7

THE END GAME

Introduction

Very few players get excited about the end game; it is the calm after the storm, the anti-climax. This is probably why the average player manages it so badly; it is certain that more won games are dissipated in the ending than in the opening and middle game combined.

There is a tendency to speed up the play when there are only a few pieces left on the board – and the “obvious” line of play is often the wrong one. The subtleties that exist in this branch of the game are prodigious, and seemingly hopeless positions may be redeemed by witch-like manoeuvres. There is an old chess adage that runs, “If you see a good move, look for a better one”, and nowhere does it hold more true than in the end game.

The first prejudice that must be destroyed is that the end game is stereotyped and uninteresting. It demands imagination, patience and accurate calculation. A study of the various endings also accords a valuable insight into the powers, both latent and active, of the individual chess pieces.

The Opposition

In order to begin to understand the theory governing the end game, a clear conception of the “opposition” and what it implies is essential.

If two kings are facing each other on the same file or rank with one vacant square only between them, the player who DOES NOT HAVE the move is said to have the “opposition”. A corollary is the diagonal opposition – two kings standing on the same diagonal with one vacant square between them. Again the player who DOES NOT HAVE the move has the opposition.

The opposition is only considered to be in effect if the player who is not possessed of it has no other piece except the king that can be moved without incurring disadvantage.

To have the opposition is almost always desirable, and is often a winning advantage for it permits the king to gain territory at the expense of the enemy king, and perhaps eventually to penetrate the enemy pawn position.

Look at diagram 81. Here the kings are facing each other and the pawn formations are static and to all intents symmetrical. If Black is to move, White wins. If White is to move, the game is a draw.

(a) Black to move. 1. . . . Ke6 2. Kc5 (the white king is at once able to attack Black’s pawns) Ke5 3. Kxb5 Kd4 (only now is the black king able to pass to attack the white pawns) 4. Kxa4 Ke3 5. b5 Kxf3 6. b6 Kxg4 7. b7 f3 8. b8Q and wins. However, the conclusion requires some care: 8. . . . f2 9. Qb5 Kf4 (9. . . . Kf3? 10. Qxg5 f1Q 11. Qf5+ Ke2 12. Qxf1+ Kxf1 13. Kb5 and the a-pawn queens) 10. Qe2 Kg3 11. Kb4 Kg2 (there is nothing better) 12. Qg4+ Kh1 13. Qh5+ Kg1 14. Qxg5+ and again White can give up the queen for the f-pawn, marching the a-pawn through to promotion. (There are other ways of winning this ending.)

Supposing if, instead of 1. . . . Ke6, Black had played 1. . . . Kc6. Now White’s task is easier: 2. Ke5 Kc7 (the diagonal opposition, but now tactical considerations take precedence); 3. Kf5 Kd6 4. Kxg5 Ke5 5. Kh6 and White promotes the gpawn quickly. Note that the white king in advance and to one side of the passed pawn assures its promotion. Black can do nothing; viz: 5. . . . Kf6 6. g5+ Kf7 7. Kh7 (preventing the black king occupying the promotion square) Kf8 8. g6 Ke7 9. g7 Kf7 10. g8Q+.

image

(b) White to move. 1. Ke4 Ke6 2. Kd4 Kd6 and the white king cannot pass, and draw by repetition of moves will follow (see Chapter 1).

Now remove the four pawns on the king’s side and study the position again. What result with each player to move? Answer – as before: White to move draws; Black to move, White wins.

(a) Black to move. 1. . . . Kc6 (Black has lost the opposition) 2. Ke5 (White elects to penetrate the fifth rank instead: to have taken the opposition would merely have maintained the status quo) Kc7 3. Kd5 Kb6 (now the importance of White’s Ke5 is evident: Black is obliged again to surrender the opposition in order to protect the undefended b-pawn) 4. Kd6! (White, having gained territory, now takes the opposition) Kb7 5. Kc5 Ka6 6. Kc6 (the opposition again: Black is compelled to relinquish the pawn) Ka7 8. Kxb5 Kb7 9. Kxa4 and White will have no difficulty in winning.

(b) White to move. 1. Ke4 Ke6 2. Kd4 Kd6 and we have the same crab-like repetition of moves as before, with neither party yielding ground.

Now replace the four pawns on the king’s side and remove the four pawns on the queen’s side. Is the result materially affected? The answer is yes – White can only draw with or without the move.

(a) Black to move. 1. . . . Kc6! 2. Ke5 Kc5 3. Kf5 Kd4 4. Kxg5 Ke3 5. Kh5 Kxf3 6. g5 Ke2 7. g6 f3 8. g7 f2 9. g8Q f1Q and since both sides have a king and queen left, the game will be drawn (there are sometimes exceptions to this rule). But if instead 1. . . . Ke6 Black would lose after 2. Ke4 Kf6 3. Kd5 (temporarily surrendering the opposition, but penetrating the same rank as the undefended black pawn) Kf7 4. Ke5 (threatening to win the pawn in two moves) Kg6 5. Ke6 Kg7 6. Kf5 Kh6 7. Kf6 Kh7 8. Kxg5 Kg7 9. Kxf4 and wins.

(b) White to move. 1. Ke4 and Black takes up the opposition again by 1. . . . Ke6, forcing a repetition of moves. If Black opts instead to advance among the white pawns, the game still ends in a draw: 1. . . . Kc5 2. Kf5 Kd4 and draws as in (a) above.

The thoughtful reader might ask: Why, in a symmetrical position, does White manage to draw with the move whereas Black loses? Study diagram 81 again. It will be seen that the position is not in fact symmetrical; the white king has the advantage of position. If both kings were moved one rank down the board (to stand on d3 and d5 respectively), the game would be drawn whoever had the move.

King and Pawn v King

In this ending, the theme is only carried a stage further. Turn back to diagram 11, page 42. In example (a) White to move wins by Kc6 or Ka6. Because of the pawn at b7, the black king is not able to take up the opposition and must immediately yield ground. This ending (K + P v K) is simply a fight for the opposition with the odds on the superior force. If a pawn is mobile (not far advanced) it can be used to gain the opposition by interpolating a move.

There are some rules that can be used to guide the player:

(a) With an a- or h-pawn, the game is always drawn if the lone king can reach the promotion square or if able to confine the opponent’s king on the file in front of the pawn.

(b) If the pawn is advancing level with or in front of the supporting king, the lone king always draws with the opposition.

(c) A king two squares in front of its pawn will always win since a pawn move will ensure the opposition.

(d) A king one square in front of its pawn will win if in possession of the opposition, or if the pawn is on the fifth rank.

King and Pawn v King and Pawn

The various cases of K and P v K and P are most important as they are forever recurring. We are not concerned with instances where one pawn immediately falls, or marches through to queen several moves before its rival; but those in which the result may be obscure.

(a) If two pawns stand facing each other away from the edge of the board, and both kings are able to approach the opposing pawns, then the side which approaches first will lose if such approach is not from behind.

WHITE: K on f5, P on d4. BLACK: K on b5, P on d5. 1. Ke5? Kc4 2. Ke6 (White is compelled to leave the pawn) Kxd4 and wins. If White approaches from behind, however, the result will be a draw: 1. Ke6 Kc6 (not 1. . . . Kc4? 2. Ke5 and it is Black who must give up the pawn); 2. Ke5 Kc7 3. Kxd5 Kd7 and Black has got the opposition.

(b) Where each side has a pawn marching to queen, and the promotions are consecutive, the result is usually a draw, but not always. Here is an exception: WHITE: K on d2, P on h5. BLACK: K on d4, P on a3. 1. h6 a2 2. h7 a1Q 3. h8Q+ K moves 4. Qxa1 and wins.

This possibility prompts the necessity for attention to all pre-promotion king moves. WHITE: K on g7, Ps on b2, h6. BLACK: K on c2, Ps on b3, h7. 1. Kxh7 Kxb2 2. Kg8 Kc3? (this move loses: any other move except Ka1 or Kb1 draws) 3. h7 b2 4. h8Q+. Now we see the importance of careful kingplay. The black king is in check and will not be able to queen the pawn. 4. . . . Kc2 5. Qh7+ (the ending is instructive and is therefore given in full; White must play to drive the black king in front of the pawn by a series of checks, permitting the white king to approach) Kc1 6. Qc7+ Kd1 7. Qd6+ Kc1 8. Qc5+ Kd1 9. Qd4+ Kc1 10. Qc3+ Kb1 (now the white king can approach) 11. Kf7 Ka2 12. Qc2 (pinning the pawn) Ka1 (not 12. . . . Ka3 13. Qb1) 13. Qa4+ Kb1 14. Ke6 Kc1 15. Qc4+ Kd1 16. Qb3+ Kc1 17. Qc3+ Kb1 18. Kd5 Ka2 19. Qc2 (the same cycle) Ka1 20. Qa4+ Kb1 21. Kd4 Kc1 22. Qc4+ Kd1 23. Qd3+ Kc1 24. Kc3 b1Q 25. Qd2#. If 24. . . . b1N+, Black has insufficient force to draw.

(c) In the foregoing example, Black was left with a king and a knight’s pawn against king and queen and was unable to save the game. If instead the pawn had been on a bishop’s or rook’s file, the result would have been a draw, due to a stalemate threat.

(i) Bishop’s Pawn.WHITE: K on g7, P on h7. BLACK: K on d2, P on c3. 1. h8Q c2 2. Qd8+ Kc3 3. Qc7+ Kb2 4. Qb6+ Ka1 5. Qa5+ Kb1 (Black always threatens to promote the pawn, giving the white king no time to approach) 6. Qb4+ Ka1 7. Qa3+ Kb1 8. Qb3+ Ka1! (instead of moving in front of the pawn, which the king was forced to do in the previous example, the black king moves into the corner for now if White plays 9. Qxc2, Black is stalemated) 9. Qc3+ Kb1 10. Qb3+ Ka1 and White can make no headway.

(ii) Rook’s Pawn.WHITE: K on g7, P on h7. BLACK: K on c2, P on a3. 1. h8Q a2 2. Qh2+ Kb1 3. Qg1+ Kb2 4. Qf2+ Kb1 5. Qe1+ Kb2 (not 5. . . . Kc2 6. Qa1) 6. Qb4+Kc1 7. Qa3+ Kb1 8. Qb3+ Ka1 when Black has no move. To avoid stalemate, White must move the queen away so the white king will never have time to approach.

A lesson to be learned from the above examples is the method of bringing the queen up the board by a series of checks, which can be done vertically, as in (i), or horizontally, as in (ii).

These are the only three cases of K and P v K and P endings that are likely to cause you any difficulty. There are certain exceptions, but being rare in practical play they are not worth our investigation here. To recapitulate: in the cases where one side queens first, and the other side then advances a pawn to the seventh rank supported by the king on the seventh or eighth ranks (also the sixth rank in the majority of cases), the game is a draw if the pawn is on the bishop’s or rook’s file, a win for the stronger force if on any other file – always provided, of course, that the other king cannot immediately influence the play. If the second player can only advance the pawn to the sixth rank on the move following promotion, the game is always won by the first player regardless of the position of the kings.

King and Two Pawns v King and One

This is nearly always a win for the superior force, but there are, nevertheless, numerous positions in which the game is drawn. The two most common cases are:

(i) The two pawns are on opposite wings with the single pawn facing one of them. Suppose White is the superior force in this case. Then White wins by deserting the solitary wing pawn, moving across to the other side of the board, capturing the black piece and queening the remaining pawn; for Black must attend to the unwatched pawn, which will march to queen if not intercepted and captured. Only in unusual cases can the weaker force draw in an ending of this nature.

(ii) The three pawns and two kings are more or less together. It is then simply a question again of the stronger party deserting one of the pawns at the right moment and going for the other, or of exchanging a pawn in order to get a won position in the K and P v K category.

Diagram 82 illustrates four positions not uncommon in this type of ending.

(a) Black draws with or without the move. Black has only to keep the king close to the single pawn. If White advances the b-pawn, the resulting exchange will leave White with the a-pawn which, as we know, is insufficient to win.

image

(b) White wins with an immediate sacrifice regardless of the white king position. 1. g6 hxg6 2. h7 and queens next move. Or 1. . . . Kf6 2. gxh7 and the pawn on h6 prevents the black king approaching.

(c) Drawn, regardless of who has the move. White alternates the king between b1 and c2 and any attempt by Black to interfere will result in stalemate.

(d) This position is like (c) but away from the edge of the board. In this and similar positions, the stronger force wins, with or without the move. 1. Kg2 Kf4 2. Kf1 Ke4 3. Kg2 Kd4 4. Kf1 Kc3 5. Kg2 Kd2 6. Kf1 Kd1 7. Kg2 Kxe2 and wins.

King and Two Pawns v King and Two Pawns

This ending, and endings involving more than two pawns a side, are but extensions of those we have already examined. The opposition remains paramount.

A well-known stratagem, not often seen in actual play, is the establishment of a passed pawn when both sides have three pawns, line abreast, facing each other. WHITE: K on h1, Ps on a5, b5, c5. BLACK: K on h3, Ps on a7, b7, c7. Although the black king can reach the pawns first, White wins by: 1. b6 cxb6 2. a6 bxa6 3. c6 If 1. . . . axb6 the procedure is the same; viz: 2. c6 etc.

King, Minor Piece, Pawn v King and Minor Piece

The issue at stake here is a simple one: can the pawn be queened? The important point to remember is that the weaker force has only to sacrifice the piece for the pawn to draw. A simple example will show how important it is for the stronger player to keep the pawn mobile in order to retain any winning chances.

WHITE: K on h1, N on b1. BLACK: K on g3, N on g5, P on e5. 1. Nd2 Kh3? 2. Nf3 and now 2. . . . Nxf3 gives stalemate, and any other move allows White to capture the pawn leaving Black with insufficient force.

Bishops of opposite colours invariably draw in this type of ending, but with bishops of the same colour the stronger side can often force a victory, the method being to drive the opposing bishop from the vital diagonal by offering an exchange at the moment when such an exchange would yield the opposition. If the opposing king is in front of the pawn, however, and cannot be driven away by checks from the bishop, the game is always drawn.

The N and P v B and the B and P v N are the two most interesting – and most common – endings in this category.

In the first case the superior force endeavours to block the bishop diagonal by intervening the knight, and in the second case to force the win by placing the bishop so as to prohibit the knight from approaching the pawn. The power of the bishop over the knight, which is complementary to the knight’s power over the bishop, can be seen if a white bishop is placed on e4 and a black knight on h4. Here the knight is unable to move without being captured, although the bishop, in turn, may not move to any of the squares in the knight’s field without being exposed to the same risk. This setting is normally unfavourable to the knight, but under certain conditions it may be advantageous, particularly if the bishop is nearer the edge of the board than the knight.

If there are more pawns on the board, the matter becomes purely an elaboration of the same theme. The reader is advised to turn back to Chapter 2 for general hints on handling the minor pieces in the ending.

King and Minor Piece v King and Pawns

With two pawns, this ending is resolved to a case of where the player with the piece will sacrifice it for one pawn in order to be left with the opposition in the ensuing play, thereby assuring the draw.

If the pawns are on opposite sides of the board, or at least separated, the outcome is not difficult to foresee. Two disunited pawns can frequently “squeeze” a bishop: WHITE: K on h2, Ps on b5, g6. BLACK: K on h4, B on e2. White wins by 1. b6 Bf3 2. g7 Bd5 and now the advance of either pawn will force the bishop to capture, allowing the other to promote. With a knight instead of the bishop, the two-pawn “squeeze” is even easier. These cases are, of course, assuming that the kings cannot affect the play.

If a minor piece is opposed by three pawns, it is usually possible to promote one of the latter with correct play, but there are a number of positions where this ending is only a draw.

Queen and Pawn Endings

In this type of ending, the position of the kings is of the utmost importance. If a king is exposed to a series of checks from which there is no sanctuary, the pawn ratio will have no bearing on the game, which will result in a draw.

If, however, the king is able to reach a position of security, a mobile extra pawn will be sufficient to win, it being escorted to promotion by the queen.

Rook and Pawn Endings

These are by far the most important, as they are the most common form of ending, due, in part, to the normally delayed development of the rooks in the opening and middle game which enhances their chances of survival.

As has been remarked elsewhere, when both sides have two rooks left, the drawing opportunities that present themselves to the side possessed of the inferior pawn position, structurally or numerically, are greater, on average, than occur when each side has only one rook remaining on the board.

The endings involving single rooks and pawns are much the more usual however, and the strategy they embrace may be applied in measure to the positions involving the weightier force.

The main features of this type of ending may be conveniently tabulated.

(a) Stopping Promotion.A rook can prevent the promotion of a pawn assisted by a rook by moving onto the same file as the pawn either behind or in front of it. Place a white rook on b8, a black rook on h2 and a black pawn on b2. The black pawn cannot move without being captured, and the black rook is unable to leave the second rank. Note that the white rook can move up and down the file without in any way relaxing vigil on the advanced pawn. Now leave the two black pieces where they are and place the white rook on b1. Again the black rook cannot leave the rank, but now Black can play Rc2, and the white rook is unable to move along the rank on account of Rc1 followed by b1. From this we see that the rook is best employed behind an enemy pawn. In these two examples the black rook is badly placed. Now consider the following position: white rook on b1, black rook on b8 and black pawn on b2. Here it is Black who retains mobility – the white rook is unable to move without allowing the promotion of the pawn. If the white king is able to reach the pawn first, it will fall; if the black king reaches it first the white rook will be lost or the pawn will be successfully promoted – the unhappy choice resting with White. If, in the example just given, the two rooks are interchanged, White’s position is immeasurably improved for similar reasons.

(b) The Promotion Check.This may arise out of the last example, and should be carefully watched. WHITE: K on g2, R on b8. BLACK: K on g7, R on b1, P on b2. The white king can only shuffle between g2 and h2. Any move to the third rank loses at once: 1. Kg3 Rg1+ and promotes next move. More subtle is the pitfall 1. Kf2? Rh1! and if 2. Rxb2 Rh2+ (the skewer) and the rook is lost.

(c) Rook and Pawn v Rook.The convenient rule for this ending is that if the king of the weaker force can reach the promotion square of the pawn, the game is drawn; if it can be prevented from reaching it, the game is won by the stronger force. An exception, as always, is the rook’s pawn, which in certain positions is only a draw. There is considerable finesse necessary to achieve the promotion, even after the opposing king has been shut off, as the perpetual check remains recourse for the weaker player which may not be easily discounted.

(d) Rook v Pawn(s).Two important points to be remembered here. Firstly, that two united pawns that are able to reach the sixth rank without capture will win against a rook, provided that the opposing king cannot interfere; and secondly, that a king and single pawn advanced to the fourth rank or beyond will draw against a rook, provided that the other king is unable to interfere. The first case can be easily proven by just setting the pawns up, placing the rook anywhere on the board where it is unable to capture either of the pawns immediately, and then attempting to arrest promotion. One pawn will certainly fall, but the other will reach the eighth rank safely, and the balance (queen v rook) is then sufficient to achieve victory.

The second rule is as easy to verify as the first, but why the stipulation “advanced to the fourth rank”? Because, if only on the third rank, the king can be cut off by the rook, the pawn permitted to advance and then attacked and captured before the king can reach it.

Here is an example to clarify the method: WHITE: K on h8, R on a1. BLACK: K on g6, P on h5. With Black to move, the fourth rank is attained by Kg5 and the game is drawn. But White, to play, wins by 1. Ra5 h4 2. Kg8 h3 (if the pawn is not advanced, the white king will return to decide the issue) 3. Kf8 h2 4. Ra1 Kg5 5. Rh1 Kg4 6. Rxh2 and wins. It will be seen that if the black king had been one square nearer he would have been defending the pawn, and the result would have been a draw.

This “cutting off” of the king is an important feature of rook and pawn end games. An enemy rook ensconced on the seventh (i.e. on the second) rank can be very disturbing if one’s king has not left the back rank.

Conclusion

So far we have covered, if very superficially, the entire field of end game play. Many of the points stressed require elaboration and, in certain cases, qualification, but essentially the fundamentals are there. Few average players know more about this phase of the game than these fundamentals, and many are not even conversant with all of them. Three endings from play are now given which demonstrate that charm and subtlety may be concealed in apparently dull positions.

Examples from Play: 1. Pawn Ending

The position in diagram 83, with Black to play, was reached in a match game between two strong amateurs. Pawns are level, and at first glance it appears as though a draw is the likely result. A closer examination will disclose that there is considerably more play in the position than at first meets the eye.

image

 

White

Black

1.

. . .

f4

2.

e4

 

This is forced. If 2. exf4+ Kxf4 3. Kg2 Ke3 and Black will win the f-pawn, and with it the game. To give up the pawn is equally suicidal: 2. Kg2 fxe3 3. Kf1 Kd4 4. Ke2 h3 5. a3 Kc3 6. Kxe3 Kxb3 winning easily.

Black now observes that White has an uncompromised pawn majority in that theatre of the board bounded by the a- and e-files. Every uncompromised pawn majority (i.e. where no pawn is doubled) must yield a passed pawn so any incursion by the black king could prove fatal. For example: 2. . . . Kd4 3. Kg4 Ke3 4. b4! Kd4 (or 4. . . . cxb4 5. c5 dxc5 6. e5 and queens in three moves) 5. bxc5 Kxc5 (5. . . . dxc5 would allow 6. Kf5, when the pawn would march to queen) 6. Kxg5 Kxc4 7. K × either pawn, winning.

2.

. . .

Kf6

3.

Kg4

Kg6

4.

h3

a5

5.

a4

 

These pawn moves are important and are often decisive in pawn endings. White has the opposition, and the black king is forced to move, allowing the white king to penetrate. If, in the position now reached, White had the move instead of Black, White would have lost, being compelled to advance a pawn: 1. e5 dxe5 2. b4 cxb4 3. c5 b3 4. c6 b2 5. c7 b1Q 6. c8Q Qg1#.

If instead of 4. . . . a5 Black had played 4. . . . a6, White’s reply would have been 5. a3 and not 5. a4? a5 and Black has the opposition.

5.

. . .

Kh6

Not of course 5. . . . Kf6 6. Kh5 followed by Kxg5 winning for White.

6.

Kf5

And now it looks as though White is going to force the win.

6.

. . .

Kh5

White must select from several moves here. The interesting pawn sacrifice: 7. b4 is not quite sound. 7. . . . cxb4 (if axb4 White wins by 8. a5 b3 9. a6 b2 10. a7 b1Q 11. a8Q Qb2 (the only move to stop the threatened mate at h8) 12. Qe8+ Kh6 13. Qg6#) 8. c5 dxc5 9. e5 b3 10. e6 b2 11. e7 b1Q+ winning.

The obvious 7. Ke6 is fatal, as White would succumb to a trap: 7. . . . g4! (Black’s uncompromised pawn majority on the king’s side is set into motion to yield a passed pawn now that the hostile king is out of range) 8. fxg4+ (there is nothing better) Kg5 and the f-pawn goes through to queen.

White is therefore left with the alternatives of playing Kf6 or e5. If the king advances, the game will be drawn, for Black would have nothing better than to return with the king (Kh6) which will result in a repetition of moves. Black could not now play 7. . . . g4 as White could respond 8. hxg4+ Kh6 9. g5+ Kh5 10. g6 h3 11. g7 h2 12. g8Q h1Q 13. Q mates.

Supposing White plays 7. e5, what happens then? Black must capture: 7. . . . dxe5 and White can do no better than recapture: 8. Kxe5. Now 8. . . . g4 loses for Black. 9. fxg4+Kg5 10. Ke4, and Black must yield the pawn. After White’s eighth move, both sides have a clear majority on one side of the board, and neither can afford to take the initiative in establishing a passed pawn without conceding the game to the other. One illustration will serve to demonstrate this: 8. . . . Kg6 9. b4? cxb4 10. Kd4 Kf6 11. c5 Ke6 12. Kc4 Kd7 13. Kd4 and now g4 14. fxg4 f3 15. Ke3 b3 wins.

In consequence of these continuations, the game was abandoned as a draw. A highly instructive end game.

Examples from Play: 2. Bishop and Pawns

This example is also from amateur play. Although pawns are level, the bishops are of the same colour – a factor which is important, as we have commented that, in endings of this nature, the side possessing even the slightest advantage in position is often able to force the win.

Here the black king is confined to the edge of the board, and White, with considerable ingenuity, is able to exploit this weakness to secure the win.

 

White

Black

1.

. . .

g3

Black has a choice of five plausible moves here, all of which lose. The text appears to be the most promising, for White is unable to play 2. hxg3 on account of 2. . . . h2!

image

2.

Bxa7

Bf8

Black cannot play 2. . . . gxh2 as after 3. c5 the mate 4. Bb6 would be unstoppable.

3.

Bb8

 

Threatening 4. Bc7#.

3.

. . .

Bc5

On 3. . . . Kb6 White would have continued 4. a5+ Kc5 (Kb7 also loses) 5. Bxf4 and wins, as after 5. . . . gxh2 6. Bxh2, Black cannot play Bd6 as this would permit 7. Bg1#. It is amusing to note that after 3. . . . Kb6 White would have to play carefully if he accepted the pawn at once: 4. Bxf4 g2 5. Be3+? (5. a5+ wins) Bc5 6. a5+ Kxa5 7. Bxc5 g1Q 8. Bxg1 stalemate!

4.

Bc7+

Bb6

5.

Bxf4

 

Threatening Bd2#, as the black piece now blocks the king’s flight square.

5.

. . .

Bc5

6.

Bc7+

Bb6

A vicious see-saw. Compare the example given under “The Seventh Rank” in the last chapter, page 135.

7.

Bxg3

And now White wins comfortably.

Let us examine the other lines available to Black on the first move:

(A) 1. . . . f3.This loses quickly. 2. c5 (threatening mate by Be1) Bd2 (the only move) 3. Bh4 and Black cannot avert the mate at d8.

(B) 1. . . . a6.Now 2. b6! Bf8 3. c5 (Be1 is again threatened) Bxc5 4. Bxc5 g3 5. b7 gxh2 6. b8 (Q, R or B) and White mates next move.

(C) 1. . . . Bg7.2. c5 Bc3 3. Bh4 – the mixture as before.

(D) 1. . . . Bf8.2. c5 Bxc5 (this sacrifice is forced, as the mate at e1 is again threatened) 3. Bxc5 g3 (if 3. . . . a6, the continuation is 4. b6, as in (B) above) 4. Bd6 (the mating threat is now Bc7) Kb6 5. Bxf4 and White wins easily by forcing home a queen’s-side pawn.

Examples from Play: 3. Rook and Pawns

As stated previously, this type of ending is by far the most common, and the position in diagram 85 is as prosaic as one could wish for. In its banality lies its importance, however, for most players, as Black, would be content with a draw. This ending was reached in a game between players of international repute (Najdorf-Szabo Saltsjöbaden Interzonal 1948), and Black, far from being satisfied with a draw, perceived that by exact play a win could be forced. Every move is an object-lesson in timing and precision.

 

White

Black

1.

Rd7

 

Preventing the advance of the black king.

1.

. . .

Rb3

Cutting off the white king from the defence of the f-pawn.

2.

Ra7

Rd3

Black’s task is by no means easy. In general, a pawn plus in rook-and-pawn endings is of little importance if the pawns are all on one side of the board and the kings are in their own territories.

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3.

Rb7

White plays at “wait and see”.

3.

. . .

Kg7!

A profound move. If 3. . . . Kg6 4. f5+ exf5 (4. . . . Kxf5 5. Rxf7+); and Black, although two pawns ahead, would have difficulty in winning for technical reasons too involved to discuss here.

4.

Ra7

h5

5.

Ra5

Rd5

6.

Ra3

 

Of course, 6. Rxd5 exd5 would be instantly fatal for White. But after 6. Ra7, the subsequent play is not so easy: 6. . . . Kg6 7. Re7 (not 7. f5+, as Black can now reply 7. . . . Rxf5 nor 7. Kf3 Rb5 8. Ke4 Rb2 9. f5+ Kf6! arriving at a similar position to that in the game) Rb5 8. Kf3 Rb3+ 9. Kf2 h4 10. Kg2 Rb2+ 11. Kh3 Rf2 12. Kg4 f5+ 13. Kxh4 Rxf4+ and Black, with two connected passed pawns, will win.

6.

. . .

Kg6

7.

Kf3

Kf5

8.

h3

h4

An important move, as will be seen.

9.

Rb3

f6

Now Black is able to stand a rook check without yielding ground and can concentrate on the weak h-pawn.

10.

Ra3

Rb5

White’s rook cannot leave the rank on account of the menace of a black rook check.

11.

Rc3

Rb2

Threatening to win by Rh2 followed by Rxh3.

12.

Rc5+

e5

13.

fxe5

fxe5

Now Black has obtained a passed pawn on the e-file.

14.

Rc4

Rc8 was no better here: the scaffold is already erected.

14.

. . .

Rb3+

15.

Kg2

Rg3+

16.

Kh2

 

The only move to save the pawn. Now the black centre pawn is free to advance. If this pawn had been on the f-file, White could have saved the game. Black knows his endgame theory.

16.

. . .

e4

17.

Rc8

e3

18.

Rh8

Rg6

19.

Rh5+

 

Not 19. Rxh4 e2 winning, nor 19. Re8 Kf4 20. Rf8+ Ke4 21. Re8+ Kd3 22. Rd8+ Ke2 and the pawn will eventually promote.

19.

. . .

Rg5

20.

Rh8

Kf4

20. . . . e2 would be a grave error, on account of Re8 winning the pawn and forcing the draw.

21.

Rxh4+

Kf3

22.

Rh8

e2

23.

Re8

 

Not 23. Rf8+ Ke4! 24. Re8+ Re5.

23.

. . .

Rg2+

24.

Kh1

Rf2

25.

Rf8+

Kg3

26.

Resigns

 

There is nothing to be done as the white rook must keep checking because of Black’s impending Rf1+ followed by e1Q. Now the black king comes back until the checks are exhausted. For example, 26. Rg8+ Kh4 27. Rh8+ Kg5 28. Rg8+ Kh6 29. Rh8+ (Rg1 is still met by Rf1) Kg7 and White’s rearguard action is over. An instructive, if difficult ending.

Conclusion

A favourite query of the average chess player is: how can I improve my play? It is a question the reader will be asking sooner or later. The answer is simple – study the end game. Practice will not make perfect, but it will go a long way towards perfection – and in the ending the stakes are high!

A few test positions are given. In problems of this nature the phrase “to win” does not mean that analysis of play right up to the final mate is necessarily required, but only up to the point where victory is solely a matter of time. None of the examples is long, but each contains a “twist” that may occur in practical play. Solutions are given on page 186.

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Solutions

(86) 1. Ne6+ Bxe6 2. Rf2 Qf7 (Qxf2 is stalemate) 3. Rxf7+ Kxf7 and Black cannot win (see bishop in the end game, page 73).

(87) 1. g6 hxg6 2. h6! Not 2. hxg6 Ke7 and Black wins. But 1. h6 (threatening g6) also wins for White.

(88) 1. Re1! Rf2 (if 1. . . . Rxe1 2. f8Q+ Kc7 3. Qc5+ Kd8 4. Qa5+ winning the rook, or 3. . . . Kb7/8 4. Qb4+ also winning the rook) 2. a3! (now Black is left without a waiting move and is said to be in zugzwang. If Rg2 or Rh2, the pawn queens; whilst, if the king moves, Ke7 wins) Rf1 3. Rxe2 Rf3 (the rook cannot leave the file) 4. Rd2+ Kc8 5. Rd5 Kc7 6. Rf5 Re3+ 7. Kf6 and queens next move.

(89) This is a very old ending. White, though a pawn down, is able to force a win. 1. a6! Kb8 (to stop c7) 2. Kg1! (the only move; now the black king cannot move or one of the white pawns will queen, so a pawn is compelled to advance) f3 3. Kf2 (White’s strategy is to move the king in front of whichever pawn advances) h3 4. Kg3 (now Black is in zugzwang; the pawns must be surrendered in turn after which the king must move to let by a white pawn) h2 5. Kxh2 f2 6. Kg2 g3 7. Kf1 g2+ 8. Kxf2 g1Q+ 9. Kxg1 Kc7 10. a7 Kxc6 11. a8Q wins.

(90) 1. Rc8+ Rxc8 2. Qa7+! Kxa7 (if 2. . . . Kc7 3. b8Q+ and mates quickly) 3. bxc8N+ Kb7 4. Nxe7 f4 5. Nf5 and Black’s pawns are decimated.

(91) 1. Ba1 (the only move) Kxa1 2. Kc2 g5 3. fxg5 f4 4. g6 f3 5. g7 f2 6. g8Q f1Q 7. Qg7+ Qf6 8. Qxf6#.