Basman, Benton - Chess (1999)
Basman, Benton - Chess (1999)
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CHESS
Mike Basman
Hlustrated by Tim Benton
Consultants: Malcolm Pein and Jimmy Adams
Executive editor and Editor of Chess magazine
Hodder
Children’s
Books
This book gives you all you need to start your career as the
chess whizz-kid on the block.
Mike Boryanton
Contents
Warming up
Into action
Winning ways
8 Winning by force
10 Winning by tactics
Glossary
Answers
Index
S \ Who plays chess?
BEGINNINGS © EQUIPMENT ® IMPROVING
A game of skill
Chess is the ultimate battle game, and it is all skill. In this
battle you have no weapons against the adversary except
your own mind, your knowledge, your fighting spirit and
the swiftness of your calculations.
The equipment
Chess sets come in all shapes and sizes. Some sets are tiny
pocket sets. People sometimes get them out and play on
buses and trains, or in a restaurant — or during lunch breaks
in the playground at school!
8
Who plays chess?
How to improve
Millions of people can play chess, but only a few play really
well. Make sure you improve by going about it in the right
way:
Pieces * MOVES
e CHECK AND CHECKMATE * CASTLING
The pawns
99089080
|AY a Be ay Au ors fos
Be eS eo eee
There are eight pawns and they are the footsoldiers of the
chess board. They can only move forwards, never back.
10
Join the chess set!
The rooks
There are two rooks,
sometimes called castles.
They are solid, dependable
pieces. They move straight,
up and down and sideways.
The knights
There are two knights.
They are the jumpers, the
prancers, the jesters of the
chess board. They move in
an L-shape.
The bishops
There are two bishops.
They are sly, slippery,
elegant pieces. Their move
is diagonal.
The queen
There is only one queen.
She is the power piece. She
combines the moves of the
rook and bishop, moving
either straight or diagonal.
The king
There is only one king. The
king is the heart and soul of
the game. He is majestic,
moving in all directions, but
only one square at a time.
Join the chess set!
The moves
The armies assemble on the
battlefield. The forces are
equally balanced at the
start of the game, although
white has the first move,
which gives white a slight
advantage.
Before you start your battle, you must first learn a little
more about each of the pieces. You can see how the rooks
are placed on the corners, with the knights and bishops
next to them. In the centre is the royal family — the king
and queen. Placed in front, to protect the more valuable
pieces, are the eight pawns.
The pawn
The pawn can only move
forwards: never back and
never sideways. A pawn is
worth one point. What it LIKE IN BOARD
DIAGRAMs
lacks in strength it makes
up in numbers. It has
seven friends.
Tz
Join the chess set!
You could have more than one queen on the board at the
same time — up to nine!
14
Join the chess set!
The knight
The knight has a short
range, but a dangerous WHAT } LOOK
LIKE IN BOARD
movement. DIAGRAMS
_ The bishop
The knight and bishop are
valued equally, at three |
points. But most experienced
players put the bishop
slightly above the knight. |
THIS |S WHAT
RS, be ee
DIAGRAMS
by
Join the chess set!
18
Join the chess set!
The rook
The rook is valued at five
points. It moves forwards,
backwards and sideways as far
as it likes. It cannot jump
(unlike the knight) and this
makes it a clumsy piece at the
start of the game, as other
pieces are constantly getting
in the way.
Like the bishop, the rook also has a long range, but there is
one important difference: the rook can reach all the squares
of the chess board, which the bishop cannot.
The queen
The strongest piece of all is
the queen. Splendid in her
coronet, the queen dominates
the board, firing in eight
directions on to a total of 27
squares. She combines the
moves of the rook and bishop.
She is slippery and sly like a
bishop with the rook’s
steamroller strength.
Few strong players bring their queen out early in the game,
because she will be set upon by all the weaker enemy
pieces. But when the way is clear, her power is devastating.
20
Join the chess set!
The king
The king reminds us of the
need for caution. Amid all
the turmoil and hurly-burly
of battle, the king stays in
the rear. It is not for him to
advance in front of his troops.
Check
Great care is taken to protect the king from danger,
especially at the beginning of the game when so many
pieces roam the board. A king in check must escape
immediately. -
Fortunately for the king, his life does not usually end
abruptly in checkmate. Although there are many powerful
pieces on the board, the pawns slow things down. They
muffle the fire-power of the pieces, and can form a shield
which protects against attack.
23
Join the chess set!
The king moves TWO spaces towards the rook, and the
rook jumps over him, and stands alongside.
24
Join the chess set!
You can castle on the other side too, with the other rook.
This is called castling on the queen-side, and the rule is just
the same: the king moves TWO squares towards the rook,
and the rook jumps over and stands alongside. Like this:
Join the chess set!
Quick reference
PAWN 1 point Moves forward one square, can go
&
two on its first go. Captures diagonally.
Can promote to queen, rook, knight
or-bishop if it gets to the end of
the board.
KNIGHT 3 points Jumps two straight, one to the side.
A
BISHOP 3 points Moves diagonally. Restricted to squares
26
Join the chess set!
27
\ Know the code
ane
NOTATION *® CODE CHECKLIST
“I
oO
UI
bh
WwW
©—N
The diagram above names d3 and g7. Can you find f2? h8?
b6? a2?
30
Know the code
Recording |
rap
2Nought dash joe iss castles short,
_ Three gongs is castles long.
: One plus, you’rein check,
_Two pluses and you hit the deck.
- Want to capture— put an ‘x
Guaranteed to get respect.
Place your queens remember where?—
- Same colour, same square! :
One more thing before you move=
White pieces, rows one and two.
_ Black pieces on seven and ei
-Let’s get started |justcanitwai
Ve now know the rules, but not how to win. To get you
into shape you need to do some warming-up exercises.
The first ones will be on checkmate, the ultimate object of
the game.
Check
A check is when the king is under attack. A beginner usually
reaches to move the king as soon as he is pig ota}
But hold on! There are other
ways out. Maybe it’s better
to block or capture.
32
Warming up
1. OUT OF CHECK ~
In these exercises you are white and your king is in check.
There is only one way out, either by MOVING the king,
CAPTURING the enemy piece,or BLOCKING the check.
(Answers on p120.)
©
SI
WO
WAU
—N
=—-—
AWE
©
ON
NW
Warming up
2. HOW MANY CHECKS?
Find as many checks as you can for white on this move.
In position one, some of the checks are Qh6+, Bg3+ and
Nc4+. There are others, too. None of the available checks is
checkmate. (Answers on p120:)
2)
WwW
—-—N
©
~
hunwW
abedefgh
-~NWAUANOEPD
es se
‘ak boctdsestay ek
3. CHECKMATING
Now you must learn to finish the game, by finding the
check which is, in fact, checkmate. There are several
possible checks in each position, but only one move is
actually checkmate.
(Answers on p120.)
34
a
Warming up
—-Nwaunnrno®
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8 8
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5 5 |
4 4
3) 3|
2 2
1h |
a bc def gh acby.c dice \f_g-h
Captures
Although checkmate is the object of the game, other goals
may have to come first. One of these is the winning of
g
enemy pieces, while safeguarding your own. When playin
against a skilful opponent, the loss of a single piece may
a
spell defeat long before checkmate approaches. As
“Neve r
beginner, when you lose a piece you may think,
mind, I'll get it back later,” or “I'll checkmate my
in the
opponent.” In fact, instead of relying on good luck
capture skills, so
future, it would be better to learn simple
that you don’t lose the piece in the first place!
35
Warming up
‘Test yourself
Here are some positions that would be unlikely to occur in
a normal game, but they will give you some practice in
spotting captures. In each position it is white to play. How
many captures can white make on this move? It’s best to
write your answers down. (Answers on p120.)
SN
oO
hLUW
WwW
—_N
©
eb c d see f gah
Captured pieces
In this position the points are quite level but, with the right
capture, white can go ahead. Two captures are clearly bad:
—-NW
NN
LUO
©
Warming up
TIME To CHALLENGE
YOUR NEXT OPPONENT!
THIS TiME TRY To
MAKE Good CAPTURES
AND STof YouR
OPPONENTS REST
CAeTURES!
39
edd
| The tricky rules
CASTLING © STALEMATE © EN PASSANT
e TOUCH PIECE MOVE ® RESIGNATION
e castling
e stalemate
e en passant
40
The tricky rules
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The tricky rules
=
Vitae Qucenaite —>
42
a
Why castle?
e You take the king away from the centre of the battlefield.
e You tuck him behind a shield of pawns, where he is
much safer. Try not to move these pawns up or you will
lose your shield.
Uf guys
GILG)
pe
g 7, “g3 A
Y; AY )
OUT OF CHECK
Here the king is already in check from the black bishop.
He can’t get out of check by castling (it’s against the rules).
So white must either move the king or block the check.
The tricky rules
THROUGH CHECK
You can’t go through check. (Though thousands of players
do, without noticing it!)
Stalemate
The aim of the game is to checkmate the enemy king, but a
game can end in a draw if:
46
’ q 4
Lilt
The tricky rules
1am
QEMEMBER:
CHECK MATE —
DONT SUFFOCATE!
The tricky rules
En passant
En passant is French for ‘in passing’. En passant came in
when modern chess began about 500 years ago. The new
rules of chess allowed pawns to make an initial move of two
squares, instead of just one. But there was a problem...
Under the old rules, a pawn moves up just one square and
is captured by an enemy pawn. But under the new rules the
pawn can move up two squares. This means that the
enemy pawn can’t capture it. Or does it?
48
The tricky rules
1. Before en passant
one square.
3. Enemy pawn takes first pawn as if it had moved
Game opens up.
| 49
The tricky rules
Resignation
A player who feels that their position is hopeless will
sometimes give up, or resign, rather than continue. This is
often shown by turning down the king, or stopping the
clocks (if it is a tournament game), saying “I resign,” or
making a small gesture. .
50
;3 The tricky rules
Temperamental players sometimes sweep all the pieces off
the board and storm out of the room. An angry king once
brained his opponent with a wooden chessboard for
beating him!
ye, YY
YEW
y
yy
A
ZG
51
a
\ Into action
FOUR IDEAS * THE OPENING
Vee are now ready for your next battle. The board is set
up. Your opponent sits opposite you. What is your
approach? To play successfully, you must bear in mind four
general ideas.
) is at his
For example, the king (the most valuable piece
checkmated very
most powerful in the centre, but would be
His turn in the
quickly if he moved there in the opening.
, when only
centre usually comes at the end of the game
puny pawns are left on the board.
2
fs)
Into action
4. Be aggressive
You want to win. Your opponent makes mistakes too!
Don’t resign too soon, and don’t agree to draw until you’ve
exhausted every winning chance.
» CERI
Ce cag 4 Gee!
ii, 4) GRE. Geet |
Ve ~—
54
Into action
en cud elt xo h
Central (at c4) Fianchetto (see page 56) at g2
striking across centre.
55
Into action a
WwW
—-_N
Oo
AU
©
I
5G:
Into action
ay,
Into action
Board talk :
‘Sacrifice’ is when you give up a piece or a pawn to win
more pieces quickly, or to force checkmate.
Capablanca v. Janowski
Now for a game that shows these rules in action. This is the
opening of a game played between José Raoul Capablanca
(white) and David Janowski (black) in New York, 1918.
WHITE BLACK
Capablanca Janowski
1. d4 d5
(Rule 1: pawns in centre.)
2. Nf3
(Rule 2: knights and
bishops near centre.)
3. c4 e6
(Rule 1 again. But note that
a pawn capture is now
possible — the black pawn at
d5 can take the white pawn
at c4, or vice versa, and
pawn captures open lines for
Into action
rooks (Rule 6). Eagle-eyed players will notice that black can
capture the pawn at ¢4 for nothing, but in this opening, called
‘The Queen’s Gambit’, white can usually recover the pawn
after e3 and Bxc4.)
4. BgS
(Rules 2 and 3: move each piece once in the opening.)
4. ... Nbd7
(Why is this written Nbd7, not Nd7? This is because the
knight on f6 (the ‘f’ knight) could also have gone to d7.
In fact the knight at b8 (the ‘b’ knight) went there.)
5.e3 c6
6. Nbd2 Be7
7. Bd3 dxc4
8. Nxc4
or
(Rule 3: move each piece once, except when capturing
(white) evens up the points by
avoiding capture. Capablanca
recapturing a pawn.)
Bos: 0-0
9. 0-0
(Rule 4: castle your king into safety.)
Bt: cS
10. Rel
(Rule 6: place rooks where
they are not blocked by their
own pawns. The knight at
c4 is in the rook’s way, but a
knight can move off a file
and a pawn cannot.)
POs b6
(Black plays b6 to get the
bishop at c8 out into the
game (Rule 2).)
Into action
11. Qe2
(Rule 5: take the queen off the back row (to get her out of
the way of the rooks) but not too far forward (to avoid
exposing her). The second or third rank is best.)
Lies Bb7
12. Rfd1
(Rule 6: place rooks on open lines. The pawns at c5 and d4
may be exchanged, and then the road will be clear for the
rook.)
Now you've learned how to play the opening. Try out your
new-found knowledge in your next game of chess!
60
Into action
the worst
Mistakes are easy to make in chess, but to avoid
checklist:
ones, ue the Re thinking method in this
it
: a is itrealsafe?
61
7 ;\ Winning ways
SCHOLAR’S MATE-* DAWN RAIDER
e DIAGONALS © GiIUOCO PIANO
e Copy CATS ° CASTLED KING
1. Scholar’s Mate
Try this out — it’s guaranteed to beat most people! Every
chessplayer needs to know about these pitfalls, if only
to avoid them. Scholar’s Mate is the classic four-move
checkmate. If your opponent knows it, he or she is not
a beginner!
62
Winning ways
WHITE
1. e4
2. Bc4
3. Qh5
(The moment of truth. Does~ 7
black know how to defend?) 6
5 ae. Nf6
5 fe
(Not this time! White 4
finishes with a snappy
3
checkmate.)
2
4. Qxf7++
(Game over.)
think one
Why does Scholar’s Mate trap so many victims? |
beaten so
reason is that players do not believe they can be
even
quickly, so they are caught out before they have
is that all the play is on
begun to think. The second reason
bishop.
the diagonals, used effectively by queen and
to get used to than
Diagonal moves are much harder
rooks), so these
up-and-down and sideways moves (like the
threats are often missed.
63
Winning ways
Let’s have an action replay of this game.
WHITE
1. e4
2. Bc4
3. Qh5
(Stop! How would you
defend as black?)
ice Qe7
(Simple as that. Black
defends the pawn at f7, and
white cannot checkmate any
more. If white plays...)
SN
oO
DhUWU
©
NW
—
4. Qxf7+ Qxf7
5. Bxf7+ Kxf7
(...black emerges two points ahead.)
64
Winning ways
WHITE
1. e4
2. Bc4
3. QhS
4. Qxe5+
(At least black doesn’t get
checkmated.)
cee
5. Qxh8
(But black does lose a rook.)
The ambush
Mate.
This is the most complicated version of Scholar’s
WHITE BLACK
1.e4 e5
2. Bc4 Bc5
3. QhS Nh6é
(Black guards the f7 square
with the knight. White now
has a cunning plan — to
[Link] knight at h6
with the white bishop, at
present hiding behind the
pawn at d2.)
4. d4 Bxd4
5. Bxh6 gxh6
ei b ms d F f g h
6. Qxf7++
(Same old story!)
Winning ways
2. Dawn Raider
This is another rapid opening attack, which again targets
the weak square at f7.
WHITE
1. e4
2. Nf3 Nc6
3. Bc4 Nf6
(Of course, black does not
necessarily play these moves,
but they are quite common,
so here is how you carry out
your raid.)
Y—-—NWAUA
NO
4. Ng5
(Aiming for f7.)
4A aes h6é
(Black hasn’t woken up yet!)
5.
5. Nxf7
(This is a perfect example of 8
a knight fork — and black 7|,
walked straight into it! The 6
knight at f7, guarded by the
bishop at c4, threatens both 5]
the queen at d8 and the 4
rook at h8, and white will 3
win one or the other.) 2
27 ee Qe7 1]
(Best of a bad job!)
6. Nxh8&
(White is now six points ahead.)
66
Winning ways
WHITE
1. e4
2. d4
3. Qh5++
WHITE BLACK
1. e4 e5
2. Nf3 f6
(Black guards the pawn at
e5. There doesn’t seem to
be anything wrong with
that, but...)
3. Nxe5
(White seizes the chance!)
S307 fxe5
4. Qh5+
(Now black is in a mess. If black plays 4. g6, black is going to
be zigzagged (see page 65) by the moves 5. Qxe5+ and
6. Qxh8. On the other hand, if black’s king takes a walk, it
could be just as dangerous.)
4. Ke7
5. Qxe5+ Kf7
6. Bc4+ Kg6
7. QFS+ Kh6
8. d4+ g5
9.h4
(Black’s king is suffering a
non-stop barrage of
attacking moves. It’s
unlikely the king will
survive this treatment.)
Winning ways
WHITE BLACK
11. Qh5+
g6 here?
(How would you continue if black played 11.
Bxg6+ hxg6
The most successful attack would be 12.
Kd6 16. Nf7+,
13. Qxg6+ Ke7 14. Rxf6 Nxf6 15. Qg7+
winning black’s queen with a knight fork.)
What actually happened was:
hee Ke7
69
Winning ways
16. Rf5+
17. Rel+
18. c3+
19. Rd5++
Fantastic!
The final check is a double
check (from rook and
bishop). White has far fewer
pieces on the board, but the
attack was so ferocious that
black never stood a chance.
Winning ways
WHITE BLACK 4.
the e4 e5 8
2. Nf3 Nc6 ey
3. Bc4 BcS 6
4,¢3 =a
4
ye Nf6 3h
5. d4 exd4 2
6. cxd4 Bb4+ a2
7.Nc3
The two pawns side by side
on the central squares d4
and e4 give white ‘midfield
domination’, because the
pawns also attack four
squares in black’s half of the
board. Black acts swiftly to
destroy one of the pawns,
and wins the battle in the
centre.
—-—N
UM
CO
N
ON
Wa
is Nxe4
(Black can do this because
the white knight at c3 is
powerless and pinned.)
8. 0-0
(Black has snapped at the bait, the ‘e’ file is now open — let’s
get a rook on to it!)
Face Nxc3
(A wary opponent would have captured the knight with the
bishop and then stabilised the position with pawn to d5,
keeping the ‘e’ file closed with the knight. But black hasn’t
seen this one before.)
72.
Winning ways
9. bxc3
(Two pawns ahead and a
rook in prospect, black is
asking “Can chess really be
this easy?” It isn’t!)
10. Ba3 eS
0... Bxal
(Black takes another valuable piece)
‘11. Rel+
and sees
(The trap is sprung. Desperately black looks around
It’s too late...
‘no exit’ signs plastered all over the board.
black has
black should never have taken that last rook. Now
to give it all back and lose the queen as well.)
Sea Ne7 14. Qxal
in action in another
Now you know the pattern, let’s see it
position.
73
Winning ways
WHITE
1. e4
2. Nf3
(Copy cat!)
3. NxeS
(Copy cat!)
4. Qe2
(Now black stops and has a
think. If black plays 4. Qe7
(copying), white could play F
CO
I
AO
—-NWAUW
5. Qxe4 and then black
Qxe5 loses the queen to
6. Qxe5+! Not liking this, 4
black decides to save the
knight.)
See Nf6
5. Nc6+
The discovered check wins
the black queen, because °
how ever black gets out of
check, the white knight will
take the black queen next @&
—-NWrareunwns
move.
74
Winning ways
Winning ways
—-N
SN
UDO
Wh
©
76
ron
Winning ways
| at
ak pawn is a pawn that is hard to defend.
This may be because it is cut off from other pawns,
00 far behind, or stacked up with other pawns.
~ Careful — pawns are easy targets!
in the middle. To
A castled king is muc h safer than a king
his defenders, the
get to the king, you must first overcome
pawns. So weaken! Invade! Destroy!
77
Winning ways 4
WHITE BLACK
Belitzmann Rubinstein
Pie Qh4
(The threat of checkmate by ...
Qxh2++ forces a pawn to
advance.)
13. g3 Qh3
(Getting closer.) ©
NSN
UO
Dh
-—_NW
14. c3
(White sees that he is not in danger of checkmate by
... Qg2 because both his knights guard that square.
So he decides to attack, starting with the knight at d4.)
Ags h5
(Black does not bother to move the piece, but begins a
brilliant plan to open up the file for his rooks.)
15. cxd4 h4
16. Qe2
(White sees that the line
is about to be opened, and
with this cunning move
hopes to keep the vital h2
square guarded. If black
now plays 16. .... hxg3
17. fxg3 by a miracle
checkmate is avoided,
because the white queen
now defends the h2 pawn.)
Winning ways
Ss Tee
SN
UTED
dh
©NW
—
et
Wi nning ways ;
©
SI
DW
hUW
—-NW
80
\ Winning by force
LAWN MOWER MATE
e QUEEN MATE ° Box MATE
ured more
: chess, superior force wins. If you have capt
your opponent's
pieces than your opponent, either due to
a clear path to
mistakes or your own good play, you have
t the three
victory. At this point, you need to know abou
basic checkmates.
White needs two ideas: the fence and the lawn mower. The
plan is to force the black king to the edge of the board.
White’s first task is to make a fence.
WHITE BLACK
1. Ra4
(White does not check but with one move cuts the board in
half. The rook fires along the fourth row, and the black king
cannot pass over this line, because he would be moving into
check. So this is the fence.)
i ae Ke5
(The black king walks along the fence, looking for a way out.)
2. Rh1
(You will see the point of this move in a minute.)
2. ie Kf5
3. RhS+
(This second idea is the lawn mower. The rook checks along
the rank, and forces the black king back towards the edge of
the board. Because the other rook is still guarding the fence,
the king cannot step into the middle of the board. Because of
the way the rooks seem to mow the board into neat strips,
82
Winning by force
6. Rb7+ Ke8
N—NWAU
O
DN
7. Ra8++
(The rooks checkmate well
below the target of ten moves.)
Winning by force
- Board talk
A chess clock is a double clock which times the moves of
both players, so they do not take too long. Chess clocks
were introduced at the beginning of the 20th century,
when time limits were about 12 moves per hour. —
Things have speeded up since then — regular
tournament time limits today are 20 moves an hour!
84
Winning by force
85
Winning by force
Starting from the position on p84, white can play:
WHITE BLACK
—_— Qf3
1. QF3
(White immediately boxes
the black king in. The king
cannot stray beyond the
boundary lines marked out in
the diagram.)
race Kd4
(Black must try to stay in the
middle.)
2. Kb2 KeS
ee
—-—
UW
Dh
©
WN
NW
a buicaducetcgen
3. Kce3
(The white king arrives on the scene. Black cannot now move
into the central d4 square.)
Soc ten Ke6
4. Kd4
(White is now dominant in the centre and can chase the
black king wherever he moves.)
4.... Kd6
5. Qf6+
(A Lawn Mower type check
drives the king ever closer to
the edge.)
lass Kd7
6. Kd5 Kc7
7. Qc6+ Kd8
(Black has been driven to
the edge of the board.
But black sets a last
desperate trap. What move
would you choose as white? N=-NWAUAN
@O
The answer is on page 122.) a bcdef
gh
86
Winning by force
king. The
This is the checkmate by king and rook against
Mower and
forces here are not as powerful as in the Lawn
toget her to
Queen mates, so they need to work closely
overcome the enemy king's resistance.
WHITE BLACK
1. Kb2 Kd5
2. Kc3 KeS
(Next white links the king up
with the rook.)
3. Rh4 Kd5
4. Rd4+ Ke5
(This is the first position to
aim for — you can see that
A—-NWA
O&O
UWA
black’s king has been boxed =
in to one quarter of the abcdefgh
board. By itself, the rook cannot control the black king,
because the king can always attack the rook diagonally. That
is why the rook needs to be supported by his own king to
make the box watertight.)
88
: Winning by force
a bc defgh
the
Now white can neither make the box smaller, nor move
king closer. So try this:
Board talk : |
Time trouble happens when players leave themselves
too little time to make their remaining moves, and then
have to rush to beat the clock. If the clock beats them,
they may lose the game, even if they’re a queen
_ ahead onpoints!
——————
No win situations
To end this chapter we'll look at positions where extra force
does not win.
—-
SN
AO
ALAUI
©
NW ©
NN
UO
ALA
—-_NW
abcdefgh a b¢ de fg “hs
90
Winning by force
—-
SN
oO
©
DW
NW
91
§ \ Getting the edge
e [MPROVING YOUR GAME °
92
a
WHITE BLACK
Capablanca Spielmann
12. 0-0 a6
13. Rfel
(White prepares to play a pawn to e4. We know why pawn
exchanges are made.)
tis 3 Qe6
(Black unpins the knight, which was trapped by the white
bishop at g5. Black is now ready to capture the white pawn if
it foolishly moves to e4.)
14. Nd2
(White renews the threat of playing the pawn to e4.)
AS b5
Getting the edge q
15. Qa5S
(The white queen settles on
a dark square where the
black pawn and bishop,
marooned on white squares,
cannot attack her.)
hone Ne4
(Finally, black plugs up the
e4 square, and puts paid to
white’s attempts to play e4.
It is clear that the white rook
will not get into the game
from e1.)
17. a4
(White makes a pawn thrust
to break up the chain on the
queen side. It would not be a
good idea now for black to
capture by 17. ... bxa4, since
after 18. Rxa4, the pawn at
c4 would be on its own and
difficult to defend.)
WwW
—-N
©
sas
hunmW
Ufo Qd5
(The players are matching
each other blow for blow.
But now Capablanca unleashes the winning combination.)
18. axb5
(White is prepared to lose the bishop at g5 in order to
destroy black’s position on the queen side.)
184.8 Qxg5
(Black has no alternative but to make the intended capture,
since if black plays 18. ... axb5, black loses a rook after 19.
Qxa8 Qxa8 20. Rxa8.
Getting the edge
20. bxa6
Black’s defences have
crumbled. Capablanca’s
pawn at a6, ready to queen
in two moves, gives him a *
winning advantage.
White used central play,
line opening and better
placed pieces to overcome ©
I
BH
—NWAU
his opponent.
95
10 Winning by tactics
THE FORK @ THE PIN. ®° DISCOVERED ATTACK
The fork
(also called the
double attack)
Black’s knight attacks two
or more pieces at once,
ensuring that black will win
one of them. This is one of
the best ways to win pieces. —-
DUI
NN
A
©
NW
.
abcde
f gh
96
': Winning by tactics
The pin
The stronger piece is shielded
by the weaker piece, and if
the weaker piece moves out
of the way, the stronger one
is captured. In the diagram, |
the knight at f6 is pinned by
the bishop at g5. If the
knight moves away, white
can capture the black queen.
Only rooks, bishops and queens can pin, whereas all pieces
can fork. Here are three ways to use the power of the pin:
Pro quote oe
"Chessis99%-tactics.”
Richard Telchoiann 4
Forks
In each position one side can make a fork that will win
points or end in checkmate. Find the crushing move and
the two threats.
abcdefgh a bcdef gh
99
Winning by tactics
© white to play. O White to play.
zs : a 7 = TT:
5] White to play.
|=
| _e =e
abcde f h a beds
aia ¢ SI
oO
hUW
WwW=
—-—N
©
100
Winning by tactics
ins
a8
WwW
-—_N
©
ns
hun
abcdefgh
101
Winning by tactics
© White uses a pin to win points. | @ Black wins three points. How?
102
)s Winning by tactics
_ Discovered check
“In each position, white or black has a devastating
discovered check, or a discovery that wins points.
(Answers on page 123.)
Wari
—-N
©
unn
Pe pecriedose-feg=h Sahara
dee (alee bh
WwW
—_—N
nw~
hw
© —-
oO
©
hU
I
NW
103
Winning by tactics
© white to play. @ White to play.
8x
Ni)
a ete
ab, dud tach
nN
—-
©
wWwWdbaunwn —-—
DW
hU
©
NW
~
104
Winning by tactics
Mating attacks
Terminate your opponent in just one move! The queen is
the strongest attacking piece. In these positions, the white
queen delivers the mating blow in one move.
(Answers on page 124.)
SN
AO
©
EU
NW
= Re
PT ee ee a b c def gh
WD
hUWU
WwW
—-N
I
a bc de ff g h
; 105
Winning by tactics
© white to play. © White to play.
OH
UI
Dh
WwW
=—_N ©
YN
AO
WAU
—N
abcdefgh abcedefgh
@ White to play. @ White to play.
—-
©
I
UO
NWA
106
Winning by tactics
—-
Lh
©
UDWn
NW
a bc deefgh
107
Winning by tactics
And finally - white checkmates in three moves.
=—-
©
SN
LUO
NW
108
|2 Winning by tactics
__ We have come nearly to the end of this book, and like all
iq endings, it is the start of a new beginning. If you have read
this book carefully you will soon find that you are streets
ahead of your friends and can go on to further challenges.
AMP
yaOries Bd
NGS.
| 109
“| The chess scene
Some useful addresses:
British Chess Federation
9a Grand Parade
St Leonards-on-Sea
East Sussex TN38 ODD
tel: 01424 442500
email: office@[Link]
Australian Chess Federation
Mr Gary Bekker
5-10 Carawford Road
Brighton-el-fands
New South Wales
2216
tel: 61 2 9556 3960
email: gbekker@[Link]
Irish Chess Union
Mr M Cinneide
45 Harty Place
Dublin 8
tel: 353 1 7062482
email: ocinneide@[Link]
110
I
Le
The chess scene
x
Join the club
_ Start on the road to the top by taking part in school chess
tournaments. If your school hasn’t got a club ask your
teachers to set one up. Alternatively, get a little pocket set
and challenge your friends to a game. You'll soon gather a
club of chess nuts around you!
111
The chess scene
Standard
_ Chess books
Here is a short list of great titles to help you prepare for
your World title challenge.
Subject Title
Capturing Beginner to winner in two months
Checkmating Find the mate!
Checkmate in two moves
Openings Secrets of chess
Chess traps
How to play the opening like a master
Silent encounter
Chess openings
Tactics Two birds with one stone
100 death-defying chess positions
Tactics
Endgame Endgames
All available from Audio Chess, 7 Billockby Close,
Chessington, Surrey KT9 2ED.
Cyber chess
Computers are tremendous to train with, because they
don’t let you get away with anything! (Garry Kasparov
reckons that his grade improved 100 points from training
with computers.) You can get good cheap computers from
your local store or Dixons. National distributors are:
Chess & Bridge, 369 Euston Road, London, NW1 3AR
Tel: 0171 388 2404
Countrywide Computers Victoria House, 1 High Street,
Wilburton, Cambridge CB6 3RB. Tel: 01353 740323
You can find out about chess software on the Internet site:
[Link]
113
The chess scene [
Chess shops
For chess sets, books, chess computers and software,
videos, audiotapes, scorebooks, and tournament
equipment.
Chess and Bridge
369 Euston Road, London NW1 3AR
(0171-388-2404)
which also publishes Chess magazine.
Chess Shop
69 Masbro Road, Kensington, London W14 OLS
(0181-603-2877)
which also publishes British Chess Magazine.
Tournament Chess Supplies
51 Borough Way, Potters Bar, Herts.
(01707-659080)
114
The chess scene
_ Chess magazines
The leading magazines are:
Chess
British Chess Magazine
(see above for addresses under chess shops).
115
| a Glossary
adjournment if a game goes on too ends as a win to the side that
long it can be adjourned — broken checkmates.
off and continued at a later date. chess clock a double clock which
adjudication when a game goes on measures the time taken by each
too long and the result is decided player, so the game doesn’t last
according to the position on the too long.
board. combination a sequence of moves in
algebraic notation the method of which the pieces link up together
naming the squares on the to achieve an objective. A
chessboard with letters and spectacular sacrifice is usually
numbers. involved.
congress a chess competition or
blindfold chess chess played without tournament, where players
sight of the board. Usually the compete for prizes. There are
player sits away from the board, thousands every year throughout
so he or she cannot see it, and
the world.
calls out the moves using correspondence chess (or postal
algebraic notation. chess) chess played by post, with
blitz chess (also rapid, lightning,
players sending moves to each
five-minute chess) chess played other through the mail.
at a very fast speed, using the
chess clock as a timer. demonstration board a large board
which usually hangs on a wall and
capture when one piece takes
can be used to demonstrate a
another enemy piece. The
game to a class of pupils, or
capturing piece moves on to the
an audience. Demonstration
square of the enemy piece, and
boards are frequently used in
the enemy piece is removed
tournaments, when the organisers
from the board.
do not want spectators
castling a combined move of the
crowding round the real board.
king and one of the rooks. The
development a key word in chess, it
king is moved two squares along
means getting your pieces off the
the first rank towards the rook,
back row and into a more central
which is then placed on the
position before launching an
square crossed by the king.
attack. The king is also usually
check a king under attack is said to
castled, and the rooks
be in check.
‘connected’, to ‘complete
checkmate (mate) a position in
development’.
which the king is under attack
diagram a picture of a chess position
and cannot escape. The game
with pieces on it.
116
Glossary
_ discovered attack when you move a the endgame begins when the
: piece out of the way of another queens have been exchanged.
piece, and an attack on an enemy exchange to swap or trade pieces.
piece is uncovered, or
‘discovered’. fianchetto development of a bishop
discovered check a check that is on the square b2, b7, g2 or g7. It
uncovered by a piece along a means ‘little flank’, and comes
straight line after a blocking piece from the Italian fianco.
has moved out of the way. =e file a row of squares going vertically.
double check a check given by two fork (double attack) every piece on
pieces at the same time. It always the chess board can fork, as every
involves a discovery. piece can attack at least two
doubled pawns a poor position for enemy pieces at the same time.
pawns, it happens when they are Making these attacks can be
stacked on top of each other deadly winning weapons, as the
instead of being placed side by opponent may not be able to
side. They cannot defend each guard both pieces at the same
other, and the front one gets in time.
the way of the back one. fool’s mate the shortest game,
draw a game that cannot be won by possibly ending on the second
either side is called a draw. A draw move. 1. g4 e6 2. f3 Qh4++ is
is quite common in chess — one example.
possibly a quarter of all games are
gambit an opening where one player
drawn.
gives up a piece, usually a pawn,
en passant a special form of pawn to gain an advantage in position.
capture, where a pawn that has grading the ranking of players
just moved up two squares can be according to their strength.
captured by an enemy pawn
hole a weakness in a position, usually
standing alongside. The capture
a square that cannot be defended
has to be made straightaway and
by a pawn and which is ripe for
the capturer lands on the square
invasion.
the enemy pawn passed over.
En passant is French for illegal move a move that breaks
‘in passing’. the rules of chess, for example
en prise This means leaving a piece moving a knight like a bishop, or
where it can be taken by an moving a king into check.
enemy piece, usually for nothing. international master a title for a
In games between strong players, chess player, recognising
this sort of mistake rarely occurs, internationally a player of great
except when players are stressed strength.
or short of time. international grandmaster a rank
endgame the last part of the game, above the international master.
where there are a few pieces on One of the strongest players in
the board. Many players consider the world.
117
Glossary
j‘adoube a French word, meaning pocket set a small chess set that has
‘| adjust’. This is what you say miniature pieces, enabling games
before you touch a piece if you to be played on buses, trains and
only want to adjust it on a square, in other cramped places.
and not move or capture it. promotion when a pawn gets to the
end of the board, it can change
king-side (short side) the king-side into a rook, knight, bishop or
of the board is the four files e, f, queen.
g, h which are nearest to the king.
queen-side (long side) the four files
lose on time to lose a game because a, b, c, d, nearest to the queen at
you did not make enough moves the start of the game.
before your time ran out on the
clock. rank a row of squares going
losing chess or suicide chess a fun sideways.
game where the winner is the one re-capture after losing a piece to
who lost all his or her pieces. If a your opponent, taking a piece of
piece can be captured, it must be, same or similar value. Re-capture
and kings can be taken as well. keeps the two opponents at level
points in a game.
middle game after the opening
(getting the pieces into action), sacrifice a move that gives up pieces
the middle game begins. The to gain an advantage, an attack,
players try for definite objectives — or a forced checkmate.
for example, increasing central simultaneous display a number of
control, or attacking the enemy games played at the same time by
king or pawn weaknesses. one player. The master usually
walks around making one move at
opening the first part of the game, a time on the board of each of his
where the pieces are being or her opponents.
brought into position, before the stalemate a situation where a player
start of the attack. is not in check, but anywhere they
move will put them into check.
pawn chain when pawns are linked
None of the other pieces can
together along a diagonal. The
move, and the game is a draw.
pawn further back defends the
strategy the planning of the long-
pawn further forward, like links in
term objectives of the game as
a chain. A difficult position to
opposed to short-term tactics and
break down.
actions.
perpetual check continuous
Swiss system the most popular way
checking which results in a draw,
of playing chess tournaments, in
but not checkmate.
which the players do not play
pin a piece that holds down an
everyone in the tournament, but
enemy piece because if it moves,
neither is it a knockout event.
the piece behind will be in
danger. *
Players play a selected number of
opponents, and the player with
118
Glossary
the best overall score is the bishop = 3 points; pawn =
winner. 1 point. The king = the game.
It helps you decide which piece to
touch piece move in competition exchange, and who is winning
chess, touching a piece means during a game.
you have to move it, unless you
said ‘j‘adoube’ first. Touching an world champion the best player in
enemy piece means you have to the world.
capture it, and putting apieceon |
a square and taking your hand off " zugzwang a German word, it means
it means you have to leave it that you have to move, even
there. though the move leads to defeat.
trap a line of play to lure your It usually occurs in the endgame.
opponent into a trap by allowing zwischenzug a German word
him or her what appears at first meaning ‘in-between move’.
sight to be a good move. A trick! Instead of following an expected
series of moves or captures, a
value of pieces a useful way to rank player inserts an in-between move
the pieces. The queen = 9 points; which may decisively alter the
rook = 5 points; knight = 3 points; course of the game.
119
Answers
PAGE 33 OUT OF CHECK
1. Kf2 2. Rxd6 3. Nb1 4. Kg5
WHITE BLACK
8. Qb7
(This is by far the best move. If you choose the more obvious
Ke6 or Kd6, you will soon discover that you have stalemated
your opponent, and the result of the game will be a draw.
Instead, white makes a fence with the queen, just as in the
Lawn Mower mate. The black king cannot escape from his
position at the side of the board.)
S25 Ke8 10. Qf7+4+
9. Ke6 Kf8 :
(Running for safety, but he’s
not fast enough!)
10. Qf7++
abedefgh
y
72
Answers
123
Answers
124
Fischer, Bobby 61
Alekhine, Alexander 25 forks 16, 96, 99-100
ambush, the 65
G
B gambit 58, 59
bishop move 11, 17-18, 26 Giuoco Piano 71-3
Botvinnik, Mikhail 39, 50 grandmasters 6, 70
Box Mate 87-9
i
Cc International Masters 6, 80
Capablanca, José Raoul 39, 58-60,
69, 93-5 J
captures 7, 30, 31, 35-9, 61 Janowski, David 58-60
castling 24-5, 30, 31, 40-5, 57,
77-80 K
check 22-3, 30, 31, 32-5, 44-5 Karpov, Anatoly 64, 91
checkmate 7, 22-3, 30, 31, 32, Kasparov, Garry 67, 75
34-5, 46, 47, 62-5, 79-80, king move 11, 21, 26
81-9, 90, 105-8 knight fork see forks
chess clocks 84 knight move 11, 15-16, 26
chess clubs 8
chess computers 67 L
chessboards 10, 12, 27, 28-9, 31 Lasker, Emanuel 23
Lawn Mower Mate 81-3, 87
D
Dawn Raider 66 N
Deep Blue 67 notation 28-31
diagonals 10, 11, 17, 63, 67-71
discovered attack 98-9 Oo
discovered check 74, 98-9, 103-4 opening 55-60
double check 98
P
E pawn move 10, 12-14, 26, 48-50
en passant 40, 48-50 pins 97-8, 101-2
en prise 45 Polgar, Judith 91
Euwe, Max 47
Q
F Queen Mate 84-7
fianchetto 56 queen move 11, 20, 26
files 10
125
Index
R T
ranks 10 touch piece move 50
re-captures 36-7, 38
resignation 50-1 W
rook move 11, 19-20, 26 World Champions 16, 23, 25, 47,
50, 61, 64, 75, 91
RY
sacrifice 58 v4
Scholar's Mate 62-5 zigzag attack 65
Spielmann, Rudolf 93-5 Zugzwang 53
stalemate 40, 46-7, 90-1
Steinitz, Wilhelm 16
126
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