PRACTICAL CHESS ENDGAME

*www.chessending.com*

Editor: Brian Gosling

ALL RIGHTS RESERVED


I have decided to add further endings to the site on a monthly basis. The new position will appear at the beginning of each new month. You are invited to solve it. I will be pleased to receive feedback about the positions and the analysis. The solution will be published the following month with the new position. Some of these positions will come from actual historical games. Others will be composed endgame studies, but they will be relevant to the practical game. The site has over 400 chess endings and endgame studies and and has been running for over eight years.

A database of chess endings.
Thanks to Ernest Hong, Bill Frost and to Antonio Senatore
THIS MONTH

POSITION 372

White to play and WIN

FEN:3r2k1/R2r1p1p/6p1/P7/2pB3P/4PP2/3K2P1/8 w - - 0 1:

It is good training to try initially to solve the endings without the assistance of a chess playing programme.

Solution for the above, plus new position: 1st MARCH 2006.


LAST MONTH, POSITION 371

Jeno Ban, (1919-1979).

Hungarian endgame composer. Author of "The Tactics of Endgames" (1954). This is one of the finest books ever written on endgame studies. It is suitable both for the practical player and to those who are new to endgame studies.

Jeno Ban, 1962

White to play and WIN

FEN:6n1/8/6Pk/3P3P/8/7K/8/8 w - - 0 1:

The winning plan here for White is very simple: To win the Knight for the passed d-pawn. The Black King is tied down looking after the kingside pawns and the Knight has to watch the d-pawn. The pawn at h5 is safe from capture because the King cannot leave the "square" of the g-pawn. This is because the Black Knight would then become overloaded in trying to stop both the d and g-pawns from queening. White just has to be careful to decide the correct route the King will take towards the d-pawn in order to support its advance.

1.d6 ...

1.Kh4? Ne7 2.d6 Nf5+ =;

1.Kg4? Nf6+ = The Knight fork wins the d-pawn.

1... Nf6

Black is forced to stop the advance of the d-pawn;

2.Kh2! ...

This is the key move to the study. It is difficult to believe that retreating the King is the way to make progress but check out the variations and you will see it is true. 2.Kh4? Kg7!! and White can only draw. 3.Kg5 (3.Kh3 Nxh5 4.d7 Nf4+ =) 3...Ne4+ =; 2.Kg2? Nxh5 3.d7 Nf4+ =; 2.Kg3? Nxh5 3. d7 Nf4+ and the Knight can get back to stop the pawn from queening. This idea is echoed in the variations.

2... Kg7

2...Nd7? 3.Kg3 Kg7 4.Kf4 Kf6 5.Ke4 Ke6 6.h6 Kf6 7.g7 Kf7 8.Kd4 Nb8 9.Kd5+-;

3.Kg1! Kh6

3... Kg8 4.h6+-;

4.Kf1 ...

4.Kf2 Ne4+ = ;

4... Kg7

Black is forced into shuffling with his King.

5.Ke1! ...

Whites plan is now clear. The King is making for the Queenside in order to support his d-pawn.

5.Ke2? Nxh5 6.d7 Nf4+ =;

5... Kh6

6.Kd1! Kg7

7.Kc2 Kh6

8.Kb2! ...

8.Kc3? Ne4+ =; 8.Kb3? Ne4! 9.d7 Nc5+ =;

8.Kd3? Nxh5 9.d7 Nf4+ 10.Ke4 Ne6 11.Ke5 The King is going to support the g-pawn but still he cannot win. 11...Nd8 12.Kf6 Nc6 13.g7 Kh7 =;

8... Kg7

9.Ka3 Kh6

10.Kb4! ...

10.Ka4? Ne4=; 10.Ne4? 11.d7 Nc5+=.

10... Kg7

11.Kc5 ...

At last the win is in sight. The passed d-pawn will cost Black his Knight. The King can now support the pawn without worrying about dangerous Knight forks.

11... Nd7+

12.Kc6 Nf8 13.d7 Ne6 14.Kd6 Kf6 15.g7 Wins.

White had a choice of moves after his King had reached the back rank. Black can only shuffle his King between the same squares and White can carry out his winning plan at anytime.  A beautiful ending by Jeno Ban.


8X8 Basic Endings for Success
 

 

 

 

 

 

 

White to play and WIN

In order for White to win the Knight has to drive the enemy king from c7 and c8. For this to happen the Black King and White Knight must be on squares of the same colour when it is Black's turn to move. 1.Nd3 Kc7 2.Nb4 Kc8 3.Na6 Wins.

 Black to play and DRAW

1...Kc7 2.Nd3 Kc8 3.Nb4 Kc7 4.Nd5+ Kc8 5.Nb6 Kc7etc. Draw.

 

I would like to briefly summarise the type of endings found on the site. These are; (a) Basic endings. (b) Practical chess endings. (c) The Endgame study.

All these are interrelated and important and you cannot understand (b) or (c) without a knowledge of (a).

(a) Basic Endings. These are theoretical positions in which we know the correct result with optimum play by both sides. They may consist of three pawns or less and also include all the non-pawn and five piece endings which have now been extensively analysed by computer and of which we have tablebases. In the days when we had adjournments some of these endings could be looked up in text books to give us some idea how to play the position. As we no longer can do this, knowledge and memory of these endings has become important in practical play. Fundamental Chess Endings (2001) by Muller and Lamprecht and Basic Endings (1992) by Balashov and Prandstetter and the earlier A Pocket Guide to Chess Endgames (1970) by David Hooper are good introductions to these endings.

(b) Practical Endings. These occur in over-the-board play where usually more pawns are present. The above ending is an example of this type. Some of these endings are in the process of being transformed to basic endings but often they finish before this stage is reached. Endgame strategy is very different from the middlegame and has its own set of rules and exceptions. Fine's book Basic Chess Endings (1941,2003) recently revised by Pal Benko and Batsford Chess Endings (1993) by Speelman, Tisdall and Wade are about basic and practical endings and both can be recommended.

(c) Endgame Studies. These are positions which have been composed and will contain elements of one or both of the above types of endings. But there are important differences between these types and the study, such as artistic form and economy of construction. An endgame study has to follow strict rules of composition, especially if it is entered into a composing competition. One of these rules states there should only be one solution. If there is an unintended second solution then the study is unsound and said to be "cooked".

Endgame studies are important to the practical player because they enhance his imagination and help him learn and enjoy areas of theory without too much effort.

John Nunn's Endgame Challenge (2002) is an excellent introduction to using endgame studies as a training tool. Walter Korn's American Chess Art (1995) is a basic introduction to the endgame study and a more comprehensive work is John Roycroft's Test Tube Chess (1972).
Pre 17/10/04 Archives

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