Chess Fundamentals - Jose Raul Capablanca
Chess Fundamentals - Jose Raul Capablanca
Chess Fundamentals - Jose Raul Capablanca
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Language: English
JOSÉ R. CAPABLANCA
CHESS CHAMPION OF THE WORLD
NEW YORK
COPYRIGHT, 1921, BY
Seventeenth Printing
PRINTED IN THE UNITED STATES OF AMERICA
PREFACE
Chess Fundamentals was first published thirteen years ago. Since then there
have appeared at different times a number of articles dealing with the so-
called Hypermodern Theory. Those who have read the articles may well
have thought that something new, of vital importance, had been discovered.
The fact is that the Hypermodern Theory is merely the application, during
the opening stages generally, of the same old principles through the medium
of somewhat new tactics. There has been no change in the fundamentals.
The change has been only a change of form, and not always for the best at
that.
In chess the tactics may change but the strategic fundamental principles are
always the same, so that Chess Fundamentals is as good now as it was
thirteen years ago. It will be as good a hundred years from now; as long in
fact as the laws and rules of the game remain what they are at present. The
reader may therefore go over the contents of the book with the assurance
that there is in it everything he needs, and that there is nothing to be added
and nothing to be changed. Chess Fundamentals was the one standard work
of its kind thirteen years ago and the author firmly believes that it is the one
standard work of its kind now.
J. R. CAPABLANCA
New York
Sept. 1, 1934
LIST OF CONTENTS
PART I
CHAPTER I
CHAPTER II
CHAPTER III
CHAPTER IV
General Theory
20. The Initiative 77
21. Direct Attacks en masse 78
22. The Force of the Threatened Attack 82
23. Relinquishing the Initiative 89
24. Cutting off Pieces from the Scene of Action 94
25. A Player's Motives Criticised in a Specimen Game 99
CHAPTER V
End-game Strategy
26. The Sudden Attack from a Different Side 111
27. The Danger of a Safe Position 120
28. Endings with one Rook and Pawns 122
29. A Difficult Ending: Two Rooks and Pawns 127
30. Rook, Bishop and Pawns v. Rook, Knight and Pawns 138
(A Final Example of preserving Freedom whilst
imposing restraint.)
CHAPTER VI
PART II
ILLUSTRATIVE GAMES
GAME.
1. Queen's Gambit Declined (Match, 1909) 159
White: F. J. Marshall. Black: J. R. Capablanca.
2. Queen's Gambit Declined (San Sebastian, 1911) 163
White: A. K. Rubinstein. Black: J. R. Capablanca.
3. Irregular Defence (Havana, 1913) 169
White: D. Janowski. Black: J. R. Capablanca.
4. French Defence (St. Petersburg, 1913) 174
White: J. R. Capablanca. Black: E. A. Snosko-
Borovski.
5. Ruy Lopez (St. Petersburg, 1914) 181
White: Dr. E. Lasker. Black: J. R. Capablanca.
6. French Defence (Rice Memorial Tournament, 1916) 189
White: O. Chajes. Black: J. R. Capablanca.
7. Ruy Lopez (San Sebastian, 1911) 197
White: J. R. Capablanca. Black: A. Burn.
8. Centre Game (Berlin, 1913) 201
White: J. Mieses. Black: J. R. Capablanca.
9. Queen's Gambit Declined (Berlin, 1913) 209
White: J. R. Capablanca. Black: R. Teichmann.
10. Petroff Defence (St. Petersburg, 1914) 215
White: J. R. Capablanca. Black: F. J. Marshall.
11. Ruy Lopez (St. Petersburg, 1914) 221
White: J. R. Capablanca. Black: D. Janowski.
12. French Defence (New York, 1918) 225
White: J. R. Capablanca. Black: O. Chajes.
13. Ruy Lopez (New York, 1918) 231
White: J. S. Morrison. Black: J.R. Capablanca.
14. Queen's Gambit Declined (New York, 1918) 238
White: F. J. Marshall. Black: J.R. Capablanca.
CHESS FUNDAMENTALS
PART I
CHAPTER I
First Principles: Endings, Middle-Game and Openings
The first thing a student should do, is to familiarise himself with the power
of the pieces. This can best be done by learning how to accomplish quickly
some of the simple mates.
2. PAWN PROMOTION
The gain of a Pawn is the smallest material advantage that can be obtained
in a game; and it often is sufficient to win, even when the Pawn is the only
remaining unit, apart from the Kings. It is essential, speaking generally, that
the King should be in front of his Pawn, with at least one intervening
square.
If the opposing King is directly in front of the Pawn, then the game cannot
be won. This can best be explained by the following examples.
Example 5.
The position is drawn, and the way to proceed is for Black to keep the King
always directly in front of the Pawn, and when it cannot be done, as for
instance in this position because of the White King, then the Black King
must be kept in front of the White King. The play would proceed thus:
1 P - K 3, K - K 4; 2 K - Q 3, K - Q 4. This is a very important move. Any
other move would lose, as will be shown later. As the Black King cannot be
kept close up to the Pawn, it must be brought as far forward as possible and,
at the same time, in front of the White King.
3 P - K 4 ch, K - K 4; 4 K - K 3, K - K 3; 5 K - B 4, K - B 3. Again the
same case. As the White King comes up, the Black King must be kept in
front of it, since it cannot be brought up to the Pawn.
6 P - K 5 ch, K - K 3; 7 K - K 4, K - K 2; 8 K - Q 5, K - Q 2; 9 P - K 6 ch,
K - K 2; 10 K - K 5, K - K 1; 11 K - Q 6, K - Q 1. If now White advances
the Pawn, the Black King gets in front of it and White must either give up
the Pawn or play K - K 6, and a stale mate results. If instead of advancing
the Pawn White withdraws his King, Black brings his King up to the Pawn
and, when forced to go back, he moves to K in front of the Pawn ready to
come up again or to move in front of the White King, as before, should the
latter advance.
The whole mode of procedure is very important and the student should
become thoroughly conversant 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.
Thus:
1. K - K 4, K - K 3.
Black does not allow the White King to advance, therefore White is now
compelled to advance his Pawn so as to force Black to move away. He is
then able to advance his own King.
2. P - K3, K - B 3; 3. K - Q 5, K - K 2.
If Black had played 3...K - B 4, then White would be forced to advance the
Pawn to K 4, since he could not advance his King without leaving Black the
opportunity to play K - K 5, winning the Pawn. Since he has not done so, it
is better for White not to advance the Pawn yet, since its own safety does
not require it, but to try to bring the King still further forward. Thus:
4. K - K 5, K - Q 2; 5. K - B 6, K - K 1.
Now the White Pawn is too far back and it may be brought up within
protection of the King.
6. P - K 4, K - Q 2.
Now it would not do to play K - B 7, because Black would play K - Q 3,
and White would have to bring back his King to protect the Pawn.
Therefore he must continue.
7. P - K 5, K - K 1.
Had he moved anywhere else, White could have played K - B 7, followed
by the advance of the Pawn to K 6, K 7, K 8; all these squares being
protected by the King. As Black tries to prevent that, White must now force
him to move away, at the same time always keeping the King in front of the
Pawn. Thus:
8. K - K 6.
P - K 6 would make it a draw, as Black would then play K - B, and we
would have a position similar to the one explained in connection with
Example 5.
8...K - B 1; 9. K - Q 7.
King moves and the White Pawn advances to K 8, becomes a Queen, and it
is all over.
This ending is like the previous one, and for the same reasons should be
thoroughly understood before proceeding any further.
3. PAWN ENDINGS
I shall now give a couple of simple endings of two Pawns against one, or
three against two, that the reader may see how they can be won. Fewer
explanations will be given, as it is up to the student to work things out for
himself. Furthermore, nobody can learn how to play well merely from the
study of a book; it can only serve as a guide and the rest must be done by
the teacher, if the student has one; if not, the student must realise by long
and bitter experience the practical application of the many things explained
in the book.
Example 7.
In this position White cannot win by playing 1 P - B 6, because Black plays,
not P × P, which would lose, but 1...K - Kt 1, and if then 2 P × P, K × P, and
draws, as shown in a previous case. If 2 P - B 7 ch, K - B 1, and White will
never be able to Queen his Pawn without losing it. If 2 K - K 7, P × P;
3 K × P, K - B 1, and draws. White, however, can win the position given in
the diagram by playing:
1 K - Q 7, K - Kt 1; 2 K - K 7, K - R 1; 3 P - B 6, P × P. If 3...K - Kt 1;
4 P - B 7 ch, K - R 1; 5 P - B 8 (Q) mate.
4 K - B 7, P - B 4; 5 P - Kt 7 ch, K - R 2; 6 P - Kt 8 (Q) ch, K - R 3;
7 Q - Kt 6 mate.
1. P - B 5, K - K 2.
If P - Kt 3, P - B 6; and we have a similar ending to one of those shown
above. If 1...P - R 3; 2 P - Kt 5.
2. K - K 5, K - B 2; 3. P - Kt 5, K - K 2.
If 3...P - Kt 3; 4 P - B 6, and if 3...P - R 3; 4 P - Kt 6 ch, and in either case
we have a similar ending to one of those already shown.
4. P - R 5,
and by following it up with P - Kt 6 we have the same ending previously
shown. Should Black play 4...P - Kt 3, then R P × P, P × P; P - B 6 ch with
the same result.
Having now seen the cases when the Pawns are all on one side of the board
we shall now examine a case when there are Pawns on both sides of the
board.
Example 10.—In these cases the general rule is to act immediately on the
side where you have the superior forces. Thus we have:
1. P - K Kt 4.
It is generally advisable to advance the Pawn that is free from opposition.
1. ........ P - Q R 4.
Black makes an advance on the other side, and now White considers
whether or not he should stop the advance. In this case either way wins, but
generally the advance should be stopped when the opposing King is far
away.
2. P - Q R 4, K - B 3; 3. P - R 4, K - K 3.
If 3...K - Kt 3, then simple counting will show that White goes to the other
side with his King, wins the P at Q R 4, and then Queens his single Pawn
long before Black can do the same.
4. P - Kt 5, K - B 2; 5. K - B 5, K - Kt 2; 6. P - R 5, K - B 2.
If 6...P - R 3; 7 P - Kt 6, and then the two Pawns defend themselves and
White can go to the other side with his King, to win the other Pawn.
7. K - K 5.
Now it is time to go to the other side with the King, win the Black Pawn
and Queen the single Pawn. This is typical of all such endings and should
be worked out by the student in this case and in similar cases which he can
put up.
3. B × P mate.
Example 14.—The same type of combination occurs in a more complicated
form in the following position.
1. B × Kt Q × B.
If ...B × Kt; Q - B 3 threatens mate, and therefore wins the Q, which is
already attacked.
2. Kt - B 6 ch P × Kt
3. R - Kt 3 ch K - R 1
4. B × P mate.
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: 1 B × P ch, K × B. (If 1...K - R 1; 2 Q - K R 5, P - K Kt 3; 3 Q - R 6,
and wins.)
2 Q - R 5 ch, K - Kt 1; 3 Kt - Kt 5, and Black cannot stop mate at K R 7
except by sacrificing the Queen by Q - K 5, which would leave White with
a Q for a R.
Example 16.—This same type of combination is seen in a more
complicated form in the following position.
White proceeds as follows: 1 Kt × Kt ch (this clears the line for the B);
B × Kt (to stop the Kt from moving to Kt 5 after the sacrifice of the B);
2 R × B, Kt × R best; 3 B × P ch, K × B. (If 3..K - R 1; 4 Q - R 5,
P - K Kt 3; 5 B × P ch, K - Kt 2; 6 Q - R 7 ch, K - B 3; 7 P - Kt 5 ch,
K - K 3; 8 B × P ch, R × B; 9 Q - K 4 mate.) 4 Q - R 5 ch, K - Kt 1;
5 Kt - Kt 5, R - B 1; 6 Q - R 7 ch, K - B 1; 7 Q - R 8 ch, Kt - Kt 1;
8 Kt - R 7 ch, K - K 2; 9 R - K 1 ch, K - Q 1; 10 Q × Kt mate.
This combination is rather long and has many variations, therefore a
beginner will hardly be able to fathom it; but, knowing the type of
combination, he might under similar circumstances undertake and carry out
a brilliant attack which he would otherwise never think of. It will be seen
that all the combinations shown have for a foundation the proper co-
ordination of the pieces, which have all been brought to bear against a weak
point.
Black, however, has no pieces out except his Queen, and White, with a
Bishop and a Knight already developed, has a chance of obtaining an
advantage quickly by playing Kt - Q 5 anyway. The student is left to work
out the many variations arising from this position.
These examples will show the practical application of the principles
previously enunciated. The student is warned against playing Pawns in
preference to pieces at the beginning of the game, especially P - K R 3 and
P - Q R 3, which are moves very commonly indulged in by beginners.
8. TRAPS
I shall now give a few positions or traps to be avoided in the openings, and
in which (practice has shown) beginners are often caught.
Example 20.
White plays:
1. P × P Kt × P
Black should have recaptured with the Pawn.
2. Kt × Kt B×Q
3. B × P ch K-K2
4. Kt - Q 5 mate.
Example 21.
Black, having the move, should play P - K 3. But suppose he plays
Kt - K B 3 instead, then comes—
1. B × P ch
Kt - K 5 would also give White the advantage, the threat being of course if
B × Q; 2 B × P mate. Nor does B - R 5 help matters, because of 2 Q × B,
1... B - K 3 leaves Black with the inferior position. But White's move in the
text secures an immediate material advantage, and the beginner at any rate
should never miss such an opportunity for the sake of a speculative
advantage in position.
1. ........ K×B
2. Kt - K 5 ch K moves
3. Kt × B
and White has won a Pawn besides having the better position.
There are a good many other traps—in fact, there is a book written on traps
on the chess board; but the type given above is the most common of all.
CHAPTER II
Further Principles in End-Game Play
We shall now go back to the endings in search of a few more principles,
then again to the middle-game, and finally to the openings once more, so
that the advance may not only be gradual but homogeneous. In this way the
foundation on which we expect to build the structure will be firm and solid.
9. A CARDINAL PRINCIPLE
In the position shown above, White can draw by playing P - Kt 4 according
to the general rule that governs such cases, i.e. to advance the Pawn that is
free from opposition. But suppose that White, either because he does not
know this principle or because he does not, in this case, sufficiently
appreciate the value of its application; suppose, we say, that he plays
1 P - Q R 4. Then Black can win by playing 1... P - Q R 4, applying one of
the cardinal principles of the high strategy of chess—
The third part will consist in timing the advance of the Kt P so as to play
P - Kt 6 when the White King is at R 1. It now becomes evident how
necessary it is to be able to move the Kt P either one or two squares
according to the position of the White King, as indicated previously.[2] In
this case, as it is White's move, the Pawn will be advanced two squares
since the White King will be in the corner, but if it were now Black's move
the Kt P should only be advanced one square since the White King is at
Kt 1.
8. K - R 1 P - Kt 4
9. K - Kt 1 P - Kt 5
10. K - R 1 P - Kt 6
11. P × P
If K - Kt 1, P - Kt 7.
11. ........ P×P
12. K - Kt 1 P - Kt 7
13. K - B 2 K-R7
and wins.
It is in this analytical way that the student should try to learn. He will thus
train his mind to follow a logical sequence in reasoning out any position.
This example is excellent training, since it is easy to divide it into three
stages and to explain the main point of each part.
The next subject we shall study is the simple opposition, but before we
devote our time to it I wish to call attention to two things.
which can be called actual or close diagonal opposition, or, again, this form:
which can be called actual or close lateral opposition.
In practice they are all one and the same. The Kings are always on squares
of the same colour, there is only one intervening square between the Kings,
and the player who has moved last "has the opposition."
Now, if the student will take the trouble of moving each King backwards as
in a game in the same frontal, diagonal or lateral line respectively shown in
the diagrams, we shall have what may be called distant frontal, diagonal
and lateral opposition respectively.
The matter of the opposition is highly important, and takes at times
somewhat complicated forms, all of which can be solved mathematically;
but, for the present, the student should only consider the most simple forms.
(An examination of some of the examples of King and Pawns endings
already given will show several cases of close opposition.)
In all simple forms of opposition,
when the Kings are on the same line and the number of intervening squares
between them is even, the player who has the move has the opposition.
Example 27.—The above position shows to advantage the enormous value
of the opposition. The position is very simple. Very little is left on the
board, and the position, to a beginner, probably looks absolutely even. It is
not the case, however. Whoever has the move wins. Notice that the Kings
are directly in front of one another, and that the number of intervening
squares is even.
Now as to the procedure to win such a position. The proper way to begin is
to move straight up. Thus:
1. K - K 2 K-K2
2. K - K 3 K-K3
3. K - K 4 K-B3
Now White can exercise the option of either playing K - Q 5 and thus
passing with his King, or of playing K - B 4 and prevent the Black King
from passing, thereby keeping the opposition. Mere counting will show that
the former course will only lead to a draw, therefore White takes the latter
course and plays:
4. K - B 4 K - Kt 3
If 4...K - K 3; 5 K - Kt 5 will win.
5. K - K 5 K - Kt 2
Now by counting it will be seen that White wins by capturing Black's
Knight Pawn.
The process has been comparatively simple in the variation given above,
but Black has other lines of defence more difficult to overcome. Let us
begin anew.
1. K - K 2 K-Q1
Now if 2 K - Q 3, K - Q 2, or if 2 K - K 3, K - K 2, and Black obtains the
opposition in both cases. (When the Kings are directly in front of one
another, and the number of intervening squares between the Kings is odd,
the player who has moved last has the opposition.)
Now in order to win, the White King must advance. There is only one other
square where he can go, B 3, and that is the right place. Therefore it is seen
that in such cases when the opponent makes a so-called waiting move, you
must advance, leaving a rank or file free between the Kings. Therefore we
have—
2. K - B 3 K-K2
Now, it would be bad to advance, because then Black, by bringing up his
King in front of your King, would obtain the opposition. It is White's turn to
play a similar move to Black's first move, viz.:
3. K - K 3
which brings the position back to the first variation shown. The student
would do well to familiarise himself with the handling of the King in all
examples of opposition. It often means the winning or losing of a game.
Example 28.—The following position is an excellent proof of the value of
the opposition as a means of defence.
White is a Pawn behind and apparently lost, yet he can manage to draw as
follows:
1. K - R 1 !
The position of the Pawns does not permit White to draw by means of the
actual or close opposition, hence he takes the distant opposition: in effect if
1 K - B 1 (actual or close opposition), K - Q 7; 2 K - B 2, K - Q 6 and
White cannot continue to keep the lateral opposition essential to his safety,
because of his own Pawn at B 3. On the other hand, after the text move, if
1. ........ K-Q7
2. K - R 2 K-Q6
3. K - R 3 ! K-K7
4. K - Kt 2 K-K6
5. K - Kt 3 K-Q5
6. K - Kt 4
attacking the Pawn and forcing Black to play 6... K - K 6 when he can go
back to Kt 3 as already shown, and always keep the opposition.
Going back to the original position, if
1. K - R 1 P - Kt 5
White does not play P × P, because P - K 5 will win, but plays:
2. K - Kt 2 K-Q7
If 2...P × P ch; 3 K × P, followed by K - K 4, will draw.
3. P × P P-K5
and mere counting will show that both sides Queen, drawing the game.
If the student will now take the trouble to go back to the examples of King
and Pawns which I have given in this book,[3] he will realise that in all of
them the matter of the opposition is of paramount importance; as, in fact, it
is in nearly all endings of King and Pawns, except in such cases where the
Pawn-position in itself ensures the win.
Example 31.—In the above position White with or without the move can
win. Take the most difficult variation.
1. ........ K-R7
K-R8
2. Kt - Kt 4 ch
3. K - B 1 P - Kt 4
4. K - B 2 P-R7
5. Kt - K 3 P - Kt 5
6. Kt - B 1 P - Kt 6 ch
7. Kt × P mate
Now that we have seen these exceptional cases, we can analyse the different
merits and the relative value of the Knight and the Bishop.
It is generally thought by amateurs that the Knight is the more valuable
piece of the two, the chief reason being that, unlike the Bishop, the Knight
can command both Black and White squares. However, the fact is generally
overlooked that the Knight, at any one time, has the choice of one colour
only. It takes much longer to bring a Knight from one wing to the other.
Also, as shown in the following Example, a Bishop can stalemate a Knight;
a compliment which the Knight is unable to return.
Example 32.
The weaker the player the more terrible the Knight is to him, but as a player
increases in strength the value of the Bishop becomes more evident to him,
and of course there is, or should be, a corresponding decrease in his
estimation of the value of the Knight as compared to the Bishop. In this
respect, as in many others, the masters of to-day are far ahead of the
masters of former generations. While not so long ago some of the very best
amongst them, like Pillsbury and Tchigorin, preferred Knights to Bishops,
there is hardly a master of to-day who would not completely agree with the
statements made above.
Example 33.—This is about the only case when the Knight is more
valuable than the Bishop.
It is what is called a "block position," and all the Pawns are on one side of
the board. (If there were Pawns on both sides of the board there would be
no advantage in having a Knight.) In such a position Black has excellent
chances of winning. Of course, there is an extra source of weakness for
White in having his Pawns on the same colour-squares as his Bishop. This
is a mistake often made by players. The proper way, generally, in an ending,
is to have your Pawns on squares of opposite colour to that of your own
Bishop. When you have your Pawns on squares of the same colour the
action of your own Bishop is limited by them, and consequently the value
of the Bishop is diminished, since the value of a piece can often be
measured by the number of squares it commands. While on this subject, I
shall also call attention to the fact that it is generally preferable to keep your
Pawns on squares of the same colour as that of the opposing Bishop,
particularly if they are passed Pawns supported by the King. The principles
might be stated thus:
When the opponent has a Bishop, keep your Pawns on squares of the same
colour as your opponent's Bishop.
Whenever you have a Bishop, whether the opponent has also one or not,
keep your Pawns on squares of the opposite colour to that of your own
Bishop.
Naturally, these principles have sometimes to be modified to suit the
exigencies of the position.
Example 34.—In the following position the Pawns are on one side of the
board, and there is no advantage in having either a Knight or a Bishop. The
game should surely end in a draw.
Example 35.—Now let us add three Pawns on each side to the above
position, so that there are Pawns on both sides of the board.
It is now preferable to have the Bishop, though the position, if properly
played out, should end in a draw. The advantage of having the Bishop lies
as much in its ability to command, at long range, both sides of the board
from a central position as in its ability to move quickly from one side of the
board to the other.
Example 36.—In the above position it is unquestionably an advantage to
have the Bishop, because, although each player has the same number of
Pawns, they are not balanced on each side of the board. Thus, on the King's
side, White has three to two, while on the Queen's side it is Black that has
three to two. Still, with proper play, the game should end in a draw, though
White has somewhat better chances.
Example 37.—Here is a position in which to have the Bishop is a decided
advantage, since not only are there Pawns on both sides of the board, but
there is a passed Pawn (K R P for White, Q R P for Black). Black should
have extreme difficulty in drawing this position, if he can do it at all.
Example 38.—Again Black would have great difficulty in drawing this
position.
The student should carefully consider these positions. I hope that the many
examples will help him to understand, in their true value, the relative merits
of the Knight and Bishop. As to the general method of procedure, a teacher,
or practical experience, will be best. I might say generally, however, that the
proper course in these endings, as in all similar endings, is: Advance of the
King to the centre of the board or towards the passed Pawns, or Pawns that
are susceptible of being attacked, and rapid advance of the passed Pawn or
Pawns as far as is consistent with their safety.
To give a fixed line of play would be folly. Each ending is different, and
requires different handling, according to what the adversary proposes to do.
Calculation by visualising the future positions is what will count.
8. Q - R 2 mate
(The student should find out by himself how to win when 3...R - Kt 8;
4 Q - K 5 ch, K - R 2.)
Example 41.—The procedure here is very similar. The things to bear in
mind are that the Rook must be prevented from interposing at Kt 1 because
of an immediate mate, and in the same way the King must be prevented
from going either to R 3 or B 1.
Example 42.—We shall now examine a more difficult position.
Many players would be deceived by this position. The most likely looking
move is not the best. Thus suppose we begin
1. Q - K 5 ch K - B 1
2. K - Kt 6 R - Q 2
The only defence, but, unfortunately, a very effective one, which makes it
very difficult for White, since he cannot play 3 Q - K 6 because of
3...R - Kt 2 ch; 4 K - B 6, R - Kt 3 ch draws. Nor can he win quickly by
3 Q - Q B 5 ch because 3...K - K 1, 4 K - B 6, R - Q 3 ch ! driving back the
White King.
Now that we have seen the difficulties of the situation let us go back. The
best move is
K-R1
1. Q - Kt 5 ch !
If K - R 2; 2 Q - Kt 6 ch, K - R 1; 3 K - R 6 !
K - R 2 best
2. Q - K 5 ch !
3. K - Kt 5 R - R 2 ! best
If 3...R - Kt 2 ch; 4 K - B 6 leads to a position similar to those in Examples
40 and 41.
4. Q - K 4 ch K - Kt 1
5. Q - B 4 ch K-R2
6. K - B 6 R - K Kt 2
7. Q - R 4 ch K - Kt 1
8. Q - R 5
and we have the position of Example 40 with Black to move.
Let us go back again.
1. Q - Kt 5 ch K - B 1
2. Q - Q 8 ch K - Kt 2
3. K - Kt 5 R - B 6
The best place for the Rook away from the King. 3...K - R 2; 4 Q - Q 4,
R - Kt 2 ch; 5 K - B 6 would lead to positions similar to those already seen.
4. Q - Q 4 ch K - B 1
5. K - Kt 6
5 Q - Q 6 ch, K - Kt 2; 6 Q - K 5 ch, K - B 1; 7 K - Kt 6 would also win the
Rook. The text move, however, is given to show the finesse of such
endings. White now threatens mate at Q 8.
5. ........ R - Kt 6 ch
6. K - B 6 R - B 6 ch
7. K - K 6 R-KR6
White threatened mate at K R 8.
8. Q - B 4 ch
and the Rook is lost.
Note, in these examples, that the checks at long range along the diagonals
have often been the key to all the winning manœuvres. Also that the Queen
and King are often kept on different lines. The student should carefully go
over these positions and consider all the possibilities not given in the text.
He should once more go through everything already written before
proceeding further with the book.
CHAPTER III
Planning a Win in Middle-Game Play
I shall now give a few winning positions taken from my own games. I have
selected those that I believe can be considered as types, i.e. positions that
may easily occur again in a somewhat similar form. A knowledge of such
positions is of great help; in fact, one cannot know too many. It often may
help the player to find, with little effort, the right move, which he might not
be able to find at all without such knowledge.
3. White mates
Example 45.—White has a beautiful position, but still he had better gain
some material, if he can, before Black consolidates his defensive position.
He therefore plays:
1. R × Kt ! P×R
2. B × P ch K-K2
If Kt × B; R × Kt and Black would be helpless.
3. Q - R 7 ch K - K 1
4. Q × Kt ch K-Q2
5. Q - R 7 ch Q-K2
6. B - B 8 Q×Q
7. R × Q ch K-K1
8. R × R Resigns
In these few examples the attacking has been done by Rooks and Bishops in
combination with the Queen. There have been no Knights to take part in the
attack. We shall now give some examples in which the Knights play a
prominent part as an attacking force.
Kt - B 4
1. Kt (B 5) × Kt P
Evidently an error which made the winning easier for White, as he simply
took the Rook with the Knight and kept up the attack. Black should have
played: 1 ... Kt × Kt. Then would have followed: 2 Kt - B 6 ch, K - Kt 3;
3 Kt × B, P - B 3 (best); 4 P - K 5, K - B 2; 5 Kt × P, R - K 2; 6 Kt - K 4,
and Black should lose.[4]
CHAPTER IV
General Theory
Before we revert to the technique of the openings it will be advisable to
dwell a little on general theory, so that the openings in their relation to the
rest of the game may be better understood.
12. B × P ch K × B
13. Kt - Kt 5 chK - Kt 3
14. Q - Kt 4 P - B 4
Best. P - K 4 would have been immediately fatal. Thus: 14...P - K 4;
15 Kt - K 6 ch, K - B 3; 16 P - B 4 ! P - K 5; 17 Q - Kt 5 ch, K × Kt;
18 Q - K 5 ch, K - Q 2; 19 K R - Q 1 ch, Kt - Q 6; 20 Kt × P, K - B 3 (if
K - K 1, Kt - Q 6 ch wins the Queen); 21 R × Kt, Q × R; 22 R - B 1 ch,
K - Kt 3 (if K - Q 2 mate in two); 23 Q - B 7 ch and mate in five moves.
15. Q - Kt 3 K - R 3
16. Q - R 4 ch K - Kt 3
17. Q - R 7 ch K - B 3
If K × Kt; Q × Kt P ch and mate in a few moves.
18. P - K 4 Kt - Kt 3
19. P × P P×P
20. Q R - Q 1 Kt - Q 6
21. Q - R 3 Kt (Q 6) - B 5
22. Q - Kt 3 Q-B2
23. K R - K 1 Kt - K 7 ch
This blunder loses at once, but the game could not be saved in any case; e.g.
23...B - K 3; 24 R × B ch, Kt × R; 25 Kt - Q 5 mate.
24. R × Kt Q×Q
25. Kt - R 7 ch K - B 2
26. R P × Q R-R1
27. Kt - Kt 5 chK - B 3
28. P - B 4 Resigns
Example 51.—Another example of this kind:
In the above position the simple move Kt × P would win, but White looks
for complications and their beauties. Such a course is highly risky until a
wide experience of actual master-play has developed a sufficient insight
into all the possibilities of a position. This game, which won the brilliancy
prize at St. Petersburg in 1914, continued as follows:—
21. B - R 4 Q-Q2
22. Kt × B Q×R
23. Q - Q 8 ch Q - K 1
If K - B 2; 24 Kt - Q 6 ch, King moves; 25 mate.
24. B - K 7 ch K - B 2
25. Kt - Q 6 ch K - Kt 3
26. Kt - R 4 ch K - R 4
If 26...K - R 3; 27 Kt (Q 6) - B 5 ch, K - R 4; 28 Kt × P ch, K - R 3;
29 Kt (R 4) - B 5 ch, K - Kt 3; 30 Q - Q 6 ch and mate next move.
27. Kt × Q R×Q
28. Kt × P ch K-R3
29. Kt (Kt 7) - B 5 chK - R 4
30. P - K R 3 !
The climax of the combination started with 21 B - R 4. White is still
threatening mate, and the best way to avoid it is for Black to give back all
the material he has gained and to remain three Pawns behind.
The student should note that in the examples given the attack is carried out
with every available piece, and that often, as in some of the variations
pointed out, it is the coming into action of the last available piece that
finally overthrows the enemy. It demonstrates the principle already stated:
Direct and violent attacks against the King must be carried en masse, with
full force, to ensure their success. The opposition must be overcome at all
cost; the attack cannot be broken off, since in all such cases that means
defeat.
19. P - Q 5 ! Kt × Kt
Apparently the best way to meet the manifold threats of White. B P × P
would make matters worse, as the White Bishop would finally bear on the
weak King's Pawn viâ Q B 4.
20. R × Kt P - K Kt 3
21. Q - R 4 K - Kt 2
22. Q - Q 4 P-B4
Forced, as White threatened P × K P, and also Q × P
23. Q - B 3 P - Kt 3
Q - Q 3 was better. But Black wants to tempt White to play P × P, thinking
that he will soon after regain his Pawn with a safe position. Such, however,
is not the case, as White quickly demonstrates. I must add that in any case
Black's position is, in my opinion, untenable, since all his pieces are tied up
for the defence of a Pawn, while White's pieces are free to act.
24. P × P B-B1
25. B - K 2 !
The deciding and timely manœuvre. All the Black pieces are useless after
this Bishop reaches Q 5.
25. ........ B×P
26. B - B 3 K-B2
27. B - Q 5 Q-Q3
Now it is evident that all the Black pieces are tied up, and it only remains
for White to find the quickest way to force the issue. White will now try to
place his Queen at K R 6, and then advance the K R P to R 5 in order to
break up the Black Pawns defending the King.
28. Q - K 3 R-K2
If 28...P - B 5; 29 Q - K R 3, P - K R 4; 30 Q - R 4, R - K 2; 31 Q - Kt 5,
K - Kt 2; 32 P - K R 4, Q - Q 2; 33 P - K Kt 3, P × P; 34 P - B 4, and Black
will soon be helpless, as he has to mark time with his pieces while White
prepares to advance P - R 5, and finally at the proper time to play R × B,
winning.
29. Q - R 6 K - Kt 1
30. P - K R 4 P-R3
31. P - R 5 P-B5
32. P × P P×P
33. R × B Resigns.
Commenting on White's play in this game, Dr. E. Lasker said at the time
that if White's play were properly analysed it might be found that there was
no way to improve upon it.
These apparently simple games are often of the most difficult nature.
Perfection in such cases is much more difficult to obtain than in those
positions calling for a brilliant direct attack against the King, involving
sacrifices of pieces.
Now the Black Rook enters into the game, but White is prepared. It is now
time to give back the exchange.
29. R × P B×R
30. R × B R-KR3
31. Q - K 8 Q×Q
32. R × Q ch K-B2
33. R - K 5 R-QB3
34. Kt - Q 2
R - B 5 ch might have been better. The text move did not prove as strong as
anticipated.
34. ........ K-B3
35. R - Q 5 R-K3
36. Kt - K 4 ch K - K 2
R × Kt would lose easily
37. R × B P P-Q6!
Very fine. White cannot play R B 7 ch because of K - Q 1; R × B, R × Kt
winning.
38. K - B 2 B × Kt
39. P × B R×P
40. R - Q 5 R-K6
The ending is very difficult to win. At this point White had to make the last
move before the game was adjourned.
41. P - Q Kt 4 !R - K 5
42. R × P R×P
43. R - K R 3 R × P
44. R × P ch K - B 3
45. R × P K-B4
46. K - B 3 R - Kt 7
47. R - R 5 ch K - B 3
48. R - R 4 K - Kt 4
49. R × P R×RP
50. P - R 4 ch K - R 4
51. R - B 5 ch K - R 3
52. P - Kt 4 Resigns
I have passed over the game lightly because of its difficult nature, and
because we are at present concerned more with the opening and the middle-
game than we are with the endings, which will be treated separately.
7. P - Q 3 B-Q3
8. B - Kt 5
This move is not at all in accordance with the nature of this variation. The
general strategical plan for White is to play P - K R 3, to be followed in
time by the advance of the K Kt P to Kt 4, and the bringing of the Q Kt to
K B 5 via K 2 and K Kt 3 or Q 1 and K 3. Then, if possible, the K Kt is
linked with the other Kt by placing it at either K R 4, K Kt 3, or K 3 as the
occasion demands. The White King sometimes remains at Kt 1, and other
times it is placed at K Kt 2, but mostly at K R 1. Finally, in most cases
comes P - K B 4, and then the real attack begins. Sometimes it is a direct
assault against the King,[9] and at other times it comes simply to finessing
for positional advantage in the end-game, after most of the pieces have been
exchanged.[10]
8. ........ P-KR3
9. B - R 4 P-B4
To prevent P - Q 4 and to draw White into playing Kt - Q 5, which would
prove fatal. Black's plan is to play P - K Kt 4, as soon as the circumstances
permit, in order to free his Queen and Knight from the pin by the Bishop.
10. Kt - Q 5
White falls into the trap. Only lack of experience can account for this move.
White should have considered that a player of my experience and strength
could never allow such a move if it were good.
10. ........ P - K Kt 4
After this move White's game is lost. White cannot play Kt × Kt P, because
Kt × Kt will win a piece. Therefore he must play B - Kt 3, either before or
after Kt × Kt, with disastrous results in either case, as will be seen.
11. Kt × Kt ch Q × Kt
12. B - Kt 3 B - Kt 5
13. P - K R 3 B × Kt
14. Q × B Q×Q
15. P × Q P-KB3
A simple examination will show that White is minus a Bishop for all
practical purposes. He can only free it by sacrificing one Pawn, and
possibly not even then. At least it would lose time besides the Pawn. Black
now devotes all his energy to the Queen's side, and, having practically a
Bishop more, the result cannot be in doubt. The rest of the game is given, so
that the student may see how simple it is to win such a game.
16. K - Kt 2 P - Q R 4
17. P - Q R 4 K - B 2
18. R - R 1 K-K3
19. P - R 4 K R - Q Kt 1
There is no necessity to pay any attention to the King's side, because White
gains nothing by exchanging Pawns and opening the King's Rook file.
20. P × P RP×P
21. P - Kt 3 P-B3
22. R - Q R 2 P - Kt 4
23. K R - R 1 P-B5
If White takes the proffered Pawn, Black regains it immediately by
R - Kt 5, after P × B P.
24. R P × P P × P (Kt 6)
25. B P × P R×P
26. R - R 4 R×P
27. P - Q 4 R - Kt 4
28. R - B 4 R - Kt 5
29. R × B P R×P
Resigns
CHAPTER V
End-Game Strategy
We must now revert once more to the endings. Their importance will have
become evident to the student who has taken the trouble to study my game
with Janowski (Example 53). After an uneventful opening—a Ruy Lopez—
in one of its normal variations, my opponent suddenly made things
interesting by offering the exchange; an offer which, of course, I accepted.
Then followed a very hard, arduous struggle, in which I had to defend
myself against a very dangerous attack made possible by the excellent
manœuvring of my adversary. Finally, there came the time when I could
give back the material and change off most of the pieces, and come to an
ending in which I clearly had the advantage. But yet the ending itself was
not as simple as it at first appeared, and finally—perhaps through one weak
move on my part—it became a very difficult matter to find a win. Had I
been a weak end-game player the game would probably have ended in a
draw, and all my previous efforts would have been in vain. Unfortunately,
that is very often the case among the large majority of players; they are
weak in the endings; a failing from which masters of the first rank are at
times not free. Incidentally, I might call attention to the fact that all the
world's champions of the last sixty years have been exceedingly strong in
the endings: Morphy, Steinitz, and Dr. Lasker had no superiors in this
department of the game while they held their titles.
P-R5
5. R (Q 1) - R 1
6. K - Q 2 K - Kt 2
7. K - B 2 R - K Kt 4
Black begins to transfer his attack to the King's side.
8. R - K Kt 1
A serious mistake, which loses quickly. White should have played
8 K - Kt 3, when Black would have answered 8...R (R 5) - R 4; 9 P - B 3,
and Black would have obtained an opening at K Kt 6 for his King, which in
the end might give him the victory.
8. ........ R-KB5
Now the King cannot go to Kt 3, because of R - Kt 4 ch.
9. K - Q 3 R - B 6 ch
10. K - K 2
If P × R, R × R; followed by R - K R 8 winning,
10. ........ R×RP
and Black won after a few moves.
Example 57.—Another good example, in which is shown the advantage of
the greater mobility of the pieces in an ending, is the following from a game
Capablanca-Kupchick played at the Havana Masters Tournament, 1913.
The full score and notes of the game can be found in the book of the
tournament.
White's only advantage in the above position is that he possesses the open
file and has the move, which will secure him the initiative. There is also the
slight advantage of having his Pawns on the Queen's side united, while
Black has an isolated Q R P. The proper course, as in the previous ending, is
to bring the Rooks forward, so that at least one of them may be able to shift
from one side of the board to the other, and thus keep Black's Rooks from
moving freely. What this means in general theory has been stated already; it
really means: keep harassing the enemy; force him to use his big pieces to
defend Pawns. If he has a weak point, try to make it weaker, or create
another weakness somewhere else and his position will collapse sooner or
later. If he has a weakness, and he can get rid of it, make sure that you
create another weakness somewhere else.
From the position in question the game continued thus:
1. R - K 4 KR-K1
with the object of repeating White's manœuvre, and also not to allow White
the control of the open file.
2. Q R - K 1 R - K 3
3. Q R - K 3 R (B 1) - K 1
4. K - B 1 K - B 1
Black wants to bring his King to the centre of the board in order to be
nearer to whatever point White decides to attack. The move is justified at
least on the general rule that in such endings the King should be in the
middle of the board. He does nothing after all but follow White's footsteps.
Besides, it is hard to point out anything better. If 4...P - Q 4; 5 R - Kt 4 ch,
followed by K - K 2, would leave Black in a very disagreeable position. If
4...P - K B 4; 5 R - Q 4! R × R? 6 P × R, R × P; 7 K - B 2, R - K 2;
8 R - Q R 4, winning the Q R P, which would practically leave White with a
passed Pawn ahead on the Queen's side, as the three Pawns of Black on the
King's side would be held by the two of White.
5. K - K 2 K-K2
6. R - Q R 4 R - Q R 1
The student should note that through the same manœuvre Black is forced
into a position similar to the one shown in the previous ending.
7. R - R 5!
This move has a manifold object. It practically fixes all of Black's Pawns
except the Q P, which is the only one that can advance two squares. It
specially prevents the advance of Black's K B Pawns, and at the same time
threatens the advance of White's K B Pawns to B 4 and B 5. By this threat it
practically forces Black to play P - Q 4, which is all White desires, for
reasons that will soon become evident.
7. ........ P-Q4
8. P - Q B 4! K - Q 3
Evidently forced, as the only other move to save a Pawn would have been
P × P, which would have left all Black's Pawns isolated and weak. If
8...P - Q 5; 9 R - K 4, K - Q 3; 10 P - Q Kt 4! R - K 4; 11 R - R 6, and
Black's game is hopeless.
9. P - B 5 ch K - Q 2
10. P - Q 4 P-B4
Apparently very strong, since it forces the exchange of Rooks because of
the threat R - R 3; but in reality it leads to nothing. The best chance was to
play R - K K 1.
11. R × R P×R
12. P - B 4
Up to now White had played with finesse, but this last move is weak.
R - R 6 was the proper way to continue, so as to force Black to give up his
Q R P or Q B P.
12. ........ K-B1
13. K - Q 2
Again a bad move. 13 R - R 3 was the proper continuation, and if then
13...R - Kt 1; 14 P - Kt 3, K - Kt 2; 15 P - Kt 4, K - R 1; 16 R - Q Kt 3, with
excellent winning chances; in fact, I believe, a won game.
13. ........ K - Kt 2
Black misses his only chance. R - Kt 1 would have drawn.
14. R - R 3 R - K Kt 1
15. R - R 3 R - Kt 2
16. K - K 2 K-R3
17. R - R 6 R-K2
18. K - Q 3 K - Kt 2
He goes back with the King to support his K P, and thus be able to utilise
his Rook. It is, however, useless, and only White's weak play later on gives
him further chances of a draw.
19. P - K R 4 K - B 1
20. R - R 5
To prevent the Black Rook from controlling the open file
20. ........ K-Q2
21. R - Kt 5 R-B2
22. K - B 3 K-B1
He must keep his King on that side because White threatens to march with
his King to R 6 via Kt 4.
23. K - Kt 4 R-B3
24. K - R 5 K - Kt 2
25. P - R 4 P-QR3
26. P - R 5 R-R3
He can do nothing but wait for White. The text move stops White from
moving his Rook, but only for one move.
27. P - Kt 4 R-B3
The only other move was K - R 2; when White could play R - Kt 7, or even
P - Kt 5.
28. P - Kt 5
A weak move, which gives Black a fighting chance. In this ending, as is
often the case with most players, White plays the best moves whenever the
situation is difficult and requires careful handling, but once his position
seems to be overwhelming he relaxes his efforts and the result is nothing to
be proud of. The right move was 28 R - Kt 7.
28. ........ RP×P
29. P × P R-B1!
30. R - Kt 7 R - R 1 ch
31. K - Kt 4 P×P
32. K × P R-R7
33. P - B 6 ch K - Kt 1
34. R × R P R - Kt 7 ch
35. K - R 5 R - R 7 ch
36. K - Kt 4 R×P
Black misses his last chance: R - Kt 7 ch, forcing the King to B 3, in order
to avoid the perpetual, would probably draw. The reader must bear in mind
that my opponent was then a very young and inexperienced player, and
consequently deserves a great deal of credit for the fight he put up.
37. R - K 7 R×P
R - Kt 7 ch; followed by R - K R 7, offered better chances.
38. P - R 6! R × P ch
39. K - Kt 5 R - Q 8
40. P - R 7 R - Kt 8 ch
41. K - B 5 R - B 8 ch
42. K - Q 4 R - Q 8 ch
43. K - K 5 R - K 8 ch
44. K - B 6 R-KR8
45. R - K 8 ch K - R 2
46. P - R 8 (Q) R × Q
47. R × R K - Kt 3
48. K × P K×P
49. K × P K-B4
50. K - K 5 Resigns.
This ending shows how easy it is to make weak moves, and how often, even
in master-play, mistakes are made and opportunities are lost. It shows that,
so long as there is no great advantage of material, even with a good
position, a player, no matter how strong, cannot afford to relax his attention
even for one move.
27. THE DANGER OF A SAFE POSITION
Example 58.—A good proof of the previous statement is shown in the
following ending between Marshall and Kupchick in one of their two games
in the same Tournament (Havana, 1913).
It is evident that Marshall (White) is under great difficulties in the above
position. Not only is he bound to lose a Pawn, but his position is rather
poor. The best he could hope for was a draw unless something altogether
unexpected happened, as it did. No reason can be given for Black's loss of
the game except that he felt so certain of having the best of it with a Pawn
more and what he considered a safe position, that he became exceedingly
careless and did not consider the danger that actually existed. Let us see
how it happened.
1. P - Kt 4 R×RP
The mistakes begin. This is the first. Black sees that he can take a Pawn
without any danger, and does not stop to think whether there is anything
better. R - B 7 ch was the right move. If then K - Kt 3, R × P. If instead
White played K - K 4, then R - K 4 ch followed by R × R P.
2. R - Q 1 R - R 5 ch
Mistake number two, and this time such a serious one as to almost lose the
game. The proper move was to play P - B 4 in order to break up White's
Pawns and at the same time make room for the Black King, which is
actually in danger, as will soon be seen.
3. R - Q 4 R (R5) - R 4
Mistake number three and this time fatal. His best move was R (Kt 4) - R 4.
After the text move there is no defence. Black's game is lost. This shows
that even an apparently simple ending has to be played with care. From a
practically won position Black finds himself with a lost game, and it has
only taken three moves.
R - Kt 2
4. R (Q 4) - Q 8
If 4...P - B 4; 5 R - R 8 ch, K - Kt 3; 6 R (B 8) - Kt 8 ch, K - B 3;
7 R × P ch, R - Kt 3; 8 P - Kt 5 ch, K - K 2; 9 R (R 6) × R, P × R;
10 R - Kt 7 ch, K - K 1; 11 R × Kt P, and wins easily.
5. P - R 4 P-R4
6. R - R 8 ch Resigns.
The reason is evident. If 6...K - Kt 3; 7 P × P ch, R × P; 8 R × R, K × R;
9 R - R 8 ch, K - Kt 3; 10 P - R 5 mate.
This position we have arrived at is won by White, because there are two
files between the opposing King and the Pawn from which the King is cut
off by the Rook, and besides, the Pawn can advance to the fourth rank
before the opponent's Rook can begin to check on the file. This last
condition is very important, because if, instead of the position on the
diagram, the Black Rook were at K R 1, and Black had the move, he could
draw by preventing the advance of the Pawn, either through constant checks
or by playing R - K B 1 at the proper time.
Now that we have explained the reasons why this position is won, we leave
it to the student to work out the correct solution.
The fact that out of one apparently simple ending we have been able to
work out several most unusual and difficult endings should be sufficient to
impress upon the student's mind the necessity of becoming well acquainted
with all kinds of endings, and especially with endings of Rook and Pawns.
P - K Kt 4
8. R (Q 4) - Q R 4
Now forced, but it is a little too late. He could not play 8...K R - B 2,
because P - K B 4 would have left his game completely paralysed. Black
now finally awakens to the danger, and tries to save the day by the counter-
demonstration on the King's side, which he should have started before. Of
course, White cannot play R × R P, because of R × R, followed by R - R 3,
recovering the Pawn with advantage.
9. P - K R 4 ! P - Kt 5
Black is now in a very disagreeable position. If he played 9...P × P;
10 R × P would leave him in a very awkward situation, as he could not go
back with the King, nor could he do much with either Rook. He practically
would have to play 10...P - K R 3, when White would answer 11 P - Kt 4,
threatening to win a Pawn by P - Kt 5, or, if that were not enough, he might
play K - Q 4, to be followed finally by the entry of the King at B 5 or K 5.
10. K - K 2
10. ........ P × P ch
Again he cannot play P - K R 4, because P - K B 4 would leave him
paralysed. The advance of his K R P would make White's K R P safe, and
consequently his K R would have to retire to K B 2 to defend the Q R P.
That would make it impossible for his King to go to Q 2, because of the
Q R P, nor could he advance a single one of his Pawns. On the other hand,
White would play P - Kt 4, threatening to win a Pawn by P - Kt 5, or he
might first play K - Q 4, and then at the proper time P - Kt 5, if there was
nothing better. Black meanwhile could really do nothing but mark time with
one of his Rooks. Compare this bottling-up system with the ending in
Example 57, and it will be seen that it is very similar.
11. K × P R (B 3) - B 2
12. K - K 2
Probably wrong. P - Kt 4 at once was the right move. The text move gives
Black good chances of drawing.
12. ........ K-Q3
13. P - Kt 4 R - Q Kt 2
This could never have happened had White played 12 P - Kt 4, as he could
have followed it up by P - Kt 5 after Black's K - Q 3.
14. P - R 5
Not good. P - K B 4 offered the best chances of winning by force. If then
14...R - Kt 2; 15 P - R 5, R - Kt 7 ch; 16 K - Q 3, R - K R 7; 17 R × P,
R × R; 18 R × R, R × P; 19 R - R 6, with winning chances.
14. ........ P-R3
Black misses his last chance. P - B 5 would draw. If then 15 P × P,
R (Kt 2) - K 2 ch !; 16 K - B 1, R × P; 17 R × P, R - K 6 !
15. P - K B 4 R - Kt 2
16. K - Q 3 R (K Kt 2) - K 2
17. R - R 1 R - Kt 2
18. K - Q 4 R - Kt 7
19. R (R 6) - R 2R (Kt 2) - Kt 2
R (Kt 7) - Kt 2 would have offered greater resistance, but the position is lost
in any case. (I leave the student to work this out.)
20. K - Q 3 ! R × R
21. R × R R-K2
Nothing would avail. If 21...R - Kt 8; 22 R - R 6 ! R - Q 8 ch; 23 K - B 2,
R - K R 8; 24 P - Kt 5, R × P; 25 R × P ch, K - Q 2; 26 R - Q R 6, and
White will win easily.
22. R - K Kt 2 R - K 3
23. R - Kt 7 R - K 2
24. R - Kt 8 P - B 4
Black is desperate. He sees he can no longer defend his Pawns.
25. R - Kt 6 ch R - K 3
26. P × P ch K - Q 2
27. R - Kt 7 ch K - B 3
28. R × P K×P
29. R - K B 7 Resigns.
Example 61.—From the game Capablanca-Janowski, New York National
Tournament of 1913.
Black's game has the disadvantage of his double Q B P, which, to make
matters worse, he cannot advance, because as soon as Black plays
P - Q Kt 3, White replies P - Q Kt 4. It is on this fact that White builds his
plans. He will stop Black's Queen's side Pawns from advancing, and will
then bring his own King to K 3. Then in due time he will play P - Q 4, and
finally P - K 5, or P - K Kt 5, thus forcing an exchange of Pawns and
obtaining in that way a clear passed Pawn on the King's file. It will be seen
that this plan was carried out during the course of the game, and that White
obtained his winning advantage in that way. The play was based throughout
on the chance of obtaining a passed Pawn on the King's file, with which
White expected to win.
1. P - K Kt 4
already preparing to play P - K Kt 5 when the time comes.
1. ........ P - Q Kt 3
Black wants to play P - Q B 4, but White, of course, prevents it.
2. P - Kt 4 ! K - Kt 2
This King should come to the King's side, where the danger lurks.
3. K - B 2 P - Q Kt 4
With the object of playing K - Kt 3 and P - Q R 4, followed by P × P, and
thus have an open file for his Rook and be able to make a counter-
demonstration on the Queen's side in order to stop White's advance on the
right. White, however, also prevents this.
4. P - Q R 4 ! R - Q 5
Of course if P × P; Black will have all his Pawns on the Queen's side
disrupted and isolated, and White can easily regain the lost Pawn by playing
either Rook on the Q R file.
5. R - Q Kt 1 R - K 4
He still wants to play P - Q B 4, but as it is easy to foresee that White will
again prevent it, the text move is really a serious loss of time. Black should
bring his King over to the other side immediately.
6. K - K 3 R-Q2
7. P - R 5
The first part of White's strategic plan is now accomplished. Black's Pawns
on the Queen's side are fixed for all practical purposes.
7. ........ R-K3
If R × R; Kt P × R would have given White a very powerful centre. Yet it
might have been the best chance for Black.
R (Q 2) - K 2
8. R (Kt) - K B 1
9. P - Kt 5 P×P
10. R × P
CHAPTER VI
Further Openings and Middle-Games
1. P × P, P × P; 2. Q - K B 3, Q - Q 2
White threatened to win a Pawn by Q × P, and Black could not play
2...R - K B 1, because 3 R × B P would also win a Pawn at least.
3. R (B 5) - B 2, R - Kt 3;
4. R - Kt 2, K - R 1;
R (B 1) - K Kt 1;
5. R (B 1) - K Kt 1,
6. Q - R 5, R × R;
7. R × R, R × R;
8. K × R, Q - Kt 2 ch;
9. K - R 2, Q - Kt 3;
10. Q × Q, P × Q;
11. P - Kt 4, and White wins.
Now suppose that in the position in the preceding diagram it were Black's
move, and he played R - K B 1. White would then simply defend his K B P
by some move like Q - K B 3, threatening R × Q B P, and then he would
bring his King up to Kt 3, and when the time came, break through, as in the
previous case. White might even be able to obtain the following position:
Black would now be forced to play R - B 1, and White could then play
Q - B 2, and follow it up with K B 3, and thus force Black to play P × P,
which would give White a greater advantage.
A careful examination of all these positions will reveal that, besides the
advantage of freedom of manœuvre on White's part, the power of the Pawn
at K 5 is enormous, and that it is the commanding position of this Pawn,
and the fact that it is free to advance, once all the pieces are exchanged, that
constitute the pivot of all White's manœuvres.
I have purposely given positions without the moves which lead to them so
that the student may become accustomed to build up in his own mind
possible positions that may arise (out of any given situation). Thus he will
learn to make strategical plans and be on his way to the master class. The
student can derive enormous benefit by further practice of this kind.
PART II
GAME 1. QUEEN'S GAMBIT DECLINED
(Match, 1909)
9. P X P B×P
10. Kt - K Kt 5Kt - B 3
11. Kt × B P × Kt
12. B - R 3 Q-K2
13. B - Kt 5 O-O
This is a mistake. The right move was R - Q 1 in order to get the Rook
away from the line of the Bishop at R 3 and at the same time to support the
Q P. Incidentally it shows that White failed to take proper advantage of
Black's weak opening moves. Against the text move White makes a very
fine combination which I had seen, but which I thought could be defeated.
14. B × Kt Q×B
I considered P × B, which it seemed would give me a playable game, but I
thought White's combination unsound and therefore let him play it, to my
lasting regret.
15. Kt × P ! Q-R3
16. K - Kt 2 !
This is the move which I had not considered. I thought that Rubinstein
would have to play B - Kt 2, when I had in mind the following winning
combination: 16 B - Kt 2, Kt - K 4 ! 17 Kt - B 4 (if R - B 1, Q × R !! Q × Q,
B × P ch wins), Kt - Kt 5; 18 P - K R 3 (if Kt - R 3, B × P ch wins the
exchange), Kt × P; 19 R × Kt, B × R ch; 20 K × B, P - K Kt 4, and Black
should win. It is curious that this combination has been overlooked. It has
been taken for granted that I did not see the 17th move Q - B 1.
16. ........ QR-Q1
After White's last move there was nothing for me to do but submit to the
inevitable.
17. Q - B 1 ! P × Kt
18. Q × B Q-Q7
19. Q - Kt 5 Kt - Q 5
20. Q - Q 3 Q×Q
21. P × Q KR-K1
22. B - Kt 4
This gives Black a chance. He should have played K R - K 1. If then
Kt - B 7; R × R ch, R × R; R - Q B 1, R - K 7; K - B 1, Kt - Q 5 (if R - Q 7;
B - K 6 ch, K - B 1; B × P would win); R - B 8 ch, K - B 2; R - B 7 ch,
R - K 2; R - B 5 wins.
22. ........ R-Q3
23. K R - K 1 R×R
24. R × R R - Q Kt 3
25. R - K 5 R×P
26. R × P Kt - B 3
27. B - K 6 ch K-B1
28. R - B 5 ch K-K1
29. B - B 7 ch K-Q2
30. B - B 4
30. ........ P-QR3
A bad move, which gives away any legitimate chance Black had to draw. It
loses a very important move. In fact, as the course of the game will show, it
loses several moves. The proper way was to play K - Q 3. If then
R - Q Kt 5, R × R; B × R, Kt - Q 5; followed by P - Q Kt 4; and White
would have an exceedingly difficult game to draw on account of the
dominating position of the Knight at Q 5 in conjunction with the extra Pawn
on the Queen's side and the awkward position of White's King. (See how
this is so.)
31. R - B 7 ch K - Q 3
32. R × K Kt PP - Kt 4
33. B - Kt 8 P - Q R 4
34. R × P P-R5
35. P - R 4 P - Kt 5
36. R - R 6 ch K - B 4
37. R - R 5 ch K - Kt 3
38. B - Q 5
With these last three moves White again gives Black a chance. Even before
the last move B - B 4 would have won with comparative ease, but the text
move is a downright blunder, of which, fortunately for him, Black does not
avail himself.
38. ........ P - Kt 6
R × P would make it practically impossible for White to win, if he can win
at all. White's best continuation then would have been: 39 B - B 4, R - B 7;
40 R - Kt 5 ch, K - B 2; 41 B - Kt 8, P - R 6; 42 P - R 5, P - R 7; 43 B × P,
R × B, and if there is a win it is very difficult to find it, as against
44 P - R 6, R - R 3 ! offers excellent chances for a draw.
39. P × P P-R6
40. B × Kt R × Kt P
If 40...P - R 7; 41 R - Kt 5 ch, K - R 3; 42 R - Kt 8.
41. B - Q 5 P-R7
42. R - R 6 ch Resigns.
As an end game, this is rather a sad exhibition for two masters. The
redeeming feature of the game is Rubinstein's fine combination in the
middle game, beginning with 14 B × Kt.
(Havana, 1913)
12. ........ Kt × Kt
A very serious mistake. I considered castling, which was the right move,
but desisted because I was afraid that by playing 13 B × Kt, P × B;
14 Kt - Kt 3, B - Kt 3; 15 Kt - B 5, White would obtain a winning position
for the end game. Whether right or wrong this shows how closely related
are all parts of the game, and consequently how one will influence the other.
13. B × B K×B
14. B × Kt B - Kt 3
Not good. The natural and proper move would have been Kt - K 3, in order
to bring all the Black pieces into play. B × Kt at once was also good, as it
would have relieved the pressure against Black's King's Pawn, and at the
same time have simplified the game.
Here it is seen how failure to comply with the elementary logical reasons,
that govern any given position, often brings the player into trouble. I was no
doubt influenced in my choice of moves by the fear of B - B 5, which was a
very threatening move.
15. Q - B 4 Kt - K 3
16. P - Q Kt 4 Q-B2
17. B × B RP×B
18. Q - K 4 K-B3
19. R - Q 3
P - K R 4, to be followed by P - Kt 4, might have been a more vigorous way
to carry on the attack. Black's weak point is unquestionably the Pawn at
K 4, which he is compelled to defend with the King. The text move aims at
doubling the Rooks, with the ultimate object of placing one of them at Q 6,
supported by a Pawn at Q B 5, Black could only stop this by playing P - B 4
which would create a "hole" at Q 5; or by playing P - Kt 3, which would tie
the Black Queen to the defence of the Q B P as well as the K P, which she
already defends. Black, however, can meet all this by offering the exchange
of Rooks, which destroys White's plans. For this reason P - K R 4 appears
the proper way to carry on the attack.
19. ........ QR-Q1
20. Q R - Q 1 P - K Kt 4
This move is preparatory to P - K Kt 3, which would make Black's position
secure. Unfortunately for Black, he did not carry out his original plan.
21. P - B 4 R×R
P - K Kt 3 would have left Black with a perfectly safe game.
22. R × R R-Q1
A very serious mistake, which loses a Pawn. P - K Kt 3 was the right move,
and would have left Black with a very good game. In fact, if it should come
to a simple ending, the position of the Black King would be an advantage.
23. R × R Kt × R
24. P - K R 4
This wins a Pawn, as will soon be seen. Black cannot reply 24...Kt - K 3;
because 25 P × P ch, Kt × P; 26 Q - R 4 wins the Knight.
24. ........ P×P
25. Q × P ch K-K3
26. Q - Kt 4 ch K-B3
27. Q - Kt 5 ch K-K3
28. Q × P Q-Q3
29. P - B 5 Q-Q4
30. P K 4 ! Q - Q 8 ch
31. K - R 2 P-B3
32. Q - Kt 4 ch !K - K 2
33. Kt × P Q×Q
34. Kt × Q Kt - K 3
35. P - K 5 P×P
36. Kt × P Kt - Q 5
The game went on for a few more moves, and, there being no way to
counteract the advance of White's two passed Pawns, Black resigned.
28. P - B 4
Kt - B 4 was the right move. I was, however, still looking for the "grand
combination," and thought that the Pawn I would later on have at Q 6
would win the game. Black deserves great credit for the way in which he
conducted this exceedingly difficult defence. He could easily have gone
wrong any number of times, but from move 22 onwards he always played
the best move.
28. ........ P-K4!
29. Q - Kt 1 P-K5
30. P × Kt P×R
31. P - Q 6 R-K7
32. P - Q 7 R - B 7 ch
33. K - Kt 1 R - Kt 1 ch
34. Kt - Kt 3 Q-K2
35. R × P
The position is most interesting. I believe I lost here my last chance to win
the game, and if that is true it would vindicate my judgment when, on move
28, I played P - B 4. The student can find out what would happen if White
plays Q - Q 4 ! at once. I have gone over the following variations:
35 Q - Q 4, R × K R P (of course if R × B P, P - Q 8 wins); 36 Q × Q P !
R - Q 1; 37 Q - R 6, K - Kt 1 best (if Q - Q 5 ch; K - R 1, K - Kt 1;
R - Q Kt 1 wins); 38 Q × B P and White will at least have a draw.
35. ........ R-K7
36. Q - Q 4 R-Q1
37. Q - R 4 Q-K5
38. Q - R 6 K - Kt 1
There is nothing to be done against this simple move, since White cannot
play Kt - Q 4, because Q - R 8 mates.
39. K - B 1 R×QP
40. Kt - Q 4 R - K 8 ch
Resigns.
A very interesting battle.
With a Pawn more and all his pieces ready for action, while Black is still
backward in development, it only remains for White to drive home his
advantage before Black can come out with his pieces, in which case, by
using the open K R file, Black might be able to start a strong attack against
White's King. White is able by his next move to eliminate all danger.
22. Kt - R 4 Q-R3
This is practically forced. Black could not play P - Kt 3 because of B × P,
and White meanwhile threatened Q - R 8 ch followed by Kt - B 5 ch and
Q × P.
23. Q × Q P×Q
24. Kt - B 5 P-KR4
25. B - Q 1 Kt - Q 2
26. B × P Kt - B 3
27. B - K 2 Kt × P
28. K R - Q 1 Kt - B 5
29. B - B 4 KR-Q1
30. P - R 4 P-R4
Black must lose time assuring the safety of this Pawn.
31. P - Kt 3 Kt - K 3
32. B × Kt P×B
33. Kt - K 3 K R - Kt 1
34. Kt - B 4 K-K2
Black fights a hopeless battle. He is two Pawns down for all practical
purposes, and the Pawns he has are isolated and have to be defended by
pieces.
35. Q R - B 1 R - R 2
White threatened Kt × B, followed by R - B 7 ch.
36. R - K 1 K-B3
37. R - K 4 R - Kt 5
38. P - Kt 4 R-R3
If R × R P; Kt × B of course would win a piece
39. R - B 3 B-B4
40. R - B 3 ch K - Kt 2
41. P - Kt 3 B-Q5
42. K - Kt 2 R-R1
43. P - Kt 5 R-R3
44. P - R 5 R × Kt
45. P × R R-B3
46. P - Kt 6 Resigns.
(Berlin 1913)
16. B × Kt ! R×B
17. Kt - K 4 ! R × Kt
18. Q × R Q - Kt 4 ch
19. P - K B 4 Q - Kt 4
20. P - B 3 B-B4
21. K R - K 1 Q - B 3
22. R - Q 5
Q × Q would have given White a decided advantage, enough to win with
proper play. Mieses, however, feared the difficulties of an ending where,
while having the exchange, he would be a Pawn minus. He preferred to
keep the Queens on the board and keep up the attack. At first sight, and
even after careful thought, there seems to be no objection to his plan; but in
truth such is not the case. From this point the game will gradually improve
in Black's favour until, with the exchange ahead, White is lost.
22. ........ Q-Q2
23. P - B 5 P-QB3
24. R - Q 2 P-Q4
My plan for the moment is very simple. It will consist in bringing my
Bishop around to B 3. Then I shall try to paralyse White's attack against my
King by playing P - K R 3, and also prevent White from ever playing
P - K Kt 5. Once my King is safe from attack I shall begin to advance my
Queen's side Pawns, where there are four to three; and that advantage,
coupled with the enormous attacking power of my Bishop at B 3, will at
least assure me an even chance of success.
25. Q - B 3 B-K2
26. Q R - K 2 B - B 3
27. Q - R 5 P-KR3
28. P - K Kt 4 K - R 2 !
To prevent P - K R 4, which I would answer with P - K Kt 3, winning the
Queen. It can now be considered that my King is safe from attack. White
will have to withdraw his Queen via R 3, and Black can use the time to
begin his advance on the Queen's side.
29. K - Kt 1 R-Q1
30. R - Q 1 P-B4
Notice that, on assuming the defensive, White has placed his Rooks
correctly from the point of view of strategy. They are both on white squares
free from the possible attack of the Black Bishop.
31. Q - R 3 Q-R5
This gains time by attacking the Rook and holding the White Q at R 3 for
the moment, on account of the K Kt P. Besides, the Queen must be in the
middle of the fray now that the attack has to be brought home. White has
actually more value in material, and therefore Black must utilise everything
at his command in order to succeed.
32. R (K2) - Q 2Q - K 5 ch
33. K - R 1 P - Q Kt 4
threatening P - Kt 5; which would open the line of action of the Bishop and
also secure a passed Pawn.
34. Q - Kt 2 Q-R5
indirectly defending the Q P, which White cannot take on account of
Q × R ch.
35. K - Kt 1 P - Kt 5
The attack increases in force as it is gradually brought home directly against
the King. The position now is most interesting and extremely difficult. It is
doubtful if there is any valid defence against Black's best play. The
variations are numerous and difficult.
36. P × P Q×P
Black has now a passed Pawn, and his Bishop exerts great pressure. White
cannot very well play now 37 R × P because of R × R; 38 R × R, B × P; and
White could not take the Bishop because Q - K 5 ch would win the Rook,
leaving Black a clear passed Pawn ahead.
37. P - Q R 3 Q-R5!
38. R × P R - Q Kt 1
39. R (Q 1) - Q 2P - B 5
40. Q - Kt 3 R - Kt 6
41. Q - Q 6
(Berlin, 1913)
Black sees that he now stands in his best defensive position, and therefore
waits for White to show how he intends to break through. He notices, of
course, that the White Knight is in the way of the K B P, which cannot
advance to K B 4 to defend, or support rather, the Pawn at K 5.
28. P - Q Kt 3 K-B1
29. K - Q 3 K - Kt 1
30. R - Q 6 Q-B1
31. R - Q 5 Q-K3
32. P - K Kt 4 K-B1
33. Q - B 4 K - Kt 1
34. Q - K 4 K-B1
18. P × P ! P×P!
Taking the Bishop would be dangerous, if not actually bad, while the text
move accomplishes Black's object, which is to put the Bishop out of action.
19. R - R 1 B-B2
20. K - Kt 1
This move unquestionably loses time. Since he would have to retire his
Bishop to R 2 sooner or later, he might have done it immediately. It is
doubtful, however, if at this stage of the game it would be possible for
White to save the game.
20. ........ Kt - K 4
21. Kt × Kt R × Kt
It was difficult to decide which way to retake. I took with the Rook in order
to have it prepared for a possible attack against the King.
22. B - R 2 Kt - B 3
Now that the White Bishop has been driven back, Black wants to get rid of
White's strongly posted Knight at Q 5, which blocks the attack of the
Bishop at B 2. It may be said that the Knight at Q 5 is the key to White's
defence.
23. P - Kt 3
White strives not only to have play for his Bishop, but also he wants to
break up Black's Pawns in order to counter-attack. The alternative would
have been 23 Kt × Kt ch, Q × Kt; and Black would be threatening R - R 4,
and also Q - K 3. The student should notice that Black's drawback in all this
is the fact that he is playing minus the services of his Q R. It is this fact that
makes it possible for White to hold out longer.
23. ........ Kt × P
24. B × Kt R×B
25. P × P P-B3
26. Kt - K 3
Kt - Kt 4 was the alternative, but in any event White could not resist the
attack. I leave it to the reader to work this out for himself, as the variations
are so numerous that they would take up too much space.
26. ........ Q-R4
27. P - B 4 Q×Q
28. R × Q P×P
29. Kt - Kt 4 B - Kt 3
This forces the King to the corner, where he will be in a mating net.
30. K - R 1 QR-K1
Now at last the Q R enters into the game and soon the battle is over.
31. P - R 3
If R × P, R - K 8 ch; R - Q 1, R (K 1) - K 7.
31. ........ R - K 8 ch
32. R × R R × R ch
33. K - R 2 B-B2
34. K - Kt 3 P-Q4
the quickest way to finish the game.
35. B × P P × P ch
36. K - Kt 4 P-B6
37. P × P R - K 5 ch
38. P - B 4 R × P ch
39. K - R 5 R×B
40. R - Q 8 ch K-R2
41. R - Q 7 B-K3
Resigns.
A very lively game.
16. P × K P Kt × P (K 3)
17. B × Kt Q×B
played under the impression that White had to lose time in defending his
Q R P, when I could play P - Q B 4, obtaining a very superior game. But, as
will be seen, my opponent had quite a little surprise for me.
18. Kt - Q 4 !
Notes
[1] The value of the initiative is explained in section 20, p. 77.
[2] See page 37.
[3] See page 13.
[4] Full score and notes are given in My Chess Career, by J. R. Capablanca
(Game No. 11).
[5] This position is elaborated under Example 50 (p. 80.).
[6] We give, from now on, games and notes, so that the student may
familiarise himself with the many and varied considerations that constantly
are borne in mind by the Chess Master. We must take it for granted that the
student has already reached a stage where, while not being able fully to
understand every move, yet he can derive benefit from any discussion with
regard to them.
[7] A "hole" in chess parlance has come to mean a defect in Pawn formation
which allows the opponent to establish his forces in wedge formation or
otherwise without the possibility of dislodging him by Pawn moves. Thus,
in the following diagram, Black has two holes at K B 3 and K R 3, where
White forces, e.g. a Kt or B, could establish themselves, supported by
pieces or Pawns.
[8] See game Capablanca-Kupchick, from Havana International Masters
Tournament Book, 1913, by J. R. Capablanca; or a game in the Carlsbad
Tournament of 1911, Vidmar playing Black against Alechin.
[9] See Niemzowitch's game in the All Russian Masters Tournament, 1914,
at St. Petersburg, against Levitzki, I believe.
[10] See Capablanca-Janowski game, New York Masters Tournament,
1913.
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