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Copyright2011 by Walter Thomas Downs The author gives the reader of this book permission to distribute the book freely, provided that none of the contents of this book is changed.
TABLE OF CONTENTS
FOREWORD......................................................................4 INTRODUCTION..............................................................5 CHAPTER 1: The Theory of Chess...................................6 CHAPTER 2: Eastern Martial Theory..............................11 CHAPTER 3: Algorithm of Play......................................12 CHAPTER 4: Opening Repertoire and Game Analysis: Tiger and Dragon..............................................14 CHAPTER 5: Mind and Body..........................................30 CHAPTER 6: Your ELO Rating.......................................37 APPENDIX A: Supplemental Study.................................38 APPENDIX B: Logic and Math Used in Analysis of the Tiger and Dragon Chess System..............39 APPENDIX C: Knowledge Base.......................................46 About the Author...............................................................60 Donations...........................................................................61
FOREWORD
In late 2010, I was surfing the Web, searching for some chess-related information, and I happened to come upon Gary Danelishins site: The Final Theory of Chess Garys project was an attempt to begin quantifying and codifying chess variations using computers, with the twin goals of producing interesting opening repertoires for chess players, and attempting to answer some age-old questions about the game, such as who should win a game of chess given perfect play? Should White or Black win, or is it a draw? Gary published a book with the same name as his web-site, and has also produced a wiki-site that gives much of his analysis of chess openings and variations he feels are relevant to his project. After examining his web-site and wiki, and purchasing and studying his book, my interest in this project was piqued. I contacted Gary, because I was interested in making some contributions to the wiki, and became even more enthralled with the project after several e-mails had been exchanged. I found Gary to be extremely knowledgeable about chess, especially where computers were involved, and an intelligent, and truly humble person. In my research and analysis that followed, I began to formulate some questions about chess of my own, and a plan of attack began to form in my mind about how to approach the project. 4 Garys approach was a brute-force computational method, where he used computers to crunch through all of the relevant openings and variations, in an effort to build a body of chess knowledge based on computer analyses which could be continually added to ad-infinitum.
Still, I realized that this method would probably take several hundred human lifespans before we would have any resolution to the questions the project was designed to answer. There is an old Chinese saying: When the student is truly ready, the teacher will appear. In the beginning Gary was my teacher during my assimilation of information found in the project, but now it was my turn to introduce concepts that had not previously been considered, and which I believed would yield the prospect of answering the questions the project asked, in our life-time. I strongly recommend that all readers of this book visit Gary Danelishins web-site at: http://finaltheoryofchess.com/ I also suggest that you buy Garys book, The Final Theory of Chess. Anyone who loves chess will find the book and web-site very interesting and informative.
INTRODUCTION
What constitutes a perfect game of chess? To my mind, chess perfection would come in a game in which I dominated the opening, middle-game and end-game completely. How would this be accomplished? The answer must lie in a series of moves that controls the structure of the game from beginning to end. To accomplish this, the moves must consist of maneuvers that build towards an attack on my opponents position, and also provide prophylaxis, or preventive measures that preclude the opponent from doing the same to me. Therefore, my opening must be comprised not only of straight-forward attack, but of the ability to accept any attack my opponent generated, and turn it back against him. The next question that comes to mind is: What would constitute an optimal chess system? The answer to this would be, a system that could be played either as White or Black, that could be playable against all possible plans the opponent might generate, and which met the structure and move characteristics assumed when we answered the question of what perfect chess must be. Thus we are led to the next question, which is: How will we be able to judge that the system we devise is indeed an optimal approach? 5 First, we will observe Modern Chess Strategy, and Eastern Martial Theory to make sure we are in accordance with what they consider to be Optimal Strategy. Then, Using my background in advanced mathematics, and using a top-flight chess engine, we can follow the structure of the game in very concrete mathematical terms, and this will allow us to draw very objective conclusions about the structures that are created, and what they mean. Melding these approaches in to a cohesive whole, we will then derive an Algorithm of Play, that will allow us to play optimal moves throughout the entire course of a game. We will use these methods to generate a series of games that should provide us with deep insight and a complete conceptual analysis from the opening move of a game, to the point at which the game is determined as won, lost or drawn. But we wont stop there. We will also address the mind and body relationship a player must attain and maintain to play the best chess he possibly can. After all, he is part of the system too! So, read on.... Walter T. Downs January, 2011
CHAPTER 1:
The Theory of Chess
By this time, the theory of chess is well advanced, yet it seems that no one has really taken the time to codify all of the theory in existence in to an over-all approach that is cohesive. Let us start at the dawn of modern theory, and review all of the relevant axioms so that when I apply them later on, you will understand where I am coming from. First, we consider the thoughts of Wilhelm Steintitz, Emanuel Lasker and Siegbert Tarrasch in what I term to be the classical era of chess. Note that I do not include Aron Nimzowitsch in this group. This is because Nimzowitschs concepts were so far advanced for his time, that I really had to include them in the axioms of modern chess theory. We will cover none of Tarraschs work, as the author shares the opinion of Lasker in his belief that Tarrasch was too dogmatic in his approach to the game. We will deal with the axioms of theory in chronological order of the years in which they first appeared. The Axioms of Steinitz 1. A plan must have a reason. This concept was a novelty in the time of Steinitz. In his era, the plan in any game of chess was simple: Attack, attack and attack some more. Participants were honor bound to accept gambits, and such theories as prevention of the opponents plans were in the future. Steinitz opined that one should only 6 attack if one was justified by the position, or in other words, if one had a concrete and viable reason to believe an attack would succeed. 2. The basis of a successful plan is always a valuation of advantages and disadvantages. Plans of attack should logically only succeed if one held some type of advantage in the position on the board. 3. Valuations of advantage or disadvantage should stem from the body of chess knowledge. Factors such as advantages or disadvantages in material, time and space are all relevant. 4. Dont try to win the game out of the opening. Building on the previous axioms, it is simple logic that one must build carefully from the opening moves in to a position where a reasonable advantage has been achieved, and one now has the right to attack. 5. The way to a strong advantage is through efficiently placed (optimal) pieces, and the accumulation of many small, seemingly insignificant, advantages. Steinitz felt that small advantages such as more actively placed pieces and/or a better pawn structure, would tell in the end. From such positions of advantage, combinations would grow like flowers on the vine.
6. Economy of Defense is important. One should play all moves necessary to the defense of ones position, but never more. The minimal number of moves to establish adequate defense is all that is required. No more, no less. 7. The natural end of all balanced positions are more balanced positions, from which it is not possible for either side to win. Therefore, seek imbalances in the position on the board, and seek balance in the position in the form of compensation in structure or material Imbalances in structure of the opposing sides, or material imbalances such as rook + piece + pawn versus queen, or rook + pawns versus a pair of minor pieces, as a few examples, are desirable, and should be actively sought when their creation is of advantage to the player. 8. Dont be afraid to make strange or provocative moves. As long as a move meets the dictates of our axioms, in that it brings a piece to an efficient (optimal) square, performs a necessary function of defense, or serves to provoke the opponent in to a rash and/or precipitous act, it is permissible. 9. Think of your and your opponents position as a chain of interlocking and complex links. Steinitz felt that one could then discern what moves to play based on the strength or weaknesses of the various links (squares or pieces). (Authors Note: Lasker felt this device too simplistic, but I disagree. - WTD)
The Axioms of Lasker 1. Pieces must co-operate. The result of co-operation, in attacking positions is to strengthen each element of the group; in positions of defense, to protect each other; in positions of balance, to complement each other Emanuel Lasker
2. The less distance between pieces, the stronger and more cohesive is the whole of the position. A defect in co-operation is often indicated by great distance between the points [that] pieces occupy.....considering the simple geometry of the chess-board and the laws of motion of the pieces, distance is a first...measure of the degree [to which pieces co-operate.] Emanuel Lasker 3. One must combine both the exploitation and defense of weaknesses. Whereas Steinitz and Tarrasch concentrated mainly on the exploitation of weaknesses, Lasker espoused the defense of weaknesses as an integral part of the game. 4. Memorization of vast numbers of opening variations is folly. [Lasker] did not believe in memorizing ...fashionable variations [that] would soon be out of fashion...In opening theory, the only certainty is change, flux and capricious taste. Most players prefer to have their choice of openings derived from dogmatic authority. Fred Reinfeld 7
5. Every game of chess is unique. [Lasker feels that each position] ...has some hidden aspect [that] the sceptic; the man of resource, will unearth. Fred Reinfeld 6. Avoid Dogma Of my fifty-seven years, I have applied at least thirty to forgetting most of what I had learned or read, and since I have succeeded in this I have acquired a certain ease and cheer which I should never again like to be without. Emanuel Lasker
specific chess qualities as well. Mathematics requires imagination and exactitude. Tarrasch was able to conceive great plans, but he was inclined to be [poor] in execution....To overcome the relatively weak resistance of lesser players was not an insoluble task for Tarrasch, [but] to beat down the resistance of Lasker was...too much for him. Now, we will move on to modern chess theory. We will draw on the guiding lights of Isaac Lipnitsky, John Watson, Mihai Suba, R.N. Coles and Hans Berliner. Theories, ala Nimzowitsch, are mirrored in the comments of Watson and Lipnitsky.
Axioms of Modern Chess Theory 7. The value of a victory often lies in its aesthetics. When mind overcomes matter, we are charmed. In chess, the brutal force is composed of the number, strength and mobility of the pieces, and the difficulty of the task set. If this brutal force is bested by the few in number, the slight in strength, in moves which [seem weak],...by the power of the spirit, by an idea which, seemingly absurd, is truth itself, we are delighted. Emanuel Lasker 8. At its core, chess is a matter of mathematics. In contrasting Tarrasch, who was admittedly poor at mathematics, to Lasker, Fred Reinfeld writes: A chess master who lacks a gift for mathematics may very well be deficient in 8 Whether in closed, semi-open or open positions, flank pawn moves are regularly employed for a variety of reasons, e.g., the establishment of space, [or the] discouragement of castling by the opponent. ...the number of pawn moves in the opening can range from one to eight or more, depending on the requirements of the position. 1. Flanking pawn moves are acceptable in the opening, nor is the number of pawns moved in the opening relegated to one or two. Concerning our pawn moves in the opening, in the books, Questions of Modern Chess Theory, and Secrets of Modern Chess Strategy, Isaac Lipnitsky and John Watson write: There is no doubt that flank attacks as a means of fighting for the center have a great future.
2. Static strategical aims should be based solely on the position currently on the board. Concerning our static strategical aims, based on a purely pragmatic point of view, Lipnitsky writes: The basis for a game of chess is a purposeful plan which, beginning in the opening, is consistently developed in the middlegame. A highly characteristic feature of modern opening play is that from the very start of the game, the players will try to predetermine the channels in which the middlegame fight will be conducted. In the opening, you have to contend not so much with your opponents individual moves as with his ideas and plans....The masking of your own plans, which demands flexibility in your play, is also a very significant factor. These statements are the essence of modern chess prophylaxis, which Watson says, consists of ...prevention of the opponents plans in general, and protection of key points in our position. 3. Dynamic strategical aims are based not on aesthetic placement of pieces, but on the total latent or potential activity of all pieces and pawns. Concerning our dynamic strategical aims, in his book, Dynamic Chess Strategy, Mihai Suba writes: As a chess player my feelings were that dynamism was something else, not just a temporary superiority, either numerical or qualitative. Strange combinations sometimes come right out of the blue. Dynamism should 9
should show itself not as a momentary firework display, but also as the latent or potential activity of all pieces and pawns. R.N. Coles, in his book Dynamic Chess, considers the Dynamic Revolution to be found in the play of such players as Breyer, who: ...instead of selecting openings where objectives were small but clear-cut from the outset... preferred to build up a position full of dynamic energy - malignant energy, Tartakower called it - which could be released at will at a suitable target and at a suitable moment. In the early part of the game, during which this energy was created and accumulated, Breyer often made moves that were in direct conflict with the tenets of the classical style but which were found later to fit perfectly in to his scheme of play, when the pent up energy was finally released. His very odd opening moves are none-the-less in keeping with his dynamic play, for though contrary to Tarraschs teaching, he gives up both time and space, his game thereby acquires a certain extra hidden energy. Turning to a more purely quantitative view of our strategy, I refer to Hans Berliners book, The System, in which he puts forth several algorithmic formulae for determining validity of a dynamic chess strategy. The most important consideration is to control the entire chessboard. Towards this end, Berliner gives the following elements: 1. Pieces placed on optimal squares and in the fewest number of moves. 2. Play moves that leave open the greatest number of attractive options available to other pieces. The piece to be moved ought to have no more than one attractive option at its disposal given the current position.
Berliner states that the strategy can be considered successful if we are better in: 1.Optimal Pieces. 2. Piece Co-operation 3. More fixed targets 4. Good defensive qualities 5. Control of more squares.
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CHAPTER 2:
Eastern Martial Theory
Although it has never been applied to chess before, the author believes that an overview of Eastern martial arts is also of benefit to the chess player. According to Shaolin Martial Arts, the Tiger vs. the Dragon is the symbol of the line overcoming the circle and vice versa. The tiger fights in a straightforward attack bulldozing it's opponent. The dragon fights using circular flexible attacks. They are certainly worthy opponents. Both the tiger and dragon are old Buddhist symbols. They have come to be known as opposite symbols - one reflecting a 'hard' style (attacking and unrelenting) form of martial arts, this is symbolized by the Tiger. Conversely, the 'soft' style is represented by the Dragon and is a form that embodies a defensive and more fluid 'circular-attack'. Thus, these symbols have come to be interpreted to represent (in the same way Yin/Yang represent) duality and balance attained through the balance of opposing forces, etc., and are often used as symbols of this philosophy which is found in many Eastern cultures and practices. Many systems of study recognize a need for both 'hard' and 'soft' styles, therefore, many systems require training in both 'styles' in order to offer the student a balanced base of training and experience. The Tiger and the Dragon represent a total balance of power. So, how does this relate to chess? Essentially, chess is a martial game of warfare between two opposing forces, governed by the mind of the player. Given the thousands of years of experience gleaned in the Eastern martial arts, it would seem to be beneficial to create strong analogies in our play over the chessboard. Therefore, the optimal or most efficient mode of play is a style which is both hard and soft; offensive and defensive. A solid defense that is also capable of swift attack. No doubt, you have heard of the great Chinese military strategist, Sun Tzu. Here is what he has to say: A General may defeat an adversary by attacking when the adversary does not have an adequate defense prepared, or by encouraging his adversary to launch an improperly prepared attack against his prepared defenses. (Paraphrased) In battle, there are...two methods of attack The direct and the indirect; yet these two in combination, give rise to an endless series of maneuvers...That General is skillful in attack whose opponent does not know what to defend; and he is skillful in defense whose opponent does not know what to attack. - Sun Tzu The Art of War
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CHAPTER 3:
Algorithm of Play
Now I will propose an algorithm of play that is based on the axioms of classical/modern chess theory and Eastern martial theory. The algorithm of play gives you an entire plan and framework on which to base your moves in a game of chess, from the opening, to the end of the game. Golden Rule #1 Moves that perform both an offensive and defensive function are highly desirable. Golden Rule #2 Control over the entire board, and therefore of the entire position, is highly desirable. Silver Rule #1 Pieces must be developed and arranged in the form of Chains and Geometric Control. A Chain is defined either as a series of connected squares on which pawns or pieces reside, or a rank, file or horizontal group of squares on which a group of pieces line-up. Geometric Control is defined as a group of squares controlled by the Chains. These constellations of squares will often take the form of a geometric shape, such as a triangle, square, diamond, rectangle or ray. The Chains in your position that are currently inter-acting or connected with the Chains of your adversary are termed Primary Chains. Pieces or squares in your own or your adversarys position that are either not well defended, or in many cases, are devoid of any defense at all, are termed Broken Links.
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Silver Rule #2 Moves are made by simply calculating every move possible to you in the Primary Chains and specifically in relation to Broken Links. If there are no critical moves in the Primary Chains (Moves that engender Golden Rules 1 or 2, or win material out-right.), other moves may be considered. Selection of the best move in the position is governed by the Knowledge Base (APPENDIX C). Notes on Calculation: Remember that you will calculate every possible move that interacts with your opponents pieces. Calculate possible captures and any moves that give check first, followed by any move that challenges or attacks an enemy piece next. In general, you should have to calculate no single move deeper than 5 moves in the future, and often you will be able to dispense with many of the possible moves with just 1 or 2 moves of calculation. If none of these moves seems particularly strong, you may consider moves that can be made on strictly strategical principles as outlined in the Knowledge Base and the Algorithm of Plays Golden and Silver rules. With practice, you should be able to complete this process in well under 2 minutes, which is the average time per move given you in most tournament games. Learn the Knowledge Base cold, and follow the Golden and Silver Rules, and you will never be without a plan or a good move!
This approach is a powerful method of play because it assures that you will always be afforded optimal tactical and positional capabilities. I.e. you will always have more tactical opportunities and resources than your opponent, and you should never be worse positionally. Detailed examples and use of the Algorithm of Play will be presented in the next chapter.
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CHAPTER 4:
Opening Repertoire and Game Analysis: Tiger and Dragon
Now, it is time to draw together Modern Chess Theory, Eastern Martial Theory, the Algorithm of Play and the Knowledge Base in to a cohesive whole in order to form an effective repertoire for both White and Black. We will observe the operation of our theories and structures through the eyes of Deep R yb k a 4 u s i n g a m a t h e m a t i c al Fibonacci/Lucas/Fractal paradigm to confirm the structures and make highly accurate estimates of future results based on the concrete math. Bringing together all of the above, I have determined that we should aim for two main possible structures. We see that these two structures have adopted opening moves that are primary to both offensive and defensive tasks. We also see development using the Chain method, in which pieces are initially grouped tightly together. In reviewing our chess axioms and Algorithm of Play, we see that the structures meet the requirements of both classical and modern schools of thought and seek attributes of both the Tiger and Dragon schools of martial systems. There are, however some questions that I am sure spring to mind, and that need to be addressed: Do the structures retard development? Isn't this passive? In the Tiger, aren't the bishops locked in? In the Tiger, don't moves like a6 and h6 weaken our pawn structure? Are there any statistics in chess databases on these positions? What does Deep Rybka 4 think of these positions?
ANSWERS: We have adjusted our development to gain total control of Blacks fourth rank, rather than attempting to play a pawn to the fifth rank, as is the common practice. We see that we can quickly strike all along our front in the Tiger with b5,c5,d5,e5,f5 or g5. We see that the knights will be able to shift quickly to either the king-side or queen-side with Nc6 and Nb6 or Ng6 and Nf6. In the Dragon, we can strike with d5 or f5.We have already attained a highly flexible and dangerous set-up capable of exploding on any front. There is nothing passive about these positions. We see further, that by dominating the third rank, we defend all major points of ingress in to our position. Regarding the bishops in the Tiger, it is commonly known in theory that in positions like this, the bishops are actually well placed on their home squares. They can be developed, later on, to classical squares such as c5, b4, f5, g4, e7, d7, e6, d6 or can be developed earlier to b7 and/or g7. In the Tiger the moves a6 and h6 serve to take the aggressive squares of b5 and g5 away from the opponent, we threaten g5 and b5 ourselves, along with possible major expansions in the form of pawn "phalanxes" on g5 and f5 or b5 and c5. Further, the moves are provocative in nature. I.e. if the opponent rashly tries to attack with a pawn thrust of g4 or b4, we would be able to see the attempt from a mile away, and would have plenty of time to react and counter, in which case our opponent would find that he has over-extended his position. It is also of interest to note that these positions are so centrally solid that Black may never have to castle, which often gains several tempi at some point.
Of the Tiger, there is little in the databases. Only a correspondence player, Dieter Luebke, experimented with a similar idea. He scored 86% with it. There are a few games in the over-the-board bases, and Black apparently did poorly. However on closer examination, Black lost in games where he played passively. When Black played actively, he won almost every game. Of the Dragon, the initial position scored 50% in games with players over 2200, and 61% in games with players over 2300, mainly against English and d4 systems, where White had played c4 (Ujtelky scored 60% with it.) Of Deep Rybka 4, allow me to presage the analysis games with the mathematical statistics produced by them, and what those statistics mean(For general information on the logic, math and terms used, see APPENDIX B). In the games, using various set-ups, White gained a maximum evaluation of + 55 centi-pawns (+ 0.55). No doubt this evaluation was due to Rybka's over-estimation of having more space. Yet, at no time during the games, could the evaluation expand past the key 62 centi-pawn level, which would indicate a possible real advantage. In point of fact, in every case (except for our games where White played the Tiger himself) The evaluation eroded quickly, and Black had soon accumulated advantages surpassing the 62 centi-pawn level, indicating that victory was at hand.
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Throughout the games analyzed, Deep Rybka 4's evaluations moved smoothly from one Fibonacci/Lucas number to the next. Fibonacci/Lucas numbers were generated better than 95% of the time during the games. Contrast this to "normal" openings such as the Sicilian or Ruy Lopez, where analysis yielded Fibonacci/Lucas numbers no more than 70% of the time. Further, moves of importance in the games generated conformed to the move sequence 1, 2, 3, 4, 5, 7, 8, 13, 18, 21, 24, 29, 34....etc. What does this mean? It means that in standard openings (those openings given in Fundamental Chess Openings, by Paul van der Sterren), there can exist great variance in the structures produced, thus it would be impossible for any human to adequately prepare against all of the structures possible. And of course, possible predictions of future results would hold no water. In our structures, the numbers generated indicated that there were only about four possible structures that could be adopted in the positions generated. The mathematical analysis indicated that attempts by your opponent to deviate from the these basic structures, leaves him in a state which can only hasten his demise. I.e. The elements of the position which were negatives for your opponent were accelerated. Also, using the Algorithm of Play, and Playing the Tiger and Dragon assures you that, to a high degree of mathematical certainty, you will consistently enjoy greater tactical opportunities and more positional trumps. Analysis indicates this factor to be a minimum of 3 to 1 in your favor at all times. I.e. You will be able to generate three tactics for every one tactic your opponent can generate, and you will have at least three positive positional elements or factors for every one your opponent has. The end result is that we can prepare deeply for our games, often from the opening to well in to the end-game, and in our 16
games, we will always enjoy the inherent advantages mentioned. Further, the fact that the Tiger and Dragon won these games implies that when faced with standard responses from our opponent (pawns on e4, d4, c4 and/or f4, with knights on c3 and f3), we have a forced win with best play. This is because Fractal mathematics tells us that these self-similar structures will repeat unto infinity, and will consistently produce the same results . In addition to the Rybka/Fibonacci/Lucas analysis, we can also consider the mathematical analysis provided by the Shashin method (APPENDIX B). In analysis of the initial positions in the games, we find that, combining over-all defensive and offensive attributes, we find that the Tiger and Dragon have the scores, 1.237 versus 1.125 for White, indicating that, mathematically we hold an over-all advantage in these positions. And of course, since the structures can be played as either White or Black, we have a complete chess repertoire. Don't be worried by the fact that most of these games ended in fairly long end-games. This is because Rybka was able to offer the stiffest tactical resistance possible. Statistically, up to 70% of your games will end long before the end-game. Simply play for Chains and Geometric square control, and be sure to calculate all moves in the Primary Chains, and seven times out of ten, by never missing a tactic, you will have tactical shots that win the game on the spot. Note also, that at times the computer played superfluous or seemingly redundant moves. These moves were included in order to examine all the possible options in the structures.
We begin our analysis of games with the structure playing itself first, and then playing against another popular set-up, the Hippopotamus. We consider only the Tiger, as this is our main weapon, with the Ujtelky Dragon used only on those occasions when our opponent plays an early f4. This will give us basic and valuable information as to what moves constitute good attacking and defensive moves when we face the more standard responses in later games. Use a real chess-set, and play through the games move by move, as you read the commentary. You should also have a pen and paper handy, as well as a printout of the Algorithm of Play and Knowledge Base, to refer to.
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b4 is adequately defended, so following the precepts of the Algorithm of Play(Golden Rule #1), White plays the move that has the greatest offensive and defensive qualities, Ng3, adding a defender/aggressor to the king-side, freeing the bishop on f1 and establishing the Chains Ke1/f2/Ng3 and Ng3/g2. Black responds with Bb7, which seeks to control the h1-a8 chain of squares, builds the Chain Bb7/Ra8 and Ne7/Nd7/Bb7 and allows a future Rc8. Also, developing a knight to the third rank is in accordance with Knowledge Base C10A. 10. c4 Ng8
areas of dominance encompassing the breadth of the entire board. (See Knowledge Base C3 and Algorithm of Play, Golden Rules #1 and #2) 11. Qb3 Ngf6
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Note that the last few moves, both sides complete the defense of their respective positions and prepare future attacking possibilities by castling (Which also eliminates momentary Broken Links on g2 and g7). White has created the Chains c4/ d3/ Be2/Rf1, Rf1/g2/h3 and Kg1/g2/Ng3. He has also created a strong geometric defensive square at the points f1-f3-h3-h1 (6 pieces on nine squares). Black plays Qc7, creating the solid Chain g7/f7/Be7/Nd7/Qc7/Bb7 and eliminating his Broken Link of the Bb7. We have now reached a position where it is possible to look far in to the future and foresee how the game will play out. This is one of the attributes of the Tiger and Dragon. You always have plenty of time to work out a plan. White's "Big Clamp" has been successful. Black is going to have trouble creating counter-play. Work out the logic of the Chains created in the rest of the game, and be sure to practice calculating ALL moves in the Primary Chain. Refer often to the Knowledge Base, and record the applicable precepts. Keep a sharp eye out for Broken Links.
15. Bc3 Rfc8 16. Rac1 Nh7 17. Rfe1 a5 18. b5 Re8 19. Qb2 Bf6 White clamps down on the queen-side, denying Black counter-play there. Black responds by forcing exchanges that reduces White's pull. 20. Bxf6 Nhxf6 21. f4 Nf8 22. Ngf1 Red8 23. g3 Re8 24. Ne3 Ng6 25. a4 Rab8 26. Bf3 Rbd8 27. Qb3 Ne7 28. Qd1 Kh7 29. Qe2 g6 30. Rf1 Rf8 31. Rf2 d5 32. e5 Ne8 33. Nb3 d4 34. Ng2 Bc8 35. Re1 Kg8 36. Nd2 Kg7 37. Ba8 Ba6 38. Be4 Bc8 39. Nf3 Nf5 40. Kh2 Kh8 41. g4 Ne7 42. Ngh4 Ng7 43. Kg1 Rg8 44. Nd2 Rgf8 45. Nhf3 Rg8 46. Rg2 Ne8 47. Qf2 Rg7 48. Qg3 Kg8 49. Kh1 Kf8 50. Reg1 19
Kg8 51. Qf2 Kh8 52. Qh4 Rh7 53. Qg3 Kg8 54. h4 h5 55. Ng5 Rh6 56. gxh5 Ng7 57. Nxf7 Kxf7 58. Qg5 Rdh8 59. Bxg6+ Nxg6 60. Qf6+ Kg8 61. Rxg6 Bb7+ Note that White followed the precepts found in the Knowledge Base C17E. I.e. with a long-term static advantage, he denied Black all counter-play, and built his position slowly Note also the attribute of the Tiger found in the Knowledge Base that states that positions where your opponent is in a near state of zug-zwang, will exist. For his part, Black is following the precept of Knowledge Base C16D. I.e. Relying on his "fortress" to hold the position, and counting on the Tiger attributes that state that he will always have good squares for his pieces, and that whatever tactics arise will never disfavor him. Note that the combination White initiated with 57.Nxf7 lasted 5 moves, another Tiger/Dragon attribute.
attributes of the Tiger came to light. The promise to Black that resulting pawn structures would never disfavor him, the ability to create a fortress that White could not penetrate, and therefore the promise fulfilled that tactics would always be in his favor. For White's part, tactics were good to him too, as he was able to win a pawn, although it wasn't enough to win the game.
62. Ne4 Bxe4+ 63. dxe4 Rxg6 64. Qxg6 Qe7 65. Qf6 Qf7 66. h6 Qxf6 67. exf6 Rxh6 68. Rxg7+ Kf8 69. Kg2 Rxf6 70. Rg4 Rh6 71. Kf3 Kf7 72. e5 Rh8 73. Ke2 Rh5 74. Kd3 Rh8 75. Kc2 Rh5 Drawn.
Now, the move f4 is logical, in order to expand our Primary Chain on the king-side and create the pawn phalanx f4 and e4. 12. f4 N5c6
The move Nf3 fills the geometric center of our Primary Chain, creating the solid Chain Qd1/Ne2/Nf3/g4 and the Chains Rf1/Nf3/f4 and Bg2/Nf3. 16. Nf3 d4
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Ng3 develops a knight to the third rank and further compresses the geometric square of h1-h4-f4-f1. Note that we have 8 pieces on 12 squares here, forming a "nuclear" configuration. Our original defensive square in this area of the board has now morphed in to a quite ominous attacking configuration. It is clear that our attack is going to come first, before Black can establish any kind of counter-play. Notice the typical Tiger attribute that Black is suffering from zug-zwang. He has no really good moves, but must play something. With Ng3, we also build the Chain Ng3/f4/e5. 17. Ng3 Nd5
Black seeks to alleviate some of the pressure. White now plays a few exchanges, and then goes after the Broken Link on b6. Before continuing with any other plan, he generates play on the queen-side for a while in accordance with Algorithm of Play Golden Rule #2. 19. exf6 Nxf6 20. Nxf6+ Bxf6 21. Nd2 Rae8 22. Nc4 Bd8 23. Qe2 b5 24. Nd2 Qc7 25. a4 b4 26. Nc4 Re7 27. Bd2 Qd7 28. Rae1 Ree8 29. b3 Bc7
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From these two games, we can construct the basic plan of the Tiger, which is attacking with the pawn thrusts (as White or Black) g4/g5, f4/f5, b4/b5 and c4/c5. We also see that it is important to maneuver with the knights, probing at whatever structure our opponent sets up. The central pawn thrusts such as e4/e5 or d4/d5 are possible, but usually held in reserve until later, although they do play a key role in the Ujtelky Dragon, which we will analyze later.
White plays a threatening move, yet here we follow Algorithm of Play Golden Rule #2 and play Nb6, expanding on the queen-side. It is the promise of the Tiger, that we will always have adequate tactical resources. Now, 11.fxg5 hxg5 would accelerate our king-side attacking chances, and is clearly bad. The aggressive 11.f5?! is no problem, as evidenced by the following line: 11. f5?! exf5 12. exf5 Nh4 13. Bg4 O-O 14. g3 Qe7 15. Qc1 Re8 16. f6 Qxe3+ 17. Qxe3 Rxe3 18. Bxc8 Rxc8 19. gxh4 Bf8 20. hxg5 hxg5 21. Rf5 Bh6 When Black has a better pawn structure and more active pieces, and is therefore better in this end-game. 10...Nb6 11. Kh1 Nc4 12. Bg1 O-O 13. Qc1 Here, Black continues to expand on the queen-side with b5. However there are always plenty of viable options with the Tiger. Another plan might be 13...f5 14.exf5 exf5 15.b3 Nb6 16.Bh5 Kh7 18.Bf2 g4 19.h3 gxh3....etc. 13...b5 14. a4 Bb7 15. b3
Here we simply retreat the knight with Na5, but to show the tremendous tactical ability of the Tiger, also possible was 15...c5!? 16.bxc4 cxd4 17.fxg5 hxg5 18.axb5 dxc3 19.Qe3 axb5 20.cxb5 Ra5....etc.
15...Na5 16. fxg5 hxg5 17. axb5 axb5 18. Nxb5 Bxe4 19. Qe3 Bb7 20. Bf3 Nc6 21. Bf2
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follows. Black crushes White with ease. 35. Nc3 f6 36. Kg2 Nf7 37. Na4 Qd6 38. h7+ Kh8 39. Nc5 e5 40. cxd5 cxd5 41. Qb2 Ra8 42. Bd1 Nc6 43. dxe5 Nfxe5 44. b4 Nc4 45. Qb1 Ra7 46. Nf3 Rxh7 47. Nh4 f5 48. Qa1+ Kg8 49. Qc1 f4 50. Nd3 N6e5 51. Nxe5 Qxe5 52. Nf3 Ne3+ 53. Bxe3 Qxe3 54. Qxe3 fxe3 55. Bb3 Bxb4 56. Bxd5+ Kg7 57. Bc4 Ba5 58. Be2 Rh8 59. Nd4 Kf6 60. Bd3 Bb6 61. Ne2 Kg5 62. Bf5 Bc7 63. Kf3 Rh3+ 64. Ke4 Bb6 65. Kd3 Rh2 66. Be6 Rh7 67. Ke4 Rh6 68. Bf5 Rh2 69. Kd3 Rf2 70. Be6 Rf8 71. Ke4 Re8 72. Ke5 Ba7 73. Kd5 Kf6 74. g5+ Kxg5 75. Ke5 Bb8+ 76. Kd5 Kh4 77. Bf7 Rf8 78. Bg6 Kg4 79. Bd3 Kf3 80. Nd4+ Kf2 White must give up a piece to stop Black from queening, and is totally lost. 0-1 For the sake of completeness, allow me to show two other possible game continuations where Black drew with ease. 7... c5 8. a3 Qc7 9. Qd2 Ng6 10. d5 e5 11. h3 Be7 12. a4 b6 13. Rfe1 O-O 14. Rab1 Re8 15. b3 Qd8 16. Rb2 Nh4 17. Nxh4 Bxh4 18. Ra1 Rb8 19. Rab1 Qc7 20. Bc4 Be7 21. Qe2 Qb7 22. Bd3 Qa7 23. Na2 f5! A typical example of the explosive tactics the Tiger offers, out of seemingly quiet and stable positions. 24. exf5 e4 25. Bxe4 Bf6 26. Qf3 Bxb2 27. Rxb2 Ne5 28. Qg3 Qf7 29. Bxh6 Kf8 30. Bc1 Bxf5 31. Bxf5 Qxf5 32. Qf4 Qxf4 33. Bxf4 b5 34. axb5 Rxb5 35. Rb1 c4 36. Nc3 - White must shuffle the knight from a2 to c3 acquiescing to a draw by perpetual if Black moves the rook back and forth.
9... e5 10. dxe5 11. Qd2 Nf6 12. f3 Bd6 13. Rfd1 Rg8 14. Kh1 Nf4 15. Na4 Bd7 16. Nac5 Bc6 17. c4 Qe7 18. Nb3 Qe6 19. Bxf4 gxf4 20. Na5 Nxe4 21. fxe4 Bxe4 22. Bf3 Bxf3 23. gxf3 O-O-O 24. c5 Bxc5 25. Nxc5 Rxd2 26. Nxe6 Rxb2 27. Rab1 Rxb1 28. Rxb1 fxe6 29. Nxb7 e4 30. fxe4 Rg5 31. h4 Re5 32. Kg2 Rxe4 33. Nc5 Re2+ 34. Kf3 Rxa2 35. Rg1 Kb8 36. Rg8+ Ka7 37. Rh8 Kb6 38. Nxe6 A5 39. Rxh6 A4 40. Nxf4+ Kb5 41. Ne2 Ra3+ 42. Kg4 Re3 43. Nd4+ Kc5 44. Nc2 Rc3 45. Ne1 Rc4+ 46. Kg5 Kb5 47. Rh8 A3 48. Ra8 Rc5+ 49. Kg4 Rc4+ 50. Kg3 Rc1 51. Nf3 Kb4 52. h5 Rh1 53. Nh2 Rg1+ 54. Kh4 Rh1 55. Kh3 Re1 56. h6 Re7 57. Kg4 Kb3 58. Nf3 a2 59. Ng5 Kb2 60. h7 Rxh7 61. Nxh7 a1=Q 62. Rxa1 Kxa1 - Next, we will examine two possible plans of play when your opponent assumes an Auerbach structure with pawns on e4, d4 and c4. You will see that there is nothing to fear here at all. Remember that having some space in the opening does not mean you have an advantage (Knowledge Base C1.).
96. Rf8+ Ke4 97. Re8+ Kd4 98. Kf1 b3 99. Rd8+ Kc3 100. Ke1 Kb2 101. Rb8 Ka2 102. Kf1 b2 103. Ra8+ Kb1 104. Ra3 Kc1 105. Rxe3 b1=Q 0-1
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In our final game, we examine the Ujtelky Dragon. In addition to the Tiger, the Dragon can be played against systems where White plays c4 English set-ups, Auerbach set-ups or queen-pawn set-ups of d4 and c4. The main use of the Dragon is in structures where White plays an early f4. In these cases, the Dragon is often best.
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Study these games over and over, until you understand the techniques thoroughly. According to concrete mathematical analysis you will face similar themes in every game you play. Now, if you study the Algorithm of Play and the Knowledge Base, until you have them down cold, and can site them "chapter and verse", I see no reason why you should ever lose a game of chess again. If you get bored, or you want to change things up a bit, the system is very flexible. Possible are: e6 and Ne7 followed by an early d5 or f5, d6 and Nd7 followed by an early c5 or e5, or if you want to play a super-positional game, e6, Ne7, g6 and d5. If White plays e5, seeding you the f5 square for your knight then h5 and Nf5. If White doesn't advance the e pawn, then dxe4, and after he captures back with a piece, then h5 and Nf5. This is the super-solid Gurgenidze set-up, and it is a tough nut to crack. Another pleasant attribute of the Algorithm of Play, is that you will be able to find moves quite rapidly, so you should always be ahead on the clock. You should be able to play out your games to completion in quite a bit less than 2 hours (The standard time control in most tournaments.) Finally, the Tiger and Dragon can also be played as White, so you now have a complete and very dangerous chess repertoire!
A Note on early Advances and Move Orders early advances by the opponent such as an early e5 or d5 do not impress. You have the choice of either capturing, if advantageous to you, or stepping past the pawn, which often closes the center for a long time to come, and gives good play and squares to your knights. In general, the first six moves of the game can be played on auto-pilot, and you can choose any move order you like that reaches the Tiger or Dragon. It is usually advisable to play out the two center pawns first, followed by the knights or bishop, and then the a6/h6 advances.
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CHAPTER 5:
MIND AND BODY
Of course, our games are not played by computers, but by us. We as humans can tend to be a bit fragile physically and/or psychologically, and thus, our game may suffer. The Body Connection First, we will consider the physical body, as basic physical well-being is required to play chess optimally. Daily Exercise Quota Always get at least 8 hours of sleep per night. A 20 minute brisk walk, or if your not capable, a 40 minute, more leisurely walk, is recommended. Daily Diet 1 cup of Ginko/Green Tea decaffeinated tea taken any time during the day, or with meals if stomach sensitive. (I recommend the Triple Leaf brand, which can be gotten at http://www.vitacost.com/ A 6 month supply will cost you about $40.00) Drink eight, 8 ounce glasses of water per day, or as much as you can possibly stand. Eat three moderate meals per day. Breakfast 1 cup of fruit. 1 slice whole-wheat plain toast or 1 cup granola or other sugar-free, high fiber cereal, with fat-free milk or apple-juice. Lunch and Dinner 3 ounces of broiled skinless chicken, fish or lean beef. Lots of brightly colored steamed vegetables, especially any green vegetable. a baked potato (with non-fat, cholesterol free-margarine and imitation fat-free bacon bits if you must). OR Brown non-processed rice. If you feel this is too stringent, once every week, take one day and eat what-ever you want. Night-time Snacks Plain popcorn (with non-fat, cholesterol-free margarine if you must). Indulgences You can have one bar of sugar-free milk or dark chocolate. (With raisins, is ok, but avoid nuts.)
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Intake on Game Days Avoid any heavy or large meals before a game. Eat a light sensible meal. (Consider the above breakfast menu or the Lunch and Dinner menu in proportions.) NO SUGAR!!! Game Time Five minutes before game time, imbibe one 5hour ENERGY drink (regular). This is a 3 ounce liquid shot, that is zero sugar, zero herbal stimulants, 4 calories B-vitamins and amino acids and as much caffeine as a cup of the leading premium coffee, so it doesnt break any of the laws of intake before a tournament chess game (Still, imbibe it outside the tournament hall to avoid any possible hassles.) The key ingredients in 5hour ENERGY are also available in every day foods like broccoli, avocados, bananas and apples or already in you. This drink can be obtained at almost all grocery stores or pharmacies. Who should not take 5-Hour Energy? Women who are pregnant or nursing. Children under 12 years of age. People diagnosed with phenylketonuria (PKU). Check with your doctor before taking 5Hour Energy if You are currently taking any prescription medicines. You have been advised by your physician to avoid stimulants or caffeine.
You have a medical condition that makes you concerned about taking it. You are concerned about taking it for any reason. For further information: http://www.5hourenergy.com/ If you have any reservations, about 5 hour Energy, then instead, eat a bar of sugar-free dark chocolate before the game, and take an extra to nibble on during the game. Always take a bottle of water to your games. It is important to remain well-hydrated during play.
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THE DOT TRICK On a piece of paper, draw a small, yet visible, dot, and start staring and concentrating on the dot for 60 seconds. Start taking deep breaths while staring and for a short time after you have finished staring at the dot.. You should now find an increase in your concentration power.
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THE COUNT METHOD Count backwards from 100 in various types of segments(2, 4, 6...etc). At the end, reverse the process and count from 1 up to 100 in various segments. CUPPING You can actually cup your hands around your own eyes. This may serve as a trigger to tell your mind to focus on a particular responsibility. For example, you are in a room and you need to study but there are many things preventing you from concentrating. Cupping your hands around your eyes may help your brain switch to focus mode and keep it on its track. KNEE TO ELBOW You can stimulate your left and right cerebral hemispheres by touching your right elbow to your left-knee and then doing the same for the left-elbow/right-knee. Do this three times. FOCUS Before you begin studying (or beginning play in a game of chess), take a few minutes to summarize a few objectives (opening and plan of play), gather what you will need, and think of a general strategy of accomplishment FIGURE EIGHTS On a large piece of paper taped to the wall, draw large sideways figure 8s (the infinity symbol) over and over with the right hand, the left hand, and both hands. If you don't have paper, do the drawing motion in the air (Dont do this at the chessboard. People will think you are nuts. Draw the 8's on your knee under the table.) Start drawing really large sideways figure 8s and continue making the figure 33
smaller and smaller until you are drawing really tiny Figures. You are then ready to begin mental activity, or any task that requires concentration. Anytime you feel you are losing concentration, stop the work and do figure 8 exercise again. This exercise can also be done with closed eyes by imagining drawing figure 8's. This exercise helps to activate both the right and left visual fields and hence makes the brain more focused. FIRST AND LAST TIME Do something as if for first or last time: We take a lot of everyday things for granted and do not observe as intently as we should. In order to develop focus and observation, try to look at tasks which you do everyday as if you are doing or seeing them for the first or the last time. This will encourage you to observe details which you may have missed before, thus improving your observation, concentration and also in gaining new insights. UNNECESSARY MOVEMENT Avoid unnecessary movements: Stop all useless gestures and movements of the body. These mean that you have not proper control over your body. After you have acquired this control, notice how "ill-at-ease" people are that have not gained this control. Watch people and see how many of them make unnecessary movements and lack poise. Get rid of any habit you have of twitching or jerking any part of your body. You will find you make many involuntary movement. You
can quickly stop any of these by merely centering your attention on the thought, "I will not." The purpose of the above exercises is to gain control over the involuntary muscular movement, making your actions entirely voluntary. POISE Watch yourself during the day and see that your muscles do not become tense or strained. See how easy and relaxed you can keep yourself. See how poised you can be at all times. Cultivate a self-poised manner, instead of a nervous, strained appearance. This mental feeling will improve your carriage and demeanor. HOLD A THOUGHT Select some thought (chess position) and see how long you can hold your mind on it. It is nice to have a clock at first and keep track of the time. Make it a daily habit of concentrating on this thought for, maybe ten minutes. Practice doing this until you can hold it to the exclusion of everything else. You might have to do this exercise regularly for 10 days or more in order to sharpen your concentration skills. The time you can hold concentration will begin to lengthen. EXPRESS A MOTIF No one can think without first concentrating his thoughts on the subject on hand. Every man and woman should train himself to think clearly. An excellent exercise is to read an article in a newspaper, (or look at a chess position) and see in how few words you can express it. Reading an article (studying a 34
position) to get only the essentials requires the closest concentration. If you are unable to write out (or express succinctly) what you read, you will know you are weak in concentration. Instead of writing it out you can express it orally if you wish. You will find exercises like this of the greatest value in developing concentration and learning to think. Study parts of this book (any section) for twenty minutes and then write down, in your own words, what you have read. The chances are that at first you will not remember very many details, but with a little practice you will be able to write a very good account of what you have read. The closer the concentration the more accurate the account will be. If time is limited to read only one axiom in the classical and modern chess theory, or Knowledge Base section. Write it down word for word. When you are able to do this, read two axioms/precepts and treat similarly. The practice will produce very good results if you keep it up until the habit is fixed. BEAT THE CLOCK Sit in a chair and place a clock with a second hand on the table. Follow the second hand with your eyes as it goes around. Keep this up for five minutes, thinking of nothing else but the second hand, This is a very good exercise when you only have a few minutes to spare, if you are able to keep every other thought in the stream of consciousness subordinate to it. As there is little that is particularly interesting about the second hand, it is hard to do this, but in the extra effort of will power required to make it successful lies its value. Always try to keep as still as possible during these exercises.
TAKE IT TO THE MAX Do a thing wholeheartedly. If you approach something half-heartedly, it can show in the quality of your thought processes. In order to do things better, do them with interest. Whatever you are doing, try to find some aspect of it that interests you. If you can find something interesting in each thing you do, you can enjoy even the most mundane and boring tasks. (This is why I mention some alternatives of play if you ever get bored of just playing the straight Tiger or Dragon (See Games Analysis Section)). GAME DAY 45 minutes before the game, on an MP3 player listen to EXTREME FOCUS. This is a 25 minute segment of music. This session stimulates SAR in the right brain hemisphere and Beta in the left. It is ideal to help focus the mind before a mentally strenuous task. It is based on the ADD research from psychologist Michael Joyce and David Sever. It can be obtained at: http://www.musicmefree.com/page_single_d ownloads.php EXTREME FOCUS $5.00 25 Minutes MP3 During the game, on your MP3 player, play the following music to create and maintain concentration. Coming Into Focus 5:25 192 kbps $0.09 03 Powers Of Concentration 4:51 $0.09 04 In The Zone 5:41 192 kbps $0.09 05 Think 5:04 192 kbps $0.09 06 Total Lucidity 5:23 192 kbps $0.09 07 Balance 5:25 192 kbps $0.09 08 The Settled Mind
These can be obtained for the price listed, at: http://www.legalsounds.com/download-mp3 /david-bradstreet-%26-john-herberman/musi c-to-enhance-concentration/album_87139 Legalsounds asks for a $25.00 deposit against future purchases. OR if you dont think you will ever purchase any additional music, and dont want to spend $25.00, go to: http://www.amazon.com/Music-To-Enhance -Concentration/dp/B002HH5W9S/ref=sr_1_ 3?ie=UTF8&qid=1295245203&sr=8-3 You can buy the whole Concentration album which includes two or three additional tracks to the ones mentioned, for $9.00
Game Notation
It is recommended that you obtain either a MonRoi electronic notation device, or a PDA with the E-Notate electronic notation software, that can be obtained from the North American Chess Association. http://www.monroi.com/ or http://www.nachess.org/
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WHEN YOU SIT DOWN TO PLAY A GAME OF CHESS, DONT FORGET TO BRING YOUR GAME!! Any time you sit down to play a game of chess, you should have in mind the following psychology: 1. Play with confidence. If you have practiced everything I preach in this book, you are by now an awesome chess powerhouse. 2. Play to win. Worry about draws when your opponent offers you one. 3. Have the attitude of, I will do what I want, no matter what you do. 4. Be the Puppet-Master, not the puppet! 5. Meet every move by your opponent with scepticism (or scorn if you want). Challenge all his ideas. Responding to a fake threat is like stopping an opponent from losing the game. 6. If an obvious plan conforms to the position, follow it. 7. Concentrate fully on the game. On your move, build Chains and calculate tactics in the Primary Chains. On his time, study the overall aspects of the position, and consider various strategies. 8. Always expect your opponent to make the strongest move possible to him, and play accordingly. 9. Before playing a move, ask, What wonderful thing does this move do for my position?. If you cant answer this question, you are playing the wrong move.
10. In all cases of logic versus fear, you must follow logic. 11. Material gain or loss is just another type of imbalance. The total play of the position is what matters. 12. Material inequalities cause psychological paralysis. You will probably see quite a few with the Tiger and Dragon. Embrace them. Let your opponent cower in fear. 13. Fear no aspect of the game. (With this book, you will never have to.) 14. If your opponent is in time pressure, do not speed up your moves. Take your time and find the best move. The best move is always the move that sets the most problems for your opponent to solve. 15. If you are lost, put yourself in your opponents shoes, and play the move that you would least like to see if you were him. Fight to the bitter death, and never give up! (I personally believe that practitioners of the complete Tiger and Dragon Chess System need never lose a game.)
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CHAPTER 6:
Your ELO Rating
So, just how strong can you expect to be, playing the Tiger and Dragon Chess System? Given the mathematics, and projected performance based on the results of all the analysis, if you do everything this book says to do, you should have an estimated playing strength of :
ELO 3511
This is provided that you do everything this book suggests you do.
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APPENDIX A:
SUPPLEMENTAL STUDY
Study the 700 puzzles in the Study Supplement regularly. This will build calculating and memorization capabilities, and improve concentration. This supplement was selected especially because it has a large number of self-mates. This type of puzzle teaches you to think and calculate a combination both forwards and backwards. Make sure to utilize the method of calculating every possible move that interacts with the opposing forces (For the best methods of calculation, refer back to Notes on Calculation in the Algorithm of Play section of the book.). Time how long it takes you to complete each problem. The goal is to solve all problems in well under 2 minutes. Study every aspect of this book until you have it down cold, and can site it chapter and verse. If you need additional puzzles once you have gone through and are completely familiar with those supplied, I recommend: Chess: 5334 Problems, Combinations and Games , by Laszlo Polgar The Complete Chess Workout: Train Your Brain with 1200 Puzzles, by Richard Palliser All who play the Tiger and Dragon are encouraged to submit their games to me at walt123@verizon.net Players are also encouraged to submit their performance ratings from tournaments. Tournaments that qualify are those that have sections, plus a top section that is an Open. You must have played in the Open section, against all the strongest players, to submit a performance rating. I will also accept Tiger and Dragon performance ratings attained in matches against computers. To calculate your performance rating, go to: http://main.uschess.org/content/view/7875/4 00/ It is recommended that you study your own games with the Tiger and Dragon intensely, especially any games that you lose. A strong computer chess engine will be able to help you work through the game. Work out where the win for you was. It should be there in one of the possible variations given by your computer. Above all, work out exactly why and how you lost. Learn from any mistakes you make. Be sure to follow the Mind and Body section.
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APPENDIX B:
Logic and Math Used in Analysis of the Tiger and Dragon Chess System
For those that are interested, I have given here, an entire breakdown of the logic and math that functioned in analysis of the Tiger and Dragon structure and games. Term 1: SYSTEM A system is any process that follows a progressive path through time and/or space. Some systems are perpetual and go on for ever, and some systems terminate or end at a point of completion, and then start over again. All systems have structure. Term 2: STRUCTURE A structure is an over-all framework within which a system works. The structure will define which systems will thrive. All systems and structures are born from an initial state. Term 3: INITIAL STATE The concept of the initial state comes from the mathematics of Chaos Theory. All attributes of the systems and structures that follow are intensely dependent upon this beginning state. A popular example of dependence of systems on the initial state, is the flapping of a butter-flys wings producing an initial air current which eventually grows in to a hurricane half-way across the world. From the initial state, all systems and structures progress through time and/or space through an iterative and/or branching process. TERM 4: ITERATIVE PROCESS An iterative process is where a system combines two or more previous attributes to create a new attribute. The new attribute then combines with previous attributes to form another new attribute, and this process continues ad infinitum, or until the system terminates. Term 5: BRANCHING PROCESS In a branching process, a system propagates by splitting from its initial state in to two or more separate processes. These processes then branch in to two or more new processes, and so on ad infinitum, or until the system terminates. The iteration and/or branching process of any system will always follow a pattern of growth which is roughly equivalent to the Golden Ratio. Term 6: GOLDEN RATIO The Golden ratio stipulates that the iterative and/or branching processes of a system will progress through time and/or space at a growth rate of roughly 1.618034.... . This process can be expressed in a series of numerical values in which each value is added to the proceeding value, where it can be shown that the values will converge on the Golden Ratio, as the series progresses through time. Popular representations of these numerical values are Fibonacci Numbers and Lucas Numbers. System processes can also be expressed as a series of Fibonacci Ratios. 39
Term 7: FIBONACCI NUMBERS Fibonacci numbers are derived by starting a series of numerical values at 0,1,1, and then adding successive values to previous values. These values converge to the Golden Ratio as they move through time. For our purposes, the numbers we will use are: 0,1,1,2,3,5,8,13,21,34 and 55. Term 8: LUCAS NUMBERS Lucas numbers are derived by starting a series of numerical values at 2,1,3 and then adding successive values to previous values. These values converge to the Golden Ratio as they move through time. For our purposes, the numbers we will use are: 2,1,3,4,7,11,18,29 and 47. Term 9: FIBONACCI RATIOS Fibonacci Ratios are derivatives of the Golden Ratio, and all systems will adhere in their growth cycles roughly to them. For our purposes, the important ratios are: .24 , .38, .50 and .62 Placed together, Fibonacci numbers and ratios and Lucas numbers form the set: {0,1,2,3,4,5,7,8,11,13,18,21,24,29,34,38,47, 50,55 and 62} As systems progress through time and/or space, the interaction of the Golden Ratio, expressed as Fibonacci and Lucas numbers and/or ratios will form specific Action/Reaction States, and specific, selfrepeating, structures as dictated by the mathematics of Fractal Mathematics.
Term 10: ACTION/REACTION STATES An action/reaction state is a simple binary process where a specific action is countered by a specific reaction, which then becomes an action, which is countered by a reaction, and so on ad infinitum, or until the system terminates. Term 11: FRACTAL MATHEMATICS All systems have structure, and, according to the mathematics of Fractal Geometry that structure will continue to repeat, no matter how large or complex the system becomes, or for how long the system exists. Essentially, the structure will remain inviolate unto infinity.
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First, a computer chess engine of optimal strength, running on sufficient hardware is required. I used Deep Rybka 4, running on a 2.93 Gigahertz machine with a hash-table of 7,359 Megabytes, and an 8 CPU Intel i7 processor. Next, we will examine the application of the math. It has often been noted by computer experts and chess-players of considerable strength, that computer evaluations of positions have no bearing on the reality of the position on the board, and are often erroneous. This is true if you are looking at the numbers generated in the evaluations as representations of who is better or who is winning or losing. However, one can glean very important information from the numbers, on the structure of the game as it unfolds. The structure has to do with how the pieces array themselves on the board, and, more importantly, how those pieces will interact with each other throughout the entirety of the game. By analyzing the numbers that various structures produce, we can predict with great certainty, the number of additional structures that can be created, and therefore the variance or complexity of the position on the board, and whether or not we can control it. Structures that produce numbers that are Fibonacci/Lucas numbers indicate a very specific (and often small) set of structures possible. Though still complex, these structures are subject to very little variance, and therefore, can be accounted and planned for by the player, to a depth reaching from the opening to well in to the end-game. 42
Adoption and analysis of standard openings (as defined in Fundamental Chess Openings by Paul van der Sterren) produced Fibonacci/Lucas numbers only about 70% of the time. This leaves 30% of the possible structures unaccounted for, and therefore indicates great possible variance, and, of course, an inability of any human to adequately prepare for them. Adoption of structures such as those found in the Tiger and Dragon, produced Fibonacci/Lucas relationships in excess of 95% of the time. Further, critical moves in the game also displayed Fibonacci/Lucas relationships. I.e. Critical moves occurred on moves 1, 2, 3, 4, 5, 7, 8, 11, 13, 18, 21, 24, 29, 34, 38, 47, 50, 55 and 62. Of note in computer evaluations, was the key Tipping point of exactly 62 (+/- 0.62) centipawns when the evaluation of the computer represented a real estimation of who was winning or losing the game. Numbers below 62 centi-pawns were irrelevant in estimation of advantage. However, A series of evaluations that exceeded 62 centi-pawns indicated a continued series of expansion up to and exceeding 100 (+/- 1.00) centi-pawns, the level of evaluation in a game commonly believed to represent a decisive advantage in a game of chess between two evenly matched players.
Error correction in the analysis was given the following parameters: All moves in the games, analyzed to a depth of 21 ply. Fibonacci/Lucas math allows us to calculate the possibility of an inferior move being played at 1 in 1000. In order to be considered with Fibonacci/Lucas numbers, the evaluation given by Deep Rybka 4 had to be within +/one number to be considered valid. In closing, generation of structures yielding high Fibonacci/Lucas values indicated that the position on the board was being played at a peak efficiency, and conversely, that Deep Rybka 4 was finding the strongest moves in the position in both a positional and tactical sense. Observation of the characteristics of these phenomena, allowed for the development of a general Algorithm of Play, that humans could adopt. We should not be surprised that this algorithm jibed with the most valuable tenets of classical and modern chess theory and Eastern martial theory.
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If p(mobility) < 0.80: Your position is bad and you must defend by retreating your forces in to a more compact position. If p is between 0.80 and 1.25: No advantage in mobility exists. Therefore, concentrate on: 1) optimal piece deployment, 2) pawn advances, 3)exchanges In addition to Shashins analysis, I believe it is possible to estimate who is better in the position, by multiplying the expansion factor by the packing density, thus giving a number that estimates the total ability to attack and defend from a given position. First, lets consider the Dragon against the Broad Front:
From these values we can ascertain that White does not have sufficient mobility to claim an advantage and attack. Taking my formula for the estimation of total strength of a position, we multiply the expansion by the density, and we get: White: 2.25 * .50 = 1.125 Black: 1.875 * .66 = 1.2375 Therefore, Black is better over-all. Now, lets consider the Standard Set-up versus the Tiger:
To close, lets compare these findings to the Pirc defense, which is a solid and respected defense. From the initial Pirc set-up with a pawn on d6, knight on f6, pawn on g6 and bishop on g7, the Pirc scores a rating of only 1.114. So, in the Pirc we see that White has the right to attack, and also has weaknesses to target, such as a break in the center, or moves like Bg5, or the formation of the Qd2/Be3 battery to play Bh6 and eliminate the strong g7 bishop. We see that the Tiger is stronger mathematically and logically, since its mathematical evaluation is higher, and White has no points of attack. So, if the Pirc is considered sound and playable, the Tiger and Dragon must be as well.
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APPENDIX C:
Knowledge Base
By playing in the form of Chains and Geometric Controls, you are assured to a high degree of mathematical certainty, the following: ! ! ! The tactics will always favor you. You will never miss a tactic. Length of tactical combinations will seldom exceed 5 moves. Pawn structures will always be favorable to you. I.e. If you have an isolated pawn, you will always gain good attacking chances, and your isolani will always be strong. If you have doubled pawns, you will always have good attacking chances, and the doubled pawns will be of the variety that are mobile, easily dissolved, or defend key squares in your position. Conversely, if your opponent has isolated or doubled pawns they will always be of a variety that present a liability to your opponents position. Your pieces will always control the most important squares in the game. The aggregate of all these pluses is due to the fact that you are always playing from a position that is positionally sound. Many times your opponent will find himself in zug-zwang positions were he has no really good move or options. A. If one of your calculations in the Primary Chains wins material, and offers the opponent no compensation either in position or attack, 9 times out of 10, this will be the move to play. B. In the type of play we espouse, imbalances of material will occur often. Memorize the following: Valuation of Imbalances1 Bishop vs. Knight an unpaired bishop and knight are of equal value Positional considerations will decide which piece is better. Knights are better with 12 or more pawns on the board. Bishops are better with 8 pawns or less on the board. The bishop is a bit better than the knight when fighting against a rook or against multiple pawns in an end-game. The Bishop Pair The bishop pair has an average value of an additional half a pawn (more when the opponent has no minor pieces to exchange for one of the bishops). So the first axiom of the Knowledge Base is to always be confident. You have reason to be! The Knowledge Base is organized with the most important factors being first, and the least important factors last.
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It is worth losing a tempo to save the bishop pair, but it is reasonable to give up the bishop pair if you can gain two tempi by doing so. If you have the bishop pair, and your opponent's single bishop is hemmed in by his own pawns, you already have full compensation for a pawn. In other words, if most of your opponent's pawns are fixed on one color and you both still have both bishops, it is worth losing a pawn to trade a knight for his "good" bishop. Bishop or Knight Versus 3 Pawns As long as there are other pieces on the board (so minimum mating material is not a major issue), the minor piece is worth about 3 pawns. Winning the Exchange Now let's move on to discussing the Exchange (rook for knight or unpaired bishop). My research puts its average value squarely at 1 pawns When the side down the Exchange has the bishop pair, the exchange is worth 1.15 pawns. The value of the Exchange is influenced by two factors. First of all, the presence of more major pieces on the board favors the minor piece. In general, with no major pieces traded, the Exchange value drops to 1 pawns, and if the minor side has the bishop pair just one pawn makes things even. But with queens and a pair of rooks gone, the Exchange is worth slightly more than its nominal value of two pawns, or about 1 when opposed by the bishop pair. Also important is the number of pawns on the board, especially when the minor piece is the knight. With most of the pawns on the board the Exchange is worth 47
less; each pawn trade helps the rook. Rooks need open files! If you have a rook for a knight and two pawns, even though you are nominally a quarter pawn behind in material, you should try very hard to exchange major pieces. Two Minor Pieces Versus Rook and Pawns All of the above applies with even more force to the case of two minor pieces vs. rook and pawns; the side with the rook should trade major pieces, even if he is a bit behind in material. Rook + 2 pawns vs. a bishop pair is equal. Rook + 1 pawn vs. other minor piece pairs is + 1 pawns. The Queen When not opposed by the bishop pair, the queen is worth rook, minor piece, and 1 pawns. the side without the queen wants to keep the extra rooks if possible. Queen Versus Two Rooks with two or more minors each, the queen needs no pawns to equal two rooks. Queen Versus 3 Minor Pieces 3 minor pieces versus a queen are worth a half-pawn more than the queen, unless the 3 minors does not include the bishop pair, in which case, things are even.
Piece Relationships to Pawns Rooks gain in value with every pawn exchange because rooks need open files to be effective. Knights lose relative value with each pawn exchange, as their value diminishes in open positions. Average Scoring: Pawn = 1 Bishop pair = + pawn Rook = 5 Bishop = 3 Knight = 3 Queen = 9 C. General Principles
have additional pawns advance beside them. I.e. d5 and c5, or e5 and f5 for Black. C6D. Flank pawn moves compress the opponent in to a narrow central area of limited activity. I.e. the moves a6 and/or h6 for Black. C7. With the center open, attack with pieces. C8. If cramped, one or two exchanges are acceptable. (Analyze any exchange in relation to the Valuation of Imbalances (B.). C9. Attack Broken Links in the opponents position, and eliminate any Broken Links in your position (weak squares or pieces of material or strategic importance). C10. Squares for Knights
C1. A spatial advantage in the opening phase of the game is not an advantage if the opponent has a flexible and dynamic position. C2. Closed positions nullify an initial lead in development. C3. The main Precept of the Tiger and Dragon is to Dominate every phase of the game and all areas of the board. C4. We will dominate by creating dynamic imbalances in the position. C5. With the center closed, attack with pawns. C6. In closed positions, pawns often point in the direction you should attack. C6A. Pawns on d6 and e5 for Black means king-side attack. C6B. Pawns on e6 and d5 means queen-side attack. C6C. Pawns that have been advanced should 48
C10A. N on 3rd rank is good for defense, and can activate quickly. C10B. N on 4th rank is equal to a bishop. C10C. N on 5th rank is a powerful attacker. Better than a bishop. C10D. N on 6th rank is in heaven. Often better than a rook. C11. Knights need outposts that they can not be easily driven from. C12. A knight gains value if the important points of the position are close together. C13. Considerations of the Bishop Pair C13A. The bishop pair dominates both white and black square complexes. C13B. The bishop pair has the ability to easily exchange a bishop to gain a favorable bishop vs. knight or bishop vs. bishop situation.
C13C. The bishop pair can coordinate in an attack on the enemy king. C13D. The bishop pair has good chances to draw when down the exchange. C13E. Always seek to open the position and exchange pawns down to 8 or less with the bishop pair. C13F. Bishops are strong in the support of passed pawns. C14. To battle against a bishop pair, build a series of blockades on same-color square complexes. This hinders the mobility of the bishops and prevents the position from being opened up. C15. With bishops of opposite color, the side that is attacking has the advantage. C16. Defending a Position C16A. Eliminate or adequately defend all Broken Links in your position. C16B. 9 times out of 10 it is better to defend by counter-attacking (actively) than by a passive defense. C16C. Do not open a file your opponent can claim. (It is ok to allow an opponent to claim a file if there is no way in to your position from it.) C16D. Build a fortress: A position in which your opponent has no way to break through. If the player has only a small area to defend, it may take a very great material superiority for your opponent to win.
C16E. Drawing Mechanisms C16EA. Tie the opponent to the defense of a pawn. I.e. Establish threats against a pawn that inhibit the opponent from moving freely and improving his position. C16EB. Tie down the opponent with piece threats. I.e. establish a series of recurring threats which inhibits the opponent from moving freely or making progress. C16EC. Create a passed pawn. I.e. Generate a passed pawn that the opponent must either guard against advance or blockade, inhibiting the opponents progress in the position. C16ED. Establish an eternal pin. I.e. A pin that can not be broken or escaped from, and which impedes further progress by the opponent. C17. General Strategy in the End-game According to statistics, expect to reach an endgame in 30% of your games. C17A. While Tiger and Dragon end-games are often good to those who simply want to calculate all the variations, it is also possible, and often advisable, to think schematically in the end-game. I.e. Picture in your mind a target position you would like to reach, that you feel would give you an advantage, then work out a plan of moves to get you there. C17B. Prophylactic thought is important in end-games. Ask yourself often, What is my opponents plan here? C17C. Unlike the opening, owning more space on the board is an advantage in the endgame.
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C17D. Having the initiative is important in end-games. It is important with bishops of opposite color, in rook + knight end-games (and with knights in general) and in rook endgames, where it is even often acceptable to sacrifice some material to give a rook activity and the initiative. C17E. In positions where you have a longterm or static advantage, and your opponent has no means of counter-play, it is best to improve your position in every possible way before closing in for the kill. I.e. bring all of your pieces in to play, and position them on their ideal or strongest squares...etc. C17F. In the end-game, zug-zwang is a common tool of the attacker. (And may prove to be an oft seen and prevalent concept in many Tiger and Dragon games.) C17G. It is important in end-games, to stay active. In general, activate your pieces in the following order: queen, rook, king, minor piece and then pawns.
attacking, and want to diminish your opponents counter-play, exchange off one rook. Conversely, if you are defending an endgame, work to exchange off one rook to reach a rook and pawn end-game, or both rooks to reach a bishops of opposite color end-game. Both these end-game types almost always offer excellent drawing chances. C17L. Calculate carefully before entering a rook and pawn end-game if you are winning, as these end-games tend to be drawish. C17M. The position of the king is often a significant factor in the assessment of an endgame position. The fewer the pieces on the board, the more important is the position of the king in evaluation of the position. In general, the more advanced and the more active your king is, the better. C17N. Often a superior maneuver to execute in an end-game is to play a move that activates your king, and at the same time, denies the opponents king access to key squares for attack or defense. C17O. The king often has more than one route to a destination square. Any move that accomplishes multiple tasks, such as remaining in range of attack or defense of passed pawns, or limiting the moves of an opposing piece are the best routes to take. C17P. Only trade down to a king and pawn end-game if you have calculated it to the end as either a win or draw for you. C17Q. Passed pawns are important in endgames, playing either a diversionary or central role. C17R. Passed pawns are created by advancing a greater number of pawns against a lesser number of pawns, often leaving at least one 50
C17H. It is important in end-games, to restrict the mobility of your opponents pieces and pawns if you can. C17I. Of greatest practical importance are the king and rook. These pieces often play a significant role in end-games, and it is often worth sacrificing a pawn to fully activate them, in most end-games. C17J. Rooks are not made to passively protect our own pawns, or to try and blockade enemy pawns. Rooks should always be on the attack and should almost always reside behind passed pawns, either our own or our opponents C17K. In double rook end-games, if you are
pawn a free road to a queening square. In general, it is best to advance first, the pawn in the majority that is unopposed by an opponents pawn on its file. C17S. Passed pawns can also be created by sacrificing a pawn to break through an opposing wall of pawns, or by sacrificing a minor piece for some pawns. C17T. Outside passed pawns (pawns disconnected from the main group of forces, and far distant from the opponents pawns and pieces.) Are especially dangerous. C17U. Protected (Guarded by another pawn) passed pawns are also valuable, especially in king and pawn end-games, where they are often decisive. C17V. Connected (Two pawns on adjacent files that are un-opposed and can move forward supporting each other) are also good. C17W. Blockading passed pawns is often important. The best piece for blockading is a knight, which can reside on the square in front of the pawn, and still attack nearby squares.
Piece Characteristics Pawns Doubled, backward or isolated pawns are almost always an inferior aspect in end-games. Bishops and Knights Fixed or immobile pawns are bad for a bishop, and good for a knight. Pawns on only one wing favors knights. Pawns on both wings favors bishops. Four pawns or less favors bishops. Six pawns or more favors knights. A bishop pair is even stronger if no rooks are on the board. Rooks If pawns are on one wing only, this favors knights and diminishes the power of rooks. If there are pawns on both wings this favors rooks and bishops. If you have rooks + pieces versus Queen + rook, keep your rooks and exchange the pieces. Rook + bishop is better than rook + knight. Queen
Technical End-Games
Our processes up to this point, have taken us through the opening and middle-game, and now we arrive at the ending. The end-game is really a zebra of a different stripe. As such, we must develop separate algorithms that will help us cope.
A queen versus a rook and piece requires a target rich environment for the queen to be better. Lots of targets like weak pawns...etc.
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King In the end-game, the King is often an attacking piece, generally considered worth 4 pawns. Hierarchy of Mobilization In general, mobilize forces in the following order: queens, rooks, kings, bishops and knights, pawns Hierarchy of Piece Combinations Rook + bishop > rook + knight Queen + knight > queen + bishop. Less than five pawns: Two bishops > two knights or bishop and knight. More than five pawns: two knights > two bishops. End-Game Praxis Can White win? What follows is a compilation of end-game praxis that is considered to be sufficient to play an entire game of chess. Get to know it by heart. Knowledge of the praxis given, should give you the end-game knowledge equivalent of a strong International Master. King and Pawn End-Games Basic Opposition 1...Ke6 2.Kf4 Kf6 3.e5+ Ke6 4.Ke4 Ke7 5.Kf5 Kf7 6.e6+ Ke7 7.Ke5 Ke8 8.Kd6 Kd8 9.e7+ Ke8 10.Ke6....stalemate. Black was able to draw because he had the opposition. I.e., Black was able to place his king on squares that prevented White from making progress. Distant Opposition If kings are on the same file, rank or diagonal, the player on the move can gain distant opposition by moving towards the opposing king so that there are an odd number of squares between them. For kings that are on different files, ranks or diagonals, the player with the move gains distant opposition by moving towards the opposing king and on to the square color that 52 In this position, the side to move gains the opposition by either 1.Ke4, or 1...Ke5. You can see that the other side cannot move forward, and must give ground, allowing his opponent to advance.
is the same as the color square on which the opposing king resides.
Trebuchet
dpI k)s
Whoever has the move, must leave the defense of his pawn, and the pawn is lost.
Triangulation is a maneuver designed to give your opponent the move, and as a result, you the opposition. 1.Kg2 f3+ 2.Kf2 Kf5 3.Kxf3 and wins. Outflanking Maneuver Outflanking is a maneuver where the stronger sides king moves to the side, placing a file between the kings. This allows the outflanking king to march forward towards the target, without allowing the opponents king to step in front and take direct opposition. From the position, White reaches a8, b8 or c8 by force:
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Minor Piece End-Games Bishop + Rook Pawn vs. Lone King If the bishop is on the same color as the queening square of the rook pawn, the game is a win. If the bishop in on the opposite color of the rook pawn queening square, the game is drawn, as the opponents king can not be driven from the queening square. Knight + Rook Pawn vs. Lone King This end game is usually a win, with the following exception:
Bishop of Opposite Color vs. Bishop + 2 Pawns If the pawns are one file apart, the game is drawn:
In general, if the pawns are more than one file apart, it is a win. However, the defending side can still draw if his bishop can freeze both pawns:
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If the pawns are connected, the defending side can draw by attacking the pawns and driving them forward, and always tying the attacking king to the defense of a pawn.
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Bishop of the Same Color vs. Bishop + Pawn A bishop, rook, or knight pawn is a win. A queen or king pawn is a draw, if the defending king is nearby. In the diagram, Black draws because his king and bishop cover the d7 square. Whites king must defend the pawn and Black will never run out of tempi, since he can shuffle his bishop back and forth.
1.Rg2+ Kh7 2.Rg4!(This is referred to as building the bridge.) Rd2 3.Kf7 Rf2+ 4.Ke6 Re2+ 5.Kf6 Rf2+ 6.Ke5 Re2+ 7.Re4 and wins. The Lucena works for center, knight and bishop pawns. For rook pawns, the defending king must be at least four files away. The Philidor Position
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8.
Give check with your rook, on the 8th rank, which forces an exchange of rooks, and now your pawns will win.
The Golden Rules of Rook End-Games: 1.Keep your rooks active!! 2. Rooks belong behind passed pawns, whether your own, or your adversarys. Queen End-Games Queen vs. Pawn on the 7th Rank A queen against the c,f,a or h pawns is a draw, due to the stalemate possibilities, unless the attackers king just happens to be very advantageously placed.
2.
3.
4.
5.
6. 7.
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A possible exception to the rule. White wins with 1.Kb6 Kb2 2.Kc5+ Kc2 3.Qg2+ Kb1 4.Kb4 a1 = Q 5.Kc3, and White wins due to Qf2 mate, or loss of the queen. A queen against the b, g,d or e pawns on the 7th rank, is a win for the side with the queen. The opponents king is forced in front of the pawn, and the attacker can now move his king over and win the pawn. Fortresses When you hold a weaker position in game, or are down material, always be aware of the possibility of building a fortress. A fortress is a position that your opponent can not penetrate:
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