120 SILMAN’S COMPLETE ENDGAME COURSE
5 ...Bb2 6.f6 gxf6
Black could also play 6…Bxf6! 7.gxf6 gxf6, =.
7.g6
Actually threatening to win by 8.g7+.
7…f5! 8.Bxf5 Bal with … Bal-b2-al-b2, etc. to follow until White agrees to the draw out of sheer boredom.
Diagram 124
8
7
6
5
4
3
2
a h c d e f g h
Time to shake hands
This position shows one of the main problems the stronger side faces when Bishops of opposite colors exists: the passed pawn on e6 is firmly blocked by black’s King and white’s light-squared Bishop is unable to influence anything on that color. Thus, it can’t make the King step away from its blockade, nor can it attack black’s kingside pawns!
Black draws by keeping his King planted on e7, and by keeping his Bishop on the al-h8 diagonal. In this way, the passed pawn on e6 will never get anywhere, the h6-pawn is defended by the other pawn, and the g7-pawn is firmly (and permanently) guarded by its Bishop. Again, mindless “back and forth” action by …Bal-Bb2-Bal-Bb2 is all it takes to split the point.
We’ll continue our look at Bishops of opposite colors in Part Five.
USEFUL ADVICE
When you are in trouble, an excellent “last stand” strategy is to trade into a Bishops of opposite colors’ position.
Most players feel helpless when they enter a Rook endgame. This is quite unfortunate since Rook endgames occur often-in fact, they are more common than any other kind of endgame.
One thing that keeps players from studying such endgames is their apparent complexity. Who can understand and!or memorize such things? Which endgames are important, and which ones are complete wastes of time?
Here we’ll begin our Rook endgame education with two must know positions: The Lucena Position and the Philidor Position. Are they hard to understand? Do they take hours of effort to master? No, the basics of the Lucena and the Philidor can be completely assimilated in thirty minutes to an hour. In return, you’ll find they occur remarkably often, and they will both serve as lifelong guideposts on how to handle all other, far more complex, Rook endgames.
The Lucena Position (The Sacred Key to All Rook Endings)
It’s time to learn (yes, you will completely master this particular ending in the next few minutes!) the Holy Grail of Rook endings; the sacred key that allows you to know what to avoid when defending a pawn down Rook endgame, while also giving you the knowledge to know what to head for if you have the superior side.
UsEFUL ADVICE
This is one of those bits of chess knowledge that every
serious player must possess. It’s that important.
The Lucena Position, first published in 1634 by Salvio (for some reason it wasn’t in an earlier book by Lucena), is a simplified position where one side has a Rook and a non rook-pawn on the 7th rank (the King in front of its pawn), while the other side just has a Rook. The position in diagram 12 5 shows us the particulars.
121
122 SILMAN’S COMPLETE ENDGAME COURSE
Diagram 125
8
7
6
5
4
3
2
a b c d e f g h
White to move
White wins no matter who has the move, though for clarity’s sake we’ll give
White the move here. The key feature of the Lucena is the extra pawn on the
7th rank, one square away from turning into a Queen. Also, both Kings are joined in battle, with the white King in front of his pawn and the enemy King as close to the area of battle as possible. Clearly, White needs to do two things if he wants to win:
Move his King off of d8 so he can push his pawn. Promote the pawn to a Queen.
Simple goals indeed, but is it really that easy? Of course not! The problem is
that white’s King is blocking his own pawn and, at the moment, the black King and Rook are preventing it from getting out of the way. Since the black Rook can’t be budged, White must make the black King give ground.
The first way to try and accomplish this goal is: l.Re7+? (Many players try this, but it simply doesn’t get the job done.) l…Kf8 (And not l…Kf6?? 2.Ke8 followed by 3.d8=Q with an instant win.) 2.Re8+ Kf7 3.Re7+ Kf8. White is getting nowhere fast.
Since this fails, White should play:
l.Rf2+!
USEFUL ADVICE
Trapping the enemy King away from the action is almost always a good thing to do.
PART FOUR- ENDGAMES FOR CLASS “C” (!400-1599) 123
Diagram 126
8
7
6
5
4
3
2
1
a b c d e f g h
Making black’s King leave the scene of battle
This is far more to the point! Since l …Ke6?? allows 2.Ke8 followed by 3.d8=Q, Black has to step to the side and give the white King room to wander.
l…Kg7
Now comes a key moment. Of the following moves, which one do you think is correct?
2.Ke8
– – …. 2.Ke7
2.Rg2+
_…. 2.Rf4
Let’s take a look at each choice (and do study the flaws of every move since it will help you acquire a clear understanding of what to avoid):
Wrong:
2.Ke8?
Threatening to promote the pawn.
2…Rei+ 3.Kd8 Rcl and White hasn’t made any progress at all.
Wrong:
2.Ke7?
Again threatening to promote the pawn. This is the move almost every
one tries!
2…Rel+ 3.Kd6
It seems the White King is at last free to roam. This is true, but its in ability to support its pawn in the face of the upcoming relentless barrage of enemy checks makes the whole idea invalid.
3…Rdl+ 4.Ke6
And not 4.Ke5?? Rxd7, draw.
4…Rei+ 5.Kf5
124 SILMAN’S COMPLETE ENDGAME COURSE
Diagram 127
8
7
6
5
4
3
2
1
a b c d e f g h
Not good enough
White’s King is safe. Is he going to win?
5…Rdl
No, he’s not! This Rook move brings White back to reality. The pawn can’t safely advance, and it’s threatened with capture. White has no choice but to defend with his King.
6.Ke6 Rel+ and White is again making no progress.
Wrong:
2.Rg2+?
This silly move helps Black by allowing him to move back to f7, once again rendering the white King immobile.
Thus, the right move for White is:
2.Rf4!
Diagram 128
8
7
6
5
4
3
2
a b c d e f g h
A mysterious rook move
This certainly looks odd, doesn’t it? However, the idea of using the Rook to shelter its King from upcoming checks makes sense. The legendary Nimzovich described this maneuver as “building a bridge.”
PART FOUR- ENDGAMES FOR CLASS “C” (1400-1599) 125
RuLE
The “Building a Bridge” maneuver is the winning idea in a Lucena Position.
Let’s see how it works:
2 …Rc2
Black can’t improve his position so he marks time.
3.Ke7
Only now should the white King leave the cover of the pawn. Since promotion is threatened, Black must go into checking mode.
3 …Re2+ 4.Kd6 Rd2+ 5.Ke6
Don’t toss the win out the window with 5.Ke5?? Rxd7, draw.
5… Re2+ 6.Kd5 Rd2+ 7.Rd4!
Diagram 129
8
7
6
5
4
3
2
1
a b c d e f g h
The “bridge” has been built
The bridge has been built and the pawn’s promotion to a Queen can no longer be prevented. Black resigns.
We can now sum up the winning ideas:
Force the black King away from the action via Rf2+.
••..,… Prepare to use your Rook as a check-blocking (“bridge
building”) agent with Rf4.
••..,… Move your King away from the front of the pawn.
••..,… Block the opponent’s desperate checks with the Rook, which effectively ends the game.
Congratulations! You have now mastered the Lucena Position.
126 SILMAN’S COMPLETE ENDGAME COURSE
The Philidor Position
(A Critical Defensive Stand!)
Now that you’ve mastered the Lucena Position (You did master that position, didn’t you?), we will take a look at something that’s almost as important: the Philidor Position.
Okay, who can remember such strange names? Fair enough. Let’s follow the
old adage that says a picture is worth a thousand words.
Diagram 130
a b c d e f g h
Draw
White’s a pawn up, enjoys the superior King position, and apparently has the more active Rook. Though I just listed three serious plusses for White, this is a dead draw. However, people lose this kind of position every day, so you must know what you’re doing. Fortunately, the drawing idea is very simple, and by the time you finish reading the material about the Philidor in Part Four, you’ll be able to draw any grandmaster in the world with ease.
We’ll return to the position in diagram 130 soon, but first let’s take a look at some things that can go wrong for the defender.
Passive Rook
Though a Phildor Position should be drawn, things can turn ugly if the defender’s Rook becomes passively placed, giving the stronger side free reign to do whatever he wishes to do.
PART FOUR- ENDGAMES FOR CLASS “C” (1400-1599) 127
Diagram 131
8
7
6
5
4
3
2
1
a b c d e f g h
UsEFUL AovicE
The idea of swinging the Rook over to the other side is worth remembering since you’ll be able to make use of
it again and again during the
course of your chess career.
Black’s passive rook leads to his doom
In diagram 131, White wins because black’s Rook is stuck on his 1st rank (moving the Rook off the 1st rank allows Rh8+). Since black’s Rook is a bystander and can’t bother the white King, the first player can calmly play l.Ra7! when 2.Ra8+ can’t be stopped. Black
would then have to resign.
RuLE
If you’re defending a Philidor Position, don’t allow your Rook to become passively placed!
Let’s glance at another, equally hopeless, passive Rook position (diagram 132).
Diagram 132
8
7
6
5
4
3
2
a h c d e f g h
Different pawn, but Black’s still dead
White scores the point by using that same “swing the Rook to the other side” technique: l.Ra7 Kb8 (Not a happy choice, but 2.Ra8 mate had to be stopped. If
1…Kd8 2.Ra8+ picks up black’s Rook.) 2.c7+ Kc8 3.Ra8+ Kd7 4.Rxg8 and Black might be well advised to resign and find something better to do with his time.
Sometimes, though, you can play horribly and still exit with your skin intact. In diagram 133, Black has allowed his Rook to become passive, but it doesn’t matter because White can’t win if he’s left with a knight-pawn or rook-pawn.
128 SILMAN’S COMPLETE ENDGAME COURSE
Diagram 133
RuLE
If your opponent’s extra pawn is a knight-pawn or rook-pawn and your King is in front of it, you should effortlessly draw even if
the lobotomy scar hasn’t completely healed yet.
8
7
6
5
4
3
2
1
a b c d e f g h
Black draws despite himself!
If only White could swing his Rook over to the file left of the a-file! Sadly, such a file doesn’t exist. Because of this, White can’t force a catastrophic back rank check (as occurred in diagram 131 after 1.Ra7) and, as a result, can’t win the game: l.Rh7+ Ka8 2.Ra7+ Kb8 and no progress can be made since 3.b7?? Rg6+ wins for Black!
REMEMBER
These kinds of passive Rook positions are winning for the stronger side if the pawn (which is on the 6th rank) is a bishop-pawn, queen-pawn, or king-pawn (thanks to the possibility of swinging the Rook over to the other side). However, a knight-pawn or rook-pawn is hopelessly drawn, since this “swing the Rook over” maneuver is no longer possible.
Pure Philidor
Having taken a look at the key passive Rook positions, it’s finally time to return to the position in diagram 130 (recreated for your viewing pleasure in diagram
134) and study a basic Philidor Position in all its glory.
Diagram 134
8
7
6
5
4
3
2
a b c d e f g h
Black to move draws easily
PART FOUR- ENDGAMES FOR CLASS “C” (1400-1599) 129
Remember how I promised that you would be able to draw any grandmaster with ease from this position? I wasn’t joking! The big idea here is to take away the whole 6th rank from the white King:
l…Rh6!
Believe it or not, this simple move ices the draw.
Black was aware that passive play failed due to our old “swinging Rook crouch ing check” trick: 1…Rt7 (“Why let White check our King?” is a common line of reasoning. But stopping such a check turns out to be unrealistic after …) 2.Ra8! when Ra7+ can’t be prevented.
But why didn’t Black play for the active Rook by 1…Rh1 (threatening to check on d1)? Because after 2.Rg7+ Ke8 White has the strong 3.Kd6!.
Diagram 135
8
7
6 USEFUL ADVICE
5 The idea of blocking
4
3
2
a b c d e f g h
Not what Black wants!
checks by using the pawn as cover is a big one, and Black must do his best to avoid this pitfall.
Suddenly Black can’t maintain a cascade of checks since 3…Rh6+ runs into 4.e6 (using the pawn to block the check and threatening Rg8 mate) when 4…Rh8 leads to the lost passive Rook positions already discussed in diagrams 131 and
132. Also note that 3 …Rd1+ fails to 4.Ke6 when the checks are over and Rg8+
is once again “on.”
By the way, the position in diagram 135 turns out to be drawn after all, but it’s far from easy and is anything but “basic.” Look for a discussion of this in Part Seven, where Black faces his fears and survives against impossible odds. For our purpose (i.e., proving that the Philidor Position is an easy draw), we’ll say that you would be smart to avoid the position in diagram 13 5.
Fortunately, playing 1…Rh6! (from diagram 134) makes life good (and easy!)
agam.
2.Rg7+ Ke8 3.Ra7 Rg6
130 SILMAN’S COMPLETE ENDGAME COURSE
Diagram 136
a b c d e f g h
“You shall not pass!” shouts the black Rook to the white King
The “deep” defensive idea (also known as the 3rd Rank Defense) is now clear. If left alone, Black will bravely play …Rh6 and … Rg6 until the cows come home (or wrist-cramp sets in). Of course, if Black lusts for adventure then he can toss in …Rb6 (a “longer” and more flowery move), but it all amounts to the same thing: white’s King desperately wants to step forward but can’t due to the blocking power of the black Rook!
4.e6
Not what White wanted to play, but he has no other choices since 4.Ra8+ Ke7 makes Black happy. Now White threatens the strong Kd6 when black’s King will feel some serious heat.
4…Rgl!
Only now does this active move work. Since white’s King can’t hide behind his pawn any longer, the upcoming avalanche of checks makes the draw obvious.
Diagram 137
8
7
6
5
4
3
2
1
a b c d e f g h
No cover for the white King
In diagram 13 5 White was able to use his pawn as cover. Here (in diagram
13 7) he cannot. You would be wise to compare the two positions!
PART FOUR- ENDGAMES FOR CLASS “C” (1400-1599) 131
5.Ra4
No better is 5.Kd6 Rdl+ 6.Ke5 Rel+ and White should be a good sport and shake hands.
5…Ke7
Also fine is S …Rdl+ 6.Rd4 Rxd4+ 7.Kxd4 Ke7 8.Kd5 Ke8 9.Kd6 Kd8 10.e7+ Ke8 ll.Ke6, draw.
6.Ra7+ Ke8 when White can’t make any progress at all.
I strongly recommend that you ponder the ideas in this very common endgame. These themes will help you save games when down a pawn and win games when you possess that extra bit against an unschooled opponent.
RULE
The defender’s drawing plan in the Philidor Position is to use his Rook to block the stronger side’s King from stepping onto the rank in front of the pawn. Go back and forth with the Rook until the pawn
is pushed (destroying the enemy King’s pawn cover). Then leap to the back rank (putting maximum
distance between the defending Rook and enemy King) and begin checking like a berserk demon!
Trap The Enemy King Away
From the Action
As we saw in our study of the Lucena Position, trapping the enemy King away from the action was an important idea in the winning process, and is also a key idea for the defender. The logic is easy to grasp: If a heated battle is raging on Hill One, and a portion of the enemy army is confined to Hill Two, then you simply have your opponent outnumbered!
Diagram 138
8
7
6
‘)
4
3
2
1
a b c d e f g h
White to move
132 SILMAN’S COMPLETE ENDGAME COURSE
Thanks to the extra pawn and the fact that black’s King is so far away, White is clearly winning the game. Black is still holding on to some small shred of hope, though. If he can get his King in front of the pawn he might (Ah, the joy of hope!) be able to create a Philidor Position. However, why should White allow Black to hold onto his dreams when he can immediately show black’s helpless ness by the simple l.Rfl! Suddenly black’s King has no hope of taking part in the battle since 1 … R£7 2 .Rx£7 + is a very easy win.
Our next example shows this “trapping the King away from the action” idea used defensively.
Diagram 139
USEFUL ADVICE
Trapping the enemy King away from the action for either defensive or offensive reasons is often a very effective strategy.
a b c d e f g h
Black to move and draw
White to move would win by l.Kc5 when the d5-pawn would fall: l.Kc5 Rg5
2.Rd6+ Ke7 3.Rxd5. However, Black to move saves the game by …
l…Rc8!
Suddenly white’s King can’t join in the battle against d5.
2.Kb6
It’s clear that 2.Rh7+ Kd6 only helps Black, while 2.Rh5 Kd6 has the same effect.
2 …Rc2
Letting White know that his f2-pawn isn’t a tower of strength either!
3.Rf6 Rcl
Black has no intention of giving up his control over the c-file! Without a King, White can’t hope to win. Drawn.
This is a no-contest, especially if the stronger side’s King-who we’ll suppose is White-is close to the pawn. However, even if the white King is on the other end of the universe, a Queen can beat a King and pawn (occasional exceptions occur if the pawn is on the 7th rank) in two ways:
The Queen lands on the queening square. Since the pawn then has no chance of promoting, the vacationing King can calmly walk back to the endangered area and eventually eat the pawn.
.._ The Queen forces the black King to step in front of its pawn.
Since the pawn can’t move for a moment, the white King can take a safe step closer to the pawn’s position. This will be repeated
until white’s King joins with its Queen to pick off the pawn.
Queen vs. Pawn on 6th Rank
Diagram 140
8
7
6
5
4
3
2
1
a b c d e f g h
White to move
White ends things quickly by permanently stopping black’s pawn in its tracks. l.Qa5+ Kd3 2.Qel e2 3.Kc6 and Black can’t prevent White from marching his King to the pawn: 3…Ke3 4.Kc5 Kd3 5.Kd5 Ke3 6.Kc4 Kf3 7.Kd3 and the pawn is lost.
133
134 S I L MAN ‘ S C 0 M P LET E END GAME C 0 U R S E
Diagram 141
8
7
6
5
4
3
2
a b c d e f g h
White to move
Rook-pawns often prove the exception to various general rules. In this case White doesn’t want the pawn to get to the 7th rank (we’ll discuss that in a mo ment), but he also can’t get his Queen to h1, which would allow White to win as he did in the previous example.
However, he can win easily in the following manner:
l.Qg5+ Khl
1…Kh2 blocks the pawn and let’s White safely move his King closer to the action by 2.Kc7. It also allows White to instantly win the pawn by 2.Qg4, as seen at the end of our main line and in diagram 142.
Diagram 142
8
7
6
5
4
3
2
a b c d e f g h
Black to move loses his pawn
The position in diagram 142 is white’s main winning idea when a rook-pawn is on the 6th rank.
After 1…Khl (from diagram 141, which continued l.Qg5+ Kh1), all of white’s subsequent moves are geared towards creating the position in the diagram.
2.Qd5+! Kgl
PART F 0 U R – ENDGAMES F 0 R CLASS “C” ( 14 0 0- 1 59 9) 135
2 …Kh2 3.Qf3 wins the pawn.
3.Qd4+
Never giving Black a chance to push his pawn to h2.
3 …Khl
We already know that 3 …Kh2 falls victim to 4.Qg4, 3while 3 …Kfl also loses to 4.Qf4+ Kg2 (4…Ke2 5.Qh2 is completely hopeless) 5.Qg4+ Kh2 6.Kc7, winning the pawn.
4.Qe4+
Forcing black’s King to h2 or gl, both poor squares.
4…Kgl
4…Kh2 5.Qg4.
5.Qg4+ Kh2 6.Kc7 and Black is forced to jettison his pawn by 6…Khl 7.Qxh3+ when the game is over.
RuLE
Lone Queen vs. King and pawn on the 6th rank is always a win for the Queen.
Queen vs. Pawn on the 7th Rank
Though I personally leapfrogged over the “C” class (jumping directly to class “B”), I must admit that I remember the first time I ever came into contact with this endgame. I was fourteen-years-old (with a 1600 rating) and a friend called and gave me the following position over the phone.
Diagram 143
“White’s a Queen up!” I said. “Yes, but I bet you can’t win it.”
I laughed at him, agreed on a fifty-cent wager, and proceeded to lose my money when I just couldn’t do it! Humiliated, I finally asked for the solution.
136 SILMAN’S COMPLETE ENDGAME COURSE
RuLE
This endgame is won by maneuvering with the Queen so that black’s King is forced to step in front of its pawn. Since the pawn can’t move for a moment, the white King can take a safe step closer to the pawn’s position. This will be repeated until white’s King joins with its Queen to pick off the pawn.
l.Qh4+ Kdl
Otherwise White plays Qel, forever stopping the pawn in its tracks.
2.Qd4+ Kc2 3.Qe3!
As a child, I wasn’t able to find this endgame “key.” The idea is to force black’s King in front of his pawn, and then step a square closer to the action with the white King.
3 …Kdl 4.Qd3+
Forcing Black to block his own pawn.
4…Kel 5.Kb7
The first step of many towards black’s pawn.
5…K.f2
Now White just has to repeat the same process again and again until his King helps win the pawn.
6.Qd2 Kfl
Again, 6…Kf3 7.Qel would be very easy for White.
7.Qf4+ Kg2 8.Qe3! Kfl 9.QB+ KellO.Kc6 Kd2
Note that 10… Kdl allows ll.Kd5 since thee-pawn is pinned.
ll.Qfl Kd112.Qd4+ Kc213.Qe3! Kd114.Qd3+ Ke115.Kd5 K.f2 16.Qd2
Kf117.Qf4+ Kg2 18.Qe3! Kf119.QB+ Ke120.Kd4
Now things end quickly since white’s King is in striking range.
20…Kd2 21.Qd3+ Kel 22.Ke3 Kfl 23.Qxe2+ Kgl 24.KB
And not 24.Qf2+ Khl 25.Kf3?? stalemate. When the game seems ridiculously easy to win, don’t get overconfident and overlook a stalemate!
24…Khl 25.Qg2 mate.
Once I saw how it was done (we went over it several times) he made me set up another position.
PART FOUR- ENDGAMES FOR CLASS “C” (1400-1599) 137
Diagram 144
a b c d e f g h
White to move
“I bet you can’t win this.”
Angry at the insult, I said, “What are you talking about? You just showed me how to do it! Of course I can win it!”
He was adamant. “I’ll bet you double or nothing you can’t.”
So we went at it again:
l.Qh5+ Kel 2.Qe5+ Kd2 3.Qf4+ Ke2 4.Qe4+ Kd2 5.Qf3!
I was quite proud of myself since I had clearly mastered this winning idea. There was no question in my mind that I was going to win this bet!
5…Kel 6.Qe3+ Kfl 7.Kb7
At this point I decided that enough was enough. “Okay, I think I’ve showed you that I know how to win it. Let’s end this farce!”
He just laughed and played …
7…Kg2 8.Qe2 Kgl 9.Qg4+ Kh2 lO.Q£3 Kglll.Qg3+ Khl!-Doh! I froze in my tracks! Suddenly I realized that the game was indeed a draw since 12.Qxf2 is a stalemate, while checks like 12.Qh3+ Kgl simply repeat the position and never allow the white King to complete its long journey to the afflicted area.
RuLE
A b/g-pawn, e-pawn and d-pawn on the 7th all lose to a Queen.
RuLE
A elf-pawn on the 7th rank can draw against a Queen if the stronger side’s King is far away from the action.
138 SILMAN’S COMPLETE ENDGAME COURSE
What about a rook-pawn (a/h-pawn) on the 7th? We’ve seen how rook-pawns often prove the exception in many endgame positions, and this rook-pawn paranoia holds true here too.
Diagram 145
a b c d e f g h
White to move, draw
Black’s drawing idea in this endgame can be instantly grasped after l.Qg3+ Khl!, when the hoped for march of the White King (via 2.Kc7, for example) leads to an immediate stalemate and draw. Unfortunately for White, Queen checks also get nowhere: 2.Qel+ Kg2 3.Qd5+ Kgl (and not 3 …Kg3?? 4.Qhl, winning) and the threat to promote the pawn means that white’s King will never be able to help out. Thus the game’s a draw.
RULE
A rook-pawn (a/h-pawn) on the 7th rank draws against a
Queen if the stronger side’s King is far from the action.
King and Pawn Endgames
_… In general, in a king and pawn vs. lone King position, the weaker side loses if he can’t get his King in front of the enemy pawn-if you can’t block and stop the pawn from queening, then you’re a goner! However, rook-pawns often allow all sorts of exceptions due to
the fact that there isn’t a file to the side of the pawn (which creates
many odd stalemate possibilities).
_…You can gauge the result of an upcoming Trebuchet position in this way: the side whose King can make first contact with the enemy pawn can force a winning Trebuchet.
_… King and two (doubled) pawns vs.lone King always win unless the pawns can’t be properly defended, or unless they are rook-pawns.
_… You can calculate the square of a pawn by: drawing a diagonal extension from the pawn to the end of the board; drawing a line from the side of the pawn to the edge of the board; connecting all the lines. The defender’s King can step into this square, it will stop the pawn. If it can’t, the pawn will run for a touchdown.
_… An Outside Passed Pawn is a passed pawn that stands to the side of the main sphere of battle. Such a pawn is usually a very valuable commodity since it can be far from the enemy King and thus pose
a serious promotion threat, and/or it can force the defending King
over to deal with it, leaving the embattled area (where most of the pawns reside) bereft of a defender.
Minor Piece Endgames
_… A Bishop and (safe) pawn vs. a lone King sounds like it should
be resignable, yet it can be salvaged if: the pawn is a rook-pawn; the pawn’s queening square is a different color than its Bishop; the defender’s King can reach the queening square (or any of the squares touching the queening square).
_… A Knight and a (safe) pawn vs. a lone King is always a win for the material advantage, except when the extra pawn is a rook-pawn and
139
140 SILMAN’S COMPLETE ENDGAME COURSE
that rook-pawn is on the 7th rank. We’ve seen that rook-pawns often create exceptions to otherwise ironclad rules, and this is yet another case of the “rook-pawn curse.”
_.,. In the middlegame, Bishops of opposite colors is thought to be an advantage for the attacker since one Bishop can’t defend what the other attacks. However, in the endgame Bishops of opposite colors can give the defender serious drawing chances in positions that one would think are losing.
Rook Endgames
_.,. The Lucena Position is the Holy Grail of Rook endings; the sacred key that allows you to know what to avoid when defending a pawn down Rook endgame, while also giving you the knowledge to know what to head for if you have the superior side. The Lucena Position is a simplified position where one side has a Rook and a pawn (any pawn but a rook-pawn) on the 7th rank (the King in front of its pawn), while the other side just has a Rook.
_.,. The Philidor Position is a Rook and pawn vs. Rook position where the defender’s King is in front of the enemy pawn. In general, such a position is drawn.
_.,. In a Rook and pawn endgame, it’s important to not allow your Rook to become passively placed!
_.,. In a Rook and pawn endgame, always trap the enemy King as far away from the action as possible by using your Rook to cut it off from a file or rank. The logic is easy to grasp: If a heated battle is raging on Hill One, and a portion of the enemy army is confined to Hill Two, then you simply have your opponent outnumbered!
Queen vs. King and Lone Pawn
_.,. Queen vs. lone pawn is a no-contest, especially if the stronger side’s King is close to the pawn. However, even if the stronger side’s King is on the other end of the universe, a Queen can beat a King and pawn (occasional exceptions occur if the pawn is on the 7th rank) in two ways:
• The Queen lands on the queening square. Since the pawn then has no chance of promoting, the vacationing King can
PART FOUR- ENDGAMES FOR CLASS “C” (1400-1599) 141
calmly walk back to the endangered area and eventually eat the pawn.
• The Queen forces the defending King to step in front of its pawn. Since the pawn can’t move for a moment, the stronger side’s King can take a safe step closer to the pawn’s position. This will be repeated until the King joins with its Queen to pick off the pawn.
_.. Queen vs. pawn observations (with the stronger side’s King far from the action): A Queen vs. any pawn on the 6th always wins for the Queen; A Queen vs. a knight-pawn, king-pawn, queen-pawn on the
7th wins for the Queen; A Queen vs. a bishop-pawn or rook-pawn
on the 7th is a draw.
TEST} Diagram 146
a b c d e f g h
Black to move
Is White winning, or can Black save the game?
Diagram 147
a h c d e f g h
Black to move
Black played 1.. .g5 in this position. Is this a good move, or should he have preferred 1…Kf8?
142
PART FOUR- ENDGAMES FOR CLASS “C” (1400-1599) 143
TEST 3 Diagram 148
. _.$ | &W . | s 7 |
6 | ||
5 | ||
4 | ||
3 | ||
2 |
a b c d e f g h
Black to move
White has a dominating King, two active Bishops vs. a Bishop and Knight, and two extra pawns. Is it time to resign?
; ;
TEST4
··–
Diagram 149
s
7
6
5
4
3
2
What is white’s best move?
a b c d e f g h
White to move
TEST 5
·–……_
Diagram 150
8
7
6
5
4
3
2
Can White win this position?
a b c d e f g h
White to move
144 S I L MAN ‘ S C 0 M P LET E END GAM E C 0 U R S E
TEST 6 ··
‘ ” $$$ $ ‘
Diagram 151
a h c d e f g h
Black to move
Black has a problem-like draw here that you’re not expected to find (though have fun trying!). However, can you see the chess oddity that will allow Black to save himself? We’re looking for an idea, not moves.
TEST 7 Diagram 152
a b c d e f g h
Black to move
It’s a race between black’s King and the a-pawn. Can Black draw?
– –
TEST 8
w
Diagram 153
8
7
6
5
4
3
2
a b c d e f g h
White to move
White has the better King position, so he should be the one with all the chances. Can White win?
PART FOUR – ENDGAMES FOR CLASS “C” ( 1400-1599) 145
Diagram 154
8
7
6
5
4
3
2
a b c d e f g h
Black to move
White threatens the unpleasant Ra7+. How can Black defend himself?
TEST 10 ¢
“‘t 20′ ALi
Is Black doomed?
TEST 11
01
Diagram 155
8
7
6
5
4
3
2
a b c d e g h
Black to move
Diagram 156
8
7
6
5
4
3
2
a b c d e f g h
White to move
White’s a Knight up and can capture the a7-pawn two different ways. Can he win?
146 SILMAN’S COMPLETE ENDGAME COURSE
TEST 12 Diagram 157
8
7
6
5
4
3
2
a b c d e f g h
White to move
Diagram 158 Diagram 159
8 8
7 7
6 6
5 5
4 4
3 3
2 2
a b c d e f g h a b c d e f g h
White to move White to move
Of these three diagrams (157, 158, and 159), which one (if any) is salvage
able for Black (White has the move in each case)?
TEST 13 Diagram 160
8
7
6
5
4
3
2
a b c d e f g h
Black to move
Black has four ways to play this position: l…Kxg3, l…fxg3, l…Rg2+, and
1 … f3. Do any of these choices win?
PART FOUR- ENDGAMES FOR CLASS “C” (1400-1599) 147
TEST 14
$ 3;
Diagram 161
IC””””””” 1″”‘””””
8
7
6
5
4
3
2
a h c d e f g h
Black to move
Black is a pawn up and enjoys a three to two pawn majority on the kingside. Wanting to create a passed pawn, he played l…g6. Is this a good move?
* * * * *
SOLUTION 1
Diagram 146
abcdefgh
Gligoric-Fischer, Yugoslavia 1959
Black to move
Is \Vhite winning, or can Black save the game?
·-
Black, who can’t let White get the Opposition, and can’t let white’s King get two squares in front of its pawn, only has one move that draws:
l…Kb8!
This move sits back and waits for White to advance and give Black the Opposi tion. Other moves lose because White either gets the Opposition or is allowed to bring his King too far forward:
l…Kc7?? 2.Kc5 Kb7 3.Kb5 Kc7 4.Ka6, 1-0. l…Kb7?? 2.Kb5, 1-0.
l…Kd7?? 2.Kb5, 1-0.
148 SILMAN’S COMPLETE ENDGAME COURSE
l…Kd8?? 2.Kb5 Kc7 3.Ka6, 1-0.
The game was agreed drawn after 1...Kb8 due to the following possibilities:
–2.Kd5 Kb7 3.Kc5 Kc7 4.Kb5 Kb7 with a simple draw.
–2.Kb5 Kb7, 1h- 1h.
2.Kc5 Kc7, 1h-1h.
2.Kd4 Kb7 with a draw (and not 2 …Kc7?? 3.Kc5 when White gets the Opposition and wins).
SOLUTION 2 Diagram 147
Schlechter-Tartakower, Carlsbad 1907
Black to move
Black played l…g5 in this position. Is this a good move, or should he have preferred 1...KfS?
l…g5??
This loses since it allows White an Outside Passed Pawn (l…Kf8 2.Kd3 Ke7
3.Kc4 Kd7 would have drawn.)
2.fxg5 hxg5 3.Kf3 Kg6 4.Kg4 f5+ 5.exf6 Kxf6
Though Black has a passed pawn, he’s dead lost due to the fact that White can create a far more valuable Outside Passed Pawn by g3 and h4.
6.g3! a5 7.a4 e5 8.h4! gxh4 9.gxh4
This Outside Passed Pawn allows White to make use of our Fox in the Chicken
Coup concept.
9…Kg6 10.b3 b6
10…e4 11.Kf4 is easy for White.
ll.h5+ Kf6
11…Kh6 12.Kf5.
12.h6 Kg6 13.h7 Kxh7 14.Kf5, 1-0. White marches over and wins black’s remammg pawns.
PART FOUR- ENDGAMES FOR CLASS “C” (1400-1599) 149
SOLUTION 3 Diagram 148
Gereben- Najdorf, Budapest 1936
Black to move
White has a dominating King, two active Bishops vs. a Bishop and Knight, and two extra pawns. Is it time to resign?
In the actual game, Black more or less gave up by playing 1 …Nd5 2.g4 Bd7
3.f5+ and he went down in flames. Later Najdorf received some (unjust) criti
cism for missing a “saving” resource:
l…Nd7+ 2.Kd6 Nxc5 3.Kxc5 Bxh3 and now 4.gxh3 Kf5 draws since, after
…Kxf4, White will be left with a Bishop and wrong colored rook-pawn (5.Kd6
Kxf4 6.Bxc6 Kg5 7.Ke7 Kh6 8.Kf8 Kh7 and Black safely makes it to h8).
This example shows how a player must always be on the lookout for the Bishop and rook-pawn of the wrong color save. However, in this example White wins after 3 …Bxh3 by 4.Bc2+!, which forces immediate resignation (4… Bf5 5.Bxf5+ Kxf5 6.g3).
SOLUTION 4 Diagram 149
ahcdefgh
White to move
What is white’s best move?
White has made the mistake of pushing his doubled pawns down the board together. This actually hampers the winning process and now White only has one way to secure victory:
l.g8=Q+!
150 SILMAN’S COMPLETE ENDGAME COURSE
This allows White to grab the Opposition and reach a basic winning King and pawn vs. King position. Other moves throw the win away: l.Kf7?? is an immediate stalemate, while l.g6+?? Kg8 forces White to give up on g7-pawn and accept a basic draw.
1…Kxg8 2.Kg6!
And not 2.g6?? Kf8 3.g7+ Kg8 4.Kg6 stalemate.
2…Kh8 3.Kf7 Kh7 4.g6+ and the pawn queens.
SOLUTION 5 Diagram 150
White to move
Can \Vhite win this position?
No, Black draws. Though White wins the final black pawn, his King will end up trapped in the corner, or he’ll allow the enemy King to take up residence on g8 or h8.
l.Kg7
On I.h6 Black simply waits with l…Kd6 when 2.Kg7 Ke7 3.Kxh7 Kf7 traps white’s King and forces a draw after 4.Kh8 Kf8 and now 5.h7 is an instant stale mate, while 5.Kh 7 Kf7 gets White nowhere.
l…Ke6 2.Kxh7
As in our note to move one, 2.h6 Ke7 3.Kxh7 Kf7 is also drawn.
2…Kf7 3.Kh8 Kf8 4.Kh7 Kf7 5.h6 Kf8 6.Kg6
White gets nowhere with 6.Kh8 Kf7.
6…Kg8 and black’s King can’t be chased away from the front of white’s pawn.
PART FOUR- ENDGAMES FOR CLASS “C” (1400-1599) 151
SOLUTION 6
Diagram 151
Black to move
(A variation from a Pal Benko composition)
Black has a problem-like draw here that you’re not expected to find (though have fun trying!). However, can you see the chess oddity that will allow Black to save himself? We’re looking for an idea, not moves.
l…Kxb7!
The only good move. Other moves lose:
l…Re8 2.Bc8 and White makes a new Queen.
l…Rb8 2.Kc6 Rxb7 (2 …Ka5 3.Kc7 Rxb7+ 4.Kxb7 a6 5.Bc4 and Black loses his a-pawn) 3.Bc4+! (3.Bc8?? Ka5 4.Kxb7 Kb4
5.Be6 aS followed by …a4, =) 3 …Rb5 (3 … Ka5 4.Kxb7 and
White wins the a-pawn and retains a b-pawn, which gives
Black no hope) 4.Bxb5+ (and not 4.b4?? stalemate!) 4…Ka5
5.Kc5 a6 6.b4 mate.
The whole point of this chess problem (starting with the brilliant 1…Kxb7) is in the possibility of creating a rook-pawn draw. Did you notice that such a thing might be possible (even if you didn’t quite see how)? If so, your intuitive grasp of patterns is very impressive!
2.Bd5+ Kb8 3.Be4!
Forcing black’s pawn to advance to a vulnerable square. The “obvious” 3.Bxa8
Kxa8 is an easy draw.
3…a5 4.Bxa8 a4!!, =. White is left with a basic rook-pawn draw after 5.bxa4
Kxa8.
Again, I didn’t expect you to solve this problem, but trying to do so should ram home the idea that “salvation by rook-pawn” can occur from “out of the blue.”
152 SILMAN’S COMPLETE ENDGAME COURSE
SOLUTION 7 Diagram 152
8
4
3
ahcclefgh
Black to move
It’s a race between black’s King and the a-pawn. Can
Black draw?
No, Black loses. Though it seems that 1…Kg2 steps into the square of white’s pawn, this turns out to be an illusion since the pawn can leap two squares at once:
2.a4 KB 3.a5 Ke4 4.a6 Kd5 5.a7, 1-0.
SOLUTION 8 Diagram 153
ahcdefgh
White to move
White has the better King position, so he should be the one with all the chances. Can White win?
There are a couple things happening here. First, both pawn majorities seem frozen by a single enemy pawn. Second, even if White achieves a Chicken Coup infiltration, he’ll be left with a rook-pawn.
However, it turns out that White can easily create a passed pawn, while Black
can’t. Once that is done, the race is on, with White winning by one move.
l.c5+!
A nice idea. It seems that White’s losing a pawn, but that turns out to be an illusion.
l…bxc5+ 2.Kc4 Kc7
There’s no hope in 2 …g5 3.hxg6 e.p.
PART FOUR- ENDGAMES FOR CLASS “C” (1400-1599) 153
3.Kxc5 Kh7
Now the footrace begins. White needs to rush to the k:ingside, eat all the black pawns, and move his King to g7 before black’s King can reach f8, f7, or f6.
4.Kd6
Actually, White doesn’t need to test his “foot speed” at all. An alternative way to victory is 4.b6 Kb8 5.Kc6 Kc8 6.b7+ Kb8 7.Kb6 g5 8.hxg6 e.p. h5 9.g7 h4
10.g8=Q mate.
4…Kb6 5.Ke6 Kxb5 6.Kfi Kc6 7.Kxg7 Kd7 8.Kxh6 Ke7 9.Kg7, 1-0.
SOLUTION 9 Diagram 154
Black to move
White threatens the unpleasant Ra 7+. How can Black defend himself?
If you thought you could draw by trading Rooks, you’re wrong: l …Rc8 2.Ra7+ Rc7?? 3.Rxc7+ Kxc7 4.Ke6! followed by Kf7 is an easy win for White. Instead, Black can effortlessly hold a half point by using the classic Philidor formula.
l…Rg6! 2.Ra7+ Ke8
Now white’s King can’t advance onto the 6th rank. Since Black can endlessly tread water by moving his Rook back and forth along that rank, White must eventually push his e-pawn.
3.e6
Threatening to win by 4.Kd6.
3…Rgl! and the coming cascade of Rook-checks will make it clear that White has no chance whatsoever of winning.
154 SILMAN’S COMPLETE ENDGAME COURSE
Diagram 155
Black to move
Is Black doomed?
Black can draw by giving up his Knight for the g-pawn and creating a miracle-save rook-pawn and wrong colored Bishop vs. lone King draw.
1…Nf6! 2.Bf3 Nxg4!
Taking it before g4-g5 can be played!
3.Bxg4 Kf6 4.h5 Kg7, 1/z- 1/z.
Diagram 156
ahcdefgh
White too move
VVhite’s a Knight up and can capture the a 7-pawn two different ways. Can he win?
This is an easy position to blow. For example, l.Nxa7+?? Kb7 leads to the loss of the b-pawn. Most tempting is l.bxa7??, but if you had studied the earlier material you would know that the position after l…Kb7 is dead drawn.
l.Nd6+!
The only way to secure victory.
l…Kb8 2.b7 Kc7 3.Kb3, 1-0. White wins by marching his King down the board: 3 …Kb8 4.Kb4 Kc7 S.KbS Kb8 6.Ka6 Kc7 7.Kxa7, etc.
PART FOUR- ENDGAMES FOR CLASS “C” (1400-1599) 155
Diagram 157
White to move
Diagram 158 Diagram 159
abcdefgh a h ,- d e f g h
White to move White to move
Of these three diagrams (157, 158, and 159), which one (if any) is salvageable for Black (White has the move in each case)?
Position one (diagram 157) is a forced draw, while the others are resignable.
Look over the material in Part Four again if you didn’t get this right.
Diagram 160
Black to move
Black has four ways to play this position: 1...Kxg3, 1…
fXg3, 1…Rg2+, and l …f3. Do any of these choices win?
The only correct move is …
l…Kxg3!
The other moves don’t get the job done:
156 SILMAN’S COMPLETE ENDGAME COURSE
l…fxg3 ?? is a basic draw-a g-pawn can’t win, even though white’s Rook is passive.
l…Rg2+?? 2.Kfl Kxg3 3.Rb3+ B 4.Rb8 drawing since Black can’t deal with the avalanche of checks to come.
1…f3?? 2 .Rb8 and the upcoming long distance checks will assure White of the draw.
After l…Kxg3, White can’t activate his Rook (2.Rb8 Ral+ mates) and also can’t prevent Black from following up with 2 …B with an easy theoretical win thanks to the passive state of white’s Rook. An example:
2.Rh3+ (2.Khl B 3.Rgl+ Kf2 is also easy for Black) 2…8 3.Rbl Rg2+ 4.Kfl
Rh2 5.Kgl f2+ 6.Kfl Rhl+, 0-1.
Diagram 161
ahcdefgh
ShadowMan36 – Absinthefan666, Internet Blitz
(3 minutes each) Black to move
Black is a pawn up and enjoys a three to one pawn majority on the kingside. Wanting to create a passed pawn, he played l…g6. Is this a good move?
This example, which deserves careful study, is a mix of several things we’ve already learned (or should have already learned!): Opposition, Chicken Coup, Trebuchet, freezing a pawn majority, Square of the Pawn, and Outside Passed Pawns.
A student of mine, who had the black pieces, showed me this game because he was very curious about the resulting King and pawn ending. He’s a pawn up and doing well, but the move he chose left me clutching my heart in con vulsive agony.
l…g6??
Turning a win into a loss in one move! Instead, 1...h6 followed by 2 …g6,
3…f6, and eventually …h6-h5, would have won.
2.g5!
A super Deep Freeze! We looked at this idea in Part Three, where one pawn killed two. Here, though, we see one pawn killing three! Now White wins by:
PART FOUR- ENDGAMES FOR CLASS “C” (1400-1599) 157
–Turning his queenside majority into a passed pawn.
–Rushing his King to the kingside with drooling Chicken Coup desires.
–Eating black’s kingside pawns while black’s King deals with white’s Outside Passer on the opposite wing.
2 …Kb6 3.a4
The immediate 3.Kd5?? allows 3 …Kb5 with a draw: 4.Kd4 Ka4 5.Kc4 Kxa3
6.Kc3 Ka2 7.Kc2 Ka3 8.Kc3 Ka4 9.Kc4 when black’s King is permanently trapped on the a-file.
3 …Kc6 4.a5!
Also sufficient is 4.b5+ axb5 5.axb5+ Kb6 6.Kb4 Kb7 7.Kc5 (Back to the old
Fox in the Chicken Coup routine!) 7 …Kc7 8.Kd5 Kb6 9.Ke5 Kxb5 10.Kf6
Kc5 1l.Kxf7 Kd6 12.Kg7 Ke5 (or 12 …Ke7 13.Kxh7 Kf7 14.Kh6 Kf8 15.Kxg6
Kg816.Kh6Kh817.g6Kg818.g7Kf719.Kh7, 1-0.) 13.Kxh7Kf514.Kh6and
White wins thanks to the wonders of Trebuchet!
With 4.a5, White creates an Outside Passed Pawn that’s even further from the action than the one that would result from 4.b5+. Ultimately it doesn’t make a difference in this particular game, but often a little detail like this (i.e., dragging the black King even farther from the action on the kingside) can be the only way to win.
4…Kd6
On4…Kb7 5.Kd5 (taking the Diagonal Opposition) 5 …Kc7 6.Kc5 Kb7 7.Kd6
White can win by going after a6, or continue with his Chicken Coup strategy and ravage black’s kingside pawns: 7…Kb8 (Though Black takes the Opposi tion, it has no effect since it can’t prevent his a-pawn from falling.) 8.Kc6 (8.Ke7 also ices the game) 8…Ka7 (Keeping the Opposition by 8…Kc8 is futile due to
9.Kb6 and 10.Kxa6) 9.Kc7 (retaking the Opposition and forcing black’s King away from the protection of a6) 9…Ka8 10.Kb6 and it’s all over.
5.b5
Wisely avoiding 5.Kd4 Kc6 6.Ke5 ?? (White could still win by 6.Kc4) 6…Kb5
7.Kf6 Kxb4 8.Kxf7 Kxa5 9.Kg7 Kb4 10.Kxh7 aS ll.Kxg6 a4 12.Kh7 a3 13.g6 a2 14.g7 al=Q 15.g8=Q with a draw.
5 …axh5+ 6.Kxb5 Kc7 7.Kc5
Time to go back to our “Chicken Coup” mentality!
7 …Kb7 8.Kd6 Ka6 9.Ke7 Kxa5 10.K:xf7 Kb6 11.Kg7 Kc6 12.Kxh7 Kd7
13.Kxg6 Ke8 14.Kh7, 1-0. Black can’t do anything about g5-g6-g7-g8=Q.
Wow! That was a lot of material! However, you now have an extremely solid endgame base that puts you far ahead of most of your competition, and even ahead of players a few hundred rating points higher than you that should have mastered these endgames long ago, but never got around to it.
Trust me when I tell you that the time you’ve spent learning everything in
Part Four will likely prove to be the most rewarding study time of your chess life. You’ll see the effects both in your newfound confidence, and in the results you gain against people who were once your equals, but now are not in your league once an endgame is reached.
Even if you decide that you have no desire to ever go past Part Four, do your
self a favor: if you don’t view King and pawn vs. King positions as kid stuff, if any mention of the Square of the pawn and Outside Passed Pawns makes your eyes roll up into your head, if you have even a shred of doubt about how to handle the Lucena and Philidor positions, if the winning procedure in a Queen vs. pawn on the 7th situation is something you have to ponder, please go back and read Part Four again. Do so over and over until everything in it is muscle memory-your mind might go blank, but your hand will reach out and play these positions perfectly.
158
fter slogging through the seemingly endless expanse of Part Four, you should suddenly possess more endgame knowledge than you might have thought possible. Now, as a “B” player, we’re ready to finish up the “basics” and leave you lording it over the unschooled masses-the fact is, few other non-Russian “B” players will know what you know
(they should have learned this information, but they didn’t).
I must admit that when I scaled the rating list and finally hit 1600, I ignorantly thought I knew all the endgames that I would ever need. The reality was that I only knew about forty percent of the material that encompasses the first five parts of this book. Now that I have a lifetime of teaching experience, it’s become clear to me that most players under 1800 know even less, as proved by their many unnecessary defeats-losses that often occur as soon as an endgame appears.
Why throw away games in this fashion when the easy task of learning the material through Part Five will allow you to dominate others in your new (“B”) rating class in most endgame situations? Not only that, but if you have a goal of reaching class “A” or Expert, knowing this material is an absolute must.
Compared to the ocean of information in Part Four, the lessons here will seem “a walk in the park!” In fact, most of Part Five’s lessons are merely tune-ups and add-ons to the endgame skills you’ve already assimilated.
160
At this point you have a wealth of knowledge about l(jng and pawn endgames. You know the importance of using your l(jng, all forms of Opposition, the Square of the Pawn, the strength of Outside Passed Pawns, Fox in the Chicken Coup, all aspects of l(jng and pawn vs. King situations, the drawish tendencies of rook-pawns, the ins and outs of Trebuchet, and quite a bit more. It’s now time to solidify your grasp of l(jng and pawn basics.
The following material will enable you to play most l(jng and pawn endgames with some real skill, and set you up for the more detailed knowledge that’s re quired of players in the “A,” Expert, and Master categories.
King and Two Healthy Pawns vs.
Lone King
We’ve already seen (in Part Four) that a King and two safe doubled pawns (non rook-pawns!) win against a lone King. With that in mind, it’s logical to assume that two non-doubled pawns should be even more decisive. Indeed, such situations are usually trivial wins, but there are two cases the might pose problems to the uninitiated:
Split pawns
••…,. Connected pawns
When you are two pawns up, the only way your opponent will survive is if you blunder into a stalemate, or if one of your pawns is lost. This “lost pawn” scenario usually occurs when the stronger side’s King is far from the action, leaving the poor pawns to fend for themselves.
161
162 SILMAN’S COMPLETE ENDGAME COURSE
Diagram 162
RuLE
Two connected passed pawns can defend themselves against a lone King.
8
7
6
5
4
3
2
a b c d e f g h
Black to move
The white King isn’t participating, but he has nothing to worry about since connected pawns always defend themselves.
1.. .Ke4 2.Kb7 and white’s King can approach the embattled area at its leisure
since 2 …Kxe3 3.f5 leads to the quick promotion of the f-pawn.
RuLE
Two passed pawns, on the same rank but separated
by one file, have the ability to defend themselves
from attacks by the enemy
King. When the King attacks one, push the other and the attacked pawn suddenly becomes poison!
Diagram 163
a b c d e f g h
Black to move
White’s King is, once again, light-years away, and it looks like his pawns might be vulnerable. However, it turns out that the two disconnected pawns do a great job protecting themselves!
l…Kh5
1.. .K£5 is met by 2.h5!
2.f5!
Suddenly it becomes clear that 2 …Kxh4 fails to 3.f6 when the pawn promotes.
2…Kh6 3.Kb2
White’s King begins its winning journey. If Black can’t pick up one of the white pawns, he’s doomed!
PART FIVE- ENDGAMES FOR CLASS “B” (1600-1799) 163
3 …Kg7
Naturally, 3…Kh5 4.Kc3 is easy for White since the h-pawn is still immune from capture.
4.h5!
An important move. Bringing the King up by 4.Kc3 loses the f-pawn and al
lows a draw after 4…Kf6 followed by 5 …Kxf5.
4…Kf6 5.h6!
More punishment for Black. Now 5 …Kxf5loses to 6.h7.
5 …Kf7 6.Kc3 Kg8 7.f6
Actually, White could also win by 7.Kd4 Kh7
8.Ke5 Kxh6 9.Kf6. The advance of the f-pawn, though, is even stronger and forces a new Queen without the King’s help.
7…Kh7 8.£7, 1-0.
Diagram 164
a b c d e f g h
Black to move draws
RuLE
Two passed pawns, on the 6th rank but separated by one file, can force the creation of a new Queen even without help from their King.
Black can force a draw since one of the pawns will fall.
l…Kh5 2.e5
Giving up the h-pawn doesn’t change the result: 2.Kg2 Kxh4 3.Kf3 Kg5 4.Ke3
Kf6 4.Kd4 Ke6 with a basic draw.
2 …Kg6!
The big difference between this position and the previous one where the pawns were only one file apart is now clear. In that case, the advance of the f-pawn covered the g6-square and forced the black King to step straight backwards (when it poses no threat to the advanced pawn). In the present example, though, the King move to g6 threatens to pick off the e-pawn by … Kf5.
164 SILMAN’S COMPLETE ENDGAME COURSE
3.Kg2
No better is 3.h5+ Kxh5 4.e6
Kg6 5.e7 Kf7, 1h-1/z.
3 .. .Kf5 4.KB Kxe5 5 .Kg4 Kf6
with a basic draw.
REMEMBER
As we can see, pawns that are only one file apart tend to be a simple win, while pawns two files apart give the defender some
hope in certain positions.
Nevertheless, in our last example Black drew because White ended up with a rook-pawn. If we slightly tweak that example, things might well have been
different.
Diagram 165
RuLE
The result of King and two pawns on the same rank
two files apart vs. lone King
usually depends on whether or not the stronger side can sacrifice one of his pawns, using the time gained to bring his King into the game
and create a winning King
and pawn vs. King position. a b c d e f g h
Black to move loses
This is the same position as the previous one, except now the black King stands on f6 instead of g6. This is enough to turn the position into a win for White because now he will be left with a center pawn instead of an h-pawn and, as a result, can create a winning King and pawn vs. King position.
l…Ke5 2.h5 Kf6 3.Kg2 Kg5 4.Kf3 Kxh5 5.Kf4 Kg6 6.Ke5 Kf7
7.Kd6, 1-0.
If the pawns get to the 5th rank, then (unless the defending King can imme
diately capture one of the them) black’s cause is hopeless.
Diagram 166
8
7
RuLE
6
King and two pawns on
the fifth rank two files 5
apart vs. lone King is an 4
easy win for the pawns. 3
2
a b c d e f g h
Black loses
PART FIVE – ENDGAMES F 0 R CLASS “B” ( 16 0 0- 1 7 9 9) 165
l…Ke6 2.h6 Kf7 3.e6+ and one of the pawns will turn into a Queen.
Diagram 167
8
7
6
5
4
3
2
Black’s a goner.
l…Kd5 2.h5 Ke6
a b c d e f g h
Black to move RuLE
If the pawns are three or more files apart (and not yet on the
5th rank), the defender loses
unless he can immediately
Alas, 2 …Kxd4 3 .h6 is clear sailing for White.
3.d5+ Kf6
Again, 3 …Kxd5 4.h6 is finis.
4.d6 Ke6 5.h6, 1-0. Too easy!
capture one of the pawns.
To sum up our observations about self-defending (Kingless) pawns: Connected pawns always defend each other.
••..,… Pawns that are one file apart on any rank can usually defend themselves until the King arrives to shuttle one of them down the board.
The defender has his best survival chances if the pawns are two files apart. However, if those pawns are on the 5th rank
or farther then the game is resignable unless one of the pawns can be instantly captured:
Pawns that are three files or more apart (on any rank) are too much for the defending King to handle.
Two connected passed pawns vs. a lone King almost always wins easily. The only time connected pawns pose a problem is if one of them is a rook-pawn.
166 SILMAN’S COMPLETE ENDGAME COURSE
Diagram 168
8
7
6
5
4
3
2
a b c d e f g h
Black to move
No rook-pawn here! Black should resign but, evidently, he still has to be shown.
l …Kb8
As usual, the pawns defend themselves. l…Kxc6 2.b8=Q.
2.Ke6 Kc7 3.Ke7
Also good is 3.b8=Q+ Kxb8 4.Kd7, 1-0.
3 …Kb8 4.Kd7, 1-0.
As mentioned before, the difficulty level goes way, way up if we make one of the pawns a rook-pawn.
Diagram 169
8
7
6
5
4
3
2
1
a b c d e f g h
Black to move
VVhite still wins, but now he must earn the point by showing a bit of skill.
l…Kb7 2.Kd5 Ka8 3.Kc5
The first chance to go wrong was 3.Kc6?? stalemate! Many players give 3.Kd6 a try here, but it also fails to do the job: 3 …Kb7 4.Kd7 Ka8 5.Kc7?? stalemate.
PART FIVE- ENDGAMES FOR CLASS “B” (1600-1799) 167
3 …Kb7 4.a8=Q+!
The key to this endgame and many other King and pawn endgames as well. By giving up the a-pawn White does two things:
He ends most stalemating tricks.
–…. He forces Black to give White the Opposition, which in this position will prove decisive.
In effect, we have this situation:
Diagram 170
8
7
6
5
4
3
2
a h c d e f g h
Black to move
If Black follows the advice from earlier parts of this book and steps straight back with l…Kb8, the game is a draw. However, if he plays l…Ka8?? or l…Kc8??, the game is lost because White gets the Opposition and forces the black King away from the front of the pawn.
In our example of two vs. one (diagram 169), the move 4.a8=Q+! forces Black
to make that losing move and enter a lost King and pawn vs. King endgame.
4…Kxa8 5 .Kc6
Taking the Opposition and icing the win.
5 …Kb8 6.b7 Ka7 7.Kc7, 1-0.
Tactical Bombs
In King and pawn endgames, there are quite a few tactical breaks-some pretty cool-that one must be aware of. We’ll only look at a couple basic examples here, but more complex tactical ideas are available Part Nine, Tactics.
168 SILMAN’S COMPLETE ENDGAME COURSE
Diagram 171
a b c d e f g h
White to move
Black feels pretty confident since he has a passed a-pawn and his one kingside pawn appears to stop white’s two. However, this is shown to be an illusion.
l.g5!
Turning his two vs. one pawn majority into an unstoppable passed pawn. Of course, waiting around with l.Kbl Kc4 2.Ka2?? (2.g5! would still do the trick)
2 …Kd5 wins for Black thanks to the good old Chicken Coup routine.
l…fxg5 2.f6 g4 3.fi g3 4.£8=Q g2 and now both 5.Qbl+ and 5.Qf2 followed by Qxg2 end the game in white’s favor.
Diagram 172
H
7
6
5
4
3
2
1
a h c d e f g h
White to move
White is a pawn up and should win the game by using our favorite Chicken Coup technique (i.e., running over to the queenside and feasting on black pawns while the enemy King deals with the g-pawn).
l.Kg5??
White follows his Chicken Coup plan, certain of victory. He’s hoping for l…Kg7 2.Kf5 a3?? 3.bxa3 bxa3 4.c3 Kg8 5.Ke5 when black’s queenside pawns are toast. Sadly, he’s in for a painful surprise.
PART FIVE – ENDGAMES FOR CLASS “B” ( 1600-1799) 169
Other losing moves for White are l.a3?? c3! and l.c3?? a3! when Black makes a new Queen.
l…b3!
A very important tactical motif that will save you grief if you avoid it, and bring you points if you make use of it. White is suddenly dead lost!
2.axb3
If White had tried 2.cxb3 then Black ends things with 2 …a3!! 3.bxa3 c3 when the c-pawn will promote to a Queen.
2 …c3!!
Diagram 173
8
7
6
5
4
3
2
a b c d e f g h
White to move, Black wins
REMEMBER
Shocking pawn breaks are common in King and pawn endgames. Being conversant with such themes means
you can make use of them in
some situations, and avoid them in others.
The point. White clears away the b2-pawn which allows the black a-pawn to make a dash for the back rank.
3.bxc3 a3, 0-1.
So what did White do wrong from our initial position?
Diagram 174
8
7
6
5
4
3
2
1
a b c d e f g h
White to move and win
170 SILMAN’S COMPLETE END GAME COURSE
Obviously, \Vhite can’t allow the tactical explosion we just witnessed. That means he must block it.
l.b3! axb3
Naturally, 1 ...cxb3 is answered by 2.cxb3 when Black isn’t allowed a passed pawn.
2.axb3
Suicide was still possible by 2.cxb3?? c3, 0-1.
2 …cxb3
A quicker death results from 2 …c3 3.g7 Kt7 4.Kh7, 1-0.
3.cxb3 Kh8 4.Kg5
Correctly making use of the Chicken Coup idea, and avoiding 4.g7+?? Kg8
5.Kg6 stalemate. Note that after 4.g7+?? Kg8 it was already too late for \Vhite to undo the harm: 5.Kg5 Kxg7 6.Kf5 Kt7 7.Ke5 Ke7 8.Kd5 Kd7 9.Kc5 Kc7
10.Kxb4 Kb6, 1h- 1h.
4…Kg7 5.Kf5 Kg8
Avoiding 5 …Kf8 6.Kf6 Kg8 7.g7, 1-0.
6.Ke5
Feeding time!
6…Kg7 7.Kd5 Kxg6 8.Kc5 Kf6 9.Kxb4 Ke7 10.Kc5 Kd8 ll.Kb6 Kc8
12.b4 Kb8 13.b5 Ka8 14.Kc7 Ka7 15.h6+, 1-0.
Triangulation
Triangulation is a seemingly complicated term that makes a chess player seem intellectually superior to everyone else when he says, “I won because I Triangulated my King, gained the Opposition, and ultimately left my opponent in zugzwang.” Very impressive indeed!
The fact of the matter is that Triangulation’s the name of a very small, often
uncomplicated maneuver designed to give your opponent the move and, as a result, you the Opposition. But don’t pass this on to the non-chess playing public-why not let them continue to think that chess players are geniuses?
The position in diagram 175 is our first realistic multi-pawn King endgame. And it looks complicated too! But the result really boils down to two questions:
…. Can \Vhite win black’s e-pawn?
PART FIVE- ENDGAMES FOR CLASS “B” (1600-1799) 171
Diagram 175
8
7
6
5
4
3
2
1
a h c d e f g h
Does having the move make a difference?
_…,… Can Black successfully penetrate with his King to f4 (where it will eat white’s pawns on g4 and f5)?
First, let’s see what happens if Black has the move.
l…Ke5
On l…Kc6 ite plays 2.Ke3 and wins the e4-pawn: 2 … Kb6 3.Kxe4 Ka5
4.Kd5 Kb4 5.Kd6 and Black has to give up c5, and with it the game.
2.Ke3
Taking the Opposition and forcing black’s King backwards.
2 …Kd6 3.Kxe4 Kc6 4.Kd3
ite’s plan is to exchange his b-pawn for black’s c-pawn, creating a passed pawn on c4. He’ll then make use of the Chicken Coup idea to pick off black’s remaining pawns on f6 and g5.
4…Kb6 5 .Kc3 Ka5
Diagram 176
a h c d e f g h
White to move
Has Black stopped white’s plans?
172 SILMAN’S COMPLETE ENDGAME COURSE
6.h4+!
No, this instructive idea makes it clear that Black has no chance whatsoever of saving the game.
6… cxh4+ 7.Kb3 Kb6 8.Kxb4 Kc6 9.c5 Kc7 10.Kb5 Kb7 ll.c6+ Kc7
12.Kc5 Kc8 13.Kd6 Kd8 14.Ke6, 1-0.
Okay, that was simple enough. But now let’s see if we get the same result if
\Vbite moves first.
Diagram 177
8
7
6
‘i
4
3
2
a b c d e f g h
White to move
Many people would play l.Ke3?? here, but after l…Ke5 Black takes the Opposition and forces \Vbite backwards: 2.Ke2 Kf4 and white’s pawns fall like ducks in hunting season.
Clearly, the direct approach is a horrible failure in our diagrammed position. However, \Vbite can turn the tables by playing l.Kd2 or l.Kf2, when l…Ke5
2.Ke3 leaves \Vbite in possession of the Opposition. Both Kd2 and Kf2 are Triangulation maneuvers-\Vbite steps to the side, then moves diagonally for ward to create a small triangle. Believe it or not, that’s what Triangulation (in its most basic form) is all about.
So let’s see \Vbite, with correct play, win from diagram 177:
l.Kf2!
By the way, this move also takes the Indirect Opposition, while 1.Kd2! would take Distant Opposition.
l…e3+!
The best try. As stated earlier, 1…Ke5 2 .Ke3 is an easy win for \Vbite.
2.Ke2!
Not falling for 2.Kxe3?? Ke5! when Black once again takes the Opposition and manages to penetrate with his King to d4 or f4. \Vbite’s 2.Ke2 is yet another example ofTriangulation.
PART FIVE- ENDGAMES FOR CLASS “B” (1600-1799) 173
I should add that 2 .KB! also does the job, since 2 …e2 3.Kxe2 Ke5 4.Ke3 gives
White the Opposition.
2…Ke5 3.Kxe3, 1-0. RuLE
Basic Triangulation is a maneuver where the King steps to the side and then moves forward diagonally, thus losing a move and gaining the Opposition.
Outflanking
Outflanking is a simple but useful tool to know. With it a player can make inroads into a position that were not otherwise possible. Admittedly, this often costs the Opposition, but it must be remembered that the Opposition is only a means to an end, not the end itself!
RuLE
Outflanking is a maneuver where the stronger side’s King moves to the side, placing a
file between the Kings (sometimes even giving the opponent the Opposition while doing so!). This allows the Outflanking King to march forward towards the target, without allowing the enemy monarch to step in front of it and take Direct Opposition.
Diagram 178
8
7
6
5
4
3
2
a b c d e f g h
White to move and reach f8, g8, or h8 by force!
Believe it or not, a close study of this position and its correct handling will teach the student the finer points of Opposition, Outflanking, and Triangula tion. White to play has the Opposition. His goal is to reach f8, g8 or h8 in at most seventeen moves. Black will constantly try to stop this, using Opposition (i.e., the threat to retake the Opposition) as a defensive device.
174 SILMAN’S COMPLETE ENDGAME COURSE
Once you’ve mastered this position and the techniques involved, we’ll say that you have earned your “King diploma.”
l.Ka2!
The only way to take the Opposition. The more direct path fails because it allows Black to take the Opposition: l.Kb2?? Kb8! (It is already impossible to reach the target squares.) 2.Kc3 Kc7 3.Kd4 Kd6 4.Ke4 Ke6 and VVhite will not get close to his targets.
l …Kb8!
A fine defensive move! Now 2.Ka3? loses the Opposition since Black has his choice of two squares on the a-file and thus can make it either odd or even (2 …Ka7!). VVhite will also fail to reach his goals after 2.Kb3? Kb7.
REMEMBER
Direct Opposition occurs when you create an odd number of squares between the Kings with the opponent to move.
2.Kb2
Heading over to the target side of the board.
2 …Kc8
Still keeping white’s options to a minimum. The seemingly more active 2 …Kc7
3.Kc3 only aids VVhite.
3.Kc2
Still heading for the kingside. Instead VVhite could try to Outflank Black, but at the moment this would fail to achieve the set goal. Let’s look at an example of Outflanking by having VVhite play 3.Ka3 instead of the superior 3 .Kc2:
Diagram 179
8
7
6
5
4
3
2
1
a b c d e f g h
White plays 3.Ka3 instead of the correct 3.Kc2
PART FIVE – ENDGAMES F 0 R CLASS “B” ( 16 0 0- 1 7 9 9) 175
By putting a file between the Kings, White prevents Black from taking Direct Opposition while simultaneously making forward progress. This process is called Outflanking. After 3 .Ka3 Black can take the Opposition with 3 …Kc7 (forming connecting points on c7, c3, a3 and a7) but White will be able to move forward:
4.Ka4 Kc6 5.Ka5 Kc5 6.Ka6 Kc6. White has managed to make inroads into
black’s position, but he will never be able to get over to the kingside.
To solve the problem posed in diagram 178, White must first go to the target side of board (kingside) and only then Outflank his opponent. The logic for this is easy to understand: when you are on the kingside, any forward motion will allow White to land on his goal squares.
Back to the position after 3.Kc2:
Diagram 180
a h c d e f g h
Black to move
3 …Kd8 4.Kd2 Ke8 5 .Ke2 Kf8 6.Kf2 Kg8 7.Kg2
White is now on the optimum file since his King stands right in the middle of the target squares.
7 …Kh8
Or 7 …Kf8 8.Kh3.
S.KB
The Outflanking process finally takes place.
8…Kg7
Black could take the Opposition by 8…Kh7 but after 9.Kf4 Kh6 10.Kf5 Kh5 ll.Kf6 White would be able to conquer the target square on f8. This idea of giving up the Opposition for a higher prize is a major part of Outflanking.
9.Kg3!
Satisfied that he has advanced one rank, White retakes the Opposition. Blunders would be 9.Kf4? Kf6 and 9.Kg4? Kg6. In both cases White will never reach his goal.
176 SILMAN’S COMPLETE ENDGAME COURSE
9… Kf7
9…Kh7 10.Kf4leads to the same type of play.
10.Kh4!
Another Outflanking maneuver. White once again offers Black the Opposition.
10…Kg6
And Black once again refused to take it! Mter 10…Kf6 11.Kh5 Kf5 Black would clearly have the Opposition, but White would dance forward with 12.Kh6 and claim h8 for himself.
ll.Kg4
Once more grabbing the Opposition.
ll…Kh6
Or 11…Kf7 12.Kf5 Kg7 13.Kg5 Kh7 14.Kf6, etc.
12.Kf5 Kg7 13.Kg5 Kf7 14.Kh6 Kg8 15.Kg6 Kf8 16.Kh7 and White can
not be prevented from achieving his goal by 17.Kh8.
Please study the information on the Opposition and Outflanking carefully. Don’t let the scientific names or the strange Xs in diagram178 scare you away from learning something that is both easy to understand and highly useful! I should add that the position in diagram 178 is a fun one to show friends. They will not be able to solve it and will be amazed when you demonstrate how one King can actually be stronger than another just by understanding the basics of the Opposition and Outflanking.
Ready to take another step in deepening your understanding of Rook end game basics? Here we’lllook at how one goes about winning with a Rook and two connected passed pawns vs. a lone Rook. We’ll settle for this one position because, though it sounds easy, it’s actually quite a pain to win!
Rook and Two Connected Pawns vs. Rook
A Rook endgame where one side is up two connected passed pawns is usually, as you might imagine, a clear win. Surprisingly, it can be quite time consuming and success is often dependent on you knowing the key ideas, and on you avoid ing the many stalemate tricks that are lurking in the shadows. This endgame occurs quite a lot, and therefore the ideas involved in herding your pawns safely down the board must be mastered.
A word of warning: You’ll find this to be the most complicated situation in
the book thus far, so look over the information slowly, and don’t get frustrated. It will take you a bit of time before you fully master it!
Diagram 181
8
7
6
5
4
3
2
1
a h c d e f g h
White to move
Connected rook-pawns and knight-pawns is the hardest case. So if you learn to handle this, you’ll have no problem icing connected central pawns.
177
178 SILMAN’S COMPLETE ENDGAME COURSE
RuLE
The trick to making life easy in such positions is to advance your pawns together
so your King has shelter, your pawns can defend one another, and blockades can be avoided-don’t allow one pawn to madly charge down the board on its own!
USEFUL ADVICE
Also, make sure your King and pawns are in close contact. As in most chess situations, a team effort is needed for a successful result.
In the present position, white’s h-pawn is ahead of the rest of its forces. Thus white’s first order of business is to patiently move his King and g-pawn forward so they join the h-pawn and form one connected whole.
l.Kh3
The King steps up so it can support its pawns.
l…Kf6
There is little Black can do, so he brings his King closer to the white pawns and then waits to see how White will improve his position.
2.g3
Also good was 2.g4, but 2.g3 gives white’s King access to the g4-square in some lines.
2 …Rfl
Preparing to unleash some checks from the back rank. Also possible was
2 … Ra4 3.g4 Kg7 4.Kh4 (4.g5, which also wins, leaves white’s King cut off from its pawns. In general, you should avoid this kind of thing like the plague! 4.Kh4 is the proper way to handle these positions: always keep your King and pawns together!) 4…Kh6 5.Rd6+ Kh7 6.h6 Rb4 (or 6…Ral 7.Kh5 Rhl+ 8.Kg5) 7.Kh5
Ra5+ 8.Kh5 with the same kind of play as that which occurs in the game.
Diagram 182
R
7
6
5
4
3
2
a b c d e f g h
White to move
PART FIVE – ENDGAMES F 0 R CLASS “B” ( 1 6 0 0- 1 7 9 9) 179
3.Kg4!
Preparing the push the black King back.
3 …Rf2
More active ideas don’t change anything: 3 … Ral 4.Rd6+ Kg7 5.Kg5 Ra5+
6.Kh4 Ra4+ 7.g4, etc.
4.Rd6+
Forcing Black to relinquish control of the g5-square.
4…Ke7
Moving back to g7 is met by 5.Kg5, while 4…Ke5 5.Ra6 puts black’s King on the side (instead of in front) of white’s pawns.
5.Ra6
REMEMBER
In Rook endings it is always a good idea to put your Rook as far away from the enemy King as possible. This is called “Checking Distance.”
5 …Rb2 6.Kh4
Preparing to push the g-pawn. Note that White can use his pawns to shield his King from checks: 6…Rb4+ 7.g4 or 6…Rh2+ 7.Kg5.
6…K£7 7.g4
Following our rule that the pawns must stay close together.
7…Kg7 8.h6+
REMEMBER
Make sure that your pawns can shield your King from checks!
As usual, White leads with his rook-pawn. 8.g5? would allow 8… Rb4+ when white’s King is without a good hiding place.
An excellent alternative to 8.h6+ would be 8.Ra7+ when 8…Kh6?? 9.g5 is mate, while 8…Kf6? 9.g5+ KfS (9…Ke6 10.h6 is also easy) 10.Rf7+ Ke6 ll.Rf6+ Ke7 12.h6 and Black can resign since his King is cut off from the battlefield on the kingside, and 12 …Rh2+ is met by 13.Kg4 Rg2+ 14.Kh5 followed by Kg6. Mter 8.Ra7 +Black would do best to play 8…Kh8 with likely transposition into our main line analysis.
8…Kh7 9.Kh5
Hopefully you’re becoming familiar with the pattern of allowing the g-pawn to guard the King against checks-in this position the pawn guards against checks along the rank in the case of 9…Rb5+ 10.g5 and along the file in the case of
9…Rh2+ 10.Kg5.
180 SILMAN’S COMPLETE ENDGAME COURSE
9…Rh5+ 10.g5 ReS
Keeping the pawn pinned is the best chance. Worse is 10…Rb7? 1l.g6+ Kg8
12 .Ra8+ leads to immediate defeat.
ll.Ra7+ Kh8
Black sticks his King in the corner and sets up possible stalemates. One of the best examples of such a stalemate can occur after 1l…Kg8 12.h7+?? Kh8 13.Kh6
Diagram 183
a b c d e f g h
Black to move draws
13 …Rc6+ 14.g6 Rxg6+! 15.Kxg6 stalemate. An important idea to be aware of!
After ll…Kg8, White should play 12.Rg7+ Kh8 (12 …Kf8? 13.Kg6 Rc6+
14.Kh 7 is easy for White since black’s King is now deprived of access to g8 and h8-in general, the defender needs to keep his King in front of the enemy pawns. Allowing the stronger side’s King to get in front of its own pawns is a recipe for disaster!) 13.Re7 (and not 13.Kg6?? Rxg5+! 14.Kxg5 stalemate) transposing back into our main line analysis.
12.Re7!
Diagram 184
a b c d e f g h
The key idea!
PART FIVE- ENDGAMES FOR CLASS “B” (1600-1799) 181
What are the points of this odd move?
…. White would like to bring his King to f7 when enemy checks along the 7th rank would be blocked.
Sometimes white’s King will march to f6 when a black check along the 6th rank can be met by Re6.
Once white’s g-pawn gets to g6, a back rank mate will be threatened. To stop this, Black will have to pull his Rook to its
1st rank. White then wins by marching his King to f7 or d7 and
trading Rooks by Re8+. The resulting King and two pawns vs. King endgame would then give Black every reason to resign.
Don’t panic if this sounds too complicated! Look over the solution several times and the winning plans will soon become remarkably easy to execute.
12…Rc8
Another try is 12 …Kg8 13.Kg6 Rc6+ 14.Kf5 Rc5+ 15.Kf6 Rc6+ 16.Re6 (this is our first clear illustration of one of the virtues of 12.Re7) 16…Rc8 17.g6 Rb8
18.Rd6 Ra8 (of course, 18…Rf8+ 19.Ke7 helps White) 19.Ke7 takes us back to the winning idea in our main line.
Oddly, there is a more accurate win on move 18, namely 18.h7+ (instead of
18.Rd6): 18…Kh8 19.Kg5 when Kh6 will follow, with a quick mate. Just be careful about pushing your pawn to h7 in this fashion! Take a look at the two diagrams below and you’ll see why I’m putting up red flags.
Diagram 185
8
7
6
5
4
3
2
1
a b c d e f g h
A quick mate is in store
RULE
King, Rook, knight-pawn, and rook-pawn on the same side of the board vs. King and Rook give the defender some stalemate tricks thanks to the rook-pawn’s eternal “pain-in-the-ass” factor.
182 SILMAN’S COMPLETE ENDGAME COURSE
Diagram 186
a h c d e f g h
Black to move draws
In diagram 185, Black can’t stop White from playing Kg5 and Kh6 when it’s all over. Note that the tricky l…Rb6, hoping for 2.Rxb6?? stalemate, fails to
2.g7+ (giving black’s King some freedom so he can safely capture the Rook)
2 …Kxh7 3.Rxb6.
In diagram 186, black’s King has no legal moves-as in diagram 185. How ever, due to white’s Rook being on the 7th rank instead of on the 6th (where it stopped 6th rank checks), Black can force a draw by “sacrificially throwing his Rook into the volcano”: l…Rb6+ (White to move would have won by l.Rd6 followed by Kg5 and Kh6) 2.Kf5 (2.Kg5 Rxg6+! 3.Kxg6 stalemate) 2 …Rf6+! (“Take my Rook!”) 3.Kg5 Rxg6+ (“Take it! I insist!”) 4.Kxg6 stalemate.
13.g6
UsEFUL ADVICE
In this endgame, only push the pawn to h 7 if you’re 100% sure you’ve avoided the sacrificial stalemate tricks.
Diagam 187
a b c d e f g h
No stalemates allowed!
Once again, White must be very certain that pushing the h-pawn to h7 doesn’t create stalemate difficulties. In this case, 13.h7?? throws away the win after 13 … Rc7! when moving the Rook away allows …Kxh7 with a draw, while
14.Rxc7 is a stalemate.
PART FIVE- ENDGAMES FOR CLASS “B” (1600-1799) 183
13 …Rc5+ 14.Kg4 Rc4+ 15.Kf5 ReS
More checks just force white’s King to where it wants to go: 15 …ReS+ 16.Kf6
Rc6+ 17.Kf7.
16.Ke6
Threatening 17.Kd7 Ra8 18.Re8+ trading Rooks (which would/should be enough to make Black immediately resign).
16…Ra8 17.Rd7
Intending Ke7 and Rd8+, exchanging Rooks. The tempting 17.Kf7 leaves black’s King without a legal move (which we don’t want to do!) and allows
17 …Rf8+! when 18.Kxf8?? is a draw by stalemate. Fortunately, after 17 …Rf8+ White could backtrack by 18.Ke6.
17…Re8+
Attacking the g-pawn by 17 … Rg8 runs into the annoying 18.Rh7 mate.
18.Kf7 Rg8
Of course, 18…Rf8+ 19.Ke7! allows White to set up his Rook exchange by
20.Rd8.
19.g7+
White avoids 19.Re7 Rf8+! since 20.Ke6 would take a bit longer to win the game. However, another easy way to end things is 19.Rd5! (“Wasting” a move so that black’s Rook has to give up its attack against g6. This allows white’s King to then move to e7 since it no longer has to defend the pawn.) 19… Ra8 (19…Rf8+ 20.Ke7) 20.Ke7 Ra7+ 21.Rd7 Ra8 22.Rd8+, etc.
19…Kh7 20.Re7 Ra8
Or 20…Kxh6 2l.Kxg8, 1-0.
21.Re8 Ra7+ 22.Kf8, 1-0.
Okay, a first look at this example might horrify you, but calm down and let’s take another look at the step-by-step winning process:
…. Advance your pawns together so your King has shelter, your pawns can defend one another, and blockades can be avoided-don’t allow one pawn to madly charge down the board on its own!
Make sure your King and pawns are in close contact. As in most chess situations, a team effort is needed for a successful result.
Make sure that your pawns can shield your King from checks!
184 SILMAN’S COMPLETE ENDGAME COURSE
Be patient! Push the enemy King back slowly, always making sure the above conditions have been met.
Once you have forced the enemy King to the back rank, move your Rook (which should be on the 7th rank) a couple files to the side of your pawns.
Your plan now is to:
Place both your pawns on the 6th rank (forcing black’s Rook to guard against back rank mates).
Bring your King to the 7th rank-your Rook on the 7th will prevent checks along that rank.
Give check by moving your Rook (protected by your King on the 7th rank!) to the 8th rank, forcing an exchange. The resulting King and two pawns vs. lone King endgame should be baby stuff for you at this point.
WARNING
Only move your h-pawn to h7 if you are 100% sure you have prevented the many stalemate tricks that are so commonly found in these positions! Don’t forget the need for (yes, I’m repeating myself) patience!
With all this in mind, go back, play through the endgame again, and it will make more sense.
All Hail the 7th Rank!
Everyone has heard that “Rooks belong on the 7th rank.” However, can you explain why a Rook isn’t equally delighted to be on the 6th rank or even the 8th?
The appeal of the 7th rank is twofold:
Usually the enemy has many pawns on his 2nd rank, so placing a Rook on the 7th targets them for extermination.
…. The defender’s King is often on its 1st rank. A Rook on the
7th freezes the King, preventing it from becoming active
and-in some instances-setting up possible back rank mating threats.
PART FIVE- ENDGAMES FOR CLASS “B” (1600-1799) 185
Diagram 188
7
6
5
4
3
2
a b c d e f g h
Black to move is lost
This position shows us the domination that a simple Rook jump to the 7th bestows. Black’s Rook is doomed to stay on a8 so it can defend a7, while black’s King can’t leave the safety of f8 or g7 for fear of hanging f7. Though Black is a pawn ahead, he’s completely lost.
l…Kf8
Naturally, 1...f5 would be met by 2.gxf6 e.p.
2.Rb7 Ke8 3.Kc3!
White avoids 3.Kd3 Rd8+ 4.Ke4 Rd7 5.Ke5 Kd8. The text (3.Kc3) places
Black in zugzwang-any move he makes worsens his position.
3 …Kf8 4.Kd3 Rd8+
Seeing that 4…Ke8 5.Ke4 gives him no chance at all (unless White falls for
5…Kf8 6.Ke5 Re8+ 7.Kf6?? Re6 mate!), Black makes a bid for counterplay.
5.Ke4 Re8+
More challenging is 5 …Rd4+, but White still wins: 6.Ke5 Rxc4 7.Rxa7 Rxh4 (7…Rb4 8.Rb7 Rxb5 9.a7 Ra5 10.Rb8+ Kg7 ll.a8=Q) 8.Rd7! (Far stronger than
8.Rb7 Ra4 followed by 9…h4) 8…Ra4 9.a7 Kg7 10.Kd5
Diagram 189
8
7
6
5
4
3
2
1
a b c d e f g h
Black loses
186 SILMAN’S COMPLETE ENDGAME COURSE
Though two pawns down, two things guarantee white’s victory: 1) His King is going to play a major part in the action, compared to black’s which is sitting on the sidelines (it’s nice to be a King ahead!); 2) White’s passed pawns are more advanced than black’s. 10…h4 11.Kc6 h3 12.Kxb6 h2 13.Rd1, 1-0.
6.Kd5 Re7 7.Kd6 Re6+
Also unattractive are both 7 …Rxb7 8.axb7, and 7 … Re4 8.Rxa7 Rxc4 9.Rc7.
8.Kc7 Re7+ 9.Kb8, 1-0.
Diagram 190
8
7
6
5
4
3
2
a b c d e f g h
White to move
l.Rd6!
Instead, 1.Rd7+? would be a mistake since it neither attacks the enemy pawns nor traps the enemy King. After 1…Ke6, black’s King is free to roam.
1.Rd6, on the other hand, stops the defending King from ever moving past its
3rd rank, while also eyeing both b6 and g6. In other words, in our diagrammed position a Rook on the 6th rank has all the advantages that a Rook on the 7th usually possesses.
l…Re8
Desperation, but passive defense is hopeless: 1…Rb7 2.Kc4 Rb8 3.Kd5 with
Kc6 to follow.
Another stab at active counterplay is 1…Ke7 (Black is trying to swing his King over to the queenside where it will defend b6. Though he will sacrifice his g-pawn, he hopes to get his Rook active and create threats against white’s pawn on a4.), but White easily prevails after 2.Rxg6 Kd7 3.Kc4 (don’t forget to use your King!) 3 …Rf8 (or 3 …Kc7 4.Rc6+ Kb7 5.g6 when Black can resign)
4.Rf6! (Simplest. black’s Rook is chased to a square that allows the white King to successfully penetrate. Also possible is 4.Rxb6, but why allow the complica tions of 4…Rf4+ and 5 … Rxa4 when the text leaves Black without counterplay or hope?)
PART FIVE – ENDGAMES FOR CLASS “B” ( 1600-1799) 187
Diagram 191
8
7
6
5
4
3
2
a b c d e f g h
No counterplay!
UsEFUL AovicE
In Rook endgames, it’s always a good idea to deprive your opponent of counterplay by keeping his Rook and/or King caged and inactive whenever possible.
4… Rh8 (4… Re8 5.Kd5 or 4…Rg8 5.g6 are no better, while 4…Rxf6 5.gxf6
Ke6 6.f7 Kxf7 7.Kd5 followed by Kc6 and Kxb6 is resignable) 5.Kd5 Rh4 6.Rxb6
Rxa4 7.Rb7+ Kc8 8.Rf7 Rg4 9.Kc6! (threatening a “tiny” back rank mate) 9…Kd8
10.b6 Rxg5 ll.Rd7+ Ke8 (ll…Kc8 12.b7+ Kb813.Rd8+ leads to a quick mate)
12.b7 Rg6+ 13.Rd6, 1-0.
2.Rf6+!
This move forces Black to step to g7, thus pushing it farther away from the war zone on the queenside.
2…Kg7 3.Rxb6 Re3+ 4.Kc4 Re4+ 5.Kc5 Rxa4 6.Rh7+ Kf8 7.b6 Rg4
8.Rc7 Rxg5+ 9.Kc6 Rgl 10.b7 Rbl ll.Rc8+ K£7 12.h8=Q Rxb8 13.Rxb8
K.f6 14.Kd5
White will win the a-pawn as his leisure, but first he lets his King personally deal with the g-pawn.
14…Kf5
Or 14… a4 15.Ke4 a3 16.Ra8.
15.Rf8+ Kg4 16.Ke4 g5 17.Ra8 Kg3 18.Rxa5 g4 19.Rg5 Kh3 20.K.f4
winning black’s final pawn.
We took our first tentative steps into the world of minor piece endgames in Part Four. Here I’ll continue to gently introduce you to basic endgame positions that involve Bishops and/or Knights-we’ll ingest a bit more about Bishops of opposite colors, we’ll tackle very basic two pawns vs. one on the same side of the board, and we’ll even address two Bishops vs. lone King, which is far easier than you might imagine.
Two Bishops vs. Lone King
Some of you might be wondering when I’m going to teach you Bishop and Knight vs. lone King. The shocking (almost heretical!) answer is, “Never!” My reasoning is very simple: I personally have had this position once in my whole career. That’s right, just once! My good friend (and well known chess author) IM John Watson has never had it at all! On top of that, Bishop and Knight vs. King is not at all easy to learn, and mastering it would take a significant chunk of time. Should the chess hopeful really spend many of the precious hours he’s put aside for chess study learning an endgame that he’ll achieve (at most) only once or twice in his lifetime?
In general, every position I give in this book will happen fairly often, or un derstanding it will allow you to solve other positions with similar themes. I don’t feel Bishop and Knight vs. King falls into this category, but then, two Bishops vs. King is also a rare bird in tournament play. So why should I insist you learn two Bishops vs. lone King? There are three reasons for its inclusion:
I find the need to use all three of your pieces in a balanced team effort to be quite instructive.
Seeing how powerful two Bishops are when working together can be enlightening.
It’s very easy to learn and only involves a small expenditure of time to fully understand.
188
PART FIVE – ENDGAMES FOR CLASS “B” ( 1600-1799) 189
Diagram 192
8
7
6
5
4
3
2
a b c d e f g h
White to move
The keys to this endgame:
Use the Bishops to cut off two “connected” diagonals at the same time. This traps the defending King in one sector of the board.
••..,._ The Bishops will be able to take away other important squares while also making whole diagonals impassable.
••..,._ You will need your own King to win, so bring it up so it can directly challenge its counterpart.
Bit by bit, shrink the “diagonal Box,” in much the same way we shrink the Box in Rook vs. King or Queen vs. King.
You will need to chase the defending King to a corner. Once there, you’ll easily deliver mate.
l.Bg6+ Ke5 2.Kb7
The King heads for the embattled area. Also note that white’s Bishops control the bl-h7 and cl-h6 diagonals. Black’s King can’t pass through this “fence”-a fence White intends to shrink when the time is right.
Diagram 193
8
7
6
5
4
3
2
a b c d e f g h
A thick, impenetrable fence
190 SILMAN’S COMPLETE ENDGAME COURSE
2…Kf6 3.Bh7
Watch out! Don’t fall asleep and let the desperate enemy King snap off one of your Bishops! Now the Bishops can’t be approached.
3...Ke5 4.Kc6 Kd4 5 .Bf4
Depriving black’s King of the e5-square.
5…Kc4
Even easier for White is 5 …Kc3 6.Kc5.
6.Be5
The diagonal Box has shrunk. Now White controls a1-h8 and b1-h7.
6…Kb4 7.Bg8
Diagram 194
8
7
6
5
4
3
a b c d e f g h
The Box has shrunk
Once again shrinking the Box by laying claim to the a2-g8 diagonal.
7…Ka3 8.Kc5 Ka4 9.Bb2
The final phase: White takes away the a3-square and herds black’s King to
wards the aS-corner.
9…Ka5 10.Bb3
There goes the a4-square!
10…Ka6 ll.Kc6 Ka7
Or 11…Ka5 12.Bc3+ Ka613.Bc4+ Ka7 14.Kc7 Ka8 15.Bd2 (Wasting a tempo so that a check can be given when the black King goes to a7) 15 …Ka7 16.Be3+ Ka8 17.Bd5 mate.
12.Be5
It’s as if the Bishop is saying, “Sorry, but I can’t allow you to run out of the corner via the b8-square.”
PART FIVE- ENDGAMES FOR CLASS “B” (1600-1799) 191
12…Ka6
12 …Ka813.Kc7 Ka714.Bc4Ka815.Bf4Ka716.Be3+Ka817.Bd5 mate.
13.Bc7
Now both aS and b8 are off limits.
13 …Ka7 14.Bc4
Diagram 195
8
7
6
5
4
3
2
1
a b c d e f g h
Trapped in a tiny Box
And now only a7 and a8 are available to Black.
14…Ka8 15.Be5
Having done its job, the dark-squared Bishop now puts some Checking Dis tance between it and black’s King. As always, watch out for stalemates! 15.Kb6 stalemate would be a disaster.
15 …Ka7 16.Kc7
White’s King frees the dark-squared Bishop of b8 guard duty.
16…Ka8 17.Bf4
Wasting a move and waiting for …Ka7, when a check-cascade and mate will follow.
If the player of the Black pieces is your spouse
and you fear later retribution, you may wish to play 17.Bd4?? stalemate, thus drawing the game and keeping marital harmony intact.
17…Ka7 18.Be3+ Ka8 19.Bd5 mate.
REMEMBER
Watch out for stalemates!
192 SILMAN’S COMPLETE ENDGAME COURSE
Bishops of Opposite Colors
(Two Pawns Down and Loving it!)
In Part Four, we saw that a one-pawn advantage is often not enough to guaran tee victory. At times, a two-pawn advantage (with no other pawns on the board) isn’t enough when there is only one file between them. The reason? White’s King and Bishop can team up to blockade both pawns.
Diagram 196
RuLE
Bishops of opposite colors, two pawns vs. none with the pawns only one file apart, is often drawn since the defending King and Bishop can combine their powers to stop the pawns in their tracks.
8
7
6
5
4
3
2
1
a h c d e f g h
White to move, draw
With the pawn on d6 firmly blocked, the result hinges on whether or not
White can force Black to give up his Bishop for white’s f-pawn.
l.Kg6
Taking control over f7 and getting out of the way of the f-pawn. Is Black doomed?
l…Ba2
He seems unconcerned.
2.f5 Bb3 3.f6 Ke8
Now we can see why one file between the pawns isn’t enough: black’s King can eye both key squares on d7 and f7 and thus create a blockade. Yes, White can win the Bishop with 4.d7+ Kxd7 5.f7 Bxf7+ but, since no other pawns exist, that would be an immediate draw.
Since Black can now do the old Bishop shuffle (…Bb3-a2-b3-a2, etc.), White marches his King to the other side in one last effort.
4.Kf5 Ba2 5 .Ke5 Bb3 6.Kd4 Ba2
And not 6…Kf7?? 7.d7 when White makes a new Queen.
7.Kc5 Kd7 and, since White isn’t getting anywhere, 1h- 1h.
PART FIVE- ENDGAMES FOR CLASS “B” (1600-1799) 193
Of course, if each side had one extra pawn, the result would be different:
Diagram 197
8
7
6
5
4
3
2
a b c d e f g h
White to move wins
White now plays as he did in the previous example, but the addition of those b-pawns is enough to bring him victory.
l.Kg6 Ba2 2.f5 Bb3 3.f6 Ke8
The same moves that we saw from diagram 196, but the addition of one set of pawns proves decisive for White.
4.d7+ Kxd7 5.£7 Bxf7+ 6.Kxf7 Kc6 7.Ke6 Kc7 8.Kd5 Kb7 9.Kd6 Ka6
10.Bd4
Not falling for the hasty 10.Kc6?? stalemate!
10…Kb7 ll.Kc5 Ka6 12.Be5
Again, 12.Kc6?? is a draw by stalemate.
12…Kb7 13.Kxb5, 1-0.
As we’ve seen, a two-pawn advantage with the pawns only being one file apart isn’t always decisive. However, when the pawns are two or more files from each other the stronger side’s winning chances go way up.
There are many cases of White winning when the pawns are two files apart, but the defender does have drawing chances if his Bishop can freeze both pawns at the same time.
In diagram 198 it’s clear that neither pawn is going anywhere without help from its King. Since l.Kd4 (threatening 2.e4) is stymied by l…Kf5! 2.Kc5 Ke6 when the Bishop is still stopping both pawns in their tracks, White comes up with the idea of bringing his King to a6 in an effort to help escort the b-pawn to the Promised Land.
194 SILMAN’S COMPLETE ENDGAME COURSE
RuLE
Bishops of opposite colors, 8 two pawns to none, pawns
Diagram 198
two squares apart. When 7
the Bishop, on one diagonal, 6
can stop both pawns from 5
advancing at the same time, 4 and when the defending 3
King can work with its
Bishop to retain control over 2
the key advance squares, the 1 game will often be drawn.
a b c d e f g h
White to move, draw
l.Kh5 Kd7! 2.Ka6
On 2.Kc5 Black would play 2 …Ke6! so as to meet Kd4 with …K£5.
2 …Kc8
Now Black has stopped both pawns again, and any Bishop moves by White will be met with the same back and forth wandering (along the hl-a8 diagonal) by Black.
3.Kb5 Kd7 4.Kc5 Ke6! 5.Bc3 Bg2
The Bishop moves are tossed in merely to show that both players can waste infinite amounts of time without changing the nature of the position.
6.Kd4
Trying to play e3-e4.
6…Kf5!, 1/z- 1/z.
What allowed Black to draw this position? Here are the key defensive elements:
Both pawns can only advance to light-colored squares, thus, white’s Bishop wasn’t able to take part in the fight to move forward.
Black’s Bishop covered the squares in front of both pawns at the same time.
Black’s King was able to shadow white’s King whenever it moved to the aid of either pawn. The blockading combination of black King and Bishop is enough to stop any progress by White.
PART FIVE- ENDGAMES FOR CLASS “B” (1600-1799) 195
Diagram 199
l.Bd5
8
7
6
5
4
3
2
a b c d e f g h
White wins
RULE
As you might imagine, three or more files separating the pawns (as long as one of the pawns isn’t a wrong colored rook-pawn!) is usually decisive since the defending King can’t help prevent the advance of both pawns.
White isn’t in any hurry, so he frees the e4-square for his King since he knows that it eventually has to march over to the kingside and escort the f-pawn down the board.
l…Kb8 2.Kc4
And not 2.Kd4?? Bf2+ followed by 3…Bxb6.
2…Bf2 3.b7 Bg3 4.Kd4 Bd6 5.Ke4 Kc7
Doing nothing allows White to ultimately win black’s Bishop for the f-pawn. Thus, black’s King will rush to the kingside and try and stave off the inevitable.
6.Kf5 Kd8 7.f4
Playing 7.Kf6 or 7.Kg6 makes it impossible to safely push the f-pawn to f4.
7…Ke7 8.Kg5 Bc7 9.f5 Be5 10.Kg6
Diagram 200
8
7
6
5
4
3
2
1
a b c d e f g h
Black is in zugzwang
If Black could retain this defensive position, he would draw. Unfortunately, any Bishop move would give up control over b8 or f6, while a King move allows the f-pawn to plow through f6.
196 SILMAN’S COMPLETE END GAME COURSE
10… Bb8
Of course, 10…Kd6 allows ll.b8=Q+.
ll.f6+ Kf8
No better is ll…Kd6 12.f7 Ke7 13.Kg7 and the f-pawn promotes.
12.£7 Be5
Also easy for White is 12 … Bd6 13.Kf6 followed by Ke6. Note that 12 …Ke7
13.Kg7 wins immediately.
13.Kf5 Bb8 14.Ke6 Bg3 15.Kd7 Bf4 16.Kc8 followed by b8=Q, winning a piece and the game.
The only time Black can draw split pawns that are three or more files apart is when one of them is a rook-pawn of the wrong color.
Diagram 201
RuLE
As usual in Bishop endgames, watch out for the old wrong colored rook-pawn trick.
8
7
6
5
4
3
2
a h c d e f g h
Black draws
Black draws easily by rushing over to b7 and allowing White to win a piece for his g-pawn.
l.Kh6 Kc6 2.Kh7 Kb7 3.g7 Ka8 4.g8=Q Bxg8+ 5.Kxg8 and we have the classic Bishop and rook-pawn of the wrong color draw.
In a nutshell, when one side is two pawns up (vs. lone King and Bishop) in a
Bishop of opposite color endgame, here are some rules to chew on:
Positions where the pawns are separated by one file are often drawn since the defending Bishop and King are close enough to work together in creating a blockade against both pawns.
Positions where the pawns are separated by two files offer some drawing chances, particularly if the defending Bishop eyes the advance squares of both pawns at the same time.
••..,.. Positions where the pawns are separated by three or more files offer few defensive chances. However, a draw is likely if one of the pawns is a rook-pawn of the wrong color.
King and Pawn Endgames
_.,.. King and two connected pawns vs. lone King always wins.
_.,.. King and two split pawns vs. lone King:
• Pawns that are one file apart on any rank can usually defend themselves until the King arrives to shuttle one of them down the board.
e Pawns that are several files apart (on any rank) are too much for the defending King to handle.
• The defender has his best survival chances if the pawns are two files apart. However, if those pawns are on the 5th rank or farther then the game is resignable.
_.,.. Triangulation is the name of a very small, often uncomplicated maneuver designed to give your opponent the move and, as a result, you the Opposition.
_.,.. Outflanking is a maneuver where the stronger side’s King moves to the side, placing a file between the Kings (sometimes even giving the opponent the Opposition while doing so!). This allows the Outflanking King to march forward towards the target, without allowing the enemy monarch to step in front of it and take Direct Opposition.
Rook Endgames
_.,.. Rook and two connected passed pawns (knight-pawn and rook pawn, which is the hardest case) vs. lone Rook. Here is the step-by step winning process:
• Advance your pawns together so your King has shelter, your pawns can defend one another, and blockades can be avoided-don’t allow one pawn to madly charge down the board on its own!
• Make sure your King and pawns are in close contact. As in most chess situations, a team effort is needed for a successful
result.
197
198 SILMAN’S COMPLETE ENDGAME COURSE
• Make sure that your pawns can shield your King from checks!
• Be patient! Push the enemy King back slowly, always making sure the above conditions have been met.
• Once you have forced the enemy King to the back rank, move your Rook (which should be on the 7th rank) a couple files to the side of your pawns.
• Place both your pawns on the 6th rank (forcing black’s Rook to guard against back rank mates).
• Bring your King to the 7th rank-your Rook on the 7th will prevent checks along that rank.
• Give check by moving your Rook (protected by your King on the 7th rank!) to the 8th rank, forcing an exchange. The resulting King and two pawns vs. lone King endgame should be baby stuff for you at this point.
Rooks belong on the 7th rank, but only if the Rook inconveniences
the enemy King (usually by trapping it on the back rank) and/or attacks one or more enemy pawns.
Minor Piece Endgames
Two Bishops vs. Lone King. The keys to this endgame are:
• Use the Bishops to cut off two “connected” diagonals at the same time. This traps the defending King in one sector of the board.
• The Bishops will be able to take away other important squares while also making whole diagonals impassable.
• You will need to use your King to win, so bring it up so it can directly challenge its counterpart.
• Bit by bit, shrink the “diagonal Box”, in much the same way we shrink the Box in Rook vs. King or Queen vs. King.
• You will need to chase the defending King to a corner. Once there, you’ll easily deliver mate.
Bishop and two split pawns vs. Bishop of the opposite color:
• Positions where the pawns are separated by one file are often drawn since the defending Bishop and King are close enough to work together in creating a blockade against both pawns.
PART FIVE – ENDGAMES FOR CLASS “B” ( 1600-1799) 199
• Positions where the pawns are separated by two files offer some drawing chances, particularly if the defending Bishop eyes the advance squares of both pawns at the same time.
• Positions where the pawns are separated by three or more files offer few defensive chances. However, a draw is likely if one of the pawns is a rook-pawn of the wrong color.
TEST} · … ;;;:
Diagram 202
,L | 8 |
7 | |
6 | |
5 | |
4 | |
5 | |
2 |
Is l.a 7 a good idea?
TEST 2 #.
J l $$’ $$
Does l.Kf5 win?
TEST 3 ···;;;.:
Is Black doomed?
a h c d e f g h
White to move
Diagram 203
8
7
6
5
4
3
2
a b c d e f g h
White to move
Diagram 204
8
7
6
5
4
3
2
a h c d e f g h
Black to move
200
PART FIVE- ENDGAMES FOR CLASS “B” (1600-1799) 201
TEST 4 ·;.r Diagram 205
Co 8
7
6
5
3
2
a b c d e f g h
Black to move
Can Black draw?
TEST 5
.,_•.:•:–•:xrtlfllllll”
Is l.g6 a good move?
Diagram 206
a h c d e f g h
White to move
tax
TEST6
Diagram 207
a b c d e f g h
White to move
Look at l.Kc8, l.Kc7, l.Kc6, and l.b7+. Which one wins for White?
202 SILMAN’S COMPLETE ENDGAME COURSE
– – – – –
“‘ “-.
;;..
Diagram 208
—–T–E-rStTlf7‘IIF’
Is l.Be4 a good move?
8
7
6
5
4
3
2
a h c d e f g h
White to move
TEST 8
Diagram 209
a h c d e f g h
White to move
White has two strong moves at his disposal that both make use of a similar theme. If you see the position’s theme, you’ll find the moves.
TEST 9 Diagram 210
a b c d e f g h
White to move
Does White have winning chances?
PART FIVE – ENDGAMES FOR CLASS “B” ( 1600-1799) 203
TEST 10 Diagram 211
8
7
6
5
4
3
2
a b c d e f g h
Black to move
White is two pawns up. Can Black save himself?
* * * * *
Diagram 202
1.
White to move
Is l.a7 a good idea?
No! By taking away all of the black King’s legal moves, you’ve allowed Black to force a draw by playing directly for a stalemate.
l.a7?? Rd5+ 2.Ka4
2.Ka6 Ra5+! 3.Kxa5 stalemate.
2…Ra5+!
“Take my Rook!”
3.Kb4 Rh5+
“Take it!”
4.Kc4Rh4+
Also good is 4…Rxb6. 4…Rb4+, trying to make white’s King run to the other side of the board before taking on b6, is more melodramatic!
204 SILMAN’S COMPLETE ENDGAME COURSE
5.Kd3 Rh3+ 6.Ke4 Rh4+
Again, …Rxb6 is still an instant draw.
7.Kd5 Rh5+ 8.Kc6 Rxh6+! 9.Kxb6 stalemate.
Diagram 203
ahcJefgh
White to move
Does l.Kf5 win?
It’s clear that l.Kg6?? creates a draw by stalemate, and that l.Kg5?? Kxg7 also draws since Black would have the Opposition. One obvious way to win from our initial position is l.g5 Kh7 2.g8=Q+! (avoiding 2.Kf7?? stalemate, and
2.g6+?? Kg8 with a draw) 2 …Kxg8 3.Kg6 Kh8 4.Kf7 Kh7 5.g6+ and the pawn turns into a Queen.
The question, though, was whether White could win by the odd looking l.Kf5. The answer is yes:
l…Kf7!
A good try. The more mundane l…Kxg7 2.Kg5 takes the Opposition and is an easywm.
2.g8=Q+!
Not falling for 2.Kg5?? Kxg7 when Black has the Opposition and draws, while
2.g5?? Kxg7 3.g6 Kg8 is a basic draw.
2 …Kxg8 3.Kg6! and the Opposition will prove decisive (3...Kh8 4.Kh6 Kg8
5.g5 Kh8 6.g6 Kg8 7.g7, 1-0).
PART FIVE – ENDGAMES FOR CLASS “B” ( 1600-1799) 205
Diagram 204
Black to move
Is Black doomed?
Black wins by using a typical “tactical bomb” trick: 1…d3!! 2.cxd3 e3!! 3.dxe3 c3 and black’s last remaining pawn promotes.
Diagram 205
Black to move
Can Black draw?
The defender usually loses when the pawns are this far apart (black’s two pieces can’t work together against both enemy pawns, and this ensures that his Bishop will eventually be lost.), but in this case it’s a draw because the rook-pawn is of the wrong color.
l…Kf7
Heading for the queenside. Black knows he will ultimately lose his Bishop, but this won’t matter if he can get his King to b7.
2.a5 Ke7 3.g6
No better is 3.a6 Kd7 4.a7 Kc7 5.g6 Kb7 6.g7 Bd5, 1/2-1/2.
3…Kd7 4.g7 Bd5 5.a6 Kc7
And not 5 …Kc8?? 6.Bf4! and White wins since black’s King won’t get to b7 or a8.
6.Kh7 Kb8 7.g8=Q+ Bxg8+ 8.Kxg8 Ka8, 1h- 1h.
206 SILMAN’S COMPLETE ENDGAME COURSE
Diagram 206
Curt Hansen – E Agrest, Malmo 2004
White to move
Is l.g6 a good move?
L__
Yes, l.g6 is excellent since it creates back rank mate possibilities if black’s Rook moves off its 1st rank. All White has to do is avoid stalemate tricks and victory will be his:
l.g6 Kg8
No better is l…Ra6+ 2.Kg5 (threatening 3.Rf8 mate) 2 …Ra5+ 3.Rf5 Ra8
4.Rd5 and White wins since he’ll follow by moving the King to e7 and exchang
ing Rooks by Rd8+.
2.Rg7+ Kh8 3.Rd7
An important move, since leaving the Rook on g7 stalemates the black
King-something you don’t want to do in this endgame!
After 3.Rd7, White threatens to trade Rooks by Ke7 followed by Rd8+.
3…Re8
Momentarily stopping Ke7.
4.Kf7 Rg8
Again stopping Ke7.
5.Rd6
Defending g6 and finally threatening to end things with 6.Kd7 and 7.Rd8.
5…Rf8+
A last bit of desperation. Of course, 6.Kxf8?? would draw by stalemate.
6.Ke7, 1-0.
PART FIVE – ENDGAMES FOR CLASS “B” ( 1600-1799) 207
Diagram 207
ahcdefgh
White to move
Look at l.KcS, l.Kc7, l.Kc6, and l.b7+. Which one wins for White?
All four of these moves are blunders that throw away the win. It’s clear that l.Kc8, l.Kc7, and l.Kc6 all lead to stalemate and an immediate draw. l.b7+ is tricky, but also leads to a draw after l…Kxb7! (and not l…Kxa7?? 2.Kc7 when White promotes his b-pawn).
The correct way to ice this position is
l.Kd6 Kb7 2.a8=Q+!
Giving up this pawn allows white’s King to move to c6-taking the Opposi
tion!-without a stalemate occurring.
2…Kxa8 3.Kc6!
Deftly avoiding 3 .Kc7?? stalemate.
3 …Kb8 4.b7 Ka7 5.Kc7 Ka6 6.h8=Q Ka5 7.Qb3!
Fastest. This forces Black to step towards white’s King.
7 …Ka6 8.Qb6 mate.
Diagram 208
::.tbcdefgh
White to move
Is l.Be4 a good move?
It’s a great move if you want a draw (since it creates an immediate stalemate),
208 SILMAN’S COMPLETE ENDGAME COURSE
but if victory tastes sweeter, then waste a move and only play your Bishop to e4 when it’s a check:
l.Be3
Keeping this Bishop on the cl-h6 diagonal stops the black King from running out of the corner since h6 is now untouchable. Also, don’t chase black’s King out of the corner by l.Be5+ Kh7 2.Be4+ Kh6, and don’t stalemate by l.Be5+ Kh7 2.Bg7??, 1h- 1h.
l…Kh7 2.Be4+ Kh8 3.Bd4 mate.
Diagram 209
Silman-Satyam, San Jose 1982
White to move
VVhite has two strong moves at his disposal that both make use of a similar theme. If you see the position’s theme, you’ll find the moves.
The theme is to give white’s Rook control of the absolute 7th rank and, as a result, leave black’s pieces passive and helpless (in other words, no counterplay for Black!). Since Black threatens to chase the Rook away with …Kd8, White needs to give his Rook some breathing room on the 7th.
l.d6!
Creating absolute 7th rank. The other way of doing this is l.Bb5!+ Kd8 (or l…Kf8 2.Bc4 with the threat of d6) 2.d6!.
Very good for White, but not as strong, is l.e5 Kd8 2.d6 Bd7.
l…exd6
l…Bd7 2.dxe7 is bad for Black since 2…Kxe7 is met by 3.Bb5 Rd8 4.Rxb7, while 2 …a6 3 .Bc4 Kxe7 4.Bxf7 Kd6 5.Rc2 is an easy win for White.
2.Bh5+ Kf8 3.Bc4 Be6 4.Bxe6 fxe6 5.Rxh7
White’s Rook now rules the 7th. Black won’t be able to avoid material losses.
5 …Kg8
PART FIVE- ENDGAMES FOR CLASS “B” (1600-1799) 209
Preventing Rh8+, which White picks up black’s Rook.
6.Re7 e5 7.Re6 Kfi 8.Rxd6 Rc8 9.Rd7+ Kf6 10.Rxb7
With two healthy extra pawns, White is assured of victory. All he has to do is patiently improve his position.
10…Rc3+ ll.Kd2 Ra3 12.Rb2 Kg5 13.Ke2 Kf4 14.£3 Kg5 15.g3 Ra5
16.Kf2 Kf617.g4Rc518.Rd2 Ra519.Kg3 Ra3 20.h4a5 21.Rd7 Ke6 22.Rg7
Kf6 23.Ra7 g5 24.hxg5+ Kxg5 25.Rfi Kg6 26.Rf5 Rxa2 27.Rxe5 Ra128.Kf4 a4 29.Ra5 a3 30.Ra6+ Kfi 31.Kf5 a2 32.Ra7+ Kf8 33.f4, 1-0.
Diagram 210
I abcdefgh
I White to move
1 o ,Whi<e hm wim.;ng ‘”‘”””
White has a winning position after …
l.Re7 Rb8
l…b6 2.a6 fixes the target on a7 and only makes things worse for Black.
2.Kd3 a6
This prevents White from answering …b7-b6 with a5-a6.
3.Rc7! Kf8
Or 3 …b6 4.Rxc6 bxa5 5.Rxg6+ Kf7 6.Rg5 with an easy win.
4.b4
White takes his time and continues to fix the enemy pawns, while also placing his own pawns on protected squares.
4…Ke8 5.Kc4
Stopping ideas based on …Rd8 followed by …Rd7.
5 …Kd8 6.Rg7, 1-0. Black wasn’t able to do more than whimper!
210 SILMAN’S COMPLETE ENDGAME COURSE
Diagram 211
abcdefgh
Najdorf-S Garcia, Buenos Aires 1968
Black to move
! White is two pawns up. Can Black save himself?
The game would be drawn if the b-pawns didn’t exist. But with them on the board, White will easily score the full point. He has two ways of doing this:
Plan 1: Exchange his g-pawn for black’s h-pawn. Then force the win of black’s Bishop for white’s two kingside pawns. Once this is done, white’s King will march over to the queenside and eat the b5-pawn, ending the game.
Plan 2: Exchange his f- and g-pawns for black’s b-pawn and h-pawn.
White’s two passed pawns would then be too far from each other for Black to deal with.
l…Bh3+
Even easier for White is l…Kf8 2.g6 Kg8 (2 …hxg6 3.h7 promotes the h pawn) 3.gxh7+ Kxh7 4.Bg5 Kg8 5.f6 Bb3+ (5…Kf8 6.h7 Bxh7 7.Bh6+ Ke8 8.f7+ promotes the f-pawn) 6.Ke7 Bc4 7.h7+ Kxh7 8.f7 Bxf7 9.Kxf7, 1-0. This is a good illustration of white’s first plan.
2 .Kd6 Bc2 3 .Kc5
Najdorf decides to take his time and torture his opponent. He’s hoping for
3 …Bxf5 4.Kxb5 when Black would draw if he could get his King to b7, but that’s clearly not possible here: 4…Kf7 5.Kc6 Be4+ 6.Kb6 Ke8 (Keeping the King on the kingside is also hopeless: 6…Kg8 7.b5 Kf7 8.Kc7 Kg8 9.b6 Kf7
10.b7 Bxb7 ll.Kxb7 Kg8 12.Kc7 Kf7 13.Kd6 Kg8 14.Ke6 Kf8 5.Kf5 Kf7
16.g6+ hg6+ 17.Kg5 Kg8 18.Kxg6 and White promotes his pawn because it queens on the same color as his Bishop) 7.b5 Kd7 (7…Bd3 8.Kc6 Be4+ 9.Kc7)
8.Ka7 Kc7 9.b6+ Kc8 10.g6! when the poor Bishop can’t defend b7 and g6 at once. Since 10…hxg6 is killed by ll.h7, Black would have to resign.
Nevertheless, instead of 3.Kc5, it was faster to go for victory by plan one:
3.Ke5 Bd3 4.Be7 Bc2 (4…Kf7 5.g6+ hxg6 7.h7 Kg7 7.f6+ Kxh7 8.f7, etc.)
PART FIVE- ENDGAMES FOR CLASS “B” (1600-1799) 211
5.Bd6 Bd3 6.Kf6 Be4 7.g6 Bc2 8.gxh7+ Kxh7 9.Bf4 Bd3 10.Ke6 Bc4+ 11.Ke7 Kg8
12.f6 Bb3 13.h7+ Kxh7 14.f7 when White wins black’s Bishop and the game.
3…Bd3 4.Kb6 Kf7 5.g6+ Kg8
Not falling for 5 …hxg6 6.h7.
6.Bg7 Bc4 7.Be5 Bd3 8.Bf4
Still hoping for 8… Bxf4 when 9.gxh7+ Kxh7 10.Kxb5 is easy for White. However, Black refuses to bite.
8…Bfl 9.Kc6 Bd3 10.Kc5 Bfl
Black’s King can’t move: 10…Kh8 fails to 1l.f6! Bxg6 12.Kxb5, while 10…Kf8
1l.gxh7 makes a new Queen.
ll.Kd4
Finally, after torturing both his opponent and us, Najdorf goes back to the kingside and Plan 1.
ll…Bc4 12.Ke5 Bd3 13.gxh7+ Kxh7 14.Ke6 Kg8 15.f6 Bg6 16.Ke7, 1-0.
Triangulation? Outflanking? Have I gone berserk? For those that felt panic when they eyed the contents of Part Five, I would guess that you’ve now calmed down a bit-the material might have been a bit ponderous to go over, but far from difficult to learn.
So what’s your reward for slogging through topics like Rook and two con nected passers vs. lone Rook? How about an extremely tight understanding of basic endgames that will give you a lifetime of confidence every time the final phase of the game is reached.
Make no mistake about it: you can make due (even with an “A” or Expert rating) with the material through Part Five (plus the bits and pieces you pick up from experience) for the rest of your life. Your endgame foundation is that good!
So, if you feel that you’ve now put more than enough effort into the endgame,
you can put this book aside without guilt or misgivings. You worked hard and have come a long way, and that’s very impressive! However, for these “I never want to see another endgame book for the rest of my life” people, may I sug gest that you spend a bit of time with the three chapters in Endgames for Pure Pleasure (Part Nine). I think that material will send you off in style, and with a smile on your face.
For those that have serious aspirations towards Class “A” or even Expert, and who want to know more about the endgame than others in those classes, things will get a bit difficult in Parts Six and Seven. Are you going to tough it out? If so, I’ll see you there.
212
ou’ve come a long way and finally enjoy an elite rating. As you’ve moved up the ladder, you might have noticed that more and more games reach endings, and often they prove to be rather complex. Now, more than ever, you’ll need to have mastered all the endgame material in past sec tions and assimilate the new material here.
Believe it or not, if you completely master everything through Part Six, you will
have an understanding of endgame basics that far surpasses 7 5% of those in the Expert (2000-2199) category. And it’s that lack of general endgame knowledge among tournament players who pride themselves on being “good” that will give you a huge advantage over them during the course of your chess career.
Of course, absorbing this new information won’t be easy. Everything here is
far more difficult than anything we’ve looked at thus far. But I wouldn’t present it ifl didn’t think it was very learnable and well within the grasp of an “A” class player. So, since you’re here and since you seem determined to go to that next level, fasten your seatbelt and let’s begin!
214
You should already be well versed in King and pawn basics, but now it’s time to learn a new idea or two that will prepare you for the more expansive, and complicated, examples in Part Seven.
Strange Races
Many King and pawn endgames are decided by simple races that center on whose pawn promotes first. When one side queens and the other can’t, it’s usu ally game over. And, when both sides promote, one after the other, it’s usually a draw. Much of the beauty of chess, though, lies in the exceptions. And there are several “race exceptions” that are must knows.
Diagram 212
8
7
6 UsEFUL AovicE
5 Pawn mates are something
4 you must be familiar with.
3 They form the basis of many
(sometimes surprising)
2
victories in more complex
1 pawn endgames.
a b c d e f g h
White to move
Black’s pawn has a clear, and quick, path to al, while black’s King is trying to hold off the White hoards on d6 and e7. Nevertheless, White wins because mate trumps the queening of a pawn.
l.Kf6 a2
Black could also play 1…Kd7 but then White wins because his pawn promotes with check: 2 .Kf7 a2 3 .e8=Q+ and Black loses the race.
2.Ke6 al=Q 3.d7 mate. Black won the race but lost the war!
215
216 SILMAN’S COMPLETE ENDGAME COURSE
Success in many races depends on the knowledge gleaned in past sections. Our next position is an excellent example of this.
Diagram 213
8
7
6
5
4
3
2
a b c d e f g h
White to move
This position is lost for White since his opponent is clearly ahead in the race. Nevertheless, Black needs to be aware of a little trick or he’ll end up botching it.
l.c5 dxc5??
Such an innocent and natural move, but it throws the victory out the window! Correct was l…a2!, which we’ll explore after we finish up with l…dxc5.
REMEMBER
Even the most innocent move can have life and death ramifications in a King and pawn endgame.
2.dxc5 a2
Isn’t Black winning this race? Yes he is, but if you remember your lessons from
Part Four, you’ll know that White is going to save the game.
3.c6 al=Q 4.c7 and we have a basic draw-lone Queen vs. pawn on the 7th with the stronger side’s King being far out of play can’t win against either rook pawn or bishop-pawn. The end could be: 4…Qe5 5.Kb7 Qb5+ 6.Ka8 Qc6+
7.Kb8 Qb6+ 8.Ka8! Qxc7 stalemate.
Now let’s take a look at the position after…
l.c5 a2 2.c6
Also hopeless is 2.cxd6 al=Q 3.d7 Qxd4 4.Kc7 Qc5+ 5.Kb7 Qd6 6.Kc8 Qc6+
7.Kd8 Kb7 and black’s King slowly but surely makes its way to the embattled area and wins the game.
2 …al=Q 3.c7
PART SIX- ENDGAMES FOR CLASS “A” (1800-1999) 217
Diagram 214
8
7
6
5
4
3
2
a b c d e f g h
Position after 3.c7
Black to move
White has a c-pawn, so why can’t he draw? Two reasons:
… White’s stalemate save (after a later Ka8 …Qxc7) isn’t stalemate anymore due to the existence of the d4-pawn.
… In some lines Black can capture the d4-pawn then give up his Queen for white’s remaining pawn on c7. Then it’s off to the races for black’s pawn on d6!
3 …Qh2+ 4.Ka8
Not 4.Ka7? Qxd4+.
4…Qa3+ 5.Kb7 Qh4+ 6.Ka8 Qa5+ 7.Kb7 Qh5+ 8.Ka8 Qc6+ 9.Kb8
Qh6+, 0-1 since 10.Ka8 Qxc7 is no longer stalemate, while 10.Kc8 Qxd4 is no better.
Diagram 215
8
7
6
5
4
3
2
1
a b c d e f g h
White to move and win
REMEMBER
Complex positions can’t be solved unless you are firmly trained in endgame basics!
218 SILMAN’S COMPLETE ENDGAME COURSE
Even though the race seems to be even, the fact that there are two rook-pawns means that both queening squares connect on the long diagonal. This can easily have decisive ramifications.
l.a6 h3 2.a7 h2 3.a8=Q, 1-0, since 3 …h1=Q 4.Qxh1 isn’t pleasant. However, a slight adjustment in King position can change a position from
lost to drawn.
REMEMBER
Hey, they’re rook-pawns! And, as you should know by now, rook-pawns stand for results or problems that are strange/odd/ annoying/unfair. Keep
this in mind whenever a rook-pawn endgame is about to be reached!
Diagram 216
8
7
6
5
4
3
2
a b c d e f g h
White to move only draws
l.a6 h3 2.a7 h2 3.a8=Q Kgl!, 1/z- 1/z (as shown in Part Four).
Thus far we’ve seen that the result of some races depends on prior knowledge of other endgames, on King position, and/or on whether or not a pawn queens with check. Our next position (a study by the great Reti in 1921) seems com pletely lost for White-so much so that resignation might be in order!
Diagram 217
8
7
6
5
4
3
2
a b c d e f g h
White to move and draw
How can White possibly save himself? It’s clear that Black is going to win this race hands down, and to make matters worse, the black King is only two moves away from eating white’s pawn! However, White makes use of a solid
PART SIX- ENDGAMES FOR CLASS “A” (1800-1999) 219
understanding of the Square of the pawn, good King footwork, and the fact that his pawn queens with check to make the miracle complete.
l.Kg7 h4
Another try is l…Kb6 2.Kf6 (threatening Kg5) 2 …h4 3.Ke5 and the double threat of Kf4 (winning black’s pawn) and Kd6 (queening his own pawn) saves the day: 3 …h3 4.Kd6 h2 5.c7 Kb7 6.Kd7, 1h-1h.
2.Kf6
White’s King does a tightrope act-on one hand threatening to escort his pawn to c8, and on the other hand trying to enter the square of black’s pawn.
2…h3
Of course, 2 …Kb6 3.Ke5! transposes into the note to move one.
3.Ke7!
3.Ke6 amounts to the same thing.
3…h2 4.c7 Kb7 5.Kd7, 1h-1h. Magic!
Reti’s discovery created quite a stir back in 1921, and other problem composers rushed to emulate him. The following example is one such attempt.
Diagram 218
a b c d e f g h
Adamson 1922
White to move and draw
l.Kg6 a4 2.Kf5 a3
On 2 …Kb6 White uses the Reti device: 3.Ke5! (getting ready to step into the
Square of the a-pawn) when 3 …Kxc6 4.Kd4 and 3 …a3 4.Kd6 are both drawn.
3.Ke6 and white’s pawn promotes.
USEFUL ADVICE
King and pawn endgames are always tricky. If you enter one-even one that seems hopeless-take a long think and try to grasp the position’s true meaning. This involves taking into account promotion with checks, the Square of a passed pawn, Opposition, Triangulation, Outflanking, and a King’s ability to escort its pawn to the 8th rank.
220 SILMAN’S COMPLETE ENDGAME COURSE
King and Pawn vs. King and Pawn
All versions of this endgame have already been addressed (or indirectly ad dressed) via Strange Races, via Trebuchet (in Part Four), or in any of the King and pawn vs. King positions that can so easily occur. Here are a few more ex amples that should firm up the knowledge you already possess.
Diagram 219
8
7
6
5
4
3
2
a b c d e f g h
White to move, draw
\Vhite will force the win of black’s pawn on d5, but the resulting position (if
Black responds properly!) is a basic draw:
l.Kb5 Kc7 2.Kc5 Kd8!
Wisely avoiding 2 …Kd7?? 3.Kxd5 when \Vhite wins since he has the Opposi
tion. You should be thoroughly familiar with the position after 3.Kxd5. I should add that 2 …Kc8! achieves the same result.
3.Kxd5 Kd7, 1h- 1h since Black now has the Opposition.
Diagram 220
8
7
6
5
4
3
2
l.Ka6
a b c d e f g h
White to move wins
PART SIX- ENDGAMES FOR CLASS “A” (1800-1999) 221
This forces the win of black’s pawn.
l…Kd8 2.Kb6 Kd7 3.Kb7 Kd8 4.Kc6 Ke7 5.Kc7 Ke8 6.Kxd6 Kd8
Black has the Opposition, but it won’t help him since his inability to move straight back (he’s out of board!) will prevent him from achieving a drawn setup. You should already know this position, but I’ll give the rest anyway.
7.Ke6 Ke8 8.d6
Taking the Opposition.
8…Kd8 9.d7 Kc7 10.Ke7, 1-0.
These two examples were nothing more than glorified versions of basic King and pawn vs.lone King theory. But knowledge of them allows us to solve posi tions that would be unintelligible otherwise. The last several examples made it clear that, aside from simple race considerations (brought about by both pawns being passed), the real question surrounding King and pawn vs. King and pawn theory is whether or not a pawn can be won. If a pawn does indeed drop, the assessment of the resulting position (which has suddenly transposed into one of our already mastered King and pawn vs. lone King situations) is made by who owns the Opposition. Diagram 219 saw the defender safely take the Opposition (thus gaining a draw). The position after that (diagram 220) had white’s pawn on the 5th rank-a decisive advantage if the white King can crash through and pick off the enemy pawn.
The position in diagram 221 takes things a bit further. To fully under
stand it, you have to use the tools from diagrams 219 and 220, plus all your
Opposition skills.
Diagram 221
8
7
6
5
4
3
2
a h c d e f g h
White to move wins, Black to move draws
RuLE
This kind of situation, where the defender must give up his pawn but
can take the Opposition,
is always drawn unless
white’s pawn is on the
5th rank.
Since white’s pawn is on the 5th rank, he knows he’ll win if he can pick off black’s pawn. Black’s only hope is to keep the white King from penetrating to e6, f6, or g6, since the d6-pawn will be lost if white’s King reaches any of those squares.
222 SILMAN’S COMPLETE ENDGAME COURSE
White to move wins by l.Kg5 when l…K£7 2.Kf5 and l…Ke7 2.Kg6leads to the loss of d6 and the game.
USEFUL ADVICE (IF YOU ARE THE DEFENDER)
Before allowing a position of this nature to occur, make sure the opponent can’t penetrate with his King! If he can penetrate, make sure his pawn isn’t on the 5th, and that you can take the Opposition when he captures your pawn.
Black to move draws by 1...K£8!This takes the Distant Opposition and allows Black to successfully meet 2 .Kg5 with 2 …Kg7, and 2 .Kf5 with 2 …K£7 when white’s King can’t get in.
The next position is full of interest, and very instructive.
Diagram 222
8
7
6
5
4
3
2
a h c d e f g h
White to move
It’s clear that Black will win the pawn on a2. This means that White can only draw if he can reach the c2-square. Again, solving this position is only possible with a firm grasp of basic King and pawn vs. King theory.
l.Kh8!!
Visually this seems very odd. However, it makes perfect sense when looked at in the cold light of reason: Moving to f8 allows 1…Kf6 when Black has gotten closer to his goal on a3, but White hasn’t gotten closer to his goal on c2 (note how the black King would block white’s King from stepping forward). Mter l.Kf8?? Kf6, black’s win is illustrated by the following obvious moves: 2.Ke8
Ke5 3.Ke7 Kd4 4.Ke6 Kc3 5.Kd5 Kb2 6.Kc4 Kxa2 7.Kc3 Kbl and the pawn promotes.
On the other hand, l.Kh8 Kh6 takes Black farther away from his a3-goal. That only leaves …
l…Kf5
Or l…Kf6 2.Kh7, which amounts to the same thing.
2.Kg7 Ke5 3.Kg6 Kd4 4.Kf5 Kc3 5.Ke4 Kb2 6.Kd3 Kxa2 7.Kc2, 1h-1h.
The practical study of King and pawn endgames is finite-truly complex/im practical King and pawn endgames become the stuff of theorists or very strong players with a fetish for such things. However, the study of Rook endgames-no matter how complex-always remains eminently useful simply because they oc cur so often and in so many different forms.
Though the student might think that the first five parts of this book has left him with a sizeable amount of Rook endgame skill, the daunting fact is that you are still in Rook endgame infancy and will continue to be long after you make master. Nevertheless, don’t be depressed by this news. The material presented here in Part Six will leave you with a very solid base of Rook endgame under standing and-on a competitive level-this knowledge will far outgun that which most of your Opposition will ever possess.
“Lucena” with a Rook-Pawn
We’ve learned that achieving a Lucena Position guaran tees a win, unless the extra pawn is a rook-pawn. The rule with a “Lucena” rook-pawn-I’m using the word “Lucena” loosely here, since a real Lucena Position only occurs with a knight-pawn, bishop-pawn, or center pawn-is that black’s King needs to be cut off by four or more files for White to win (one file is sufficient in a real Lucena).
Diagram 223
a b c d e f g h
White wins
223
RuLE
If you’re into memory prompts, and numbers such as “four or more files” don’t do the job for you, another way of stating this rule is,
“It :1′ a win if the enemy
King is cut off on or beyond the farthest bishop-file.”
224 SILMAN’S COMPLETE ENDGAME COURSE
White’s only plan is to get a Rook to b8 and escape with the King. Thanks to the fact that black’s King is four files away from the pawn, White can force a win. However, the technique for achieving this is far more difficult than one might imagine!
l.Rcl Ke7 2.Rc8 Kd6!
2 …Kd7 3.Rb8 Ra2 4.Kb7 (and not 4.Rb7+?? Kc8, =) 4… Rb2+ 5.Ka6 Ra2+
6.Kb6 Rb2+ 7.Kc5 and the King walks towards the Rook and soon forces res
ignation.
3.Rb8 Ra2 4.Kb7
Escaping from the pit. Leading to nothing is 4.Rb7 (threatening Kb8) 4…Rh2 when 5.Kb8?? Rh8 mate is embarrassing, 5.Rg7 Rb2 6.Rb7 Rh2 just repeats the position, and 5.Rbl Kc7 is a dead draw.
Diagram 224
8
7
6
5
4
3
2
a b c d e f g h
Dead draw
Let’s spend a moment explaining why this is so drawn. First, Black to move (from diagram 224) would play 1…Rc2 when White can’t even dream of win ning: 2.Rhl (or 2.Rb7+ Kc8 3.Rb8+ Kc7 and white’s King will never escape from the corner) 2 … Rc3 3.Rh7+ Kc8 4.Rh8+ Kc7 and it should now be clear that white’s King is forever entombed on a8.
White to move (from diagram 224): l.Rcl+ Kd7 2.Kb7 (no choice, since
2.Rdl+ Kc7 only helps Black, 2.Rbl Kc7 gets nowhere fast, and trying to build a Lucena bridge by 3.Rc4 fails to 3 …Rb2) 2 … Rb2+ 3.Ka6 Ra2+ 4.Kb6 Rb2+
5.Kc5 Ra2, 1h- 1h.
4…Rh2+ 5.Kc8
The only good move. 5.Ka6 Ra2+ 6.Kb6 Rb2+ is nothing, and White would have to repeat with 7.Ka6 Ra2+ 8.Kb7 Rb2+ 9.Kc8 in order to get back on the right path.
5 …Rc2+ 6.Kd8 Rh2! 7.Rh6+
PART SIX- ENDGAMES FOR CLASS “A” (1800-1999) 225
Of course, 7.a8=Q?? allows 7 …Rh8 mate, while 7.Ke8?? fails to 7 …Rh8+
8.Kf7 Rh7+ followed by 9…Rxa7 with a draw.
7…Kc5
7 …KeS makes things easy for White after 8.Ra6 Rh8+ 9.Kc7 Ra8 10.Kb7, etc.
Diagram 225
8
7
6
5
4
3
2
1
a b c d e f g h
White wins if you know the key!
8.Rc6+!
The key to this endgame. 8.Ra6 fails to 8…Rh8+ 9.Ke7 Rh7+ 10.Kf8 (10.Kf6?? Rh6+) 10…Rh8+ ll.Kg7 Ra8 followed by …KbS when the pawn is lost.
Now, after 8.Rc6+!, Black realizes that taking the Rook allows the white pawn to promote to a Queen with check-not a happy thing for Black to face, but 8…KbS (8…Kd5 9.Ra6) 9.Rc8 Rh8+ 10.Kc7 Rh7+ ll.Kb8, 1-0, is even worse!
8…Kxc6 9.a8=Q+
Diagram 226
a b c d e f g h
White wins easily
I can imagine some of you looking on in horror and thinking, “I’m not sure ifi know how to win Queen vs. Rook!” To make matters worse, a glance in our Contents shows that I don’t even cover that endgame! \Vhat’s going on? First,
226 SILMAN’S COMPLETE ENDGAME COURSE
calm down, you don’t need to understand the ins and outs of Queen vs. Rook theory (which I feel is too rare and too hard for this book) to easily win this position. You see, Queen vs. Rook is only difficult if the Rook is fairly close to its King or, at the very least, on the same side of the board (saving it from a Rook-winning fork by white’s Queen). In our present position, the Rook and King are far away from each other, and a simple series of checks will pick up the Rook and end the game.
9…Kc5
9…Kb5 (9…Kd6 10.Qb8+ and 1l.Qxh2) 10.Qb8+ and 11.Qxh2 is even more abrupt!
10.Qc8+
White wants to swing his King over the kingside (placing his Queen between the black King and its Rook!) when just about any combination of checks will lead to the Rook’s demise.
10…Kd4
10…Kd5 1l.Qf5+ amounts to the same thing as our main line.
ll.Qg4+ Kd5
Black would love to get closer to his Rook, but 11 …Kc3/11…Kd3/11…Ke3 all drop the Rook immediately to 12.Qg3+. Note that ll …KeS 12.Qg3+ and
11…Kc5 12.Qgl+ also lead to instant resignation.
12.Qf5+ Kc6
The only way to stretch things out a bit. 12 …Kc4112 …Kd4/12 …Kd6 all hang the Rook to 13.Qf4+.
13.Qe6+ Kb7
Again, there’s no choice. 13…Kb5!13 … Kc5 14.Qe5+ is game over.
14.Qc8+ Ka7 15.Qc7+, 1-0 since 16.Qxh2 follows.
RuLE
If you possess the “Lucena” rook- pawn (King in front of its pawn and enemy Rook trapping it there), you can only win if the enemy King is trapped four or more files away/cut off on or beyond the further bishop-file.
As demonstrated in the last example, it’s a draw if the defending King is three files away (or closer) from the pawn. Much of this was explained in the note to white’s 4th move in the previous example (diagram 224), but let’s start from scratch just to ram the point home.
PART SIX- ENDGAMES FOR CLASS “A” (1800-1999) 227
Diagram 227
8
7
6
5
4
3
2
1
a b c d e f g h
White to move, draw
Black’s King is close enough to trap white’s monarch in the corner.
l.Rhl Kd7 2.Rh8
Of course, 2 .Rh7+ Kc8 only helps Black.
2…Kc7 3.Rb8 Rh2 4.Rh7+ Kc8! 5.Rbl White’s last chance to get his King out is to play Rcl + (though even that would lead to a draw, as illustrated in diagram 224), so Black ends this hope by 5…Rc2! when White can’t dream of progress here as long as
Black has c7 and c8 available to the King.
REMEMBER
Rook-pawns tend to be a bother for the attacker and a joy for the defender!
Rook in Front of its 7th Rank
Pawn
When a Rook is trying to shepherd a pawn down the board, it usually dreams of being behind the pawn.
Diagram 228
a b c d e f g h
Black is busted
228 SILMAN’S COMPLETE ENDGAME COURSE
Note how white’s Rook is a tower of strength that is helping to push the pawn home. In comparison, black’s Rook is passively stopping the inevitable. White wins by Kd4-c5-b6-b7.
RuLE
Both sides should try to get their Rook behind a passed pawn.
This means that defensively, having one’s Rook behind the enemy passed pawn is of enormous importance. To illustrate, let’s take the previous diagram-quite hopeless for Black when white’s Rook is behind its pawn-and reverse the posi
tion of the Rooks.
Diagram 229
8
7
6
5
4
3
2
a b c d e f g h
Draw
White can’t win because Black now has an ideal defensive stance with his Rook, while white’s Rook is stuck in a corner guarding its pawn. White’s only chance is to defend the pawn with his King, then bring his Rook out. But this fails:
l.Kc5 Ra2
Many moves are fine. For example, 1…Kg7 also does the job, while 1…Rcl+
2 .Kb6 Rb1+ 3.Kc5 Rc1+ is quite sufficient, though Black can’t get too overzeal ous with his checks: 4.Kb4 Rb1+ 5.Kc3 Rcl+?? (5 … Ra1, draw) 6.Kb2 when suddenly black’s Rook isn’t able to get back behind the passed pawn! White wins after 6…Rc7 7.Rh8+ Kxh8 8.a8=Q+ with a theoretical win that’s a bit too complex for our present course of study.
I should point out that another way to lose after 1.Kc5 is 1…Ra5+?? since this let’s White attack the Rook and guard his pawn at the same time by 2.Kb6. The continuation might then be: 2 … Ra1 3.Rb8 (Freedom at last! This Rook can finally take an active part in the battle to promote the pawn.) 3 … Rb1+ 4.Kc7
Rcl+ 5.Kb7 Rb1+ 6.Ka8 Rg1 7.Rb7+ Kh6 8.Kb8 (threatening a8=Q) 8…Rg8+
9.Kc7 (threatening Rb8) 9… Rg7+ (or 9… Ra8 10.Kb6 followed by 1l.Rb8)
PART SIX- ENDGAMES FOR CLASS “A” (1800-1999) 229
10.Kb6 Rg6+ 1l.Ka5 Rg1 (A last trick. No better is 11.. .Rg5+ 12.Ka6 Rg6+
13.Rb6, 1-0) 12.Rb6+ (And not 12.a8=Q?? Ra1+ and 13 … Rxa8, =) 12 …Kh7
13.Ka6, 1-0, since 13 … Ra1+ 14.Kb7 and 13 …Rg8 14.Rb7+ Kh6 15.Rb8 Rg6+
16.Rb6 are both game over.
2.Kb6 Rh2+ RuLE
In these positions, whenever the King touches its pawn (trying to free its
Rook), the defender should smack it away immediately with a check!
3.Kc7 Ra2
REMEMBER
The defending Rook needs to be behind the enemy passed pawn. Failing to do so will allow the stronger side’s Rook to get out of its cage!
4.Kb7 Rh2+ 5.Kc6 Ra2
White’s insurmountable problem is now clear: Black will check white’s King whenever it touches its pawn. Then, when that King/pawn contact is lost, the Rook will leap in back of the pawn and leave White with no constructive ideas.
After 5 …Ra2, White should just shake hands and accept a draw.
Diagram 230
8
7
6
5
4
3
2
UsEFUL AoviCE
It’s often critically important to get your Rook behind
a passed pawn (be it your passed pawn or your opponent’s).
a b c d e f g h
Draw, but watch out for the trap!
Here Black should just move his Rook back and forth along the a-file, and/or he can break the monotony by doing a little jig with his King via …Kg7-h7- g7-h7 when White has to accept the draw. But what if White whispers (in evil fashion), “Hey, can’t you just walk over to the queenside with your King and win my pawn?”
230 SILMAN’S COMPLETE ENDGAME COURSE
Obviously, the voice of greed has dragged many a good man and woman to their doom, so let’s demonstrate what happens if such a queenside trek is at tempted:
l…Kfi??
It’s clear that l…Kf6?? 2.Rf8+ followed by 3.a8=Q is a disaster!
2.Rh8!
Diagram 231
8
7
6
5
4
3
2
a b c d e f g h
A key tactical idea
And the trap is sprung! White threatens 3.a8=Q, and since 2 …Rxa7 loses to
3.Rh7+,Black must resign. This tactical idea is extremely important in this kind of endgame, and its influence drastically effects many more complex situations.
REMEMBER
Many class ”A’ players have fallen victim to this trap, so always be on the lookout for it!
As we can see, having a pawn on the 7th rank, with your Rook in front, is a doubled edged sword. On one hand it dooms your Rook to passivity. On the other, it forces the black King to everlasting imprisonment on h7 and g7 (otherwise the above tactic ends matters quickly). This brings up an important question: If Black gets his Rook behind your pawn (with your Rook in front of it), but the pawn is only on the 6th rank, should you push it to the 7th or leave it where it is?
(See diagram 232)
Pushing the pawn to a7 creates an instant draw (the previous examples should have convinced you of this!) because white’s Rook would remain forever passive and any attempt to defend the pawn with the white King would fail because black’s Rook would just check it away and then return to its defensive position behind the passed pawn.
PART SIX- ENDGAMES FOR CLASS “A” (1800-1999) 231
Diagram 232
7
6
5
4
‘)
2
a b c d e f g h
To push or not to push?
The real question here is, how can White try to win? It turns out that White has many advantages:
… His King can easily break black’s “block” on the 2nd rank (by scuttling over to bl) and then march up the board to its pawn.
… When the pawn is on the 7th rank, white’s King would have nowhere to hide. With the pawn on the 6th, the King can hide in front of it (on a7). This finally frees the aS-Rook.
Black’s King is forever stuck on h7 and g7 since any attempt to rush over to the queenside fails to a well-timed a6-a7 when the poor King would be stuck in no-man’s land.
All these facts make it sound as if White should prevail, and if Black tries to maintain his Rook’s position behind the passed pawn White will indeed be able to claim victory:
l.Kf1Kh7
Note that black’s King can’t participate in the defense: l…Kf7 2.Kel (2.a7 Kg7! is our basic draw) 2 …Ke7?? (Making a dash for the queenside, but this backfires horribly!) 3.a7! and suddenly black’s King can’t get back to the safe squares on g7 and h7. Both 3 …Kd7 and 3 …Kf7lose to 4.RhS Rxa7 5.Rh7+.
2.Kel Kg7 3.Kdl Kh7 4.Kcl Kg7 5.Kbl
Finally breaking black’s 2nd rank blockade.
5…Ra5 6.Kb2 Ra4 7.Kb3 Ral 8.Kb4 Kf7
Black doesn’t intend to go too far-he sees that the immediate 9.a7 is safely answered by 9…Kg7! with a draw.
9.Kb5
Defending the pawn and threatening to free the aS-Rook.
232 SILMAN’S COMPLETE ENDGAME COURSE
9…Rhl+ 10.Kc6 Rcl+ ll.Kb7 Rhl+ 12.Ka7
White’s King has reached the safe haven on a7. The white Rook is finally ready to emerge.
12 …Ke7 13.Rb8 Ral 14.Rb6 Kd7 15.Kb7 and, since a6-a7-a8 can’t be prevented, Black must resign.
RuLE
When defending these positions, the normally successful “passive defense” (i.e., moving the King back and forth, and giving a check when the stronger side’s King touches its pawn) which works so well with the stronger side’s pawn on the 7th rank and his Rook in front of
it-doesn’t succeed if the pawn is only on the 6th rank.
Is this a win after all? No, Black can save the game if he’s familiar with the surprisingly little known (though extremely important!) Vimcura Position.
8 J3l
Diagram 233
5 ,!
4 , ‘ y
a b c d e f g h
Either side to move, Black draws
Just as the pawn on the 7th deprived white’s King of any cover, the flexible position of the defensive Rook (and the unfortunate position of the stronger side’s Rook) effectively does the same thing since:
Black can check along the f-file.
His Rook attacks a6 and thus keeps the white Rook cornered.
– – …. White’s King has nowhere to hide (if White had a b-pawn instead of an a-pawn, this would no longer be the case since white’s King could hide on a6).
l.Kb5
Defending the pawn and threatening to free the aS-Rook. Of course, l.a7 Ra6!
2.Kb5 Ral is an easy draw, and l.Ra7+ Kg6 is also nothing for White.
PART SIX – ENDGAMES F 0 R CLASS “A” ( 18 0 0- 19 9 9) 233
1 …Rf5 + 2 .Kc6 Rf6+ 3.Kd5
There are no gains for White after 3.Kb7 Rf7+.
3 …Rb6
This important move keeps contract with the a6-pawn and continues to force white’s Rook to act as a permanent babysitter.
4.Ke5 Rc6
Black could also draw with 4…Kh7 (the King on h7 and Rook on g6 is as fully adequate as the King on g7 and Rook on f6). However, some care must be given since 4… Rf6?? instantly drops the game to 5.Rg8+ Kxg8 6.Kxf6, 1-0.
5.Ra7+
White is running out of ideas since he’s already tried moving his King to the queenside, while 5.a7 Ra6 is a mindlessly simple draw.
5…Kg6 6.Kd5 Rf6 7.Kc5 Rf5+ 8.Kb6 Rf6+ 9.Kb7 R£7+ 10.Ka8 Rf8+,
112-1/z. White can’t make any progress.
Diagram 234
7
6
5
4
3
2
a b c d e f g h
Black finds the correct path to a draw
Diagram 234 takes us back to the position (seen earlier in diagram 232) we didn’t quite solve. Now we should have the knowledge to find black’s draw. Since staying behind the pawn doesn’t work, his correct defensive strategy is to set up a Vancura Position.
l.Kfl Ra5! 2.Ke2 ReS+
This doesn’t give white’s Rook a chance to escape from its prison on a8.
3.Kd3 Re6! 4.Kc4 Rf6 5.Kb5 Rf5+, 1h-1h.
234 SILMAN’S COMPLETE ENDGAME COURSE
Diagram 235
R
7
6
5
4
3
2
a b c d e f g h
Can Black draw?
As was the case with the a-pawn, White wants to rush his King to the front of his pawn (b7) with a won game. Now the Vancura Position doesn’t work since white’s King has access to a6:
l.Kfl
Of course, l.b7? Kh7 is still a total draw.
l…Rb5 2.Ke2 Re5+ 3.Kd3 Re6 4.Kc4 Rf6 5.Kb5 Rf5+ 6.Ka6, 1-0. However, the pawn on b6 is closer to black’s King, so a more straightfor
ward drawing idea is possible, this time keeping the black Rook behind the
passed pawn.
Diagram 236
a b c d e f g h
Let’s try it again!
l.Kfl Kf7! 2.Kel
l.b7 Kg7!, =.
2 …Ke7!
Bravely entering no-man’s land. Though this fails with the a-pawn, it does the trick with the closer b-pawn.
PART SIX- ENDGAMES FOR CLASS “A” (1800-1999) 235
3.b7
Else … Kd7 and …Kc6 picks up the b-pawn. Now White threatens to win by4.Rh8.
3…Kd7 4.Rh8
4.Kcl can be met by 4…Rb6 followed by …Kc7 or even by the immediate
4…Kc7.
4…Rxb7 5.Rh7+ Kc8, ‘h-‘h.
Thus, we have two important rules:
RuLEs
When combating a rook-pawn on the 6th (with the stronger side’s Rook in front of its pawn and the stronger side’s King off in the hinterlands), the Vancura Position is the defender’s road to salvation.
When combating a knight-pawn on the 6th (with the stronger side’s Rook in
front of its pawn and the stronger side’s King off in the hinterlands), the Vancura Position is no longer sufficient for a draw. However, keeping the Rook behind the pawn and rushing the King towards the embattled area should pick up the pawn and draw the game.
Rook and Pawn (on 4th or 5th)
vs. Rook
We’ve already determined that the game is easily drawn if the defending King can get in front of the pawn (i.e., using the Philidor Position, as shown in Part Four). However, what happens if the defending King is trapped one or more files to the side of the pawn?
The result of this endgame depends on whether or not the stronger side can reach a Lucena position, and this is determined by the following specific rules (as usual, rook-pawns form exceptions, so we’ll only explore positions with a knight-pawn, bishop-pawn, or center pawn):
RULES
A pawn on the 5th rank or beyond wins if the defending King is cut off by one file on the Long Side of the board!
A pawn on the 4th rank wins if the defending King is cut off by two files. A
knight-pawn is an exception and takes three files.
236 SILMAN’S COMPLETE ENDGAME COURSE
Diagram 237
8
6
5
4
3
2
a b c d e f g h
White wins
The position in diagram 2 3 7 is a good illustration of our 5th rank rule-a pawn on the 5th rank or beyond wins if the defending King is cut off by one file on the Long Side of the board. White easily achieves a Lucena Position because black’s King is on the Long Side of the board.
Now it’s time to address the Long Side and Short Side of the pawn: The
Short Side is the side with the least amount of squares from the pawn to the side of the board. In general, the defender should always move his King to the Short Side of the pawn. Placing the defending King on the Short Side is extremely important! The point is that the defending Rook can use the Long Side for long distance checking (known as Checking Distance) without hav ing to worry about his King getting in the way of those checks! By blasting the enemy King with long distance checks, the beleaguered King won’t be able to find shelter since approaching the nasty Rook would entail a long trek that completely abandons the battle zone.
l.Kh5
Preparing to advance the pawn. If Black does nothing, White will win easily by 2.g6, 3.Kh6, etc.
1.. .Rh8+ 2.Kg6
Threatening to play 3.Kg7 and 4.g6.
2 …Rg8+ 3.Kh6 Rh8+ 4.Kg7 Rhl 5.g6 Rgl
Else White would play 6.Kg8 and 7.g7.
6.Kh7 Ke7 7.g7 Rhl+ 8.Kg8 and White has a basic Lucena Position which, as you know, is an easy win.
RuLE
In a pawn down Rook endgame where the defending King can no longer stay in front of the enemy pawn, the defender should always move his King to the Short Side of the board so that his Rook will have Checking Distance.
PART SIX- ENDGAMES FOR CLASS “A” (1800-1999) 237
That was easy! But be careful that the defending King really is cut off.
Diagram 238
8
7
6
5
4
3
2
1
a b c d e f g h
Black to move and draw
This is almost identical to our previous position, which was won for White. However, the “almost” proves to be very important-instead of being on e6, black’s King resides on e7. Also, Black has the move. This allows l…Rf8!. Suddenly it’s clear that black’s King wasn’t cut off at all! Now 2.Rxf8 Kxf8 is a dead draw, while 2.Ral Kf7! gets the King to the front of the pawn, achieving a drawn position.
Our next example shows how the defender can draw against a pawn on the
5th if his King is correctly placed on the Short Side of the board.
Diagram 239
8
7
6
5
4
3
2
1
a b c d e f g h
Black’s King is on the Short Side of the pawn
Black draws by giving his Rook Checking Distance on the Long Side of the board.
l…Rh8!
Suddenly Black threatens a cascade of checks along the distant h-file. Incred
ibly, White has no answer to this!
238 SILMAN’S COMPLETE ENDGAME COURSE
2.d6
The attempt to block the checks with the white Rook via 2.Rel fails to 2 …Kc7 when black’s King gets in front of the pawn with a drawn position. Counting on the King to do the job also doesn’t work: 2.Ke5 Rh5+ 3.Ke6 Rh6+ 4.Kd7 Rh7+
5.KcS RhS+ 6.Kd7 Rh7+ 7.Ke6 Rh6+ S.Kf7 Rh7+ (S… Rd6 is also fine) 9.Kg6
Rd7 (Now that white’s King is far from its pawn, Black is able to pile up on the abandoned unit and win it.) lO.Rdl Kc5, 1h- 1h.
2…Rh4+ 3.Ke5 Rh5+ 4.Kf6
Or 4.Kf4 Rd5 and the pawn is lost.
4…Rh6+ 5.Ke7 Rh7+ 6.Kf8 Rd7, 1h-1h.
Diagram 240
a b c d e f g h
White to move, draw
Earlier we stated that a pawn on the 4th rank wins if the defending King is cut off by two files. The position in diagram 240 is drawn because the defending king is only cut off by one file.
l.Kf4
The tempting l.e5 seems strong, since 1...ReS?? 2.Ke4 takes us to our first rule: A pawn on the Sth rank or beyond wins if the enemy King is cut off by one file on the Long Side of the board. However, instead ofthe compliant l…ReS, Black can answer l.e5 with 1… Ra4! when white’s King is cut off from its pawn! Now moves that takes the white Rook off the d-file allows …Kd7 with an im
mediate draw, 2.Rd6+ Kc7 also leaves White without a good follow-up, and
2.Rd4 Rxd4 is a drawn King and pawn vs. King endgame. Thus: l.e5 Ra4 2.e6. Now White threatens to win by 3.e7 RaS 4.RdS, but 2 …Kc7! (stopping the aforementioned possibility of e7 followed by RdS) holds the draw: 3.Rd7+ (3.e7
RaS followed by …ReS,=) 3 …KcS 4.Rh7 (4.Kd3 or 4.Rdl run into 4… Ra6, =)
4…KdS, 1h- 1h.
PART SIX- ENDGAMES FOR CLASS “A” (1800-1999) 239
l…Rf8+
This frontal check defense is quite effective against a pawn on the 4th rank.
2.Kg5
Note that 2.KeS ReS+ 3.KfS RfS+ 4.Ke6 ReS+ gets White absolutely nowhere due to the vulnerability of the pawn.
2…Re8!
And not 2 …RgS+?? 3.Kf6 when 3 …RfS+ 4.Ke7 and 3 …ReS 4.eS both lose for Black. Also note that 3 …RhS doesn’t give Black enough Checking Distance because black’s King is on the Long Side: 4.eS Rh6+ S.KgS Re6 (S … RhS 6.e6)
6.KfS ReS 7.e6, winning.
The annoying attack against e4 (2 … ReS) freezes the pawn in its tracks and forces White to lose time defending the pawn.
3.Kf5 Rf8+ 4.Kg6 ReS! 5.Rd4
White’s last shot (which threatens 6.Kf7 ReS 7.Kf6 ReS 8.eS), since S.Re1
Kd6 is completely drawn.
5 …Kc5!
A very important resource! Note that if our original position had started with black’s King on c7 instead of c6, this move wouldn’t be possible and the result would be very different:
Diagram 241
a b c d e f g h
Black to move draws, White to move wins
Black to move draws in two different ways: 1 …Kc6 (which takes us back to diagram 240) or l…RdS 2.RxdS KxdS 3.Kf4 KeS!, 1h-1h.
White to move wins because he can take advantage of the fact that Black no longer has the …KcS defensive idea at his disposal: l.Kf4 RfS+ 2.KgS ReS
3.KfS RfS+ 4.Kg6 ReS! S.Rd4 Kc6 6.Kf7 ReS (6…KcS 7.RdS+, 1-0) 7.Kf6 ReS
S.eS, 1-0.
240 SILMAN’S COMPLETE ENDGAME COURSE
6.Rd5+ Kc6 7.Kf5 Rf8+
Diagram 242
8
7
6
5
4
3
2
1
a h c d e f g h
It’s still tricky
8.Ke5
The alternative, 8.Kg4, also forces Black to use some care: 8…ReS 9.Kf4 Rf8+
1O.Rf5 Ra8 ll.Rt7 (ll.e5 Kd7 will achieve an easily drawn Philidor Position) ll…Kd6 12.Kf5 Ra5+ 13.Kf6 ReS 14.Rd7+ Kxd7 15.Kxe5 Ke7 and, since Black has the Opposition, the game is drawn.
8… Re8+ 9.Kd4 Re7 10.e5 Rd7!
An idea that we’ve already seen. The Rook move allows the black King to make its way to the front of the pawn.
ll.Rxd7 Kxd7 12.Kd5 Ke7 13.e6 Ke8 14.Kd6 Kd8 15.e7+ Ke8 16.Ke6
stalemate.
Diagram 243
8
7
6
5
4
3
2
a h c d e f g h
Draw
Though the stronger side wins with a bishop-pawn or center-pawn on the 4th rank if the defending King is trapped two files away, a knight-pawn on the 4th
PART SIX- ENDGAMES FOR CLASS “A” (1800-1999) 241
is more problematic. In this case the stronger side usually wins if the defending
King is trapped three files away.
The position in diagram 243 is drawn since the defending King is only two files away.
l.Re2
White can’t improve his position so he “passes” in the hope that Black will make a mistake.
l…Kd6!
Oddly, this is the only way to draw! Let’s look at the alternatives and see why:
l …Rg7?? destroys the Rook’s Checking Distance. Black is toast after 2.Kh4 Rh7+ 3.Kg5 Rg7+ 4.Kh5 Rh7+ 5.Kg6.
1…Ra8?? 2.g5 is hopeless.
1…Kd4?? is the most interesting blunder since it allows White to cut the black King off on a rank by 2.Re6! Kd5 3.Rh6.
Diagram 244
a h c d e g h
Black is lost!
Suddenly black’s game is lost! His King can’t get back into the fight since the
6th rank is a no-pass zone, and the white Rook blocks all checks along the h-file which allows the King to calmly march up to h5. A sample of what could occur:
3…Ke5 4.Kh4 Rg7 5.Kh5 Rg8 6.g5 KfS 7.Rf6+ Ke5 8.Kh6 Rh8+ 9.Kg7 Rhl
10.Rf2 Ke6 ll.g6 and White will achieve the desired Lucena Position.
UsEFUL AovicE
Sometimes cutting the defending King off along a rank is as good as cutting it off along a file.
242 SILMAN’S COMPLETE ENDGAME COURSE
2.Re4
Otherwise Black just moves his King back and forth between d6 and d5. By defending his pawn with the Rook, ite hopes to relieve his King of guard duty which will allow it to march triumphantly down the board.
2…Kd5!
Chasing the Rook away from its good position. A major mistake would be
2 …Kd7?? 3.Kh4 Rh8+ 4.Kg5 Rg8+ 5.Kf6 Rf8+ (or 6.g5 would have followed)
6.Kg7 and ite wins.
3.Rel
Black draws easily after 3.Ra4 Ke6.
3 …Kd6 and ite must agree to a draw since he can’t make any progress.
Bishop of Opposite Colors (Bishop and Two Connected Passers vs. Lone Bishop and King)
One would think that this endgame would be an easy win for the two con nected passed pawns. However, this simply isn’t the case. To illustrate my point, allow me to indulge in a little story.
The year was 1978, the city was London, and I was playing my second game with the white pieces in the span of a few months against Jonathan Speelman. I had won the first and now my opponent was after blood. The opening promised a sharp struggle:
l.e4 c5 2.NB d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 a6 6.Bg5 Nc6 7.Qd2 e6
8.0-0-0 Bd7 9.f4 b5 10.Nxc6 Bxc6 ll.Qe3 Be7 12.Bxf6 Bxf6 13.e5 Be7
14.exd6 Bxd6 15.Ne4 Bxe4 16.Qxe4 0-0
Diagram 245
a b c d e f g h
How not to prepare
I had prepared this system a year before, and whatever theory I had access to at that time had promised me good chances with 17.Bd3 g6 18.h4. Indeed,
243
244 SILMAN’S COMPLETE ENDGAME COURSE
it looks dangerous for Black, but as I sat there wondering why my opponent exuded an air of confidence, I decided to take a deep look at the position for the first time (Mindlessly memorizing book, and exploring a variation seriously, are two very different things!). Sure enough, after pondering the situation for a long while I realized that White didn’t have anything at all! It occurred to me that after 18…Qf6 19.Rdfl Rfd8 20.h5 Bf8 2l.hxg6 hxg6 22.g4 Bg7 my opponent’s Bishop would be very happy on g7 where it would defend the black King while simultaneously eyeing my monarch in a lecherous state of rut.
Diagram 246
8
7
6
5
4
3
2
a b c d e f g h
Killer Bishop on g7
(Years later the position after 2l.hxg6 hxg6 22.g4 Bg7 did indeed occur, with this result: 23.c3 b4 24.f5 exf5 25.gxf5 gS, 0-1, Santo Roman-Palac, Cannes
2000).
RuLE
Opposite colored Bishops are wonderful attacking weapons in the middlegame (or in endgames with many pieces remaining) since one Bishop can attack something that the other can’t defend.
Whatever the truth about this line might be, during the game I began to panic, and this led to a “cowardly” act on my part (from diagram 245):
17.Qd4 Bc7 18.Qxd8 Raxd8 19.Rxd8 Rxd8 20.g3
Yes, I renounced my manhood and shamelessly played for a draw!
20…h5 21.Be2 h4 22.Rdl
Since leaving too many pieces on would actually make the Bishops of opposite colors useful to Black, I made sure to exchange everything that wasn’t nailed
down.
RuLE
Bishops of opposite colors often give the defender serious drawing chances in the endgame even if he’s one or two pawns behind!