The Chess-Player's Text Book/Chapter 8

This work was published before January 1, 1930, and is in the public domain worldwide because the author died at least 100 years ago.

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CHAPTER VIII.

WE have now to direct our attention to those terminations in which both parties are left with Pieces or Pawns towards the end ;of a game. In such cases the variations are, of course, more numerous and complicated than in the examples hitherto examined.

HOW TO WIN WITH THE KING AND QUEEN AGAINST THE KING AND A ROOK.

In this end game the superior force wins in all general positions, the only exceptions being those cases in which the other party escapes defeat by a Stale-mate, one of which is as follows :—

DIAGRAM No. 21
Black.
f8 black king
g7 black rook
e6 white queen
h1 white king
White.
Here Black, having the move, can draw the game by the following ingenious mode of play :—
WHITE. BLACK.
1. R. to K. R.'s 2nd. Ch.
2. K. to his Kt.'s 2nd. 2. R. to K. Kt.'s 2nd. Ch.
3. K. to his B.'s 3rd. 3. R. to K. B.'s 2nd Ch.
4. K. to his Kt.'s 4th.
(It is evident that if you play behind your Q. he wins her by placing the R. at K.'s 2nd.
4. R. to K. Kt.'s 2nd. Ch.
5. K. to his B.'s 5th. 5. R. to K. B.'s 2nd. Ch.
6. K. to his Kt.'s 6th. 6. R. to K. Kt.'s 2nd. Ch.
7. K. to R.'s 6th.
(And as you must Stale-mate his King if you take the Rook, he can persist in repeating the same checks, and thus draw the game. If, instead of playing your K. to R.'s 6th, you move to B.'s 6th, Black will play the R. to K. Kt.'s 3rd, Ch., &c.
7. R. to K. R.'s 2nd. Ch.

With a few exceptional instances of this nature, you can always win with the Queen against the Rook. Your endeavour mu>t be to separate the King and the Rook, by Checking the former, and driving him to one side of the board : and then, by Checking both King and Rook, you may often win the latter. Take the following instance (see Diagram No. 22).

In this position, which is given by the celebrated Lolli, were it your move, yon would win at once by taking the Rook, Ch., &c. : but Black has to play. and of the great variety of moves at his command, the best has been found to be R. to K. B.'s 7th. Ch., after which yon can win his Rook, or give him Check-mate in a few moves, ex. gr. :—

DIAGRAM No. 22
Black.
e5 white queen
f4 white king
b2 black rook
h2 black king
White.


WHITE. BLACK.
1. R. to K. B.'s 7th. Ch.
2. K. to his 3rd. Dis. Ch. 2. K. to his Kt.'s 8th (best).
3. Q. to K. Kt's 3rd. Ch. 3. K. to his R.'s 8th.
(He retires his King, seeing that if you take the Rook he is Stale-mated.)
4. Q. to K. R.'s 4th. Ch. 4. R. to K. R.'s 7th.
5. Q. to K.'s sq. Ch. 5. K. to his Kt.'s 7th.
6. Q. to K. B.'s 2nd. Ch. 6. K. to his R.'s 6th.
(If he play the King to his R.'s 8th you Check-mate him next move.)
7. Q. to K. B.'s 3rd. Ch. 7. K. to his R.'s 5th.
8. K. to his B.'s 4th. 8. R. to K. B.'s 7th.
(His best way to delay the Check-mate.)
9. Q. takes R. Ch. 9. K. to his R.'s 4th.
10. Q. to her Kt.'s 6th. 10. K. to his R.'s 5th.
11. Q. to K. R.'s 6th. Check-mate.

HOW TO WIN WITH THE KING AND QUEEN AGAINST THE KING, ROOK, AND PAWN.

With some few exceptions, the Queen wins also, though not so easily, against a Rook and Pawn. The two following diagrams exhibit both a won and a drawn game :—

DIAGRAM No. 23
Black.
g8 black king
h7 black pawn
g6 black rook
e5 white queen
h5 white king
White.

With the move, White in this position wins :—

WHITE. BLACK.
1. Q. to K.'s 8th. Ch. 1. K. to his Kt.'s 2nd.
2. Q. to K.'s 7th. Ch. 2. K. to Kt.'s sq.
3. Q. to her 7th. 3. K. to his R.'s sq.
4. Q. to K. B.'s 7th. 4. R. to K. Kt.'s 2nd.
(If he play R. to K. Kt.'s 8th, you may win it in two moves.)
5. Q. to K. B.'s 8th. Ch. 5. R. to K. Kt.'s sq.
6. Q. to K. B.'s 6th. Ch. 6. R. to K. Kt.'s 2nd.
7. K. to his R. 6th. 7. K. to his K. Kt.'s sq.
8. Q. takes R. Check-mate.
In the next situation, which, like the former, is from Cozio's rare treatise. Black, playing first, can draw the game :—
DIAGRAM No. 24
Black.
g8 black king
f7 black rook
g7 black pawn
e5 white queen
g5 white king
White.
WHITE. BLACK.
1. R. to K. B.'s 3rd.
2. Q. to K.'s 8th. Ch. 2. K. to his R.'s 2nd.
3. Q. to K. R.'s 5th. Ch. 3. K. to his Kt.'s sq.
4. Q. to K.'s 8th. Ch. 4. K. to his R.'s 2nd.
5. Q. to K.'s 7th. 5. R. to Kt.'s 3rd. Ch.
6. K. to his B.'s 5th. 6. R. to B.'s 3rd. Ch.
(And will always draw the game, either by perpetual Check, or by keeping the adverse King at a distance, so that he cannot co-operate with his Queen.)

THE KING AND QUEEN AGAINST THE KING AND TWO MINOR PIECES.

The Queen usually proves the conqueror against two Bishops, or two Knights, or a Knight and Bishop ; but there are many instances in which the weaker force may draw the game. For these we must be content to refer the student to the "Chess-Players Handbook," pages 420—428, where he will find these end-games copiously examined.

HOW TO WIN WITH THE KING AND QUEEN AND A PAWN AGAINST THE KING AND QUEEN.

As a general rule, when one side is left with a Queen and Pawn against a Queen, the game ends in a drawn battle by means of perpetual Check : but when the Pawn has reached the 7th sq., and is besides supported by his King, situations of great interest occur, where the Pawn can be Queened, and the game won.

The following is one of this description :—

DIAGRAM No. 25
Black.
e7 white king
f7 white pawn
h7 black queen
e6 white queen
a3 black king
White.
WHITE. BLACK.
1. Q. to K. Kt.'s 4th. 1. K. moves.
(If the Q. stirs, it is evident the Pawn could go to Queen.)
2. K. to K.'s 8th. 2. Q. to K. R.'s sq. Ch.
3. P. Queens, and wins.

HOW TO WIN WITH THE KING AND QUEEN AGAINST THE KING AND ONE OR MORE PAWNS.

Knowing the amazing power of a Queen, you will readily surmise that m most cases she can stop and win the adverse Pawns in detail, but there are instances where even a single Pawn well advanced and sustained by its King, will draw the game. The first examples show the method of winning against a single Pawn, and also against two united Pawns.

DIAGRAM No. 26
Black.
a7 white queen
g7 white king
d2 black king
e2 black pawn
White.
WHITE. BLACK.
1. Q. to K. B.'s 2nd.
(Preventing his moving the Pawn.)
1. K. to Q.'s 8th.
2. Q. to her 4th. Ch. 2. K. to Q. B.'s 2nd.
3. Q. to K.'s 3rd. 3. K. to Q.'s 8th.
4. Q. to her 3rd. Ch.
(This, you will observe, compels Black, either to abandon his Pawn, or, by playing the King in front of it, gives you time to bring up your king one step.)
4. K. to his 8th.
5. K. to B.'s 6th. 5. K. to his B.'s 7th.
(If he went to B.'s 8th, he would give you time to play your Bing again, since he could not advance his Pawn next move.)
6. Q. to her 2nd. 6. K. to his B.'s 8th.
7. Q. to K. B.'s 5th. Ch. 7. K. to his Kt.'s 8th.
8. Q. to K.'s 3rd. Ch. 8. K. to his B.'s 8th.
9. Q. to K. B.'s 3rd. Ch.
(Again compelling Black to obstruct his own Pawn, and thus give your King another move.)
9. K. to his 8th.
10. K. to his 5th. 10. K. to Q.'s 7th.
11. Q. to K. B.'s 2nd. 11. K. to Q.'s 8th.
12. Q. to her 4th. Ch. 12. K. to Q. B.'s 7th.
13. Q. to K.'s 3rd. 13. K. to Q.'s 8th.
14. Q. to her 3rd. Ch.
(Winning another step for the King.)
14. K. to his 8th.
15. K. to his 4th. 15. K. to his B.'s 7th.
16. Q. to K. B.'s 3rd. Ch. 16. K. to his 8th.
17. K. to Q.'s 3rd. 17. K. to Q.'s 8th.
18. Q. takes P. Check-mate.

This analysis runs to some length, but you must not be deterred on that account from going through it until you understand the principle.

In this situation, which is taken from Cozio, the Queen wins against two advanced Pawns, as follows :—

DIAGRAM No. 27
Black.
a5 white king
d5 white queen
b3 black pawn
a2 black pawn
c2 black king
White.
WHITE. BLACK.
1. Q. to K. Kt.'s 2nd. Ch. 1. K. to Q. B.'s 8th.
2. Q. to K.'s sq.[1] Ch. 2. K. to Q. B.'s 7th.
3. Q. to K.'s 2nd. Ch. 3. K. to Q. B.'s 8th.
(His best move.)
4. Q. to K.'s sq. Ch. 4. K. to Q. B.'s 7th.
5. K. to Q. Kt.'s 4th. 5. P. to Q. Kt.'s 7th, or Variation A.
6. Q. to K.'s 2nd. Ch. 6. K. to Q. B.'s sq.[2]
7. K. to Q. B.'s 3rd. 7. P. to Q. Kt.'s 8th. Becoming a Kt. Ch.
(This is the only play to prevent Check0mate next move.)
8. K. to Q.'s 3rd. 8. P. to Q. R.'s 8th. Becoming another Kt.
(This also was indispensable.)
9. Q. to her R.'s 2nd.
(Winning one of the Kt.'s next move, and then of course the game.)

VARIATION A.

WHITE. BLACK.
5. P. to Q. R.'s 8th. Becoming a Q.
6. Q. takes Q. 6. P. to Q. Kt.'s 7th.
7. Q. to her R.'s 2nd. 7. K. to Q. B. 8th.
8. K. to Q. B.'s 3rd. 8. K. to Kt.'s 8th.[3]
9. K. to Q.'s third, winning easily. Becoming a Kt. Ch. (best.)

The exceptions to the general rule of the Queen winning against an advanced Pawn are those cases where the Pawn is on a Bishop's or a Rook's file when, owing to the chance he has of getting Stale-mate. Black often draws the game.

The following Diagram is an example :—

DIAGRAM No. 28
Black.
c5 white king
f4 white queen
f2 black pawn
g2 black king
White.
WHITE. BLACK.
1. Q. at K. Kt.'s 4th. Ch. 1. K. to his R.'s 8th.
2. K. to K. B.'s 3rd. Ch. 2. K. to his Kt.'s 8th.
3. Q. to K. Kt's 3rd. Ch. 3. K. to his R.'s 8th.
(And you perceive that if the Pawn is taken the Black K. is Stale-mated.)

The result is the same frequently when the Pawn is on a Rook's file, ex. gr.:—

DIAGRAM No. 29
Black.
b4 white king
h3 white queen
h2 black pawn
g1 black king
White.
WHITE. BLACK.
1. Q. at K. Kt.'s 3rd. Ch. 1. K. to K. R.'s 8th.

The game is obviously drawn, for if you keep the Queen on the K. Kt.'s file, Black is Stale-mated, and if you move her away he can always bring out his King, and threaten next time to make a Queen.

Even, however, when the Pawn is on a Bishop's or a Rook's file, you may mostly win with the Queen, provided your King is near the Pawn, ex. gr.: —

DIAGRAM No. 30
Black.
h4 white king
d2 white queen
f2 black pawn
g2 black king
White.
WHITE. BLACK.
1. K. to his Kt.'s 4th. 1. K. to his R.'s 8th.
(If he play to the B.'s 8th, you evidently win by K. to B.'s 3rd, and if he move to Kt.'s 8th, you play as in Variation A.)
2. Q. to K. R.'s 6th. Ch. 2. K. to Kt.'s 7th. (best)
3. Q. to K. R.'s 3rd. Ch. 3. K. to Kt.'s 8th.
4. K. to Kt.'s 3rd.
(And if he make a Queen you Check-mate at K. R.'s 2nd, and if a Kt. you win easily in two or three moves.)

VARIATION A.

WHITE. BLACK.
1. K. to his Kt.'s 4th. 1. K. to Kt.'s 8th.
2. K. to B.'s 3rd.
(This is the right move ; if yon play the K. to Kt.'s 3rd, he claims a Kt., and checks both K. and Q.)
2. P. becomes a Q. Ch.
WHITE. BLACK.
3. K. to Kt.'s 3rd.
(And let Black play as he may, he must be Check-mated directly.)

THE KING AND A ROOK AGAINST THE KING AND A BISHOP.

In this case the game usually ends as a remise. The most secure position for the weaker force is to get his King to a corner square of a different colour to the diagonal on which his Bishop plays, and then he cannot be driven from the angle. He should also endeavour so to play his Bishop that your King cannot face his, with one square between, and should likewise keep his Bishop generally at a distance from your King. If he neglects these precautions the Rook will often win. The following shows the proper method to move the Bishop in ordinary cases :—

DIAGRAM No. 31
Black.
a6 white rook
c6 black bishop
e3 white king
f1 black king
White.
WHITE. BLACK.
1. B. to Q. Kt. s 2nd.
2. R. to Q. Kt.'s 5th. 2. B. to Q.'s 4th.
3. R. to Q. Kt.'s 2nd. 3. B. to Q. B.'s 3rd.
(As long as he can prevent your King confronting his you can never win.)
4. R. to K. B.'s 2nd. Ch. 4. K. to Kt.'s 8th.
5. K. to his 2nd. 5. B. to Q.'s 4th.
6. K. to his sq. 6. B. to Q. B.'s 3rd.
7. R. to K. B.'s 6th. 7. B. to Q. Kt.'s 2nd.
8. R. to K. Kt.'s 6th. Ch. 8. K. to his R.'s 7th.
(If to R.'s 8th sq., you would win by moving your King to B.'s 2nd.)
9. K. to B.'s 2nd. 9. K. to R.'s 3rd.
(The situation of his Bishop preclude you from facing him, by King to B.'s 3rd, so the game is drawn.)
DIAGRAM No. 32
Black.
f7 black knight
h7 black king
a6 white rook
f5 white king
White.

THE KING AND A ROOK AGAINST A KING AND A KNIGHT.

The Rook wins in more positions against a Kt. than against a Bishop : yet here, too, in ordinary instances, the game is mostly drawn. The player with the Kt. should try to keep his Kt. as close as possible to his King, and avoid playing either to the corner square of the board. The following positions will assist yon greatly in understanding the best mode of play for both parties (see Diagram No. 32).

In this case, owing to his King being posted in the corner, you can win without much trouble, whether you have play first or not. ex. gr.: —

WHITE. BLACK.
1. Kt. to K. R.'s 2nd. Ch.
2. K. to B.'s 7th. 2. Kt. to Kt.'s 4th. Ch.
3. K. to Kt.'s 6th. And wins.
DIAGRAM No. 33
Black.
c8 black king
h7 white rook
c6 white king
g4 black knight
White.
In the next situation (Diagram No. 33) you win also in consequence of the K. and Kt. being too far apart :—
WHITE. BLACK.
1. K. to his sq.
(If he play the Kt. to K. B.'s 3rd, you move R to R.'s 8th, Ch., and then play K. to his 6th. In like manner, it he move his K. to Q. B.'s sq., trying to escape on the Q.'s side, you play R. to K. R.'s 4th and in a few moves win the Kt. by force.)
2. K. to his 6th. 2. K. to B.'s sq.
3. R. to K. R.'s 4th. 3. Kt. to K.'s 6th.
(The only move to save the Kt.)
4. R. to K.'s 4th. 4. Kt. to Q. B.'s 7th.
(If to K. Kt.'s 7th, you play K. to B's 6th, &c.)
DIAGRAM No. 34
Black.
f8 black king
a7 white rook
h6 white king
e5 black knight
White.
WHITE. BLACK.
5. K. to Q.'s 5th. 5. K. moves.
6. K. to Q. B.'s 4th. 6. K. moves.
7. R. to K.'s 2nd. 7. Kt. to Q. R.'s 6th. Ch.
8. K. to Q. Kt.'s 4th. 8. Kt. to Q. Kt.'s 8th.
9. R. to Q. Kt.'s 2nd. And wins the Knight.[4]

The following (see Diagram 34) is an example of a drawn game with these forces :—

WHITE. BLACK.
1. Kt. to K. B's. 2nd. Ch.
2. K. to his Kt.'s 6th. 2. Kt. to Q.'s sq.
(And the game must be drawn.)

He may also, as Lolli remarks, play the Kt. to Q.'s 3rd, and prevent your Check-mating him. or gaining the Kt. : but if he venture in this situation to move him to the corner sq., giving Ch., you inevitably win the game.

For suppose :—

WHITE. BLACK.
2. Kt. to K. B.'s sq. Ch.
3. K. to his B.'s 6th.
(Observe now that the Kt. is completely imprisoned.)[5]
3. K. to his Kt.'s sq.
4. R. to Q.'s 7th.
(Evidently either winning the Kt. or, if the King is moved, Check-mating next move.)

THE KING WITH A ROOK AND PAWN AGAINST THE KING AND A BISHOP.

Since the Rook. as you have seen, can occasionally win against the Bishop, it is reasonable to suppose that, with the aid of a Pawn, he can invariably do so. But such is not the case, for there are many positions in which the weaker force can draw the game. The following are two of these, and they will repay your study :—

DIAGRAM No. 35
Black.
d7 black king
h6 white rook
d5 white pawn
c4 white king
g1 black bishop
White.
WHITE. BLACK.
1. R. to K. Kt.'s 6th. 1. B. to K. B.'s 7th.
2. K. to Q.'s 3rd.
(If, instead of this move, you play P. on to Q.'s 6th, Black will move his K. to Q. B.'s 3rd, and presently win the Pawn, despite all you can do.)
2. B. to K.'s 8th.
3. K. to Kt.'s 6th. And wins. 3. B. to Q.'s 7th.
4. K. to his 5th. 4. B. to Q. B.'s 6th.
5. K. to his B.'s 5th. 5. B. to Q. Kt.'s 5th.

And the game must be drawn.

DIAGRAM No. 33
Black.
f8 black king
a7 white rook
f6 white pawn
g5 white king
b3 black bishop
White.

In this situation (Diagram No. 36) Black draws the game, whether he has or has not to play. In the first place, suppose you begin :—

WHITE. BLACK.
1. R. to Q. Kt.'s 7th. 1. B. to Q. B.'s 5th.
2. R. to Q. B.'s 7th. 2. B. to Q. R.'s 7th.

And the game can only be drawn. (For other variations see page 437 of the "Chess-Player's Handbook.")

THE KING AND A ROOK AND PAWN AGAINST THE KING AND A ROOK.

This is an end-game of very frequent occurrence, and generally results in a drawn battle ; but there are very many instances in which, by placing the Rook in a position to cut off the adverse King from the file on which the Pawn marches, the latter may be got up to Queen.

DIAGRAM No. 37
Black.
b8 white king
d8 black king
b7 white pawn
c2 white rook
a1 black rook
White.

For example, in the above situation (Diagram No. 37). White having the move, wins thus :—

WHITE. BLACK.
1. K. to Q. B.'s 5th. 1. R. to Q. R.'s 7th.
(He keeps possession of the Rook's file to prevent the adverse King's escape.)
2. R. to Q. 5th. Ch. 2. K. to his 2nd.
3. K. to Q. B.'s 7th 3. R. to Q. B.'s 7th. Ch.
4. K. to Q. Kt.'s 6th. 4. R. to Q. Kt.'s 7th. Ch.
5. R. to Q. Kt.'s 5th. 5. R. takes R. Ch.
6. K. takes R., and of course wins.

Here also (Diagram No. 38), with the move, White can win. ex. gr. :—

DIAGRAM No. 38
Black.
d7 white king
b6 black king
c6 white pawn
h6 white rook
c2 black rook
White.
WHITE. BLACK.
1. R. to Q.'s 6th.
(By advancing the Pawn you would ultimately lose it.)
1. R. to Q. B.'s 8th.
2. R. to Q.'s 2nd. 2. R. to Q. B.'s 6th.
(If he takes the P. you gain his R. by first giving Ch. at Q. Kt.'s 2nd, and then at Q. B.'s 2nd, &c.)
3. R. to Q. Kt.'s 2nd. Ch. 3. K. to R.'s 2nd.
4. P. to Q. P.'s 7th. 4. R. to Q.'s 6th. Ch.
5. K. to Q. B.'s sq. 5. R. to Q.'s 5th.
(If he play the R. to Q. R.'s 6th, you reply with R. to Q.'s 2nd, and are thus enabled to move your King to Q.'s 7th or 8th, and push on the P. immediately.)
6. R. to Q. R.'s 2nd. Ch. 6. K. to Q. Kt.'s 3rd.
7. K. to Q. Kt.'s 8th, and wins.
Our next Diagram (No. 39) represents an eminently instructive situation of this kind, which Cozio gives :—
DIAGRAM No. 39
Black.
b8 black rook
h8 white rook
g7 white pawn
c5 white king
c3 black king
g3 black pawn
White.

At this juncture, according to Cozio, if Black play first, he can win the game as follows :—

WHITE. BLACK.
1. R. to K. Kt.'s sq.
2. R. takes R. or Variation A. 2. P. to K. Kt.'s 7th.
3. K. to K. R.'s 8th. 3. P. to K. Kt's 8th.
(Becomes a Queen, and Checks, and wins.)

VARIATION A.

WHITE. BLACK.
1. R. to K. Kt.'s sq.
2. R. to K. R.'s sq. 2. R. takes P.
WHITE. BLACK.
3. R. to K. Kt.'s sq. 3. K. to Q.'s 6th.
4. K. to Q.'s 5th. 4. K. to his 6th.
5. K. to K.'s 5th. 5. K. to his B.'s 7th, and wins.

This is ingeniously played by Black, but you will find, or we are mistaken, that Cozio has overlooked a move at White's command which turns the tables completely. Set the position once more according to the Diagram, and begin again with

WHITE. BLACK.
1. R. to K. Kt.'s sq.
2. R. takes R. 2. P. to K. Kt.'s 7th.
3. R. to Q. B.'s 8th. 3. P. to K. Kt.'s 8th.
4. K. to Q.'s 6th.
(Dis. Ch., and afterwards Queening your Pawn, ought to win.)

On looking at the situation you will see that playing your Rook to Q.'s B.'s 8th, instead of to K. R.'s 8th, makes a world of difference, since it enables you to discover Check when you move your King out of Check, and thus to gain the very time required to Queen your Pawn.

A similar and equally instructive position occurs in the same author (see Diagram No. 40).

From this point, disadvantageous as the situation appears to be for White, he can draw the game if he have first move ; for suppose :—

WHITE. BLACK.
1. P. to K. B.'s 6th.
(If, instead of so playing, you moved your King to the B.'s 2nd, as an inperienced player would do, Black could win the game by playing his R. at K.'s 4th, and then Checking you at K. B.'s 4th.)
1. R. to K.'s 3rd, or Variation A.
2. R. takes R. 2. P. to K. Kt.'s 7th.

DIAGRAM No. 40
Black.
e7 black rook
f5 white pawn
f3 white king
d2 black king
e2 black pawn
e1 white rook
White.
WHITE. BLACK.
2. R. takes P. Ch. 2. R. takes R.

Cozio now recommends White to play, 3. P. to K. B.'s 7th, and pursues the game thus :—

3. P. to K. B.'s 7th. 3. R. to K.'s 8th.
(Obviously to check at K. B.'s 8th, and win the Pawn.
4. K. to his Kt.'s 2nd. 4. R. to K.'s 7th. Ch.
5. K. to his Kt.'s 3rd. 5. R. to K.'s 6th. Ch.
6. K. to his Kt.'s 4th. 6. R. to K.'s 5th. Ch.

If to B.'s 4th, Black replies with R. to K.'s 8th, always threatening to win the Pawn :—

WHITE. BLACK.
7. K. to Kt.'s 5th. 7. R. to K. 4th. Ch.

And the game must be drawn.

He overlooks, however, that instead of moving 3. R. to K.'s 8th. when the Pawn is advanced to B.'s 7th, Black could play 3. K. to his 8th, and win.

White's correct play, therefore, at move 3. is K. to his Kt.'s 4th, and then the game is surely drawn.

VARIATION A.

WHITE. BLACK.
1. P. to K. B.'s 6th.[6] 1. K. takes R.
2. P. takes R. 2. K. to Q.'s 7th.
3. P. Queens. 3. P. Queens.

And the game must be drawn.

THE KING WITH A ROOK AGAINST THE KING AND ONE OR MORE PAWNS.

You have already seen some instances in which a single Pawn can draw the game even against a Queen : you may readily suppose, then, that in similar situations it is easier to do so against a Rook. And this you will find to be the case, and that where there are two united Pawns they often win in spite of him.

The following are examples in point :—

DIAGRAM No. 41
Black.
d6 black king
e5 white rook
f4 white king
d2 black pawn
White.

Here White must lose, even though he play first :—

WHITE. BLACK.
1. R. to K.'s 8th. 1. K. to Q.'s 2nd.
2. K. to his 3rd. 2. P. Queens, and wins.

In the position as shown in Diagram 42, Black, having the first move, will win the game, ex. gr. :—

WHITE. BLACK.
1. P. to Q. R.'s 7th.
2. R. to Q. Kt.'s 6th. 2. P. to Q. R.'s 8th, becoming a Q.
3. R. takes Kt.'s P. Ch. 3. K. to Q. R.'s 7th. Dis. Ch.
4. K. to Q. B.'s 2nd. 4. Q. to K.'s 8th, and wins.[7]
DIAGRAM No. 33
Black.
d6 white rook
b5 black pawn
a3 black pawn
b1 black king
d1 white king
White.

When the Kings are at a distance (see Diagram No. 43) two united Pawns at their 6th squares almost invariably win against a Rook :—

Suppose White to play first :—

WHITE. BLACK.
1. R. to K. B.'s 3rd.
(If you attack the Pawns behind a Q. Kt.'s 5th, or Q. B.'s 5th, one of them Queens equally.)
1. P. to Q. Kt.'s 7th.
2. R. to K. B.'s sq. 2. P. to Q. B.'s 7th.
3. R. to K. Kt.'s sq. Ch. 3. K. to R.'s 6th.
WHITE. BLACK.
4. K. to K. B.'s 3rd. 4. One of the Pawns becomes a Queen and wins.

For the result of a Rook opposed to three Pawns, you may, when more advanced, consult the "Handbook," pages 445-456.

DIAGRAM No. 43
Black.
f5 white rook
e4 white king
g4 black king
b3 black pawn
c3 black pawn
White.

THE KING AND TWO ROOKS AGAINST THE KING AND ROOK.

The larger force in this case usually wins with ease by forcing an exchange of the single Rook. Even here, however, the rule is not without exception, as the following situation proves. (see Diagram No. 44):—

DIAGRAM No. 33
Black.
h8 black king
a7 white rook
f7 white king
g7 white rook
b1 black rook
White.

Here, from the circumstances of his King being placed in a position of Stale-mate. Black, by offering to sacrifice his Rook, can draw the game.

Suppose—

WHITE. BLACK.
1. R. to Q. Kt.'s 2nd. Ch.
2. K. to his 8th.
(If you take the R., Black is obviously Stale-mated.)
2. R. to Q. Kt.'s sq. Ch.
3. K. to Q.'s 7th. 3. R. to Q.'s sq. Ch.
4. K. to Q. B.'s 7th.
(And you must either give Stale-mate or suffer perpetual Check.)
1. R. to Q. B's sq. Ch.

The next position, from Stamma, as seen in Diagram No. 45. is a beautiful instance in which the two Rooks win.

Black, you will observe, now threatens either to Check-mate at once, or win one of the Rooks : by skilful play, however. White can force the game. For suppose—

WHITE. BLACK.
1. R. to K. R.'s 5th.
(A beautiful move.)
1. R. takes R.
(He has no better play.)
2. R. to Q. R.'s 6th. Ch. 2. K. moves.
2. R. to Q. R.'s 5th. Ch. 2. K. moves.
3. R. to Q. R.'s 6th. Ch. 3. K. moves.
4. R. takes R., and of course wins.
DIAGRAM No. 45
Black.
d8 white king
a7 white rook
d6 black king
c5 white rook
h4 black rook
White.

THE KING WITH A ROOK AND BISHOP AGAINST THE KING AND A ROOK.

For somewhere about two centuries. Chess authorities have been at issue as the possibility of the major force, in this case, winning from all positions : but the muchvexed question appears at length to be definitely settled—and in the negative. As. however, the subject presents difficulties quite insurmountable by any but an experienced player, it will be sufficient in the present treatise to exhibit two or three of the leading situations, and refer you for further information regarding it to the "Handbook," pages 449-468, where the whole of the very copious and scientific analysis, by which the conclusion is demonstrated, will be found in extenso. The following is the position which Philidor gives as one which the Black may always be forced to take up. If he had only show how, the question would long since have been set at rest, since, granting him this position (see Diagram No. 46), nothing can be

PHILIDOR'S POSITION.
DIAGRAM No. 46
Black.
b7 black king
a6 black rook
b5 white king
b4 white bishop
h1 white rook
White.
more accurate and elegant than the mode in which he wins from it :—
WHITE. BLACK.
1. R. to Q. B.'s 8th. Ch. 1. R. to Q.'s sq.
2. R. to Q. B.'s 7th.
(This is the only way to prevent your winning immediately, for, as will presently be shown, when you can once oblige him to move the rook to your Q.'s sq., or to your Q.'s 3rd, the only two other squares open to him, the game must be won in a few moves.)
2. B. to Q.'s 7th.
3. R. to Q. Kt.'s 7th.
(You see here that he is obliged to occupy one of the two objectionable squares just mentioned, since, if he play the Rook off the file you mate at once, and if he move his King, you play your R. to K. R>'s 7th, and mate in a few moves.)
3. K. to Q.'s 8th.
4. R. to K. Kt.'s 7th. 4. R. to K. B.'s 8th, or Variation I.
5. B. to K. Kt.'s 3rd.
(You may play the Bishop thus to prevent his Checking when he moves the Rook.)
5. K. to B.'s sq., or Variation II.
6. R. to K. Kt.'s 4th.
(He returns the King thus because you now threaten to win directly by playing the B. to Q.'s 6th, Ch., and afterwards the R. to K. Kt.'s 8th, &c.)
6. K. to his square again.
7. R. to Q. B.'s 4th. 7. R. to Q.s 8th, or Variation III.
8. B. to K. R.'s 4th.
(This you do to prevent his interposing the Rook when you Check.)
8. K. to B.'s sq.
9. B. to K. B.'s 8th. 9. R. to K.'s 8th. Ch.
10. B. to K.'s 5th. 10. K. to K. Kt's sq.
11. R. to K. R.'s 4th.
(And you observe his only way to delay the mate is by sacrificing his R.)
Play these moves over repeatedly until you fully comprehend their scope and purpose, and then proceed to the Variations I., II., and III.

VARIATION I.

Beginning at Black's 4th move :—

WHITE. BLACK.
4. R. to K. Kt.'s 7th. 4. K. to B.'s sq.
5. R. to K. R.'s 7th.
(He is compelled to do this, you see, in order to interpose his Rook when you Check with yours, and the consequence is that you win his Rook by force in three or four moves.)
5. R. to K. K.t's 8th.
6. R. to Q. R.'s 7th.
(Again threatening Mate, observe.)
6. K. to Kt.'s sq.
(He has now better move; if he Check with the Rook, at K. Kt.'s 3rd, you simply interpose the Bishop.)
7. R. to Q. B.'s 8th. Ch. 7. K. to R.'s 2nd.
8. R. to K. R.'s 8th. Ch. 8. K. to Kt.'s 3rd.
9. R. to K. Kt.'s 8th. Ch., winning the Rook.

VARIATION II.

Beginning at Black's 5th move :—

WHITE. BLACK.
5. B. to K. Kt.'s 3rd. 5. R. to K.'s B.'s 9th. Ch.
6. B. to Q.'s 6th. 6. R. to K.'s 6th. Ch.
7. B. to K.'s 5th. 7. R. to K. B.'s 6th.
(Ready to interpose again. If he play the K. to B.'s sq. isntead, you reply with R. to K. R.'s 7th.)
8. K. to K.'s 7th. Ch. 8. K. to B.'s sq.
(If K. to Q.'s sq., you answer with R. to Q. Kt.'s 7th.)
9. R. to Q. B.'s 7th. 9. K. to Kt.'s sq.
10. R. to K. Kt.'s 7th. Ch. 10. K. to B.'s sq.
11. R. to K. Kt.'s 4th.
(Threatening to Check with the B. at Q.'s 6th, and then mate with the R.)
11. K. to his sq.
(If Black move R. to K.'s 6th, preventing your B. from playing, your answer should be R. to K. R.'s 4th.)
12. B. to K. B.'s 4th. And you must win.

VARIATION III.

Beginning from Black's 7th move :—

Again set up the Pieces as in the Diagram, and play up to the 7th move : but on Black's side, instead of R. to Q.'s 8th. move—

WHITE. BLACK.
7. K. to B.'s sq.
8. B. to K.'s 5th. 8. K. to Kt.'s sq.
6. R. to K. R.'s 4th. And you win evidently.

From the foregoing Variation you may form some notion of the beauty and difficulty of this problem, but they form but a very small portion of the multiplied combinations which spring from it, and with which you must be acquainted hereafter.

  1. Probably Q. to K. B.'s sq. was meant. (Wikisource contributor note)
  2. Probably K. to Q. B.'s 8th was meant. (Wikisource contributor note)
  3. Not legal. There seem to be some moves lost in the typesetting; probably what is meant is: (Wikisource contributor note)
    WHITE. BLACK.
    8. P. to K. Kt's 8th. Becoming a Kt. Ch. [7...b1=N+]
    9. K. to Q.'s third [8. Kd3, as text] 9. Kt. to Q.'s R.'s 6th [8...Na3, defending Qc2#]
    10. Q. to her Kt.'s 3rd [9. Qb3] 10. Any knight move.
    11. Q. to her B's 2nd. Check-mate. [10. Qc2#.]
  4. The merit of showing the way to win in this and several other positions of the same description, is due to the late Mr. C. Forth, of Carlow.
  5. When harassed by the checks of an adverse Kt. towards the end of a game, young players should remember that, by placing their King as above on the third diagonal square from where the Kt. stands, it takes the latter three moves to get into a position to check again.
  6. As was before observed, if you were tempted to begin with playing your King to his B.'s 2nd, to protect the Rook, Black would actually win the game, for suppose :—
    WHITE. BLACK.
    1. K. to B.'s 2nd. 1. R. to K.'s 4th.
    2. P. to K. B.'s 6th. 2. R. to K. B.'s 4th. Ch.
    3. K. to Kt.'s 3rd. 3. R. takes P., and wins.
  7. Cozio in the same situation makes the Rook win, from overlooking the move of 4. Q. to K.'s 8th, which prevents the threatened Check-mate by the Rook.