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Chess Fundamentals (PDFDrive)

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285 views250 pages

Chess Fundamentals (PDFDrive)

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© © All Rights Reserved
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CHESS

FUNDAMENTALS
BY
JOSfi R. C^PABLANCA
CHESS CHAMPION OF THE WORLD

NEW YORK
HARCOURT, BRACE AND COMPANY
LONDON: G. BELL AND SON^, LTD,
URIS LIBRARY
COPYRIGHT, I921, BY
HARCOUKT, BRACE AND COMPANY, INC.

All rights reserved. No part of this book may be reproduced in any form, by
mimeograph or any other means, without permission in writing from the publisher.

PKINIED IN THE D. S. A.
JOSE R. CAPABLANCA
PREFACE .

Chess Fundamentals was first published thirteen years


ago. Siace then there have appeared at different times
a number of articles dealing with the so-called Hyper-
modem Theory. Those who have read the articles

may well have thought that something new, of vital


importance, had been discovered. The fact is that the
'Hypermodem Theory is merely the application, during
the opening stages generally, of the same old principles
through the medium of somewhat new tactics. There
has been no change in the fundamentals. The change
has been only a change of form, and not always for the
best at that.
In chess the tactics may change but the strategic
fimdamental principles are always the same, so that
Chess Fundamentals is as good now as it was thirteen
years ago. It will be as good a hundred years from now;
as long in fact as the laws and rules of the game remain
what they are at present. The reader may therefore
go over the contents of the book with the assurance
that there is in it everything he needs, and that there
is nothing to be added and nothing to be changed.
Chess Fundamentals was the one standard work of its

kind thirteen years ago and the author firmly believes


that it is the one standard work of its kind now.

J. R. CAPABLANCA
New York
Sept. I, ig34
LIST OF CONTENTS
PART I

CHAPTER I

First Principjles: Endings, Middle-game and Openings


PAGE
1. Some Simple Mates 3
2. Pawn Promotion 9
3. Pawn Endings- 13
4. Some Winning Positions in the Middle-game .... 19
5. Relative Value of the Pieces 24
6. General Strategy of the Opening 25
7. Control of the Centre 28
8. Traps 32

CHAPTER n
Further Principles in End-game Play
9. A Cardinal Principle 35
10. A Classical Ending 37
11. Obtaining a Passed Pawn 40
12. How TO find out which Pawn will be the first
to Queen 41
13. The Opposition 43
14. TfEE Relative Value of Knight and Bishop .... 50
15. How TO Mate with Knight and Bishop 59
16. Queen against Rook 62

CHAPTER m
Planning a Win in Middle-game Play
17. Attacking without the aid of Knights 68
18. Attacking with Knights as a Prominent Force. . . 71
19. WiNNiNO BY Indirect Attack 73
1

LIST OF CONTENTS

CHAPTER IV
General Theory
FAQE

20. The Initiative 77


21. Direct Attacks bn masse 7*
22. The Force of the Threatened Attack 82
23. Relinquishing the Initiative 89
24. Cutting off Pieces from the Scene of Action ... 94
25. A Player's Motives Criticised in a Specimen Game .
99

CHAPTER V
End-game Strategy

26. The Sudden Attack from a Different Side 11


27. The Danger of a Safe Position 120
28. Endings with one Rook and Pawns 122
29. A Difficult Ending: Two Rooks and Pawns .... 127
30. Rook, Bishop and Pawns v. Rook, Knight and Pawns 138
(A Final Example of preserving Freedom whilst
imposing restraint.)

CHAPTER VI
Further Openings and Middle-games

31. Some Sauent Points about Pawns 143


32. Some Possible Developments from a Ruy Lopez
(showing the weakness of a backward Q B P; the
power of a Pawn at K
s, etc.) 146
33. The Influence of a "Hole" 150
XIST OF CONTENTS

PART II

ILLUSTRATIVE GAMES
GAME PAGE
1. Queen's Gambit Declined ( Match, 1909) 159
White: F. J. Marshall. Black: J. R. Capablanca.
2. Queen's Gambit Declined (San Sebastian, 1911). . 163
White: A. K. Rubinstein. Black: J. R. Capablanca.
3. Irregular Defence (Havana, 1913) 169
White: D. Janowski. Black: J. R. Capablanca.
4. French Defence (St. Petersburg, 1913) 174
White: J. R. Capablania. Black: E. A. Snosko-Borovski.
5. RuY Lopez (St. Petersburg, 1914) 181
White: Dr.E. Lasker. Black: J.R. Capablanca.
6. French Defence ( Rice Memorial Tournament, 1916 ) 189
White: O. Chajes. Black: J. R. Capablanca.
7. RuY Lopez (San Sebastian, 1911) 197
White: J. R. Capablanca. Black: A. Bum.
8. Centre Game (Berlin, 1913) 201
White: J. Mieses. Black: J. R. Capablanca.

9. Queen's Gambit Declined (Berlin, 1913) 209


White: J. R. Capablanca. Black: R. Teichmann.
10. Petrofp Defence (St. Petersburg, 1914) 215
White: J. R. Capablanca. Black: F. J. Marshall.

11. RuY Lopez (St. Petersburg, 1914) 221


White: J. R. Capablanca. Black: D. Janowski.

12. French Defence (New York, 1918) 225


White: J. R. Capablanca. Black: 0. Chajes.

13. RuY Lopez (New York, 1918) 231


White: J. S. Morrison. Black: J. R. Capablanca.

14. Queen's Gambit Declined (New York, 1918). . . . 238


White: F. J. Marshall. Black: J. R. Capablanca.
CHESS FUNDAMENTALS
PART I

CHAPTER I

First Principles: Endings, Middle-Game


AND Openings

The first thing a student should do, is to famiUarise


himseK with the power of the pieces. This can
best be done by learning how to accomplish quickly
some of the simple mates.

1. SOME SIMPLE MATES


Example 1. — The ending Rook and King against
King.
The principle is to drive the opposing King to the
last line on any side of the board.
4 SOME SIMPLE MATES
In this position the power of the Rook is demon-
strated by the first move, R 7, which immediately R—
confines the Black King to the last rank, and the
mate is quickly accomplished by: iR — R 7>

K— Kt i; 2 K— Kt 2.

The combined action of King and Rook is

needed to arrive at a position in which mate can be


forced. The general principle for a beginner to
foUow is to
keep his King as much as possible on the same
rank, or, as in this case, file, as the opposing King.
When, in this case, the King has been brought to
the sixth rank, it is better to place it, not on the same
file, but on the one next to it towards the centre.
K— B K— K i; 4 K— K 4,
2...K— B i; 3 3,

K-Qi; sK-Qs, K-B 6 K-Q i ; 6.

Not K — B because then the Black King will


6,

go back to Q I and it will take much longer to mate.


If now the King moves back to Q i, R — R 8 mates
at once.
6...K— Kti; 7R— QB7,K— Ri; 8K— B6,
K— Kt I ; 9 K— Kt K— R 6, i ; 10 R— B 8 mate.
It has taken exactly ten moves to mate from the
original position. On move 5 Black could have played
K— K I, and, according to principle. White would
have continued 6K— Q6, K — Bi (the Black King
will ultimately be forced to move in front of the White
King and be mated by R— R8); 7K— K6,
K— Kt i; 8 K— B 6, K— R i; 9 K— Kt 6,
K— Kt i; 10 R— R 8 mate.
.;

SOME SIMPLE MATES


Example 2.

/A
m
/.

!^/<e^

^ V
^.
i^
^^:

Since the Black King is in the centre of the board,


the best way to proceed is to advance your own King
thus: I K— K,2, K— Q4; 2 K— K 3. As the
Rook has not yet come into play, it is better to
advance the King straight into the centre of the board,
not in front, but to one side of the other King. Should
now the Black King move to K 4, the Rook drives
it back by R— R 5 ch. On the other hand, if 2. .

K — B 5 instead, then also 3 R — R 5. If now 3. .

K — Kt s, there follows 4 K — Q 3; but if instead


3...K —B 6; then 4 R— R 4, keeping the King
confined to as few squares as possible.
Now the ending may continue : 4 . . K— B
.
7

5 R-B 4 ch, K-Kt 6; 6 K-Q 3, K-Kt 7;


7 R— Kt 4 ch, K— R 6; 8 K— B K— R 3, 7. It

should be noticed how often the White King has moved


next to the Rook, not only to defend it, but also to
reduce the mobihty of the opposing King. Now
6 SOME SIMPLE MATES
White mates in three moves thus: 9 R 4 R— ch,

K— Kt 8; 10 R—
any square on the Rook's file,

forcing the Black King in front of the White, K— B 8;


II R—R I mate. It has taken eleven moves to mate,

and, imder any conditions, I beheve it should be done


in under twenty. While it may be monotonous, it

is worth while for the beginner to practice such


things, as it will teach him the proper handling of
his pieces.

Example 3. —
Now we come to two Bishops and
King against King.

Since the Black King is in the comer, White can


play iB — Q3, K— Kt 2; 2 B — K Kt 5, K— B 2 ;

3 B—B s, and already the Black Eang is confined


to a few squares. If the Black King, in the origmal
position, had been in the centre of the board, or away
from the row, White should have advanced his
last

King, and then, with the aid of his Bishops, restricted


SOME SIMPLE MATES 7

the Black King's movements to as few squares as


possible.

We might now continue: 3. . .K — Kt 2 ; 4K — B 2.

In this ending the Black King must not only be driven


to the edge of the board, but he must also be forced

into a corner, and, before a mate can be given, the


White King must be brought to the sixth rank and,
at the same time, in one of the last two files; in this
case either K R 6, K Kt 6, K B 7, K B 8, and as K R 6
and K Kt 6 are the nearest squares, it is to either of
these squares that the King ought to go. 4. . .K —
B 2;K— Kt K— Kt 2; 6 K — R K— B 2;
s 3, 4,

7 K— R K— Kt 2; 8 B — Kt K — Kt i;
s, 6,

9K — R6, K — Bi. White must now mark time and


move one of the Bishops, so as to force the Black
King to go back ; loB — Rs, K— Kti; iiB — K7,
K— R I. Now the White Bishop must take up a
position from which it can give check next move
along the White diagonal, when the Black King
moves back to Kt i. 12 B — K Kt 4, K — Kt i;
13B — K6 ch, K— R i; 14 B — B 6 mate.'
It has taken fourteen moves to force the mate
and, in any position, it should be done in imder
thirty.

In all endings of this kind, care must be taken


not to drift into a stale mate.
In this particular ending one should remember that
the King must not only be driven to the edge of the
board, but also into a comer. In all such endings,
however, it is immaterial whether the King is forced
8 SOME SIMPLE MATES
on to the last rank, or to an outside file, e.g. KR 5
or Q R 4, K I or Q 8.

Example 4. — We now come to Queen and King


against King. As the Queen combines the power of
the Rook and the Bishop, it is the easiest mate of all
and should always be accompUshed in under ten moves.
Take the following position:

A good way to begin is to make the first move with


the Queen, trying to Ihnit the Black King's mobility
as much as possible. Thus: i Q— B 6, K— Q 5;
2 K— Q Already the Black King has only one
2.

available square 2...K 4; 3 3, —KB 4; K—K K—


4 Q— Q 6, K— Kt 4. (Should Black play K— Kt 5,
then Q-Kt 6 ch) ; 5 Q-K 6, K—R 5 (if

K — R 4, K — B 4 and mate next move);


6 Q-K Kt 6, K— R 6; 7 K— B 3, K moves;
8 Q mates.
In this ending, as in the case of the Rook, the Black
Kmg must be forced to the edge of the board; only
PAWN PROMOTION 9
the Queeii being so much more powerful than the
Rook, the process is far easier and shorter. These
are the three elementary endings and in all of these

the principle is the same. In each case the co-opera-


tion of the King is needed. In order to force a mate
without the aid of the King, at least two Rooks are
required.

2. PAWN PROMOTION
The gain of a Pawn is the smallest material advantage
that can be obtained in agame and it often is sufficient
;

to win, even when the Pawn is the only remaining


unit, apart from the Kings. It is essential, speaking

generally, that
the King should be in front of his Pawn, with at least

one intervening square.


If the opposing King is directly in front of the Pawn,
then the game cannot be won. This can best be ex-
plained by the following examples.

Example 6.
lo PAWN PROMOTION
The position is drawn, and the way to proceed is

for Black to keep the King always directly in front


for in-
of the Pawn, and when it cannot be done, as
stance in this position because of the White
King,
the
then the Black King must be kept in front of
White King. The play would proceed thus i P 3, :
—K
K-K 4; 2 K-Q 3, K-.Q 4. This is a very
important move. Any other move would lose, as

will be shown As the Black Kmg cannot be


later.

kept close up to the Pawn, it must be brought as far


forward as possible and, at the same time, m front
of the White King.
3 P—K 4 ch, K— K 4; 4 K— K 3, K— K 3;
5 K— B 4, K— B
3. Again the same case. As the
White King comes up, the Black King must be kept
in front of it, since it cannot be brought up to the
Pawn.
6 P—K 57K— K4, K-K2;
ch, K-K 3;
8 K— Q K— Q 2; 9 P — K 6 ch, K— K 2;
s,

loK— Ks, K— Ki; II K— Q6, K— Qi. If now


White advances the Pawn, the Black King gets in
front of it and White must either give up the Pawn
or play K — K 6, and a stale mate results. If instead

of advancing the Pawn White withdraws his King,


Black brings his King up to the Pawn and, when
forced to go back, he moves to K in front of the Pawn
ready to come up again or to move in front of the
White King, as before, should the latter advance.
The whole mode of procedure is very important

and the student should become thoroughly conversant


PAWN PROMOTION II

with its details; for it involves principles to be taken


up later on, and because many a beginner has lost

identical positions from lack of proper knowledge. At


this stage of the book I cannot lay too much stress on
its importance.

Example 6. — In this position White wins, as the


King is in front of his Pawn and there is one intervening
square.

The method to follow is to


advance the King as far as is compatible with the safety

of the Pawn and never to advance the Pawn until it is

essential to its own safety.

Thus:
I. K— K 4, K— K 3.

Black does not allow the White Kmg to advance,

therefore now compelled to advance his Pawn


White is

so as to force Black to move away. He is then able


to advance his own King.

2. P-K3,K-B3; 3. K-Qs,K-K2.
:

12 PAWN PROMOTION
If Black had played 3. .K— B 4, then White would
.

be forced to advance the Pawn to K 4, smce he could


not advance his King without leaving Black the
opportunity to play K— K 5, winning the Pawn.
Since he has not done so, it is better for White not
to advance the Pawn yet, since its own safety does
not require it, but to try to brmg the King still fur-
ther forward. Thus:

4. K-K5,K-Q2; 5. K-B6,K-Ki.
Now the White Pawn is too far back and it may be
brought up within protection of the King.

6. P — K4, K— Q2.
Now would not do
it to play K— B 7, because
Black would play Q K— 3, and White would have
to bring back his King to protect the Pawn. There-
fore he must continue.
7. P-Ks,K-Ki.
Had he moved anywhere else, White could have played
K — B 7, followed by the advance of the Pawn to
K 6, K 7, K 8 all these squares being protected by
;

the King. As Black tries to prevent that, White must


now him to move away, at the same time always
force
keeping the King in front of the Pawn.
Thus
8. K— K6:'
P- K 6 would make it a draw, as Black would then
play K— B, and we would have a position
similar
to the one explained in connection
with Example 5.
8...K-B i; 9K-Q7.
PAWN ENDINGS 13

King moves and the White Pawn advances to K 8,

becomes a Queen, and it is all over.


This ending is Uke the previous one, and for the
same reasons should be thoroughly imderstood before
proceeding any further.

3. PAWN ENDINGS
I shall now give a couple of simple endings of two
Pawns against one, or three against two, that the
reader may see how they can be won. Fewer explana-
tions will be given, as it is up to the student to work
things out for himself. Furthermore, nobody can
learn how to play weU merely from the study of a
book ; it can only serve as a guide and the rest must
be done by the teacher, if the student has one; if

not, the student must realise by long and bitter ex-

perience the practical appUcation of the many things


explained in the book.

Example 7.

^
i
14 PAWN ENDINGS
In this position WMte cannot win by playing
1 P—B 6, because Black plays, not PX P, which

would lose, but i. . .K— Kt i, and if then 2 PX P,

K X P, and draws, as shown in a previous case. If


2P — B 7 ch, K—
B I, and White will never be
able to Queen his Pawn without losing it. If

2 K— K 7, PXP ; 3 K X P, K— B I, and draws.


White, however, can win the position given in the
diagram by playing:
K— Q K— Kt i; 2 K— K K-R i;
I 7, 7,


3P B6,PXP. If 3...K— Kt i; 4 P — B 7ch,
K— R i; s P — B 8 (Q) mate.
4 K— B P — B 4; S P— Kt 7 ch, K— R 2;
7,

6 P — Kt 8 (Q) ch, K— R 3; 7 Q— Kt 6 mate.

Example 8. — In the above White can't win


position
by I P—B5. Black's best answer would be P Kt 3 —
draws. (The student should work this out.) He
cannot win by i P —
Kt 5, because P Kt 3 draws. —
(This, because of the principle of the "opposition"
;

PAWN ENDINGS 15

which governs this ending as well as aU the Pawn-


endings already given, and which wiU be explained
more fully later on.)

White can win, however, by playing: K — K 4, i

K-K3. (If i...P-Kt3; 2K-Q4,K-K3;


3K-Bs,K-B3;4K-Q6,K-B2;5P-Kt5,
K— Kt 2; 6 K— K 7, K— Kt i; 7 K— B 6,
K— R 2; 8 K — B 7 and White wins the Pawn.)
2 P-B 5 ch, K-B 3; 3 K-B 4, P-Kt 3.
(If this Pawn is kept back we arrive at the ending
shown in Example 7.) 4 P — Kt 5 ch, K— B 2;
5 P — B 6, K— K 3 6 K — K 4, K — B 2 7 K— K 5,
; ;

K — B I. White cannot force his Bishop's Pawn


into Q (find out why), but by giving his Pawn up he
can win the other Pawn and the game. Thus:
8P— B7, KxP;9K— Q6, K— B i;ioK— K6,
K— Kt 2; II K— K K— Kt i; 12 K— B 6, 7,

K— R2; 13 K— B7, K — R i; 14 K X P,
K— Kti.
There is still some resistance in Black's position.
In fact, the only way to win is the one given here,
as will easily be seen by experiment.
15 K— R 6 (if K— B 6, K— R 2; and in order
to win White must get back to the actual position,
as against 16 P — Kt 6 ch, K— R i draws), K— R i

16 P— Kt 6, K— Kt i; 17 P — Kt 7, K— B 2;
18 K— R 7, and White queens the Pawn and
wins.
This ending, apparently so simple, should show the
student the enormous difficulties to be surmounted.
i6 PAWN ENDINGS
even when there are hardly any pieces left, when
playing against an adversary who knows how to use

the resources at his disposal, and it should show the


student, also, the necessity of paying strict attention
to these elementary things which form the basis of
true mastership in Chess.

Example 9. — In this ending

White can win by advancing any of the three Pawns


on the first move, but it is convenient to follow the
general rule, whenever there is no good reason against
it, of advancing the Pawn that has no Pawn opposing
it. Thus we begin by —
I. P—B 5, K— K2.
If P — Kt 3, P— B and we have a similar ending
6 ;

to one of those shown above. If i...P R 3; 2 —


P-Kt s.

2. K-Ks,K-B2; 3. P-Kt 5, K-K 2.


:

PAWN ENDINGS 17

If 3...P-Kt 3; 4 P-B 6, and if 3-.P-R 3',


4 P — Kt 6 ch, and in either case we have a similar
ending to one of those already shown.

4. P-R5,
and by following it up with P — Kt 6 we have the
same ending previously shown. Should Black play
4...P— Kt 3, then R PX P, PxP; P — B 6 ch
with the same result.

Having now seen the caseswhen the Pawns are


all on one side of the board we shall now examine
a case when there are Pawns on both sides of the
board.

Example 10. — In these cases the general rule is

to act immediately on the side where you have the su-

perior forces. Thus we have


I. P — KKt4.
i8 PAWN ENDINGS
It is generally advisable to advance the Pawn that is

free from opposition.

I P-QR4.
Black makes an advance on the other side, and now
White considers whether or not he should stop the
advance. In this case either way wins, but generally
the advance should be stopped when the opposing
King is far away.

2.P-QR4,K-B3; 3.P-R4,K-K3.
If 3. . .K — Kt 3, then simple coimting will show that
White goes to the other side with his King, wins the
P at Q R 4, and then Queens his single Pawn long
before Black can do the same.

P— Kt K— B 2; S-'K — B
4. s, s, K — Kt 2;
6.P — R K— B s, 2.

If 6...P — R 3; 7 P — Kt 6, and then the two


Pawns defend themselves and White can go to the
other side with his King, to win the other Pawn.

7. K-Ks.
I

Now it is time to go to the other side with the King,


win the Black Pawn and Queen the single Pawn.
This is typical of all such endings and should be worked
out by the student in this case and in similar cases
which he can put up.
:

SOME WINNING POSITIONS 19

4. SOME WINNING POSITIONS IN THE MIDDLE-


GAME
By the time the student has digested all that has
been previously explained, he, no doubt, is anxious
to get to the actual game and play with all the pieces.
However, before considering the openings, we shall

devote a little time to some combinations that often


arise during the game, and which will give the reader

some idea of the beauty of the game, once he becomes


better acquainted with it.

Example 11.

It is Black's move, and thinking that White merely


threatens to play Q— R 6 and to mate at K
Kt 7,
Black plays i. .R
. —
K i, threatening mate by way
of R— K 8. White now uncovers his real and most
effective threat, viz.

I...R— Ki; 2QxPch,KxQ; 3R— Rsch,


K— Kt i; 4 R— R 8 mate.
:

20 SOME WINNING POSITIONS


This same type of combination may come as the

result of a somewhat more complicated position.

Example 12.

White is a piece behind, and miless he can win it

back quickly he wiU lose ; he therefore plays

I. KtX Kt B — Kt4
He cannot take the Kt because White threatens mate
by QXP R — R 3 ch.
ch followed by

Kt — K7ch
2.^ Qx Kt
Again B x Kt; Q X P ch, K X Q; R — R
if 3 ch,
King moves; R — R 8 mate.

3. RxQ BxR
4. Q-Q7
and White wins one of the two Bishops, remains
with a Q and a B against a R and B, and should
therefore win easily. These two examples show the
IN THE MroDLE-GAME 21

danger of advancing the K Kt P one square, after


having Castled on that side.

Example 13.

This is another very interesting type of combina-


tion. Black has a R for a Kt and should therefore
win, imless White is able to obtain some compensa-
tion immediately. White, in fact, mates in a few
moves thus:

1. Kt— B 6ch PxKt


Forced, otherwise QXP mates.

2. Q— Kt3 ch K — Ri
3. BXP mate.

Example 14. — The same t)^e of combination oc-


curs in a more complicated form in the following
position.
22 SOME WINNING POSITIONS

B X Kt
1. QX B.
If...BxKt; Q — B 3 threatens mate, and there-

fore wins the Q, which is already attacked.

2. Kt — B6ch PxKt
3. R— Kt3ch K— Ri
4. BXP mate.

Example 15. — A very frequent type of combina-


tion is shown in the following position.
;

IN THE MIDDLE-GAME 23

Here White is the exchange and a Pawn behind,


but he can win quickly thus : i BXP ch, K X B.
(If I...K-R i; 2 Q-K R 5, P-KKta;
3 Q— R 6, and wins.)

2 Q— R 5 ch, K— Kt i; 3 Kt — Kt 5, and Black


cannot stop mate at KR 7 except by sacrificing the

Queen by Q— K 5, which woidd leave White with a


Q for a R.

Example 16. — This same type of combination is

seen in a more complicated form in the following


position.

White proceeds as follows : Kt X Kt ch (this


i

clears the line for the B) ; B X Kt (to stop the Kt


from moving to Kt 5 after the sacrifice of the B)
2 RxB, KtxR best; 3 BxP ch, K X B. (If

3...K-R1; 4Q-RS,P-KKt3; sBxPch,


K— Kt 2; 6 Q— R ch, K— B 3; P — Kt ch,
7 7 5

K— K3; SBxPch, RxB; 9 Q— K 4 mate.)


4 Q— R 5 ch, K— Kt i; 5 Kt — Kt R — B i; 5,
24 RELATIVE VALUE OF THE PIECES
6 Q— R 7 ch, K — B i; 7 Q— R 8 ch, Kt— Kt i;

8 Kt — R 7 ch, K— K 2; 9 R— K i ch, K— Q i;
10 Q X Kt mate.
This combination is rather long and has many vari-
ations, therefore a beginner will hardly be able to
fathom it; but, knowing the type of combination,
he might imder similar circumstances undertake and
carry out a brilliant attack which he would otherwise
never think of. It will be seen that all the combina-
tions shown have for a foundation the proper co-ordi-
nation of the pieces, which have aU been brought to
bear against a weak point.

5. RELATIVE VALUE OF THE PIECES


Before going on to the general principles of the
openings, it is advisable to give the student an idea
of the proper relative value of the pieces. There is

no complete and accurate table for all of them, and


the only thing to do is to compare the pieces sep-
arately.
For all general theoretical purposes the Bishop and
the Knight have to be considered as of the same value,
though it is my opinion that the Bishop will prove the
more valuable piece in most cases ; and it is well known
that two Bishops are ahnost always better than two
Knights.
The Bishop will be stronger against Pawns than
the Knight, and in combination with Pawns will also
be stronger against the Rook than the Knight
will be.
RELATIVE VALUE OF THE PIECES 25

A Bishop and a Rook are also stronger than a Ejiight


and a Rook, but a Queen and a Knight may be stronger
than a Queen and a Bishop.
A Bishop will often be worth more than three Pawns,
but a Knight very seldom so, and may even not be
worth so much.
A Rook will be worth a Knight and two Pawns,
or a Bishop and two Pawns, but, as said before, the
Bishop will be a better piece against the Rook.
Two Rooks are sUghtly stronger than a Queen.
They are slightly weaker than two Knights and a
Bishop, and a Uttle more so than two Bishops and
a Knight. The power of the Knight decreases as
the pieces are changed off. The power of the Rook,
on the contrary, increases.

The King, a purely defensive piece throughout the

middle-game, becomes an offensive piece once all the


pieces are off the board, and sometimes even when
there are one or two minor pieces left. The handling
of the ELing becomes of paramount importance once
the end-game stage is reached.

6. GENERAL STRATEGY OF THE OPENING


The main thing is to develop the pieces quickly.

Get them into play as fast as you can.

From the outset two moves, iP— K4oriP Q4, —


open up lines for the Queen and a Bishop. Therefore,
theoretically one of these two moves must be
the best, as no other first move accompUshes so

much.
26 GENERAL STRATEGY
Example 17. — Suppose we begin:

1. P— K4 P— K4
2. Kt— KB3
This is both an attacking and a developing move.
Black can now either reply with the identical move or

play
2 Kt-QBs
This developing move at the same time defends
the King's Pawn.

3. Kt-B3 Kt-B3
These moves are of a purely developing nature.

4. B — Kts
It is generally advisable not to bring this Bishop
out until one Knight is out, preferably the King's
Knight. The Bishop could also have been played
to B 4, but it is advisable whenever possible to combine
development and attack.

4 B — Kt 5

Black replies in the same manner, threatening a pos-


sible exchange of Bishop for Knight with Kt X P to
foUow.
S-
0-0
an indirect way of preventing s...BxKt, which
more e:q)erience or study will show to be bad. At
the same time the Rook is brought into action in the
centre, a very important point.
OF THE OPENING 27

5 0-0
Black follows the same line of reasoning.

6. P-Q3 P-Q3
These moves have a two-fold object, viz. : to pro-
tect the King's Pawn and to open the diagonal for the
development of the Queen's Bishop.
7- B-Kts

A very powerful move, which brings us to the middle-


game stage, as there is already in view a combination
to win quickly by Kt —Q 5. This threat makes it

impossible for Black to continue the same course.


(There is a long analysis showing that Black should
lose if he also plays B — Kt 5.) He is now forced to
play 7 ... BX Kt, as experience has shown, thus
bringing up to notice three things.
First, the complete development of the opening
has taken only seven moves. (This varies up to ten
or twelve moves in some very exceptional cases. As
a rule, eight should be enough.) Second, Black has
28 CONTROL OF THE CENTRE
been compelled to exchange a Bishop for a Knight,
but as a compensation he has isolated White's QRP
and doubled a Pawn. (This, at such an early stage of
the game, is rather an advantage for White, as the Pawn
is doubled towards the centre of the board.) Third,
White by the exchange brings up a Pawn to control
the square Q 4, puts Black on the defensive, as experi-
ence will show, and thus keeps the initiative, an xmques-
tionable advantage.^
The strategical principles expounded above are the
same for all the openings, only their tactical appli-
cation varies according to the circumstances.
Before proceeding further I wish to lay stress on
the following point which the student should bear in
mind.
Before development has been completed no piece should
be moved more than once, unless it is essential in order
to obtain either material advantage or to secure freedom

of action.
The beginner would do well to remember this, as
well as what has already been stated viz., bring :

out the Knights before bringing out the Bishops.

7. CONTROL OF THE CENTRE


The four squares, K 4 and Q 4 on each side respec-
tively, are the centre squares, and control of these
squares is called control of the centre. The control of
the centre is of great importance. No violent attack
can succeed without controlling at least two of these
* The value of the initiative is explaiaed in section 20, p. 77.
CONTROL OF THE CENTRE 29

squares, and possibly three. Many a manoeuvre in


the opening has for its sole object the control of the
centre,which invariably ensures the initiative. It is
weU always to bear this in mind, since it will often be
the reason of a series of moves which could not other-
wise be properly understood. As this book progresses
I shall dwell more fully on these diEferent points. At
present I shall devote some time to openings taken
at random and explain the moves according to general
principles. The student will in that way train his
mind in the proper direction, and will thus- have less
trouble in finding a way out when confronted with a
new and difficult situation.

Example 18.

1. P— K4 P — K4
2. Kt— KB3 P — Q3
A timid move. Black assumes a defensive attitude
at once. On principle the move is wrong. In the
openings, whenever possible, pieces should be moved in
preference to Pawns.

3. P-Q4
White takes the offensive inunediately and strives
to control the centre so as to have ample room to
deploy his forces.

3 Kt-Q2
Black does not wish to relinquish the centre and also
prefers the text move to Kt — Q B 3, which would
be the more natural square for the Kt. But on prin-
30 CONTROL OF THE CENTRE
ciple the move is wrong, because it blocks the action
of the Queen's Bishop, and instead of facilitating the

action of Black's pieces, tends, on the contrary, to


cramp them.
4. B — QB4 P— KR3
Black is forced to pay the penalty of his previous
move. Such a move on Black's part condemns by
itself any form of opening that makes it necessary.
White threatened Kt — Kt 5 and Black could not stop
it with 4. — K because of 5 P X P, Kt X P
. .B 2,

(if S-PXP, 6 Q-Q 5); 6 KtxKt, PxKt;


7 Q — R and White wins a Pawn and has besides a
5,

perfectly safe position.

5. Kt-B3 KKt-Bs
6. B — K3 B — K2
7. Q-K2
It should be noticed that White does not Castle yet.
The reason is that he wants to deploy his forces first,

and through the move force Black to play


last

P— Q B 3 to make room for the Queen as |White


threatens R—
Q i, to be followed by P x P. Black's
other alternatives would finally force him to play
PX P, thus abandoning the centre to White.

7 P-B3
8. R— Qi Q-B 2
9. O -O
With this last move White completes his development,
while Black is evidently somewhat hampered. A simple
examination will suffice to show that White's position
CONTROL OF THE CENTRE 31

is unassailable. There are no weak spots in his armour,

and his pieces are ready for any manoeuvre that he


may wish to carry out in order to begin the attack on
the enemy's position. The student should carefully
study this example. It will show him that it is some-

times convenient to delay Castling. I have given the


moves as they come to my mind without following
any standard book on openings. Whether the moves
given by me agree or not with the standard works, I
do not know, but at the present stage of this book
it is not convenient to enter into discussions of mere
technicalities which the student will be able to imder-
stand when he has become more proficient.

Example 19.

1. P — K4 P— K4
2. Kt— KB3 P— Q3
3. P-Q4 B-Kt5
A bad move, which violates one of the principles set

down, according to which at least one Knight should


be developed before the Bishops are brought out, and
also because it exchanges a Bishop for a Knight, which
in the opening is generally bad, unless there is some
compensation.

4. PxP
32 TRAPS
7. Q-QKt3 P-QKt3
8. Kt-B3 P-QB3
To prevent Kt— Q 5.

Black, however, has no pieces out except his Queen,


and White, with a Bishop and a Knight ahready devel-
oped, has a chance of obtaining an advantage quickly
by playing Kt —
Q 5 anyway. The student is left

to work out the many variations arising from this

position.

These examples will show the practical application


of the principles previously enunciated. The student
is warned against playing Pawns in preference to pieces

at the beginning of the game, especially P— K R 3


and P — Q R 3, which are moves very commonly in-

dulged in by beginners.

8. TRAPS
I shall now give a few positions or traps to be avoided
in the openings, and in which (practice has shown)
beginners are often caught.
TRAPS 33

Example 20.

White plays:
1. PXP Kt X P
Black should have recaptured with the Pawn.
2. Kt Kt BXQ
3. BxPch K— K2
4. Kt — Q 5 mate.

Example 21.

/ J
'h
.

34 TRAPS
Black, having the move, should play P— K But
3.

suppose he plays Kt — KB 3 instead, then comes —


1. BxPch
Kt — K 5 would also give White the advantage, the
ifBxQ; aBxP mate.
threat being of course Nor
does B — R 5 help matters, because of 2 Q X B, i . .

B — K 3 leaves Black with the inferior position. But


White's move in the text secures an immediate material
advantage, and the beginner at any rate should never
miss such an opportunity for the sake of a speculative
advantage in position.
I KxB
2. Kt — K 5 ch K moves
3. KtxB
and White has won a Pawn besides having the better
position.

There are a good many other traps — in fact, there


is a book written on traps on the chess board; but
the type given above is the most common of all.
CHAPTER II

Further Prtnciples in End-Game Play

We shall now go back to the endings in search of a


few more principles, then again to the middle-game,
and finally to the openings once more, so that the ad-
vance may not only be gradual but homogeneous. In
this way the foundation on which we expect to build
the structure will be firm and solid.

9. A CARDINAL PRINCIPLE

^ ^ #*
V y
^^
i
W
Z _¥/">

m^ l1

k fm

In the position shown above, White can draw by


playing P — Kt 4 according to the general rule that
governs such cases, i.e. to advance the Pawn that is

free from opposition. But suppose that White, either


because he does not know this principle or because he
35
.

36 A CARDINAL PRINCIPLE
does not, in this case, sufficiently appreciate the value
of its application; suppose, we say, that he plays
IP— Q R 4. Then Black can win by playing i . .

P— Q R 4, applying one of the cardinal principles of


the high strategy of chess —
A unit that holds two.

In this case one Pawn would hold two of the op-


ponent's Pawns. The student cannot lay too much
stress on this principle. It can be applied in many
ways, and it constitutes one of the principal weapons
in the hands of a master.

Example 22. — The example given should be suffi-

cient proof. We give a few moves of the main vari-


ation :

1. P — R4 P — QR4
2. K— Kt 2 K— B 5
(Best ; see why.)

3. P — Kt4 PXP
(Best.)

4. P— Rs P — Kt6
5. P — R6 P — Kt 7
6. P — R7 P — Kt8(Q)
7. P-R8(Q) Q^Ksch
8. QxQ KxQ
This brings the game to a position which is won by
Black, and which constitutes one of the classical
endings of King and Pawns. I shall try to explain the
guiding idea of it to those not familiar with it.
A CLASSICAL ENDING 37

10. A CLASSICAL ENDING

Example 23. — In this position White's best line


of defence consists in keeping his Pawn where it stands
at R 2. As soon as the Pawn is advanced it becomes
easier for Black to win. On the other hand, Black's
plan to win (supposing that White does not advance
his Pawn) may be divided into three parts. The first

part will be to get his King to K R 6, at the same time


keeping intact the position of his Pawns. (This is

all important, since, in order to win the game, it is

essential at the end that Black may be able to advance


his rearmost Pawn one or two squares according to
the position of the White King.)

K-Kt3 K — K6
K— Kt2
If 2 K— Kt 4,K— B 7; 3 P—R 4, P— Kt 3 wiU
win.
38 A CLASSICAL ENDING
t
A CLASSICAL ENDING 39
The third part will consist in timing the advance of
the Kt P so as to play P — Kt
when the White6
Ejng is at R I. It now becomes evident how neces-
sary it is to be able to move the Kt P either one or
two squares according to the position of the White
King, as indicated previously.^ In this case, as it is

White's move, the Pawn will be advanced two squares


smce the White Kmg will be m the comer, but if, it

were now Black's move the Kt P should only be ad^


vanced one square since the White King is at
Kt I.

8. K— Ri
40 OBTAINING A PASSED PAWN
sition, but before we devote our time to it I wish to
call attention to two things.

11. OBTAINING A PASSED PAWN


When three or more Pawns are opposed to each
other in some such position as the one in Example 24,
there is always a chance for one side or the other of
obtaining a passed Pawn.

:/y.

i iT
/A
^f <^*
y
y^^
..
'>''

^
^ M
^
^/ y .../.^y.
'/.

y
>€> ^ I V
Example 24. — In the above position the way of
obtaining a passed Pawn is to advance the centre
Pawn.
1. P — Kt6 RPxP
If B PxP; P-R 6,

2. P — B6 PxBP
3- P-R6
and as in this case the White Pawn is nearer to
Queen than any of the Black Pawns, White will
WHICH PAWN FIRST TO QUEEN 41

win. Now if it had been Black's move Black could


play
I P-Kt3
2. BPxP BPxP
Itwould not be advisable to try to obtain a passed
Pawn because the White Pawns would be nearer to
Queen than the single Black Pawn.

3- PXP PxP
and the game properly played would be a draw. The
student should work this out for himself.

12. HOW TO FIND OUT WHICH PAWN WILL


BE FIRST TO QUEEN
When two Pawns are free, or will be free, to ad-
vance to Queen, you can find out, by counting, which
Pawn will be the first to succeed.

Example 25. — In this position whoever moves first

wins.
:

42 WHICH PAWN FIRST TO QUEEN


The first thing is to find out, by counting, whether
the opposing King can be in time to stop the passed
Pawn from Queening. When, as in this case, it cannot
be done, the pomt is to coimt which Pawn comes in
first. In this case the tune is the same, but the Pawn
that reaches the eighth square first and becomes a
Queen is m a position to capture the adversary's
Queen when he makes one. Thus

1. P — R4 P — KR4
2. P-Rs P-R5
3. P — Kt6 PxP
Now comes a little calculation. White can capture
the Pawn, but if he does so, he will not, when Queen-
ing, command the square where Black will also Queen
his Pawn. Therefore, instead of taking, he plays:

4. P — R6 P — R6
5. P-R7 P-R7
6. P — R8 (Q), andwms.
The student would do weU to acquaint himself
with various simple endings of this sort, so as to ac-

quire the habit of coimting, and thus be able to know


with ease when he can or caimot get there first. Once
again I must call attention to the fact that a book
cannot by itself teach how to play. It can only serve
as a guide, and the rest must be learned by experience,
and if a teacher can be had at the same time, so much
the faster will the student be able to learn.
THE OPPOSITION 43

13. THE OPPOSITION


When Kings have to be moved, and one player can,
by force, bring his King into a position similar to the

one shown in the following diagram, so that his adver-


sary is forced to move and make way for him, the

player obtaining that advantage is said to have the

oj)i)osition.

£^ample 26. — Suppose in the above position White


plays
I. K-Q4
Now Black has the option of either opposing the
passage of the White King by playing K— Q 3
or, if he prefers, he can pass with his own King
by replying K— B 4. Notice that the Kings are
directly opposed to each other, and the nimiber of
intervening squares between them is odd — one in

this case.

The opposition can take the form shown above,


:

44 THE OPPOSITION
which can be called actual or close frontal opposition;

or this form:

which can be called actual or close diagonal opposition,


or, again, this form

which can be called actual or close lateral opposition.


In practice they are all one and the same. The
Kings are always on squares of the same colour, there
is only one intervening square between the Kings,
and the player who has moved last "has the opposition.^'
THE OPPOSITION 45

Now, if the student will take the trouble of moving


each King backwards as in a game in the same frontal,
diagonal or lateral line respectively shown in the dia-
grams, we shall have what may be caUed distant frontal,
diagonal and lateral opposition respectively.
The matter of the opposition is highly important,
and takes at times somewhat complicated forms, all

of which can be solved mathematically; but, for the

present, the student should only consider the most


simple forms. (An examination of some of the examples

of King and Pawns endings aheady given will show


several cases of close opposition.)
In all simple forms of opposition,
when the Kings are on the same line and the number
of intervening squares between them is even, the player
who has the move has the opposition.

Example 27. — The above position shows to advan-


tage the enormous value of the opposition. The
4b THE OPPOSITION
position is very simple. Very little is left on the
board, and the position, to a beginner, probably looks
absolutely even. It is not the case, however. Who-
ever has the move wins. Notice that the Kings are
directly in front of one another, and that the number
of intervening squares is even.

Now as to the procedure to win such a position.


The proper way to begin is to move straight up.

Thus:

I. K— K2
:

THE OPPOSITION 47

defence more difi&cult to overcome. Let us begin


anew.
K— K2
I. K— Qi
Now if 2 K— Q K — Q 3, 2, or if 2 K— K K— K 3, 2,

and Black obtains the opposition in both cases. (When


the Kings are directly in front of one another, and the
number of intervening squares between the Kings
is odd, the player who has moved last has the
opposition.)
Now in order to win, the White King must advance.
There is only one other square where he can go, B 3,
and that is the right place; Therefore it is seen that
in such caseswhen the opponent makes a so-called
waiting move, you must advance, leaving a rank
or file free between the Kings. Therefore we
have —
2. K— B3 K— K2
Now, it would be bad to advance, because then Black,
by bringing up his King in front of your King, would
obtain the opposition. It is White's turn to play a
simila r move to Black's first move, viz.

3- K-K3
which brings the position back to the first variation
shown. The student would do weU to famiharise him-
self with the handling of the King in all examples of

opposition. It often means the winning or losing of

a game.
, :

48 THE OPPOSITION
Example 28. — The following position is an excellent

proof of the value of the opposition as a means of


defence.

White is a Pawn behind and apparently lost, yet he


can manage to draw as follows

I. K— Ri!
The position of the Pawns does not permit White
to draw by means of the actual or close opposition,
hence he takes the distant opposition : in effect if

1 K— B I (actual or close opposition), K— Q 7;


2 K— B 2, K— Q 6 and White cannot continue to
keep the lateral opposition essential to his safety,
because of his own Pawn at B 3. On the other hand,
after the text move, if

1. . . K-Q7
2. K- R2 K-Q6
3. K- R3! K— K7
:

THE OPPOSITION 49
4. K-^Kt2 K— K6
5. K-Kt3 K-Q5
6. K— Kt4
attacking the Pawn and forcing Black to play 6...
K— K 6 when he can go back to Kt 3 as already
shown, and always keep the opposition.
Going back to the original position, if

1. K— Ri P — Kts

White does not play PX P, because P— K 5 will


win, but plays

2. K— Kt2 K— Q7
If 2...PXP ch; 3 KxP, foUowed by K— K 4,
win draw.

3. PxP P— K5
and mere counting will show that both sides Queen,
drawing the game.
If the student wiU now take the trouble to go back
to the examples of King and Pawns which I have
given in this book,^ he wiU realise that in all of them
the matter of the opposition is of paramount impor-
tance ; as, in fact, it is in nearly all endings of King
and Pawns, except in such cases where the Pawn-
position in itself ensures the win.

1 See page 13.


so THE RELATIVE VALUE
14. THE RELATIVE VALUE OF KNIGHT AND BISHOP
Before turning our attention to this matter it is

well to state now that two Knights alone cannot mate,


but, under certain conditions of course, they can do
so if the opponent has one or more Pawns.

Example 29. — In the above position White cannot


win, although the Black King is cornered, but in the
following position, in which Black has a Pawn,

White wins with or without the move. Thus ;

I. Kt— Kt6 P — R5
OF KNIGHT AND BISHOP SI

White cannot take the Pawn because the game will

be drawn, as explained before.

2. Kt— K5 P — R6
3- Kt — B6 P — R7
4- Kt— Kts P — R8(Q)
5- Kt — B 7 mate

The reason for this pecuUarity in chess is eviaent.


White with the two Knights can only stalemate the

King, unless Black has a Pawn which can be moved.

Example 30. —Although he is a Bishop and a Pawn


ahead the following position cannot be won by White.

It is the greatest weakness of the Bishop, that when


the Rook's Pawn Queens on a square of opposite colour
and the opposing King is in front of the Pawn, the
Bishop is absolutely worthless. AH that Black has to
do is to keep moving his King close to the comer
square.
52 THE RELATIVE VALUE

Example 31. — In the above position White with or


without the move can win. Take the most difficult

variation.
OF KNIGHT AND BISHOP 53

has the choice of one colour only. It takes much longer


to bring a Knight from one wing to the other. Also,
as shown in the following Example, a Bishop can
stalemate a Knight ; a compliment which the Knight
is unable to return.

Example 32.

The weaker the player the more terrible the Knight


is to him, but as a player increases in strength the
value of the Bishop becomes more evident to him, and
of course there is, or should be, a corresponding decrease
in his estimation of the value of the Knight as compared
to the Bishop. In this respect, as in many others, the

masters of to-day are far ahead of the masters of former


generations. While not so long ago some of the very
best amongst them, like Pillsbury and Tchigorin, pre-
ferred Knights to Bishops, there is hardly a master of
to-daywho would not completely agree with the state-
ments made above.
54 THE RELATIVE VALUE
Example 33. —
This is about the only case when the
Knight is more valuable than the Bishop.

It is what is called a "block position," and aD. the

Pawns are on one side of the board. (If there were Pawns
on both sides of the board there would be no advantage
in having a Knight.) In such a position Black has
excellent chances of winning. Of course, there is an
extra source of weakness for White in having his Pawns
on the same colour-squares as his Bishop. This is a
mistake often made by players. The proper way,
generally, in an ending, is to have your Pa\ras on
own Bishop.
squares of opposite colour to that of your
When you have your Pawns on squares of the same
colour the action of your own Bishop is limited by
them, and consequently the value of the Bishop is

diminished, since the value of a piece can often be


measured by the number of squares it commands.
While on this subject, I shall also call attention to the
:

OF KNIGHT AND BISHOP 55

fact that it is generally preferable to keep your Pawns


on squares of the same colour as that of the opposing
Bishop, particularly if they are passed Pawns sup-
ported by the King. The principles might be stated
thus
When the opponent has a Bishop, keep your Pawns
on sqiMres of the same colour as your opponent's
Bishop.
Whenever you have a Bishop, whether the opponent
has also one or not, keep your Pawns on squares of the
opposite colour to that of your own Bishop.
Naturally, these principles have sometimes to be
modified to suit the exigencies of the position.

Example 34. — In the following position the Pawns


are on one side of the board, and there is no advantage
in having either a Knight or a Bishop, The game
should surely end in a draw.
S6 THE RELATIVE VALUE
Example 35. — Now let us add three Pawns on
each side to the above position, so that there are
Pawns on both sides of the board.

It is now preferable to have the Bishop, though


the position, if properly played out, should end in a
draw. The advantage of having the Bishop lies as
much in its ability to command, at long range, both
sides of the board from a central position as in its

ability to move quickly from one side of the board


to the other.
OF KNIGHT AND BISHOP 57

Example 36 — In the above position it is un-


questionably an advantage to have the Bishop, because,
although each player has the same number of Pawns,
they are not balanced on each side of the board. Thus,
on the King's side. White has three to two, while on
the Queen's side it is Black that has three to
two. Still, with proper play, the game should end
in a draw, though White has somewhat better
chances.

Example 37. — Here is a position in which to


have the Bishop is a decided advantage, since not

/;;

/ i i*' i

/ z 4,

/^

/A

41 h ^„ J

only are there Pawns on both sides of the board,


but there is a passed Pawn (K R P for White,
Q R P for Black). Black should have extreme
difl&culty in drawing this position, if he can do it

at all.
S8 VALUE OF KNIGHT AND BISHOP
Example 38. — Again Black would have great diffi-

culty in drawing this position.

The student should carefully consider these posi-


tions. I hope that the many examples wiU help him
to understand, in their true value, the relative merits
of the Knight and Bishop. As to the general method
of procedure, a teacher, or practical experience, wiU
be best. I might say generally, however, that the
proper course in these endings, as in all similar end-
ings, is: Advance of the King to the centre of the
board or towards the passed Pawns, or Pawns that
are susceptible of being attacked, and rapid advance
of the passed Pawn or Pawns as far as is consistent
with their safety.
To give a fixed line of play would be foUy. Each
ending is different, and reqtiires different handling,

according to what the adversary proposes to do.


Calculation by visualising the future positions is what
will count.
:

MATE WITH KNIGHT AND BISHOP 59

15. HOW TO MATE WITH A KNIGHT AND A BISHOP


Now, before going back again to the middle-game
and the openings, let us see how to mate with Knight
and Bishop, and, thpn, how to wia with a Queen
against a Rook.
With a Kjiight and a Bishop the mate can only he
given in the corners of the same colour as the Bishop.

Example 39. — In this example we must mate either


at QR I or KR 8. The ending can be divided into
two parts. Part one consists in driving the Black
King to the last liue. We might begin, as is generally
done in aU such cases, by advancing the King to the
centre of the board

I. K— K2 K — Q2
Black, in order to make it more difl&cult, goes towards
the white-squared comer:
2. K-Q3 K-B3
3. B-B4 K-Q4
6o HOW TO MATE WITH
4.
A KNIGHT AND BISHOP 6i

K — Kt 6 ; IS Kt — K 3, and the other which I give


as the text, and which I consider better for the student
to learn, because it is more methodical and more in

accord with the spirit of all these endings, 6y using


the King as much as possible.

14.
62 QUEEN AGAINST ROOK
mate within the fifty moves which are granted by
the rules.

16. QUEEN AGAINST ROOK


This is one of the most difficult endings without
Pawns. The resources of the defence are many, and
when used skilfully only a very good player wiU prevail
within the limit of fifty moves allowed by the rules.
(The rule is that at any moment you may demand
that your opponent mate you within fifty moves.
However, every time a piece is exchanged or a Pawn
advanced the counting must begin afresh.)

Example 40. — This is one of the standard positions


which Black can often bring about. Now, it is White's
move. If it were Black's move it would be simple, as

he would have to move his Rook away from the King


(find out why), and then the Rook would be compara-
QUEEN AGAINST ROOK 63

tively easy to win. We deduce from the above that


the main object is to force the Black Rook away
from the defending King, and that, in order to compel
Black to do so, we must bring about the position in
the diagram with Black to move. Once we know
what is required, the way to proceed becomes easier to

find. Thus:

I. Q— Ksch
Not Q— R because R— B ch; 2 K— Kt
I 6, 2 6,

R B3ch; 3KXR. Stalemate. (The beginner
will invariably fall into this trap.)

I K to R I or to R2
2. Q— Ri ch K— Kt I

3- Q-Rs
In a few moves we have accomplished our object.

The first part is concluded. Now we come to the


second part. The Rook can only go to a White square,
otherwise the first check with the Queen wiU win it.

Therefore
^.
64 QUEEN AGAINST ROOK

^ ^
% U t
^ /
^Mr

^ ^^ ?^
/
K y^y/.

^_
y

Example 41. — The procedure here is very similar.


The things to bear in mind are that theRook must
be prevented from interposing at Kt i because of an
immediate mate, and in the same way the King must
be prevented from going either to R 3 or B i.

Example 42. — We shall now examine a more diffi-

cult position.
;

QUEEN AGAINST ROOK 65

Many players would be deceived by this position.

The most likely looking move is not the best. Thus


suppose we begin

1. Q— Ksch K— B I

2. K— Kt6 R— Q2
The only defence, but, unfortvinately, a very effective
one, which maikes it very difficult for White, since he
cannot play 3 Q— K 6 because of 3 . . .R — Kt 2 ch

4 K— B 6, R — Kt 3 ch draws. Nor can he win


quickly by 3 Q— Q B 5 ch because 3...K i, —K
4 K— B 6, R— Q 3 ch! driving back the White
King.
Now that we have seen the difficxilties of the situa-

tion let us go back. The best move is

Q— Kt sch! K — Ri
1.

IfK— R2; 2Q— Kt6ch, K— Ri; 3K— R6!


Q— Ksch! K— Rabest
2.

K— Kts R — R2!best
3.

If 3 . . .R— Kt 2 ch ; 4 K— B 6 leads to a position


similar to those in Examples 40 and 41.

'4.
66 QUEEN AGAINST ROOK
and we have the position of Example 40 with Black
to move.
Let us go back again.

1. Q— Ktsch K— B I

2. Q— Q8ch K— Kt2
3. K— Kts R — B6
The best place for the Rook away from the King.
3...K— R2; 4 Q— Q 4,R— Kt 2 ch; 5 K —B 6
would lead to positions similar to those already seen.

Q— Q4ch K— B
4. I

K— Kt6
5.

5 Q— Q 6 ch, K— Kt 2; 6Q— Ks ch, K— B i;


7 K — Kt 6 would also win the Rook. The text move,
however, is given to show the finesse of such endings.
White now threatens mate at Q 8.

5-

6.
QUEEN AGAINST ROOK 67

King are often kept on different lines. The student


should carefully go over these positions and consider
aU the possibilities not given in the text.
He should once more go through everything already
written before proceeding further with the book.
CHAPTER III

Planning a Win in Middle-Game Play

I SHALL now give a few winning positions taken from


my own games. I have selected those that I believe
can be considered as types, i.e. positions that may
easily occur again in a somewhat similar form. A
knowledge of such positions is of great help; in fact,
one cannot know too many. It often may help the
player to find, with little effort, the right move, which
he might not be able to find at aU without such
knowledge.

17. ATTACKING WITHOUT THE AID


OF KNIGHTS
: :

ATTACKING WITHOUT KNIGHTS 69

Example 43. —
It is Black's move, and as he is a

Kt and P behind he must win quickly, if at all. He


plays
I QR— Kt i!
2. R— B 2
If, QX Q, RXP ch ; K— R i, B— Q 4 and mate
follows in a few moves.

2 RXP ch
3. K— B I B — B s ch
4. KtxB R— KtSmate

Example 44. — Black's last move was P —K 6,

played with the object of stopping what he thought


was White's threat, viz. :R— Q R 5, to which he

would have answered Q— B 5 ch and drawn the game


by perpetual check. White, however, has a more
forceful move, and he mates in three moves as
follows
70 ATTACKING WITHOUT
1. RxPch QxR
2. R-QRs Black moves
3. White mates

Example 45. — White has a beautiful position, but


still he had better gaia some material, if he can, before
Black consolidates his defensive position. He there-
fore plays:
1. RxKt! PxR
2. BxPch K— K2
If Kt X B ; Rx Kt and Black would be helpless.

3. Q— R7ch K— Ki
4. Q X Kt ch K— Q2
5. Q-R7ch Q— K2
6. B — B8 QXQ
7. R X Q ch K— Ki
8. RxR Resigns

In these few examples the attacking has been done


by Rooks and Bishops in combination with the Queen.
THE Am OF KNIGHTS 71

There have been no Knights to take part in the attack.

We shall now give some examples in which the Knights


play a prominent part as an attacking force.

18. ATTACKING WITH KNIGHTS AS A


PROMINENT FORCE

Example 46. —
White is two Pawns behind. He
must therefore press on his attack. The game con-
tinues :

I. Kt (B s) X Kt P Kt — B 4

Evidently an error which made the winning easier


for White, as he simply took the Rook with the Knight
and kept up the attack. Black should have played:
i...KtxKt. Then would have followed: 2 Kt —
B 6ch, Kt3; 3 Kt X B, P — B 3 (best) 4 P —
K— ;

K 5, B 2 s Kt X P, R — K 2 6 Kt — K 4,
K— ; ;

and Black should lose.^

* Full score and notes are given in My Chess Career, by J. R.


Capablanca (Game No. ii).
:

72 ATTACKING WITH KNIGHTS

mm ^mim J^ * ^ *

%/
/ ^
^ 2*

Example 47. — The student should carefully ex-


amine the position, as the sacrifice of the Bishop in
similar situations is tj^pical, and the chance for it is
of frequent occurrence in actual play. The game
continues

1. BxPch KxB
2. Kt — Kt sch K-Kt3
Best. If 2. ..K— R 3 ; 3 Kt X P ch wins the Queen,
and if 2 . . .K— Kt i ; 3 Q— R 5, with an irresistible

cLLLclCiv.*

3. Q-Kt4 P-B4
4. Q-Kt3 K-R3
White finally won.'

• This position is elaborated under Example 50 (p 80.).


WINNING BY INDIRECT ATTACK 73

19. WINNING BY INDIRECT ATTACK


We have so far given positions where the attacks
were of a violent nature and directed against the
King's position. Very often, however, in the middle-

game attacks are made against a position or against


pieces, or even Pawns.
The winning of a Pawn among good players of even
strength often means the winning of the game.
Hence the study of such positions is of great im-
portance. We give below two positions in which the
attack airns at the gain of a mere Pawn as a means of
ultimately winning the game.

Example 48. — Black is a Pawn behind, and there


is no violent direct attack against White's King.
Black's pieces, however, are very well placed and free
to act, and by co-ordinating the action of aU his pieces

he is soon able not only to regain the Pawn but to

obtain the better game. The student should carefully


74 WINNING BY INDIRECT ATTACK
consider this position and the subsequent moves. It

is a very good example of proper co-ordination in the


management of forces. The game continues:

I R — Ri
2. P-QR4
White's best move was P — Q Kt when would3,

follow Kt X B ; 3 Q X Kt, R — R 6 and Black would


ultimately win the Q R P, always keeping a slight
advantage in position. The text move makes matters
easier.
2 Kt X B
3. QxKt Q-Bs
4. KR— Qi KR— Kt I

Black could have regained the Pawn by playing


BX Kt, but he sees that there is more to be had,
and therefore increases the pressure against White's
Queen side. He now threatens, among other things,
R X Kt P.
5. Q-K3 R-Kts
Threatening to win the exchange by B—Q 5.

6. Q— Kts B — Qsch
7. K— Ri QR — Kt I

This threatens to win the Kt, and thus forces White


to give up the exchange.

8. RxB QXR
9. R-Qi Q-Bs
Now Black will recover his Pawn.
WINNING BY INDIRECT ATTACK 75

Example 49. —
An examination of this position will
show that Black's main weakness lies in the exposed
position of his King, and in the fact that his Q R
has not yet come into the game. Indeed, if it were
Black's move, we might conclude that he would have
the better game, on accoimt of having three Pawns to
two on the Queen's side, and his Bishop commanding
the long diagonal.

It is, however. White's move, and he has two courses


to choose from. The obvious move, B —B 4, might
be good enough, since after i B—B 4, QR — Q i;
2 P — Q Kt 4 would make it difi&cult for Black. But
there is another move which completely upsets Black's
position and wins a Pawn, besides obtaining the
better position. That move is Kt Q 4 The game — !

continues as follows:

1. Kt— Q4! PxKt


2. RxB Kt — Kts
76 WINNING BY INDIRECT ATTACK
There is nothing better, as White threatened B —B 4.

3-
CHAPTER IV
Geneeal Theory

Before we revert to the technique of the openings


it will be advisable to dwell a Httle on general theory,
so that the openings in their relation to the rest of the
game may be better understood.

20. THE INITIATIVE


As the pieces are set on the board both sides have
the same position and the same amoimt of material.
White, however, has the move, and the move in this
case means the initiative, and the initiative, other
things being equal, is an advantage. Now this ad-
vantage must be kept as long as possible, and should
only be given up if some other advantage, material
or positional, is obtained in its place. White, according
to the principles already laid down, develops his pieces
as fast as possible, but in so doing he also tries to
hinder his opponent's development, by applyirig pres-
sure wherever possible. He tries first of aU to control
the centre, and failing this to obtain some positional
advantage that wiU make it possible for him to keep
on harassing the enemy. He only relinquishes the
initiative when he gets for it some material advantage
under such favoxirable conditions as to make him feel
77
:

78 DIRECT ATTACKS EN MASSE


assured that he will, in turn, be able to withstand his
adversary's thrust; and finally, through his superi-
ority of material, once more resvune the initiative,

which alone can give him the victory. This last

assertion is self-evident, since, xa. order to win the


game, the opposing King must be driven to a position
where he is attacked without having any way of escape.
Once the pieces have been properly developed the
resulting positions may vary in character. It may
be that a direct attack against the King is in order;
or that it is a case of improving a position already
advantageous; or, finally, that some material can be
gained at the cost of relinquishing the initiative for
a more or less prolonged period.

21. DIRECT ATTACKS EN MASSE


In the first case the attack must be carried on with
sufficient force to guarantee its success. Under no
consideration must a direct attack against the King
be carried on a outrance imless there is absolute cer-
tainty in one's own mind that it will succeed, since

failure in such cases means disaster.

Example 50. — A good example of a successful direct


attack against the King is shown in the following
diagram

In this position White could simply play B—B 2

and still have the better position, but instead he pre-


fers an immediate attack on the King's side, with
DIRECT ATTACKS EN MASSE 79
the certainty in his mind that the attack will lead to
a win. The game continues thus: ^

12. BXP ch KxB


13. Kt— Kt 5ch K-Kt3
14. Q— Kt4 P— B4
Best. P— K 4 would have been immediately fatal.

Thus: 14...P— K 4; 15 Kt— K 6 ch, K— B 3;


16 P— B 4! P—K s; 17 Q— Kt 5 ch, KxKt;
18 Q— K K— Q 2;
5 ch, 19 K R— Q ch, Kt —
i

Q6; 20 KtxP, K — B 3 (if K— K i, Kt— Q6ch


wins the Queen) ; 21 Rx Kt, QXR ; 22 R— B i ch,

K— Kt 3 (if K— Q 2 mate in two) ; 23 Q— B 7 ch


and mate in five moves.

1 We give, from now on, games and notes, so that the student
may familiarise himself with the many and varied considerations
that constantly are borne in mind by the Chess Master. We must
take it for granted that the student has already reached a stage
where, while not being able fuUy to understand every move, yet he
can derive benefit from any discussion with regard to them.
8o DIRECT ATTACKS EN MASSE
15. Q-Kt3 K-R3
16. Q— R4ch K— Kt3
17. Q— R ch 7 K— B3
If K X Kt Q X
;
Kt P ch and mate in a few moves.
18. P— K4 Kt - Kt 3
19. PxP PxP
20. QR— Qi Kt— Q6
21. Q-R3 Kt(Q6)-Bs
22. Q— Kt3 Q— B 2

23. KR— Ki Kt— K7ch


This blmider loses at once, but the game could not
be saved in any case ; e.g. 23. ..B — K3; 24RXB
ch, Kt X R; 25Kt— Q 5 mate.
24. R X Kt QxQ
25. Kt — R 7 ch K — B2
26. RPXQ R — Ri
27. Kt — Kt sch K-B3
28. P—B 4 Resigns

Example 51. — Another example of this kind;


DIRECT ATTACKS EN MASSE 8i

In the above position the simple move Kt X P


would win, but White looks for compHcations and
their beauties. Such a course is highly risky imtil a
wide experience of actual master-play has developed
a sufficient insight into all the possibilities of a position.
This game, which won the brilliancy prize at St.
Petersburg in 1914, continued as follows :

82 THE FORCE OF THE
and that often, as in some of the variations pointed
out, it is the coming into action of the last available
piece that finally overthrows the enemy. It demon-
strates the principle already stated:
Direct and violent attacks against the King must be

carried en masse, with full force, to ensure their success.


The opposition must be overcome at all cost; the attack

cannot be broken of, since in all su£h cases that means


defeat.

22. THE FORCE OF THE THREATENED


ATTACK
Failing an opportunity, in the second case, for
direct attack, one must attempt to increase whatever
weakness there may be in the opponent's position;
or, if there is none, one or more must be created. It

is always an advantage to threaten something, but


such threats must be carried into effect only if some-
thing is to be gained immediately. For, holding the
threat in hand, forces the opponent to provide against
its execution and to keep material in readiness to meet
it. Thus he may more easily overlook, or be xmable
to parry, a thrust at another point. But once the
threat is carried into effect, it exists no longer, and
your opponent can devote his attention to his own
schemes. One of the best and most successful ma-
noeuvres in this type of game is to make a demon-
stration on one side, so as to draw the forces of your
opponent to that side, then through the greater
mobility of your pieces to shift your forces quickly
THREATENED ATTACK 83

to the other side and break through, before your


opponent has had the tune to bring over the neces-
sary forces for the defence.
A good example of positional play is shown in the
following game:

Example 52.— Played at the Havana Interna-


tional Masters Tournament, 1913. (French Defence.)
White :
J. R. Capablanca. Black : R. Blanco.

I.
84 THE FORCE OF THE
prevent the development of Black's Queen's Bishop
vid Q Kt 2, after P —
Q Kt 3, which is Black's usual
development in this variation. Generally it is bad
to move the same piece twice in an opening before
the other pieces are out, and the violation of that
principle is the only objection that can be made to
this move, which otherwise has everything to recom-
mend it.

7 B-Q3
8. Q-B3

B — K Kt 5 might be better. The text move gives


Black an opportimity of which he does not avail
himself
8 P-B3
P— B 4 was the right move. It would have led to
complications, in which Black might have held his
own; at least. White's play would be very difficult.

The text move accomplishes nothing, and puts Black


THREATENED ATTACK 85

in an altogether defensive position. The veiled threat


B X Kt; followed by Q— R 4 ch; is easily met.

9. P— B 3 0—0
10. B — KKts B — K2
The fact that Black has now to move his Bishop
back clearly demonstrates that Black's plan of devel-
opment is faulty. He has lost too much time, and
White brings his pieces into their most attacking
position without hindrance of any sort.

11. B — Q3 Kt— Ki
The alternative was Kt —Q 4. Otherwise White
woidd play Q— R 3, and Black would be forced to
play P — K Kt 3 (not P— K R 3, because of the
sacrifice B X P), seriously weakening his King's side.

12. Q— R3 P — KB 4

White has no longer an attack, but he has compelled


Black to create a marked weakness. Now White's
whole plan will be to exploit this weakness (the weak
K P), and the student can now see how the principles
expounded previously are applied in this game. Every
move is directed to make the weak King's Pawn im-
tenable, or to profit by the inactivity of the Black

pieces defending the Pawn, in order to improve the


position of White at other points.

13. BxB QxB


14. 0—0 R— B3
15. KR— Ki Kt— Q3
16. R— K2 B — Q2
86 THE FORCE OF THE
At last the Bishop comes out, not as an active attack-
ing piece, but merely to make way for the Rook.

17. QR — Ki R— Ki
18. P — QB 4 Kt — B 2
A very clever move, tending to prevent P—B 5,
and tempting White to play Kt X B, followed by
B X P, which would be bad, as the following varia-
tion shows: Kt X B, Q X Kt; 20 B X P, Kt —
19
Kt 4 ; 21 Q— Kt 4, R X B 22 P — K R 4, P —
;

KR4; 23QxR,PxQ; 24RxRch,K — R 2;


25 PX Kt, QX P. But it always happens in such
cases that, if one line of attack is anticipated, there

is another; and this is no exception to the rule, as

will be seen.

19. P — Qs! KtxKt


Apparently the best way to meet the manifold threats
of White. B P X P would make matters worse, as
the White Bishop would finally bear on the weak
King's Pawn vid QB 4.
THREATENED ATTACK 87

20. RX Kt P — KKt3
21. Q— R4 K — Kta
22. Q-Q4 P — B4
Forced, as White threatened Px K P, and also Q X P
23. Q-B3 P-Kt3
Q— Q 3 was better. But Black wants to tempt
White to play P X P, thinking that he will soon after
regain his Pawn with a safe position. Such, however,
is not the case, as White quickly demonstrates. I

must add that in any case Black's position is, in my


opinion, untenable, since all his pieces are tied up for

the defence of a Pawn, while White's pieces are free


to act.
24. PXP B—B I

25- B — K2!
The deciding and timely manoeuvre. All the Black

pieces are useless after this Bishop reaches Q 5.


88 FORCE OF THREATENED ATTACK
25 BxP
26. B — B3 K— B 2
27- B-Q5 Q-Q3
Now it is evident that all the Black pieces are tied
up, and it only remains for White to find the quickest
way to force the issue. White will now try to place
his Queen at K R 6, and then advance the KRP
to R 5 in order to break up the Black Pawns defend-
ing the King.

28. Q— K3 R— K2
If 28...P —B s; 29 Q— K R 3, P —K R 4;
30 Q-R R-K 2; 31 Q-Kt K-Kt 2;
4, 5,

32 P-K R Q-Q 2; 33P-K Kt 3,PXP;


4,

34 P — B and Black will soon be helpless, as he has


4,

to mark time with his pieces while White prepares


to advance P — R 5, and finally at the proper time
to play R X B, winniug.
29.
RELINQUISHING THE INITIATIVE 89

for a brilliant direct attack agaiast the King, involving


sacrifices of pieces.

23. RELINQUISHING THE INITIATIVE


In the third case, there is nothing to do, once the
material advantage is obtained, but to submit to the
opponent's attack for a while, and once it has been
repulsed to act quickly with all your forces and win
on material. A good example of this type of game
is given below.

Example 53. — From the Havana International


Masters Tournament, 1913. (Ruy Lopez.) White:
J, R. Capablanca. Black: D. Janowski.
1. P-K4 P-K4
2. Kt— KB3 Kt-QB3
3. B-Kts Kt-B3
4. 0-0 P-Q3
5. B X Kt ch PXB
6. P— Q4 B — K2
7. Kt-B3
PXP might be better, but at the tune I was not
fa mili ar with that variation, and therefore I played
what I knew to be good.
7.

8.
90 RELINQUISHING THE INITIATIVE
Black offers the exchange in order to gain time and
to obtain an attack. Without considering at all

whether or not such a course was justified on the part


of Black, it is evident that as far as White is concerned
there is only one thing to do, viz., to win the exchange
and then prepare to weather the storm. Then, once
it is passed, to act quickly with all forces to derive
the benefit of munerical superiority.

13. B — R6 Kt — B4
14. R— Q2 R — Kt I
15. Kt — Qi R— Kt 5
To force White to play P—Q B 4, and thus create a
hole at Q 5 for his Knight.^ Such grand tactics show
the hand of a master.
RELINQUISHING THE INITIATIVE 91

Black's manceuvring for positional advantage is ad-


mirable throughout this game, and if he loses it is

due entirely to the fact that the sacrifice of the exchange,

without even a Pawn for it, could not succeed against


sound defensive play.

21. Kt — B 3
22. PXP

The position begins to look really dangerous for White.


In reality Black's attack is reaching its maximimi
force. Very soon it wiU reach the apex, and then
92 RELINQUISHING THE INITIATIVE
White, who is weU prepared, wiU begin his counter
action, and through his superiority in material obtain
an undoubted advantage.

23. Kt — B I P—B 5
24. Kt X Kt B P X Kt
25. Q — Rs B — Kt2
R-Ki
26. P — B4
He could not play R— K i R X Q P. Be-
because of
sides, he wants to be ready to play P — K 5. At pres-

ent White cannot with safety play R X K P, but


he will soon prepare the way for it. Then, by giving
up a Rook for a Bishop and a Pawn, he will completely
upset Black's attack and come out a Pawn ahead.
It is on this basis that White's whole defensive ma-

noeuvre is foimded.

27. P — B3 R-Ki
28. R (Q2) — K2 R — K3

Now the Black Rook enters into the game, but White
is prepared. It is now time to give back the exchange.
RELINQUISHING THE INITIATIVE 93

29. RXP BxR


30- RXB R — KR3
31- Q-K8 QXQ
32- RxQch K— B 2
33- R— K5 R-QB3
34- Kt-Q2
R—B 5 ch might have been better. The text move
did not prove as strong as anticipated.
34 K — B3
35. R— Qs R— K3
36. Kt — K4ch K— K2
RX Kt would lose easily

37. RxBP P-Q6!


Very fine. White cannot play R B7 ch because
of K— Q I ; RX B, RX Kt wmning.
38. K—B 2 B X Kt
39. PXB RxP
40. R— Qs R— K6
The ending is very difficult to win. At this point

White had to make the last move before the game


was adjourned.
94 CUTTING OFF PIECES FROM
41.
THE SCENE OF ACTION 95
Example 54. — Played at the Hastings Victory
Tournament, 1919. (Four Knights.) White: W.
Winter. Black: J. R. Capablanca.

I.
96 CUTTING OFF PIECES FROM
The alternative, Kt P x B ;
gives White the best of

the game, without doubt.^

7. P-Q3 B-Qs
8. B — Kts

This move is not at all in accordance with the nature


of this variation. The general strategical plan for
White is P — K R 3, to be followed in time
to play
by the advance of the K Kt P to Kt 4, and the bringing
of the Q Kt to K B s via K 2 and K Kt 3 or Q i and
K 3. Then, if possible, the K Kt is linked with the
other Kt by placing it at either K R 4, K Kt 3, or K 3
as. the occasion demands. The White King sometimes
remains at Kt i, and other times it is placed at K Kt 2,
but mostly at KR i. Finally, in most cases comes
P — KB 4, and then the real attack begins. Some-
times it is a direct assault against the King,^ and at
other times it comes simply to finessing for positional
advantage in the end-game, after most of the pieces
have been exchanged.'

8 P — KR3
9. B — R4 P — B4

• See game Capablanca-Kupchick, from Havana International


Masters Tournament Book, 1913, by J. R. Capablanca; or a game
in the Carlsbad Tournament of 191 1, Vidmar playing Black against
Alechin.
' See Niemzowitch's game in the All Russian Masters Tourna-
ment, 1914, at St. Petersburg, against Levitzki, I believe.
' See Capablanca-Janowski game, New York Masters Tourna-

ment, 1913.
THE SCENE OF ACTION 97

To prevent P — Q 4 and to draw White into playing


Kt — Q 5, which woxild prove fatal. Black's plan is
to play P — K Kt 4, as soon as the circumstances
permit, in order to free his Queen and Knight from
the pin by the Bishop.

10. Kt-Qs
White falls into the trap. Only lack of experience
can account for this move. White should have con-
sidered that a player of my experience and strength
could never allow such a move if it were good.
10. P-KKt4
98 CUTTING OFF PIECES FROM
After thismove White's game is lost. White camiot
play Kt X Kt P, because Kt x Kt will win a piece.
Therefore he must play B —
Kt 3, either before or
after Kt X Kt, with disastrous results in either case,
as will be seen.

II. Kt X Kt ch QxKt
12. B-Kt3 B-Kt5
13- P-KR3 BxKt
14. QXB QXQ
IS- PXQ P-KB3

A simple examination will show that White is minus


a Bishop for all practical purposes. He can only free

it by sacrificing one Pawn, and possibly not even


then. At least it would lose time besides the Pawn.
Black now devotes all his energy to the Queen's side,

and, having practically a Bishop more, the resiilt

cannot be in doubt. The rest of the game is given,

so that the student may see how simple it is to win


such a game.
THE SCENE OF ACTION 99
16.
:

100 A PLAYER'S MOTIVES CRITICISED


interesting feature for the student that Sir George
Thomas kindly wrote the notes to the game for me at
my request, and with the imderstanding that I would
make the conunents on them that I considered ap-
propriate. Sir George Thomas' notes are in brackets
and thus wiU be distinguished from my own comments.

Example 55. — Queen's Gambit Declined. {The


notes within brackets by Sir George Thomas.) White
Mr. F. F. L. Alexander. Black: Sir George Thomas.

I.
IN A SPECIMEN GAME loi

of meeting this threat.) There are, besides, two good


reasons for this method of defence; first, that it is

not as much played as some of the other defences


and consequently not so well known, and second that
it leaves Black with two Bishops against B and Kt,
which, in a general way, constitutes an advantage.

7. B X Kt Kt X B
8. P-QR3 Kt-K5 ( :

9. Q— Kt3 B-K2
This is not the logical place for the B which should
have been posted at Q 3. In the opening, time is of
great importance, and therefore the player should be
extremely careful in his development and make sure
that he posts his pieces in the right places.

10. B—Q 3 Kt X Kt
11. P X Kt PXP
12. BxBP B — B3
(I did not want White's Kt to come to K 5, from
where I could not dislodge by P
it —
K B 3 without
weakening my K P.) The same result could be ac-
complished by playing B—Q 3. Incidentally it bears
out my previous statement that the B should have
been originally played to Q 3.

13. 0-0
The alternative was P —K 4, followed by P —K 5,

and then O — 0. White would thereby assmne the


initiative but would weaken his Pawn position con-

siderably, and might be compelled to stake aU on a


102 A PLAYER'S MOTIVES CRITICISED
violent attack against the King. This is a tiiming
point in the game, and it is in such positions that

the temperament and style of the player decide the

course of the game.

13 0-0
14. P— K4 P — K4

'y//

////

k
'A

IS. P-Qs
(White might play 15 K R— Q i, keeping the option
of breaking up the centre later on. I wanted him
to advance this P as there is now a fine post for my
B at QB 4.) By this move White shows that he does
not understand the true value of his position. His
only advantage consisted in the imdeveloped condition
of Black's Q B. He should therefore have made a
plan to prevent the B from coming out, or if that
were not possible, then he should try to force Black
to weaken his Pawn position in order to come out with
the B. There were three moves to consider: first,
;

IN A SPECIMEN GAME 103

P—Q R 4, in order to maintain the White B in the


dominating position that it now occupies. This
would have been met by Q—B 2 ; second, either of
the Rooks to Q i in order to threaten 16 PX P, BxP
17 Kt X B, Q X Kt 18 B X P ch.
; This would have
been met by B — Kt 5 ; and third, P—K R 3 to pre-
vent B — Kt 5 and by playing either R to Q i, followed
up as previously stated to force Black to play
P — Q Kt 4, which would weaken his Queen's side

Pawns. Thus by playing 'P —K R 3 White would


have attained the desired object. The text move
blocks the action of the White B and facilitates Black's

development. Hereafter White wiU act on the defen-


sive, and the interest throughout the rest of the game
wiU centre mainly on Black's play and the manner in
which he carries out the attack.

IS Q— B 2 ^

16. B-Q3
(This seems wrong, as makes the development of
it

Black's Queen wing easier. At present he cannot


play P— Q Kt 3, because of the reply P X P followed
byB-Qs.)
16
I04 A PLAYER'S MOTIVES CRITICISED
i8 B-K2
19. R— B 2 B — B4
20. Q— Kt2 P — B3
(It would have been better, probably, to play
20 . . . K R — K I, with the idea of P— B 4 presently.)
Black's play hereabout is weak; it lacks force, and
there seems to be no weU-defined plan of attack. It

is true that these are the most difficult positions to

handle in a game. In such cases a player must conceive


a plan on a large scale, which promises chances of
success, and with it aU, it must be a plan that can be

carried out with the means at his disposal. From


the look of the position it seems that Black's best
chance would be to mass his forces for an attack
against White's centre, to be followed by a direct

attack against the King. He should, therefore, play

Q R— K I, threatening P— K B 4. If White is able


to defeat this plan, or rather to prevent it, then, once
he has fixed some of the White pieces on the EJng's
side, he should quickly shift his attack to the Queen's
side, and open a line for his Rooks, which, once they
enter in action, should produce an advantage on ac-
count of the great power of the two Bishops.

21. QR— Kt I QR— Qi


22. P — QR4 B — R3
23. R-Qi
(White has clearly lost time with his Rook's moves.)

23 KR — Ki
24. Q-Kt3
IN A SPECIMEN GAME 105

(To bring his Queen across after Kt — R 4 and B — K2.)


24 R-Q3
25. Kt — R4 P-Kt3
26. B — K2

26. PxP
(I thought this exchange necessary here, as White
is threatening to play his Bishop via Kt 4 to K 6.

If he retook with the Bishop's Pawn I intended to


exchange Bishops and rely on the two Pawns to one
on the Queen's wing. I did not expect him to retake
it with the King's Pawn, which seemed to expose
him to a violent King's side attack.) Black's judg-
ment in this instance I beUeve to be faulty. Had
White retaken with the B P, as he expected, he would
have had the worst of the Pawn position, as White
would have" had a passed Pawn well supported on the
Queen's side. His only advantage would he in his
having a very well posted Bishop against a badly
io6 A PLAYER'S MOTIVES CRITICISED
posted Knight, and on the fact that in such posi-
tions as the above, the Bishop is invariably stronger
than the Knight. He could and should have pre^
vented all that, by playing B — B i, as, had White
then replied with Q— Kt 3, he could then play
PX P, and White would not have been able to retake
with the B P on account of BXP ch winmng the
exchange.

27. KPxP P — K5
28. P — Kt3 P— K6
I do not like this move. It would have been better
to hold it in reserve and to have played P — B 4, to
be followed in due time by P — K Kt 4 and P — 65^
after having placed the Q at Q 2, K B 2, or some other
square as the occasion demanded. The text move
blocks the action of the powerful B at Q B 4, and
tends to make White's position safer than it should
have been. The move in itself is a very strong attack-
ing move, but it is isolated, and there is no effective
continuation. Such advances as a rule should only
be made when they can be followed by a concerted
action of the pieces.

29. P — B4 B — Bi
30. Kt— B 3 B — B4
31. R— Kt2 R— Ks
32. K— Kt2 Q— B I

33. Kt— Kt I P — KKt4


IN A SPECIMEN GAME 107

(If now 34 B-B


3, PXP; 35 BXR, BXB ch,
with a winning attack.)

34. PxP PxP


35. R-KBi P-Kts
R— R 3 was the alternative. White's only move
would have been K— R i. The position now is evi-
dently won for Black, and it is only a question of
finding the right course. The final attack is now
carried on by Sir George Thomas in an irreproachable
manner.
36. B-Q3 R-KB3
37. Kt — K2 Q— B I

(Again preventing BX R, by the masked attack


on White's Rook. White therefore protects his Rook.)
If Kt —B 4, P-K 7!; 39 KtxP, RxKt ch;
40 RX R, B—K 5 ch !
! ; 41 B X B, best, R X R and
White lost.
is however, against 38 Kt — B 4, Black
If,

plays Q— R 3, and White 39 Q— B I take pleasure 2,


io8 A PLAYER'S MOTIVES CRITICISED
in offering the position to my readers as a most beau-
tiful and extraordinary win for Black, beginning with

39... Q — R 6 ch!!! I leave the variations for the


student to work out.

38. R(Kt2)-Kti Q-R3


39- Q-B2
(Making a double attack on the Rook — which still

cannot be taken — and preparing to defend the K R P.)


If either the Rook or Bishop are taken White would
be mated in a few moves.

39- Q — R6ch
40. K-Ri RXP!!

^ /^*^
^ ^ i
^

^..y ^5^1
\%
^^^^/

(If 40...R-R3; 41 Kt — Kt I, QxKtP; 42 Q—


K Kt 2. Black therefore tries to get the Queen away
from the defence.) A very beautiful move, and the
best way to carry on the attack.

41. QxR
IN A SPECIMEN GAME 109

(The best defence was 41 RX B, but Black would


emerge with Queen agamst Rook and Knight.)

41 BxB
(Again, not R— K R 3 ; because of P — Q 6 dis. ch.)

42. R X R

(If 42 QX B, then, at last, R— R 3 wins.)

42 BXQ
43. Kt— B4 P— K7!

(The Queen has no escape,, but White has no time


to take it.)

44. R— KKti Q-B8


White resigns. A very fine finish.
CHAPTER V
EnD-GAME STRATEGy

We must now revert once more to the endings. Their


importance will have become evident to the student
who has taken the trouble to study my game with
Janowski (Example 53). After an uneventful opening
—a Ruy Lopez — in one of its normal variations,
my opponent suddenly made things interesting by
offering the exchange; an offer which, of course, I

accepted. Then followed a very hard, arduous struggle,


in whichhad to defend myself against a very danger-
I

ous attack made possible by the excellent manoeu-


vring of my adversary. Finally, there came the time
when I could give back the material and change off
most of the pieces, and come to an ending in which
I clearly had the advantage. But yet the ending
itself was not as simple as it at first appeared, and
finally — perhaps through one weak move on my part
— it became a very difficult matter to find a win.
Had I been a weak end-game player the game would
probably have ended in a draw, and all my previous
efforts would have been in vain. Unfortunately, that
is very often the case among the large majority of
players ; they are weak in the endings ; a failing from
which masters of the first rank are at times not free.
END-GAME STRATEGY III

Incidentally, I might call attention to the fact that


all the world's champions of the last sixty years have
been exceedingly strong in the endings: Morphy,
Steinitz, and Dr. Lasker had no superiors in this

department of the game while they held their titles.

26. THE SUDDEN ATTACK FROM A


DIFFERENT SIDE
I have previously stated, when speaking about
general theory, that at times the way to win consists
in attacking first on one side, then, granted greater
mobility of the pieces, to transfer the attack quickly
from one side to the other, breaking through before

your opponent has been able to bring up sufficient

forces to withstand the attack. This principle of the


middle-game can sometimes be applied in the endings
in somewhat similar manner.

Example 56.
:

112 THE SUDDEN ATTACK


In the above position I, with the Black pieces,
played
I R— Ksch
2. R— K2 R— QR5
3. R— R2 P-KR4
The idea, as will be seen very soon, is to play P—R 5
in order to fix White's King's side Pawns with a view
to the future. It is evident to Black that White
wants to bring his King to Q Kt 3 to support his
two weak isolated Pawns, and thus to free his Rooks.
Black, therefore, makes a plan to shift the attack to
the King's side at the proper time, in order to obtain
some advantage from the greater mobility of his
Rooks,
4. R-Qi R(Q4)-QR4
in order to force the Rook to Rook's square, keeping
both Rooks tied up.

5. R(Qi)-Ri P-Rs
6. K— Q2 K— Kt 2

7. K-B2 R-KKt4
Black begins to transfer his attack to the Eing's side.

8. R— KKt I

A serious mistake, which loses quickly. White should


have played 8 K — Kt
when Black would have
3,

answered 8...R(R5) — R4; 9P B3, and Black —


would have obtained an opening at K Kt 6 for his
ELing, which in the end might give him the victory.

8 R-KBs
FROM A DIFFERENT SIDE 113

Now the King cannot go to Kt 3, because of R—


Kt 4 ch.

9. K— Q3 R — B6ch
10. K— K2
If P X R, RXR ; followed R— K R
by 8 winning,

10 RXRP
and Black won after a few moves.

Example 57. — Another good example, in which


is shown the advantage of the greater mobiUty of

the pieces in an ending, is the following from a game


Capablanca-Kupchick played at the Havana Masters
Tournament, 1913. The fuU score and notes of the
game can be fovmd in the book of the tournament.

White's only advantage in the above position is that


he possesses the open file and has the move, which
wiU secure him the initiative. There is also the shght

advantage of having his Pawns on the Queen's side


imited, while Black has an isolated Q R P. The
114 THE SUDDEN ATTACK
proper course, as in the previous ending, is to bring
the Rooks forward, so that at least one of them may
be able to shift from one side of the board to the
i

other, and thus keep Black's Rooks from moving


freely. What this means in general theory has been
stated already; it really means: keep harassing the

enemy; force him to use his big pieces to defend Pawns.

If he has a weak point, try to make it weaker, or create


another weakness somewhere else and his position will

collapse sooner or later. If he has a weakness, and he


can get rid of it, make sure that you create another weak-
ness somewhere else.

From the position in question the game continued


thus:
1. R-K4 KR-Ki
with the object of repeating White's manoeuvre, and
also not to aUow White the control of the open file..

2. QR-Ki R-K3
3. QR-K3 R(Bi)-Ki
4. K-B I K-B I

Black wants to bring his King to the centre of the


board in order to be nearer to whatever point White
decides to attack. The move is justified at least on
the general rule that in such endings the King should
be in the middle of the board. He does nothing after
all but follow White's footsteps. Besides, it is hard
to point out anything better. If4...P — Q4; sR —
Kt 4 ch, followed by K— K 2, would leave Black in
a very disagreeable position. If 4. ..P — KB 4; sR—
;

FROM A DIFFERENT SIDE 115

Q4! RxR? 6PxR,RxP; 7K-B2,R-K2;


8 R— Q R 4, winning the QR P, which would prac-
tically leave White with a passed Pawn ahead on the
Queen's side, as the three Pawns of Black on the
King's side woidd be held by the two of White.

5. K-K2 K-K2
6. R-QR4 R-QRi
The student should note that through the same ma-
noeuvre Black is forced into a position similar to the
one shown in the previous ending.

7. R-Rs!
This move has a manifold object. It practically fixes

aU of Black's Pawns except the Q P, which is the only


one that can advance two squares. It specially pre-

vents the advance of Black's KB Pawns, and at the


same time threatens the advance of White's K B
Pawns to B B 5. By this threat it practically
4 and
forces Black to play P — Q 4, which is aU White desires,
for reasons that will soon become evident.

7 P-Q4
8. P-QB4! K-Q3
Evidently forced, as the only other move to save a
Pawn would have been P X P, which would have left

aU Black's Pawns isolated and weak. If 8 . . . P—Q 5


9 R-K 4, K-Q 3; 10 P-Q Kt 4! R-K 4;
11 R — R 6, and Black's game is hopeless.
9. P-B sch K-Q2
10. P-Q4 P-B4
ii6 THE SUDDEN ATTACK
Apparently very strong, since it forces the exchange
of Rooks because of the threat R— R 3 ; but in reality

it leads to nothing. The best chance was to play


R-K K I.

11. RXR PxR


12. P-B 4
Up now White had played with finesse, but this
to
last move is weak. R ^ R 6 was the proper way to
continue, so as to force Black to give up his QRP
or Q B P.
12 K-B I

13. K-Q2
Again a bad move. 13 R— R 3 was the proper con-
tinuation, and if then 13. . .R — Kt i ; 14 P — Kt 3,
K-Kt 2; IS P-Kt 4, K-R i; 16 R-Q Kt 3,
with excellent winning chances; in fact, I beUeve, a
won game.

13 K-Kt 2
Black misses his only chance. R — Kt i would have
drawn.
FROM A DIFFERENT SIDE 117

14.
Ii8 THE SUDDEN ATTACK

28. P - Kt 5

A weak move, which gives Black a fighting chance.


In this endiag, as is often the case with most players,
White plays the best moves whenever the situation
is difficult and requires careftd handling, but once
his position seems to be overwhelming he relaxes his
efforts and the result is nothing to be proud of. The
right move was 28 R— Kt 7.

08
FROM A DIFFERENT SIDE iig

would probably draw. The reader must bear in mind


that my opponent was then a very yoimg and inex-
perienced player, and consequently deserves a great
deal of credit for the fight he put up.

37. R-K7 RxP


R— Kt 7 ch; followed by R— K R 7, offered better
chances.

38. P-R6! RxPch


39. K-Kt5 R-Q8
40. P-R7 R-KtSch
41. K-B s R-B Sch
42. K-Q4 R-Q8ch
43. K-Ks R-K8ch
44- K-B6 R-KR8
45. R-K8ch K-R2
46. P-R8(Q) RxQ
47. RxR K-Kt3
48. KxP KxP
49. KxP K-B 4
50. K— K 5 Resigns.

This ending shows how easy it is to make weak moves,


and how often, even in master-play, mistakes are
made and opportimities are lost. It shows that, so
long as there is no great advantage of material, even
with a good position, a player, no matter how strong,
cannot afford to relax his attention even for one
move.
I20 THE DANGER OF

27. THE DANGER OF A SAFE POSITION


Example 58. —
A good proof of the previous state-
ment is shown in the following ending between Mar-
shall and Kupchick in one of their two games in the

same Tournament (Havana, 1913).

It is evident that Marshall (White) is imder great


difl&culties in the above position. Not only is he
bound to lose a Pawn, but his position is rather poor.
The best he could hope for was a draw unless some-
thing altogether unexpected happened, as it did. No
reason can be given for Black's loss of the game except
that he felt so certain of having the best of it with a
Pawn more and what he considered a safe position,
that he became exceedingly careless and did not con-
sider the danger that actually existed. Let us see
how it happened.

I. P-Kt4 RXRP
A SAFE POSITION i2i

The mistakes begin. This is the first. Black sees


that he can take a Pawn without any danger, and
does not stop to think whether there is anything
better.R — B 7 ch was the right move. If then
K- Kt 3, R X P. If instead White played K- K 4,
then R- K 4 ch followed by R X R P.

2. R-Qi R-Rsch
Mistake nmnber two, and this time such a serious
one as to almost lose the game. The proper move
was to play P — B 4 in order to break up White's
Pawns and at the same time make room for the Black
King, which is actually in danger, as will soon be seen.

3. R-Q4 R(Rs)-R4
Mistake number three and this time fatal. His best
move was R (Kt 4) — R 4. After the text move there
is no defence. Black's game is lost. This shows that
even an apparently simple ending has to be played
with care. From a practically won position Black
finds himself with a lost game, and it has only taken
three moves.

4. R(Q4)-Q8 R-Kt2
If4...P-B4; sR-R8ch, K-Kt3; 6R(B8)-
Kt Sch, K- B 3 7 R X P ch, R- Kt 3 8P- Kt 5 ch,
; ;

K-K2; 9 R (R 6)xR, PxR; 10 R-Kt 7 ch,


K— K I II R X Kt P, and wins easily.
;

5. P-R4 P-R4
6. R-R8ch Resigns.

The reason is evident. If 6. . .K — Kt 3 ; 7 PxP ch,


122 ENDINGS WITH ONE
RxP; 8RxR, KxR; 9 R-R 8 ch, K-Kt 3;
10 P — R 5 mate.

28. ENDINGS WITH ONE ROOK AND PAWNS


The reader has probably realised by this time that
endings of two Rooks and Pawns are very dif&cult,
and that the same holds true for endings of one Rook
and Pawns. Endings of two Rooks and Pawns are
not verycommon in actual play ; but endings of one
Rook and Pawns are about the most common sort

of endings arising on the chess board. Yet though


they do occur so often, few have mastered them thor-
oughly. They are often of a very difl&cult nature, and
sometimes while apparently very simple they are in
reality extremely intricate. Here is an example from
a game between Marshall and Rosenthal in the Man-
hattan Chess Club Championship Tournament of
1909-1910.

Example 59.
:

ROOK AND PAWNS 123

In this position Marshall had a simple win by


R—B 7 ch, but played P—B 6, and thereby gave
Black a chance to draw. Luckily for him Black did
not see the drawing move, played poorly, and lost.

Had Black been up to the situation he would have


drawn by playing R— Q 3.

I. P-B6 R-Q3!
Now White has two continuations, either (a) P—B 7,

or (6) R— B 7 ch. We have therefore

(a) 2. P-B 7 R-Qi!


3. R-Rsch K-Bs
and White will finally have to sacrifice the Rook for
Black's Pawn. Or —
(b) 2. R-B 7ch K-Qs!
3. P-B 7 R— Kt3ch!
a very important move, as against R — KB3, R — K7
wins.
4. K-B I R-KB 3
5. R-Kt7 K-B 6
and White will finally have to sacrifice the Rook
for the Pawn, or draw by perpetual check.
If there were nothing more in the ending it would

not be of any great value, but there are other


very interesting features. Now suppose that after
I P-B 6, R-Q 3; 2 P-B 7, Black did not
realise that R— Q i was the only move to draw,
:

124 ENDINGS WITH ONE


We would then have the following position

Now there would be twojpther moves to try : either

(o) R — Kt 3 ch, or (b) R— K B 3. Let us examine


them.
(a) I R-Kt3ch
2. K-B 3 R-B3ch
3. K-K3 R-K3ch
IfP — Kt6; R — Rs ch wins, because if the King
goes back, then R — R 6, and if the King goes up, then
R— R 4 ch, followed by R— K B 4 wins.
4. K-Q3 R-KB3
If R-Q 3 ch; K-K 4 wins.
5. R — Rsch K moves
6. —
R R 6 wins
(&) I R-B3
2. R-Kt7! K-B 5
If P - Kt 6 ; R - Kt 3, and White will either capture

the Pawn or go to KB 3, and come out with a winning


ending.
:

ROOK AND PAWNS I2S

3. P-R4 P-Kt6
4. R — Kt 4 ch K moves
5- R-Kt3
and White will either capture the Pawn or play R—
KB 3, according to the circumstances, and come out
with a winning ending.
Now, going back to the position shown on page 122,
suppose that after iP — B6, R — Q3; 2R — B7ch,
Black did not reaUse that K— Q 5 was the only move
to draw, and consequently played K — Kt 3 instead,
we would then have the following position:

Now the best continuation would be

1. P-B 7 R- Kt 3 ch (best)
2. K-B I R-KB3
3. R-K7! K-B 4 (best)
White threatened to check with the Rook at K 6.
4. K-K2 P-Kt6
126 ENDINGS WITH ONE
Best. If K-B 5; both P-R 4 and K-K 3 will
win; the last-named move particularly would win
with ease.

5- R-K3 P-Kt 7 (best)


6. R-QKt3 RxP
7. RxP R-KR2
8. R-Q2 RxP
9. K-K3

This position we have arrived at is won by White,


because there are two files between the opposing
King and the Pawn from which the King^ is cut off
by the Rook, and besides, the Pawn can advance to
the fourth rank before the opponent's Rook can begin
to check on the file. This last condition is very im-
portant, because if, instead of the position on the
diagram, the BlackRook were at K R x, and Black
had the move, he could draw by preventing the ad-
ROOK AND PAWNS 127

vance of the Pawn, either through constant checks


or by playing R — K B i at the proper time.
Now that we have explained the reasons why this
position is won, we leave it to the student to work
out the correct solution.
The fact that out of one apparently simple ending
we have been able to work out several most unusual
and difficult endings should be sufficient to impress
upon the student's mind the necessity of becoming
well acquainted with all kinds of endings, and espe-
cially with endings of Rook and Pawns.

29. A DIFFICULT ENDING: TWO


ROOKS AND PAWNS
Following our idea that the best way to learn end-
ings as well as openings is to study the games of the

masters, we give two more endings of two Rooks and


Pawns. These endings, as already stated, are not
very common, and the author is fortimate in having
himself played more of these endings than is generally
the case. By carefully comparing and studying the
endings aheady given (Examples 56 and 57) with
the following, the student no doubt can obtain an idea
of the proper method to be followed in such cases.
The way of procedure is somewhat similar in all of

them.

Example 60. — From a game, Capablanca-Kreym-


borg, in the New York State Championship Tourna-
ment of 1910.
;

128 A DIFFICULT ENDING:

It is Black's move, and no doubt thinking that


drawing such a position (that was all Black played
for) would be easy, he contented himself with a waiting
poUcy. Such conduct must always be criticised. It

often leads to disaster. The best way to defend such


positions is to assume the initiative and keep the opponent
on the defensive,

I QR-Ki
The move is already wrong. There is nothing
first

to gain by this move. Black should play P — Q R 4


to be followed by P — Q R s; unless White plays
P — Q Kt 3. That would fix the Queen's side. After
that he could decide what demonstration he could
make with his Rooks to keep the opponent's Rooks
at bay.
2. R-Q4
This move not only prevents P—B 5 which Black
intended, but threatens P — Kt 3, followed, after
TWO ROOKS AND PAWNS 129

PXP ch, by the attack with one or both Rooks


against Black's Q R P.

2 R-B3
probably with the idea of a demonstration on the
King's side by R- Kt 3 and Kt 7.

3. P-Kt3 PxPch
4. PXP K-B2
5- K-Q3
R— Q R I should have been played now, m order to
force Black to defend with R—K 2. White, however,
does not want to disclose his plan at once, and thus
awaken Black to the danger of his position, hence
this move, which seems to aim at the disruption of

Black's Queen's side Pawns.

5 R-K2
6. R-QRi K-K3
This is a mistake. Black is unaware of the danger of

his position. He should have played P — Kt 4 threat-


;

ening R—R 3, and, by making this demonstration


against White's KR P, stop the attack against his
Queen's side Pawns, which will now develop.

7. R-R6 R-QB 2
He could not play K— Q 3, because P—Q B 4 would
win at least a Pawn. This in itself condemns his last

move K— K 3, which has done nothing but make his

situation practically hopeless.

8. R(Q4)-QR4 P-KKt4
Now forced, but it is a little too late. He could not
play 8. . .K R—B 2, because P—K B 4 would have
130 A DIFFICULT ENDING:
left his game completely paralysed. Black now finally

awakens to the danger, and tries to save the day by


the coimter-demonstration on the King's side, which
he should have started before. Of course, White
cannot play RxR P, because of R X R, followed
by R—R 3, recovering the Pawn with advantage.

9. P-KR4! P-Kt s

Black is now in a very disagreeable position. If he


played 9. . .P XP ; 10 RXP would leave him in a
very awkward situation, as he could not go back
with the King, nor could he do much with either
Rook. He practically would have to play 10. . .P —
K R 3, when White would answer 11 P — Kt 4, threat-

ening to win a Pawn by P — Kt 5, or, if that were


not enough, he might play K— Q 4, to be followed
finally by the entry of the King at B 5 or K 5.

10. K-K2
TWO ROOKS AND PAWNS 131

10 PxPch
Again he cannot play P — K R 4, because P— K B
4
woxild leave him paralysed. The advance of his K R P
would make White's K R P safe, and consequently
his K R would have to retire to K B 2 to defend the

QR P. That would make it impossible for his King


to go to Q 2, because of the Q R P, nor could he advance
a single one of his Pawns. On the other hand, White
would play P — Kt 4, threatening to win a Pawn by
P— Kt 5, or he might first play K— Q 4, and then
at the proper time P — Kt 5, if there was nothing better.
Black meanwhile could really do nothing but mark
time with one of his Rooks. Compare this bottling-
up system with the ending in Example 57, and it
will be seen that it is very similar.

11. KxP R(B3)-B 2


12. K-K2
Probably wrong. P — Kt 4 at once was the right
move. The text move gives Black good chances of
drawing.
12 K-Qs
13. P-Kt4 R-QKt2
This could never have happened had White played
12 P — Kt 4, as he could have followed it up by
P-Kt 5 after Black's K-Q 3.

14. P-Rs
Not good. P—K B 4 offered the best chances of
winning by force. If then 14...R— Kt 2; 15 P-
132 A DIFFICULT ENDING:
RS,R-Kt7ch; i6 K-Q 3, R-K R 7; 17 R X P,
,RxR; i8RxR,RxP; 19 R - R 6, with winning
chances.

14. P-R3
Black misses his last chance. P—B 5 would draw.
If then IS P X P, R (Kt 2) —K 2 ch! ; 16 K—B i,

RXP; 17 RXP, R-K 6!

IS- R-Kt2
R (K Kt 2) - K 2
R-Kt2
R-Kt 7
R (Kt 2) - Kt 2
R (Kt 7) — Kt 2 would have offered greater resistance,
but the position is lost in any case. (I leave the stu-
dent to work this out.)
!

TWO ROOKS AND PAWNS 133

Nothing would avail. If 21 .R-R 6


. .R - Kt 8 22
;

R-Q 8 ch; 23 K-B 2, R-K R 8; 24 P-Kt 5,


RXP ; 25 R X P ch, K- Q 2 26 R- Q R 6, and;

White will win easily.

22. R-KKt2 R-K 3


23. R-Kt7
134 A DIFFICULT ENDING:
advance, because as soon as Black plays P — Q Kt 3,

White replies P — Q Kt 4. It is on this fact that

White builds his plans. He will stop Black's Queen's


side Pawns from advancing, and will then bring his
own King to K 3. Then in due time he will play

P-Q 4, and finaUy P-K 5, or P-K Kt 5, thus


forcing an exchange of Pawns and obtaining in that
way a clear passed Pawn on the King's file. It will
be seen that this plan was carried out during the course
of the game, and that White obtained his winning
advantage in that way. The play was based through-
out on the chance of obtaining a passed Pawn on the
King's file, with which White expected to win.

1. P-KKt4
already preparing to play P — K Kt 5 when the time
comes.
I P-QKt3
Black wants to play P—Q B 4, but White, of course,
prevents it.

2. P-Kt4! K-Kt2
This King should come to the King's side, where the
danger lurks.

3. K-B 2 P-QKt4
With the object of playing K— Kt 3 and P—Q R 4,

followed by P X P, and thus have an open file for


his Rook and be able to make a coiuiter-demonstration
TWO ROOKS AND PAWNS 135

on the Queen's side in order to stop White's advance


on the right. White, however, also prevents this.

4. P-QR4! R-Qs
Of course if PXP ; Black will have all his Pawns on
the Queen's side disrupted and isolated, and White
can easily regain the lost Pawn by playing either
Rook on the QR file.

5. R-Q Kt I R-K4
He still wants to play P— Q B 4, but as it is easy
to foresee that White wiU again prevent it, the text
move is really a serious loss of time. Black should
bring his King over to the other side immediately.

6. K-K3 R-Q2
7- P-RS
The first part of White's strategic plan is now accom-
plished. Black's Pawns on the Queen's side are fixed
for aU practical pxuposes.

7 R-R3
If RXR ; Kt P X R would have given White a very
powerful centre. Yet it might have been the best
chance for Black.

8. R(Kt)-KBi R(Q2)-K2
9. P-Kts PxP
10. RXP
136 A DIFFICULT ENDING:

^ i
TWO ROOKS AND PAWNS 137

White threatens P — R 5, which would finally force

Black to take, and then White would double his


Rooks against the isolated Pawn and win it, or
tie up Black's Rooks completely. The text move,
however, only helps White; therefore Black had
nothing better than to hold tight and wait.
R— K 4 would not help much, as White would
simply answer R—B 8, R-K i; R (Kt 5) X R,
and whichever Rook Black took. White would have
an easy game. (The student should carefully study
these variations.)

14.
138 ROOK, BISHOP AND PAWNS v.

26. K-Q2 P-B4


27. KtPxP R-QR6
28. P—Q 5 Resigns.

The winning tactics in all these endings have merely


consisted in keeping the opponent's Rooks tied to the

defence of one or more Pawns, leaving my own Rooks


free for action. This is a general principle which
can be equally appUed to any part of the game. It

means in general terins —


Keep freedom of manoeuvre while hampering your
opponent.

There is one more thing of great importance, and


that is that the winning side has always had a general
strategical plan capable of being carried out with the

means at his disposal, while often the losing side had


no plan at aU, but simply moved according to the
needs of the moment.

30. ROOK, BISHOP AND PAWNS v. ROOK,


KNIGHT AND PAWNS
We shall now examine an ending of Rook, Bishop
and Pawns against Rook, Knight and Pawns, where
it will be seen that the Rook at times is used in the
same way as in the endings already given.

Example 62. — From the first game of the Lasker-


Marshall Championship Match in 1907.
ROOK, KNIGHT AND PAWNS 139

In this position it is Black's move. Tct a beginner


the position may look like a draw, but the advanced
player will realise immediately that there are great
possibilities for Black to win, not only because he has
the initiative, but because of White's undeveloped
Queen's side and the fact that a Bishop in such a posi-
tion is better than a Knight (see Section 14). It will
take some time for White to bring his Rook and Knight
into the fray, and Black can utilise it to obtain an
advantage. There are two courses open to him. The
most evident, and the one that most players would
take, is to advance the Pawn to Q B 4 and Q B 5
immediately in conjimction with the Bishop check
at Rand any other move that might be necessary
3
with the Black Rook. The other, and more subtle,
course was taken by Black. It consists in utilising
his Rook in the same way as shown in the previous
endings, forcing White to defend sbmethrng all the
time, restricting the action of White's Knight and
I40 ROOK, BISHOP AND PAWNS v.

White's Rook, while at the same time keeping freedom


of action for his own Rook and Bishop.

I R-Kt I

This forces P — Q Kt 3, which blocks that square


for the White Knight.
2. P-Kt3 R-Kt 4
bringing the Rook to attack the King's side Pawns
so as to force the King to that side to defend them,
and thus indirectly making more secure the position
of Black's Queen's side Pawns.
ROOK, KNIGHT AND PAWNS 141

Notice how similar are the manoeuvres with this Rook


to those seen in the previous endings.

9. R-Ri B-Kts
Paralysing the action of the Knight and fixing the
whole King's side.

ID. K-B2 K-K3


White cannot answer Kt — B 3, because B X Kt
followed by K— K 4 wUl win a Pawn, on account of
the check at KB 3 which cannot be stopped.

II.
142 ROOK, BISHOP AND PAWNS

25. Kt-R4
CHAPTER VI
Further Openings and Middle-Games
31. SOME SALIENT POINTS ABOUT PAWNS
Before going back to the discussion of openings and
middle-game positions, it might be well to bear in
mind a few facts concerning Pawn positions which
will no doubt help to understand certain moves, and
sometimes even the object of certain variations in
the openings, and of some manoeuvres in the middle-
games.

Example 63. — In the position of the diagram we


have an exceedingly bad Pawn formation on Black's
side. Black's Q B P is altogether backward, and
White could by means of the open file concentrate
143
144 SOME SALIENT POINTS
his forces against that weak point. There is also the

square at White's QB 5, which is controlled by White,


and from where a White piece once established could
not be dislodged. In order to get rid of it, Black
would have to exchange it, which is not always an
easy matter, and often when possible not at all con-
venient. The same holds true with regard to Black's
K P, K B P and K Kt P, which create what is called

a "hole" at Black's KB 3. Such Pawn formations


invariably lead to disaster, and consequently must
be avoided.

Example 64. —
In this position we might say that
the White centre Pawns have the attacking position,
while the Black centre Pawns have the defensive
position. Such a formation of Pawn occurs in the
French Defence. In such positions White most often
attempts, by means of P—KB
4 and KB
5, to obtain

a crushing attack against Black's King, which is gen-


erally Castled on the King's side. To prevent that,
ABOUT PAWNS 145

and also to assume the initiative or obtain material

advantage, Black makes a counter-demonstration by


P-Q B 4, followed by P X P (when White defends
the Pawn by P — Q B 3), and the concentrating of
Black's pieces against the White Pawn at Q 4. This
in substance might be said to be a determined attack
against White's centre in order to paralyse the direct
attack of White against Black's King. It must be
remembered that at the beginning of the book it was
stated that control of the centre was an essential condi-
tion to a successful attack against the King.
In an abstract way we may say that two or more
Pawns are strongest when they are in the same rank
next to one another. Thus the centrePawns are
strongest in themselves, so to speak, when placed at
K 4 and Q 4 respectively, hence the question of ad-
vancing either the one or the other to the fifth rank
is one that must be most carefully considered. The
advance of either Pawn often determines the course
the game will follow.

Another thing to be considered is the matter of one


or more passed Pawns when they are isolated either
singly or in pairs. We might say that a passed Pawn
is either very weak or very strong, and that its weakness
or strength, whichever happens to be in the case to
be considered, increases as it advances, and is at the
same time in direct relation to the number of pieces

on the board. In this last respect it might be generally


said that a passed Pawn increases in strength as the

number of pieces on the board diminishes.


146 SOME POSSIBLE DEVELOPMENTS
Having all this clear in mind we will now revert

to the openings and middle-game. We will analyse

games carefully from beginning to end according to


general principles. I shall, whenever possible, use
my own games, not because they will better illustrate

the point, but because, knowing them thoroughly, I

shall be able to explain them more authoritatively


than the games of others.

32. SOME POSSIBLE DEVELOPMENTS FROM


A RUY LOPEZ
That some of the variations in the openings and
the manoeuvres in the middle-game are often based
on some of the elementary principles just expounded
can be easily seen in the following case:

Example 65.
:

FROM A RUY LOPEZ 147

So far a very well-known variation of the Ruy


Lopez. In fact, they are the moves of the Janowski-
Lasker game in Paris, 1912.
14. Q-Q3 P-Kt3
Let us suppose the game went on, and that in some
way White, by playing one of the Knights to
Q 4
at the proper time, forced the exchange of both Knights,
and then afterwards both the Bishops were exchanged,
and we arrived at some such position as shown in the
following diagram. (I obtained such a position in a
very similar way once at Lodz in Poland. I was play-
ing the White pieces against a consulting team headed
by Salwe.)

Now we would have here the case of the backward


Q B P, which will in no way be able to advance to
Q B 4. Such a position may be said to be theoretically
lost, and in practice a first-class master will invariably
win it from Black. (If I may be excused the reference,
I will say that I won the game above referred to.)

After a few moves the position may be easily thus


148 SOME POSSIBLE DEVELOPMENTS

The Black pieces can be said to be fixed. If White


plays Q— QB 3, Black must answer Q— Q 2, other-

wise he wiU lose a Pawn, and if White returns with


the Queen to Q R 3 Black wiU have again to return
to Q Kt 2 with the Queen or lose a Pawn. Thus Black
can only move according to White's lead, and under
such conditions White can easily advance with his

Pawns to KB K Kt 4, until Black wiU be forced


4 and
to stop P — B 5 by playing P — K B 4, and we might
finally have some such .position as this:

Example 66.
.

FROM A RUY LOPEZ 149

In this situation the game might go on as follows:

I. PX P, P X P; 2. Q- KB 3, Q- Q 2

White threatened to win a Pawn by QX P, and Black


could not play 2. . .R —KB i, because 3 RX B P
would also win a Pawn at least.

3. R(Bs)-B2,R-Kt3; 4. R-Kt2,K-Ri;
5. R (B i) - K Kt I, R(Bi) - KKti;
6. Q - R 5, R X R; 7. RX
R X R; R,
8. K X R, Q - Kt 2 ch; 9. K-R2, Q-Kt3;
lo.QXQ, PXQ; II. P- Kt 4, and White wins.

Now suppose that in the position in the preceding


diagram it were Black's move, and he played R — KB i
White would then simply defend his K B P by some
move like Q— K B 3, threatening R X Q B P, and
then he would bring his King up to Kt 3, and when
the time came, break through, as in the previous case.
White might even be able to obtain the following
position:
ISO SOME POSSIBLE DEVELOPMENTS
Black would now be forced to play R — B i, and
White could then play Q — B 2, and foUow it up with
KB 3, and thus force Black to play PX P, which
would give White a greater advantage.
A careful examination of all these positions wiU
reveal that, besides the advantage of freedom of
manoeuvre on White's part, the power of the Pawn
at K 5 is enormous, and that it is the commanding
position of this Pawn, and the fact that it is free to

advance, once aU the pieces are exchanged, that con-


stitute the pivot of all White's manoeuvres.
I have purposely given positions without the moves
which lead to them so that the student may become
accustomed to build up in his own mind possible
positions that may arise (out of any given situation).

Thus he will learn to make strategical plans and be on


his way to the master class. The student can derive
enormous benefit by further practice of this kind.

33. THE INFLUENCE OF A "HOLE"


The influence of a so-called "hole" in a game has
already been illustrated in my game against Blanco
(page 81), where has been shown the influence exer-
cised by the different pieces posted in the hole created

at White's K 5.
THE INFLUENCE OF A "HOLE" 151

Example 67. — In order to further illustrate this


point, I now game played
give a in the Havana Inter-
national Masters Tournament of 1913.
152 THE INFLUENCE OF A "HOLE"
Had WMte's Bishop been at Q Kt 3 he could now play
P— K 4 as indicated in the previous note, a move

which he cannot make in the present position, because

of Kt — KBs threatening, not only the K Kt P,


but also Kt X B ch. As White's King's Bishop should
never be exchanged in this opening without a very-
good reason White therefore cannot play P— K 4.

10 —
11. — B — Q2
12. R— B I

4ll

//
iz

fi

M wsm

White is perfectly developed, and now threatens to


win a Pawn as follows : Kt X Kt, Kt x Kt ; P—K 4,
followed by RX P.

12 P-QB3
The fact that Black is practically forced to make
this move in order to avoid the loss of a Pawn is suffi-

cient reason in itself to condemn the whole system


of development on Black's part. In effect, he plays
B—Q 2, and now he has to shut off the action of his
THE INFLUENCE OF A "HOLE" 153

own Bishop, which thereby becomes little more than


a Pawn for a while. In fact, it is hard to see how this
Bishop will ever be able to attack anything. Besides,
it can be easily seen that White will soon post his
two Knights at K 5 and QB 5 respectively, and that
Black win not be able to dislodge them without seriously
weakening his game, if he can do it at all. From all

these reasons it can be gathered that it would probably


have been better for Black to play Kt X Kt and thus
get rid of one of the two White Knights before assum-
ing such a defensive position. In such cases, the
less the number of pieces on the board, the better
chances there are to escape.

13. Kt — K4 P — KB4
This practically amounts to committing suicide, since
it creates a hole at K 5 for White's Knight, from where
it will be practically impossible to dislodge him. If

Black intended to make such a move he should have


done it before, when at least there would have been an
object in preventing the White Knight from reach-
ing B 5.
14. Kt — B 5 B — Ki
15. Kt-Ks
The position of White's Knights, especially the one
at K 5, might be said to be ideal, and a single glance

shows how they dominate the position. The question


henceforth wiU be how is White going to derive the
full benefit from such an advantageous situation.

This we shall soon see.


154 THE INFJ.UENCE OF A "HOLE"

IS- R— Kti
There is no object in this move, unless it is to be fol-
owed by Kt —Q 2. As that is not the case, he might
have gone with the Rook to B i, as he does later.

16.
THE INFLUENCE OF A "HOLE" I5S
21 P — Kt4
22. P— K4 P-Bs
23. Q— B 2 Kt — K6
He had better have played Kt — B 3 ; and tried later
on to get rid of White's Knights by means of Kt — Q 2.

24. R X Kt
with this sacrifice of the Rook for a Knight and Pawn
White obtains an overwhelming position.

24 PXR
25. QxP Kt — B I

Kt — Q 2 was better in order to get rid of one of the


two White Knights. There were, however, any number
of good repUes to it, among them the following:
Kt(Bs)xKt,BxKt; QxP,QxQ; Kt— B7ch,
K — Kt 2; Kt X Q, and with two Pawns for the

exchange, and the position so much in his favour,

White should have no trouble in winning.


156 THE INFLUENCE OF A "HOLE"
26. Kt — Kt4 R— Kt3
27. P-K5 R-Kt2
28. B — B4 B — B2
All these moves are practically forced, and as it is

easily seen they tie up Black's position more and


more. White's manoeuvres from move 24 onwards
are highly instructive.

29. Kt — B 6 Kt — Kt3
This wandering Knight has done nothing throughout
the game.
30. Kt(B5)-K4P-KR3
31. P-KR4 Kt-Q4
32. Q-Q2 R-Kt3
33. PXP Q-Bi
If P X P; K— B 2, and Black would be helpless.

34. P— B 4 Kt — K2
35. P — KKt4 PxP
36. PxP Resigns.

There is nothing to be done. If B — Kt i ; Q — R 2 ch,


K— Kt 2; B xP.
The student should notice that, apart from other
things, White throughout the game has had control
of the Black squares, principally those at K 5 and
QBs.
From now on to the end of the book I shall give a
collection of my games both lost and won, chosen so
as to serve as illustrations of the general principles
laid down in the foregoing pages.
PART II
PART II

GAME 1. QUEEN'S GAMBIT DECLINED

White
i6o GAME I

same Knight is moved three times in the opening,


although it involves the exchange of two pieces. In
reality the difficulty in this variation, as well as in

neariy aU the variations of the Queen's gambit, Ues


in the slow development of Black's Queen Bishop.
However, whether this variation can or cannot be
safely played is a question still to be decided, and it

is outside the scope of this book. I may add that at


present my preference is for a different system of devel-
opment, but it is not imlikely that I shoidd some
time come back to this variation.

6. BxB QxB
7- B-Q3
PXP is preferable for reasons that we shall soon see.

7 Kt X Kt
8. Px Kt Kt — Q2

Now P X P would be a better way to develop the


game. The idea is that after 8...PxP; gBxBP,
P — Q kt 3, foUowed by B — Kt 2, would give Black's
Bishop a powerful range. For this variation see the
eleventh game of the match.

9. Kt — B3 0—0
No longer would 9. . .P XP ; 10 BX P, P — Q Kt 3
be good, because 11 B — Kt 5 would prevent B — Kt 2

on accoimt of Kt — K 5.
.

QUEEN'S GAMBIT DECLINED i6i

10. PxP PxP


11. Q-Kt3 Kt-B3
Kt-
12. P— QR4 P—B 4
Played with the intention of obtaining the majority
of Pawns on the Queen's side. Yet it is doubtful
whether this move is good, since it leaves Black's
Queen's-side Pawns disrupted in a way. The safer
course would have been to play P— B 3.

13- Q-R3 P-QKt3

This exposes Black to further attack by P—R 5


without any compensation for it. If I had to play
this position nowadays I would simply play 13 . .

R— K I. Then after 14 QX P, QXQ would follow,

and I believe that Black would regain the Pawn.


If, instead. White played 14 PXP then B — Kt 5
would give Black an excellent game.
14. P — Rs B — Kt2
15. 0—0 Q— B 2
16. KR— Kti Kt— Q2
l62 GAME I

Black's position was bad and perhaps lost in any


case, but the text move makes matters worse. As a
matter of fact I never saw White's reply B—B 5.

It never even passed through my mind that this was


threatened. Black's best move would have been
16. . .K R — Kt I. If that loses, then any other move

would lose as well.

17. B—B 5 KR — B I

From bad to worse. Kt — B 3 offered the only hope.

18.
QUEEN'S GAMBIT DECLINED 163

Of course, if 25 —
Kt X B, R Kt 8 ch would have
drawn. The text move is pretty and finishes quickly.
A well-played game on Marshall's part.

GAME 2. QUEEN'S GAMBIT DECLINED


(San Sebastian, 191 1)

White : A. K. Rubinstein. Black :


J. R. Capablanca.

I.
164 GAME 2

course of this variation, but with very poor success.


The move in theory ought to be unsound, since Black's
K Kt is yet undeveloped. I had not yet learned of
the attack founded on Kt — Kt 5 and the exchange
of the B at K 3. Either Kt — B 3 or P — K R 3;
to prevent either B or Kt — K Kt 5, was right.

9-
QUEEN'S GAMBIT DECLINED 165

which I had seen, but which I thought could be


defeated.

14. BxKt QxB


I considered PX B, which it seemed would give me
a playable game, but I thought White's combination
imsound and therefore let him play it, to my lasting

regret.

15. KtxPI Q-R3


;

i66 GAME 2

i6. K— Kta!
This is move which I had not considered. I thought
the
that Rubinstein would have to play B Kt 2, when —
I had in mind the following winning combination:
16 B —Kt 2, Kt— K 4! 17 Kt B 4 (if R B i, — —
QXR!! QXQ, BxPch
wins), Kt Kt 5 —
18 P — —
K R 3 (if Kt R 3, B X P ch wins the ex-
change), Kt X P 19 R X Kt, B X R ch
; 20 K X B, ;


P K Kt 4, and Black should win. It is curious that
this combination has been overlooked. It has been
taken for granted that I did not see the 17th
move Q— B i.

16 QR— Qi
After White's last move there was nothing for me to
do but submit to the inevitable.

17-
QUEEN'S GAMBIT DECLINED 167

??
i68 GAME 2

Q 5 in conjunction with the extra Pawn on the Queen's


side and the awkward position of White's King. (See
how this is so.)

31. R-B7ch K-Q3


32. RxKKtP P — Kt4
33. B-Kt8 P-QR4
34. RXP P-Rs
35. P-R4 P-Kt5
36. R — R6ch K — B4
37. R-Rsch K-Kt3
38- B-Q5
With these last three moves White again gives Black
a chance. Even before the last move B —B 4 would
have won with comparative ease, but the text move
is a downright blunder, of which, fortunately for him,
Black does not avail himself.

38 P — Kt6
RXP would make it practically impossible for
White to win, if he can win at all. White's best con-
QUEEN'S GAMBIT DECLINED 169

tinuation then would have been B — B4, R — B7; :


39
40 R— Kt 5 ch, K — B 2; 41 B — Kt 8, P — R 6;
42 P — R 5, P — R 7 43 B X P, R X B, and if there
;

is a win it is very difficult to find it, as against

44 P — R 6, R— R 3! offers excellent chances for a


draw.
39. PxP P — R6
40. B X Kt R X Kt P
If 40...P —R 7; 41 R— Kt 5 ch, K— R 3;
42 R— Kt 8.

41. B-Qs P-R7


42. R — R 6 ch Resigns.

As an end game, this is rather a sad exhibition for


two masters. The redeeming feature of the game is
Rubinstein's fine combination in the middle game,
beginning with 14 BX Kt.

GAME 3. IRREGXJLAR DEFENCE


(Havana, 1913)

White : D. Janowski. Black :


J. R. Capablanca.
I.
I70 GAME 3

At last Black is on his way to obtain full develop-


ment. The idea of this irregular opening is mainly
to throw White on his own resources. At the time
the game was played, the system of defence was not
as well known as the regular forms of the Queen's
Pawn openings. Whether it is soimd or not remains
yet to be proved. Its good features are that it keeps
the centre intact without creating any particular weak-
ness, and that it gives plenty of opportunity for deep
and concealed manoeuvring. The drawback is the
long time it takes Black to develop his game. It is

natural to suppose that White wiU employ that time


to prepare a well-conceived attack, or that he wiU use
the advantage of his development actually to prevent
Black's complete development, or failing that, to
obtain some definite material advantage.

lO. P-KR3 B — R4
II. PXP PxP
12. Kt— K4
IRREGULAR DEFENCE 171

12 Kt X Kt

A very serious mistake. I considered castling, which


was the right move, but desisted because I was afraid
that by playing B x Kt, P x B 14 Kt — Kt 3,
13 ;

B — Kt 3; 15 Kt— B s. White would obtain a win-


ning position for the end game. Whether right or

wrong this shows how closely related are all parts of


the game, and consequently how one wiU influence

the other.

13. BxB KxB


14. B X Kt B — Kt 3

Not good. The natural and proper move would have


been Kt — K 3, in order to bring aU the Black pieces

into play. B X Kt at once was also good, as it would


have reUeved the pressure against Black's King's Pawn,
and at the same time have simplified the game.
Here it is seen how failure to comply with the ele-

mentary logical reasons, that govern any given posi-


tion, often brings the player into trouble. I was no
doubt influenced in my choice of moves by the fear

of B—B 5, which was a very threatening move.

15. Q— B4 Kt — K3
16. P— QKt4 Q— B 2

17. BxB RPxB


18. Q— K4 K-B3
172 GAME 3

19. R-Q3
P—K R 4, to be followed by P — Kt 4, might have
been a more vigorous way to carry on the attack.
Black's weak point is imquestionably the Pawn at
K 4, which he is compelled to defend with the King.
The text move aims at doubling the Rooks, with the
ultimate object of placing one of them at Q 6, sup-
ported by a Pawn at Q B 5, Black could only stop
this by playing P —
B 4, which would create a "hole"
a^t Q S or by playing P
; —
Kt 3, which would tie the
Black Queen to the defence of the Q B P as well as
the K P, which she already defends. Black, how-
ever, can meet aU this by offering the exchange of
Rooks, which destroys White's plans. For this reason
P—K R 4 appears the proper way to carry on the
attack.
19 QR— Qi
20. QR— Qi P — KKt4
This move preparatory to P — K Kt
is which would 3,
IRREGULAR DEFENCE 173

make Black's position secure. Unfortunately for Black,


he did not carry out his original plan.

21. P—B 4 RXR


P — K Kt 3 would have left Black with a perfectly
safe game.
22. RxR R— Qi
A very serious mistake, which loses a Pawn. P—
K Kt 3 was the right move, and would have left Black
with a very good game. In fact, if it should come to
a simple ending, the position of the Black King would
be an advantage.

23. RxR KtxR

24. P— KR4
This wins a Pawn, as will soon be seen. Black cannot
reply 24...Kt —K 3 ; because 25 PXP ch, Kt X P;
26 Q— R 4 wins the Knight.
174 GAME 4

24.

25-
FRENCH DEFENCE 175

of defending, Black makes a counter demonstration


on the Queen's side. It leads to highly interesting

games.
5. PxP
At the time this game was played the variation 5 P—
K 5 was in vogue, but I considered then, as I do now,
the text move to be the stronger.

s QxP
This is considered superior to PX P. It has for its
object, as I said before, to take the initiative away
from White by disrupting White's Queen's side. White,
however, has more than ample compensation through
his breaking up Black's King's side. It might be
laid down as a principle of the opening that the breaking
up of the King's side is of more importance than a simi-
lar occurrence on the Queen's side.

6. B X Kt B X Kt ch

7. PxB PxB
8. Kt— B3 P — QKt3

The plan of Black in this variation is to post his


Bishop on the long diagonal so as to be able later on,

in conjxmction with the action of his Rooks along


the open K Kt's file, to make a violent attack against
White's King. It is, of course, expected that White
wiU Castle on the King's side because of the broken-up
condition of his Queen's side Pawns.
176 GAME 4

9. Q— Q2 B — Kt2
10. B — K2 Kt— Q2
11. P — B4 Q— KB4
12. 0—0—0
An original idea, I believe, played for the first time

in a similar position in a game against Mr. Walter


Penn Shipley, of Philadelphia. My idea is that
as there is no Black Bishop and because Black's
pieces have been developed with a view to an attack
on the King's side, it will be impossible for Black to
take advantage of the apparently miprotected posi-
tion of White's King. Two possibilities must be con-
sidered. Firstly: If Black Castles on the Queen's
side, as in this game, it is evident that there is no danger
of an attack. Secondly : If Black Castles on the King's
side, White begins the attack first, taking advantage of
the awkward position of Black's Queen. In addition
to the attacking probabilities of the text move, White
in one move brings his King into safety and brings
one of his Rooks into play. Thus he gains several
moves, "tempi" as they are called, which will serve

him to develop whatever plan he may wish to


evolve.

12 0—0—0
13. Q— K3 KR— Kt I

14. P-Kt3 Q-QR4


Unquestionably 'a, mistake, overlooking White's fine
FRENCH DEFENCE 177

reply, but a careful examination will show that White


already has the better position.

15. R-Q3! K-Kti


16. KR— Qi Q— KB4

17. Kt — R4

This move has been criticised because it puts the


Knight out of the way for a few moves. But by forc-

ing Q — K Kt 4 ; White gains a very important move


with P— B 4, which not only consoUdates his position,

but also drives the Queen away, putting it out of the


game for the moment. Certainly the Queen is far

more valuable than the Knight, to say nothing of the


time gained and the freedom of action obtained thereby
for White's more important pieces.

17 Q-KKt4
18. P — B4 Q— Kt2
19. B-B3
178 GAME 4

In such positions it is generally very advantageous

to get rid of the Black Bishop controlling his QR 3


and Q B 3, which form "holes" for White's pieces.

The Bishop in such positions is of very great defensive

value, hence the advantage of getting rid of it.

19 KR— Ki
20. BXB KxB
21. P — QB5! P-B3
White threatened P —B 6 ch.

22. Kt — B3 Q-Bi
To prevent the Knight from moving to Q 6 via Q 2

and K 4 or Q B 4. It is self-evident that White has a


great advantage of position.

23. Kt — Q2?

I had considered R — Kt 3, which was the right


move, but gave it up because it seemed too slow, and
FRENCH DEFENCE 179

that in such a position there had to be, some quicker


way of wiiming.

23 PxP
24. Kt — B4
Kt— K 4 or Kt— Kt 3 would have brought about
an ending advantageous to White.

24 Kt— Kt3
25. Kt— Rsch K— Ri
26. PxP Kt — Q4
27- Q-Q4 R-Bi
If R — Kt I ; 28 Kt X P, R (Kt i) — B I ; 29 Kt X
P would win.

m '^ ** -Ira /i

^/^ i i i -fc

¥4. 1^ /
S^y ^ /

28. P— B4
Kt — B 4 was the right move. I was, however, still

looking for the "grand combination," and thought


that the Pawn I would later on have at Q 6 would
Win the game. Black deserves great credit for the
way in which he conducted this exceedingly difficult
i8o GAME 4
defence. He could easily have gone wrong any num-
ber of times, but from move 22 onwards he always
played the best move.

-'8
FRENCH DEFENCE i8i

36QXQP! R— Q i; 37 Q— R6, K— Kt I best


Q— Q S ch K — R I, K— Kt i R— Q Kt i wins)
(if ; ;
;

38 Q X B P and White will at least have a draw.

35 R— K7
36 Q-Q4 R— Qi
37 Q-R4 Q-K5
38 Q-R6 K— Kti
There is nothing to be done against this simple move,
since White cannot play Kt —Q 4, because Q— R 8
mates.
39. K-Bi RxQP
40. Kt-Q4 R— K8ch
Resigns.

A very interesting battle.

GAME 5. RUY LOPEZ


(St. Petersburg, 1914)

White : Dr. E. Lasker. Black :


J. R. Capablanca.

1. P — K4 P — K4
2. Kt— KB3 Kt— QB3
3. B-Kts P-QR3
4. B X Kt
The object of this move is to bring about speedily

a middle-game without Queens, in which White


i82 GAME s

has four Pawns to three on the King's side, while


Black's superiority of Pawns on the other side is

somewhat balanced by the fact that one of Black's


Pawns is doubled. On the other hand, Black has
the advantage of remaining with two Bishops while
White has only one.

4-

5-
RUY LOPEZ 183

also the possibility of its going to Q 5 via QB 3 after


P-QB4.
9. 0-0 0-0
ID. P— B 4
This move I considered weak at the time, and I do
still. It leaves the KP weak, unless it advances to
K 5, and it also makes it possible for Black to pin the
Kt by B — Q B 4.

10. R— Ki
Best. It threatens B — B4; B — K3, Kt— Q4.

It also prevents B — K 3 because of Kt — Q 4 or B 4.

Kt — Kt3
11. P—B 3
Preparatory to P — Q Kt followed by P — Q B 4
3,

and B — Kt in conjimction with Kt^-Kt


2 which 3,
would put White difficulties to meet the
in great
combined attack against the two centre Pawns.

12. P—B 5
i84 GAME s

It has been wrongly claimed that this wins the game,


but I would like nothing better than to have such a
position again. It required several mistakes on my
part finally to obtain a lost position.

12 P-QKt3
13. B-B4

13- B — Kt 2

Played against my better judgment. The right move


of course was Bx B. Dr. Lasker gives the follow-
ing variation: 13. . .B XB ; 14 RX B, P—B 4;
15 Q R— Q I, B — Kt 2; 16 R— B 2, Q R— Q i;
17RXR, RxR; 18R— Q'2, RxR; 19 Kt x R,
and he claims that White has the best of it. But,
as Niemzovitch pointed out immediately after the
game, 16. . .Q R— Q i given in Dr. Lasker 's varia-
tion, is not the best. If 16... Q R— B i! then
White will have great difficulty in drawing the game,

RUY LOPEZ i8S

since there is no good way to stop Black from playing


Kt — B 3, by Kt
followed —
K 4, threatening Kt
B 5. And should White attempt to meet this ma-
nceuvre by withdrawing the Kt at Kt 3 ; then the
Black Knight can go to Q 5, and the White Pawn at
K 4 will be the object of the attack. Taking Dr.
Lasker's variation, however, whatever advantage there
might be disappears at once if Black plays 19. . .Kt —
B 3, threatening Kt — Kt 5 and also Kt —Q 5, neither
of which can be stopped. If White answers 20 Kt —
Q 5, Kt — Q 5 for Black will at least draw. In fact,

after 19. . .Kt —B 3 Black threatens so many things


that it is dif&cult to see how White can prevent the
loss of one or more Pawns.

14. BxB PxB


15. Kt-Q4
It is a curious but true fact that I did not see this
move when I played 13 ... B — Kt 2, otherwise I would
have played the right move 13 . . .B x B.

15 QR-Qi
The game is yet far from lost, as against the entry
of the Knight, Black can later on play P—B 4, fol-

lowed by P — Q 4.

16. Kt— K6 R— Q2
17. QR-Qi
i86 GAME 5

« I
• fi -i^;^ I
& ^f.
*k _1 ^

vm^-m

I now was on the point of plajdng P—B 4, to be


followed by P — Q 4, which I thought would give me
a draw, but suddenly I became ambitious and thought
that I could play the text move, ly.-.Kt —B i,

and later on sacrifice the exchange for the Knight


at K 6, wiiming a Pawn for it, and leaving White's
KP still weaker. I intended to carry this plan either

P — K Kt 4 as the circmnstances
before or after playing
demanded. Now let us analyse: 17...P — B 4. If
18 Kt— Q 5, Bx Kt; 19 P x B, P — Q Kt 4; and a
show that Black has nothing to
careful analysis will

fear. Black's plan in this case would be to work his


Kt around to K 4, via Q B i, Q Kt 3, and Q B s or
Q 2. Again, 17...P —B 4; 18 R— B 2, P -Q 4;

19 P X P, B X P 20 ;

Kt X B (best, since if R (B 2)

Q 2, B X Kt give Black the advantage), RxKt;


21 R X R, Kt X R; and there is no good reason why
Black should lose.

17 Kt — Bi
18. R— B2 P — QKt4
i88 GAME 5

helpless with each move. The game needs no further


comment, excepting that my play throughout was of
an altogether irresolute character. When a plan is

made, it must be carried out if at aU possible. Regard-


ing the play of White, I consider his loth and 12th
moves were very weak ; he played well after that up
to the 27th move, which was bad, as well as his 28th

move. The rest of his play was good, probably


perfect.

29.
FRENCH DEFENCE 189

GAME 6. FRENCH DEFENCE


(Rice Memorial Tournament, 1916)

White : O. Chajes. Black :


J. R. Capablanca.

1. P — K4 P — K3
2. P-Q4 P-Q4
3. Kt-QBs Kt-KB3
4. B — Kt 5 B — Kts
Of aU the variations of the French Defence I like
this best, because it gives Black more chances to
obtain the initiative.

5. P-Ks
Though I consider PXP the best move, there is much
to be said ia favour of this move, but not of the vari-
ation as a whole, which White adopted in this game.

5-
iQO GAME 6

9. B—B I P — QB4

Threatening Q— R 4 and stopping thereby White's


threat of B—R 3. It demonstrates that White's
last move was a complete loss of time and merely
weakened his position.

10.
FRENCH DEFENCE 191

fended, and this in turn wUl give him the opportunity


to post his Knight at Q 4 via K 2. When the Black
EJiight is posted at Q 4, the Bishop will be developed to
B 3 via Q 2, as soon as the opportunity presents itself,

and it will be Black that will then have the initiative,

and can consequently decide the course of the game.

15- R-Qi
To prevent Kt — K 2 which would be answered by
;

Kt X P, or still better by B — R The move, how-


3.

ever, is strategically wrong, since by bringing his


pieces to the Queen's side. White any chance
loses

he might have of making a determined attack on the


King's side before Black is thoroughly prepared for it.

IS P-KKt3
16. P — B4 K— Kt2
17. B-K3
Better would have been P— Q R 4, in order to play
B—R 3. The White B would be much better posted
on the open diagonal than here, where it acts purely
on the defensive.

17 Kt — K2
18. B—B 2 Kt — Q4
This Kjiight completely paralyses the attack, as it

dominates the whole situation, and there is no way


to dislodge it. Behind it Black can quietly develop
his pieces. The game can now be said to be won
for Black strategically.
192
FRENCH DEFENCE 193

plications. However, as will soon be seen, the move


is not a losing one by any means.

25. PXP e.p. Kt X P (B 3)


26. PxPch RxP

27. RxP ch
This wins the Queen.

27 KxR
28. Kt — B 5ch PxKt
29. (^XQ
194 GAME 6

The position looks most interesting. I thought it

would be possible to get up such an attack against


the White King as to make it impossible for him to
hold out much longer, but I was wrong, unless it

could have been done by plajdng B—B 3 first, forcing


P — Kt 3 and then playing —
K R I 4. followed a
similar plan, but lost a very important move by play-
ing Q R — K Kt I ; which gave White time to play
R— Q I. I am convinced, however, that B—B 3
at once was the right move. White would be forced
to play P — Kt 3, and Black would reply with either
K — R 4; as already indicated, which looks the best
(the plan, of course, is to play R— K R i ; and foUow
it up with K — Kt 5 ; threatening mate, or some
other move according to circumstances. In some
cases, of course, it wiU be better first to play K — Kt 5),
or Kt — K 5, which wiU at least give him a
draw. There are so many possibilities in this posi-

tion that it would be impossible to give them


all. It wUl be worth the reader's time to go
carefully through the lines of play indicated above.

29 QR— KKti
As stated B—B 3 was the best move.

30. P-Kt3 B-B3


31. R— Qi K — R4
The plan, of course, as explained above, is to go to
Kt s in due time and threaten mate at KR 8, but
it is now too late, the White Rook having come in
;

FRENCH DEFENCE 195

time to prevent the manoeuvre. Instead of the text


move, therefore, Black should have played Kt —K 5
which would have given him a draw at the very least.

After the text moves the tables are turned. It is now


White who has the upper hand, and Black who has
to fight for a draw.

32. R-Q6 B-K5


Kt —K 5 was stiU the right move, and probably
the last chance Black had to draw against White's
best play.
33. Q'xBP Kt-Q4
34. RxR KxR
Kt X Q ; RX R, Kt X P was no better.

35-
:

196 GAME 6

Most players will be wondering, as the spectators


did, why I did not resign. The reason is that while
I knew the game was hoping for the fol-
to be lost, I

lowing variation, which Chajes came very near playing


5iQxPch,K-R2; S2Q-Rs,RxP; 53 B-
Kt 5 ch, K — Kt 2 54 B X R ch, K X B; and while
;

White has a won game it is by no means easy. If


the reader does not believe it, let him take the White

pieces against a master and see what happens. My


opponent, who decided to take no chances, played
51 B — Kt 7, and finally won as shown below.

SI-
RUY LOPEZ 197

GAME 7. RUY LOPEZ


(San Sebastian, 191 1)

White: J. R. Capablanca. Black: A. Bum


1. P — K4 P — K4
2. Kt— KB3 Kt— QB3
3. B-Kts P-QR3
4. B — R4 Kt — B3
S- P-Q3
This is a very solid development, to which I was
much addicted at the time, because of my ignorance
of the multiple variations of the openings.

s P-Q3
6. P — B3 B — K2
In this variation there is the alternative of developing
this Bishop via Kt 2, after P — K Kt 3.

7. QKt — Q2 —
8. Kt — B I P — QKt4
9. B—B 2 P— Q4
10. Q— K2 PxP
11. PxP B — QB4
Evidently to make room for the Queen at K 2, but
I do not think the move advisable at this stage. B—
K3 is a more natural and effective move. It develops

a piece and threatens B—B 5, which would have


to be stopped.

12. B — Kt 5 B — K3
198 GAME 7

Now it is not so effective, because White's QB is out,


and the Knight, in going to K3 to defend the square

QB 4, does not block the Q B.


13. Kt — K3 R— Ki
14. 0—0 Q— K2
This is bad. Black's game was already not good.
He probably had no choice but to take the Knight
with the Bishop before making this move.

15. Kt — Qs BxKt
16. PxB Kt — Kt I

in order to bring it to Q 2, to support the other Knight


and also his King's Pawn. White, however, does not
allow time for this, and by taking advantage of his

superior position is able to win a Pawn.

17. P — QR4 P — Kt 5

Since he had no way to prevent the loss of a Pawn,


he shotdd have given it up where it is, and played
Q Kt — Q 2, in order to make his position more solid.
RUY LOPEZ 199

The text move not only loses a Pawn, but leaves


Black's game very much weakened.

18.
200
CENTRE GAME 201

43-
202 GAME 8

lo Q-B3
White's threat to regain the Pawn was merely with
the idea of gaining time to develop his pieces. Black
could have played P—Q 3 ; opening the way for his

Q B, when would have followed, iiB — Q3, R — Ki;


12 Kt — B 3, and White would soon start a powerful
direct attack against Black's King.With the text move
Black aims at taking the initiative away from White
in accordance with the principles laid down in this

book.
II. Kt — R3
If BX P, P— Q 3; and White's Bishop would be
completely shut off, and could only be extricated,
if at all, with serious loss of position. The text
move aims at quick development to keep the initiative.

" P-Q3
This now is not only a developing move, but it also
threatens to win a piece by B X Kt.
CENTRE GAME 203

12. B-Q3 Kt-Qs


This complicates the game unnecessarily. R— K i

was simple, and perfectly safe.

13. B-K3

13- B-Kts
This is a serious mistake. The position was most
interesting, and though in appearance dangerous for

Black, not so in reality. The right move would have


been 13. . .R — Kt 5, when we would have 14 B X Kt,
RXB; isP— QB3,BxP; 16P x B,R— KKt 5;
17 Q— K 3 (best), QxP ch; 18B — B2, QxQ;
19 P X Q, R X P, and Black has the best of the game
with four Pawns for a Kjiight, besides the fact that
all the White Pawns are isolated.
14. Kt— Kt s! RxB
There was nothing better.

15. QXB! Kt— Kych


204 GAME 8

i6.
??
2o6 GAME 8

To prevent P — K R 4, which I woxild answer with


P — K Kt 3, winning the Queen. It can now be
considered that my King is safe from attack. White
will have to withdraw his Queen via R 3, and Black
can use the time to begin his advance on the Queen's
side.

29. K— Kt I R— Qi
30. R— Qi P — B4
Notice that, on assuming the defensive, White has
placed his Rooks correctly from the point of view of
strategy. They are both on white squares free from
the possible attack of the Black Bishop.

31. Q-R3 Q-Rs


This gains time by attacking the Rook and holding
the White Q at R 3 for the moment, on account of

the K Kt P. Besides, the Queen must be in the middle


of the fray now that the attack has to be brought
home. White has actually more value in material,
and therefore Black must utilise everything at his
command in order to succeed.

32. R(K2) — Q2 Q— Ksch


K-Ri
33. P-QKt4
threatenmg P — Kt 5; which would open the line

of action of the Bishop and also secure a passed Pawn.

34. Q-Kt2 Q-R5


indirectly defending the Q P, which White cannot
take on account of QXR ch.
—;

CENTRE GAME 207

35. K-Kti P-Kts


The attack increases in force as it is gradually brought
home directly against the King. The position now
is most interesting and extremely difficult. It is

doubtful if there any vahd defence against Black's


is

best play. The variations are nxunerous and difficult.

36. PxP QxP


Black has now a passed Pawn, and his Bishop exerts
great pressure. White cannot very well play now
37 RXP because of RXR ; 38 Rx R, BxP
and White could not take the Bishop because Q
K 5 ch woxild win the Rook, leaving Black a clear

passed Pawn ahead.

37- P-QR3 Q-Rs!


38. RXP R-QKti
39- R(Qi) — Q2 P — B5
40. Q-Kt3 R-Kt6
41. Q-Q6
208 GAME 8

41. P — B6
BXP would also win, which, shows that White's
game is altogether gone. In these cases, however,
it is not the prettiest move that should be played,
but the most effective one, the move that wiU make
your opponent resign soonest.

42.
QUEEN'S GAMBIT DECLINED 209

GAME 9. QUEEN'S GAMBIT DECLINED


(Berlin, 1913)

Wliite: J. R. Capablanca. Black: R. Teichmann.

I.
2IO GAME 9

text move is that it leaves Black's QP isolated, and


consequently weak and subject to attack.

14. KR— Qi KtxB


The alternative would have been 14. . .P — Kt4;
15 B—B 2, P — Kt s; 16 Kt— QR 4, Kt (B 4) —

15. KtxKt P — Kt4


16. RxR QxR
17. Kt-B3 Q-B5
Black aims at the exchange of Queens in order to
remain with two Bishops for the ending, but in this
position such a course is a mistake, because the Bishop
at Kt 2 is inactive and cannot come into the game
by any means, unless Black gives up the isolated
Queen's Pawn which the Bishop must defend.

18. Kt— Q4
Not, of course, R— Q 4, because of QX
Q; Kt X Q,
R— B I ; and there would be no good way to prevent
R— B 7.
18 QxQ
19. Kt(B3)xQ!
Notice the co-ordmation of the Knights' moves.
They are manoeuvred chain-like, so to speak, in order
to maintain one of them, either at Q
4 or ready to go
there. Now White threatens to take the open file,
and therefore forces Black's next move.

19 R— B I
QUEEN'S GAMBIT DECLINED 211

The student sholild examine this position carefully.

There seems to be no particular danger, yet, as White


win demonstrate. Black may be said to be lost. If

the game is not altogether lost, the defence is at least


of the most difficult kind; indeed, I must confess
that I can see no adequate defence against White's
next move.
20. Kt — B s! K— B I

If2o...B — Qi; 21 Kt — Q6, R — B 2; 22 Kt X B,


R X Kt ; 23 BX Kt, B X B 24 R X P, R— B
; 2 ;

25 R — Q 2, and White is a Pawn ahead. If 20. . .B


moves anywhere else, then B X Kt, doubling the
KB P and isolating all of Black's King's side Pawns.

21. Kt X B K X Kt
22. Kt — Q4 P — Kt3
This is practically forced, as White threatened Kt —
B 5 ch. Notice that the Black Knight is pinned in
such a way that no relief can be afforded except by
giving up the KR P or abandoning the open file
212 GAME 9

with the Rook, which would be disastrous, as White


would immediately sieze it.

23. P-B3!

23- P-R3
Black could do nothing else except mark time with

hisRook along the open file, since as soon as he moved


away White would take it. White, on the other
hand, threatens to march up with his King to K 5
via K B 2, K Kt 3, K B 4, after having, of course,
prepared the way. Hence, Black's best chance was
to give up a Pawn, as in the text, in order to free his

Knight.
24. BXP Kt — Q 2

25. P — KR4 Kt— B 4


26. B—B 4 Kt— K3
Black exchanges Knights to remain with Bishops of
QUEEN'S GAMBIT DECLINED 273
opposite colours, which gives him the best chance to
draw.
27. Kt X Kt KX Kt
27. . .P X Kt would be worse, as White would then
be able to post his Bishop at 5. K
28. R— Q2 R — KRi

Black wants to force B — Kt3. P — KKt3 would


be bad, on account of P — Q 5 which would ;

get the Black Bishop into the game, even though


White could answer P— K 4. The text move is,

however, weak, as will soon be seen. lEs best chance


was to play P — Kt 5 ; and follow it —R 4
up with P
and B —R 3. White meanwhile could play P — Kt 4
and R 5, obtaining a passed Pawn, which, with proper
play, should win.

29. R— QB 2! R— QB I

30. RXR BX R
There are now Bishops of opposite colour, but never-
theless White has an easily-won game.
214 GAME 9

31. K— B2

i i
f-

31- P-Qs
Practically forced. Otherwise the White King would
march up to Q 4 and then to B 5 and win Black's
Queen's side Pawns. If Black attempted to stop
this by putting his King at QB 3 then the White King
would enter through K 5 into Black's King's side
and win just as easily.

32.
QUEEN'S GAMBIT DECLINED 215

at Kt 7, where it not only protects the Q P, but indi-


rectly aJso the Q Kt P.

37- ••, K-Q4


38. B — Kt 7 Resigns.

The student ought to have reaUsed by this time


the enormous importance of playing well every kind
of ending. In this game again, practically from the
opening, White aimed at nothing but the isolation
of Black's Q P. Once he obtained that, he tried for
and obtained, fortimately, another advantage of posi-
tion elsewhere which translated itself into the ma-
terial advantage of a Pawn. Then by acciu-ate playing
in the ending he gradually forced home his advantage.
This ending has the merit of having been played against
one of the finest players in the world.

GAME 10. PETROFF DEFENCE

White;
2l6 GAME lo

Played by Morphy, and a very fine move. The point


is that should Black exchange Queens he will be a
move behind in development and consequently will
get a cramped game if White plays accurately.

7 B-K3
Marshall thought at the time that this was the best
move and consequently played it in preference to
QxQch.
8. Kt — B3 P — KR3
9. B X Kt QXB
'

10. P — Q4 B — K2
11. Q— Kt sch Kt— Q2
12. B — Q3!

It is now time to examine the result of the opening.


On White's side we find the minor pieces well posted
and the Queen out in a somewhat odd place, it is true,

but safe from attack and actually attacking a Pawn.


;

PETROFF DEFENCE 217

White is also ready to Castle. White's position is

evidently free from danger and his pieces can easily


manoeuvre.
On Black's side the first thing we notice is that
he has retained both his Bishops, unquestionably an
advantage ; but on the other hand we fimd his pieces
bunched together too much, and the Queen in danger
of being attacked without having any good square to
go to. The Bishop at K 2 has no freedom and it

blocks the Queen, which, in its turn, blocks the Bishop.


Besides, Black cannot Castle on the King's side be-
cause QxP, R — Kti; Q — K4 threatening mate,
wins a Pawn. Nor can he Castle on the Queen's side
because Q— R 5 would put Black's game in imminent
danger, since he cannot play P — R 3 because of B X P
nor can he play K — Kt i because of Kt — Kt 5.

Consequently we must conclude that the opening is

all in White's favour.

12 P — Kt4

To make room for his Queen, threatening also P—


Kt 5.
13. P — KR3 0—0
giving up a Pawn in an attempt to free his game
and take the initiative. It was difficult for him to
find a move, as White threatened Kt —K 4, and should
Black go with the Queen to Kt 2, then P—Q 5, B—
B 4; Kt X P ch, followed by B x B.
2l8 GAME lo

14. QXP QR— Kti


IS- Q-K4 Q— Kt2
16. P-QKt3 P-QB4
In order to break up White's centre and bring his
Knight to B 4 and thus lay the foundation for a violent
attack against White's King. The plan, however,
faUs, as it always must in such cases, because Black's
development is backward, and consequently his pieces
are not properly placed.

17. 0—0 PXP


18. Kt— Qs!
A simple move, which destroys Black's plan utterly.
Black will now have no concerted action of his pieces,
and, as his Pawns are all weak, he wiU sooner or later
lose them.

18 B — Qi
19. B — B4 Kt — B4
20. QxP QxQ
PETROFF DEFENCE 219

The fact that he has to exchange Queens when he is

a Pawn behmd shows that Black's game is lost.

21. Kt X Q B X Kt
22. B xB B—B 3
23. QR-Qi BxKt
The Knight was too threatening. But now the
ending brought about is one in which the Bishop
is stronger than the Knight; which makes Black's
plight a desperate one. The game has no further
interest, and it is only because of its value as a study
of this variation of the Petroflf that I have given it.

Black was able to fight it out until the sixtieth move


on account of some poor play on White's part. The
moves are given merely as a matter of form.
rest of the

24.
220
RUY LOPEZ 221

White;
222 GAME II
lo. Q— Ki Kt— R3

The problem for White now is to advance his Q Kt P


to Kt 5 as fast as he can. If he plays P—Q Kt 4
at once, Black simply takes it. If he plays first P—
Q R 3 and then P — Q Kt 4, he will still have to protect
his Q Kt P before he can go on and play P — Q R 4
and P — Kt 5. As a matter of fact White played a
rather unusual move, but one which, imder the cir-
cimistances, was the best, since after it he could at
once play P — Q Kt 4 and then P—Q R 4 and P—
Kt 5.
11. R— Kt i! P—B 3
12. P — Kt4 Kt — B 2
13. P — QR4 BxKt
He simplifies, hoping to lighten White's attack, which
wiU have to be conducted practically with only the
heavy pieces on the board. He may have also done
it in order to play Kt — Kt 4 and K 3.
RUY LOPEZ 223

14. RXB
Taking with the Pawn would have opened a possi-
bility for a counter attack. ,

14- P-QKt3
He is forced to this in order to avoid the breaking up
of his Queen's side Pawns. The only alternative
would have been P— Q Kt 4 ; which on the face of
it looks bad.
15. P-Kts BPxP
16. PXP P-QR4
17. Kt-Q5 Q-B4
18. P — B4

The White Knight is now a tower of strength. Be-


hind it White will be able to prepare an attack,
which wiU begin with P— Q 4, to drive away the
Black Queen and thus leave himself free to play P—
B 5. There is only one thing to take care of and that
224 GAME II

is to prevent Black from sacrificing the Rook for the


Knight and a Pawn.

i8. ...
FRENCH DEFENCE 225

GAME 12. FRENCH DEFENCE


(New York, 1918)

White: J. R. Capablanca, Black: O. Chajes.

1. P— K4 P — K3
2. P-Q4 P-Q4
3. Kt-QB3 Kt — KB 3
4. B-Q3
Not the most favoured move, but a perfectly natural
developing one, and consequently it cannot be bad.

4 PXP
P— Q B 4 is generally played in this case instead of
the text move.

5- KtxP ^Kt — Q2
6. Kt X Kt ch KtxKt
7. Kt-Bs B — K2
226 GAME 12

8. Q— K2
This is played to prevent P— Q Kt 3, followed by
B — Kt 2, which is the general form of development
for Black in this variation. If Black now plays 8 . . . P—
Q Kt 3 ; 9 B — Kt 5 ch, B—Q 2 ; 10 Kt— K 5 and
White obtains a considerable advantage in position.
8 0-0
B — KKts9. P — KR3
Of course Black could not play P — Q Kt 3 because
of B X Kt, followed by Q— K 4.

10. B X Kt BXB
11. Q— K4 P— KKt3
This weakens Black's King's side. R— K i was
the right move,

12. P— KR4

12. P-K4
This is merely giving up a Pawn in order to come
out quickly with his Q B. But as he does not obtain
FRENCH DEFENCE 227

any compensation for his Pawn, the move is bad.


He should have played Q— Q 4 and tried to fight
the game out that way. It might have continued
thus: 13 Q — B 4,B — Kt 2; i4QxBP,BxP;
IS Kt X B, Q X Kt 16 O— O— O with considerable
;

advantage of position for White. The text move


might be considered a mild form of suicide.

13. PxP B-B4


14. Q— KB4 BxB
15. — 0—0 B — Kt 2
16. RxB Q— K2
17- Q-B4
In order to keep the Black Queen from coming into
the game.
17 QR— Qi
18. KR— Qi
A better plan would have been to play R— K i,

threatening P — K 6.

18 RxR
19. RxR R— Ki
20. P — B3 P — QB3

Of course if BXP ; Kt X B, QX Kt; R— K 3.

Black with a Pawn minus fights very hard.

21. R— K3
The Pawn had now to be defended after Black's
last move, because after B x P; Kt x B, Qx Kt;
228 GAME 12

R— K 3, Black could now play Q — Kt i defending


the Rook.
21 P— QB4
22. K— B 2 P — Kt3
23. P-R4
White's plan now is to fix the Queen's side in otder

to be able to manoeuvre freely on the other side, where


he has the advantage of material.

23-

24.
FRENCH DEFENCE 22g

Black persists in waiting for developments. He sees

that if P—K R s, P X P; P X P, the Queen goes


to R 6,
and White will have to face serious difficulties.
In this situation White decides that the only course
is to bring his King to K Kt 3, so as to defend the

squares K R 3 and K Kt 4, where the Black Queen


might otherwise become a source of annoyance.

35-
230 GAME 12

Now that he has completed his march with the King,


White is ready to advance.

39. P — KR5 *PXP


39... P — K Kt 4 would be answered by Q— B 5,

with a winning game.

40. PxP Q— K2
Against K — Kt i; White would play Q — Kt 4,
practically forcing the exchange of Queens, after

which White would have Uttle trouble in winning the


ending, since Black's Bishop could not do much damage
in the resulting position.

41. Q-B5 K-Kti


Black overlooks the force of 42 R— Q 7. His best
defence was R— Q i; against which White could
either advance the King or play Kt —R 4, threaten-
ing Kt— Kt 6 ch.

42. R— Q7 BxPch
FRENCH DEFENCE 231
This loses a piece, but Black's position was altogether
hopeless.
43- K— Kt4 Q— B3
44- KtxB Q— Kt2ch
45- K — B4 Resigns.

The interest of this game centres mainly on the


opening and on the march of the White King during
the final stage of the game. It is an instance of the
King becoming a fightmg piece, even while the Queens
are stiU on the board.

GAME 13. RUY LOPEZ


(New York, 1918)

White: J. S. Morrison. Black: J. R. Capablanca.

I.
232 GAME 13

we might say, exerts its maximum strength (Compare


this note with the one in the Capablanca-Bum game
at San Sebastian, page 197.)

7. Kt — B3 B — Kt2
8. B — Kt 5 Kt — B3
Of course not K Kt— K 2; because of Kt — Q 5.

The alternative would have been P —B 3; to be


followed by K Kt —K 2; but in this position it is

preferable to have the Kt at KB 3.

9. Q-Q2 P-KR3
10. B — KR4

An error of judgment. White wants to keep the


Knight pinned, but it was more important to prevent
Black from Castling immediately. B B 4 would —K
have done this.

10 0—0
11. 0-0-0
Bold play, but again faulty judgment, unless he in-
tended to play to win or lose, throwing safety to
the wmds. The Black Bishop at Kt 2 becomes a
very powerful attacking piece. The strategical dis-
position of the Black pieces now far superior to
is

White's, therefore it will be Black who will take the


offensive.

II R— Ki
12. KR— Ki
RUY LOPEZ 233

White wanted to keep his QR on the open file, and


consequently brings over his other Rook to the centre
to defend his K P, which Black threatened to win by
P — K Kt 4, foUowed by Kt x P.

12 P — Kt4!
Now that the KR is in the centre, Black can safely
advance, since, in order to attack on the King's side.
White would have to shift his Rooks, which he cannot
do so long as Black keeps up the pressure in the centre.

13. B — Kt3 Kt— KR4


Uncovering the Bishop, which now acts along the
long diagonal, and at the same time preventing P—
K 5, which would be answered by Kt XB ; PX Kt,
Kt X P ; etc., winning a Pawn.

14. Kt-Qs P-R3


Black drives the Bishop away so as to unpin his
pieces and be able to manoeuvre freely.
234 GAME 13

15. B-Q3 B-K3


Preparing the onslaught. Black's pieces begin to bear
against the King's position.

16. P — B3

With the last move White not only blocks the action
of Black's K B, but he also aims at placing his Bishop
at Q Kt I and his Queen at QB 2, and then advancing
his K P, to check at KR 7.

16 P — B4!
Initiating an attack to which there is no reply, and
which has for its ultimate object either the winning
of the White Q B or cutting it off from the game.
(Compare this game with the Winter-Capablanca
game at Hastings.)

17. P — KR4 P—B 5

The Bishop is now out of action. White naturally


coimter attacks violently against the seemingly ex-
RUY LOPEZ 235
posed position of the Black King, and, with very good
judgment, even ofEers the Bishop.

i8. PxP! PXP!


Taking the Bishop would be dangerous, if not actually
bad, while the text move accompUshes Black's object,
which is to put the Bishop out of action.

19. R— Ri B — B2
20. K— Kt I

This move tmquestionably loses time. Since he would


have to retire his Bishop to R 2 sooner or later, he
might have done it immediately. It is doubtful, how-
ever, if at this stage of the game it would be possible
for White to save the game.

20 Kt— K4
21. Kt X Kt RX Kt

It was difficult to decide which way to retake. 1


236 GAME 13

took with the Rook in order to have it prepared for


a possible attack against the Kiag.

22. B — R2 Kt — B3
Now that the White Bishop has been driven back,
Black wants to get rid of White's strongly posted
Knight at Q s, which blocks the attack of the Bishop
at B 2. It may be said that the Knight at Q5 is

the key to White's defence.

23. P-KKt3
White strives not only to have play for his Bishop,*

but also he wants to break up Black's Pawns in order


to counter-attack. The alternative would have been
23 Kt X Kt ch, QX Kt; and Black would be threat-
ening R — R 4, and also Q — K 3. The student should
notice that Black's drawback in all this is the fact
that he is playing minus the services of his Q R. It

is this fact that makes it possible for White to hold


out longer.
23-

24.

25-
238 GAME 14

31 R— K8ch
32. RxR RxRch
33. K — R2 B—B 2

34. K-Kt3 P-Q4


the quickest way to finish the game.

35. BxP PxPch


36. K— Kt4 P — B6
37. PxP R— Ksch
38. P — B4 RxPch
39. K-Rs RxB
40. R— Q8ch K — R2
41. R-Q 7 B-K 3
Resigns.

A very lively game.

GAME 14. QUEEN'S GAMBIT DECLINED


(New York, 1918)
White : F. J. Marshall. Black :
J. R. Capablanca.
1. P-Q4 P-Q4
2. Kt — KB3 Kt — KB3
3. P-B4 P-K3
4. Kt — B3 QKt — Q2
5. B — Kt5 B — K2
6. P — K3 —
7. R—B I P — B3
This is one of the oldest systems of defence against
the Queen's Gambit. had played it before in this
I

Tournament against Kostic, and no doubt Marshall


expected it. At times I change my defences,
QUEEN'S GAMBIT DECLINED 239
or rather systems of defence; on the other hand,
during a Tournament, if one of them has given me
good results, I generally play it all the time.

8.
240 GAME 14

obtained the centre. Black, on the other hand, is

entrenched in his first three ranks, and if given time


will post his QR at Q B I and his Knight at K B
3,
and finally play P — Q B 4, in order to break up
White's centre and give full action to the Black Bishop
posted at Q Kt 2. In this game White attempts to
anticipate that plan by initiating an advance on the
centre, which, when carefully analysed, is truly an
attack against Black's K P.

IS- P-Qs Kt — B4!

Against Kostic in a previous game I had played


Kt — B I. It was carelessness on my part, but Mar-
shall believed differently, otherwise he would not have
played this variation, since, had he analysed this move,
he woidd, I think, have realised that Black would
obtain an excellent game. Black now threatens not
only BPXP ; but also Kt XP ; followed by B P x P.
The position is very interesting and full of possibilities.
QUEEN'S GAMBIT DECLINED 241

i6. PXKP Kt X P (K 3)
17. B X Kt QXB
played under the impression that White had to lose
time in defending his QR P, when I could play P—
QB 4, obtaining a very superior game. But, as will
be seen, my opponent had quite a little surprise for
me.
18. Kt — Q4I

18 Q— K4!
Of course, if 18. . .Q x R P; 19 R — R i would win
the Queen. The text move is probably the only satis-
factory move in the position. The obvious move would
have been Q— Q 2 to defend the QB P, and then
would have come 19 Kt —B 5, P—B 3; 20 Q—
K Kt 3 (threatening Q R— Q K — R i 21 Q R —
i), ;

Q I, Q — KB 2; 22 P — KR4, with a tremendous


advantage in position. The text move, on the other
hand, assiures Black an even game at the very least,

as will soon be seen.


242 GAME 14

19. KtxP
QUEEN'S GAMBIT DECLINED 24^
the King itself. White is afraid to play 22 P— B 3
because of P—B 4.

P-Ks
22. P-KKt4
To prevent P — B 4. The White Knight is practicaUy
pmned, because he does not dare move on account
of RXK P.

A k

mz

a t

23. P— KR4
This is a sequel to the previous move.
White expects
to disrupt Black's Pawns, and thus make them weak.

23- PXP
Though doubled and isolated this Pawn exercises

enormous pressure. Black now threatens R — K 3;


to be followed by R — Kt 3 and P — R 6 and R 7 at
the proper time.

24. R— K I

White cannot stand the slow death any longer^


244 GAME 14

He sees danger everywhere, and wants to avert it


by giving up his Queen's side Pawns, expecting to
regain his fortunes later on by taking the initiative

on the King's side.

24 R-K3!
Much better than taking Pawns. This forces White
to defend the Knight with the Rook atK i, because
of the threat R — Kt 3.

25. R(Ki) — QB I K— Kt2


Preparatory to R — Kt 3. The game is going to be
decided on the King's side, and it is the isolated double
Pawn that will supply the finishing touch.

26. P — QKt4 P — Kt4


To prevent P — Kt 5, defending the Knight and lib-

erating the Rooks.

27. P-R3 R-Kt3


28. K— B I R— R7
QUEEN'S GAMBIT DECLINED 245

Notice the remarkable position of the pieces. White


cannot move anything without incurring some loss.

His best chance would have been to play 29 P 6, —K


but that would only have prolonged the game, which
is lost in any case.

29. K— Kt I P — R6
30. P-Kt3 P-QR3
Again forcing White to move and to lose something
thereby, as all his pieces are tied up.

31. P-K6 RxKP


Not even now can White move the Knight because
of P—R 7 ch; KxP, R— R 3 ch; K— Kt i,

R— R 8 mate.

32. P — Kt4 R— R3
33- P-B3
If 33 P — Kt 5, P—R 7 ch; 34 K— R i, RxKt;
35 R X R, R X P, winning easily.
246 GAME 14

33-
34.

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