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THE

CHESS
PLAYER'S
BIBLE
Illustrated strategies for
staying ahead of the game

James Eade
A QUARTO BOOK

Copyright © 2004 Quarto Inc.

First edition for the United States and


Canada, published in 2004 by Barron's
Educational Series, Inc.

All rights reserved. No part of this book may


be reproduced in any form, by photostat,
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or incorporated into any information
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without the written permission of the
copyright owner.

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Barron's Educational Series, Inc.
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Library of Congress Catalog Card Number


2003115919

ISBN-13: 978-0-7641-5787-5
ISBN-10: 0-7641-5787-6

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98765
Contents SECTION 3 SECTION 8
GAME TYPES 50 PAWNS 153
Introduction 6 Open Games 50 Pawn Formations 153
How To Use This Book 9 Semi-Open Games 65 Strengths and Weaknesses
Closed Games 75 170
SECTION 1
Flank Openings 91
GETTING STARTED 10 SECTION 9
The Chessboard 10 SECTION 4 THE ENDGAME 183
The Pieces 12 MATING PATTERNS 96 Pawn Endings 185
Check Versus Major Piece
SECTION 5
Checkmate 18 Endings 193
CENTER AND WING
Basic Checkmates 20 Rook and Pawn
CONFIGURATIONS 108
Elements 28 Endings 2 � 7
The Center 108
Special Moves 32 Bishop Endings 222
The Wings 114
Knight Endings 231
SECTION 2
SECTION 6 Bishop Versus
OPENING PRINCIPLES 36
TACTICS 118 Knight Endings 237
Classical Opening
Basic Tactics 118 The Exchange 242
Principles 36
Sacrifices 126
Modern Opening
Combinations 132 Glossary 248
Principles 42
Chess On The Internet 252
SECTION 7
Reading List 253
POSITIONAL
Index 254
CONSIDERATIONS 140
6/7

I NTRO DU GTI 0 N
The Chess Player�s Bible is an illustrated guide to chess
concepts and terminology. It is designed to appeal to someone
who may never have considered purchasing a book on chess
before, even though they enjoy playing the game. It includes
everything you need to know in order to play the game
and win.

More books have been written about certainly does not rely on it.
chess than any other game. One may This book's approach is more
legitimately wonder why we need visually oriented than most. Concepts
another. Well, most chess books are and terms are represented pictorially,
highly technical, and are written and graphics are used to draw the
for the serious student of the game . The reader's attention to key elements of
vast majority of chess players are what I'm trying to convey. If you have
unlikely to use such books. read this far, you've a lready read more
Even books targeting beginners often text than you will encounter on any
start with chess notation and other page in the book .
immediately assume fluency on the part Most of us are taught to play chess
of the reader. That approach makes life by someone e lse, usually a parent or
easier for the author, but it can also be other relative. We general ly assume that
discouraging for the novice or casual they know what they're talking about,
player. The Chess Player's Bible makes but that isn't always the case . There are
use of notation to some extent, but many chess players playing and
enj oying a game that is very defines chess terminology, and
much like chess, but with certain illustrates it as well.
oddities attributable to nothing You can enjoy a game of chess if you
more than local folklore. call a rook a castle, or a knight a
The " Getting Started" section horse, but in some circles you're
covers all of the essential going to call the kind of attention to
knowledge about how the pieces yourself that you do not want.
move, what constitutes check and Chess has a long history and a
checkmate, and the special rules that distinctive culture and it never hurts
may not be universally understood. It's to appreciate it.
certainly possible to enjoy a game Chess is truly an international game,
without knowing all the rules (or there and this can create havoc when it
wouldn't be so many weekend golfers ! ) , comes to chess naming conventions.
but I believe that the enjoyment can The section o n " Game Types" includes
only be enhanced by playing the game the names of chess openings as they are
properly. used in the United States. Just be aware
that the opening called the Ruy Lopez
What's In A Name? Chess in the United States is called the
terminology is used and abused even Spanish in Europe, and that there are
more often than the rules. It can be a many such discrepancies.
rather arcane subj ect that stumps even
veteran players. One year I was Inside The Book Although many
lounging poolside between rounds openings are covered in these pages, it
at the annual U.S. Open. I struck is by no means definitive.
up a conversation with another Even a standard opening
tournament participant. After an reference such as Modern
exchange of pleasantries, I Chess Openings, by
confessed that I was having Grandmaster Nick de
difficulty defending against Firmian, cannot be
1 e4. (Don't worry, considered comprehensive.
if you don't know what that There are simply too many
means. ) He promptly advised me to use chess variations to present in
the King's Indian Defense (KID), which a single volume, and new
is all well and good, except that the ones are being introduced
KID is used against 1 d4, not 1 e4. every year.
If a long-time tournament veteran The moves that define each
can get his terminology mixed up, of the most common chess
it can happen to almost anyone. openings are illustrated along
A glossary of terms is generally with a representative
included in order to keep things continuation . Just keep in
straight, but it is my experience mind that chess variations
that people often need more in branch out so quickly
the way of guidance than a mere that it is impossible to
definition of terms. This book cover them all.
at9 I NTR 0 D U GTI 0 N
One of the mysteries of chess game: the endgame. Fewer pieces do
that captures the imagination is how not always translate into easier games!
certain set patterns continue to This phase is deceptively subtle and
surface despite the fact that games difficult to master. However, an
can take such radically different understanding of the endgame will pay
courses. The section on "Mating huge dividends in terms of your overall
Patte_rns" will help you to identify understanding of the entire game. Even
some of the most common ones. early opening moves can have
Once you learn to recognize consequences that play out in
them, you .may be surprised at how an ending.
frequently these possibilities appear in _ There is no need to read this book
your own games. sequentially, because the sections are
Tactics are another recurring pattern generally independent of one another.
in chess. A tactic called the pin, for If you are new to the game, then by
instance, occurs in nearly every game. all means spend time in the
The key to this type of pattern "Getting Started" section;
recognition is repetition. otherwise, just skip ahead to any
The way pawns are arranged in a topic that takes your interest.
chess game is of critical importance. �lost importantly, keep in mind
Pattern recognition plays an important \vhat some serious tournament
role here too. The section on "Pawns" players often forget: chess is
covers some of the most frequently meant to be enjoyed. Have fun!
occurring setups, and will help guide
your play. J IviES EADE
The last parr of the book is
dedicated to the final phase of the
How To Use This Book
Chess concepts are represented pictorially in this book and the basic
methods are described below. The "Getting Started" section on p.lO also
provides information on the symbols used and chess notation.

The Chessboards Chess Notation

Red arrow An attack (direct or indirect) on x Indicates a capture..


the opponent's piece or pieces.
+Check.

Ghosting Represents a move by a piece # Checkmate.


from one square to another.
0-0 Castling short
(on the kingside).

Red grouping Referring ro more than 0-0-0 Castling long


one piece. (on the queenside).

... Indicates that the


Highlighting Draws attention to a next move is by
described square, or squares. Yellow black.
highlighting is used if needed to
differentiate from red. Highlighting can e.p. En passant.
also represent squares which a piece
is controlling.

The Pieces

c:;
bJ

<;!;>Kino
b ltJ KJJ_ight

�Queen

lf no symbol is given
before a mo ·e, it

�Bishop
1 0 /1 1

Section 1· GETTING STARTED


Everyone can teach themselves to play
chess by p atiently studying the rules of the
game. Rea d through this section carefully
and get to grips with the basics before you
start to play.

The Chessboard
A chessboard may look empty if there are no pieces on it, but it is still
filled with information. The board is divided into files (columns ) , ranks
(rows) , and diagonals. Each square has a unique name, which is defined
by its file and rank. These coordinates are shown around the edges of
the diagram.

N otice that the square hl is


always a light square. This
is the proper way to set up
the board. Movies often get
This square is this detail wrong!
known as d5,
because it is on
the 5th rank of
the d-file.
Diagonals Although only files
and ranks are used to identify squares,
diagonals are also an important part
of the chessboard. If it weren't for the
diagonals, bishops wouldn't be able
to move at all !
The diagonals are
identified from their lowest
rank to their highest.
This is referred to as the
a1-h8 diagonal.

This is one of the shortest diagonals and


is referred to as g1-h2. Usually, the most
important diagonals are the ones that cross the
center of the board. They're the longest ones,
and that is usually where the action takes place
in a chess game.
The Pieces
Different pieces have different powers. Learning how to coordinate their
movements effectively is one of the game's primary challenges. ·

The King The king is a slow-moving piece,


but it is the most valuable one. If your king is lost, The king may move to
so is the game. The king may move one square in any of the highlighted
any direction. r.- See also the sections on check squares. If it were to
versus checkmate p. 1 8 , and castling p.34. move to the e5 square,
it would be written
down as Ke5. A capital
Board K is used to symbolize
the king. In this book
we will use symbols
instead of letters, so
the move Ke5 is
printed as � e5.

T h e black king begins


the game on ea.

The white king begins


the game on e1.

Board
2
The Rook The rook is a powerful piece, which is outranked
only by the queen. It may move any number of unoccupied
squares both horizontally and vertically. ..-See also castling p.34.

The rook may The rook may move


move anywhere anywhere along the Rooks cannot move
along the d-file. 4th rank. diagonally. Even
though the king could
move to e5 from d4 in
one move, the rook
would need two. For

A capital R is used to
symbolize the rook
when writing moves or
the symbol Id is used.

The rooks begin


the game in the
board's corners.

Board
2
1 4 /1 5 G ETTI N G STA RTE D /TH E P I E G E S
The B ishop The bishop is not as strong a piece as the
rook. It covers almost as much ground as the rook if it is in
the middle of the board, but l oses strength as it moves away
from the center. The bishop is confined to the diagonals and
cannot move horizontally or vertically. Also, it must always
remain on the same color square as the one it starts from.

The aB square is on a The bishop may move The bishop can move
different color square anywhere along the anywhere along the
from the one the g1 -a7 diagonal. a 1 -h8 diagonal.
bishop occupies on d4.
Therefore, the bishop
can never move here.
A capital 8 is used to
symbolize the bishop
and the symbol it is
used when printing a
bishop move.

Board

This is how the


bishops are
positioned at the
start of the game.

Board
2
The Queen The queen is the most powerful piece in
chess and combines the movements of the rook and bishop.
She can move any number of unoccupied squares vertically,
horizontally, or diagonally. The queen is too valuable to be
given up lightly. She needs to be protected from capture.
Losing your queen does not lose the game, but it greatly
reduces your fighting capacity.
The queen can move
like a bishop to any
square along the
The queen may also g1 -a7 and a1 -h8
move like the rook: diagonals.
Board
any number of squares
along the d-file or the
4th rank. A capital Q is
used to symbolize the
queen. If the queen
moved to a1 , it would
be written as Qa1
or printed as �a1 .

Board
2
The black queen begins
the game on dB.

The white queen begins


the game on d1 .
The Knight The knight's move is the most difficult
one to explain. A one-two approach is usually used, which
means that if the knight moves one square horizontally,
it must move two squares vertically. Alternatively, if the
knight moves one square vertically, it must then move two
·
squares horizontally. As long as the destination square is The knight is on a dark
unoccupied, the knight can move to it. The knight is the square on d4 and may
only piece capable of jumping over others. move only to the
Color also matters to the knight. It oscillates or highlighted light
alternates between colors. If it is on a light square squares. One of the
it may only move to a dark square, and vice versa. possible moves would
be tt.Je6. We use a
capital N to symbolize
the knight when
writing moves,
Board a b c d e h
because K is already

1 being used to denote


the king.

This is how the knights


are positioned at the
beginning of the game.

Board
2
The Pawn The pawn is the basic unit of force in chess. It is the least
powerful piece, but it is unique in several ways. It is the only piece that
cannot move backward. It may move either one or two squares forward on
its first turn, but afterward it can move only one square at a time. It also
captures in a different way than it normally moves.
No other piece can make that claim.
If it is white's turn to play,
A pawn can move forward if there is no piece on
the pawn could move to f5 or
the square immediately in front of it, but it captures
capture the black pawn on
enemy pieces diagonally. c.- See also en passant p.32
g5. When writing moves, if
and promotion p.33.
we give only the square
designations it is assumed to
Neither the pawn on
Board d4 nor the one on d5
be a pawn move. So, if white
played the pawn on f4 to f5,
1 can move.
it would be written f5.
The capture would be written
fxg5, where the x
indicates that a capture has
taken place.

Board
2
This is the position of all
the pieces at the beginning
of a chess game. Notice
that the hl square is always
a light square.
1 a 11 9 G ETTI N G STA RTE D_�- -�� ---�
Check Versus Checkmate
Check is not the same as checkmate. Many beginners give check whenever
they can, but experienced players know that checks may sometimes
backfire on you. Checkmate never does.

Check A check is an attack on the enemy king. If an


enemy piece is attacking your king, you are in check. A check
may not be ignored: you must immediately get out of check.
Black is in check,
There are three different ways of dealing with a check. You
because the white
may ( 1 ) capture the attacking piece; (2) move a different piece
queen is attacking
between the king and the attacker; or ( 3) move the king to a
black's king.
safe square. The symbol + is used to represent a check in
chess notation.

Checkmate If your king


is in check and you cannot
escape it by any of the methods
shown above, you are in
checkmate. Checkmate means
that the game is over.-The
checkmated player loses. The
In this case, black's only
symbol # is used to represent a
option is to move out of
checkmate in chess notation.
check by moving the king to
, this square. In this case, the white king
guards the f7 square as well as
the other potential escape
squares, e7 and d7. There is no
safe square to move to and black
Board has been checkmated.

Board
2
Draw A draw is a completed chess game without a winner. A game may end in a
draw by a variety of ways, but the most common is a mutual agreement by the
players. A stalemate is also a draw (r.- see basic checkmates p.20 ) . In tournament
play there are additional rules that force a draw whether both players want it or
not. If the same position is repeated three times a draw may be declared. If fifty
moves go by without a capture or any pawn move, the game may be declared a
draw. You may also declare a draw if your opponent has insufficient checkmating
material (a king and knight alone, for example, cannot checkmate a lone king) .

Black's only defense i s to White is threatening


continually check the white checkmate by playing
king. The king cannot escape the queen to g7.
these checks and the result is a
draw by what's referred to as
perpetual check.
20 12 1 G ETTI N G STA RTE D _���-�-- � --��-

Basic Checkmates
Checkmate is the ultimate conclusion to a game of chess. We shorten the
word to " mate, " because the check is implied. If your opponent has no
legal move, and is not in check, then you have stalemate, not checkmate.
A stalemate is a draw.

King and Queen Versus King The The queen attacks


best way to guard against stalemate in a king and
all the squares that
queen versus king situation is to pin the king down
the black king could
to the edge of the board, but to do it from a distance.
move to, but is not
checking the king. If it
is black's turn to play,
the result is stalemate.

Board
1
Now the black king
is trapped on the 8th
rank, and there is no
danger of falling into
a stalemate.

Board
2

4
Now, the idea is to simply march the white king along the
6th rank until it approaches the black king.

Once the white king


controls the square in
front of the black king
checkmate is assured.

Board
3

Board
4

The queen attacks the black


king and every square it
could move to. She is
immune from capture,
because she is defended by
the white king. Checkmate! The final blow is landed by moving the
queen to the protected square in front
of the black king.
22 12a G ETTI N G STA RTE D / B A S I G G H E G K M ATES
King and Two Rooks Versus This rook cuts off the 5th
l{ing Two rooks can deliver mate rank, limiting the black king
without any help from the king. Board
to the 6th, 7th, and 8th ranks.
1
This rook is prepared to
give check and drive the
king further back.

Board
2

on the same file, or they


will just get in each
other's way.

The king is not needed,


because the two rooks
are powerful enough to
get the job done by
themselves.
Once the rooks are positioned on adjacent files, they can
escort one another down the board to deliver checkmate .
The black king is helpless. Mate is delivered after the
moves: . . . �d7 l':t:g7+ '>i?e 8 .ldh 8#. Board
3
This rook is covering all
the potential escape
squares along the
7th rank. This rook is delivering
check and covering all
the squares on the
8th rank.
King and Two Bishops Versus King Two bishops are not as
powerful as two rooks. They need support from the king in order to deliver
checkmate. However, they are powerful enough to restrict the enemy king to one
area of the board quite easily. The winning method is to keep shrinking the area of
the board available to the king until it is ultimately trapped in a corner and mated.

Board
1
Once the king is confined
to one area of the board, the
king and bishops combine
to shrink this area. One
continuation might be:
�e5 <et>g6 �h4 whs
�f6 �g6 �g4 <et>f7
�h5+ �f8 �g6 <et>g8
�f5 �f8 �g5 �g8
<et>h6 �f8 .
The black king cannot
approach the bishops:,
White wishes to drive the black because they coordinate
king to h8. The bishop on f6 must to control the squares in
Board temporarily relinquish control of front of each other.

2 this square.

The finish involves a couple of


waiting moves:
�g5 <et>g8
�e7 (in order to take away the
f8 square and force the king to h8 )
. . . <et>h 8 �f5 �g8
�e6+ � h8 �f6#.
When the bishops are on adjacent
files, the enemy king is always
trapped in one area of the board.
Systematically shrink the available
area, and then force the king
into a corner. The lone king
is defenseless.
24/25 G ETTI N G STA RTE D / B AS I C G H E G K M AT E S _�--- -------� -·�-���-�

King and Rook Versus King A king and rook can always checkmate a
lone king. They must work together to drive the king to the edge of the board. The
main idea is to keep cutting off squares so that the king has fewer and fewer options
until it finally must move to the edge of the board. Check is not checkmate, and you
should only give a check if it is consistent with the idea of cutting off squares.

Board 1 shows
a typical
position in this
lt M a6+ would be a
endgame.
mistake, because it
would allow black to
move to the center of
the board. You must
drive the king to the
edge of the board
before you can deliver
Board
checkmate.
1

Now the black king is


restricted to the last
three ranks.

Board
2
White begins by playing: · .;_, M a5 .
Board The king can try to

3 attack the rook, but it


is far too slow to ever
be able to capture it.

The king must be used


aggressively, because
the rook cannot do the
job by itself.
·

Board

a
4 b c d e
White plays: l:r c5 .
h
g

The rook is placed on


the square that most
restricts the black
king's options.
2st21 G ETTI N G STARTE D /B_A S I G C H E C K M ATE S
King and Rook Versus King continued
The rook and king continue to work together in order to White cannot improve
drive the black king into a corner of the board. You must the position of the
be willing to waste a move in certain circumstances in king or rook. Moving
order to make further progress. the rook along the 7th
1 rank would allow black
to escape via ea.
White must waste a
move with the rook
along the c-file in
order to force black
to the corner of
the board.

Board

This position could arise after a few more moves:


. . . �b7 � b5 Wa7 I:tc7+ � a 8 �b6 � b 8 . Any first move
backward along the
c-file by the rook
would suffice. Black
has no choice but to
play . . . � aa
,

The king is needed in


order to prevent the
king's escape via the
7th rank once the rook
gives check along
the 8th.
Bishop, Knight, and King Versus King The most complicated
mate is the one with just a bishop and knight. The two pieces don't coordinate very
well. In this case it isn't enough to simply drive the king to the edge of the board,
or even to any one of the corners. It. must be driven into the same col or corner as
the bishop. If you have a light-squared bishop, you must drive the king into a light
square corner.

The king must be driven


Board either to the a8 square or h 1 .

The king must be used


aggressively, because
the bishop and knight
have difficulty
restricting the enemy
king by themselves.

This is the situation after the


black king has been driven T h e knight must
toward the correct corner. give check to the
king on this
square. Otherwise,
black could be
White now gives
stalemated.
mate by:
Board tt:Ja6+ <;i?a8

2 ii.c6#.

The bishop waits along


the h3-c8 diagonal until
the king is trapped in the
corner. lt then delivers
checkmate along the
h1-a8 diagonal.

5
2a 129 G ETTI N G STA RTE D
Elements
The basic building blocks of chess are referred to as its elements. Each
of the elements of the game may be understood individually, but it is
their relationships to one another at any point in a game that is difficult
to master. Sometimes the relative importance of the elements changes
during the course of the game.

Space In many ways chess is a game of spatial conquest. All things being equal,
the more room you have to maneuver with, the better off you'll be . Both sides begin
a game with the same amount of
territory. There is an invisible line of
demarcation between the two
territories between the 4th
and 5th ranks. If you cross it,
you may find yourself behind
enemy lines!

Board
1
These squares taken
together are called the
center. Much like actual
old-style military combat,
controlling the center of
the field is a prime
objective. If you can
control the center, you
can establish a spatial
superiority.

Board
2
That is one reason why e4 is the most popular way to
open a chess game. It occupies one of the central squares, and
attacks another. White is now attacking multiple squares in
black's territory with j ust one move!
The white pawn is
Board attacking these two

3
squares in black's
territory.

The·white queen is
attacking this square.

The white bishop is


attacking these two
squares in black's
territory.

This pawn has entered


black's territory.

Board

This position is arrived at following the moves e4 e6 d4 d5,


and is called the Advance Variation of the French Defense (r.-. see also
p . 6 9 ) . White has invaded black's territory and seized an advantage in
space. The main strategic battle will revolve around white's ability to
support this advance and black 's attempts to undermine it.
3o t3 1 G ETTI N G STA RTE D / E L E M E NTS
Material N o t al l chess pieces are created equal. Some are
more powerful than others. They draw their strength from their
mobility, so it follows that the more mobile the piece the more
valuable it is. We use the pawn as the basic unit of force and
assign it a value of 1 . The other pieces are valued in relation
to the pawn, except for the king. The king is of infinite
importance, because its loss means the loss of the game.

The Relative Values


of the
Pieces
Some people suggest
valuing the bishop at 3114
PIECE in order to give it a
slight preference over
Pavm 1
the knight. The knights
Knight 3 can be a bit tricky to
master.
3

Queen 9

Based on this valuation we can


see that the queen is worth more
than a rook and bishop together,
but less than two rooks.
Development There is an elemen t of time in the game of chess, and
in the opening stages of the game it is referred to as development. The key to
development is to move your pieces to their optimal squares as efficiently as
possible. Determining which piece belon gs where depends largely on what
moves your opponent has made. No one said chess was easy!

lt's difficult to know where the


bishops should be because it
Make a minimal number of often depends on where your
pawn moves, and choose ones opponent's pawns are. You
that let you get your pieces off wouldn't move the bishop .to
the first rank. f4 if black had a pawn on
e5, for example.

Knights like to develop


toward the center and
are often initially placed
on f3, c3, or both.
Special Moves
When you have mastered the basic movements of the pieces, you are almost
ready to play a game. However, there are a few more rules for you to learn
before you can play a game properly. Not everyone who believes they
know how to play chess knows these rule !

En Passant The en passant rule is probably the


last rule most chess players learn, and some never learn
it! It is a special move involving only pawns, and stems
This pawn has
from the fact that p awns have the option to move
advanced two squares
either one or two squares on their initial move. If a
on its initial move.
p awn moves two squares, but p asses an enemy p awn
This gives the pawn on
on the 5th rank while doing so, the enemy pawn wil l
d5 the opportunity to
have the option, b u t n o t the obligation, of capturing it.
capture it en passant.
The capture takes place as though the p awn had
This is written as e.p.
moved one square only. This option exists for one
in chess notation. turn, and is forfeit if not immediately exercised.

Board
The white pawn
captures as though
the black pawn had
moved to e6 instead of
e5. This capture must
be made immediately
if it is to be made at
all. Any other move by
white would forfeit the
opportunity to capture
en passant.

Board
2
Promotion The pawn has another
special attribute called promotion.
If a pawn reaches the 8th rank, it may be
exchanged for any other piece except the
king. Since the queen is the most powerful
piece, the pawn is usually promoted to
a queen. As a pawn approaches the 8th
rank, it is said to be approaching its Usually, as a game
queening square . If you choose to promote progresses, more and more
to a piece other than the queen, you are pieces get captured. The more
said to be underpromoting. pieces get captured the more
important the lowly pawn
becomes. Its ability to move
to the 8th square and promote
to other pieces frequently
makes the difference near the
end of a game.

a
34t3s G ETTI N G STA RTE D / S P E G IA L M O V E S ____
���--�-�--

Castling Castling is the only move in chess where you're allowed to


move two pieces at once: the king and rook. There are some restrictions: there
must be no other piece between the king and rook; the king cannot be i�
check, nor pass through or land on a square attacked by an enemy piece; and
finally, neither the king nor the rook may have moved prior to castling. If you
castle with the a-rook, you are castling on the queenside or "castling long" in
chess lingo. This is recorded as 0-0-0 in chess notation. If you castle with the
h-rook, you are castling on the kingside or " castling short, " recorded as 0-0 .

The king moves two squares


The rook moves one square toward the rook. This is the only
past the king, and takes its time the king is allowed to move
place next to him. more than one square at a time.

Board
The king moves two
squares toward the
rook, whether castling
on the queenside or
the kingside.

The rook always moves


one square past the
king and settles in
beside him.

Board
2
Stalemate If you cannot make a legal move, and
your king is not in check, you are in stalemate. Stalemate
If it is black's turn to
is considered a draw. Neither side wins, but neither
side loses.
move, black is
stalemated. There is
no legal move for
black to make. You are
never allowed to move
into check, and the
white queen attacks
all the squares the
black king could
possibly move to. The
game is drawn.

Board

Knowing about stalemate can help you avoid a loss in


an inferior position. Black can play l:t g1-g6+,
because black will be stalemated if white plays
c;it xg6. After any other king move, black can capture
white's queen. Either way, the result is a draw.
36/37

Section 2: O P E N I NG P R I N C I P L E S
Chess play throughout history had been·
characterized by attacks against enemy
kings until the publication of L'analyze du
Jeu des Echecs by F ran<;ois-Andre Philidor
(1726-1795) in 1749.

Classical Opening Principles


Philidor was ahead of his time, and it wasn't until the latter half of the
nineteenth century that players generally accepted the idea that attacks
needed to be properly prepared if they were to be successful consistently.
Players learned to postpone immediate attacks against the enemy king in
favor of intermediate goals, such as the conquest and control of the center.
Direct attacks would only be justified after some strategic advantage had
been obtained. The art of defending against premature attacks rose to new
heights in the games and writings of Wilhelm Steinitz ( 1 836-1900) , who
was the first official World Champion.

The four central Board


Centralization The center is the squares are the
most important part of the chessboard. most important
Pieces placed in the center attack more ones to control.
squares then those positioned on one side
or the other. It is often
difficult to maneuver
pieces from one
side of the board to
the other if you do
not control or
possess your fair
share of
the center.
This knight is centralized
and attacks eight
squares (b3, b5, c2, c6,
e2, e6, f3, f5).
This knight is not
centralized and attacks
only two squares (f2, g3).

Classical theory
suggests that this is the
optimal positioning of
the center pawns and

Board
3
38 /39 O P E NIN G P RIN GIP L E S / G LAS SIGA L __

Quick Development The principle of q u ick


development was evident in the ga mes of Paul M orp hy
(1837- 1 8 84), and codified in the wr it ing s of Si egb ert Tarrasch
( 1 8 62-1 934). Tarrasch emphasized the dynami.c m o bi lity of the
pieces over the relatively static positioning of pawns.
It was considered important to get the minor pieces (knights
and bishops ) out before developing the major pieces (rooks and
queen ) . Ideally, you would make the minimum number of pawn
moves that allowed you to develop all of your pieces from their
original squares.

Notice that both of white's


bishops are free to move,
but this bishop is not.
This pawn has moved
twice already: e7-e5,
e5xd4. Board

classical opening principle


by developing the queen
before the minor pieces.
The knight defends the bishop, which attacks the White could have captured the
queen. After the queen retreats, white will have pawn on d4 with either the knight
two or more pieces developed to black's one. or the queen, but chose to
develop quickly instead. The
bishop is attacking the black
queen, which must waste another
move in order to avoid capture.

White has three pieces


developed to black's one.
White has developed
quickly, but black has not.

Board
3
40 /4 1 O P E N I N G P R I N GIP L E S / GlAS S I CA L �---
Castle Early Another classical principle related to
centralization was the suggestion to castle early. If the center
of the board was to be the main theater of combat, it stood
to reason that the king should be sheltered somewhere else.

Board
White has cleared
the way for castling in
the minimum number

Operations in the center


may proceed once the
king's safety is secured.
Knights Before Bishops Another classical opening principle
was to develop your knights before your bishops. It's difficult to know
the optimal placement for pieces, such as the bishop, until you see which
pawns are moved where. With the knights, on the other hand, you
generally know where they should be. One of former World Champion
Jose Capablanca's (18 8 8-1942) maxims was to develop at least one
knight before bringing out the bishops.

This knight's natural


square is f3, where it can
bring to bear the most ·

influence on the center.


42 t4a 0 P E N I N G PRI N GI PlES
Modern Opening Principles
The classic understanding of opening principles came under attack in the
1920s by what became known as the Hypermodern School. One of the
core contributions to chess theory was the principle of control rather than
occupation of the center.
The center of the chess world moved to the former Soviet Union in the
1940s where the synthesis of the Classical and Hypermodern schools of
thought became known as the Soviet chool of Ches .
In reality the hift was not to a new school of thought, but to a reliance
on concrete analysis in order to determine a move,s utility. Moves which
produced weaknesses according to the old theories were played with
abandon if it could be demon trated through analysis that the weakne se
could not be exploited. Nowadays, anything goes as long as it works!

Control Versus Occupation


Example 1: The King's Indian Defense (1� see also p . 8 3 ) must have come as a
shock to classical players when it first appeared in tournament play. The moves
d4 t2lf6 c4 g6 tLlc3 li,g7 e4 d6 seem to concede the center to white .
However, black allows white to occupy the center with pawns with the idea of
attacking and weakening them later.

This bishop indirectly


attacks the center
squares e5 and d4. lt
sits on a safe perch and
attacks from long range.

Board
Pawns under attack may advance. This often secures a spatial advantage, which
would be enough to convince a classical player of the superiority of white's
position. However, modern theory considers an additional fact: pawns which
become fixed in position can be easy targets to attack.

Board
2
Although white has more
space, black can use a
wing pawn to attack
white's center.

The pawn occupies e4,


but it does not control it.
The pawn is under attack
from the knight on f6. lt
must either advance or
time must be taken to
defend it.

Example 2: Alekhine's
Defense (ee4 CL\f6 ) takes this
concept to an extreme. The
classical response to �"1 e4 was
. e5, also occupying a
...

center square with a pawn. In


contrast, Alekhine's Defense
(r..- see also p. 73 ) seeks to
provoke the pawn's advance.
44 145 0 P E NJ N G P R I N G I P lE S I M 0 D E R N
---�--

The Initiative If you can consistently force your opponent to react in


specific ways to your moves, you are said to have the initiative. The initiative can
be lost with a single passive move.

Example 1: After the


moves e4 eS Cbf3 white
is trying to force black to
defend the pawn on e5.

Board
1

If black defends the pawn by playing e . . . I'Llc6, white can continue to try
to force black's hand with � �b5 ( this is called the Ruy Lopez, c..- see also
p.SO) . White attacks the pawn's defender and tries to keep dictating black's
play. White is using the initiative that results from having the first move.
This is a very slight advantage, but in the hands of Grandmasters it is a
little like having the serve in tennis.

Board
2
This knight defends
the pawn on e5 from
the attack by the
knight on f3.

This bishop attacks


the knight, which
defends the pawn.
Example 2: Black has other ways to respond to white's threat.
Petroff's Defense (r..- see also p. 60), e4 e5 ct:J£3 ct:Jf6, seeks
to counter white's threat with one of black's own.

Black threatens
white's pawn on e4
instead of defending
the one on e5.

Board

If white captures the pawn with ctJxe5, black responds by playing . . . d6,
forcing white to move the knight. Now it is black who is dictating white's play.
Once white's knight retreats, black can take the pawn on e4, restoring material
balance. ( Note: the copycat strategy . . . CLJxe4 is bad, because after
�e2 VJi/e7 4 'it'xe4 black cannot play . . . iYxe5. Copycat strategies
are nearly a lways bad. )

Board
2

Both the Ruy Lopez and Petroff's Defense are solid choices against white's threat.
They illustrate two differing means of reacting to white's early initiative: defense
and counterattack.

------ ---- ---


4& 141 0 P E N I N G P R I N G I � LE S I M 0 D E R N
Counterplay Equilibrium exists on the chessboard before the game begins,
but it is disturbed when white makes the first move . This move gives white the
early initiative. Black may seek to reestablish equilibrium with each response
(meeting (I e4 with . . . e5 for example), but modern theory suggests that it
becomes more difficult to continue to do this as the game progresses.
An alternative would be to inject imbalances into the position, so that it becomes
more difficult for white to profit from the right to move first. White should still
hold a theoretical edge, however black responds, but imbalances produce greater
practical chances for the second player.

Exalnple 1: The Sicilian Defense �W e4 c5 (r.- see also p .65)


establishes an imbalance immediately.

This queen is free to


move to the queenside.
Board

This queen is free to This bishop is free to move,


move to the kingside. while its counterpart on c8
is not.
After a standard continuation ( CZJ£3 t2lc6 d4 cxd4 t2lxd4 ), we can see that
white's pieces have more open lines at their disposal. It will be easier to develop
them quickly. Black, on the other hand, has two center pawns to white's one. This
means that black's long-term prospects for controlling the center are enhanced.
White must try to capitalize on this short-term advantage in development before
black can catch up.

Black has a central


advantage of two pawns
to one.

Board
2
If we clear away all the pieces (but not the pawns ) from the
position, another imbalance becomes clear. White has a clear
path into black's territory along the cl- file. Black has the c-file
to use to attack white's position. Each side's rooks will
naturally gravitate to these half-open files.

Board
3
4a 149 0 P- E N I N G P R I N G I P lE S I M 0 D E R N

This bishop is important


to black's defense of the
kingside, and white
wants to eliminate it.

Board
1
Example 2: This is a position from the Winawer Variation of the French Defense
(c.- see also p . 6 8 ) . The moves were e e4 e6 d4 d5 t2lc3 ibb4 . e5 c5 8 a3 .
White h a s just attacked the black bishop i n order t o force i t t o retreat o r exchange
itself for the knight on c3 .

This pawn is restricted


by the pawn on c3,
and they cannot
defend one another.

Board
2

Black is willing to trade the bishop for the knight ( . . . ibxc3+ bxc3 ),
because in turn white's queenside pawn structure is disrupted. White will
have the advantage on the kingside, while black will hold an edge on
the queenside.
Positional Sacrifices There were plenty of sacrifices in games
conducted under classical principles. These sacrifices were made in the
spirit of attack. Modern opening principles allow for a second type of
sacrifice: a positional sacrifice. The intent is not to launch an early violent
attack, but to gain some strategic advantage, which can only be exploited
over time. One such example is the Benko Gambit.
Board
1
Black is willing to sacrifice
this pawn in order to open
the a- and b-files.

This diagram shows the defining moves of the Benko Gambit:


{fj d4 t2lf6 �ft c4 c5 d5 b5.

Board
2
Black will use
these open lines to
pressure white's
queenside.

A typical continuation might be:


cxb5 a6 bxa6 g6 t2lc3 �xa6 g3 d6 � g2 �g7.
50 /5 1

Section 3 : G A M E TYP E S
Chess openings are divided into types
which share similar characteristics. There is
usually more room for piece movement in
open types than in closed types.

Open Games Ruy Lopez Also called


According to convention, games that begin the "Spani.sh Game, " the
e4 e5 are called open games. Ruy Lopez is one of the
oldest of all chess openings.

Board
la Black seeks to maintain
control over the e5 square in
order to ensure a fair share
of the center.

The moves th at define the


Ruy Lopez are: J! e4 e5
C2J f3 C!:Jc6 -�_. b5.

In the Closed Variation o f the


Ruy Lopez, black forces white
to take time to defend the
pawn on e4. The game is
usually characterized by subtle
maneuverings rather than
violent attacks.

The fol lowin g moves are


typical of the Closed
Variation: · a6
. . .

JL a4 f:t:J £6 _; 0-0 o\iloe7


:S e l b5 c�b3 d6
c3 0-0.
Ruy Lopez : Open Variation

Board In the Open Variation


of the Ruy lopez,
black captures the
pawn on e4, even if it
means losing the
pawn on e5. The
disappearance of
these pawns opens
the game up for the
pieces to quickly
come to blows.

This is the Open Variation of the Ruy Lopez:


e4 e5 · C/:-J £3 t2:lc6 � b5 a6
� j€i, a4 f1J f6. 0-0 t2J xe4.

Black has a four-to-three pawn advantage on the


queenside. If black can mobilize this pawn majority
in time, it will distract white from the planned
kingside attack.

This advanced pawn


gives white a spatial
advantage on the
kingside, which
improves white's
attacking chances.

Board
2
A typical continuati on would be: d4 b5 · .� b3 d5 8 dxe5 .� e6.
52 /53 G A M E TYP E S I 0 P E N G A M E S
Ruy Lopez: B erlin Defense The Berlin Defense is
considered somewhat old-fashioned, but it is sound nevertheless.

Board In the Berlin Defense,

1 black plays ; . .
t2J f6 in order to
.

threaten white's pawn


on e4.

The Berlin
Black's king has been White has a healthy
Defense begins:
forced to move, and pawn majority on the
e4 e5
will be less secure kingside, while black's
tb£3 tt:Jc6
than white's. queenside majority
� b5 CZJ£6.
is crippled.

Board
Black will have two
bishops versus bishop 2
and knight. The two
bishops are more
effective in open
positions, such as
this one.

This is the usual continuation:


0-0 tLl xe4 d4 �d6 �xc6 dxc6 dxe5 �f5 �xd8+ �xd8.
Giuoco Piano Also
known as the "Italian
Game, " the Giuoco Piano is
quite logical. However,
experience has shown that it
packs less of a punch than
the Ruy Lopez.

The bishops are


developed to active
squares, but they are
also more exposed
than they might
otherwise be. The opening moves are: Board
�· e4 e5 ti:J£3 ti:Jc6 �c4 �c5.
1
Board
2 White has sacrificed a
pawn, but has obtained
good attacking chances
as a result. Notice how
white has four pieces
developed and has
castled. Black only has
two pieces developed and
has not yet castled.
Aggressive players prefer
to have white in this
position, while
materialists prefer black.

Here is a possible continuation:


' c3 &j £6 d4 exd4 , cxd4 � b4+ ti:Jc3 Li'J xe4
0-0 � xc3 d5 � £6 I g e 1 CZJ e7 , ' z:1 xe4 d6 �.' �g5 .
·
54 /55 G A M E TYP E S / 0 P E N G A M E S
Evans Gambit This opening was a favorite of
Paul Morphy, who was one of the greatest players of all
time . It sacrifices material for a lead i n development and
a central pawn advantage. The opening became less Board
popular as defensive techniques began to improve.
1

The pawn is undefended,


but black must lose
some time in capturing
it. The pawn also
deflects the bishop away
from the center.

These moves define the Evans Gambit:


e4 e5 ciJ £3 !.'Llc6 jLc4 .5�L. c5 � b4.
·

In return for the


Board sacrificed pawn, white

2 has secured a strong


pawn center and
established a lead in
development. Notice
that white has already
castled, but that black
has not. However, if
black ever catches
up in development,
the sacrificed pawn
may come back to
haunt white.

One possible continuation is:


. . . Jl xb4 . c3 �aS d4 d6 0-0 exd4 cxd4 �b6 .
Two Knights Defense
Black is not obligated to meet white's
j,c4 with . . . j,c5. The alternative If y o u choose t o play
. . . CZJ f6 leads to the Two Knights Defense. Board
the Two Knights
Defense, you must be
ready to handle
white's aggressive
fourth move. The
knight on g6 and the
bishop on c4 both
attack the black pawn
on f7. There .is no
adequate way to
defend it directly.

One variation of the Two Knights Defense starts with:


e4 e5 C2l f3 C2lc6 j,c4 tt:J f6 CZJ g5 .

In this case it is black.


who has the lead in
development and nice
open lines for the
pieces. White, on the
other hand, has the
extra pawn.

Board
2
A popular continuation is:
. . . d5 exd5 CZJa5 j,b5+ c6
dxc6 bxc6 j,e2 h6 C2lf3 j,d6.
,5 s /s7 _ G_AM E TYP E S/ Q P E N GAM E S

Board
3
White may also
play the safer
d4, challenging
black's share of
the center.

An alternative to • t2Jg5 is: • d4.

Board
4

Again we see the contrasting


-- ....•
. advantages of white's
kingside pawn majority
versus black's two bishops.

The following is a typical continuation:


• · · · exd4 e es d5 - �b5 t2Je4 . Q:J xd4 �d7 - �xc6 bxc6.
Scotch Game Chess openings go in and out of style, just as things do in
the world of fashion. The Scotch was once quite popular and then fell out of
favor. In the 1 990s it became all the rage again when World Champion Gary
Kasparov scored some impressive wins with it, but it has since lost some of its
luster. It is only a matter of time before it comes back into style.

Board
1
White has eli m inated
black's pawn on e5 in
exchange for the pawn
on d4. Black is now
attacking the knight
on d4 with two pieces.
White can either move
the knight or try to
defend it.

Variation 1: One variation of the Scotch Game is:


e4 e5 C2Jf3 ctJc6 d4 exd4 ctJ xd4 lieS .

Black will be able to


complete development
comfortably, but
white's pawn on e4
will provide a small,
yet lasting, spatial
advantage.

Board
2
Here is a typical continuation:
lie3 VJi/f6 c3 C2Jge7 lic4 0-0 0-0 Jib6.
sa 15s G A M E TYP E S/OP E N G A M E S

Board

Variation 2: .
e4 e5 CZJf3 CZJc6 d4 exd4 CZJ xd4 CZJ£6. White will try to
maintain this pawn on
e5 in order to cramp
black's game. Notice
that the c4 pawn cannot
capture the knight on d5
because of the pin
(c� see p.1 1 8) by the
' bishop on a6, which will
be able to capture
white's queen.

Board
2
Here is a possible continuation:
CZJxc6 bxc6 e5 VJVe7 �e2 CZJd5 c4 �a6 b3 0-0-0.
Four Knights Game The Four Knights is an
ancient opening, one which emphasizes simple development
over fierce attack.

The opening's name


is derived from the
early development of
all four knights.

The knights take up


their preferred
locations.

Board

The Four Knights starts like this:


e4 e5 tt:Jf3 tt:Jc6 tt:Jc3 tt:Jf6 �b5 � b4.
O n e o f white's
advantages consists of
the two bishops. This
bishop is attacked by
the knight on e6 and
needs to move.

White's pawn
structure has been
compromised.

Board
2
This is a possible continuation:
0-0 0-0 d3 d6 �g5 � xc3 bxc3 1fii e 7 1:'1: el tt:Jd8 d4 tt:Je6.
so 1& 1 G A M E TYP E S / O P E N G A M E S
Petroff's Defense Black is not obligated to defend the pawn on e5 when
white attacks it. An alternative is to counterattack the white pawn on e4. That is
the idea behind Petroff's Defense, which is also known as the "Russian Game."

Board
1
White's knight is
attacking this pawn.

Black's knight is
counterattacking
this pawn.

Petroff's Defense
White has good control over the dark squares in the
starts like this:
center, and is trying to fight for control over the
e4 e5 lbf3 tt:Jf6.
light squares too.

Board
2

This pawn is trying


to undermine
black's hold on the
e4 square by
attacking the pawn
on d5.

Here is a typical variation:


tt:J xe5 d6 tL:\f3 tL:\xe4 d4 d5 Jtd3 lte7 0-0 tL:\c6 c4 tL:\ b4.
King's Gambit This is another very old opening, which has fallen out of
favor. The King's Gambit was a favorite choice of attack-minded players until
defenses became more sophisticated. The modern view is that the King's Gambit
is a bit rash, because it weakens the white king as early as the second move.

Board
1
White has voluntarily
opened a line against
his own king. Many
players consider it
too risky.

This chain of pawns is


holding white back on
The following moves define the King's Gambit: the kingside. Black
e4 e5 f4. also has a one-pawn
advantage in material.

This bishop has an eye Board


2
on f7, which may come
under more pressure
later on. White has a
strong center and is
ready to attack.

The following may


happ en if black
accepts the pawn:
. . . exf4
lt:Jf3 g5
.tc4 .tg7
h4 h6
d4 d6.
62 /63 GAM E TYP E S / O P E N G A M E S
Vienna Game The queen's knight develops first in the
Vienna Game, which may seem less aggressive at first glance.
However, the option to play f2-f4 at some point may lead to
tactical fireworks later on.

White's strategy
is to secure the Board
light squares in
the center first 1
and contest the
dark ones later.

The Vienna Game starts:


e4 e5 ct:Jc3 ct:Jf6 �c4.

Board
2
Black owns the
bishop pair.

These pawns help


white to control
the center.

This is one possible continuation:


. . . tbc6 d3 tba5 ct:Jge2 tbxc4 · dxc4 �c5.
Philidor's Defense The original idea behind
Philidor's Defense was to play f7-f5 prior to placing the
king's knight on f6. However, this idea turns out to be too
weakening most of the time, and the opening is not very
popular at the higher levels.
Board
1
Black uses the d-pawn
to protect the e-pawn,
but notice how this hems
in the bishop on f8.

This is the start of Philidor's Defense:


White's pieces have a e4 e5 ct:J£3 d6.
greater freedom of
movement than
black's. The bishop
on ea is especially Board
difficult to develop
early in the game. 2

Black's strategy
is to maintain
a pawn on e5
in order to
keep a share of
the center.

This is a possible continuation:


d4 Cbd7 iLc4 c6 0-0 iLe7 Cbc3 tbf6 a4 0-0.
t4 Jss G A M E TYP E S I 0 P E N G A M E S__,...._..--..-.---
.. .._,._.------.::

Danish Gambit White's objective in the Danish


Gambit is an early violent attack.
Board
1

White is offering
material in return for
quick development.
While black continues
to capture pawns,
white continues to
develop pieces.

These moves define the Danish Gambit: e4 e5 d4 exd4 c3.

Board
Black has three
queenside pawns.
2

White has only one


queenside pawn.

A possible continuation might be:


• ... dxc3 - �c4 cxb2 - �xb2 d5 - �xd5 tZ::l f6 �xf7+ � xf7
- �xd8 � b4+ - �d2 �xd2+ . tt:J xd2 c5.
After the smoke clears, we can see that although material equality has been
reestablished an imbalance remains. White has a four-to-two majority of pawns
on the kingside, while black has a three-to-one advantage on the queenside.
Semi-Open Games
The term " semi-open" applies to openings where white's . e4 is met by
some other move than . . . e5 . T hese openings tend to be less symmetrical
than the open games . Imbalances are more likely to arise early and a wide
variety of strategies may be u sed.

This is the Najdorf Sicilian Defense The Sicilian Defense is the most
Variation of the popular of all chess openings. It establishes asymmetry at
Sicilian Defense. once with e4 c5.

Black has two center


pawns to white's one.

White has a lead


in development.

Black has an
extra pawn, but they
are doubled along
the f-file.
The Najdorf Variation of the
Sicilian Defense starts like this:
e4 c5 QJ£3 d6
d4 cxd4 tLlxd4 1Llf6
1Llc3 a6.

Black's only developed


piece is the queen.

A common
continuation is:
i.g5 e6 f4 �b6
i¥d2 1Vxb2
ll bl 'i¥a3
i. xf6 gxf6.
66 /67 GA M E TYP E S / S E M I -O P E N GAM E S
Sicilian Defense : Dragon Variation

If black plays
. . . g6 instead of
. . . a6 it is called

Board

The Dragon Variation starts like this:


Since black's c-pawn e4 c5 tbf3 d6 d4 cxd4 t2Jxd4 Cbf6 • Cbc3 g6.
has been removed, the
rook will have an open
line into white's territory.
Because white has
castled queenside, these
pawns are free to
advance and open lines
against the black king.

Board
2
A typical variation might be:
.i.e3 .i.g7 f3 Cbc6 'iVd2 0-0 .i.c4 .i.d7 . 0-0-0 M c8 .
Sicilian Defense : Alapin Variation

Board
1
With this move, white is preparing
to play d2-d4. If black captures on
d4, white intends to recapture
with a pawn instead oh piece.

The Alapin Variation is defined by the following moves:


e4 c5 c3.
Black has less of a
foothold in the center
Board than white, because

2 this pawn is not


attacking any squares
in white's territory.

This is a typical
variation:
. . . d5
exd5 �xd5
. d4 ttJf6
ttJf3 e6
This pawn is isolated. lt must 6e defended . ii,d3 ii,e7
by white's pieces or be lost. 0-0 OxO
e ii.e3 cxd4
e cxd4 '2Jc6.
sa /s9 G A M E TYP E S / S E M I-O P E N G A M E S
French Defense The French Defense to white's e4 is . . . e6. Black
intends to play . . . d5 and fight for control over the light squares in the center.

French Defense :
Winawer Variation

Black uses the


d-pawn to fight for
control over the light
squares in the center.

The bishop attacks the


knight, which is
defending the e-pawn.
This is called the
These moves define the Winawer Variation:
Winawer Variation.
e4 e6 d4 d5 t2ic3 �b4.

The queen has ransacked the black kingside, but


at the expense of the development of the rest of
white's pieces.

Board
2
The queen is
simultaneously
attacking the
white pawns on
c3 and e5.

Here is an aggressive response to the Winawer:


e es c5 e a3 �xc3+ bxc3 Vllic 7 iVg4 t2ie7 iVxg7 l:l: g8 'ifxh7 cxd4.
French Defense : Advance Variation

This pawn has advanced


into enemy territory. If it
can be maintained,
it will have a cramping
effect on black's game.

Board

The Advance Variation begins:


e4 e6 d4 d5 e5.

Black's queen and both


knights are attacking this
pawn, which is defending
the one on e5. If black
can succeed in destroying
this pawn chain, his
pieces will have more
freedom to move.

A typical continuation: Board


. . . c5 c3 CLlc6
cxd4 CLlh6
RJf3 iVb6
RJc3 CZJ£5 .
ile2 cxd4
2
--� -1o 11 1 G A M E TY� E S/ S E M I -O P E N GA M E S
French Defense : Tarrasch Variation

The knight defends


the e-pawn just as in
the Winawer Variation,
but it does so from
d2 rather than c3.
lt is safe from attack
on d2, but it also
blocks the path of
the bishop on cl .

The Tarrasch Variation begins: Board


e4 e6 d4 d5 tt:Jd2.

The kings have castled


on opposite sides of
the board. White will
launch an attack on
the queenside, and
black will counter on
the kingside.

Board

Here is a typical variation:


2
. . . c5 exd5 'i'i'xd5 tt:Jg£3 cxd4 �c4 'i'i'd6 0-0 tt:J£6
tZ'lb3 tZ'lc6 tZ'lbxd4 tZ'l xd4 tZ'lxd4 �d7 c3 0-0-0.
Caro-Kann Defense The Caro-Kann Defense counters white's
e4 with . . . c6. Black will play a later d7-d5 in order to challenge
white's control of the center.

Black is contesting
white's control over
these central squares.

Board
1
Variation 1: This is a popular way to play the
Caro-Kann: e4 c6 d4 d5 QJc3 dxe4 l2l xe4 CZJ£6.

This pawn is doubled,


but it does help guard
the e5 square, and the
g-file is open for use
against white's king.

Board
2
This is how play might develop:
CZJ xf6 gxf6 QJ£3 �g4 �e2 VJJ!c 7 0-0 QJ d7 c4 0-0-0.
72 /73 G A M E TYP E S / S E M I-O P E N G A M E S

Board
1
White is putting
immediate pressure
on d5 with this move.
This variation is
called the
Panov-Botvinnik
Attack.

Variation 2: The Panov-Botvinnik Attack starts


like this: e4 c6 d4 d5 exd5 cxd5 c4.

Board
2

White will try to


maintain this
advanced pawn, while
black will attempt to
annihilate it.

Here is a typical continuation:


. . . llJf6 llJc3 e6 llJf3 �e7 c5 0-0 �d3 b6.
Alekhine 's Defense Alekhine's Defense is one of the
more provocative chess openings. Black dares white to advance
the center pawns, and even loses time as they advance. Black's
idea is that these pawns will become targets that can be
undermined later.

There is nothing to
prevent white from
advancing this pawn
and attacking the
knight on f6.

Board

Black plays Alekhine's Defense: e4 Lt'lf6.

Board
2
Black has allowed
white to occupy the
center with pawns in
the hope that they will
become a defensive
liability. Black will
1 pressurize the pawns
with active piece play.
A standard variation of Alekhine's Defense:
e5 Lt'ld5 d4 d6 c4 Lt'lb6 f4 dxe5 fxe5 Lt'lc6.
74 /75 G A M E TYP ES / S E M I -O P E N G A M E S
Pirc Defense The Pirc
Defense also seems to give
white a free hand in the center,
however, it has still proven to
be a reliable defense. Black
postpones an immediate clash in
the center, with the hope of
initiating one at a more
favorable time.

The pawn on d6 helps


restrain the advance of
white's e-pawn.

Board

The Pirc Defense starts like this: e4 d6 d4 tbf6.

The basic struggle in


Board
2
many modern
openings is over the
attack and defense of
a pawn center.
White's d-pawn
cannot advance
because the e-pawn
would be lost. If
white's center holds,
black's game will be
cramped. However, if
white's center falls,
black's pieces will be
more actively placed.
A possible continuation:
tbc3 g6 f4 .i.g7 tbf3 0-0 .i.d3 tbc6
eS dxeS fxe5 tbhS .i.e3 .i.g4.
Close d Games
Games that begin . d4 are generally characterized as closed. This does not
mean that the positions cannot be opened, j ust that they remain closed
more often. Closed games place an emphasis on subtle maneuvering rather
than on flashy tactics.

Queen's Gambit This is one of the most popular openings, and one
frequently seen at the very highest levels of play.

White intends to bring Board


1
pressure on d5 in the hope of
securing the lion's share of
' the center.

If black captures this pawn, it


is called the Queen's
Gambit Accepted. If black
does not capture, or delays
capturing the pawn, it is called
the Queen's Gambit
Declined.

· d4 d5 c4.

Board
2
In order to equalize,
black will have to play
either c6-c5 or e6-e5
at some point.

This is a typical variation:


. . . e6 L'Dc3 L'Df6 �g5 �e7 e3 0-0 . L'LJ£3 L'Dbd7
n c l c6 �d3 dxc4 . �xc4 Lt:Jd5.
7& /77 G A M E TYP E S / C LO S E D G A M E S
Queen 's Gambit Declined: Exchange Variation
This opening is characterized by an early exchange of pawns on d5.

Board
1

The Exchange Variation begins like this:


White will push the
d4 d5 c4 e6 tt'Jc3 tt'Jf6 cxd5 exd5.
queenside pawns in
Board
2
order to create
weaknesses in black's
position. This is called a
minority attack, because
black actually has more
pawns on the queenside
than white does.

A typical variation might


be: 5 .i.g5 c6
�c2 .i.e7 7 e3 i':t:Jbd7
.i.d3 0-0 i':t:J£3 .M e8 1
0-0 i':t:J£8 id abl g6.
Queen's Gambit Declined: Tarrasch Defense
Board

The Tarrasch Defense


is identified by the
early advance of
black's c-pawn to c5.

This pawn is isolated


from the others and
must be defended by
pieces. If white allows
the pawn to advance,
black's pieces may
become more active.
The Tarrasch Variation is defined by the moves:
d4 d5 c4 e6 t2Jc3 c5 .

Board
2

0-0 0-0 �g5 i. e6


78 179 G A M E TYP E S / G LO S E D G A M E S
Queen's Gambit Accepted

Board
1

c-pawn.

· c4 dxc4 QJ f3 QJ£6 .

This square will b e a


good outpost for
white's pieces.

Black will probably try


to place a knight o n
this square in order to
block the advance of
white's d-pawn.

A typical variation:
Board
e3 e6 � xc4 c5
'i¥e2 cxd4
0-0 tLlc6
.M d l �e7 exd4 .
2
Slav Defense The Slav is similar to the Queen 's
Gambit Declined but the c8 -bishop is able to move along the
h3-c8 diagonal.

Board
1
If black chooses to
defend the pawn on d5
with the c-pawn, the
opening is called the
Slav Defense.

The Slav Defense is defined by the moves:


· � d 4 d 5 «; c4 c6.

This bishop gets


developed before
black plays e7-e6. 1t
helps to control the
key central square e4.

White has two center


pawns to black's one.

Board Play might continue:

2 �:: ct:J £3 tZ:J£6


(f tLlc3 dxc4
(t a4 �£5
® e3 e6
- � xc4 � b4.
8o /8 1 G A M E TYP E S / G LO S E D G A M E S
Queen's Indian Defense Black fianchetto's the
queen bishop in this defense, with an eye toward controlling the
center from a distance.

Board

This early pawn move


1
characterizes the
Queen's Indian
Defense. Black will
position the c8 bishop
along the h1 -a8
diagonal, keeping an
eye on the light
squares in the center:
d5 and e4.

The Queen's Indian Defense begins:


d4 tb f6 c4 e6 tbf3 b6.
·.

The strategic battle in


the Queen's Indian
Defense is for control
of the e4 square.

Board
2
Play might continue like this :
g3 i, b 7 i,g2 iLe7 0-0 0-0 tbc3 tbe4 .

..J
Nimzo-Indian Defense Aaron Nimzowitsch popularized this
opening, which still bears his name.

Board

This move introduces


the Nimzo-lndian
Defense. The bishop
neutralizes the white
knight's influence over
the e4 and d5 squares.

Example 1: The
Nimzo-Indian
i s defined by:
d4 tLl f6 c4 e6
tLlc3 � b4.

Black can challenge i n


the center b y playing
e6-e5, which also
activates the bishop
on ea.

Board This bishop is blocked One possible continuation is:

2 by all the white pawns


on dark squares. If
e3 c5
0-0 tLlc6
�d3 0-0
a3 � xc3
QJ £3 d5

white can activate it, � xc4 1Jii/ c 7.


the two bishops will
work well together.
82 /83 G A M E TYP E S / C LO S E D G A M E S .��-�-��--�-·-----�

Nimzo-Indian Defense continued


Board
The queen can
recapture on c3 if
black takes the knight,
which will preserve
white's pawn
structure. This is
sometimes called the
Capablanca Variation,
after former World
Champion Jose
Capablanca.

Excunple 2: Another way to play the Nimzo-Indian is:


d4 l2Jf6 c4 e6 ltJc3 .i.b4 �c2.

Board
2

advantage of the
two bishops, but
lags behind in
development. Play might develop:
'I...0-0 a3 .i. xc3+ 'i¥xc3 b6
i.g5 .i.b7 f3 h6 .i.h4 d5.
l{ing 's Indian Defense In the King's Indian Defense black seeks to
quickly develop the kingside pieces and castle short. Once castled, black will strike
out at whatever setup white has chosen .

Board
1
Black's d-pawn restrains the
advance of white's e-pawn.
Black is ready to castle and
then strike back at the
white center with either
e7-e5 or c7-c5.

The King's Indian Defense starts like this:


d4 QJ £6 c4 g6 tLl c3 �g7 e4 d6. In the Classical
Variation of the King's
Indian Defense the
center becomes
locked. White will
attack on the
queenside and black
on the kingside.

A typical continuation
of the Classical Variation:
QJ £3 0-0 �e2 e5
0-0 tLl c6 8 d5 tLle7.
84 /85 G A M E TYP E S / G LO S E D G A M E S
King's Indian Defense : Samisch Variation

Board
1
In this variation of the
King's Indian, white
uses the f-pawn to
guard the e-pawn.

f3.

Board
2

Play might continue:


. . . 0-0 Jte3 e5 d5 c6 Jt d3 cxd5 cxd5 tbe8 �d2 f5.
Grii nfeld Defense The Griinfeld strategy is also
based on first allowing white to establish a pawn center and
then attacking it.
Board
1
This pawn is often
exchanged for the
white pawn on c4.
White usually
establishes a strong
central pawn
formation, which
black attacks.

Example 1 : The Griinfeld Defense begins:


d4 Cb £6 c4 g6 Cbc3 d5 .

Board
2 There is considerable
tension in the center
in this position. lt
occurs in what is
referred to as the
Exchange Variation.
The struggle revolves
around the attack and
defense of white's
pawn center.

A common continuation is:


cxd5 Cbxd5 e4 li:J xc3 bxc3 � g7
�c4 0-0 li:Je2 c5 .
8& t87 G A M E TYP E S / C LO S E D G A M E S
Griinfeld Defense continued
Board
1 In the Smyslov
Variation of the
Grunfeld Defense,
white seeks to
increase the pressure
on black's d-pawn.
Black then initiates
the d-pawn's
exchange for white's
pawn on c4.

Example 2: The Smyslov Variation is:


d4 tb£6 c4 g6 4Jc3 d5 tb£3 il,g7 'ifb3 .

White believes that


these central pawns
are strong and will aid
in the coming attack.
Black believes that
these same central
pawns are targets for
attack themselves,
and will tie white
down in their defense.

With the king on the Play might continue:


queenside, white can . . . dxc4 'iV xc4 0-0
advance the kingside e4 �g4
pawns in safety. �e3 cufd7 0-0-0
tt:Jc6.
Benoni Defense Black provokes white to advance a
pawn from d4 to d5, with the idea of gaining control over the
dark squares in the center.

Board
1 White's pawn advance
secures an advantage
in space.

Black's idea is that the


advance of the white
d-pawn has weakened
white's control over d4
and e5.

The Benoni Defense is defined by the moves :


d4 Q'Jf6 c4 c5 d5 e6.

Black will try to


advance on the
queenside and
dislodge the knight
from c3. This will
weaken white's
defense of the e4 and
d5 pawns.

White will try to play


e4-e5 at some point
and increase the
advantage in space.
A typical continuation would be: Board
Q'Jc3 exd5
e4 �g7
cxd5 d6
� e2 0-0.
Q'Jf3 g6
2
88 /89 G A M E TYP E S / C LO S E D G A M E S
Chigorin 's Defense Black forgoes establishing Board
a pawn center in favor of rapid piece development.

The drawback to this


move is that the
knight blocks black's
c-pawn. The c-pawn is
usually needed to try
to pry open closed
positions.

d4 d5 c4 lLlc6.

Board
2

Play might develop: tLlf3 �g4 cxd5 �xf3 gxf3 �xd5 e3 e5


tLlc3 �b4 � d2 � xc3 bxc3 exd4 cxd4 tLlge7.
Dutch Defense Black immediately establishes an asymmetrical
game. It is often difficult for bot:h sides to play these positions correctly.

Board
1

to discourage white
from playing e2-e4.

Board
2
There is a sharp
struggle for the center
in this line of play,
which is called the
Leningrad Variation.
The pawn on d6 is
weak, but black has
active piece play.

The Leningrad Variation might continue like this:


g3 QJf6 �g2 g6 QJ f3 � g7 0-0 0-0 c4 d6
LLlc3 c6 d5 e5 dxe6 e.p. �xe6 b3 lLJa6.
90 /9 1 G A M E TYP E S / C L O S E D G A M E S
Dutch Defense: Stonewall Variation

Board
. I

places black's pawns on


light squares in the center
and seeks a firm hold over
the e4 square.

The Stonewall Variation starts like this:


d4 f5 c4 CZJf6 g3 e6 �g2 d5 CZJf3 c6.

Board
2 White has a
secure hold on e5,
but will struggle
to control e4.

A typical continuation might be:


0-0 �d6 �f4 �xf4 gxf4 0-0.
Flank Openings
The term flank opening is used to describe an opening system, which
makes no immediate attempt to occupy the center with pawns. White plays
to control the center with pieces. White will usually try to undermine any
black attempt to occupy the center.

English The move c4 was Black chooses to occupy the center


named after the Englishman with the e-pawn.
Howard Staunton ( 1 8 1 0-1 8 74 )
who used i t repeatedly in a n 1 843
match against St. Amant.

White uses the


c-pawn in conjunction
with pieces to try to
control the d5 square.

One variation
of the English
Opening is:
c4 e5
tLlc3 tLlf6
LLJ £3 l2Jc6 .

White retains
the two bishops
and has more
space in
Board the center.

2
A possible continuation from this position might be:
d4 exd4 L2Jxd4 it b4 itgS h6 ith4 it xc3 bxc3 d6.
92 /93 G A M E TYP E S / F LA N K O P E N I N G S_�-�-
Reti Opening Named after Richard Reti ( 1 8 8 9-1 929) it
appeared regularly in the 1 920s and features the opening moves
c4 and ct.J£3 in either order.

The first move of the


Reti Opening discourages
black from playing ... e5.

White uses a wing pawn


to attack black's center.

Board
1
The Reti Opening begins with:
ct.J£3 d5 c4.

Board

Black seeks to secure


2
control over d5 and e4.

White tries to
control the center
from a distance.

A possible continuation might be:


... c6 b3 ct.J£6 g3 �£5 �g2 e6 �b2.
Orang-Utan The opening move b4 aquired its name in ,'l unique fashion.
The Grandmaster Tartokower ( 1 8 8 7-1 9 5 6 ) visited the zoo during a tournament in
New York and dedicated his next game to an orang-utan named Susan.

The Orang-utan is not played


at the higher levels, but it is
seen at the club level.

White will develop the


bishop to b2 in an
attempt to control the
1 center with pieces
rather than pawns.

Board

Black has already castled and will


try to capitalize on the lead in
development.

White enjoys a
pawn majority in
the center.

Board
2
The game might continue:
. . . e5 � b2 �xb4 � xe5 tt:J£6 c4 0-0
tt:J £3 ll e8 a3 �a5 e3 d5 cxd5 tb xd5.
94 /95 G A M E TYP E S / F LA N K O P E N I N G S
Bird 's Opening The opening move
£4 is named after the Englishman Henry
Bird ( 1 8 3 0-1 9 0 8 ) .

White uses the f-pawn and Board


pieces in an attempt to
control e5. 1
Black tries to control
the center by White's bishop,
occupying d5 with knight, and f-pawn
a pawn. all attack e5.
Board
2

The game might continue:


. . . d5 tU£3 tU £6 e3 g6
· b3 �g7 O � b2 0-0.
96 /97

Section 4 : M ATING PATTE R N S


Even though the number of possible chess
moves is unimaginably large, there are
certain patterns that recur too often to be a
product of chance. The ability to recognize
these p atterns is one of the hallmarks of a
good player. It is especially important to
recognize mating patterns since they result
in checkmate.

Back Rank Mates The most common mating pattern is referred to as the
back rank mate. This type of mate occurs so frequently because castling is such a
common occurrence. The king is simultaneously protected by a phalanx of pawns
and trapped behind them.

A back rank mate can be delivered Board


by either a rook or a queen.
Here the rook checks
the king, which has
no escape .

In this position, the black


knight, rook, and queen
are all incapable of
defending the king
from check.

A back rank mate is not


always the pawns' fault.
Any friendly piece that
blocks an escape route
might be a culprit.
Smothered Mate The smothered mate is another
example of a king's guardians being too close for comfort.
The classic smothered mate involves a queen sacrifice
followed by a fatal knight check
The king is in check and
must move to h8, because
Board .. . � fa is met by

1 VJ!if7#.

The above position is a typical example


of how a smothered mate arises.
The king is smothered
by its own defenders
and is checkmated by
the knight.

Board
2
Play continues with the following sequence of moves:
. . . <;;t> h S QJf7+ <;;t> g S QJh6++ <;;t> h S VJ!ig8+ l::r xg8 QJ f7#.
All of black's moves are forced-there are no alternatives and
checkmate is unavoidable.
98 /99 M ATI N G PATTE R N S
Queen and Pawn Mates No piece, not
even the powerful queen, can deliver checkmate by
itself. The queen needs help, but just a little bit goes
a long way.

Board

The pawn attacks the


g7 square, allowing
white to play
. Vjlg7#.

In this case, the Board


pawn attacks both
f7 and h7. lt
2
supports the
queen's move to h7,
and prevents the
black king from
escaping via f7. The
result is checkmate.
Damiano 's Mate A Portuguese apothecary named Damiano
published this position back in 1 5 1 2.

The presence of the pawn


on g6 tells us that a queen
move to h7 would deliver
checkmate. However, the
queen cannot move there
directly, and .l:l h7
would not even be check,
let alone checkmate.
Damiano showed how to
get the rooks out of the
queen's way.

This is typical of the kind of position that


leads to Damiano's mate.

achieve the familiar queen and


pawn mating pattern. Such
sacrifices are often called
clearance sacrifices (i.­
see also p.1 30) .

Here is Damiano's method: Board


.l:l h8+ <;;t> xh8
\ilh 1 + <;;t> g 8
.l:l h 1 + <;;t> g8
�h7#.
.l:l h8+ <;;t> xh8
2
Queen and Knight Mate The queen and knight
can combine in many ways to deliver checkmate. A typical
pattern involves a combined attack against a castled king.

Example 1: This is the most common queen and


knight mate.

Example 2: This position is another


typical queen and knight mate.

In this case, it
is the knight
that gives check.
The queen cuts
off black's
escape route.

4
Queen and Bishop Mates This battery is most effective when the
queen is in front of the bishop.

Sometimes called the


Scholar's mate, the
white bishop and queen
combine to attack f7, the
weakest point in black's
position. The queen
delivers checkmate by
capturing the pawn on f7.

Example 1 : Beginners often fall into a


trap by playing the following game:
I e4 e5 itc4 itcS 'i¥h5 !:2J f6.

The key t o recognizing this


pattern is to notice that when
the bishop moves, the king will
be checked by the white queen.
You can use this free move to
rearrange the position of the
queen and bishop.

Example 2: Here is another


common pattern.

The bishop retreats to a square


that cuts off black's escape route
via f7.

White gives checkmate with


the following sequence:
itg6+ �g8 . �h7#.
1 o2 1 1 oa M ATI N G PATTE R N S
Rook and Rook It is important
to be familiar with a mating pattern
involving rooks on the 7th rank.
Notice that the king
can only move to hB
and no other square.

Board
1
This is a typical starting
position for this type
of mate.

Now the king can only


move back to g8.

The mating sequence starts:


·M g7+ �h 8 � h7+.

White completes
the checkmate
with: . . . �g8
.l:I g7#. 4
Rook and Bishop This mating pattern was
demonstrated by the American champion Paul Morphy
( 1 8 3 7- 1 8 84 ) .

Board
1
I f the black queen
is captured, black
must recapture
with the g-pawn.
This exposes the
king to an attack
along the g-file.

This pattern leads to a typical rook and bishop mate.

The mating sequence is: Board


I 'iVxf6 gxf6 l:r g4+ �h8 3 iLxf6#.
2
1 o4 11 os M ATI N G PATTE R N S
Rook and Knight The rook
and knight usually need a little extra The king has castled, Board
help in order to deliver checkmate.
One example was provided in an 1 8 03
but has only one
escape square. 1
novel by W. Heinse entitled Anastasia
and Chess. The mating pattern is now
known as Anastasia's mate.

Pattern I This position


sets up Anastasia's mate.

The knight will check


1 the king and force
it to h8.

Board

The mating sequence is: 2


lt:Je7+ <i!?h8
� xh7+ <i!? xh7
ll h5#.

The knight guards


the rook and

Pattern 2 This is
another important
mating pattern,
where the rook
gives check and
covers the 8th rank
and £-file.
Legall's Mate Legall de Kermeur ( 1 702-1 792) was
Philidor's teacher, but is most often remembered for the
following mating pattern, which occurred in one of his games
in 1 750.

Board
1 Black undoubtedly
thought that the
knight on f3 couldn't
move, because it is
pinned to the queen.
White's next move
must have come
as a shock.

The game begins: e4 e5 CZJ £3 d6 i.c4 i. g4 CZ'lc3 g6.

This knight does double


duty by protecting the
bishop on f7 and
The knight delivers preventing the king's
check and also escape via d7.
cuts off black's
remaining escape
square on f6.

Board
2
White wins by playing: S CZ'l xe5 ! i.x d l ? 6 i. xf7+ \te7 !2ld5#.
Black could avoid being checkmated by not taking the white queen.
1 os 1 1 o7 M ATI N G PATTE R N S
Greco 's Mate Greco's mate combines an Black has played h7-h6 in
attack on the £7 square with a mating threat on h7,
order to prevent mate on h7.
and also involves a sacrifice.

This is the Board


starting pattern.
1
White has three
pieces attacking f7.

White begins by
playing: .i. x£7+
�h8 �g6.

Play continues: 2 ... hxg5 3 'l!ih5#. Board


3
Black has opened the
h-file by capturing the
knight, and white
delivers checkmate
along it.

4
Boden 's Mate This mating pattern occurred in the
game Schulder-Boden, London 1 8 60.

Board
1
The bishop cuts
off the king's
escape path.

The king has


nowhere to move
to, but is not yet
in check.

This is the position reached in the game.

Board

The bishops
combine to cut off
all remaining
escape squares.

Black forces checkmate by:


Notice how white's own pieces
• . . . �xc3+ . b xc3 i,a3#.
block the king's path.
1 08 / 1 09

Section 5 : C ENTE R AND W ING


C ON Fl G U R ATI ONS
In Classic theory, action on the wings was
delayed until securing the center. Nowadays,
there are plausible exceptions to that rule.

The Center
The squares of a chessboard are all the same size and shape, but not of
equal importance. The central squares are more important than the squares
on the wing. Many chess games revolve around the struggle to control the
four central squares. Controlling the center means more room to maneuver
the pieces. If you lack control of a b c d e f g h
the center, you will find your
options more limited.

Open Center When


the center is not blocked by
pawns, it is referred to as an
open center.

The early pawn


exchanges have brought
the knights to the center
of the board, where they
are the most powerful.

The absence of three of


the four center pawns
ensures that the
bishops will have This opening leads to an open center:
excellent mobility. 1 d4 e6 £LJ f3 c5 3 £LJ c3 d5 e4 dxe4
ctJ xe4 cxd4 6 � xd4 'ii' x d4 Lt'J xd4.
Closed Center A closed center means that pawns are
blocking the files and diagonals. The pieces will have
difficulty maneuvering.

Board

White can no longer


exchange the d-pawn
for either black's c- or
e-pawn. The center
has become locked,
and can only be pried
open with difficulty.

The following moves lead to a closed center:


d4 c5 d5 d6 c4 e5 e4.

Board
2 Closed centers are
usually attacked by
wing pawns.

Both sides will try


to weaken the
other's position in
the center.
1 Black will try to weaken
white's pawn center by
undermining the
supporting pawns.
1 1 0 11 1 1 G E NTE R A N D W I N G C O N FI G U R ATI O N S/TH E G E NTE R
Partially Blocked Center The center is considered
partially blocked if some lines are open and others closed.

White's pieces can occupy


this square, but black
pieces should not.

Pieces cannot occupy this


square as long as the pawn
remains there. The pawn
also discourages black's
pieces from moving to e5.

This variation of the French Defense leads The c1 -h6 and h2-b8
to a partially blocked center: diagonals are open for this
d4 d5 c4 e6 l£Jc3 l£Jf6 cxd5 exd5. bishop, but the a1 -h8 and
g1 -a7 diagonals are closed.

Tension In The Center


When both sides pass on the
opportunity to exchange pawns in
the center, they are said to be
maintaining tension in the center.

lt is usually desirable to trade


wing pawns for center pawns.
The pawn exchange would
relieve some of the tension in
the center.

This pawn may capture the


black d-pawn, or it may be
captured in return. The tension
between the pawns is While pawn captures in the center are possible,
maintained as long as the nature of the center is unclear, and there is said
captures are avoided. to be tension . This opening is an example:
d4 d5 . c4 e6 · l£Jc3 c5 .
Classical Center The classical view of the center advocated the use of
pa\vns to occupy the center. The obj ective of many openings of that day was to
establish a pawn duo on d4 and e4.

White has sacrificed some


time in order to establish the
pawn duo on e4 and d4. White
would like to use these pawns
to drive the black pieces away
from the center.

In this opening, white places two pawns in the center:


· e4 e5 ltJf3 ltJc6 �c4 � c5 c3 ltJf6 d4 exd4 cxd4 .

Little Center The little ( or small ) center occurs when an exchange of one
pair of center pawns results in an imbalance in the remaining ones. One pawn is
more advanced than the other.

The black pawn's


reach does not extend
into white's territory.

The pawn on e4 is
attacking squares in
black's territory.

This is the typical pawn structure of the little center.


1 1 2 /1 1 3 G E NTE R A N D W l N G G O N FI G U RATI O N S/TH E G E NTE R ��- -
The Hedgehog Formation The Hedgehog
Formation sacrifices some space in order to establish a nearly
impervious line of defense.

Black tries to make it


extremely difficult for
white to advance to the
5th rank.

These pawns combine


to guard the central
squares in black's
territory.

In this diagram, black has set up a Hedgehog Formation.

Maroczy Bind A close relative of the Hedgehog


is the Mar6czy Bind. This formation was named after
the Hungarian Grandmaster Geza Mar6czy (1 8 70-1 95 1 ) .
White establishes a bind on the light squares in the center,
while black tries to control the dark squares with pieces.

White clamps Black will use the


down on d5 in dark-squared
order to ensure bishop and
a spatial knights to fight
advantage.
for control of

White has set up a Mar6czy Bind.


Piece Pressure A maj or part of the Hypermodern revolution against
classical dogma was the realization that occupation of the center did not guarantee
control. One of the founders of the Hypermodern School was Richard Reti
( 1 8 8 9- 1 92 9 ) .
The following position occurred i n the game Reti-Yates, New York 1 924.

Board
Black has established
the classical center.

This was a revolutionary


deployment of the queen.
She is as far from
centralized as possible, but
still influences the center.
The queen, bishop on b2,
and knight on f3 all attack
the pawn on e5.

This position was reached at the end of the opening.

Board
2 Bird's Opening attempts to
control the dark center
squares with a combination of
pieces and pawns. Wliite uses
pawns not to occupy the
center, but to attack it.

The fianchetto is now


commonplace. The
bishop attacks the
center from long
range, but is itself
Here is another example: difficult to attack
f4 d5 iL:lf3 c5 e3 iL:lc6 b3 iL:lf6 it b2 e6. in return.
1 1 4 /1 1 5 C E NT E R A N D W I N G C O N FI G U RATI O N S
The Wings
Noncentral squares belong to the wings of the board. They are referred to
as either the kingside or queenside. Classical theory dictated that the center
must be secure before play on either wing could be j ustified. Modern
theory is less dogmatic, and early play on the wings is no longer considered
incorrect by definition.

Response In The Center White has initiated an attack on the kingside


Flank attacks are often best met by a
by advancing the kingside pawns.
response in the center. Lev Alburt and
Board
Sam Palatnik give an excellent
example of this principle in their book
Chess Strategy for the Tournament
Player. This position occurred in
the game A. Rodriguez-Tringov,
Buenos Aires 1 97 8 .

The center has not been secured.


The pawn move d6-d5 will break
up the center, and white's exposed
king will pay a heavy price.

This position was reached early in the middlegame.

White resigned, because there is


no defense to . . li d2. The
.

action in the center opened lines


that white wanted to keep closed.

Board
The game continued:
. . . d5
�h2 e3
�g2 dxe4 2
i.g2 ll d8 .
Early Attack On The Wings Nowadays,
early pawn advances on one side or the other are fairly
routine. Consider the Keres Variation against the
Sicilian Defense.
Such early pawn thrusts
used to be frowned on, but
are now considered on a
case-by-case basis. The
classical response 8 . . d5 .

(attack in the center) proved


inadequate and players
today usually play either
8 . . h6 or
. . . tD c6, or
- • .

avoid the variation entirely.

Example 1: These moves define the Keres Variation:


e4 c5 � t2:lf3 d6 d4 cxd4 /1. f2l xd4 tL! f6 ,:: tZ'lc3 e6 � g4 .

This pawn advances


as early as move 4,
and there is no way
to refute it.
' . . . t2J xg4
:· .1: g l tZJf6
1:[ xg7 is better
for white.

Example 2: Here is another example :


c4 e6 t2:l c 3 {iJf6 a tt:l f3 � b4 �- g4.
1 1 st1 11 C E NTE R A N D W I N G C O N FI G U RATI O N S /TH E W I N G S
Castling On The Same Wing The status of the center usually
determines whether pawn advances against the kings are advisable. In open or fluid
cases, advancing pawns in front of your own king is usually far more weakening
than threatening. If the center is closed, however, it is often safe for one side or the
other. In the game Pilnik-Geller, Gothenburg 1 955, black was in complete control.

The advance on the Black will be able


wing is possible to advance the
because the center kingside pawns
is locked. in safety.

Board

This position was reached after white had played £3 .


Board
2 Black's king is in no
danger despite the
advance of the
kingside pawns.

Black will be able to


force open lines
against white's king.
White resigned a few
moves later.

The game continued:


:J::r f2 ct:Je5
�c3 M af8
Castling On Opposite Wings When kings
have castled on opposite wings, players are generally free
to advance pawns against them. These pawn storms occur
on opposite sides of the board, and the race usually goes
to the swiftest.
Since white has castled on
the queenside, the kingside
pawns can advance in
relative safety. Both sides
will try to use the pawns to
pry open lines against the
castled kings:

Board
1
Here is a typical opposite-wing castling position.
Pawn storms can be
especially effective if
the castled king
position has been
weakened. In this case
the g-pawn is white's
target. Black cannot
prevent white from
opening up the h-file.

Board

The advance of white's


Both sides advance pawns
2
a-pawn has created a
against the enemy king.
target for black.
1 1 8 /1 1 9

Section 6 : TACTIC S
Chess is a game of strategy, but tactics
factor into nearly every move . A tactic is a
sequence of moves oriented toward a
specific result, such as the win of material
or checkmate.

Basic Tactics
There are certain tactical motifs that occur in almost every game. Others
are more obscure, but are all the more powerful for their relative rarity.
It's best to know as many tactics as possible, but it is essential to know
the basics.

The Pin When a piece is attacked and cannot move


without exposing a second, usually more valuable, piece to
attack, it is said to be pinned. The queen, rook, and bishop
are all capable of pinning pieces, but the knight and pawn The rook is being
are not. When the second piece is the king, it is called an pinned to the
absolute pin, because the pinned piece cannot move without black king and
exposing the king to check, which is not permitted by the cannot move.
laws of chess.

Example 1: Here is
a simple pin.

This knight cannot


move because it is
pinned to the king.

Example 2: This
diagram shows two
expose the queen
more typical pins.
to capture.

3
Exam.ple 3: In this The rook is pinned to the queen,
example, black escapes
but it is not an absolute pin.
from a pin by making
use of another pin.

Board
"ij
11

The rook gives check,


which must be
The bishop cannot responded to. White
capture the rook has no time to capture
because it is black's queen.
now pinned to
the king by the
black queen.

Black plays
. tt f5+.
. .

The bishop can


capture the
If the queen and queen, but not
Exam.ple 4: Some more pins .
king are on the same the rook.
rank, file, or diagonal
a pin is possible.

The rook is pinning


the queen to the
king. However, the
rook can simply be
captured by the
queen. Its apparent
defender, the black
queen, has been
paralyzed by a pin.
1 20 1 1 2 1 TACTI C S / B AS I C TA CTI C S
Forks A fork is a type of double attack. One piece
attacks two simultaneously. Any piece can be used to fork
others, but the knight fork is the most common.

White is threatening to play


tZJ xd6+ followed by
'ftf7#. Black must move
the queen in order to
protect against this threat.
That allows white to play a
knight fork.

Board

Example 1: This opening features a knight fork:


e4 e5 CZJc3 CZJf6 �c4 ClJ xe4 �h5 CZJd6
�b3 CZJ c6 tlJbS g6 'fi£3 f5 �d5.

The knight
simultaneously
attacks black's
king and rook.

Board
2
The pawn on d5 is
forking white's bishop
and knight. One of
them must be lost.

White must
respond to the
queen's check.
Whatever white
does, black will
take the bishop
Exainple 2: Here is an example of a pawn fork:
on g5 on the
e4 e5 C2lc3 C2lf6 kc4 t2l xe4 t2l xe4 d5.
next move.

Example 3: This diagram shows a fork by


the queen: d4 CZJf6 �g5 c6 e3 W'a5+.
1 22 / 1 23 TACTI C S/ B AS I C TACTI C S
The Skewer The term skewer was invented by a Liverpool schoolteacher,
Edgar Pennell, in 1 93 7. It describes an attack which forces one piece to move,
exposing a second piece behind it to capture.

The game seems


hopelessly drawn. If the
rook moves, the pawn
on a7 will be lost. White
uses a skewer to force
the win.

Th is i a classic
example of a skewer.

Board
2

White can win the game by using a skewer:


l!t h8 l! xa 7 l:t h7+.
Double .Attack A double attack usually occurs when
one move creates separate attacks by two different pieces.

Board
The white queen is pinning the
black queen to the black king. I
White takes advantage of that pin
in order to launch a double attack.

This diagram illustrates a typical example of


The bishop move exposes a double attack.
an attack on the black
queen by the white rook,
and also attacks the
bishop on eB. Board
2
The queen is pinned
and cannot capture
the white rook.
Capturing the queen
by . . . � xa3 loses
at once to
:C: xeB#. (An
example of a skewer).
1 24 /1 25_ TA GTI G S/ B A S I G TA GTI G S
Discovered Check A discovered check occurs when the movement of one
piece allows a second stationary piece to give check. This can be a very powerful
maneuver, because the first piece can wreak havoc as the check must be dealt with.

Board
If this knight moves
away from the attack
1
by the white queen,
white will be able to
play a discovered
check.

Petroff's Defense can


lead to an early
discovered check:
e4 e5 t2J f3 t2Jf6
Cb xe5 Cb xe4 1Ve2.

The queen is lost. The knight


The c6 square looks will capture it on dB (or e7 if the
off-limits to white's queen moves there in order to
pieces because it is Board block the check).
defended by the knight
on b8 and the black 2
b- and d-pawns.
However, none of
these potential
captures is possible
until black responds
to the check from
the queen.

The knight was the


piece that moved, but
it is the queen that
gives check.
If black retreats the knight, the following will h appen:
. . . t2Jf6 t2Jc6+.
Double Check A double check occurs when a discovered check is combined
with a second check by the moving piece. There is only one way to respond to a
double check: the king is forced to move. The following position occurred in the
game Reti-Tartakower, Vienna 1 9 1. 0, and features one of the most famous double
checks in chess history. The final position is known as Reti's mate.

Board

The queen will be


sacrificed in order to
set up a double check.

Black's knight has j ust captured


a white knight on e4.

The king is being


Board
2
checked by the rook on
dl and the bishop on g5.
The king must move and
has only a choice of
poisons: . . . c;t; c7
�dB# or
weB .M dB#.
In the actual game he
chose the former.
1 2s 11 27 TA GTI G S
Sacrifices
A sacrifice is an intentional loss of material. Sometimes a sacrifice is merely
temporary. A stock sacrifice is one where the outcome is both favorable
and familiar.

Classic Bishop Sacrifice Gioacchino Greco


( 1 600-c . 1 634) recorded this sacrifice type in 1 6 1 9 . The bishop
is sacrificed on h 7 to facilitate an attack on the enemy king.

This pawn has driven a


knight away from f6 and
the defense of the king.

This knight is ready to join


in the fun by hopping to g5.
That will also clear a line
for the white queen.

White intends to play


V/ih7#. Notice that
. . . . .ti ea fails to
V/ih7+ \tf8 'iYh8#.

Black is not saved by


capturing the knight on g5
because the pawn would
recapture. That would open
the h-file for the rook on
h1. For example:
. . . � xg5 hxg5 f6
g6 and 'iVh8# is
unstoppable.

White continues by playing 'iYh5.


Lasker's Sacrifice Emanuel Lasker ( 1 8 6 8- 1 94 1 ) played this sacrifice in a
game from 1 8 8 9 . It is also known as the Double Bishop sacrifice.

Black has captured a piece


on h5 with his last move,
and probably expected
Lasker to play 'i¥xh5.
Instead, Lasker played
it xh7+ � xh7
�xh5+ � g8 i.,xg7
�xg7 � g4+ � h7
. l:r f3.

This is the position that Lasker reached.

The bishops
have robbed
the king of
his pawn
cover.

on to win after
. . . e5 rl: h3+ �h6
. l:r xh6+ � xh6
Board
2
'i}fd7.
1 2a 1 1 29 TAGTI G S / S A G R I FI G E S
Permanent Sacrifices A permanent sacrifice occurs when the goal is
not to recover the material in the short run. It is usually made in order to secure a
lasting strategic advantage. Many gambits involve permanent sacrifices. The
Milner-Barry Gambit, a variation of the French Defense, is an example.

Board
1
This move signals white's
willingness to part with the
d-pawn in return for speedy
development.

The following moves


introduce the Milner­
Barry Gambit:
e4 e6 d4 d5 eS cS
·

c3 Cbc6 t2J f3 'ifb6


itd3.

If black can Black's kingside is completely undeveloped, and


survive until the castling on the queenside would be very risky
because of the many open lines. Board
2
ending, this extra
pawn will
represent a huge
advantage.

The queen has


captured a pawn,
but may find
herself harassed
by white's minor
pieces.

Here is what can happen


if black accepts the gambit:
. . . cxd4 cxd4 itd7
ct:lc3 ct:l xd4
Cb xd4 'ii x d4 0-,0.
Temporary Sacrifices The temporary sacrifice expects immediate
returns. There is always some means of regaining the lost material-often with
dividends attached. One such temporary sacrifice occurred in the game
Feliciano-Eade, 1 9 80.

Board
Black has just
1 sacrificed a knight for
a pawn. The sacrifice
is only temporary.

The game began:


e4 e6 d4 d5 t2Jc3 t2Jf6 • .i.g5 .i. b4 e5 h6
� d2 .i. xc3 .i. xc3 ctJ e4 .i.b4 c5 dxc5 tLl xf2.

Board

The queen checked


2
the white king from h4
and then captured the
bishop on b4. What
started as a sacrifice
of knight for pawn has
ended up as a trade of
the knight for bishop
and pawn. The
temporary sacrifice
has resulted in a net
gain for black.

White has to take the knight, but black recovers the


piece easily: -�xf2 �h4+ .g3 'i'Vxb4.
1 30 /1 3 1 TACTI C S/ SA C R I FI C E S
Clearance Sacrifices When your own pieces are preventing you from
carrying out a winning maneuver, you might consider a clearance sacrifice. The piece
that's gumming up the works is j ettisoned overboard to make room for a more
opportunistic one. Here's a position from Salov-Ehlvest, Skelleftea 1 98 9 .

Salov noticed that the knight is


ea =� is winning for preventing him from playing
white, but Salov found an M d8, which would allow the
even prettier continuation.

Board

The knight is sacrificed in


order to clear the d-file for
the rook. . . . .l:r xe8
J:I d8 allows white to queen
the c-pawn.

This position was


reached late in
the game.

Board
2
Queen Sacrifices Any piece may be sacrificed with
the exception of the king. Queen sacrifices, however, are a
special case, because the queen is so powerful. It takes quite a
lot to make up for the absence of the queen. Although it is
possible to sacrifice the queen in order to obtain other
objectives, mate is the usual goal.

White wishes to play


�h7+, but the
square is guarded by
Board the knight on f6. Note
tha� after ;a xf6
gxf6 the black queen
now guards h7.

The queen is
under attack by
the knight on f6.

In this position, Board


the black king is
vulnerable to a 2
queen sacrifice.

The bishop
supports the The queen is
pawn on h7. sacrificed in order to
open the f-file and
transfer the pawn
from g6 to h7. This
forces the king into
the corner where it is
easily checkmated.
White can play �h7+ regardless:
'iVh7+ CZJxh7 gxh7+ �h8 .ll f8#.
1 32 t1 33 TAGTI G S
Combinations
A sequence of moves designed to carry out a specific objective is called a
combination. Combinations usually rely on tactics in order to achieve the
objective, and often contain sacrifices. There are many combinative themes
that reoccur in chess . Every strong chess player has the ability to recognize
these combinative patterns.

Deflection Deflection is a very common tactical


theme. As the name suggests, deflection distracts a This knight is defending
piece away from its primary responsibility. the black queen and the g8
square. If it can be forced
to move, the queen will
be lost.
Board
1
The check forces
black to capture the
rook with the knight.
The black queen
would be lost after
. . . C2J x g8
V;Wxc6.

In this position, the


black knight is
doing two jobs.
This makes deflection
a possibility.

Board White plays:

2
Destroying The Guard Sometimes
a single piece is holding a position together.
A sacrifice in order to capture that piece often
pays dividends. The following example arose in
The rook is attacking the the game Smyslov-Lilienthal, Moscow 1 94 1 .
queen and will capture
white's rook if she
simply retreats.
Board
I

The black rook is


defended by both
these pieces.

One of the rook's The queen is


defenders has immune to capture.
been destroyed.
. . . 'i¥xd6 Board
2
l::1:, xe8+
followed by mate.

Black cannot
capture the rook
either, because of
the back rank
weakness:
. . . l:r xe1
�f8#.
1 34 / 1 35 TACTI C S / C O M B I NATI O N S
Overloading A piece
can sometimes bite off more Board
than it can chew by doing
too many things at once. 1
You can exploit an
overloaded piece by forcing it
to abandon one responsibility
in order to address another.
Black overloaded a white
piece in the game
Drimer-Pomar, Leipzig 1 960. 4

In this diagram, black


overloads the white rook.

Black has just played the This rook is now overloaded. Its
rook to cl , even though it primary job is to defend against the
can be captured. threatened checkmate on g2, but it
also has to protect the queen.

Board
2 The rook must
capture the
bishop, but in
doing so will give
up its defense of
the queen.

White has to take the rook, since otherwise the bishop


is lost: �xc l � xg2+.
Decoy A decoy is used to lure a piece to
a poisonous spot. The lure is usually a
sacrifice that must be accepted.

' If white can lure the black


queen to this square, it would
set up a knight fork on f6.

Board
1
An immediate
CZJ f6 + is met
by . . . <J;rf7,
where white has
no follow-up.

White can use a decoy here to win the black queen.

The queen has


White sacrifices the rook to decoy the
Board queen to the fatal square: been decoyed to

2 .l:i. e8 + � xe 8 . ea, where it is


vulnerable to
a fork.

The knight will


move to f6 with
check. Once the
black king moves,
white will capture
the queen.
1 36 /1 37 TAGTI G S / G O M B I N ATI O N S
Interference
Interference occurs when The white bishop
you force your opponent's
Board blocks this pawn's
forces to block themselves.
Pieces that were formerly
1 advance.

cooperative turn into their


own worst enemies.

Board
2 The white rook
prevents this pawn
from queening.

The bishop's move


causes white's
pieces to interfere
with one another.
If @) � xd6
d1 =Wit wins for
black, and if
" .M xd6 h2

unable to prevent
Black can force white's pieces to one of the pawns
obstruct each other by playing from queening .
. . . �d6.
Windmill The windmill (or see-saw) is a deadly
combination of checks and discovered checks. A helpless
king is forced to toggle between two squares while his
army is demolished. The king is in check
and must move to h8.

Once the king moves


to h8, white's rook will
be free to move, giving
a discovered ch'eck
from the bishop on e5.

The bishop and rook


alternate checking the
black king.

Board Trapped in the corner, the black king is


vulnerable to a windmill combination.
1
The king has been
The rook was free to forced to move back
capture everything in and forth from
its path. h8 to g8.
Board
2

Here is the windmill


in action:
. . . �h8
l:r xd7+ �g8
l:r g7+ �h8
ll xc7+ �g8
.l:i. g7+ �h8
l:r xb7+ �g8
l:r g7+ �h8
l:r xa7+ �g8 .
3
1 38 / 1 3 9 TAGTI G S / G 0 M B I N ATI 0 N S
X-ray The X-ray tactic exploits a player's control over a
square which appears to be controlled by the opponent's
pieces. It can be quite a shock to see a piece settle on a square lt may seem as
you considered off-limits. though the black
rook controls this
square, b ut it is
If the rooks are traded, black actually controlled
would have a good game. by the white rook
due to an X-ray
attack.

Board

In this position, black is vulnerable on the back rank.

The rook is forced


to capture the
queen, but is
captured in return
by the white rook:
� f8 + l::i, xf8
· , 1: xf8#.

Board
2
Zwischenzug A German word
normally translated as an " in-between
move . " It is a move played instead of a
seemingly forced one. The natural The bishop i s now
capture-recapture balance is disturbed, under attack from
as in this example from Fischer-Byrne, the knight on c6.
New York 1 965.

Board
1
Fischer has just
captured a knight
on c6, and almost
certainly expected
Byrne to
recapture with
the b-pawn.

In this position, Bobby Fischer


overlooks a zwischenzug.
The bishop move
Board
2
creates a mating
threat on h2
(�xh2#), which
cannot be ignored.

winning material
and eventually
the game.

Byrne finds a zwischenzug that saves the bishop:


. . �d6.
.
1 40 /141

Section 7 : P O SITI ONA L


C 0 N SID E RATI 0 N S
Factors that are more strategic in nature are
often referred to as positional
considerations. These are the building
blocks of chess mastery.

Open Files If there are no


pawns on a file, it is an open file.
The easiest way to activate a rook
is to create and control an
open file.

Board
1
This rook is free to move
along the entire d-file.

In this diagram, the white rook is on an open file.


The rook has used the d-file
to successfully invade
black's position.

This pawn is under attack. The


defensive try -�·· . . . b6 allows •
ld xa7, so white must win one
pawn or the other.

White's rook enters black's


territory along the open
file: �j ld d7 ld b 8 . ld c7.
Doubled Rooks The struggle for
control over an open file has determined Black's rooks can never
the course of many a game. One way to contest the d-file, and are
establish control is to put both rook s on doomed to passivity.
the same file. This is called doubling.

White controls the


only open file. The
rooks are doubled on
the d-file.

This diagram illustrates the


idea of doubled rooks.

Tripling When you add the queen to the same


file as the doubled rooks, you get tripling.

The knight's future is grim.


1 lt cannot move or the rook
on eB will be lost.

The queen can be


in front of, behind,
or in between the
rooks, and it is still
called tripling.

This diagram illustrates the power of tripled pieces .


1 42 /143 P O S ITI O N A L C O N S I D E RATI O N S
The 7th Rank If your rooks can successfully invade
the enemy position along the 7th rank, you will usually
A rook on the 7th may
secure a significant advantage. Pawns that remain on their
attack pawns that
original squares become sitting ducks, and the king may
have remained on their
often be trapped on the 8th rank and vulnerable to attack.
original squares.

Example 1: The Board


white rook
in this diagram
dominates the
7th rank.

Board
2
may be able to trap
A rook on the an enemy king
7th also generates along the edge of
mating threats. the board, making
checkmate easier.

The king now takes over the responsibility of


Board controlling the 7th rank. The black king has

3
no escape.

The rook
delivers
checkmate:
J::!: d8#.

5
Exam.ple 2: Doubled rooks on the 7th
can be even more dea dly. Whoever The doubled rooks allow white to move one of
moves first in this position wins. them away while still controlling the 7th rank.

Black threatens an
immediate mate by
either . . . 1'l c l #
or t\) . . . :S: el #. lt is
a bit more complicated
if it is white's turn
to move.

Board

In this diagram, both sides have


managed to double their rooks on
Board the 7th rank.

rook for two of black's.


Doubled rooks on the
7th are no guarantee
of victory, but they are
very powerful indeed.

White can win by playing M h 8 + M e8 M xe8+ �xe8 M xc8+.


1 44 /145 P O S ITI O N A L C O N S I D E RATI O N S
Luft The word luft is short for the German word luftloch,
which translates as " airhole. " In chess terms the word means
escape square. It applies most commonly to the castled king.
If there is any vulnerability to a back rank mate, creating
luft by moving one of the pawns in front of the king is a
wise precaution.
The king is
vulnerable to a
back rank mate, Board
1
This pattern typically
appears after white
castles kingside.

Board
2
This is one way
to create luft.

This pawn move creates luft via f2, but is


less desirable, because it also opens a line
of attack against the king.

Board
3 This is another way.
The Two Bishops If you have both your bishops, and your opponent does
not, you are said to have the advantage of the two bishops. It must be pointed out
that this advantage exists primarily in open positions. The value of the knights
increases in closed positions, when the bishops' mobility decreases. However, it is
easier to open a game than close it, and the two bishops represent an advantage
more often than not.

The black knights have


been immobilized by
the bishops. They
wm be captured if
they move.

The bishops can cover


a lot more ground than
the knights can.

Example 1: This diagram


shows how the two
bishops can dominate
a pair of knights.

In open positions the


bishops can attack or
provide support from a
distance. Knights have
to work at close
quarters in order
to be effective.

Example 2: In this position,


the two bishops are more than
a match for a rook and
two pawns.
1 4& /147 P O S ITI O N A L C O N S I D E RATI O N S
Blockade One of the knight's best attributes is its ability to blockade or
prevent a pawn's advance. Pawns can only move forward and are unable to attack
the square in front of them. If a pawn cannot move, it may hamper th� mobility of
the other pieces.

The knight blockades white's


extra pawn, but it is also free
to move if an opportunity White has an extra pawn,
Board presents itself. but it cannot move and it
interferes with the bishop's
mobility. White cannot
make any progress in
this position.

This pawn is blocking


the advance of black's

Board

This diagram
2
shows a typical
blockade.

The knight was sacrificed in order to


Black can take advantage remove the g-pawn's blockader. The
of the blockade: pawn now has a free path to its
. . . 'Ll xf3+ gxf3 g2 . queening square .
The Bad Bishop If your pawns are on the same color
squares as your bishop, they may restrict its mobility. Since
a piece's power is directly related to its mobility, an immobile
The queen is bishop is worth less than a mobile one, and is termed a
attacking the bad bishop.
pawn on a2 in
order to provoke
it to move.
Board
Alekhine is driving
it from a light­
colored square to
a dark one.

The pawn cannot


be defended and
must advance.
�� b3 fails to
. . . axb3
t;�axb3 'if xb3.
Exalnple 1 : This position is from the game
Tylor-Alekhine, Hastings 1 93 6 .

Board
2
The pawn is
attacked by both
the bishop on d4
and the queen on
c2 and must fall.

This bishop is
merely a passive
White is forced to move the a-pawn to a black
defender.
square, permanently blocking the bishop:
�� a3 b3 •�W e4 �c4 (t �e l 'i¥c2
�� f4 �c5+ . � h l � d4.
1 48 /149 P O S ITI O NA L C O N S I D E RATI O N S
The Bad Bishop continued
Example 2: If you must place your pawns on the same color as your bishop, try to
make certain that the bishop is in front of the pawns and not behind them.
The following configuration may be quite acceptable:

Board
I
The bishop is in
front of the pawns
and still has
good mobility.

Board
2

This position
This bishop's mobility is severely limited. White is much less
should try to place the pawns on squares of the favorable for
opposite color, or keep the bishop in front of the the bishop.
pawns of the same color.
Levers Levers are pawn moves which help to pry open a
position. Since pawns cannot attack the square in front of
them, they need assistance in combating hostile forces
positioned there.

Example 1: Levers are useful tools whenever a position is


blocked by pawns.
The g-pawns are also
Board fixed, but white's
g-pawn has an ally.
I
The c-pawns are
fixed in position.

By advancing to f5
from f4, the
f-pawn acts as
a lever. lt will
pry open the
g6 square.

Board
2
a b c d e h

White uses
a lever:
f5 gxf5 .
1 50 / 1 5 1 P O S ITI O N A L C O N S I D E RATI O N S
Levers continued
Exam.ple 2: This position Board
occurred in a game
Furman-Ribli, Lj ubljana
Portoroz 1 975.

This pawn is preventing


the black rooks from
penetrating into white's
position. What can black
do about it?

This pawn challenges


white's d-pawn. If the
d-pawn moves or is In this position it is black's turn to move.
captured, black's rooks
will control the d-file.

Board
2

. . . c5.
Key Squares Some squares assume more importance than others during the
course of the game. The struggle for control over such squares often dictates
subsequent play. When key squares can be controlled by one player's pawns
and not the others, they are called outposts. Knights in particular relish outposts
and gain considerable strength when posted on one.

This square cannot Board


be attacked by
black pawns. lt is
a safe haven for
white's pic::es.

This pawn helps


control the d5 square,
discouraging black
from playing d6-d5.

Example 1: This diagram shows


an example of an outpost. The bishop can
The knight
never challenge
occupies the
the knight's
outpost and
dominating
cannot be
position.
driven away.

Board
2
White places the knight on the outpost:
1 52 /1 53 P O S ITI O NA L G O N S I D E RATI O N S
Key Squares continued
Exam.ple 2: Undefended squares in your position are like
having a hole in one's protective armor. In fact, these squares ·
are often referred to as holes. If the pieces and pawns are Most of black's
especially poorly coordinated, they may result in what is pawns have been
called a weak color complex. The following position occurred fixed on light
in the game Bernstein-Mieses, Coburg 1 904. squares. They
cannot protect
against an
invasion along
The bishop cannot the dark ones.
defend the weak
dark squares.

White has placed his


pieces on dark
Board
squares, where they
are nearly immune
from capture.

Black will not be able to


defend both pawns.
Board
2
Black's pieces are so
poorly coordinated
that the king can
march deep into
enemy territory and
remain safe.

White's king invades:


�f6.
S ection 8 : PAW N S
The course of a game of chess is strongly
influenced by the pawns. The general
structure of the white and black pawns
determines the strategy of the game, while
particular strengths and weaknesses of
individual pawns can be exploited for
tactical or strategic advantage . '

Pawn Formati ons


Correct conduct of the game is often determined by the arrangement of
pawns . Certain pawn formations have become so well known that chess
players have given them names. The best strategies for both sides facing
these have been worked out over time. There is plenty of individual
variation from game to game, but general strategic ideas remain constant.

The Fianchetto Fianchetto (pronounced This is not a


fyan-ket-to ) is an Italian word which means "on the
fianchettoed bishop.
flank. " In chess terms, the word applies to a
particular pawn and bishop formation. The
formation has strengths and weaknesses, but has
become a mainstay in modern chess play. This is a fianchetto
formation.

The fianchetto
positions the bishop
on one of the longest
diagonals. In this case
it is the h1 -a8
diagonal.

Example 1 : This
diagram shows
a fianchettoed
bishop .
1 54 / 1 55 PAW N S/ PAW N FO R M ATI O N S
The Fianchetto continued
Exam.ple 2: The fianchetto formation The king is often safe behind the fianchetto
can be a tough nut to crack. It is formation.
usually safe to castle behind it, as in
Board 1 .
Board

The absence of the


Board bishop makes

2 penetration on the
dark squares possible.

However, if the bishop


is missing from this
formation, the king
may be in danger.
If the bishop is
captured, the
fianchetto pawn
structure can become
weak, as in Board 2.

Board
1
l t makes sense for
white to trade dark­
squared bishops in
this situation in order
to weaken the squares
around the black king.

Exam.ple 3: This position shows a typical method of


exchanging off the fianchettoed bishop.
Board
2
If the fianchettoed
bishop is missing, try
to open additional
lines against the
enemy king.

This is the situation after the moves:


� xg7 � xg7 . h4 .

Black should try to


prevent the pawn's
advance, perhaps by
playing h7-h5 earlier.

White will try to pry


open the g- and h-files
by exchanging pawns.

Board

Now white can attack the weakened


3
king with the g- and h-pawns. r.- See
pp. 80, 8 3 , 8 5 , and 92 for more
examples of fianchettoed bishops .
1 5& / 1 57 PAW N S/ PAW N FO R M ATI O N S
King 's Indian Formation The King's
Indian relies on an early kingside fianchetto by
black. It has become one of the most popular and White usually tries to
reliable defenses to d4 . secure a spatial
advantage.

Board

Generally, black will try to attack on the kingside by


advancing pawns and opening lines.

Board
2 White will try to eliminate the
black d-pawn, allowing the
pawn on d5 to advance.

Black will try to open and


exploit the g-file.

This is how the pawn


structure might develop .
_. See p . 8 3 for more
examples of typical King's
Indian pawn structures.
Dragon Formation Naming conventions in chess are at
times eccentric. For example, the Dragon was named after a
constellation of stars. It too relies on a kingside fianchetto.

Board

Black will use the long diagonal


to attack white's queenside.

Black will try to


pressure white along
the c-file.

Board
2 Here black's pawns are in the Dragon formation.

White will often try to open


lines against black's
kingside by advancing the
f- and g-pawns.

This diagram shows one way for white to


attack the Dragon formation . .- See p.66
for more about the Sicilian Dragon .
1 5B t 1 59 PAW N S/ PAW N F O R M ATI O N S
The Stonewall The Stonewall is the descriptive term for a pawn formation
that serves as a barricade in the center. Once the central pawn formation is
established, an attack on the wing typically follows.

The d-pawn is supported by


both the c- and e-pawns.

In this diagram, white's


pawns are in the Stonewall
formation. (.- See p.90 for a
typical Stonewall in the
D utch Defense.

The Double Stonewall When both sides employ a Stonewall formation


maneuvering room is difficult to come by.

White's pawns occupy the dark


squares, while black's pawns prevent
white's pieces from occupying light
squares. Piece mobility is at a
minimum.

Since the central pawn


formation is fixed, attention
usually turns to the wings.
White, for example, may try
to pry open the position by
advancing and exchanging
the g-pawn.
Here, both white and black have chosen the
Stonewall formation.
Advanced French

Black will try to eliminate white's d-pawn, which


will in turn weaken white's e-pawn.
White's e-pawn
cramps black's
position. Black will try
to undermine and
destroy it.

Board
1

This formation is extremely common in the


French Defense.
Board
White has successfully maintained the e-pawn
and will have a spatial advantage. 2

Now this pawn may


only be attacked by
pieces. lt should be
relatively easy to
defend it.

If white's plan is successful, this pawn structure may arise.


r.- See p.69 for more examples.
1 60 / 1 6 1 PAW N S/ PAW N F O R M ATI O N S
Closed English White tries to control the d5
square by a combination of a kingside fianchetto and the
c-pawn. If black does not contest the d5 square the
position in the center may remain closed for some time.

Black can counter by


trying to control and
occupy d4 in return.

Combined with the


kingside fianchetto,
white tries to control
d5 with the c-pawn.

Board Here is a typical Closed English structure.

Board
2
Black often plays f5-f4 in order
to attack on the kingside.

White often expands


on the queenside,
which makes the
kingside fianchetto
even more effective.

As the game progresses, the pawn structure might


develop like this.
Caro-Kann and Slav Formations In these formations white has
a pawn on d4, and black tries to prevent its further advance by controlling the
d5 s q uare.

Black can use the


half-open d-file.
Board
White has a slight
spatial advantage in
both formations.

White still has the


c-pawn in the
Caro-Kann formation.

White has the


half-open e-file
to work with.

This is the basic form of the Caro-Kann formation.


r.- You can see more examples on p. 7 1 .
Black's formation
remains the same, but
in the Slav formation Board
2
white has the e-pawn
instead of the c-pawn.

White uses the c-file


instead of the e-file in
the Slav formation.

Compare this diagram with Board 1 .


r.-
See p. 7 9 for more o n the Slav formation.
1 62 / 1 63 PAW N S/ PAW N F O R M ATI O N S
The Scheveningen The Scheveningen is one of the more flexible pawn
formations and is seen quite often in the games of the world's best players. Black
has an extra center pawn and active counterplay on the queenside, while white
retains a special advantage and attacking chances in the center and on the kingside.

Black will use the


Board c-file for counterplay.

1 Black tries to use


1 the center pawns to
prevent advances
by white.

The pawn on e4 gives


white an advantage
in space.

This is the basic Scheveningen structure, which occurs


most often in the Sicilian Defense. Board
2
Black will try to play
b7-b5-b4 in order to
open more lines on
the queenside.

White would like to


advance the e-pawn to
e5, driving the knight
on f6 away from the
defense of the king.

This is a typical position involving the Scheveningen


structure .
The Isolated Queen 's Pawn Positions with an isolated queen's pawn
( IQP) arise from many different openings, such as the Queen's Gambit and the
French Defense. It is often unclear whether the isolated pawn represents a strength
or a weakness. If one must passively defend the pawn, it can be a liability.
However, it may also serve as a springboard to attack.

White will try to use the


spatial advantage conferred
by the d-pawn to launch
an attack.

The d5 square is of primary


importance. If black can
prevent the d-pawn's
advance, it may turn into a
liability for white.

Example 1: This is the


fundamental IQP structure.

If black can establish a blockade


on d5, white often drifts into
passivity. The knight cannot be
driven away by white's pawns, so it
can be difficult for white to break
the blockade.

The pawn tends to grow


weaker as more pieces are
exchanged.

Control of the c-file is an


Example 2: This diagram highlights some
important consideration in
of the themes in IQP positions. c.- More
this type of formation.
examples can be found on p. 1 76 .
1 6411 65 PAW N S / PAW N F O R M ATI O N S
The Isolated Queen's Pawn continued
Example 3: The famous game Petrosian-Balashov, USSR 1 974, featured a
successful advance of the isolated queen's pawn, which caused black's position
to fal l apart.

Board

Black probably thought that


the d5 square was under his
control. His queen, knight
on f6, and pawn on e6 all
attack it.

This was the position


reached after the
openmg.

This battery is a powerful


attacking formation.

Petrosian launched an attack by playing:


d5 exd5 Jtg5 l2Je4 11J xe4 dxe4 Board
2
�xe4 g6 . '1Afh4 iVc7 �. b3.
-

White's threat of
.� xe7 and
f)j g5 is very
strong.

The pawn exchanges


in the center have
opened lines. Open
lines favor the
attacker, in this
case white.
Queen's Gambit Declined Black often
chooses to maintain a pawn on d5 in the Queen's Gambit
Declined. The pawn is supported by either the c-pawn or
e-pawn, or in many cases both. The typical pawn
This pawn represents
formation is depicted below.
the key to black's
strategy. lt allows
black to maintain a
strong presence in the
center, specifically by
controlling the light
squares d5 and e4.

Black would like t o b e


able t o control this
square.

Board

Black has the option of


recapturing with the e-pawn or
the c-pawn. Black might be
able to recapture with a piece,
but this would lead to a
weakened center.

When white chooses


to capture cxd5, it is
called the Exchange
Variation of the
Queen's Gambit
Declined.

One option for white is to capture on d5. Board


2
1 66 / 1 67 PAW N S / PAW N FO R M ATI O N S
Queen' s Gambit Declined continued
Recapturing with the c-pawn leads to a symmetrical position. Usually, white
maintains a slight advantage in symmetrical positions by virtue of moving first.

Both sides will try to control


the only open file. If neither
side is able to control the
file, a series of exchanges
may take place. Such

I . exchanges tend to produce


colorless positions often
ending in draws.

This is the pawn structure after recapturing with the c-pawn. Board
3
This diagonal is open, which Blacks can use the e-file to
increases the scope of black's pressurize white's position with
light square bishop. the rooks and queen.

Board
4
Recapturing with the e-pawn
usually produces a more
dynamic game.

The black knights


would love to occupy
this square.

Black can also


recapture with the
e-pawn . r.- See p.76
for another example.
Minority Attack Although in the preceding variation of the Queen's
Gambit Declined the black queenside pawns outnumber white's, they are
vulnerable to a special sort of assault called the minority attack. White will advance
the a- and b-pawns in order to force �lack on the defensive.

Board

This rook is positioned 1


passively, because it has
been reduced to defending
the pawn o n c6.
.

White uses two


queenside pawns to
attack three.

This is a typical way to launch a


This rook is positioned aggressively, minority attack.
because it is attacking along the
c-file.
Black will be tied to
the defense of this
pawn.
This is how the game could proceed:
. �fl axb5 axb5 �f8 8 b xc6 bxc6.

If the c-pawn is
Board advanced and

2 exchanged for white's


d-pawn, black's
d-pawn will become
isolated.

(... Page 7 6 shows a


typical position from
which a minority
attack would be
launched.
1 68/1 69 PAW N 8 I PAW N F 0 R M ATI 0 N 8 -,.--�----����_____,,--- -

Nimzo-Botvinnik Formation This formation is characterized by


pawns on c4 and e4, as well as a kingside fianchetto. White piles up pressure on the
light squares in the center and prepares for expansion on either wing.

These pawns help secure a strong


Board foothold in the center. White will be

1 able to launch operations on either wing


without fear of reprisal in the center.

The main drawback of


this system is the lack
of control over the d4
square. Black should
try to exploit this.

This is the basic Nimzo-Botvinnik formation.

Board
2 This knight has made a long
trip (f6-e8-c7) in order to
go to e6. From there it will
exert even more control
over d4.

Black can counter


this formation by
controlling and
occupying d4.

This position is typical of the Nimzo-Botvinnik pawn structure.


The B ayonet Attack The bayonet attack is the term given to a single
pawn's advance against the e nemy king. The pawn charges into the teeth of the
enemy defenses. It may become lost, but its advance often disorganizes the
opponent's defe nders and paves t�e way for the troops that follow. This position
occurred in the game Alekhine-Weenink, Prague 1 9 3 1 .

White has just player!


g2-g4. This pawn is now
threatening to disrupt
black's kingside defenses by
advancing to g5.

Board

White launches a bayonet attack.

The game continued:


" ' �d6 0�� g 6 bt:f8 g5 ,

Black cannot capture the


pawn without loss of
material. The kingside
defenses will be shattered
after . gxh6.

Board
2
1 70 / 17 1 PAW N S
Strengths an d Wea knesses
As with everything else in chess, weaknesses are relative. An isolated pawn on
the 7th rank poised to become a queen can hardly be called a weaknes s .
However, assuming all things to b e equal, weaknesses i n pawn structure can
have a telling effect upon a game's outcome. These weaknesses become ever
more influential as the game progresses toward its ending.

Pawn Chains When two or more pawns are connected


Capturing the white diagonally, they are called a chain. A pawn chain can be very
d-pawn would powerful, because it can restrict the mobility of en emy pieces and
transfer the base to pawns. However, the base of the chain is its weakest link.
d4, but it would not
destroy the chain.

This is the base of the pawn


chain f7, e6, and d5.

This is the base of the pawn


chain c3, d4, and e5.

Once its base is destroyed


the former head of the chain
becomes easier to attack.
This diagram shows two p awn
By attacking the chains.
pawn chain at its
base, black is able Board
to destroy it. If
cxb4 cxd4 then the 2
chain is destroyed.

r..- Pawn
chains like
Black attacks the this are
base of the white typical of
pawn chain: the French
. . . b4 ! Defense
(p . 6 8 ) .
Pawn Islands
\Y/hen groups of pawns The b- and c­ The f- and
are separated from one pawns constitute e-pawns are
another they are called one island. another.
pawn islands. " Less is
more " in this case, where
the side with fewer islands
is usually stronger.

Board
1

The knight attacks This diagram illustrates the concept.


one pawn in each
island, and one of
them must fall.
Board
2
1 72 / 173 PAW N S / STR E N GTH S A N D W EAK N E S S E S
Pawn Maj orities Healthy pawn maj orities
constitute a potential advantage because they may
be used to create a passed pawn. Simply the threat
of creating a passed pawn may be sufficient to
Black has a crippled pawn
force the opposition into passivity.
majority on the queenside­
the doubled pawns make it
hard to create a passed pawn.

White has a four


versus three pawn
majority on the
kingside.

Board

r.-This pawn structure often occurs in the Berlin Defense of


the Ruy Lopez (p.52 ) . Board
2
If black were to somehow
succeed in exchanging
c-pawns in Board 1, the
result would be a three
versus two pawn majority
on the queenside. A three
versus two pawn majority
is slightly preferable
to four versus three
because a passed
pawn may be generated
more quickly.

White's advantage is on the kingsi de, while black' s is on


the queenside .
Passed Pawns A passed pawn is a pawn with no
enemy counterpart in its path, either on the same file or
on adjoining files. The advance of such pawns can only
be prevented by enemy pieces . Pieces tied down by a
pawn are rarely at their best.

The king will be forced to


the a-file in order to stop
the pawn. This will free the
white king to gobble up
black's kingside pawns.

This pawn is passed.

In this position, ma terial is equal but white has a


passed pawn.

Play could continue:


Board a5 cif b5 �d5 � xa5 �e6 f5 gxf5 gxf5

2 � x f5 �b6 �g6 �c7 - \t>xh6 �d7


· h5 �e7 �g7 .

White wins because


the pawn has a
protected path to its
queening square.
1 74 / 175 PAW N S /STR E N GTH S A N D W EA K N E S S E S
Outside Passed Pawns
Passed pawn s on the a- or h-files are also called outside passed pawns. Th ey are
especially useful for distracting enemy pieces. However, they do have one serio us
drawback . They can not, by themselves or with the aid of a king, drive an enemy
king away from their queening squares.

This pawn cannot force


Board its way to the queening
In this case, being square. The game is
trapped on the edge of
the board is an
1 a draw.

advantage. The black king


has nowhere to go. lt
cannot be checkmated,
only stalemated.
This diagram
illustrates the
weakness of an
outside passed
pawn.
Board
2a

The pawn's
advance
stalemates black.
The game is a
draw.

Board
3 3 White can
advance the pawn
one more square:
•r h7.
Protected Passed Pawns A passed pawn
that is defended by another pawn is cal led a protected This pawn is a
passed pawn. The strength of the forward pawn is s till protected passed
determined by its mobility, but it is at l east relatively pawn. The white king
imm une to capture . cannot capture it.
However, if it
advances it will
be lost.

Board
I
This curio us position
arose in the game
Siff-Eade, USA 1 9 84.

The king cannot capture Whichever of these two pawns advances will turn into
the b-pawn, because a protected passed pawn. The black king cannot
black would then queen capture the pawns, but it can blockade their further
the c-pawn. lt is a advance. This is also a standoff and the game was
standoff. agreed drawn.

Black's d-pawn is a
protected passed
pawn.

White has immobilized


the protected passed
pawn, sapping it of its
power.

Board
Protected passed pawns are not always significant,
as thi s position shows. 2
1 76 /177 PAW N S / STR E N GTH S A N D W EA K N E S S E S
Isolated Pawns A pawn is considered isolated when there are no pawns
of the same color on adj oining files. If isolated pawns come under attack, they may
constitute a weakness, because they have no neighboring pawn to assist in their
defense . The square immediately in front of an isolated pawn cannot be attacked by
other pawns and may become a nice perch for an enemy piece.

This rook is preventing


Board
the advance of the
pawn. This is called
1
a blockade.

This pawn is isolated.


lt has come under
attack by the
black pieces.

White's pieces have


been reduced to
defending the b-pawn. In this position, white has a passed pawn, but it is also
isolated.

Once a blockade is
Board
2
established, the other
pieces are free to
wreak as much havoc
as possible.

The knight is an ideal


blockader, because it
loses none of its
power and cannot be
easily driven away.

The passive nature of white's position allows black r

reorganize and apply pressure elsewhere.


An advanced isolated pawn might be a horse of a different
color. If it is well supported it can tie down the enemy pieces
in a desperate bid to halt its advance.

The rook is preventing Board


the advance of the
b-pawn, but it cannot 3
move away.

The rooks are


supporting the
b-pawn. They guard
against its capture
and will allow it to
queen if the rook
on b8 can be
deflected away. This position is similar to that of Board 1 , but white's
b-pawn is much further advanced.

Board

Simply by attacking
4
the blockader, white
wins material.

If black had used the


knight to blockade the
b-pawn instead of the
rook, there would be
no loss of material.
1 7& / 179 PAW N S/ STR E N GTH S A N D W EA K N E S S E S
B acltward Pawns A backward pawn is not technically isolated, but it has
been left behind by its peers. Its a dvance cannot be supported by neighboring
pawns. Although no er,emy pawn stands directly in its path, its advance is
constrained by one on an adjoining file. Backward pawns were considered serious
weaknesses by the classical school, but that evaluation has changed . In particular,
a well-timed advance of the backward pawn can cause a fair amount of havoc.
Consider this variation of the French Defense:

Board

Black's e-pawn is a
backward pawn.

The square in front of


the pawn is of
particular importance.
By definition no black
pawn can attack it.

This position arises from a game beginning: £2J d2 {iJf6


e5 tt:Jfd7 1L.d3 c5 c3 0"Jc6 c?J e2 'fi'b6
·. exf6 (ZJxf6 0-0 �d6 · a3 0-0 b4.

Board
2
White failed to
establish control over
the e5 square allowing
the backward pawn to
advance.

Black now plays:


. . . e5.
Hanging Pawns The term .refers to a pawn island consisting of two united
pawns on half-open files. One of the p awns must be on one of the four central files.
Hanging pawns occur most commonly on the c- and cl-files. They may be strong if
they are mobile and help to control key central squares. However, if one of the
pawns advances, the trailing pawn may become backward and weak.

The squares attacked


by these pawns
usually play a pivotal
role in determining
whether the hanging
pawns are strong
or weak.

White's c- and
d-pawns constitute
hanging pawns.
Excunple 1: This is a typical hanging pawn structure.

A wing pawn is frequently used to attack hanging pawns. An


exchange will leave a lone isolated pawn. If the attacked pawn
advances instead, both pawns may get blockaded.

If one of the pawns


is forced to advance,
the trailing pawn may
become backward.
White's d-pawn has
been blockaded,
forcing white to use
pieces in order to
defend it.

Excunple 2: Thi s position shows what can happen if one of


the hanging pawns advances.
1 8D t 1 8 1 PAW N S / STR E N GTH S A N D W EA K N E S S E S
Hanging Pawns continued
Exam.ple 3: Hanging pawns may be advanced voluntarily if the right
opportunity presents itself. This is especially true if the pawns are
supporting an attack against the enemy king.

White has just played


d4-d5 opening the a 1 -h8
diagonal for white's bishop
on c3.

The bishop springs to


life after the pawn
advances.

This position occurred in the game Gligoric-Keres,


Yugoslavia 1 95 8 .

The hanging pawns can also be


effective when supporting a knight on
e5, as in this position from the game
Botvinnik-Chekhover, Russia 1 935.

The hanging pawns control


the center, allowing white
to advance the f-pawn in
safety. The further advance
f4-f5 threatens to disrupt
black's defenses.

Exam.ple 4: Here is another example of the usefulness of


hanging pawns.
Doubled Pawns Two pawns of the same color on the same file are called
doubled pawns. Doubled pawns suffer a slight loss of mobility and lose the ability
to protect one another. On the other hand, the side with doubled pawns has an
extra file to work with, and sometimes the doubl�d pawns can control key squares
in ways healthy ones could not.

This pawn cannot be


defended by the
doubled pawn on c3.

This pawn's mobility is


hampered by the
doubled pawn in front
of it.

Example 1 : This position arises from the following


opening:
- d4 1Ll f6.c4 e6 � c{Jc3 � b4 .. a3 i, xc3 + - bxc3 .

Black will be
able to use the
The doubled pawns attack
half-open f-file,
the key squares d4, d5, f4,
but white
and f5. If one of the pawns
was back on the f-file, they
would not be able to
influence the center in the
same way.

Example 2: In this case, the doubled black pawns are effective.


Their influence on the center compensates for any weakness.
1 82 / 1 83 PAW N S/ STR E N GTH S AN D W EAK N E S S E S
Tripled Pawns Tripled pawns are simply three pawns of the same color
on the same file. Doubled pawns happen all the time, but tripled pawns are an
infrequent occurrence. The same issues o f reduced mobility that affect doubled
pawns are even more prominent with tripled pawns. They are relatively easy to
attack, and defending all of them at once can turn into quite a burden. However,
they can be advantageous in certain situations . They have even appeared in game 7
of the World Championship match Smyslov-Botvinnik, Moscow 1 954. Smyslov
had the tripled pawns and still managed to emerge victorious .

This will be a difficult pawn to defend. The


This pawn cannot best bet is for white to lose this pawn while
move forward unless winning a nother somewhere else.
the pawn on c3
moves first.

This position was reached after white's 1 1 th move.


Section 9 : TH E E N DG A M E
A chess game is generally divided into three
distinct phases: the opening, middlegame, and
endgame . Th e endgame is characterized by the
presence of relatively few pieces. The reduction
in material creates a new world governed by
different and sometimes paradoxical laws .

The Acti ve King


You spend the better p art of the game worrying about the king' s safety,
but in the endgame the king becomes emboldened because the danger of a
checkmating attack is much reduced. Many endings are decided based on
little more than which king is the more effective piece .

The white king can The black king looks more aggressive, because
turn the tables, by it is both defending the pawn on d5 and
simultaneously attacking the white pawn on d4.
attacking and
defending as well.
This is an illustration
of the kind of
Board paradox that arises in
the endgame .
1
Board

White will capture the


2
black d-pawn on the next
move, winning easily.

White plays : �c5 .


Zugzwang If compelled to make a move, when all moves are bad (as was the
case for black on the preceding page ) , a player may be in zugzwang. Zugzwang is a
German word that describes the situation where your position is al right as is, but
wi ll get worse if you have to move. You cannot pass in chess, although there are
techniques, such as triangulation (r.- see p . 1 92 ) , that have that net effect.
Zugzwang is not confined to endgames, but it rarely surfaces in any other
phase of the game.

Black to move loses, because White to move only draws,


the king would give up control because � f6 creates
over the f-pawn's queening stalemate and any other move
Board square. loses the pawn.

1
Black will be unable to
prevent the pawn from

Board
2
If black moves first in Board
1 play goes: . . . ci?g7
\t>e 7 .

either, because stalemate is Board


3
only a draw. You hardly ever
want to give up a turn in
the opening or middlegame,
but you often do in If white moves fi rst,
the endgame. the game ends
immediately in a
draw: 1 � £6 .
Pawn Endings
These are sometimes called king and pawn endings, but the kings are a
given. There 's very little material to work with, but the beauty of pawns is
that they can always make more material. Getting a pawn safely to the 8 th
rank and promoting it is the most common winning procedure. Despite
their seeming simplicity, pawn endings can be surprisingly difficult to
master . There are some techniques that must be thoroughly understood
before you can play these endings well.

Rule Of The Square The simplest winning situation i n


a king a n d pawn versus king ending is when th e pawn ca n simply
The king is
queen without help from its own king. There is a quick way to
outside the square
tell whether this is possible. You mentally draw a line from the
and cannot move
pawn to the queening square and then create a square in the
into it on the next
direction of the enemy king. If the king is outside the square on
move. White can
your turn you can queen the pawn safely. However, if it is inside
safely advance
the square, or can move in it before your turn to play, it can stop
the pawn to its
the pawn.
queening square
and promote it.

The h8 square is the


c d e h h-pawn's queening

Board

3
In this diagram, the black
king is one square closer to
the queening square ( h 8 ) .
You must know whose turn it is in
order to know the outcome. If it is
white's turn to move, the pawn can Board
safely advance, because the black
king is outside the square. If it is
2
black's turn to move, black will
move inside the square and
capture the pawn.
1 86 / 1 87 TH E E N D G AM E / PAW N E N 0 1 N G S
Kings First If you cannot simply queen the pawn by
marching it directly to its queening square, you will be forced to
use your king in order to help it advance. The kings will then do
battle for control over the queening square. Both sides will try to
get their king in front of the pawn.

Black controls the queening


Board
square and the game is a draw.
For example, �d6 W d8
c7+ c;;t> c 8 c;it c6 is
This is the
simplest
situation: the
white king is
behind the pawn. Board
2

If the king is in front of


the pawn, the defender
will often lose control
of the queening square.
White wins in this
position no matter
whose turn it is immediately gain control over the
to move. queening square. For example,
. . . � dB c;;t> b7, and the pawn
Things are
will queen. If it is white's turn to move,
different if the
it takes a little longer. For example,
king is in front
of the pawn, c;itd6 c;;t> d8 c6 c;;t> c 8 c7 c;it b7
as here. �d7, and the pawn will queen on
the next move.
Opposition Opposition occurs when two kings face each other in a
showdown where you don't want to be the one to move first. If we move the pieces
back one rank from the example given on the previous page, we can illustrate the
power of the opposition. Opposition is a .form of zugzwang (r..- see p . 1 8 4 ) specific
to kings.

Board The kings are in opposition.


If it is black's turn to move,

If it is white's turn to
move, the position is
You want to a draw.
advance your king
as far as possible
without losing the
pawn.

This is opposition
in its simplest
form: one square
separates the two
kings standing on
the same file.
Board
2
Example 1: This is what happens if
black moves first:
. . . � d7 . . �b6.
Board

The pawn now has a 3


clear path to the
queening square.

Play continues:
. . . �c8 �c6 � d 8
· 'it>b7 'lt> d7 � c5 .
1 88 / 1 89 TH E E N D G A M E / PA W N E N D I N G S
Opposition continued
Example 2: If it is wh ite's turn to move, black has
the opposition and can draw.

Board
1 The white king cannot
secure a ny more territory,
so the pawn must advance.
lt isn't good enough to win.

P l ay starts:
wbs �b7.

Board
2
Play contin ues: c5 �c7 c6 \t! c 8 .

Board
3
White loses the pawn
unless �c6 is played.
However, that produces
stalemate and the game
is a draw.
Fi n a l l y :
'itlb6 Wb8
c7+ �c8.

3
Distant Opposition You have the distant opposition if it is
your turn to play, and there are an even number of squares between
the kings. This applies to files, ranks, and diagonals.

Board
1
There are six squares
between the kings.
Since six is an even
number, whoever is to
move will win.

In this position, whoever is on move has the


distant opposition.

White started with


distant opposition
and turned it into
Play might continue: direct opposition.
'. c;i;:' e2 d:te7 d?e3 We6
�e4.

Black must give


ground and allow
white to penetrate.
White will win after
. . . wts
�f4 W g6
�e5.

Board
2
1 90/1 9 1 TH E E N D G A M E / PAW N E N D I N G S
Waiting Moves Waiti ng moves may occur at various
points in a game, but they can be decisive in pawn endi ngs.
Having an extra pawn move might mean that you can use it
to obtain the opposition.

Black has the opposition, which


Board would be enough to draw versus
king and pawn. White's extra
pawn means that white will win.

Exantple 1: Assume that


it is white's turn to move
in this position .

From Board 1, play


critical moment.
goes: .. \i?e4 c;i?e6· ·

f4 �£6 ·3 £5 �'?£7
st>e5 si?e7 5 f6+ si?£7
6 \i?e6 c;i;_; £8 .

Board
2
We know that � �?f6 would be
stalemate and that the forward
f-pawn would be lost on any other
king move. This is when white's
second pawn wins the game.
Example 2: Even without an extra pawn, an extra
move can turn a draw into a win.

Board
Black has the
opposition, but white
is about to turn

If this pawn were on


f3, the game would
be drawn.

Assume that it is white's turn to


move in this position.

Board
2

Black must give ground.


If . . �e6
. � g5 secures the
win. If .. . �!;? g6 We5 does
the trick.

White has gained


the opposition.

White simply plays:


1 92 /1 93 TH E E N D G A M E / PAW N E N D I N G S
Triangulation Triangulation is useful in pawn endings when it is your turn
to move, but you don't want to move . Unlike other phases of the game, endings
sometimes req uire you to essentially pass the move in order to make progress.
Triangulation is a king maneuver that accomplishes this loss of time.

The king can penetrate and attack white's The white king cannot penetrate along the
pawns if the white king wanders away. a- or b-files, but wants to via c3-d3-e4-d5.
White wants it to be black's turn in this position
in order to force a retreat. This can be
accomplished by triangulation.

Board
1
White moves the
This position king in a triangle:
was published �a3 � b 6
by Walker ·� b2 � a 5 .
( 1 803-1 87 9 ) in
1 84 1. White is Board
to move.
2
As first pointed out by Kling
(181 1 -1 876), white wins as
The king can now
follows: g � c3 � a5
return to b3, when it
� d2 � a4 � e3 � b4
will be black's turn
Board
3
to move.

White's king returns to where it


began, but this time it is black 's
turn to move : a � b3 �b6.

an example of triangulation.
1 92 t1 93 TH E E N D G A M E / PAW N E N D I N G S
Triangulation Triangulation is useful in pawn endings when it is your turn
to move, but you don't want to move . Unlike other phases of the game, endings
sometimes requ ire you to essentially pass the move in order to make progress.
Triangulation is a king maneuver that accomplishes this loss of time .

The king can penetrate and attack white's The white king cannot penetrate along the
pawns if the white king wanders away. a- or b-files, but wants to via c3-d3-e4-d5.
White wants it to be black's turn in this position
in order to force a retreat. This can be
accomplished by triangulation.

Board
1

White moves the


This position king in a triangle:
was published ·f �a3 �b6
by Walker <;;t? b2 �a5.
( 1 8 03-1 879 ) in
1 84 1 . Wh ite is Board
to move.
2
As first pointed out by Kling
(1 81 1 - 1 876), white wins as
The king can now
follows: � � c3 _ a5·

return to b3, when it


� d2 � a4 . . we3 � b4
will be black's turn
Board �e4 <;i;a4

3
to move.
· a3+.

White's king returns to where it


began, but this time it is black 's
turn to move: 3 S'�b3 �b6.

an example of triangulation.
Maj or Piece En dings
The queen and rook are called major pieces, because of their
considerable power. These endings can be especially difficult to play
correctly. You not only have .to worry about a pawn promotion
changing the material balance, but also about king safety.

Queen Endings The queen is such a powerful piece that these endings
are sometimes decided by brute force. Since there is more open space in general
in the endgame and less danger of capture, the queen has tremendous mobility.
The defending side will often look for the possibility of perpetual che'ck (r.- see
draw p . l 9 ) .

The queen is so powerful Black's only hope is to perpetually check


that black cannot blockade the white king, forcing a draw.
the pawn.
Board
1

Black has an extra pawn, but it is meaningless


compared to white's advanced a-pawn. In queen
endings a supported pawn on the 6th or 7th rank
is usually far more important than pawns that are
less advanced.

Exam.ple 1: In this position it is black's turn to move.


1 94 / 1 95 TH E E N D G A M E / M AJ O R P I E C E E N D I N G S
Queen Endings continued
Black's only hope is to keep the white king in perpetual
check.

Black activates the


queen in order to start
checking white's king.

Board
2

The white queen can


Black plays: . . . -,� e 8 . block black's checks
or guard the h-pawn,
but not both. The
game is drawn.

Board
3

White tries to queen the pawn-the only


way to try to win:
h7 "1W e l + � h2 ·�f2+ Black c a n continuously
�g2 �ih4+ �h3 1� £2+. check the white king.
In general, the stronger side's \vinning strategy is to trade
queens u n der favorable conditions and transpose into a
won pawn ending.

White threatens to
queen the pawn on the
next move.

The black queen has


only one good move
that will check
white's king.

Board
1
Exam.ple 2: Here it is black's
turn to move .

Black tries to stop


the white pawn:
. . . � d8+ 2 �tc8+.

The white queen blocks black's


check, while delivering one of her
Board own. Black is forced to play

2
1&rxc8+
• • • r;t x c8, and the
white pawn will queen on the next
move, winning the game for white.
1 9& / 1 97 TH E E N D GA M E / M AJ O R P I E C E E N D I N G S
Queen Versus Pawn on the 7th Rank This is an important
endgame position to understand completely, because games sometimes boil
down to a pawn race for their respective queening squares. If one side queens,
and the other makes it only to the 7th rank, what is the result? The answer is
that it depends !

The winning plan is to use the queen


to force the white king in front of the
pawn, in this case, to e8. Once the
pawn's advance is blocked, you may
advance your king. Keep doing this until The queen can win
the king can also attack the pawn. against pawns on b7,
d7, e7, and g7, but can
otherwise only draw.

Exam.ple 1: It is black's turn to move.

Board
A key winning
maneuver is to pin the
2
pawn to the king in
order to prevent its
advance.

Black begins with: . .. vtlic7.


From Board 2 play continues:
' ," �f8 �d6 @) � f7 1� d 7 � f8 1�f5+
__',

� g7 1�e6 t) � f8 i:V f6 +
' .

The only way to


Board guard the pawn is

3 to move in front
of it. This allows
black a chance to
bring up the king.

Every time white's king steps in


front of the pawn, black's king
Play continues: - �e 8 � d3 .
advances. When the king reaches
the 6th rank the pawn will be lost.
For example:
� d7 � f5+ �c7 >j/ e6
� dB i� d6+ _ �e8 �e4
�f7 � d5+ . �f8 �i,Wf5+
� g7 'kWe6 �f8 'irf6+
cb e8 �? d5 !I � d7 1filie6+
�e8 � d6, and black wins

Board
4
1 9& /1 99 TH E E N D G A M E / M AJ O R P I E C E E N D I N G S
Queen Versus Pawn on the 7th Rank continued
Exaznple 2: If the pawn is on either the c-file or the £-file, the game is a draw.
The defender has an additional trick up the sleeve, by using the threat of stalemate
(r.- see p . 3 5 ) .

I n Board 1 the white king is in check, b u t th is


time it doesn't h ave to protect the p awn.
Board
a b c

The king can continue to protect the


pawn by playing 00 c;t fB, but we know
that this would allow black to advance
the king and eventually win the pawn.
The only other legal move is c;:i?hB.
This saves the draw because of the
threat of stalemate.

Board The game ends : �.:h 8 \�x£7.

2
Exaznple 3: The defender can also draw the game if the king
controls the pawn's queening square, the pawn is on the 7th
rank, and is on either the a-file or the h-file.

The king is in front of the pawn.


The typical winning strategy
would be for black to advance
the king. What happens if black
does that now?

It is black's turn
to move.

Board
1

White has been stalemated.


The game is a draw. Black
cannot advance the king,
and the queen cannot win
the game by herself.

Board
2
2oo 12o 1 TH E E N D G A M E I M AJ 0 R P I E G E E N D I N G S
Queen Versus Rook The queen is considerably more powerful than th e
rook. If there are no pawns involved, the winning strategy is to separate the king
and rook, and pick off the rook with check. Sometimes you ea� use the threat of
checkmate in order to win the rook .

Board The rook would like to check the white king on f8,
but white's queen controls that square.

Example 1: In th is position it is
white s turn to move.

Forcing the king to an edge of the


board usually increases you r
winning chances. Black h a s to
guard against multiple mate
threats.

Board
2
White wins
by playing:
'1/Ud l + l:r e l
�d4.

Board
3
White pins the rook
and will win it on the
next move.
Example 2: If pawns are involved the defending side can
sometimes establish what is known as a fortress. A fortress As long as the rook
is an unassailable position, where the stronger side is unable remains on the 5th
to break down the weaker side's defenses . The result is rank the white king
a draw. cannot help the queen.

The queen cannot penetrate


along the 8th rank or the
h-file. Its only avenue of attack
is along the g-file.

The rook can simply


move back and forth
between e5 and g5.
White cannot make
any progress.

This is a typical fortress. Board

The rook can always block


the queen's checks along
the g-file and force the
queen to retreat. Once the
queen moves away, the rook
simply returns to e5. The
game is drawn.

Board
2
White can try to invade along the g-file: --�- �g4+ .U g5,
but it is to no avail.
202 12oa TH E E N D GA M E / M AJ O R P I E G E E N D I N G S
Rook Versus Pawn Rook versus pawn is an obviou s mismatch except
when the weaker side's king is active, and the stronger side's is nor. A rook is much
less mobile than the queen and can usually only draw if the p awn reaches the 7th
rank. If the pawn is less advanced, the rook may prove decisive if it can trap the
en emy king far enough back.

White must
Board
1
prevent the black
king from
reaching the
5th rank.

Directly attacking the


pawn would only draw.
Both .:t g7 and
1d c4 would be met
by . . . 'it>f5,
protecting the pawn.

It is white's turn to

move.

The rook prevents the


king from making
contact with the pawn.

Board
2
Without protection
from the king, the
pawn will be lost.
Once the king is cut off from the pawn before it reaches the 5th rank, the rook can
prevent the pawn from q ueening. If b lack does not advance the pawn, the white
king will slowly but surely march up and aro und and win the pawn.

Now the rook directly attacks the


pawn, because the king cannot
come to its defense.

The pawn will be


captured immediately
unless it advances.

Board
3
Black therefore has to try to promote the pawn:
. . . g3 £ c3 .

The pawn can reach the queening


square, but the rook will capture
whatever piece it is promoted to.
r.- See Basic Checkmates p.24 for Board
mate with king and rook versus king.
4

The pawn tries to escape :


2o412os TH E E N D GA M E / M AJ O R P I E C E E N D I N G S
The Saavedra Position This is one of the most celebrated chess
compositions first publ ished in 1 89 5 . It is a startling example of how a single
pawn can defeat a lone rook.

When the pawn moves to c7, it will prevent black


from playing - . . . .ld d8. Since white's king
controls c5, black has no way to prevent the pawn
from queening, except to harass the white king
with checks.

The king will need t o keep the


rook from getting to the c-file,
where it could be exchanged for
Board It is white to move and win . the pawn.

Board The rook must continue to check the

2 white king, or the pawn will queen .


.- See l}ueen Versus Rook p.200 for
the winning method.

The king will head for c2, so that it can


prevent further rook checks. lt cannot move
to the c-file sooner because black would play
1:1. d1 followed by . . . 1:t c1 , winning the
• • •

pawn by means of a skewer. ( ,.. See p.1 22.)


Black still h a s one more trick t o play.
Board
3
The pawn does not have to
queen-white can choose any
other piece. If the pawn promotes
to a piece other than the queen, it
is called an underpromotion.

This is black's idea: if


white plays c8= �
then •· · · :a c4+
�xc4 is stalemate .

Play continues: . . . l:l d5+ � b4 :a d4+


� b3 :a d3 + � c2 :a d4.

Board

White is threatening
both 8 :a cl# and
- � xa4. Black
cannot parry both
threats and must lose.

White wins by underpromoting to a rook: f8 c8= M M a4 �b3.


2os 12o7 TH E E N 0 G A M E I M AJ 0 R P I E G E E N 0 I N G 8
Rook Versus Two Connected Pawns It is remarkable that this
ending also has practical value. If you play enough chess, you'll run into this
situation in one of your games eventually. The rule of thumb is that the pawns win
if they reach the 6th rank.

The pawns are under attack, but they are too far advanced. Black does
not have time to capture both. One possibility would be I! b7 l:t hB
·· c7, when black cannot prevent white from making a new queen.
··

White has two Board


connected pawns on
the 6th rank, and also
has the move.

Board
2 because the c-pawn would queen .
. . . I.i hB·b7 is no good either.
White could
play:
c7 .ld. c6 .

Board
3
Now white plays : . b7.
R ook an d Pa wn En dings
If you reach an ending, it will probably be a rook and pawn ending ( usually
j ust called rook endings ) . Rook endings occur about as often as all other
endings combined. A small advantage in these endings is difficult to convert
into a win, which has led to the half-serious claim that all rook endings
are drawn.

Rook and Pawn Versus Rook These are most often won when the
defender's king is cut off from the queening square. If the king can reach the queening
square the win is more difficult, and in some cases impossible. The following
,
diagrams show what may happen when the pawn reaches the 6th rank.

Board

Regardless of who
has the move, this
position is drawn.

If black can establish this


defensive position, white cannot
win if the pawn is on the a-, b-,
Board g-, or h-files.

2
Another
drawn
position.

4
2oa12o9 TH E E N D G A M E/ R O O K A N D PAW N E N D I N G S
Rook and Pawn Versus Rook continued
Exam.ple 3: If the pawn is on the center files (c-, d-, e-, or £-files ) ,
the side with the pawn can win.

Board
White can win 1
this position.

There is now
enough room for
1 the rook to work The rook can protect
on both sides of the king from checks
the board. from the queenside,
but not against threats
on the kingside.

Board
2
White starts by playing: l""- .l::t h7 �g8 .

The king is forced to


e7, and the rook will
be lost.

Board
3 The continuation
is: . . £7+ �£8
: br h8+.
Philidor's Position If the pawn has not yet reached The king has been
the 6th rank, and the stronger side has a less favorable king
able to occupy the
position, it may prove impossible to win. Philidor
queening square.
demonstrated the drawing technique back in the
eighteenth century.

The pawn has yet to


reach the 6th rank.

Black (to move ) can


draw this position.

over the 6th rank and


prevents the white
king from advancing. Board
2
Black must play • . . . .U b6.

Once the pawn h a s advanced,


Board
it can no longer effectively
shield the king from harassing
3
checks.

The only way for white


to make progress is to
play �j£6.

2
21 0121 1 T H E E N 0 G A M E I R 0 0 K A N 0 PAW N E N 0 I N G S
Philidor' s Position continued

Once the pawn advances, the


defender's strategy changes to
checking from a distance:
. . . !;!: b l .

Black will now subject the king to constant


harassment by continuously checking it along
the files. The rook is free to do so because
white has not yet established the threat of
checkmate to keep the black rook confined
to the back rank.

Board
4

If the pawn were still on the 5th rank


white could escape the checks by playing
�f6. With the pawn on the 6th rank,
white cannot escape the checks without
abandoning the pawn. The game is
therefore drawn.

White threatens checkmate, but black defends by giving check : Board


a �g6 l:r gl +.
5
Lucena 's Position This is one of the best-known endgame positions.
It illustrates the winning method in the following type of position.

The problem is that


Board the king is in the way
of the pawn.

The rook has cut the


black king off _from the
queening square.

White has the move. Board


2

White begins by forcing the b lack king to move further away


from the pawn: g e2+ �d7.
2 1 212 1 a TH E E N D G A M E / R O 0 K A N D PAW N E N D l N G S
Lucena' s Position continued
Board

An odd looking move, but 3


;: e4 is the key to winning
the game. The rook will be
used as a blocker to stop
black's checks. The maneuver
is referred to as building
a bridge.

\Vhite now plays:


2 M e4.

Board
4

The rook will try t o harass


the king with checks, but
will not be able to do so
continuously.

Play contin ues: t2 . . �d8


. W g 6 M. gl+.
Board
5
The king is now able to stay in touch
with the pawn and use the rook as a
shield. If .. . ld g2 then ld e5,
intending .M g5, would win for
white.

White's next move


is: � £6.

The king has been


pushed too far away,
and cannot stop the
pawn from queening.

The rook acts as a


shield against further
checks, and the pawn
can queen.

Black tries to keep checking: Board


6
. . . ld fl + �g5 ld gl + l'.t g4 .
2 1 4 12 1 5 T H E E N D G A M E I R 0 0 K A N D PAW N E N D I N G S
Long Side Checking Once you understand the defensive technique of
distance checking along the files (r... see Philidor's Position p.20 9 ) , it is a short step
to realizing that checking along the ranks might accomplish the same end. The
important thing to remember is the rook belongs on the long side of the board .

Short side. Long side.

Board
1
White threatens
hB#.

The king must


move (
:C: d1 e z HB+
g d8 _: l:l xdB+
W xdB ,�· � b7
is a win for
white), but
which side is
This is a typical position. the right side?

The short side is the


right side. Leave the Board
long side for the rook.
2

The correct move is: · . . . �b8.


The rook can use the long side to check the white king away
from the action. The black king remains close enough to lend a
hand when needed.
Board
3 The white rook needs
either to help the
pawn advance or
to block the checks.
lt cannot do both.

lt is good to put as
much distance as
possible between
the rook and the

Board
4

game is drawn.

:J"l: g7+ �c8 @ �c6 �b 8 ( short side) white has made no progress.
2 1 &12 17 T H E E N D G A M E I R 0 0 K A N D PAW N E N D I N G S
Pawn On The 7th " Rooks belong behind
passed pawns," goes the old saying, whether one's
own or the opponent's. Trying to stop a pawn on
the 7th from the side or the front is usually a
mistake. Even when your rook is behind the pawn
Attacking the pawn
there are some tricks to contend with.
from the side isn't the
best strategy.

Example 1: Here is a
typical position .

Board
1
The rook can sacrifice
itself in order to clear
the way for the pawn
to queen. White wins
after ;• . . . � xg8
- · cB='®' + and
�·xd7.

Board
2

White plays :
. a g8+.
Example 2: It is a different story when
the rook is attacking the pawn from Board
behind.

The king is safe on g7


and h7, but should not
move closer to the
pawn, because of a
tactical trick.

If the white rook


moves away, black can
capture the pawn.

Attempting to approach the pawn with


the king would be a blunder:
. . . � £7 ? M h8 .

Board
2

Now . . . M XC7
loses to M h7+
and M xc7. The
king is safe on either
g7 or h7, but not on f7.
2 1 a 12 1 9 TH E E N D GA M E / R O O K A N D PAW N E N D I N G S
Pawn On The 7th continued
If the black king oscillates between g7 and h7 white cannot make any progress.
White can try to defend the pawn with the king, but then the king is exposed
to check.

The king is safe on


either g7 or h7.

The rook checks the king as long as


the king defends the pawn.
otherwise, it attacks the pawn.

The white king is protecting


the pawn, hoping to free
the rook.

Board
3 Board
4

The rook will check the king until it


moves away from the pawn. lt will then
return to c1 in order to prevent the
pawn's advance.
Rook and Multiple Pawns The more pawns there are on the board
the greater the winning chances. Sometimes the combination of active rook and
superior king position can turn a game which looks like a draw into a win. This
is a position from Rubinstein-Alekhine, Karlsbad 1 9 1 1 .

One white pawn is


restraining two of
black's.

White controls the


only open file.

Board
1 White's king is able to
penetrate into black
White has j ust played � h4. territory.

Board
2 Black cannot defend
this pawn, and ended
up losing the game.

The game
continued:
. . . L:!: h7
�g5 fxg4
fxg4 hxg4
� xg4.
220122 1 TH E E N D G AM E/ R O O K AN D PAW N E N D I N G S
Rook and Multiple Pawns continued
An active rook is much better than a passive one, even if it costs you a pawn to
make the rook active. That is what black did in the famous game
Tarrasch-Rubinstein, San Sebastian 1 9 1 1 .

The rook can take o n the role of


passive defender, or it can turn
into an aggressive attacker.

Black is already a pawn


down, and another one is
under attack. Passive
defense by .. . k:!: d6
would be insufficient.

White has j ust played k:!: a6, attacking the b-pawn.

Board
2

white's pawns, and give the


white king some grief. Black activates the rook: . . . k:!: d2 .
Black uses the active rook and superior king position to create serious threats against
white's position. This forces a simplification of the position, which reduces white's
winning chances.

Black is threatening . . . f4
and . . . \t/f3 when white
would be in serious trouble.

The game continued: 1:1: xb6+ \t/g5 1:!: b5 'iir g 4.

White's advantage has been


reduced to a single pawn which
is not very far advanced. The
game was soon agreed drawn.

Board

White dealt with the threat to his king by playing:


h3+ <;;i? xh3 1:1: xf5 Q x b2 1:1: f4 1:1: xa2 1:1: xe4 h5.
222122a TH E E N 0 G A M E
Bishop En dings
Bishops are most effective in open positions. The reduction in material that
characterizes endings usually plays right into the bishop's hands. The
b ishop's main drawback is that it moves on either light or dark squares,
but not both. Color matters more in bishop endings than any other type.

Bishop Versus Pawns A bishop is a dept at stopping a


single passed pawn. It can stop two pawns with the help of its
king. The bishop can hold the game without the king's help if it
can stop the pawns along a single diagonal.

The bishop is able to prevent


the advance of either pawn.

This position is drawn.


If the bishop must use two different diagonals in order to
stop the pawns, it may be possible to sacrifice one and queen
the other. The bishop's task is more difficult the further apart
and the further advanced the pawns are.

The bishop can Board


1
capture either
pawn, if they
advance, but it
cannot stop
them both.
b6 _t xb6
e7 when the
pawn queens.

This position is a win for white.

White wins after: b6 .td6 b7.

e7 _t xe7
b8='li and
b8='li .t xb8
e7, when the

Board

The bishop is helpless 2


against the advanced
pawns.
224/225 TH E E N D G A M E / B I S H O P E N D I N G S
Bishop Versus Pawns continued
Three pawns will usually defeat a bishop, unless the bishop
can blockade or capture them.

The king and bishop


have combined to
blockade the pawns.

Exalnple 1: This
position is drawn.

If the bishop can


sacrifice itself for two
of the three pawns, it
may produce a drawn
king and pawn versus
Board
king ending.

Exalnple 2: White can draw this position.


Board a b c d e g h

2
White plays :
1L xc6 <;t> xc6
- � xd4.

2
The Wrong Bishop Board
It would seem that a bishop
and pawn could always win
against a lone king, but there is
1
one set of positions in which
they cannot. If the bishop
cannot control a rook pawn's
queening square, it may be
impossible to win the game.

The white king cannot approach


a8 without stalemating black.
This position is drawn.

These positions are wins only if the


black king can be prevented from
Board reaching the queening square.

2
White can keep the black king
out of the corner and win.

The game proceeds:


. . . �c8
c;i?c6 �d8
kb8.

Board
3
22s 1227 TH E E N D GAM EI B I S H 0 P E N D I N G S
Same Color Bishops These endings occur when both sides have a bishop
confined to the same col or. As usual, winning chances increase along with the
number of pawns. A bishop and pawn can defeat a bishop only under special
circumstances . Below is a composition by Centurini from 1 8 56.

White must be able to force


the black bishop away from its
control over this square.
Otherwise, the bishop will
simply capture the pawn
whenever it moves to e7.

Black must control the e7 square


from either the long diagonal (a3-f8)
or the short one (h4-d8) .

Board White has the move in


this position.

The first step is to drive the


black bishop off the a3-f8
Board diagonal.

Black can never afford to 2


exchange bishops because the
white pawn would queen.

Play starts:
iL e7.
Once the black bishop is forced off the long diagonal, it must
head for the short one.

White will now drive the black


Board
3
bishop off the short diagonal
by redirecting the white bishop
to f6.

Black is now trying to


guard e7 from the
short diagonal
(h4-d8), but white will
be able to interfere
with those plans.

White blocks the bishop's


control over e7 and clears the
Board way for the pawn to advance

4 and queen.

White cuts off the


black bishop:
.i.g7 �d6
. .i.f6 .

2
22a1229 TH E E N D G A M E / B I S H O P E N D I N G S
Same Color Bishops continued
When there are multiple pawns per side you want to place your pawns on the
opposite color from the bishop. The following position arose in the game
Polugayevsky-Mecking, Mar del Plata 1 97 1 .

This bishop is
aggressively attacking
the black pawns.

White has all of its


pawns on the opposite
color from the bishops.

This bishop has only a


passive defensive role
to play.

White has a big advantage i n this position. Board

The bishop cannot


The game continued f5 Jtxf5 move without losing
Jt xd5 Jtc8 e4, and white the b-pawn.
won quickly.

The king cannot move


Board without allowing the

2 white king to
penetrate.

Of course, it's okay to


place your pawns on
the same color square
as the bishop if they
are passed pawns.
Opposite Color Bishops These endings tend to
end in draws, simply because the bishops can never oppose
one another. You still want to put your pawns on the
opposite color from your bishop, unless you are trying to
establish a blockade.

Black has two additional


pawns, but they are
hopelessly blockaded.
The position is drawn.

Exam.ple 1: A typical b lockade.

Even two extra connected The bishop simply stays on


passed pawns may not be the h4-d8 diagonal and
Board enough to win, if the defender prevents black's pawns from

1 can blockade them. advancing.

Exam.ple 2:
This is
another
blockade.
230/23 1 TH E E N D GA M E / B I S H O P E N D I N G S
Opposite Color Bishops continued
In the absence of a blockade a two-pawn advantage is often enough to win. The
winning chances are greater when the pawns are on opposite wings.

Board
2

This position is drawn.

Board
Shift the pawn over a couple of
files and the bishop is helpless
3
to stop them.

The bishop must remain o n


t h e b1 -h7 diagonal in
order to prevent the c-pawn
from queening. Black is free
to advance the g-pawn
without fear that white
will capture it.

However, in this position black wins.


Knight En dings
The knight is an exceptional piece in more ways than one. Its eccentricities
of movement can lead to many surprising twists and turns. Its main
weakness in the ending is its inability to cover both sides of the
board simultaneously.

Board Knight Versus Pawns


1 A knight is insufficient mating material
except in extremely unusual cases. Here is a
composition by Troitzky froii?- 1 909.

lt would seem that black has a


simple draw, because this pawn
can be eliminated.

The king is hemmed in


by his own pawns.

White to move
and win.

Board
2
White wins as follows:
tb g2 hxg3+ � g l h5 1 The knight is the only
�hl h4 tbf4#. piece that can attack over
other pieces.
232 /233 TH E E N D GA M E / K N I G HT E N D I N G S
Knight Versus Pawn The knight cannot stop a
rook pawn on the 7th without the king's help. The
drawing technique for knight against other pawns on the
7th is an important one to master.
Once the knight is in
front of the pawn, the
game is a draw.

Board

White to move. Board


The knight
blockades
2
the pawn.
3

If the king moves back to d6, the


knight returns to dB. If the king
moves anywhere else, the black king
can advance toward the pawn.

When white approaches from


one side, the knight simply
moves to the other. Board Black continues to blockade the pawn:

3 �d6 cud8 'it>e7 L:Uc6+.


Knight and Pawn A knight and pawn will always
win as long as the pawn can be defended. The knight should
defend the pawn from the rear.

Board
1

The knight cannot


maintain the defense
of the pawn from in
front of it. After
. . . c;t> d6, either
the knight or the
pawn will be lost.

The knight is badly placed here.

Board 8

2 7

This is the right place for the knight.


234/235 TH E E N D GA M E / K N I G HT E N D I N G S
Knight and Rook Pawns There is a special case in which even a knight
and protected pawn are insufficient to win.

Board The white king is trapped in


front of the pawn, preventing it
1 from queening.

The knight can check the king,


but cannot drive it away. If it is
white's turn to move, you can
place the knight on any dark
square and the result would be
the same: a draw.

White to move.

This po i tio n is
drawn. Now, it is white to move and win-for
example tt:l g3 � ea QJf5 �c7
tt:J e7 and the black king cannot move to
ea. You may place the knight on any light
square (except ea) and it will be white to

With the knight


on a white
Board square, white
2 wms.
Knight and Pawn Versus Knight
The respective king positions determine the outcome
in this case. If the defender's king is out of play, the
stronger side will usually win. When the stronger
side's king is out of play, you usually need a trick in
order to win.

The black king is


threatening
. . . cJ;; c7 followed by
. . . tt:Jf8, with a draw.

The king is out of play


and cannot help the
pawn to queen.

Board
1
It is white's turn to move in this position.

The knight sacrifices itself


to deflect the black knight
away from the pawn's
queening square. Black
loses after either
. . . ttJ xc5 f8= ty or
. . . cJ;; c7 tt:J xe6+.
((.- This is an example of a
fork, see p.1 20.)

White wins with a tactical trick: tl:J c5+.


23& t237 TH E E N D G AM E / K N I G HT E N D I N G S
Knight and Multiple Pawns These endings are usually drawn if all
the pawns are on the same side of the board. Passed pawns (r� see p . l 73 ) ,
especially outside passed pawns, c a n b e especially effective in these endings. A s with
pure pawn endings, the other decisive factor is the position of the kings.

White has the advantage,


because of the outside
passed pawn. Black will
have to use either the
knight or king in order to
stop its advance.

Exalnple 1: Material is level, but white's passed pawn is


significant.

The black king position is


decisive. White has no
answer to the threat of
. . . L2Jf2+ . . . d2+
and . . . d1 ='i¥.

Exalnple 2: Black has the move in this position. Even


though white has an extra pawn, black can win easily.

I
I
11
Bishop Versus l{night En dings
Knights and bishops have roughly equal powers, but their natures are very:

different. For example, blocked positions inhibit the bishop's powers, but
sometimes magnify the knight' s . Open positions with pawns on both sides
of the board tend to favor the speedy bishop at the expense of the slower­
moving knight.

Knight and Pawn Versus Bishop The bishop can cover so much
ground that there aren't too many ways for the stronger side to win these endings.
One possibility is to use the knight as a shield.

White to move would win by


cutting the bishop off from the f7
square.

Black to move would draw by


. . . jLf7 and tl; . . . jL g6.

Board

In this position, the result depends on whose


turn it is to move.

White to move wins by tiJe6.


Board
2
White uses the
knight as a shield.
If t•· · · · jL xe6
8 � xe6 �f8
@ H7 �g7
- � e7 wins.
4
23Bt23s TH E E N D GA M E / B I S H O P V E R S U S K N I G HT E N D I N G S
Bishop and Pawn Versus Knight If the
weaker side can establish a blockade, or if the king can
control the queening square, then these positions are almost
always drawn. The only serious winning chances occur when
Board the defender's pieces are badly placed.

1
Here is an example from the game
Fischer-Taimanov, Vancouver 1 97 1 .

The knight has more trouble


with wing pawns than center
pawns, because it only has one
side on which to maneuver.

The game would be drawn if the


king could reach hB, but it is
too far out of play on f4.

Black is in zugzwang ((.­


see p.1 84) . Any move loses,
and passing is not allowed!

Board
2
White won by playing: �g6.
When The Bishop Is Better The bishop
is almost always better when there are pawns on
both sides of the board and chances to create a The bishop attacks
passed pawn. It is also much easier for the side with - many of the squares
the bishop to transpose into a winning king and the knight would like
pawn ending. to move to, either now
or later.

Black is threatening to create


a passed pawn with . . . b4.
If a xb4 a3 white would not
be able to prevent the pawn
from queening.

Board
1
Here is an example from the game Reti-Rubinstein,
Gothenburg 1 920.

White tried: CZJe4+ � xe4


dxe4 b4 � d2 bxa3
�cl g5.

Black wins after


fxg5 fxg5 by
penetrating with the
king via e5 and
capturing white's
kingside pawns.

Board
2
240 /241 TH E E N D GA M E / B I S H O P V E R S U S K N I G HT E N D I N G S
When The Knight Is Better The knight is
frequently better when the opponent's pawns are on squares
The bishop cannot of the same color as the bishop. The king is often free to
move or the penetrate on the opposite color squares and attack the
knight would opponent's pawns.
capture the
c-pawn.

Black cannot retreat the king


without allowing the white
king to move to g5 winning
the h-pawn.

The king is able to


penetrate into black's
territory along the
dark squares.

Board
This position occurred in the game
Schlechter-Walbrodt, Vienna 1 8 9 8 .
I

Black cannot
allow . . . bxc6 In the game it wa white 's turn to move, and it won after some
b7, when the lengthy maneuvering. I f it had been black's move, white would
pawn queens. have won either by invading with the king after black's king
moved, or by capturing the c-pawn after a bishop move:
. . . Jitf5 CLl xc6.

Board
2

3
Two Bishops The two bishops have an advantage against a bishop and
knight or two knights in most endings, especially when passed pawns are involved.
The chief advantage is that it is usually easier for the owner of the two bishops to
force favorable exchanges .

Board
1
Black cannot save the
d-pawn, because white
can eliminate its
defender.

The bishops usually


have an advantage,
because they can
usually force
exchanges under
favorable
circumstances.
This position arose in the game
Lautier-Epishin, Italy 1 99 1 .

The game continued: (I . . . f6 8


�xe8 � xe8 8 � xd6 .

Board

Trading pieces in
2
order to arrive at a
winning bishop versus
knight ending is a
constant theme in
these endings.
242 /243 TH E E N D G A M E ______�-----�

The Exchange
The capture of a piece or pawn while giving up material of e qual value is
called exchanging. When you capture a rook while giving up only a bishop
or knight, you have won the exchange. The " exchange " is now shorthand
for s uch a trade . A rook is much stronger in the endgame than either a
bishop or a knight.

Rook Versus Bishop Without pawns the


ending is normally drawn. The weaker side's king can
go to either of the corners that are not accessible to
the bishop.

If the bishop was a dark-squared


bishop, this square would be safe.
The black king would
Since it is a light-squared bishop, h1
be safe here.
is off limits.
If the king is in the wrong corner, one winning idea is
The bishop prevents the
to threaten mate and the bishop simultaneously.
rook from delivering
checkmate.

Board

The rook can maintain


the threat of
checkmate and also
attack the bishop.

Board
2
The winning plan is:
;if� £: e7 �g6
i� £: g7 � f5
i :.C: g8 + �c8.

Board
3
White settles
things with:
£: h8 .

3
244/245 TH E E N D G A M E /TH E EXC H A N G E
Rook Versus Bishop continued
A bishop and pawn can draw against a rook as long as they can
protect one another and there is no immediate threat of mate.

The bishop and pawn protect


one another, and white cannot
White is in no danger
make any progress.
either. Trading the
Board rook for a pawn will

1 leave black with


insufficient mating
material (king and
bishop) and the game
would be drawn.

This is an ideal position for the defender.

A bishop plus two pawns will spell


Board
2
trouble for the rook. If they are
connected passed pawns (see p.1 73),
the rook is virtually helpless.
a b h
With one more
pawn, the bishop
has a winning
advantage .

2
Rook Versus Knight
This ending is a draw if the knight is not cut off from
The knight will be lost
the king, unless the defender is cornered.
no matter where it
moves.

The black king is trapped in


the corner, so the knigh t has
to move .

Board
2
one file over produces
a different result.
The knight now has

Here black has sufficient space in which to defend.

Black survives
by playing:
. . . C2la7
\!i b 6 C2lc8+.

Board
3
3
24& /247 TH E E N D G A M E /TH E EXG H A N G E
Rook Versus Knight continued
The rook has better chances again st a
knight and two connected passed pawns
than it does against the bishop in
that situation.
Board
1
Black played . . . g hB
in the actual game and
eventually drew a very
difficult ending. Analysis by
Alekhine demonstrated a
win for black beginning with
I . . . � d7.

Here is a famous position from Emanuel Lasker-Edward


Lasker, New York 1 924.

The winn ing line begins:


·. . � d7 2 fi'Je3 a5 . bxa5 b4.
.

Board
2
The key to the winning
strategy is to create a
passed pawn. The knight
is a clumsy defender
against an advanced
passed pawn, and the king
has been cut off.
White's pawns are not quite advanced enough to prevent
black's winning maneuver.

Play continues: g5 �c5 f§) l2Jc2 b3


The rook prevents the (f ct'l a3 b2 g6 � b4.
. ·

advance of the g-pawn


and is ready to help Board
the b-pawn advance.
3

The black king forces


the knight to retreat.

Black seals the victory after . ttJ b l by playing:


. . . . l:l: dl g7 ;g; g l .

Board
4
The g-pawn is
now lost and
so is the game.
248 /249

Checkmate When the k i n g is in check

G LO S SA RY and cannot escape the attack.

Closed game A game where piece


Active (i) A description of a move th at movement is restricted by interlocking
i ncreases a pla yer's mobility; ( ii ) a pawns.
description of a piece t h a t is mobile.
Combination A series of forced moves
Annotation An explanation of a chess leading to an advantage.
move or an examination of altern atives.
Decoy sacrifice A sacrifice th at entices
Back rank A player's own first rank. the opponent to move a piece to a less
favor a b l e location.
Back rani� mate A chec k mate delivered
by a rook or q ueen on an opponent's Development The movement o.f pieces
fi xst rank, when the k ing .i s trapped off t h e i r original s q u a res.
behind pawns.
Diagonal Any contiguous line of
Backward pawn A trailing pawn that squares along \.vhich a bishop can move.
has no pawn protection of its own.
Diagram A d rawing of a chess position.
Bad bishop A bishop whose mobility
Discovered attack T h e movement of a
is restricted by its own pawns.
piece that res u lts in an anack from a piece
Blockade A situation where one side that did not move.
cannot advance, usually used in terms o f
Discovered check The movement of a
preventing the advance o f a passed pawn.
piece t h a t results i_n a check from a piece
Blunder A poor move with serious t h a t did not move.
drawback s.
Double attack A simul taneous attack
Capture Taking an opponent's piece on two enemy pieces by a single piece
with one of you r own. or pa wn.

Castling A move involvi1.1g both the Double check A discovered check when
king and a rook . the moving p iece a lso delivers a check.

Center The sq u a res d4, d5, e4, a n d e5 . Doubled pawns Two pa wns of the
same color on the same file.
Centralization The act of bringu1g
pieces to influence the center. Draw A com pleted chess game w i thout
a wmner.
Check An attack on the king.
Edge The o utside s q u ares of the board. Grandmaster The highest title awa rded
by FID E.
En passant French for " in passing . "
Half-open file A file on which only one
Endgame Also called the ending.
side has a pawn.
The third and last phase o f the game,
following a significant reduction o f Hanging pawns Two adj acent pawns
m ateria l . that are on th e 4th rank, unsupported by
other pawns and on half-open files.
Equalize To achieve a bala need
pos ition . Hole The s quare di rectly in fron t
of a backward p a w n .
Escape square A sq uare to which
a checked k ing can move. Initiative The t e r m used to describe r h e
advantage h e l d b y the player dictating
Exchange (i) The trading o f equal
play.
a mo u n ts o f material; (ii) the capture
of a rook b y a bishop or knight. Interposition The movement of a p iece
between a p iece th at is attacked and its
Fianchetto The placement of a b i shop
attacker.
on b2 and/or g2 as w h ite, or on b 7 a n d/or
g7 as black. Isolated pawn A pawn whose adj acent
fi les contain no other pawn of the s a me
FIDE The acronym for the international
color.
chess federation ( Federation
Internationale des Echecs ) . Kingside The e-, f- , g-, and h-fi l e s .

File A n y o f the eight columns on a Lever A term f o r a wh ite and black


chessboard. pawn diagonally adj acent so that eith e r
m a y c a pture t h e other.
Flank Someti mes called the wing.
Refers to one or other side of the board. Luft German for " air, " a flight square
for the king.
Flank openings A set o f openings
in which white does n ot make a n early Majority A n u merical su periority of
a dvance o f the d - or e-pawn s . pawns on one fl ank or the other.

Fork An attack on t w o e n e m y chessmen Middlegame The p h ase of the game


at the same time. after the opening and before the ending.

Gambit Any openi n g featuring Minority attack The a dvance of one


a planned sacri fice. or more pawns on a flank where the
opponent has a m a j o rity o f pawn s .
25o 125 1 G l 0 S SA RV
Mobility The a b i lity t o m ove on e ' s Promotion When a p awn rea c h es the
p ieces a b o ut t h e b o a r d freely. 8th rank i t m ust be exchanged fo r a piece,
u s u a l l y the queen.
Notation A m e a n s of reco rding
a chess game. Queenside The a - , b-, c-, and cl-fi l e s .

Open file A file that has n o pawn s . Rank A n y horizontal row on t h e


chessboard.
Open game A set of openings
characterized by a ctive piece p l a y . Sacrifice To deliberate l y give u p
material.
Opening The beginning p art of a chess
game when the obj ective is the Skewer An attack on a piece that resu lts
development of the piece s . in a win of a less v a l u a b l e piece .

Opposition W h en on l y o n e s q u a re Smothered mate A checked king that


separates the kings on a rank, fi le, or can not move bec a u se all su rrounding
diagon a l . squares are occ u p i e d .

Outpost A p i ece in t h e opponent's Stalemate One s i de c a n n o t m a k e a n y


territory supported by a p a wn a n d u n able l e g a l move, b u t i s n ot in check. The res u l t
to be driven off by a n e n e my paw n . is a draw .

Overload A s i t uation in wh ich o n e piece Strategy The long-range p l a n .


c a n n ot do all that is asked of i t .
Tactics A m o ve or s e t o f moves that
Passed pawn A p a w n with no enemy produces a sho rt-term adva ntage .
p awn hinderi n g its advance.
Tempo Latin for " r im e . " To l ose a
Passive (i) Description o f a move that tempo is e q u i v a lent to l o si ng a turn.
contains no tb xeats; ( i i ) descri ption of
Zugzwang A con d i tion i n wh ich a
a pi ece with l i mited m o bility.
pl ayer m ust move, but any move w o u l d
Pawn chain A diago n a l set of pawns weaken t h e posit i o n .
protecting one another .

Perpetual c h e c k A situ ation in w hich


the king can n ot free i tself from an e n d less
series o f checks. The game i s declared a
draw.

Pin A tacti c that im mobili zes one pi ece


or pawn.
K EY
A quick reference guide to the diagrams
and chess notation used in this book.
252 /253

C H E S S O N TH E I NTE R N ET
There are many great chess sites Other Sites Of Interest
including those dedicated to pl ay,
http://www.chess .com/
analysis, and discussion. The following
Home o f the m <:1 kers of the Chess Mentor
list incl udes some of the better known
reac h i n g program .
sites and they p rovide extensive links to
other sites . Conditi.ons change, of http://ww\:v .chess b a s e .com/
course, but the following sites have The sire of the best-selling chess database
proven stable. company.

http ://www .c hesscen ter . com/twic/twic .


html
Places To Play Chess
Th e Week In Chess provides t h e latest i n
http ://www .freech e s s . com/ c h e s s n ews and g a m e s .
The Free Internet Chess Servers (FTCS ) .
http://www . chessca fe. com/
A s the name implies , there i s n o fee for
/ A great s i te for c o l u mns a n d mercha n d i s e .
p l aying on this s i t e .

http ://game s . ya h o o . com/


There is a lways acti on on this site.

h ttp ://www .chessli ve. org/


A fee- based place to play.

http://www.chcsscl u b .com/
The Internet Chess C l u b. You can get a
trial membersh i p , b u t after it e x p i res you
need to b u y one.

Chess Organizations
http ://www. u sc he ss.org/
The home of the United States
Chess Federati o n .

h ttp ://www. fi de. com/


The h ome o f the International
Chess Federation .
R EA D I N G LI ST
Many books were consulted while Hooper and Whyld, The Oxford
working on this book. The most Companion to Chess, 2nd Edition.
-

significant sources were: Oxford University Press. 1 992

Alburt, Lev. Chess Training Pocket Pachman, Ludek and Russell, A. S.


Book. Chess Information Research Modern Chess Strategy. Dover. 1 963
Center. 2000
Silman, Jeremy. The Complete Book of
Alburt, Lev and Krogius, Nikolai. just Chess Strategy. Siles Press. 1 99 8
the Facts! Chess Information Research
Center. 2000 Soltis, Andrew. Pawn Structure Chess.
McKay. 1 9 76
Burgess, Graham. The Mammoth Book
of Chess. Robinson. 1 99 7 Watson, John. Secrets of Modern Chess
Strategy. Gambit. 1 99 8
d e Firmian, Nick. Modern Chess
Openings. McKay. 1 9 99

Suggestions For Additional Reading


I f you only want a single volume reference on chess, then either Chess for Dummies
or The Complete Idiot's Guide to Chess should serve your purposes. If you are
willing to invest a little more time and money, then I recommend Grandmaster Lev
Alburt's Comprehensive Chess Course. The first two volumes are designed to get
you up and running as a chess player. The next five volumes are intended to make
you a tournament caliber player.
Comprehensive Chess Course Volumes 1 and 2 are co-authored by Alburt and
Roman Pelts . Volumes 3-5 are co-authored by Alburt and Sam Palatnik and are
entitled Chess Tactics, The King in jeopardy, and Chess Strategy. Volume 6 is by
Alburt alone and is called Chess Training Pocket Book. Volume 7 is called Just the
Facts and was co-authored by Alburt and Nikolai Krogius.
These books are self-published and not widely available, but they are excellent.
Write to Lev Alburt at P.O. Box 534, Gracie Square Station, New York, NY
1 002 8 .
Another can't-miss author i s Jeremy Silman. I was very impressed b y his
The Complete B ook of Chess Strategy. When asking for recommendations,
I've often heard the same phrase: " Anything by Silman. "
254/255

cemer 2 8 , 1 0 8- 1 1 3 , 2 4 8 Classical School 4 2


I N D EX classical 1 1 1
closed 1 0 9
closed game 7 5-90, 2 4 8
combination 1 3 2-1 3 9 ,
active 2 4 8 control versus 248
Alekhine's Defense 43, occupation of 42 counterpla y 46-4 8
73 l i ttle 1 1 1
annotation 248 open 1 0 8 Danish Gambit 6 4
arrow, red 9 partially blocked 1 1 0 decoy 1 3 5 , 2 4 8
piece pressure 1 1 3 deflection 1 3 2 , 2 3 5
back rank 9 6 , 2 4 8 tension 1 1 0 destroying the gu ard
bayonet attack 1 6 9 centralization 3 6-37, 133
Benko Gambit 4 9 248 development 3 1 , 3 8-3 9 ,
Ben oni Defense 8 7 check 248
Bird's Opening 9 4- 9 5 , defi ned 1 8 , 2 4 8 diagram 2 4 8
1 13 discovered 1 24 , 2 4 8 discovered attack 2 4 8
bi shop dou ble 1 2 5 , 2 4 8 double attack 1 2 3 ,
bad :1 4 7- 1 4 8 , 2 4 8 long side 2 1 4-2 1 5 248
compared with knight perpetual 1 9 , dou b li ng 1 4 0
2 3 9-240 1 9 3- 1 94 , 2 5 0 draw 1 9 , 3 5 , 24 8
endgames 2 22-2 3 0 checkmate 2 4 8 Dutch Defense
move 1 4 Anastasia's Mate 1 04 Len i ngrad Vari ation
opposite color back rank 9 6 , 2 4 8 89
2 2 9-2 3 0 basic 2 0-27 Stonewall Variati on
same color 2 2 6-2 2 8 Boden's Mate 1 0 7 90
starting squares 1 4 Dam iano's Mate 9 9
two bishops 1 4 5 , 24 1 defined 1 8 edge 249
versus pawns Greco's Mate 1 0 6 en passant 3 2 , 249
2 22-22 4 Lega l l ' s Mate 1 0 5 endgame 1 8 3-2 4 7 , 249
wrong bishop 2 2 5 Morphy's Mate 1 0 3 bishop 222-2 3 0
blockade 1 4 6 , 2 4 8 patterns 9 6 - 1 0 7 bishop vers us kni ght
blunder 2 4 8 queen a n d bishop 1 0 1 2 3 7-24 1
book queen a n d kn ight 1 0 0 knight 2 3 1 -2 3 6
purpose of 6 queen and pawn pawn 1 8 5- 1 9 2
using 8-9 9 8-9 9 queen 1 93-2 0 1
buildi n g a bri dge 2 1 2 rook and bishop 1 0 3 queen versus rook
rook and knight 1 04 2 0 0-2 0 1
capture 2 4 8 rook and rook 1 02 rook and pawn
Caro-Kann Defense smothered 9 7, 2 5 0 2 02-2 0 5 , 2 0 7-2 2 1
7 1 -72, 1 6 1 ch ess board Engl ish Openin g 91 ,
Panov-Botvi nnik coor0ina res 1 0 1 60
Attack 72 diagonal 1 1 , 2 4 8 equalize 2 4 9
castling 3 4 , 40, 2 4 8 file 1 0 escape square 2 4 9
same and opposite rank 1 0 Evans Gambit 5 4
wings 1 1 6- 1 1 7 Chigorin s Defense 8 8 exch ange 242-2 4 7 , 249
fianchetto 1 53-1 55, 249 king, bishop, and knight Nimzo-Indian Defense
FIDE 249 versus king 2 7 8 1-82
file 1 0, 249 king a n d queen versus notation 1 0 , 1 2-17, 34,
half-open 47, 249 king 20-2 1 250-2 5 1
open 1 40, 1 66, 250 king and rook versus
flank see wing king 24-26 open game 50-64, 250
flank openings 9 1 -95, king and two bishops opening 250
249 versus king 23 opposition 1 8 7-1 8 9 ,
fork 1 2 0-1 2 1 , 235, 249 king and two rooks 250
Four Knights Game 59 versus king 2 2 distant 1 8 9
French Defense 6 8-70, King's Gambit 6 1 Orang-Utan Opening 93
159 kingside 34 , 249 outpost 250
Advance Variation King's Indian Defense overloading 1 34, 250
29, 69 156
counterplay 48 Classical Variation 8 3 passed pawn 1 73-1 75,
Tarrasch Variation 70 Samisch Variation 8 4 23 6, 250
Winawer Variation knight outside 1 74
48, 6 8 centralized 3 7 protected 1 7 5
compared with bishop passive 250
gambit 249 2 39-240 pawn 1 53-1 8 2
ghosting 9 developing before Advanced French
Giuoco Piano 53-54 bishops 4 1 Formation 1 5 9
Grandmaster 249 endgames 2 3 1 -236 backward 1 78 , 248
grouping, red 9 move 1 6 capturing with 1 7,
Gri.infeld Defense 85-86 starting squares 1 6 32
versus pawn 232 Caro-Kann Formation
Hedgehog Formation 161
1 12 kver 149-1 5 0 , 249 chains 1 70, 250
highlighting 9 Lucena's Position Closed English
hole 249 2 1 1-2 1 3 Formation 1 60
Hypermodern School "42 luft 1 44, 249 doubled 1 8 1 , 248
Dragon Formation
initiative 44-45, 249 majority see pawn, 157
interference 13 6 maj ority formations 1 53-1 6 9
Internet 252 Mar6czy Bind 1 1 2 hanging 1 79-1 8 0,
interposition 249 mate see checkmate 249
Italian Game s e e Giuoco material 30 islands 1 71
Piano mating patterns see isolated 1 76-1 77, 249
checkmate, patterns isolated queen's pawn
key squares 1 5 1 - 1 52 middlegame 249 1 63-1 64
king 1 8 6-1 8 9, 1 92 minority attack 1 67, 249 King's Indian
active 1 8 3 mobility 250 Formation 1 5 6
move 1 2 moves, writing see majority 64, 1 72 , 249
starting squares 1 2 notation move 1 7
2ss i N D EX
Nimzo-Botvinnik Reti Opening 92 skewer 1 22 , 250
Formation 1 6 8 rook Slav Defense 79, 1 6 1
passed see passed active 220-22 1 space 2 8-29
pawn doubled 140 Spanish Game see Ruy
promotion 33 endgames 202-205, Lopez
Scheveningen 207-2 2 1 stalemate 35, 1 9 8-19 9 ,
Formation 1 62 move 1 3 205, 250
seventh rank 2 1 6-2 1 8 seventh rank 1 43 strategy 250
Slav Formation 1 6 1 starting squares 1 3
Stonewall Formation ve�us b�hop 242-244 tactics 1 1 8- 1 3 9 , 250
158 versus knight tempo 250
tripled 1 82 245-247 terminology 7
Petroff's Defense 60 versus pawn 202-205 triangulation 1 92
initiative and 45 versus queen 200-20 1 tripling 140
Philidor's Defense 63 versus two connected Two Knights Defense
Philidor's Position pawns 206 55-56
2 09-2 1 0 rule of the square 1 8 5
pieces, value o.f 30 Ruy Lopez 50-52 underpromotion
pin 1 1 8- 1 1 9 , 250 Berlin Defense 52 205
absolute 1 1 8 Closed Variation 50
Pirc Defense 74 initi ative and 44 Vienna Game 62
promotion 3 3 , 250 Open Variation 5 1
waiting moves 1 9 0-1 9 1
queen S a a vedra Position windmill 1 3 7
move 1 5 204-205 wing 1 1 4- 1 1 7
starting squares 1 5 sacrifice 250 attack on 1 1 5
versus pawn on bishop(s) 1 2 6-1 2 7 castling on same 1 1 6
seventh rank clearance 1 3 0 castling on opposite
1 96- 1 9 9 Lasker's 1 2 7 1 16
versus rook 200-2 0 1 p ermanent 1 2 8 center and 1 1 4
Queen's Gambit positional 49
Accepted 75, 78 queen 1 3 1 X-ray attack 1 22 , 1 3 8 ;
Queen's Gambit temporary 1 2 9 see also skewer
Declined 1 6 5-1 6 6 Scotch Game 5 7-5 8
Exchange Variation semi-open game 65-74 zugzwang 1 8 4, 250, 2 3 8
76 seventh rank 142-143 zwischenzug 1 3 9
Tarrasch Defense 77 Sicilian Defense 65-67
Queen's Indian Defense Alapin Variation 67
80 counterplay 46-4 7
queenside 250 Dragon Variation 66,
157 All photogr a p hs and
rank 1 0, 250 Najdorf Variation 65 i llustrations are the
seventh 1 42-143 Scheveningen copyright of Q ua rto
reading list 253 Variation 1 62 P u blis hing plc.
rl r
0 �7�1 <

rr
ISBN - 1 3 : 978-0-7641-5787-5
IS 0-76 �

T

9 780764 1 57875
$2 1 .95
270 1 1 05787

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