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| Friday, March 27, 2009 |
White plays (1) Q-h5, and if Black makes an indifferent move he mates through (2) Qxh7+, Kxh7; (3) R-h5.
Black could try to defend himself with (1) ..., P-g6. White can then continue with (2) Q-h6 and again Black cannot make an indifferent move such as P-d6 for instance, as White would have another mate in two moves, namely (3) R-h5 (threatening Qxh7), Pxh5; (4) Q-f6.
More frequent than the mate with Rook and Knight shown above is one which usually occurs in the end game and which is illustrated in Diagram 28.
+---------------------------------------+ 8 | | | #R | | #R | | #K | | |---------------------------------------| 7 | #P | | | | | #P | | | |---------------------------------------| 6 | | #P | | | #P | | #P | | |---------------------------------------| 5 | #Q | | | #P | | | | | |---------------------------------------| 4 | | #Kt| | | | ^P | | ^B | |---------------------------------------| 3 | | ^P | | | ^P | ^R | | | |---------------------------------------| 2 | ^P | | | | ^Q | | ^P | ^P | |---------------------------------------| 1 | | | | ^R | | | | ^K | +---------------------------------------+ a b c d e f g h
DIAGRAM 29.
White plays Kt-f6+ and Black cannot go with the King into the corner as the Rook would mate him on h7. After K-f8 White draws the game through perpetual check; for after (2) Kt-h7+, K-e8; (3) Kt-f6+ the King must go back to f8 as on d8 he would be mated by R-d7. Consequently White can check the King indefinitely on h7 and f6.
An example for the cooperation of Rook and Bishop is shown in Diagram 29. White plays B-f6, and there is no way for Black to prevent the mate threatened through R-h3 followed by R-h8.
It is evident that the force of the Rooks will increase as the board gets emptier through the exchange of men, for they will then find more open lines to act in. One of the most important lines for Rooks to occupy is--especially in the ending --the one in which most of the attackable Pawns of the opponent are standing, that is in the majority of cases the second or the seventh rank respectively. If both Rooks cooperate with each other in this rank they usually decide the victory within a short time.
Following is an example which is taken from a master game. As far as the material is concerned the players are about even, as the Queen is worth as much as the two Rooks while Knight and Bishop are an approximate equivalent of the Black Rook and the Pawn which Black is ahead. The Pawn a4 is rather dangerous for White, as he needs only three more moves to reach the first rank where he can be promoted into any piece. On the other hand the Rooks doubled in the seventh rank give White so strong an attack on the Black King that he forces the mate before Black succeeds in realizing the advantage of his advanced passed Pawn. |
posted by neptunus @ 5:17 AM
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The only defense at Black's disposal is P-g6, but this move helps only temporarily. White can force the mate within a few moves in different ways. One would be the following:
(2) Kt-h6+ K-g7
If the King goes to h8 White mates by Q-f6.
(3) Q-f6+ Kxh6 (4) B-g5+ K-h5 (5) P-h3
and the mate through P-g4 cannot be protected. Another way would be:
(2) Q-h6 Pxf5 (3) B-f6
and the mate through Q-g7 cannot be protected.
The position of Diagram 26 enables another mating attack for White, demonstrating the possibility of mating with Bishop and Knight in the middle of a game, which occurs oftener than one would be inclined to think. White can play (1) B-f6 instead of Q- g5 as suggested above.
Black cannot take the Bishop as White would continue Q-h6 with Q-g7 mate. Neither can Black play P-g6 as then White would mate right away with Kt-h6. The latter mate with Knight and Bishop White can force, even if Black does not move the Pawn g7 but makes some other indifferent move, as for instance Qxc2.
White would then make the surprising move Q-h6, allowing Black to take the Queen. In doing so, however, Black again enables the mate Kt-h6.
The only move which Black could try in answer to (1) B-f6 is P- h6, preventing the Queen from occupying g5. Now Qxh6 would not be feasible as after Pxh6 White does not mate with Ktxh6, but leaves the square h7 open to Black's King.
+---------------------------------------+ 8 | #R | | #B | #Q | | #R | | #K | |---------------------------------------| 7 | #P | #P | #P | #P | ^Kt| #P | #P | #P | |---------------------------------------| 6 | | | | | | | | | |---------------------------------------| 5 | | #Kt| | | ^R | | | | |---------------------------------------| 4 | | | | | | | | | |---------------------------------------| 3 | | | | | | | | | |---------------------------------------| 2 | ^P | ^P | ^P | ^P | | ^P | ^P | ^P | |---------------------------------------| 1 | ^R | | ^B | ^Q | | | ^K | | +---------------------------------------+ a b c d e f g h
DIAGRAM 27.
However, White wins easily through (2) Ktxh6+. If Black takes the Knight, White mates with Qxh6 and Q-g7. If Black does not take but plays K-h7, White goes back with the Knight to f5, again threatening Q-g5 and Qxg7. (3) ..., R-g8 is of no avail, as (4) Q-g5 threatens mate of h5 which can only be prevented by either P-g6 or a move with the Rook, after which White mates by either Q-h6 or Qxg7.
It remains to show some examples of the cooperation of Rooks with other pieces. Diagram 27 shows one of the positions in which the beginner is frequently caught.
+---------------------------------------+ 8 | | | #R | | | | #K | | |---------------------------------------| 7 | ^R | | | | | | | | |---------------------------------------| 6 | | | | | | | | #P | |---------------------------------------| 5 | | | | | | | | ^P | |---------------------------------------| 4 | | #B | | | ^Kt| | | | |---------------------------------------| 3 | #P | | | | | | | | |---------------------------------------| 2 | ^K | | | | | | | | |---------------------------------------| 1 | | | | | | | | | +---------------------------------------+ a b c d e f g h
DIAGRAM 28. |
posted by neptunus @ 5:16 AM
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Black's last move was Kt-e7, while Kt-f6, which protects the Pawn h7 against future attacks, is generally preferable in any opening.
White can now play Kt-g5, attacking the Pawn f7 for the second time, as it is already attacked by the Bishop c4. The student will, at this stage of his development, not yet know why Black should be so anxious to defend the Pawn f7, considering that he is a Pawn ahead so that the loss of a Pawn would only equalize the forces but would not give White a material advantage.
However, later on, when discussing the strategy of the opening, it will become evident that in the position of the diagram Black must, under all circumstances, defend the Pawn f7 as otherwise his game would soon become hopeless on account of the exposed position of his King.
There are only two ways for Black to defend f7. One is to advance the Queen's Pawn to d5, interrupting the diagonal of White's Bishop; the other is to castle, so that the Rook procures the second protection for the Pawn f7 which is needed. It would then not be good for White to capture the Pawn because he would have to give up Knight and Bishop for Rook and one Pawn, which is not a sufficient equivalent.
Of the two ways indicated only the first one is feasible. For if Black castles he gives White an opportunity to institute an attack on the weak Pawn h7 with Knight and Queen against which Black has no satisfactory defense. Play would develop as follows:
(1) Kt-g5 o-o (2) Q-h5 P-h6
This is the only defense against the threat Qxh7 mate. But White's Queen's move involved a double threat. It brought up a third attack on the Pawn f7, and the latter now falls, forcing Black to give up some more material.
(3) Ktxf7 Rxf7
Black has to sacrifice the exchange. If he moved the Queen, which is attacked by the Knight, he would expose his King to a deadly double check, viz.: (4) Ktxh6++, K-h8 or h7; (5) Kt-f7+ (discovered), K-g8; (6) Q-h8 mate. After giving up his Rook for the Knight on the third move Black has a lost game, for as explained in the previous chapter White can simply exchange all pieces and force the win in the ending with his superior material.
Another square which after castling on the King side is often the mark of attack for the Queen in connection with either Knight or Bishop, is the one immediately in front of the King in the Knight's file. Diagram 26 illustrates several possibilities of this kind. White, on the move, can play (1) Q-g5, attacking for the second time the Pawn g7 which is only once protected. The threat, however, is not only to win a Pawn, but to win the game, for in taking the Pawn with the Queen White would checkmate Black's King.
+---------------------------------------+ 8 | #R | | | | | #R | #K | | |---------------------------------------| 7 | #P | #P | #P | | | #P | #P | #P | |---------------------------------------| 6 | | #B | | #P | | | | | |---------------------------------------| 5 | | | #Q | | #P | ^Kt| | | |---------------------------------------| 4 | | #Kt| | | ^P | | | ^B | |---------------------------------------| 3 | | ^P | | ^P | | | | | |---------------------------------------| 2 | | ^P | ^P | ^Q | | ^P | ^P | ^P | |---------------------------------------| 1 | ^R | | | | | ^R | ^K | | +---------------------------------------+ a b c d e f g h
DIAGRAM 26 |
posted by neptunus @ 5:16 AM
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This opening offers another opportunity to demonstrate the dangerous mobility of the Queen. Instead of (3) Pxe5 White should have played (3) Kt-f3. The game could then have continued as follows: P-d6; (4) B-c4, Kt-f6; (5) Pxe5, Pxe5: Again White cannot win the Pawn e5 for (6) Ktxe5 would be answered by Q-d4, attacking Knight and Bishop and threatening mate on f2.
+---------------------------------------+ 8 | #R | #Kt| #B | #Q | #K | | #Kt| #R | |---------------------------------------| 7 | #P | #P | #P | #P | | #P | #P | #P | |---------------------------------------| 6 | | | | | | | | | |---------------------------------------| 5 | | | #B | | ^P | | | | |---------------------------------------| 4 | | | | | ^P | | | | |---------------------------------------| 3 | | | | | | | | | |---------------------------------------| 2 | ^P | ^P | ^P | ^P | | | ^P | ^P | |---------------------------------------| 1 | ^R | ^Kt| ^B | ^Q | ^K | ^B | ^Kt| ^R | +---------------------------------------+ a b c d e f g h
DIAGRAM 23.
Diagram 24 shows a typical case of a double threat with the Queen in conjunction with other pieces. White on the move plays B-d3, and now Black cannot castle as White would continue with Q-e4 threatening mate through Qxh7 and at the same time attacking the Bishop e7 for the second time who is only once protected. Black would have to defend the mate by either P-g6 or P-f5 or Q-h5 and White would capture the Bishop.
When castling on the King side a player must always beware of an attack by the Queen and another piece on the King's Rook's Pawn.
+---------------------------------------+ 8 | #R | | #B | | #K | | | #R | |---------------------------------------| 7 | #P | #P | #P | #P | #B | #P | #P | #P | |---------------------------------------| 6 | | | | | | | | | |---------------------------------------| 5 | | ^B | #Q | | | | | | |---------------------------------------| 4 | | | | | | | | | |---------------------------------------| 3 | | | ^P | | | ^Q | | | |---------------------------------------| 2 | ^P | ^P | ^P | | | ^P | ^P | ^P | |---------------------------------------| 1 | ^R | | ^B | | ^R | | ^K | | +---------------------------------------+ a b c d e f g h
DIAGRAM 24.
In the case illustrated above it was the Bishop who assisted the Queen. A Knight could aid in an attack on h7 from either g5 or f6. More frequently he does so from g5 as usually the square f6 is not accessible to him on account of the Pawn g7 protecting it.
In the majority of cases the Knight goes to g5 from f3, and the Queen attacks h7 from h5, coming from her original square d1. Then, if Black cannot protect h7 by a Knight from f6 or by the Bishop, from f5 for instance, or from g6, the only protection as a rule is to advance the Pawn to h6. The position of Diagram 25 may serve as an example.
+---------------------------------------+ 8 | #R | #Kt| #B | #Q | #K | | | #R | |---------------------------------------| 7 | #P | #P | #P | #P | #Kt| #P | #P | #P | |---------------------------------------| 6 | | | | | | | | | |---------------------------------------| 5 | | | #B | | | | | | |---------------------------------------| 4 | | | ^B | #P | ^P | | | | |---------------------------------------| 3 | | | | | | ^Kt| | | |---------------------------------------| 2 | ^P | ^P | ^P | | | ^P | ^P | ^P | |---------------------------------------| 1 | ^R |^Kt | ^B | ^Q | ^K | | | ^R | +---------------------------------------+ a b c d e f g h
DIAGRAM 25 |
posted by neptunus @ 5:15 AM
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On the next move White will, therefore, take the Pawn calling Check and at the same time attacking the Rook a8. The King must move and the Knight takes the Rook.
Quite frequently a similar attack with the Knight is likely to win the Queen if the opponent is not familiar with situations of that kind. If in the position of Diagram 21 White plays (1) Kt- d5, Black must protect the Pawn c7 by Q-d8 or Q-d6, but not by Q- c6; for in the latter case White would continue with (2) B-b5, Qxb5; (3) Ktxc7+ and (4) Ktxb5.
+---------------------------------------+ 8 | #R | #Kt| #B | | #K | #B | | #R | |---------------------------------------| 7 | #P | #P | #P | | | #P | #P | #P | |---------------------------------------| 6 | | | | | #P | #Kt| | | |---------------------------------------| 5 | #Q | | | | | | | | |---------------------------------------| 4 | | | ^B | ^P | | | | | |---------------------------------------| 3 | | | ^Kt| | | | | | |---------------------------------------| 2 | ^P | ^P | ^P | ^B | | ^P | ^P | ^P | |---------------------------------------| 1 | ^R | | | ^Q | ^K | | ^Kt| ^R | +---------------------------------------+ a b c d e f g h
DIAGRAM 22.
Sometimes two pieces are involved in the double attack, the line of one of the pieces being discovered by the other. Thus, in the position of Diagram 22, which could be brought about by the moves (1) P-e4, P-d5; (2) Pxd5, Qxd5; (3) Kt-c3, Q-a5; (4) P-d4, Kt-f6; (5) B-c4, P-e6; (6) B-d2, white threatens to play (7) Kt-d5, uncovering the Bishop d2 on Black's Queen and at the same time attacking the Pawn c7, which Black cannot keep protected.
Threats of this kind more frequently occur in connection with a discovered Check. As an example the following opening will serve: (1) P-e4, P-e5; (2) Kt-f3, Kt-f6; (3) Ktxe5, Ktxe4; (4) Q-e2, Kt- f6. Black's last move exposes his King to a discovered Check, and White wins the Queen by playing (5) Kt-c6+.
Next to the Knight the Queen is most frequently in a position to carry out a double attack. Two typical examples are shown in the following diagrams.
After the opening moves (1) P-e4, P-e5; (2) P-f4, B-C5; (3) Pxe5?? the position of Diagram 23 is reached, in which Black wins a Rook by Q-h4+. White cannot reply (4) K-e2 on account of Qxe4 mate. His only move is (4) P-g3 and then follows Qxe4 attacking King and Rook simultaneously. |
posted by neptunus @ 5:15 AM
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The reader is therefore urged to study carefully the next chapter in which the characteristic features of the different men are discussed. In this way he will much more quickly arrive at a fair playing strength than by relying on the experience which he may gain in playing a great number of games, trying to find out everything for himself instead of profiting by the knowledge which has been gathered by others in centuries of study.
HOW THE DIFFERENT MEN COOPERATE
There are two kinds of elementary attack. One when a single man attacks two or more hostile men at the same time; the other when more men are brought up to attack an opposing man than can be mustered for defense. The beginner, as a rule, makes attacks with the sole aim of driving away a hostile piece; it is clear that these attempts will in most cases be futile as they generally allow the attacked piece to move to another square just as or perhaps more favorable. The advantage of attacking two men at once is evident in that probably only one of them can be saved.
The advantage of bringing up more men for attack than can be gathered for defense is not less obvious, but will be found more difficult to carry out. Using both methods of attack in conjunction is the secret of the successful cooperation of the men.
In the following diagrams simple illustrations are shown of elementary cases of such attacks. These positions often occur in games of beginners on account of their placing the men on unfavorable squares. In studying them the eye of the beginner will become accustomed to dangerous formations of the pieces and he will be able to foresee similar threats in his games.
+---------------------------------------+ 8 | #R | | | | #K | | #Kt| #R | |---------------------------------------| 7 | #P | #B | #P | | #B | #P | #P | #P | |---------------------------------------| 6 | | #P | #Kt| #P | | #Q | | | |---------------------------------------| 5 | | | | | #P | | | | |---------------------------------------| 4 | | | ^B | | ^P | | | | |---------------------------------------| 3 | | | ^Kt| ^P | ^B | ^Kt| | | |---------------------------------------| 2 | ^P | ^P | ^P | | | ^P | ^P | ^P | |---------------------------------------| 1 | ^R | | | ^Q | | ^R | ^K | | +---------------------------------------+ a b c d e f g h
DIAGRAM 20.
This is especially true of the mating positions which are discussed below in connection with attacks instituted by the Queen in the middle of the game. It is these attacks to which the beginner at an early stage of the game falls victim in ninety out of a hundred cases when playing against an experienced opponent.
In the position of Diagram 20 White on the move wins the exchange and thereby practically the game by playing (1) Kt-d5. With this move he attacks the Queen and at the same time the Pawn c7. Black, in order not to lose the Queen, must move her, but he cannot move her so that she will protect the Pawn c7.
+---------------------------------------+ 8 | #R | #Kt| #B | | #K | #B | | #R | |---------------------------------------| 7 | #P | #P | #P | | | #P | #P | #P | |---------------------------------------| 6 | | | | | | #Q | | | |---------------------------------------| 5 | | | | | #P | | | | |---------------------------------------| 4 | | | | | ^P | | | | |---------------------------------------| 3 | | | ^Kt| | | | | | |---------------------------------------| 2 | ^P | ^P | ^P | | | ^P | ^P | ^P | |---------------------------------------| 1 | ^R | | | ^Q | ^K | ^B | ^Kt| ^R | +---------------------------------------+ a b c d e f g h
DIAGRAM 21. |
posted by neptunus @ 5:15 AM
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In the following line of play it is assumed that Black makes the best moves, but the method employed is the same for any defensive maneuvers which Black might try, with the only difference that White would win still more quickly. (1) Kt-c5, B-c6; (2) B-f3, Bxf3; (3) Kxf3, P-b6; (4) Kt-e6, P-c5; (5) P-a4.
This moveretains the black Pawns so that the Knight can attack them with better effect. (5) ..., P-c4; (6) Kt-c7, K-g7; (7) Kt-b5, P-a6; (8) Kt-d6, K-f6; (9) Ktxc4, P-b5; (10) Pxb5, Pxb5; (n) Kt-a3, P- b4; (12) Kt-c2, P-b3; (13) Kt-d4, etc.
Often it happens that a player can give up his additional piece to advantage for one or two Pawns thereby enforcing an ending which is won on account of the Pawn position. Diagram 19 is an example.
+---------------------------------------+ 8 | | | | | | | | | |---------------------------------------| 7 | | | | | | | #P | | |---------------------------------------| 6 | | | | | #B | | | #K | |---------------------------------------| 5 | ^P | | | | | | | | |---------------------------------------| 4 | | ^Kt| | | | ^K | ^P | | |---------------------------------------| 3 | ^Kt| #P | | | | | | | |---------------------------------------| 2 | | | #P | | | | | | |---------------------------------------| 1 | | | | | | | | | +---------------------------------------+ a b c d e f g h
DIAGRAM 19.
Black is a piece down but his two connected passed Pawns constitute a dangerous threat. White, therefore, does best to sacrifice a Knight for the two Pawns, as he then remains with two Pawns against one. Black must finally give up his Bishop for White's a-Pawn who threatens to queen, and then White wins by capturing Black's g-Pawn and queening his own. Play might proceed as follows:
(1) Ktxc2, Pxc2; (2) Ktxc2, B-d5; (3) Kt-b4, B-a8; (4) P-a6, K-g6; (5) P-a7, K-f6; (6) Kt-a6, K-e7; (7) Kt-c7, B-h1; (8) P-a8 (Queen), Bxa8; (9) Ktxa8, K-f6; (10) Kt-c7, K-g6; (11) Kt-d5, K-h6; (12) K-f5, K-h7; (13) K-g5, K-h8; (14) K-g6, K-g8; (15) Kt-e7+, K-h8; (16) Kt-f5, K-g8; (17) Ktxg7, K-h8; (18) K-f7, K-h7; (19) P-g5, K-h8; (20) Kt-f5, White could not play P-g6, as Black would have been stalemate. (20) ..., K-h7; (21) P-g6+, K- h8; (22) P-g7+, K-h7; (23) P-g8 (Queen) mate.
The game endings discussed up to now have illustrated the method of winning with a superior force and it is now possible for the beginner to understand that the leading rule for all maneuvers is to AVOID THE LOSS OF MATERIAL--no matter how small--as it will ultimately lead to the loss of the game by one pawn or the other queening.
The next step will be to find out under what conditions it is possible to gain a man and when it will be possible to avoid loss.
To understand the attacking and defensive maneuvers involved it is necessary first to become acquainted with the different ways in which the various pieces can be made to do some useful work, where their strength lies and where their weakness, and how they are able to cooperate. Not before all this is clear to the beginner--in the outlines at least--will he be in a position to play a sensible game or even to understand the most elementary strategic principles. |
posted by neptunus @ 5:15 AM
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From the foregoing it will be clear to the beginner that if a player succeeds in winning a Pawn he can win the game if he is able to exchange all pieces so that only the Pawns are left. However, he will not yet see the way in which this exchange of pieces can be forced. It is evident that the player who has lost the Pawn will try to avoid the exchange, hoping that he may be able to regain the Pawn with his pieces. Therefore, he will permit his opponent an exchange only if, in avoiding it, he would sustain an additional loss. The position of Diagram 17 offers a simple example. White on the move will play R-e5, offering the exchange of Rooks. If Black tried to avoid the exchange by playing R-b6, White would capture the Pawn f5 with the Rook and after Black's King moves out of check he would take the Pawn g4 too. Therefore Black has to make the offered exchange of Rooks, and White then wins by advancing the c-Pawn which forces Black's King over to the Queen's wing and leaves the Pawns of the King's wing unprotected.
+---------------------------------------+ 8 | | | | | | | | | |---------------------------------------| 7 | | #P | | | | | | | |---------------------------------------| 6 | | | | | | | | | |---------------------------------------| 5 | | #R | | | | #P | | #K | |---------------------------------------| 4 | | ^P | | | | ^K | #P | ^P | |---------------------------------------| 3 | | | ^P | | | | ^P | | |---------------------------------------| 2 | | | | | ^R | | | | |---------------------------------------| 1 | | | | | | | | | +---------------------------------------+ a b c d e f g h
DIAGRAM 17.
The beginner might think that inasmuch as the loss of a Pawn in most cases means the loss of the game on account of the final promotion of the Pawn to the Queen, it may be advisable to sacrifice a piece if thereby the loss of a Pawn can be avoided. However, this idea, which is frequently met, is altogether wrong as the additional piece will easily enable the opponent to gain as many Pawns as he likes within the further course of the game. The position of Diagram 18 may serve as an example.
+---------------------------------------+ 8 | | | | | | | | | |---------------------------------------| 7 | #P | #P | #P | | | | | | |---------------------------------------| 6 | | | | | | | #P | #K | |---------------------------------------| 5 | | | | | | | | | |---------------------------------------| 4 | #B | | | | | ^K | ^P | | |---------------------------------------| 3 | | | | ^Kt| | | | | |---------------------------------------| 2 | ^P | ^P | | | ^B | | | | |---------------------------------------| 1 | | | | | | | | | +---------------------------------------+ a b c d e f g h
DIAGRAM 18. |
posted by neptunus @ 5:14 AM
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To sum up the investigation of this Pawn ending: The deciding factor is the opposition of the Kings on the 6th and 8th ranks. If the weaker party succeeds in obtaining that opposition with the Pawn on the 6th rank he draws the game.
If the Pawn is not yet advanced to the 6th rank the opposition of the Kings is of no avail to the weaker party as the Pawn advancing would force the opposing King out of opposition again. Suppose, for instance, White has the King on e6 and the Pawn on e5 while Black's King stands on e8 with White on the move. White must get out of opposition by playing K-f6 or K-d6 and Black keeps the opposition by K-f8 or K-d8. But then White has a move to spare which forces Black out of opposition and thereby wins the game. He plays P-e6 and the game ends in the way discussed above.
The ending King and Pawn against King is one of the most important for every Chess player to know, not only because a great number of positions can be reduced to this ending by the exchange of all the other men left on the board, but also because it gives the first insight into the peculiar maneuvers of the King which have to be carried out in connection with gaining or giving up the opposition, and which, as will be seen later on, constitute the essence of the most frequent pawn endings.
For the beginner, of course, the opposition maneuvers are rather difficult to grasp and it is fortunate for him that the vast majority of pawn endings are of a much simpler form. The winning maneuver in these endings into which most Chess games resolve themselves, is easily explained and after understanding it the beginner can readily see the fundamental principle underlying every game.
Diagram 16 shows a typical position on which the winning method should be studied. White is a pawn ahead, but as demonstrated on the position of Diagram 15 he cannot queen his passed Pawn because his King is not in front of it. On the other hand, there cannot possibly be any advantage in advancing the Pawns on the other side of the board as there Black has the same number of Pawns as White and consequently there is no reason why one of the white Pawns should succeed in breaking through.
It is all the same very easy for White to win and the strategy to be employed will be evident from the following consideration: Black's King is considerably confined in his movements as he has to be constantly watching White's passed Pawn.
+---------------------------------------+ 8 | | | | | | | | | |---------------------------------------| 7 | | | | | | | | | |---------------------------------------| 6 | | | | | | |#P | | |---------------------------------------| 5 | | | #K | | | #P | | | |---------------------------------------| 4 | | | | | | | | | |---------------------------------------| 3 | | ^P | | | | ^P | | | |---------------------------------------| 2 | | | ^K | | | | ^P | | |---------------------------------------| 1 | | | | | | | | | +---------------------------------------+ a b c d e f g h
DIAGRAM 16.
White's King, however, is free to go wherever he likes without any immediate danger. There is consequently nothing to hinder him attacking and capturing the black Pawns, for if Black's King tries to stop White's advance, White's passed Pawn marches on and compels the opposing King to catch him, thereby giving the way free to his own King.
According to this scheme play could proceed like this: (1) K-d3, K-d5; (2) K-e3, K-e5; (3) P-b4, P-g5; (4) P- b5, K-d5; (5) P-b6, K-c6; (6) K-d4, Kxb6; (7) K-e5, P-f4; (8) K- f5, K-c6; (9) Kxg5, K-d6; (10) Kxf4, K-e6; (11) K-g5, K-f7. Now White would win even without the Pawn g2 by playing (12) K-f5 and so on as explained on Diagram 15. |
posted by neptunus @ 5:14 AM
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A rash advance of the Pawn would again be the wrong thing. The right way of playing is indicated by a simple calculation. The Pawn needs four moves to reach the queening square. But the black King arrives there in the same number of moves, so that he can capture the Pawn the moment he queens.
Consequently White will only be able to enforce the safe queening of his Pawn if he can gain control of the queening square with his own King, thus protecting the Pawn at the time of queening.
Now, White needs three moves to bring his King up to his Pawn on f4. In the meantime Black will have reached the square d6 and after White's (4) K-f5 Black will block the further advance of White's King by K-e7. However, White can force Black to give the way free.
The maneuver by which he does this is one which occurs in a similar form in nearly all Pawn endings and its thorough grasp is therefore essential. Diagram 15 shows the critical position.
+---------------------------------------+ 8 | | | | | | | | | |---------------------------------------| 7 | | | | | #K | | | | |---------------------------------------| 6 | | | | | | | | | |---------------------------------------| 5 | | | | | | ^K | | | |---------------------------------------| 4 | | | | | ^P | | | | |---------------------------------------| 3 | | | | | | | | | |---------------------------------------| 2 | | | | | | | | | |---------------------------------------| 1 | | | | | | | | | +---------------------------------------+ a b c d e f g h
DIAGRAM 15.
White can win the game only by playing (5) K-e5. The technical term for this move is "going into OPPOSITION." The Kings oppose each other in one line on squares of the same color and the one who has to move out of opposition--in this case Black's King--is compelled to allow the advance of the opposing King to the next line.
If Black plays K-d7, White answers (6) K-f6, and if Black plays K-f7, (6) K-d6 would follow. Then, after Black's K-e8, White repeats the maneuver by taking the opposition with (7) K- e6, and again Black must back out with either K-d8 or K-f8, so that White can advance to either f7 or d7. This clears the way for the Pawn who now advances unimpeded to the queening square.
The important role which the opposition of the Kings play in Pawn endings is still more strikingly illustrated by the situations which would result if in the position of Diagram 15 White played
(5) P-e5 instead of K-e5. Black would then draw the game by maintaining the opposition himself. He would play K-f7 and although after (6) P-e6, K-e7; (7) K-e5 White has regained the opposition he cannot keep it if Black continues correctly. The move which saves the game for Black is K-e8. K-d8 or K-f8 lose, as then White could go into opposition by K-d6 or K-f6. The play in these three cases would be this: A: (7) ..., K-e8, (8) K-f6, K-f8; (9) P-e7+, K-e8; (10) K-e6 and Black is stalemate, the game is drawn.
B: (7) ..., K-d8; (8) K-d6, K-e8; (9) P-e7 and Black must move K-f7 enabling White to obtain control of the queening square by (10) K-d7. C: (7) ..., K-f8, (8) K-f6, K-e8, etc., similar to the play in B. |
posted by neptunus @ 5:14 AM
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Board Games - The Best Selling Board Games Of All Time By Royce Armstrong
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| Thursday, March 19, 2009 |
Must have been a crushing blow. It was 1934, the depths of the Great Depression. Charles Darrow was unemployed. However, he had an idea. In reality, there was a game. He called the game Monopoly. He loved the game and felt it was the ticket to financial success and the despair of depression. Darrow had taken his game to the famous game company Parker Brothers to help you publish and sell.
The Parker Brothers had agreed to review the board game for Darrow. They were not impressed. Formed in 1883, aged 16, George Parker, the game publisher has been making and selling games and puzzles for 51 years. During that time they had seen the success and failure. Parker Brothers knew the game business. They knew what worked and what did not. They knew what sold and what is not. Representatives of the giant game company found 59 reasons that Darrow did not think the game could be successful.
Charles Darrow simply did not agree. Thought. Decided to publish himself and the monopoly of the market through department stores. There were 5,000 copies of the board game form.
Hope was scarce during that harsh Christmas of 1934. The money was even scarcer. And the monopoly was a success. Nearly all 5,000 copies of the game sold. Within a year was the publication of the Parker Brothers game. It was the best selling game in the United States, 1936.
Monopoly is now published in 89 languages and more than 200 million copies of the game have been sold. Over 500 million people have played the game. It has also been adapted as an electronic game. Monopoly is firmly entrenched as the best-selling board game of all time.
Monopoly is a relative upstart compared to other popular board games.
The oldest board game known is called "The Royal Game of Ur," or the "Game of 20 seats." This game was discovered in a 4500-year old tomb in southern Iraq. This game was played throughout the Middle East for perhaps 1000 years or more. In fact, the rules have been found in cuneiform tablets. Andalusia game fans can play this old game still, even though it has long been lost popularity.
Perhaps the oldest board game still popular today is chess, which first appeared in India in the sixth century AD In the year 1000 is being replicated throughout the Middle East and Europe. The rules and game board design have evolved somewhat over the centuries, but the game remains the same as the ancient Indians played. That could hardly have dreamed of, however, world-class game of chess or play electronic versions of the game that we enjoy today.
Another very old, but immensely popular board game is checkers, also known as drafts. One form of tokens which serves as the Egyptian Pharaohs in 1600 BC This game has also evolved over the centuries. In the 12th century the game was adapted to the 64-square chessboard. Four years later the rules involving capture were added, yielding essentially the same game we play today.
There is simply no way of knowing how many copies of chess or checkers have been sold or the number of people who have played these games. If the numbers were known, they would have to be really amazing.
Popular Board Games Share Common Traits
Other top selling board games are Yahtzee, Scrabble, Mahjong, Trivial Pursuit, Battleship, and the game of risk. Most of these games were developed during the 20th century and continue to be all big sellers and tremendously popular.
These popular board games share some similar traits. Most of them involve specific strategies of play. When using these strategies successfully, the games are fun, challenging and intensely rewarding as players attempt to capture part of the board and / or each other. Another common element in most of these board games is chance or luck. Luck is introduced usually by drawing cards or rolling dice. The element of chance opens up further possibilities for game strategies. A final important feature of these games is that in one way or another reflect the lessons of life. They teach competition and sportsmanship. Teaching strategy and the lesson of never giving up.
Perhaps that is why Charles Darrow was so attracted by the monopolies. He believed that success is employing strategies to follow a dream and never give up. We are glad that Darrow did not give up. We are glad not to throw the game with 59 things wrong with the garbage left by the plant Parker Brothers in 1934.
About the author: Royce Armstrong is a freelance writer with a business and banking background who believes consumers should get the best value for your money when buying board games, family games and learning games |
posted by neptunus @ 6:24 PM
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The Most Addicting Games on the Planet By Chris Robertson
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If you are an avid player, probably most enjoy the genres of games and puzzles. Someone asks you to play, and to say immediately: "I'm in!" Certainly in an informal survey of avid players (and after some very heated discussions), here are the games that they say are among the most addictive game on the planet.
Video Games
When the addiction to video games, many players of my friends voted for the Legend of Zelda: Twilight Princess (for GameCube) and WarioWare: smooth moves (for the Wii). The boys from the crowd were partial depletion of the Gran Turismo series and the series (for Playstation). And those who were in role-playing games are vocal in their support of Castlevania: Symphony of the Night (on the Xbox 360).
Board Games
All the friends of my players like to play board games, the name and most of the monopolies as one of the most addictive games on the planet. Other traditional board games that he was high risk and including Scrabble. Some mentioned unique board games like Axis and Allies and Starfarers of Catan, while others stuck with Pictionary and Trivial Pursuit.
Card Games
As far as card games, more than a few of my friends player admitted that he had slept all night playing poker. Several high-end ownership of poker chip sets and planned their activities around their monthly poker games. There was no bridge in the group of players, but several mentioned learning old-time card games of their parents and grandparents. Fondly recalls the letter about the games of canasta, Rummy, hearts, spades, and as they grew.
Kids Games
All the friends of my players said they came from families of game play, and started playing when they were very young. In addition to card games like Crazy Eights and maid, most of Snakes and Ladders classified Sorry!, And ladies of all time favorites. With the children said that some new games for children, such as Pictionary and Cranium Cadoo Junior, were big hits at home, although one said his daughter loved more than any puzzle game - and had over 50 in his collection!
Strategy games
When the topic of games of strategy emerged, there was intense debate about the merits of checkers, chess, backgammon y. Chess players in the group of inspectors were dismissed as too simple, while the inspectors players argued that the chess players are just brainiacs. All agreed, however, that backgammon is one of the most addictive game on the planet.
Party Games
Naturally, all players of my friends who attended often "game night" parties, and we all agree that the 25 words or less and Taboo were two of the most addictive games on the planet. For more organized fun Many voted for Bunce, a mindless dice game by 12 or more players. Everybody supported by the fact that Bunce allowed to visit with friends, while rolling the dice, accumulating points, and periodically shout "Bunce!
Obviously, every player is unique and has its own list of the most addictive games on the planet. But if you did not dabble in that my friends recommend players, give them a chance - and perhaps find addictive!
Chris Robertson is an author Majona International, one of the worlds most popular internet marketing companies on the web. Learn more about The Most addictive games ever or directory Majone Family and Children |
posted by neptunus @ 6:23 PM
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How to Win at Checkers By Hubert Crowell
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Checkers is a game played by two people, each with twelve pieces, an inspector on board. You can only move on the black squares until you reach the row, and then the king piece that can move forwards and backwards. You must take breaks when offered, even if it means you lose two or more pieces in the process.
If you may want to get the advantage of two to take a piece or two pieces that your opponent has no choice but to renounce one or the other.
When I was twelve, my uncle Dan Clark, lived with us for a while. Not only showed me how to be unbeaten in women, but also how to play chess. Uncle Dan was a very interesting person, registered in the virgin timber in the mountains of Tennessee, reached the grounds of a large hospital in Kentucky, repairing watches and played a lot of chess and checkers.
I have come rusty over the years and did not play much ladies, so they make mistakes now. But never forget the basic strategy for the start of the game of checkers. Keep parts of a pyramid in front of you. In this pyramid you can lock your opponent to reach the king row and can win the advantage by swapping one piece for two people. Wait for the pyramid for as long as possible and does its work around it. With a little practice you will be able to become the master of the game of checkers.
Start with the pieces to the sides. Move the three pieces on the left forward one square, keeping tack in Pyramid. Try to maintain this strong defensive training and seek the possibility of an exchange by two.
About the Author: Hubert Crowell, Cave Explorer
I started writing as a hobby and plan to write about my life, work, hobbies, religion and many other things of interest to me and perhaps others also enjoy
For more information on caving, improving your service department and many other topics, please visit my website at:
http://hubertcrowell.name/ |
posted by neptunus @ 6:21 PM
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An Introduction To Puzzles By Alison Cole
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| Friday, March 13, 2009 |
Puzzles problems are intentionally designed to stimulate the brain in the development of solutions. Puzzles can be differentiated from games like this are intended primarily for entertainment, although games such as chess, checkers, solitaire, and are composed of many enigmas.
Puzzles are in general terms, riddles and word games, logic puzzles and mathematical and physical puzzles. Some of the puzzles are popular conundrums, riddles, crossword puzzles and anagrams. Paradoxes and magic squares are two of the popular mathematical puzzles, which include a wide range of geometric puzzles including jigsaw puzzles decision, the number of sequences, action sequences, analytical puzzles, and logic puzzles. Puzzles, mazes and labyrinths are some examples of physical and mechanical puzzles.
Puzzles have been rooted in human culture since the beginning. One of the oldest and most popular is Tangram puzzle, which has been mocked minds around the world for thousands of years. Humans have been known to develop oral puzzle since the advent of languages. Humor has been an integral part of the ancient scriptures and religious literature, including the Koran, Bible, Sanskrit writings, and Greek mythology.
The development of arithmetic in Egypt resulted in the birth of mathematical puzzles. The increased interest in math puzzle of the V century to the fifteenth century. The popular mechanical puzzle maze has been built into the floor designs of many churches in France and Italy in the twelfth century. Sam Loyd in the United States and Henry Dudeney of Great Britain are considered the inventors more puzzles in their countries. The duo produced many puzzles in the nineteenth century.
The extent to which the puzzles have become part of everyday life can be gauged from the popularity of crosswords, puzzles, and Sudoku.
Puzzles provides detailed information on puzzles, crosswords, puzzles, puzzle games and more children. Puzzles is affiliated with puppets. Spanish > English swap Translate |
posted by neptunus @ 4:45 PM
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The Digital World - Providing Memory Activities By Brent Crouch
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We all know that most have, it becomes harder to remember things. This is because the brain is a muscle. The more you use it, the more it works. The more you ignore it, the less likely it will be able to remember new information or recall old information. In order to keep your brain in shape is a good idea to continue using the game of memory. Thanks to the digital age we are, there are many different types of memory activities now can be played on a computer or game system.
Computer Games
There have always been computer games that can help you use your memory, but now they are more advanced than ever. Solitaire and other card games are a great way to keep your brain active and use their memory skills. Other games from the Internet, however, such as Bejeweled, also can help keep your brain and stay in shape can be played by anyone from children to adults. You can also go online to participate in a game of chess or checkers against someone who lives a world away from you, allowing you to maintain your strong mental activity while enjoying a game against another person.
Other computer games, known as role-playing games (or RPG) child may seem, but in fact help to boost your memory. Take the online RPG World of Warcraft. This game is played online against thousands of other players. They are not just using social skills but also problem solving and reasoning skills as well.
Game systems
Game systems are now marketing the games they are supposed not only to children but also for adults. Nintendo has been doing on the games that are for adults and children that are designed to help keep the brain active. One of its Brain Age games, is played on the popular Nintendo DS, and is considered a puzzle game. It is designed to help improve your mental activity for a variety of work of different parts of the brain a little bit each day.
Large Brain Academy: Wii Degree is a game that is designed for the Nintendo Wii. This game uses the brain to respond to questions quickly emerging. There is evidence that can be done to show which parts of your brain to function well and which need improvement, and the fact that the game can be played with friends, it's not just a fun mental challenge, but something you want to do socially.
When it comes to finding memory activities you enjoy, do not have to stick to the same old puzzle in order to get your brain active. In many cases, video games, especially those designed to help keep your brain active is a great way to make your brain as well as mentally to keep you feeling young.
The improvement in working memory. Learn effective techniques to increase your memory. With the techniques of memorization, games, memory, and information on how to develop a photographic memory.
http://www.improvingworkingmemory.com/ |
posted by neptunus @ 4:44 PM
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The Most Popular Strategy Board Games By Lindy Smart
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The age of humanity has never entertained himself with strategy games. The phenomenon continues even today, despite the popularity of video games. Why? Well, the strategy board game challenge the mind while giving people the opportunity to relax with one another. And they offer a classic form of entertainment that do not depend on batteries or electricity.
So what are the most popular strategy games on the market? Well, technically there are hundreds, but when it comes to popularity around the world, seven of strategy board games that are at the top of the list. These include: Chess, Cribbage, Mahjong, Go Game, Sudoku, Backgammon, Checkers y.
1. Chess
Chess is one of the most popular board games of strategy. Originating in ancient India and Persia, the game has appeared in many forms. The most common form is known as western chess. Here's where you catch the other two opponents of kings. This is done through chess pieces with different levels of power (kings, queens, rooks, etc..) Strategy should be used to determine how a piece can lead to a checkmate.
2. Cribbage
When it comes to strategy board games, Cribbage is one of the most unusual. While a "council" is used throughout the game, Cribbage is played with cards. The board is used to help keep score. Anyway, Cribbage is a great alternative for people who want to play a card game that is based more on thinking that luck.
3. Mahjong
Unlike other strategy games, Mahjong was created on the basis of philosophical and spiritual principles. Therefore, if Eastern philosophies are the things you could help both his soul and mind after a game of Mahjong.
4. Go Game
Go is another game strategy board game created from Asia. It works like chess, as players must dominate their opponent spaces on the board. However, the pieces are much simpler, since stones are white and black.
5. Sudoku
Sudoku is a board game where strategy is necessary to fill a grid with numbers 1 to 9. However, the catch is you must use the numbers once and for each section. Sudoku is this feature that makes it one of the most sought after board games of strategy of all time.
http://www.thegamesupply.com/ |
posted by neptunus @ 4:42 PM
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To Gi or not to Gi By Gene Simco
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Why train with the Gi (uniform) in the fighting arts? The following is a brief article noting some of the benefits of training with the gi (uniform) fighting arts like Jiu-jitsu or judo.
Chess and Checkers It is simply logic that when you add the party faces a gi, add more possibilities, so it is a more complex game. It would be much easier for a good chess player to participate in a game of checkers than the opposite.
Greatest technical wrestlers do In my teaching experience, there's no better way to have the physical attributes of someone who put him in a gi. Without gi, a senior citizen can use most of their opponents and faster, his speed. The point of any art is to use more technique and skill than strength, using the GI to help develop this skill.
You can always take off I've seen the submission grapplers and wrestlers with ten or more years of experience to get drowned out by people with half of that time while wearing the gi, look as if you put on a shirt. You can be a great Grappler when they are naked, but do not wear clothes in the street! When you train with the gi (correctly) is only a matter of grabbing some adjustments in order to fight without it. If you do not train enough to gi ... you are the type of ladies.
Military and Law Enforcement Unless you are patrolling the beach (in which case, you have a sweet to the assignment and complain about anything), your opponents are wearing clothes. I have heard many reports of military personnel of the train by saying that I favor the formation, with the gi and make good use of collar chokes. In fact, the core of the modern Army is based on the Manual of Brazilian Jiu-jitsu and train the soldiers in their BDUs.
It cool For those of us who live in places that are cold, and now he had something that resembles a gi for a large part of the year. Even if you are in a warm climate, it is likely to be wearing any pants or shorts and a shirt that you can grab an opponent. The gi is ideal for training because they do not rip like a shirt.
Training with and without the gi, it is important for anyone who practices any art fighting. Have at least 50% of their practice and will be best for him.
SIMCO gene is a career martial artist and author of several books Brazilian Jiu-jitsu. In addition to holding a Black Belt in Brazilian Jiu-jitsu, which has appeared in many instructional videos. He is available for instruction through an online video training program http://www.jiu-jitsu.net or her school in New York (http://www.jiu-jitsu.net/nyma ).
For more information about it or its products, visit http://www.genesimco.com |
posted by neptunus @ 4:40 PM
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A Backpack With Wheels? By Steven Gillman
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I would not have thought of a backpack with wheels that really work for backpackers, but when I saw the website of the "Wheelpacker" (TM), I was impressed. You get a framework that gives a set of wheels. You can even go over logs and rocks. I started thinking about what innovations other backpackers waiting to be marketed. Here are some of the things I came up with. Steal these ideas, please.
Marco inflatable bag
Unless framed backpacks often folded sleeping pills in the packet buffer against the back and some support for the load. Why are not part of the package that is supported against the back of the user to inflate. With the same technology used for self-inflating pads lightweight sleeping bag, only add about six ounces. The bag could then double as a sleeping foot-bag/pad.
Taking this idea, I imagine a self-inflating bag that folds out into a sleeping pad. The backpack "framework" would be the pad in a "U" shape of a certain rigidity in the package. Free sleeping bag inflating pads are light, 14 oz now, and a minimum of 12-ounce packages, so the combination would be likely to weigh only 20 ounces.
Wax Paper Food
Backpacking put food in containers of wax paper instead of plastic. The packages then double as emergency fire starters, since the wax tends to burn paper even when wet.
Pillow / Waterbag
When I have to carry more water than I use the plastic bladders from boxed wine. They are light, strong, and inflates the air bag to use as a pillow too. To market a dual purpose water / pillow, you just need a soft removable covering of some sort.
Jacket Bag
Why not a less jacket with a backpack that is part of the flock? It can be deployed on the shape and packaging have normal braces. When wearing the jacket, however, is to stabilize the container, keep warm, and easy to push through thick and that does not catch things so easily. Is like using a coat on a large backpack, but with the weight saving and stability that comes from the combination. It could be called a "Pack-it Jacket."
Game backpacking
Print a chess / inspectors on board a jacket or backpack and dragged along a game that weighs no more. Ideal to spend hours in the tent in anticipation of rain. If you do not carry the parts, rocks or pinecones can work as inspectors.
Backpacking gear to keep the ideas and innovations appearing in my head as I write this. Most are based on the idea of "dual purpose" items. They may work, some may not, but it is an entertaining dose of inspiration from a backpack with wheels.
Steve Gillman is a long-time advocate of lightweight backpack. His advice, photos, gear recommendations and a free book can be found at http://www.TheUltralightBackpackingSite.com |
posted by neptunus @ 4:38 PM
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