The Chess-Player's Text Book/Chapter 7
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CHAPTER VII.
ENDING OF GAMES.
BEFORE proceeding to the study of works which treat of the several Openings, or systematic methods of beginning a game, it will greatly help to familiarise you with the powers of the Pieces if you devote a few hours to the consideration of the simpler class of Check-mates — that is to say, those where one party is left with his King alone against a King and Queen, a King and Rook, and the like.
HOW TO CHECK-MATE WITH THE KING AND QUEEN.
This is one of the easiest of all Check-mates : for, in the most adverse position for the King and Queen you can devise, they can force Check-mate in nine moves. The quickest way to proceed is by confining the solitary King to one side of the Chess-board with your Queen, and then bringing up your King to face him. after which Check-mate follows immediately. A very little practice with a friend will enable you to accomplish it. There is one danger, however, you must be warned of, namely, that of giving Stale-maie instead of Check-mate, an error young players are very apt to fall into when their opponent has only his King left. Take, for example, the following simple situation :—
DIAGRAM No. 4 BLACK. | ||||||||
| ||||||||
| WHITE. | ||||||||
Here we find (see the remarks on Notation, page 5) that the White King is at his Kt.'s 5th sq., the White Queen at King's Kt.'s sq., and the Black King at his Rook's sq. Now at this point an experienced player would see at a glance that Check-mate can be given in two moves, and would play first, King to his Bishop's 6th sq., and then, when the Black King moves to K. Rook's 2nd (the only square open to him) would move Queen to K. Kt.'s 7th sq., giving Check-mate : but the tyro, having an eye only to imprisoning the Black King, would perhaps play his King to Rook's 6th, instead of to Bishop's 6th sq., leaving the adverse King in the situation of Stale-mate. (See Stale-mate, page 10.)
To accustom you to the notation, it may be well when, by the assistance of a Chess-playing friend, you thoroughly comprehend the method of effecting Check-mate with the King and Queen, for you to write out the above situation, with the solution, in the abbreviated form adopted by English writers on the game. They would stand thus :—
WHITE. Position |
BLACK. |
| K. at his Kt's 6th. | K. at his R.'s sq. |
| Q. at K. Kt's sq. |
White to play first, and Check-mate[1] in two moves.
WHITE. Solution |
BLACK. |
| 1. K. to his B.'s 6th. | 1. K. to R.'s 2nd. |
| 2. Q. to K. Kt.'s 7th. Check-mate. | |
HOW TO CHECK-MATE WITH THE KING AND A ROOK.
This, like the preceding, is an easy Check-mate, and may be mastered in a very short time. In the most favourable position the single King can take up, he cannot protract the Check-mate beyond eighteen or nineteen moves.
The annexed diagram. No. 5. and solution will show this plainly :—
DIAGRAM No. 5 Black. | ||||||||
| ||||||||
| White. | ||||||||
The position here, described in writing, would be given thus :—
| WHITE. | BLACK. |
| K. at his sq. | K. at his sq. |
| K. R. at his sq. |
And the system of play to be adopted for effecting the Check-mate most speedily is the following :—
| WHITE. | BLACK. |
| 1. K. R. to his 7th.
(The object of this move, you will readily perceive, is to restrain the movements of the Black King to the extreme rank of squares; he would otherwise be enabled to march about the board, and delay the Check-mate considerably.)
|
1. K. to his B.'s sq.
(He might move to Q.'s sq., but, as you will soon understand, that would hasten his defeat.)
|
| 2. K. to his 2nd.
(Having so confined the adverse King that he can parade only
backwards and forwards on the last rank of squares, you hasten to bring your King up to assist in giving the Check-mate.)
|
2. K. to his Kt's sq.
(He gains a little time by this move, since you are compelled to save your Rook by flight.)
|
| 3. R. to Q. R.'s 7th. | 3. K. to K. B.'s sq. |
| 4. K. to K.'s 3rd.
(Your Rook being now secure for a few moves. you proceed to march forward with your King.)
|
4. K to K's sq. |
| 5. K. to K.'s 4th. | 5. K to Q.'s sq. |
| 6. K. to Q.'s 5th. | 6. K. to Q. B.'s sq. |
| 7. K. to Q.'s 6th. | 7. K. to Q. Kt's sq.
(His only hope of delay is by thus attacking the Rook, when he can reach him.)
|
| 8. R. to K. R.'s 7th. | 8. K. to Q. B.'s sq. |
| 9. R. to K. Kt.'s 7th.
(This move of the Rook is indispensable. Check-mate can only be given when the Kings are facing each other, and you now compel Black to take up that position in three or four moves.)
|
9. K. to Q. Kt's sq.
(If he moves opposite the White King, Check-mate follows next move.)
|
| 10. K. to Q. B.'s 6th. | 10. K. to R.'s sq. |
| 11. K. to Q. Kt.'s 6th. | 11. K. to Kt's sq.
(He is now obliged, having no other move, to face the opposing King.)
|
| 12. R to K. Kt.'s 8th. Check-mate. | |
From these examples you will observe that to Check-mate either with the Queen or Rook it is necessary, as was before remarked, to drive the adverse King to one of the four sides of the Chess-board, and then march your own King up to confront him. Whenever you can bring the two Kings face to face, with one square only between them, and have the move, you may be sure of the game. In the subjoined position, Diagram No. 6, the Kings are so placed ; and, although the Rook is
DIAGRAM No. 6 Black. | ||||||||
| ||||||||
| White. | ||||||||
Position.
| WHITE. | BLACK. |
| K. at his 6th.
R. at his K.'s 4th. |
K. at his sq. |
White to play first, and Check-mate in three moves.
Solution.
| WHITE. | BLACK. |
| 1. R. to K's sq.
(This is what players technically call a coup de repos; the purpose of it is to force Black to move either to right or left, and then, that
by cutting him off from escape, on whichever side he goes, oblige him to return and face the White King again.)
|
1. K. to Q's sq.
(If he go to his B.'s sq. you may play your Rook to K. Kt's sq., and by thus commanding all the squares on that file, compel him to go back again.)
|
| 2. R. to Q. B.'s sq.
(You seize command of the open file by this move, and leave the King no square but his own to fly to.)
|
2. K. to his sq. |
| 3. R. to Q. B.'s 8th. Check-mate. | |
By setting up these Pieces in similar situations, and finding out the way to give the Check-mate a few times, you will discover the principle, and, knowing that, are not likely to have much difficulty in dealing the coup de grace, when you are fortunate enough to be left with such an advantage against an opponent.
This, however, is only an occasional case : it will generally happen that your adversary, even when you have a preponderance of power, has some man left upon
the board besides his King, and when he has, the difficulty of Check-mating him is much enhanced. We shall give you several examples of this anon : in the meantime we proceed to show :— HOW TO CHECK-MATE WITH THE KING AND TWO BISHOPS.
Place the men as below :—
DIAGRAM No. 7 Black. | ||||||||
| ||||||||
| White. | ||||||||
That is to say :—
| WHITE. | BLACK. |
| K. at his sq.
K. B. at his sq. Q. B. at his sq.[2] |
K. at his sq. |
And play as follows :—
| WHITE. | BLACK. |
| 1. K. B. to K. R.'s 3rd.
(This Check-mate can only be effected by driving the adverse King
into one of the corners of the board; you play the Bishops, therefore, in the manner best calculated to prevent his getting into the centre of the field.)
|
1. K. to Q's. sq.
(For the reasons just mentioned Black, of course, avoids the corners of the board.)
|
| 2. Q. B. to K. B's 4th | 2. K. to his 2nd. |
| 3. K. to his 2nd.
(As the Bishops can now effectually prevent the Black King from crossing to the centre, you have time to play your own King forward.)
|
3. K to K. B.'s 3rd. |
| 4. K. to K. B.'s 3rd. | 4. K. to his 2nd. |
| 5. K. B. to K. B.'s 5th. | 5. K. to K. B.'s 3rd. |
| 6. K. to Kt.'s 4th.[3] | 6. K. to his 2nd.
(Still prudently evading the corner squares.)
|
| 7. K. to his Kt's 5th. | 7. K. to Q's sq. |
| 8. K. to his B.'s 6th. | 8. K to his B.'s sq. |
| 9. Q. B. to his 7th.
(Remark how every move now circumscribes the poor King's march.)
|
9. K. to his B.'s sq. |
| 10. K. B. to Q.'s 7th. | 10. K. to Kt's sq.
(Nearer and nearer to the fatal angle.)
|
| 11. K to his Kt.'s 6th. | 11. K. to his B.'s sq. |
| 12. Q. B. to Q.'s 6th. Ch. | 12. K. to Kt.'s sq. |
| 13. K. B. to Kt's 6th. Ch. | 13. K. to his R.'s sq. |
| 14. Q. B. to K.'s 5th. Check-mate. | |
This is a Check-mate which rarely, very rarely, occurs ; but it is so instructive a lesson in the play of the Bishop that you will do well to study it attentively.
THE KING AND TWO KNIGHTS.
You will be surprised to learn that these Pieces cannot Checkmate the adverse King, if he make the best defence, unless, indeed, he happen to have a Pawn or Pawns left, in which case, strange to say, it sometimes happens that he is Check-mated with a single Knight, as in the annexed example. Place the men as follows :—
DIAGRAM No. 8 Black. | ||||||||
| ||||||||
| White. | ||||||||
That is to say :—
| WHITE. | BLACK. |
| K. at Q. B.'s 2nd.
Kt. at Q.'s 8th. |
K. at Q. R.'s 7th.
P. at Q. Kt's 3rd and Q. R.'s 6th. |
In this position Black's Pawns are actually assistants in his defeat : since, but for them, it would be impossible for the single Knight to give Check-mate : as it is. the game is very cleverly won, as you will see, in a few moves only, ex. gr. :—
| WHITE. | BLACK. |
| 1. Kt. to Q. B.'s 6th. | 1. P. to Q. Kt.'s 4th. |
| 2. Kt. to W. Kt.'s 4th. Ch. | 2. K. to Q. R.'s 8th. |
| 3. K. to Q. B.'s sq. | 3. P. to Q. R.'s 7th.
(As Black cannot evidently move his King without going into Check,
which the principles of the game will not allow, he is obliged now to play the suicidal move of P. to Q. R.'s 7th, and leave his King without a square to escape to when the Kt. calls Check next move).
|
| 4. Kt. to Q. B.'s 2nd. Check-mate. | |
HOW TO CHECK-MATE WITH THE KING, A BISHOP, AND A KNIGHT.
This is a Check-mate of much greater difficulty than that with the two Bishops ; but it is more elegant, and, from its admirable exemplification of the combined powers of very dissimilar Pieces, merits the nicest consideration.
Set up the Pieces as in Diagram No. 9 :—
DIAGRAM No. 9 Black. | ||||||||
| ||||||||
| White. | ||||||||
| WHITE. | BLACK. |
| K. at his B.'s 6th.
K. at his R's sq. B. at K. B.'s 5th. |
Kt. at K. Kt.'s 5th. |
As in this Check-mate it is necessary, not only to drive the Black King into an angle of the board, but into one which is commanded by the Bishop you may have (i.e., if you have a Bishop running on a white diagonal the King must be forced into a corner square of that colour; and if your Bishop runs on Black squares, you must compel the King, in the end, to move to a corner square that is Black). You will observe, on setting up the Pieces, that the Black King is most unfavourably posted for you, seeing that he occupies a corner square over which your Bishop, being of a different colour, has no control. This renders the analysis all the more improving.
| WHITE. | BLACK. |
| 1. Kt. to K. B.'s 7th. Ch. | 1. K. to his Kt.'s sq. |
| 2. B. to K.'s 4th. | 2. K. to his B.'s sq. |
| 3. B. to K. R.'s 7th. | 3. K. to his sq. |
| 4. Kt. to K.'s 5th.
(The purport of the first three moves you will easily see through ; but it requires a great deal of experience to appreciate some of White's play from this point. You must be content, therefore, at present to take for granted that he plays in the way best calculated to effect Check-mate in the fewest possible moves.)
|
4. K. to his B.'s sq., or variation A.
(To avoid Confusion you are recommended to go patiently and considerately through the series of moves dependent on Black's playing his K. to his B.'s sq., before you examine the variation.)
|
| 5. Kt. to Q.'s 7th. Ch. | 5. K. to his sq. |
| 6. K. to his 6th. | 6. K. to Q.'s sq. |
| 7. K. to Q.'s 6th. | 7. K. to his sq.
(This is Black's best play ; by moving to Q. B.'s sq. his defeat is only hastened.)
|
| 8. B. to K. Kt.'s 6th. Ch. | 8. K. to Q.'s sq. |
| 9. Kt. to Q. B. s 5th. | 9. K. to Q. B.'s sq. |
| 10. B. to K. B.'s 7th. | 10. K. to Q.'s sq.
(Here again Black plays in the best
way to prolong the game.)
|
| 11. Kt. to Q. Kt.s 7th. Ch. | 11. K. to Q. B.'s sq. |
| 12. K. to Q. B.'s 6th. | 12. K. to Q. Kt.'s sq. |
| 13. K. to Q. Kt.'s 6th. | 13. K. to Q. B. s sq. |
| 14. B. to K.'s 6th. Ch. | 14. K. to Q. Kt.'s sq. |
| 15. Kt. to Q. B.'s 5th. | 15. K. to Q. R.'s sq. |
| 16. B. to Q.'s 7th. | 16. K. to Q. Kt.'s sq. |
| 17. Kt. to Q. R.'s 6th. Ch. | 17. K. to Q. R.'s sq. |
| 18. B. to Q. B.'s 6th. Checkmate. | |
VARIATION A.
Place the men again as in the Diagram, and play the first four moves over as before : but at Black's fourth move, instead of K. to his B. sq., move K. to Q.'s sq., and go on thus :—
| WHITE. | BLACK. |
| 4. K. to Q.'s sq. | |
| 5. K. to his 6th | 5. K. to Q. B.'s 2nd. |
| 6. Kt. to Q. s 7th. | 6. K. to Q. B.'s 3rd.
(His best move to escape the fatal White corner square. If he play instead K. to Q. Kt.'s 2nd, you proper move is the B. to Q.'s 3rd ; and if, after this, he play K. to Q. B.'s 3rd, your can more your B. to Q. B.'s 4th, and after his next move play B. to Q. Kt.'s 5th, compelling him immediately to go into the angle.)
|
| 7. B. to Q.'s 3rd. | 7. K. to Q. B.'s 2nd.
(His best move, as a very little consideration will show you.)
|
| 8. B. to Q. Kt.'s 5th. | 8. K. to Q.'s sq. |
| 9. Kt. to K.'s 5th. | 9. K. to Q. B.'s 2nd. |
| 10. Kt. to Q. B.'s 4th. | 10. K. to Q.'s sq. |
| 11. K. to Q.'s 6th. | 11. K. to Q. B.'s sq. |
| 12. Kt. to Q. R.'s 5thh. | 12. K. to Q.'s sq. |
| 13. Kt. to Q. Kt's 7th. Ch. | 13. K. to Q. B.'s sq, |
| 14. K. to Q. B.'s 6th. | 14. K. to Kt.'s sq. |
| 15. Kt. to Q.'s 6th. | 15. K. to R.'s 2nd. |
| 16. K. to Q. B.'s 7th. | 16. K. to R.'s sq. |
| 17. B. to Q. B.'s 4th.
(Great care is always demanded when your adversary remains with his King alone, lest you suffer him to escape by a Stale-mate ; for instance, if now, instead of moving the B., you were to play Kt. to Q. B.'s 8th, you leave his King no move, and not being in check, he is consequently Stale-mated.)
|
17. K. to R.'s 2nd. |
| 18. Kt. to Q. B.'s 8th. Ch. | 18. K. to R.'s sq. |
| 18. B. to Q.'s 5th. Checkmate. | |
HOW TO WIN WITH A KING AND A PAWN.
In learning the moves, as previously directed, of some player, you will have been apprised of that peculiar privilege (see Law 21st. and page 19) which the Pawn has of obtaining promotion the moment he has contrived to reach the 8th square of the file on which he marches : a privilege that sometimes enables one party, by skilful manoeuvring, to have two. and even three. Queens on the board at once.[4]
With such an advantage in prospect, it, of course, becomes a point of the highest possible importance throughout the game to know how and when a Pawn can be best advanced "to Queen." We must confine our attention now, however, merely to those cases where one side at the end of a game is left with his King and one or more Pawns against a King alone. When one Pawn only remains, the greatest nicety of calculation is often required to know whether it can or cannot be queened, and in nine cases out of ten this depends upon which King can retain what among players is known as the Opposition ; that is, in its simplest sense, the power of keeping back his rival King, by so playing that at the last, when they face each other with one square only intervening, the defending King shall be obliged to yield the opposite square, and suffer his adversary to get command of that to which the Pawn is marching for promotion.
The following situations will serve to illustrate, in some degree, the nature and importance of the " Opposition," but nothing short of practical experience can make you master of the subject in all its bearings. In the first place, suppose your own and the adversary's King to be on their respective squares, thus :—
DIAGRAM No. 10 Black. | ||||||||
| ||||||||
| White. | ||||||||
| WHITE. | BLACK. |
| 1. K. to 2nd. | 1. K. to his 2nd.
(If Black play K. to his B.'s 2nd, or to Q.'s 2nd, you confront his King with yours, by playing on the next move K. to his B.'s 3rd, or K. to Q.'s 3rd.)
|
| 2. K. to his 3rd. | 2. K. to his 3rd. |
| 3. K to his 4th. |
The two Kings are as near to each other as the laws of the game permit, and Black, it is obvious, must recede, or by moving on one side leave a passage for your King. The same thing occurs if the Kings are opposed diagonally, as you will find on placing your King at his Rook's sq., and the adversary's at his Q. R.'s sq., and then begin by moving your King to K. Kt.'s 2nd, his to Q. Kt.'s 2nd, &c., on the same diagonal until they face each other with one square betwixt them. No advantage, of course, could accrue to you by gaining the opposition when the Kings only are left, as in these cases, because a King cannot Check-mate a King ; but when it is a contest between King and Pawns, the fate of the game oftentimes depends upon the relative position of the two Kings.
For example take the following end game (Diagram No. 11) :—
DIAGRAM No. 11 Black. | ||||||||
| ||||||||
| White. | ||||||||
In this game, it White have to play he can win Black play he can reduce the game to a drawn. Firstly, suppose White to begin :—
| WHITE. | BLACK. |
| 1. K. to Q.'s 2nd. | 1. K. to his 2nd. |
| 2. K. to his 3rd.
(In similar positions you will find, as a general rule, that your King must lead not follow, your pawn.).
|
2. K. to his 3rd. |
| 3. K. to his 4th. | 3. K. to his B.'s 3rd. |
| 4. K. to Q.'s 5th. | 4. K. to K.'s 2nd. |
| 5. K. to his 5th. | 5. K. to B.'s 2nd. |
| 6. K. to Q.'s 6th. | 6. K. to his sq., or to B.'s sq.
(If Black plays K. to his B.'s 3rd, you advance the Pawn to K.'s 4th, then to K.'s 5th, and on his afterwards moving the K. to his sq., you regain the opposition by playing your King to his 6th.)
|
Now return the Pieces to their position on the Diagram, and suppose Black has the move.
| WHITE. | BLACK. |
| 1. K. to his 2nd. | |
| 2. K. to Q.'s 2nd. | 2. K. to his 3rd. |
| 3. K. to his 3rd. | 3. K. to his 4th. |
| 4. K. to Q.'s 3rd. | 4. K. to Q.'s 4th. |
| 5. P. to K's 3rd, or to K.'s 4th. Ch. | 5. K. to K.'s 4th. |
And, play as you may, you can only draw the game, since Black will always retain the opposition.
Here is another position of the same kind :—
DIAGRAM No. 12 Black. | ||||||||
| ||||||||
| White. | ||||||||
| WHITE. | BLACK. |
| 1. K. to his 2nd. | |
| 2. K. to K. B.'s 5th. | 2. K. to B.'s 2nd. |
| 3. P. to K.'s 5th. | 3. K. to K.'s 2nd. |
| 4. P. to K.'s 6th. | 4. K. to K.'s sq.
(If instead of moving the King thus be play to Q.'s sq., or to K. B.'s sq., you win. See variation B.)
|
| 5. K. to B.'s 6th. | 5. K. to B.'s sq. |
| 6. P. to K.'s 6th. Ch. | 6. K. to his sq. |
And you must either abandon the Pawn, or, by playing your King to his 6th, give Black Stale-mate.
VARIATION B.
Place the Pieces again as in the diagram, and make the the same moves until Black's 4th move, when proceed thus :—
| WHITE. | BLACK. |
| 4. K. to Q.'s sq.
(If to K. B.'s sq., White equally wins by first moving K. to B.'s 6th, then P. to K.'s 7th, and finally K. to B.'s 7th, and finally K. to B.'s 7th, Queening the Pawn next move.)
| |
| 5. K. to his B.'s 6th. | 5. K. to his sq. |
| 6. P. to K.'s 7th. | 6. K. to Q.'s 2nd. |
| 7. K. to K. B.'s 7th. | 7. Anywhere. |
| 8. P. to K.'s 8th becomes a Queen, and, of course, wins. | |
In the next situation (Diagram No. 13), although you have the opposition, you will find it cannot be retained, owing to the position your Pawn occupies.
DIAGRAM No. 13 Black. | ||||||||
| ||||||||
| White. | ||||||||
Here Black may draw whether he may have the move or not.
| WHITE. | BLACK. |
| 1. K. to his 4th. | 1. K. to B.'s 2nd.
(In like manner, if he moves first, he would play K. to B.'s 2nd and then, on whichever side you played your King, whether to Kt.'s 4th or K.'s 4th, he would face him in the way before shown.)
|
| 2. K. to K.'s 5th. | 2. K. to K.'s 2nd.
(Gaining the opposition.)
|
| 3. P. to K. B.'s 6th. Ch. | 3. K. to B.'s 2nd. |
| 4. K. to his B.'s 5th. | 4. K. to his B.'s sq.
(If he play to K.'s sq., or K. Kt.'s sq., he loses the game, as a very little consideration will show you.)
|
| 5. K. to his 6th. | 5. K. to K.'s sq.
(Always retaining the opposition.)
|
| 6. K. to his B.'s 5th.
(If you advance the Pawn, checking, you must abandon its next move, or give Stale-mate.)
|
6. K. to his B.'s 2nd. |
| 7. K. to Kt.'s 6th. | 7. K. to his B.'s sq. |
| 8. K. to Kt.'s 5th. | 8. K. to his Kt.'s sq. |
| 9. P. to K. B.'s 7th. Ch.
(And you are obliged either to resign the Pawn, or play your King to his B.'s 6th, and give Stale-mate.)
|
9. K. to B.'s sq. |
Study the foregoing positions attentively, and remember that the observations are equally applicable to a King and Pawn against a King alone, on every other file except the K. Rook's file and Q. Rook's file, on either of which the King can always draw the game, provided he gets before the Pawn on the same file, no matter how distant he may be from it.
The reason of these exceptions will soon be apparent if you examine Diagram No. 14.
DIAGRAM No. 14 Black. | ||||||||
| ||||||||
| White. | ||||||||
In this situation the game must be drawn, whichever moves first ; because if White attempts to make room for his Pawn to pass to the Q. R.'s 8th. the Black King will gain possession of the square himself ; and if the White persevere in retaining the corner he must be Stale-mated. For instance : —
| WHITE. | BLACK. |
| 1. P. to Q. R.'s 4th. | 1. K. to Q. B.'s 2nd. |
| 2. P. to Q. R.'s 5th. | 2. K. to Q. B.'s sq. |
DIAGRAM No. 15 Black. | ||||||||
| ||||||||
| White. | ||||||||
| WHITE. | BLACK. |
| 3. K. to Q. R.'s 7th. | 3. K. to Q. B.'s 2nd. |
| 4. P. to Q. R.'s 8th. | 4. K. to Q. B.'s sq. |
| 5. K. to Q. R.'s 8th.
(If the White King now goes to Kt.'s 6th, in the hope of advancing his Pawn, Black will gain command of the corner sq., by moving first to Kt.'s sq., and then to R.'s sq.
|
5. K. to Q. B.'s 2nd. |
| 6. K. to Q. R.'s 7th. | 6. K. to Q. B. sq. |
| 7. K. to Q. R.'s 8th. | 7. K. to Q. B.'s 2nd. |
| 8. P. to Q. R.'s 7th. | 8. K. to Q. B.'s sq. |
| And White is Stale-mated. | |
As this is an instructive peculiarity in the play of a King and Pawn against a King, you should examine the moves again and again, varying the position of the men occasionally, until you thoroughly comprehend the
DIAGRAM No. 16 Black. | ||||||||
| ||||||||
| White. | ||||||||
HOW TO WIN WITH THE KING AND TWO PAWNS AGAINST THE KING.
Two Pawns united can always win against the King alone : and in most cases two isolated Pawns win also. It frequently happens, however, that an inexperienced player when remaining at last with two united Pawns, is unable to Queen either, or suffers his adversary to get into Stale-mate. Take the following position :—
DIAGRAM No. 17 Black. | ||||||||
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| White. | ||||||||
Here the Pawns protect each other ; for if Black were to capture the hind one, the other goes to Queen, and the same thing holds good in whatever part of the board they may be. On this account you have ample leisure to bring up your King to their support ; but although the game is then won to a certainty by correct play, great care you will find is required to prevent its slipping through your fingers. Suppose you begin :—
| WHITE. | BLACK. |
| 1. K. to his R.'s 2nd. | 1. K. to his R.'s sq.
(If he move elsewhere, you may obviously Queen the Rook's Pawn at once.)
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| 2. K. to his R.'s 3rd. | 2. K. to his Kt.'s 2nd. |
| 3. K. to his R.'s 4th. | 3. K. to his R.'s sq. |
| 4. K. to Kt.'s 5th. | 4. K. to his Kt.'s 2nd. |
| 5. P. to K. R.'s 8th. Becoming Queen. Ch.
(This is the only way to win; by any other play you will be liable to give Black Stale-mate.)
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5. K. takes Q. |
| 6. K. to R.'s 6th. | 6. K. to his Kt.'s sq. |
| 7. P. to K. Kt.'s 7th. | 7. K. to his B.'s 2nd. |
| 8. K. to his R.'s 7th.
("Queening" the Pawn next move, and then winning with ease.)
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4. K. to his Kt.'s 2nd. |
When the two Pawns are widely apart the instances are very rare in which the single King can prevent one or other going to Queen : and even when the two appear within his reach, as in the following situation (see Diagram No. 18), by good play the Pawn can be made to win.
At first view you would think it impossible, with the White King so distant, to save the Pawns : but a little examination will show you that in reality these two Pawns, though separated, as effectually protect each other as the united ones in the preceding Diagram. A few moves will place this beyond doubt :—
| WHITE. | BLACK. |
| 1. K. to Q. Kt.'s 3rd.
(It is quite indifferent which party moves first.)
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1. K. to his B.'s 4th.
(If he move to attack either of the Pawns, the other can march on safely ; the move given is, therefore, as good as any other.
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| 2. P. to K. R.'s 4th. | 2. K. to his Kt.'s 3rd. |
| 3. P. to K. B.'s 4th. | 3. K. to his R.'s 3rd.
(As before remarked, attacking either of the Pawns would be useless.)
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| 4. P. to K. B.'s 5th. | 4. K. to his Kt.'s 2nd. |
| 5. P. to K. R.'s 5th. | 5. K. to his B.'s 2nd.
(If to R.'s 2nd, White of course advances the other Pawn.)
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| 6. P. to K. R.'s 6th. | 6. K. to his Kt.'s sq. |
| 7. P. to K. B.'s 6th. | 7. K. to R.'s 2nd. |
| 8. P. to K. B.'s 7th.
(Queening a Pawn next move.)
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DIAGRAM No. 18 Black. | ||||||||
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| White. | ||||||||
From these examples of Pawn play, which you ought to go over repeatedly before proceeding further, you will have learnt that a King and one Pawn will generally win against the solitary King : and that a King and two Pawns will almost always do so. You will take it for granted, there fore, that a Pawn supported by a minor Piece, as well as the King, must win with ease. In ninety-nine cases out of a hundred, it is true, he must : but there are two or three important exceptions to the rule, and with these we shall conclude the chapter.
The first has reference to a Pawn on a Rook's file ; we have just before seen the difficulty of winning with a Rook's Pawn at the end : but you will hardly be prepared, from the examples given, to believe that, if you were left at the end of a game with a Rook's Pawn, and a Bishop to support it, you would be unable to win the game. Yet such will be occasionally the case, when your Bishop does not command the corner square to which the Pawn is marching, and the adverse King can get before your Pawn upon the Rook's file. Take, for instance, the subjoined position:
DIAGRAM No. 18 Black. | ||||||||
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| White. | ||||||||
A very few moves on each side will render this apparent.
| WHITE. | BLACK. |
| 1. K. to his 2nd.
(As a proof of the extreme nicety of calculation demanded in such cases, it may be mentioned that if he play the King to his sq., instead of to his 2nd, you can win the game.)
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| 2. B. to Q. B.'s 4th, or Variation A. | 2. K. to B.'s 3rd.
(And you can neither prevent his reaching the R.'s sq., nor dispossess him of it, without sacrificing your Pawn, after which, of course, as a Bishop and King alone can never hive Check-Mate, the game must be drawn.)
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VARIATION A.
| WHITE. | BLACK. |
| 1. K. to his 2nd. | |
| 2. P. to K. R.'s 6th. | 2. K. to his B.'s 2nd. |
| 3. K. to his Kt.'s 5th. | 3. K. to his Kt.'s sq. |
| 4. K. to his Kt.'s 6th. | 4. K. to R.'s sq. |
And again, play as you will, the game must be drawn, either by your giving Stale-mate, or sacrificing the Pawn, or by permitting Black to move interminably from the R.'s sq. to an adjoining sq., and back again.
Diagram No. 20 is another proof that a single King may sometimes draw the game against the rival monarch with a Piece and Pawn.
In this situation White wins if Black has to move, but, having himself to play, can only draw the game, ex. gr. :—
| WHITE. | BLACK. |
| 1. Kt. to K.'s 3rd. | 1. K. to Q. B.'s 2nd. |
| 2. Kt. to Q.'s 5th. Ch. | 2. K. to Q. B.'s sq. |
| 3. Kt. to K.'s 7th. Ch. | 3. K. to Q. B.'s 2nd. |
And the Black King can always retain command of the same two squares, on whichever side he may he checked.
DIAGRAM No. 20 Black. | ||||||||
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| White. | ||||||||
- ↑ In nine cases out of ten even the word Check-mate is abridged, and Mate adopted in its stead ; but Stale-mate is always written in full.
- ↑ This, and a few other positions, are borrowed from "The Chess-Player's Handbook," published by Mr. H. Bohn, a work to which the present brief little treatise may serve as an introduction.
- ↑ In describing the moves of the King, it is customary to say either K. to his Kt.'s 4th, or K. to K. Kt.'s 4th, K. to his B.'s 3rd, or K. to K. B.'s 3rd, indiscriminately. So, also, in speaking of the other pieces, it is common to say. K. B. to his 6th, as K. B. to K. B.'s 6th, or K. Kt. to his 5th, as K. Kt. to K. Kt.'s 5th, &c., &c.
- ↑ In "Queening" a Pawn, such Pawn need not he exchanged for a Queen. You may claim for it a Rook, or a Bishop, or a Knight, if either of those pieces will better suit the circumstances of your game.
