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AV ee tess Puzzles aS 4 “Matt Greil 200 PERPLEXING CHESS dite Library of Congress Cataloging-in-Publication Data Available 10 9 8 76543 2 «1 Published by Sterling Publishing Company, Inc. 387 Park Avenue South, New York, N.Y. 10016 © 1997 by Sterling Publishing Company, Inc. Distributed in Canada by Sterling Publishing % Canadian Manda Group, One Atlantic Avenue, Suite 105 Toronto, Ontario, Canada M6K 3E7 Distributed in Great Britain and Europe by Cassell PLC Wellington House, 125 Strand, London WC2R OBB, England Distributed in Australia by Capricorn Link (Australia) Pty Ltd. P.O. Box 6651, Baulkham Hills, Business Centre, NSW 2153, Australia Manufactured in the United States of America All rights reserved Sterling ISBN 0-8069-9727-3 CONTENTS Introduction 7 Puzzles 9 Solutions lll Index 141 INTRODUCTION It is unlikely that whoever first formulated the rules of chess on the banks of the Ganges long ago foresaw the emergence of chess problems as an absorbing pastime in their own right. However, in some ways chess problems have exercised an even wider fascination than the game itself, appealing as they do not only to chess players but also to millions for whom the competitive game holds less attraction. Following hard on the heels of the previous four books in this popular series from Sterling Publishing - 200 Classic Chess Puzzles (1993), 200 Challenging Chess Puzzles (1995), 200 Demanding Chess Puzzles (1996), 200 Intriguing Chess Puzzles (1996) and - the present volume, 200 Perplexing Chess Puzzles (1997), is a collection of some more of the most absorbing chess problems ever devised. The object in chess, of course, is to trap, or checkmate, the opponent’s King into a check from which it cannot escape, thus bringing the game to a victorious conclusion. 200 Perplexing Chess Puzzles is a collection of gripping, grueling, and teeth- erating end games in which a checkmate, or mate, is required in two, three, four, or more moves. Shown the illustration of a board with chess pieces in fixed positions, it’s up to you to determine how to take the King in a given number of moves. What’s more, if you’re to solve the puzzle successfully, you have to take the part of both players, seeing the game from the point of view of both Black and White. In these riveting chess puzzles, you'll be forced to play the end game both aggressively and defensively, keeping the pieces of both opponents concentrated in logical cooperation until you can say with certainty, “the King is dead,” the literal meaning of the Persian shah mat, from which the term “checkmate” derives. 200 Perplexing Chess Puzzles is intended for both the player with only an elementary understanding of the game and for the more advanced player who wishes to test his skill. Since the end game is the most important phase of chess, and a good end-game player can vanquish the opening or middle-game specialist, concentrating on these brilliant puzzles will not only provide hours of brain-teasing fun, but may help you to be a better end- game player and enable you to enjoy the challenging endings and therefore chess to the full. Included in the puzzles are Pawn endings, Queen endings, Queen and Pawn endings, Rook and Pawn endings, and minor piece endings. 200 Perplexing Chess Puzzles, all culled from award-winning chess problems from the past, forces you to play end games that are full of excitement, color, brilliance, and subtlety. And, if you’re stumped, or even if you’re not, the solutions appear in the back of the book. A word or two about these solutions is in order. First, the shorthand used to describe chess play in these pages is a modified form of standard Descriptive (or English) Notation, with a dash (—) indicating moves (e.g. P—K4) and an x indicating captures (e.g. Q x B). Such abbreviations as ch, db ch, and dis ch (check, double check, and discovers [reveals] check) are obvious, while the beginner may, perhaps, need to be reminded that e.p. stands for a capture en passant. Second, since many of the puzzles allow for more than one solution, alternative solutions — frequently more than one — are offered. These alternative solutions and moves are indicated by asterisks (*, **, or ***). Finally, several of the puzzles are not only tricky in their own right, but tricky by design — that is, while the correct solution might call for, say, four moves, you might in fact give mate in only three. The challenge lies in finding the stipulated number of moves, even if there is an easier way! With this caveat in mind, enjoy these 200 classic chess challenges to the full. — | PUZZLES CO) PUZZLE No. 1 Black mai! aire ons A a oe ee oO Ae a “a ata a a. oc a White White to play and mate in four moves. PUZZLE No. 2 Black ae Ce “me ae ne me ani me a: White to play and mate in four moves. M1 PUZZLE ! No. 5 ee a aan wy ‘sk © es, By eo PUZZLE No. 3 Black a ie Y - , ” WW a ar We, f atats at . White White to play and mate in five moves. PUZZLE No. 6 Black we fee a A! ane at * gp oe 1 a i _ ae ae “@ LL 22 2 ‘i Se — White White to play and mate in five moves. White White to play and mate in six moves. 12 13 PUZZEET No. 7 Blac White White to play and mate in four moves. PUZZLE No. 8 Black pe yy ue y WMA, PUZZLE No. 9 Black wee oe a _ Z or ‘e se atenae Oe 1mat ae a 8 Boe we B, soe nes White to play a adm mate in five mo PUZZLE No. Black “ee IX Ucn “yy BG Titi 2 Ae — a eS Os ane a Gi Ui i B Ha aia eS = A ua 1 “9 “ aa “2 eee 6 White White to play and mate in four moves. 15 Aa ss a oe =a _ 13 Black White play and mate in four moves. PUZZLE No. 14 Black PUZZLE No. « 2 ao “, | _& ‘an As . ae =| cl a ee 8 White to _ sa ae sie i ee : PUZZLE No. 25 Black White play and mate in five moves. PUZZLE No. 26 Black White play and mate in four moves. White to White to re a \\ aa me ee a ae! I ~ g E a "a_E “sn ae HE a a. = \\ ~ u- =e - White to play and mate in four moves. White to S aaa « a 2 OW 23 22 PUZZLE No. 27 Black sm Bim oe L Ay a 4 ft 7 L UY LG ys BZ ans = NF —— = ‘ he a ee ae “C - me sma ao Me White to play and m mate in four moves. 24 aa, White to PUZZLE No. 29 Bla . n aut a — Yj ce i oo j_ EE aie 7 Be a Gs n _ PUZZLE No. 31 PUZZLE No. 33 Black Black a sees a 2 a cat oe ae [ ane aaa pet ae Lo “2 — -— White White White to play and mate in four moves. White to play and mate in three moves. a satan o £ a _B sens oo a a ase o 8 ns = a. a co WY LL — on 2 — \ ~ Ly =m "a_E Ly “ae Ae 2 _ o. 37 a a AL Yi / = 2 LL “oy “ ae PUZZLE N Black 7 —_ Bens _ Bo 2 a ~~ po | aaa -. “a a a, a ee a — ~ o-s 2. . eS eG ss ir , eH ‘em 3 ~~ PUZZLE No. 35 Black 2 White play and mate in four moves. PUZZLE No. 38 White to Black _ _ yy 2 _ - NY N S S << oN NN SN KS XA SV j war” XS a a =. at, sey se Hom a2 os S « ae ae | a ge Bs sg et “a a 7 a 8 8 8 % a White. play and mate in four moves. White to White play and mate in five moves. White to 29 28 PUZZLE No. 39 Black . L z -e g Vey [) White White to play and mate in four moves. PUZZLE No. 40 Black ae - ae a4 a A, aH i a4 Ee llbbiyy 28 “ A228 ee eee 2 White White to play and mate in four moves. 30 S | PUZZLE ne 41 Blac x, os an : zi * _ oan yf" = Ay a we “a “a 7 Ava Le 2 2 in AL a a White White to play and mate in four moves. PUZZLE No. 42 Black Fee a 2g gO Me 2 “2 Js els c ue @ ‘ns a 46 Black White play and mate in six moves. PUZZLE No. White to Wa nl - | WN aus te a 2 as o ogee com =n s cop gg 4 Se a iB =8 838 i 43 Black White PUZZLE No. 44 Black PUZZLE No. White to play and mate in seven moves. a. se am a “a - “a” aa no o- a — ms sg _ “a n ns A Sam White White play and mate in five moves. White to play and win. White to PUZZTE a 47 PUZZLE No. 49 Black ma 2K ee "i 7 Sa gee ne “‘o_ A write White White to play and mate in six moves White to play and mate in five moves. PUZZLE Ne. 48 . PUZZLE No. 50 Black te 4 417 “ep SS SAK S rm : WY dor : KY Aan WA per a - | [Cpe ee NN we we & Hath ie a le A aa N Ss >i i o> er co _ _ L _ ask \ le | oo _ y\ WK \ ws Tei “a ey ae a |a_2 ‘e White White to pl d mate in fi . eto P ay and mate mm rive moves White White to play an nd mate in six mo 34 35 53 mw PUZZLE No. Black PUZZLE Ne. 51 Black “sor WW © White White to play and mate in five moves. PUZZLE No. 54 Black woe AN oe e eaten ~ sae = ‘6 SS iw | wt ais 2 We i. |e a HSE i lt 8 ~ a J. \ a a q “es a White White to play and mate in five moves. PUZZLE No. 52 Black ja _ a a. n 6S MQ NY _ ~ ao IMs SN DOs ROS o_o = ah -— So ‘ata Sai vy ~ ed SN x tS et “s al ASSN YT | Ns {1 S WAN NWN \ \ SS wk SN yy s = = Sern Sg = ; ox KEHOE a ayy yas i \ : ay yo ON gS : Te = Sao St} YN Z WSN WSN 27] WN «WW y | ee a. | | aa og al ea 23 z% 2 a A ii S@] |Hay — Naeqh << \\ EIS] INN \ WW 3 |< Se | | oy || \ AWW SGC GE 2 ~ WW WS CW : nas White to play and mate in three moves. White to play and m mate in four moves. 84 PUZZLE No. 151 Black White White to play and mate in three moves. PUZZLE No. 152 3 = SLES ELA | ce a” if Yon A o a f VMITEA pate YY, Wy yj COg vy orp ryt tip li R & htt tld, yt Ce Whi White to play and mate in six moves. 86 / a a A, cm PUZZLE No. 153 Black sp ge ll Vy) a Ee Wye YW, At NZ WN ae wy ~ a ” a y wily x - ay PALL EE A White White to play and mate in five moves. PUZZLE No. 154 Black wy, ey oe Ld =" a White White to play and mate in four moves. 87 7 ee 7 ak ayaa RG Y THETA? "ata TZ Ua wy a - a White White to play and mate in five moves PUZZLE No. 156 Black White White to play and mate in three moves. 88 PUZZLE No. 157 Black 7 7 matte ma A anne ni a 1 Be a” g'sie White White to play and mate in three moves. PUZZLE No. 158 Black Bivens ne a YY, mon ange 89 PUZZLE No. 161 Black PUZZLE No. 159 Black | \\ NS wh IYyyy ll 8 x PS NPP INC, ‘ly . 404 _ IBS NAN SS XS SS NS Tee] S98 WN WW ~~ al 3 WN a Sam QV \ WN s \ AS SITY Nt ___ 8 SMe , S r Res ERS Sie st NS eS SENS Ee Rex SS RRS SASS NY we a act a N ~~ N SNS WY SW s, SS VSS NC \ \ \ SON Teall cates NN WS NS \ sn WIT NAN « SSS WW \

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