matters speedily to a climax.
11
(11)
,
Q-Q6
P
B5 would be answered by (12) Kt Q6ch. by K Kt and exchanges leave White always in
,
QxQ K Kt K R
R
B3
KtxQch.
R Kt7ch. RxP
102
BLACK
Lasker.
WHITE.
Steinitz.
This diagram shows the state of the game No. move 33, White to play, of my match with Mr. Steinitz I recommend you the careful study of this position, in which White can keep the balance only by a very ingenious manoeuvre of de18, at
fence.
White.
The question concerns only the next move of Black threatens (1) KtxPch; (2) KtxKt, BxKt; (3) QxB, Q K8ch., winning. How is White to save his game ? If (1) R B2, RxR; (2) BxR, Q B3 (3)
;
103
Kt2, KtxP; (4) KtxKt, Kt K4, will regain the piece and keep the Pawn plus.
K2, R B8 (2) B B2, Q Q4 (3) QxBP, or else (3) R Q2, KtxPch.; (6) Rx (4) KtxKt, QxKt; (5) QxQ, BxQ K3 may be (1) Kt Kt, RxB, should win. R B8 (2) R Q, Ktx answered by (1) Pen.; (3) KtxKt, RxRch; (4) KtxR, Q Q4, again remaining a Pawn ahead, with at least an
If (1)
;
;
Kt
K3,
even position.
If (1)
K
Q3,
(3)
Kt2,
KtxP
;
B8
(4)
(2)
KtxKt, Kt
K4
Q8ch,
Kt2; (5)
R7,
save the
!
The move actually made, and the only one to game (which ended in a draw) was (1) K B against which Black 'must play very cau-
move
this much, I believe, I can promise you, that you follow the rules laid down, you will not If you will seek you will find, no search in vain.
if
But
matter
how dangerous
the attack
may
look.
Gentlemen, When both parties through the struggles of the middle game have held their own, when by the exertions undergone in attack and defence the material forces on both sides have become decimated, and direct attacks on the King have consequently lost any chance of success, the game enters upon a new stage, differing in many Of this part of points from those preceding it. the game, called the end game, it is a characteristic that the King hitherto the direct or indirect object of attack on the part your opponent over
whose safety you anxiously watched, and whose power was limited to the protection of a few Pawns needed for his own security, now becomes a. powerful weapon of offence and aggression in
your hands.
the game enters this last stage, the general rules for attack and defence are not changed in any particular. Weakenesses will principally be
represented by Pawns, which are blocked, or cannot advance for some other reason, and which, besides cannot be defended by other Pawns. Here again the attack will direct itself against the weaknesses. Our weak points will be such as are open to the enemy's men or King, and not commanded by
When
any of our own men nor by our King our opponent's weak points will be directed towards those strong points, and will attempt to create new ones as near the hostile weaknesses as it has the power
;
105
to do. Here also the attacking party needs, for But in comsuccess, a superiority of some kind. bination with all this, two new factors enter into
it its
peculiar character.
The first is based on the greater facility acquired (in consequence of the exhaustion of the material forces) to lead your passed Pawns to Queen. For that purpose there are never more than five separate moves required, and often less. If the line where the Pawn advances consists entirely of strong points, the enemy will be obliged
of his men, perhaps his King, will be to command one of these Points and lines prints or to obstruct that line. through which the hostile men prevent the advance of the passed Pawn, may be called points of vantage in regard to it. The game will very often then present a fight for the command of these points or lines of advance, which may be intercepted by our men, or from which the hostile forces may be driven back. On the other hand, being quite satisfied with the result that part of the hostile army is engaged in watching our to
it
passed Pawn, we may undertake an attack with all our forces in some other quarter.
When attack and defence in the very latest stages of the game are so evenly balanced, and both our own men and those of our opponent are so favorably placed, that, unless the adversary voluntarily gives way, neither party can improve his position, when, in other words, the move ceases to be a privilege, "time" (the right to
106
do something useful), will assume different character. In such positions as are very frequent in well contested games,
move, that
is
to
BLACK.
WHITE.
and the occurrence of which can often with certainty be forecalculated, to have to move means often a loss in the working power of your pieces, and it may consequently lose you the game. We shall speak of this as the principle of exhaustion (that is, exhaustion of moves to improve your posiThis principle will manifest itself in the tion).
107
great care with which the two combatants hold back certain moves, which either would improve
their position, or at least rot affect it harmfully, until a favorable opportunity has arrived for ex-
ecuting them.
The
principle of exhaustion
may
be illustrated
by the diagrams.
White, manoeuvring on the has no chance to force the win
KR
;
For instance, after cient space at his disposal. Kt3, he R4, R3, R3; (1) (2) would have to recede therefore we must leave that quarter of the board to the Black King. Our will consequently be a weakness, and it will be wise to hold it back as long as possible. The best position for the Black King to occupy will be Kt5. Whenever he will occupy that, our King must be ready to march to K3 or K5. From this we deduce the following line of play
KRP
1. 2.
3.
K K K
R3
Kt2 Kt3
K K K
R3 R4 R3
the
first
Not win
would
108
BLACK.
WHITE.
White has two chances of winning, the one based on his passed Pawn, the other on the weakness of the Black RP. The Black occupies at present a position of advantage in regard to both. This is changed by the follwing manoeuvre
1. 2. 3. 4.
K Q5 K-B4 K Q4 K Q5
K
K K
B
B
B2
K-Q
5.
KB5
109
BLACK.
WHITE.
easily
4
5.
K
P
K-Q
Q6
B7
6.
K K
Kt2
7.
Q7
and mates in a few more moves. An ending by Mr. L,ocock (page 109). White has two dangerous attacks the one
;
against the
K threatening
110
is to at Q4. fore, when the White King will be at Black must be able to occupy in that
it
;
from
KB4
his
moment
and when the White King will stand on Q4, the Black King must prevent the threatened advance by marching to KB3. If then the White King is at Q3, ready to go in one move to either of these squares, the hostile King must i-tar.d on Kt3. Thus, the different squares on each side correspond to each other. This mode of reason;
KKt4
ing followed up, we shall come to the conclusion that White with the move draws, Black with the
move
loses.
if
For example,
1
2.
Black moves
first,
3.
4.
5.
6. 7.
8. 9.
K R K Kt K R2 K R3 K R4 K Kt4
K K
wins
;
Kt3 Kt4
or
8
9.
K
P
10. 11.
12.
Q4 K5
winning
KxP K B5
B3 Kt3 PxPch. K B2
K K
Now
let
K K
B2
Q2
K K
R2 R3
112
3.
4.
5.
6.
7. 8.
9.
10.
K K2 K Q2 K B2 K B3 K B4 K-Q4 K Q3 K K3
K K K K K K K K
R4 R3 R2
Kt2 B2 B3 Kt3
Kt4,
etc.
One of the gentlemen present, Mr. McLaren, asked for the explanation of following position
BLACK.
WHITE.
112
This position depends also on the principle of exhaustion. Black's points of advantage, from where he attacks the White Pawn, are three K7,
K6, KB5.
there, the
of these is K7.
The most forward, and therefore, best Whenever the Black King is
White King must be ready to occupy and whenever the Black King marches to K6, the White King must take the point KKt3. The game will run therefore
KKt2
1.
2.
3.
4.
5.
6.
7.
K K K K K K
Q7 Q6 Q5
K6 K7 Q8
An
will
fail.
2.
Kt5
4. 5.
K K K K
Kt2 Kt3
R3
Kt4
K K8 K K7 K B8 K B7 K Kt7
:
.
winning
The
113
BLACK.
WHITE.
White wins by a clever stroke, in which all the powers of the Pawn at Kt7 are made use of.
1.
2.
B8ch.
QxPch.
the game.
RxR KxQ
a Kt, wins the
PxR, becomes
and
The above is more of a mid game combination than an end game type but even backed by very little force, a passed Pawn can be very dangerous.
;
114
BLACK.
WHITE.
1.
2. 3.
4.
Kt Kt Kt Kt
B3
K5
Kt4 B6
K R2 K R
B and win, as Black has to move if (3) R5 (Kt4) (4) Kt B6ch. would obstruct the Bishop file and therefore win.
;
;
115
BirACK.
WHITE
1. 2.
B-Q4
B B B B
R7
Kt8 B7 Kt6
3. 4.
5.
B B B B
Kt6 B5
K6
R7
and wins
in a
few more moves. In both of the King of the winning party is ex-
116
BLACK.
WHITE,
The difference in the position of the cides the struggle.
1.
2.
Kings
de-
K K
R
Kt8
R8
B6ch.
R R R
Kt7ch.
B7
3.
If
Kt4, (4),
4.
5.
K Kt8 K Kt8 K R7
R4
Kt7ch.
R B7
117
6.
7.
8.
B5ch.
K
K
R5
R6
K K
R
Kt7
R6
B4ch.
R Kt7ch. R B7
9.
10.
11.
K K
R
Kt6
R5
B3ch.
12.
13.
R Kt7ch. R B7 K R7
RxP
BLACK.
WHITE.
118
1
2.
3.
R
B
a
Kt7ch.
R
Rook
Kt5
sacrificing
it-
P becomes
If
self,
An
P R6, K B6, threatening Mate, will force the K6 (7) draw, for instance (6) K K, B6 (9) K Kt, R (8) B, K Q, K Q6 Kt5ch. and so on
;
K Kt5 White threatened P R6 R7, and then a check with his Rook. If now (6)
R QRS
excellent move.
R QR5
K
;
5.
K K2
P R6 (7) P
Q3
6.
K K
B4 B3
not
KR8
The
Q2
(8)
decisive manoeuvre. The King comes now to the support of the Pawn, in order to liberate the Rook, while Black can do nothing to change the position to his advantage. The square QR7 is left free for the King, to allow him a place of safety against the checks of the Black Rook.
7
8.
9.
10. 11.
12. 13.
14.
K K K K K
K K
K K
R R R R R
3.
Kt2
R2 R4 R8
KtSch.
B8ch K18ch.
R7
game would
it is
Without
this
never be won.
Now
119
14.
K K
Kt7 winning BLACK.
Kt2
15.
16.
R Kt8 R Kt6
R QR8
B2
easily
17.
WHITK.
Here White wins by his superior K position and because his Pawns are further advanced than
those of Black.
1.
B4
necessary to time the winning manoeuvre corTherefore we must not at once march to rectly.
It is
K4.
120
1
2.
3.
K K4 K Q3
forced.
K
P
B
B4
K K
the advance.
The
right
P K7 moment for
4.
Now
all
Black's
movements are
4
5.
6. 7. 8. 9.
K B4 KxP K Q6 K K6
P
KQ2 K K
P Q6 P Q7 P Queens
B7checkmate BLACK.
WHITE.
121
1.
QR5
R3
QRP has only to pass one more Black Square, and that within two moves; therefore the Bishop must hurry to stop it.
2.
The While
P
is
Kt5ch.
BxP
own King.
Now
the Bishop
3.
obstructed by his
4.
K K4 K B3
will
R5
Queen.
the end game stage is nearing, the power of the various pieces is altered to a marked
Different issues being at stake, different measures must be adopted, and ideas, correct in the early part of the game, become sensibly modiThe value of each piece varies of course fied. with each end game position in a greater or lesser but the men have a certain average degree value, which will serve as guide. This value will be determined
When
degree.
(a)
By
() and
(c)
and
when
L,et
cons der the King. Being placed in opposition to the adverse King, he will take three squares from him, and can thus hinder him He can, single-handed, stop fro.n advancing. three united passed Pawns, not advanced beyond and two, one of which is on the the sixth row
first
:
us
122
He can attack every square on tl:e board, and that, if he is in a central point, for instance at K4, in no more than three moves.
seventh row.
His reach is totally uninfluenced by obstructions other than the natural limits of the board. He is therefore a powerful weapon, if well developed in one of the central points or near important
he can, however, never be used an an instrument of obstruction, never be exposed to any direct attack, which sensibly diminishes his offensive value against strong pieces of offence.
points
;
BLACK.
Morphy
WHITE.
Harrwitz.
123
The annexed
1
2.
3.
RPxP
now P
established,
R
file
The
first
for
the Rook,
4.
5.
6.
Kt
7.
8.
K4 KtxP BxKt B B3
Q2
R R6 PxP
KtxKt
R QB6 R
K8ch.
QKt8.
K
R K4
B
B2
10.
11.
K2
move
B2
R Q4
B B P
B
B4
R4
Through
this last
KB4
becomes strong.
12.
K
R
K
B B
13. 14.
15.
K K K B2
Q2
B3 B7
K5
B4
Rook
R R2
R5
forcing the way for his King, which will soon become a dangerous assailant.
124
17.
18. 19.
20.
K K
PXP R R7 RxP
BLACK.
In one
3-
Si:
to
If
K-RQ
at once,
K4
will give
Q2
KB4
White
3,
good game.
125
2.
3. 4.
5.
B B
K3
B5
R R8
Q2
KR
B
6.
7.
Q2 R3 Q5
Kt4
PKt4
R Kt3
K K3
Now
Kt6
The initiation of a subtle counter-attack which nearly succeeded in turning the tables.
8. It
K-R5
;
offered
might have been wiser first to accept the Pawn, thus; (8) PxP, R K8 (9)
RxP,
R3ch.
KxP
(or 9)
R4
R
RxP;
10. 11.
R8;
R3,
(12)
(10) B4.
PxP,
R K8
(11)
R Q RxR
PxP
P
RxR
PXP R R R KKt R Kt7 R R7
12.
13.
14. 15.
16.
K Kt6 KxP
R4
B6
126
16
17. 18.
BxP
RxPch. K Q5
K
B
B2 B3
If (18) R Q7ch.; (19) KxP, B~ KtGch.; (20) P B4, RxR; (21) BxR, P R5 (22) B B5, P R6 (23) B Kt and the four passed Pa.\ns win easily against the Bishop.
;
;
19. 20.
K KG
Q7ch.
Kt3
to
B8, B Kt3; Kt3; (24) R Kt8ch., B7 followed by B B6 would King into a mating net.
Kt4
20
21.
22.
R Q R Ktch.
RxRch. B B5
P P
R5 R6
23.
24.
R Kt7 PxR
after a
127
BLACK.
WHITE.
Morphy
at
R K8
R B
P P P
Kt4 Kt5 Kt4
3.
4.
5.
K B2 K K3 K-Q3
B
B6
6.
PxP
PxP R Kt
7.
B4
128
The Black forces being all engaged by t combined action of the White Rook, passed Pawn and Bishop, the co-operation of the King is all
that
is
R B
10.
11.
12.
Kt Kt Kt3
R-B
R
B
KxR
BxQ
Resigns
13.
14.
KxB
Examples concerning the power of the King could be readily multiplied. But we leave this for a future occasion, the King as an assailant, or
power being an essential elealmost an ment, yea, organic part of each apend even game. proximately
as strong protective
Another piece whose power increases the more game stage is approaching is the Rook. His fighting capacity against the adverse King is enormous, and exactly what makes him a valuthe end
able instrument for attack as well as defence.
In
conjunction with his own King he can checkmate driven to the edge of the board, the hostile with a Kt and P and a single in combination and
on
129
at B8,
Kt
at Kt6,
at B5;
at
of his
Pawns
Kt7).
Without any kind of support he can give untold checks to the adverse King, until the same is obliged to approach the Rook, perhaps against
On
account of his attacking qualities, he is always a valuable ally when you want to force any obstructions out of the
fit for fighting against Pawns; and too a piece to be given valuable them, really away for such a purpose, if other alternatives are
but he
The best way to stop an adverse passed Pawn with a Rook is to place the Rook behind it, as his reach will increase the more the Pawn
open.
He can stop, and even win (if they advances. are unsupported) two passed Pawns, of which one is on the sixth, the other on the fifth row ;
but two passed Pawns on the sixth row will Queen against him, if united. Used against advanced Pawns he is therefore not as manageable as the King, or even the Bishop, but he is the more dangerous to the Pawns before they assume a threatening attitude, as his reach is very great,
130
mand
board.
thirteen at a time.
restrict
the opposite
King
the
This Bishop is very much less fit for assault against the King, or for restricting his approach, than the Rook. The Bishop can take away two from the squares King, and eventually give check and command two squares of the reach of the
for yielding support to not very great, as the line in which the Pawn advances will usually contain some points where obstructions are totally safe His great value consists in two against him. things. (1) That he can stop adverse Pawns from a long distance and from a number of squares. ( 2 ) That a Pawn and a Bishop may protect each other, so as to make both of them comparatively safe His chessagainst the King or superior pieces. board, however, contains only thirty-two squares, and whichever influence they may have on the issue of the game, very much determines his share in it so that his importance may be exaggerated when you have the superiority of position, or almost annihilated when the opposite is the case.
King. passed
His capacity
is
Pawns
The Knight
is,
He may
take two squares from the King, or give check, and besides take away one square from him ;
Hi
but the adverse King
then,
and get rid of him if no more support is near. His great power is that he cannot be obstructed. When obstructions abound, and when he can occupy a strong point near the enemy's line, he can be an invaluable ally. His reach never exceeds eight points, situated in a circle, and he may be obliged to take five moves to cross the board from one point to another (for instance, the two diagonally opposite corner points). On an extended field of battle he must therefore choose the wing to which he will give his support, or
very
much
lose in value.
To
piece
it is
mooted question, "Which stronger, the Bishop or the Knight?" clear that the value of the Bishop undergoes
refer to the oft
is
If
experience has shown, that, on an average, during the opening or middle game, the Bishop will be at least as strong as the Knight, this will be the more true the more obstructions disappear, that is in endings with only a few Pawns scatIn complicated end game tered about the board. positions, where Pawns partly form blocks, the Knight will find his best chance. The value of two Bishops varies, of course, as they dominate the whole chessboard, very much less than that in consequence, two Bishops are as a of one rule appreciably stronger than two Kts or a Bishop and a Kt.
;
132
BLACK.
WHITS.
Kt
K4 QR3
QKt4
Now
all
side are in
133
nor can this be changed, as possession of White the Black King is necessary on the side to fight
;
against the
White Pawns.
2.
134
BLACK.
y////////y<.
1////////X'.
WHITE.
From
another
game by correspondence
Black to move.
1
QB4
The Strong, and embarrassing to White. Pawn engages the QP, which is the only White piece that commands the point K5. It can therefore not take the hostile
Pawn, as
Pch.,
135
fatal to
R R7
;
enough but the Kt cannot move any square improving his position, and without exposing the White Pawns to the attack of the Rook.
unsatisfactory
to
2
3.
PXP
PxP
4.
B3
Kt Kt
B5ch.
K3
If the
Now
White can do nothing effectual. moves, Black will win the QP.
5. 6.
Rook
K K
K3
Q3
QR4
Kt8
This manreuvre with the Rook is splendid. He B6ch. winning the QP. threatens now R QB8 White cannot frustrate that plan, e.g., (7) K
Q3, R K3, P
QB8;
7.
8.
9.
KKt4
(8) (10)
K
B2
Kt7
R4, Kt B2, R
R R8 R QKt8
R QB8 R B6ch.
KtxP K K4
10. 11.
If
;
RxPch.
B5
K6
now
B7
Q6
(13) (15)
K,
jsfactory
move
12.
left.
Kt5
K6
136
and White
PxP, PxP;
becomes
alto-
and Tchigorin.
BLACK.
WHITE.
It was White's turn to move, and the game went on.
I.
QKU
137
Pawn move without a clearly defined purThe P at Kt4 takes away pose is to be blamed. a good square from the Kt, which that piece ought to have occupied at once in order to threaten Kt Q5, and to force the advance P QB3, which would greatly increase the strength of the B. Moreover, it leaves a strong point at Black Kts, which White can only to the QB5 guard by another advance of a Pawn.
1
2.
R KKt
R(Q)
KKt
He ought not to leave the important file with his Rook. All defensive purposes could be served KR3, which would enable just as well by (2) P P Kt5 with (3) BPx him to reply to (2) R4 and to (2) P R5 P, PxP, (4) P
with
Kt4.
2
3.
P
P KB4 P B5 Kt B2 B B5
Kt Kt Kt Kt
Kt5
Q
B2
4.
5.
Q3
Kt3
6.
Kt
Now
Kt, draw.
decidedly
(9)
7
8.
Q R Q
was
R Q
B
(8)
Rx
RxR
R Q
would lead
to a probable
Kt
Kt K3 has become
B2
Now
the
KP
indefensible.
138
9.
10.
11.
Kt Kt
Kt
Q5 B7
B3
QR Q
KtxKP KtxB
12. 13.
14.
PxKt K6
R4
RxR
P
R Q RxR K K2
15.
In thus opening up files for the Black Rook he plays Black's game, (15) P B4 is by far preferable. Neither the Black Kt nor the R will then ever be able to obtain good positions. (15) P R5 could then, for instance, be answered bv
R QR8
(16)
PxP; RxP;
15
16.
(17)
Q8, Kt
R2
p.
(18)
winning the
piece.
PxPe.
R
P P
KR
KKt4
B4
K
P
B2
17.
18. 19.
RxP
move which
Kt
Kt
threatens
K2
R5
Kt3
A pretty
little
Kt
B.
20.
21.
22.
PxKtch. Kt7
RxP
23.
K K3
B2
It remains to force the exchange of the last P on the K side, in order to have there all lines free, and a clear superiority.
24.
Kt4
K
;
Kt3
K
(26)
Kt
instead,
RxR,
KxR
139
(27) (29)
K B5, K Kt2; (28) P KKt6, PxP; KxKtP, drawing without difficulty. R R8 P B5 25.
26. 27.
PxPch. R R5ch
KxP
K3 (27) R B8ch. would find its reply in (28) R K8ch., Q2 (29) RxP, R Kt6ch. (30) moves, R QKt6 when Black will remain with a winning advantage. 27 K3
R
P
R6ch.
K K
Kt5
K K4
R QKt6 RxP R R5
PxP
RPxP PxP R K2
Q2
33. 34.
K K
B2 B3
R K
This manoeuvre with the Rook, which wins a move, decides the game. The White King dare not move, as otherwise the Black KP advances still further so all White's moves are forced.
;
35. 36.
R R R R R R R R R
R7 R5
R K3 R K2
R
Bch.
Qch.
Bch.
KxP K Q3 K B3
B5 B2
K K
P
QKt2
Q2 Q3 QKt4
B4
THE END,
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