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01. Before Begin
02. 8 Bad Moves
03. White Pieces
04. Black Pieces
05. Advantage In Material
06. Brilliant Combinations
07. Checkmates
08. Key Openings
Resources
Chapter 5 - Playing With An Advantage In Material
Power Of Pawn | King + Pawn | Won Ending
Have you ever stopped to think that the strongest move on the chessboard—aside from actual checkmate—is the successful queening of a Pawn?
To obtain a new Queen so cheaply is the equivalent of winning your opponent's Queen!
If we think of Pawn promotion in this way, we can understand why the advantage of a Pawn plays such a big role in the games of the masters, and why it should play just as important a part in our own games.
In the two following diagrams we see how Pawn promotion "makes all the difference":
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White To Move
At this moment White is "hopelessly" behind in material. Without the possibility of queening, he could safely resign. However, he plays 1 P—K8/Qch.
Black To Move
Black is in check from the new Queen. He must move his King out of check. When he does so, White remorselessly continues 2 QxR, followed by checkmate.
Sometimes, it is true, the newly established Queen is immediately captured. But if there is a recapturing force at hand, the Pawn promotion still turns out to be highly profitable.
An example of material gain by Pawn promotion:
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White To Move
White plays 1 P—B8/Q. As Black cannot afford to remain a Queen down, he plays 1 . . . RxQ. White of course replies 2 RxRch.
Black To Move
Black has been able to get rid of the new Queen, but he has had' to part with his Rook in the process. White has won a Rook!
The promotion of a Pawn is generally of decisive effect. Note, for example, how the newly created Queen took an active role in the position of Diagram 15. Diagrams 18 and 19 illustrate the same point.
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White To Move
White plays 1 R—Q8. This is a very common maneuver with a Pawn that is already on the seventh rank, and you will find it very effective. The advanced White Rook blocks off Black's forces from the White Pawn.
Black To Move
Black can resign. If he takes the White Rook, the passed Pawn recaptures, becoming a Queen. If Black refrains from capturing, the Pawn advances anyway, becomes a Queen, and is safe from recapture.
The all-important Pawn
A Knight or a Bishop cannot force checkmate. Therefore, if you are left with King and Knight (or King and Bishop) against a lone King, you cannot win.
But if the Bishop or Knight is assisted by only a single Pawn, then that Pawn, supported by the other forces, advances to the queening square.
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White To Move
Without the lone White Pawn this position would be a draw. As matters stand, there follows 1 K—N4, K—K3; 2 KxP and then 3 KxP. The White Pawn will then advance to the eighth rank and become a Queen.
The examples in this chapter have shown the tremendous power of Pawn promotion.
However, we must not jump to the conclusion that Pawn promotion is easy to carry out or that it is appropriate in all parts of the game.
Pawn promotion is very rare in the opening, as it takes quite a few moves for a Pawn to reach the eighth rank. And, since there are a great many pieces on the board during the opening stage, the chances of the Pawn's reaching the last rank are slim indeed.
In the middle game the Pawn's promotion chances are somewhat brighter, but here too the game is complicated by various factors, such as attacking play against the King.
It is in the endgame stage, when the Queens have generally disappeared and when relatively few pieces are left on the board, that Pawn promotion begins to take the center of the stage.
It is in these rather simplified endgame positions, too, that the Kings can at last venture out to the center of the board, no longer terrified by the brutal attacking possibilities of the major pieces.
The new mobility of the Kings at this simplified stage reminds us that endings with only the Kings and Pawns on the board are the simplest kind of endings and therefore the logical ones to study first. So we now turn to them.
King and Pawn EndingsIn one sense, King and Pawn endings are very simple.
The material on the board has been greatly simplified. Only Kings and Pawns remain. Everything else has been swapped off.
However, King and Pawn endings abound in interesting finesses. In that sense, they are far from simple.
We need to be familiar with King and Pawn endings because some of them, as you will soon see, are of a standard form that is always a win.
This means that whenever you can manage to win a Pawn free and clear, you are in effect threatening to swap off all the pieces, reducing the game to a standard King and Pawn ending that is an almost automatic win for you! The threat of this simplification is a potent weapon in your handling of the game.
Passed Pawns
Most King and Pawn play revolves about passed Pawns— their creation and their advance to the queening square. (A passed Pawn is one that is not impeded by hostile Pawns on either of the neighboring files. In Diagrams 73 and 74, White has two passed Pawns.)
Some passed Pawns are especially powerful. We can see this in Diagrams 73 and 74.
White's passed Pawns are connected: they are placed on neighboring files. They are capable of protecting each other without their King's help.
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Connected Passed Pawns
Here is a typical line of play which wins for White in Diagram 21:
1 P—N6
K—B3
If 1 ... KxP; 2 P—N7 and the Pawn cannot be prevented from queening.
2 K—B4 K—K2 5 P—B7ch K—Bl
3 K—K5 K—Bl 6 K—K6 K—N2
4 P—B6 K—Nl 7 K—K7
White's King guards the queening square, so that he can now continue with 8 P—B8/Qch with a quick mate in the offing.
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Remote Passed Pawns
Here White's Pawns are said to be "remote passed Pawns" or "distant passed Pawns." We use this term because they are too far away from the Black King to be caught by him as they advance to queen.
In Diagram 74 White's remote passed Pawns are so powerful that White can queen a Pawn without the help of his King. This is how he does it:
1 P—N6 . . . .
(White can also start the same process with 1 P—B6.)
1.... K—B3
For the moment the Black King can still catch either Pawn in time.
2 P—B6 K—K3
Else the Bishop Pawn marches through to promotion.
3 P—B7 K—Q2 4 P—N7
Now it is too late for the Black King to catch the Knight Pawn, which will become a Queen on the next move.
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White To Move
White's remote passed Pawn wins for him without the aid of his King.
In Diagram 75 the play is:
1 P—R4!
2 P—R5
K—N2 K—B2
3 P—R6
4 P—R7
K—K2 K—Q2
And now White plays 5 P—R8/Q and will soon force checkmate. Thus we see from these examples the enormous power of the remote passed Pawn.
Now we come to a basic concept in chess known as the "Opposition." See Diagram 76.
Before we see what happens in Diagram 76, please study the caption carefully. In the basic King and Pawn endings, which we are now about to study, the winning process often depends on "having the Opposition."
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White To Move
The Kings are in "Opposition." We use this term when they face each other with an odd number of squares between them. The King that does NOT have to move is said to "have the Opposition."
To make our study of Diagram 76 easier, let's assume for the moment that it's Black's turn to move: he plays 1 ... P—QR4 and White replies 2 P—R4!
Now Black's Pawn moves are exhausted, and he has to move his King. That means that White has the Opposition— Black's King has to give way.
Why is this important to us?
Well, White is a Pawn ahead to begin with. He has a passed King Pawn which is momentarily blocked. If a free path is created for this passed Pawn, White can advance it, supported by its King, to the queening square.
Not only that; if Black's King gives way, White can advance his own King to Queen 5, capturing both weak Bishop Pawns. Here is what happens:
2 . . . .
3 K—Q5!
K—K2 K—Q2
4 KxP/B5
5 K—Q4!
K—K3
Now Black must move his King away from the King Pawn, allowing White to play 6 KxP. Then White is three Pawns up, and he has a new passed Pawn—the Bishop Pawn. By advancing both of his passed Pawns, supported by his King, White must promote to a Queen, leading up to a quick checkmate.
So far all this is clear and convincing, but remember we said in the caption to Diagram 76 that White moves first. Given that condition, White must be on the alert. For example, suppose he starts from Diagram 76 like this:
1 P—R4?? P—R4!
Now White has botched it. He has no Pawn moves, and must move his King. In other words, BLACK HAS THE OPPOSITION!
The consequence? After White moves his King, he loses his King Pawn, and the position is a draw!
Now back to Diagram 76. White can win, and this is how:
1 P—R3!!
P—R4
2 P—R4!!
Note the finesse in making two moves with the Rook Pawn instead of one. Now it is White who after all has the Opposition; Black's King must give way; White plays 3 K—Q5, as shown above, and continues on his way to victory.
This was what we meant when we said that the simple King and Pawn endings are not always "simple." However, their tricky qualities add to their fascination.
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Who Moves?
Black moves, White wins. If White moves, the position is a draw. In other words: if White has the Opposition, he wins. If Black has the Opposition, he draws.
Diagram 77 is one of the most important situations in basic King and Pawn endings.
If Black moves, here is what happens:
1 .... K—Ql 2 P—Q7 K—K2 3 K—B7
And on the next move White plays 4 P—Q8/Q, checkmating quickly.
If White moves first, he cannot win:
1 P—Q7ch K—Ql
Now the only move to hold the Pawn is 2 K—Q6, but that causes stalemate!
Suppose White tries a different way:
1 K—N6
K—Q2
3 K—B6
2 K—B5 K—Ql! K—Bl
Black has maneuvered his King to keep the Opposition. He thus maintains the draw.
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The important moral is, then, that in the basic ending of King and Pawn vs. King, you must make sure that you keep the Opposition. The method will be explained in later endings.
White To Move
Here too White has stalemate troubles. Thus, if 1 K—B5, K—R1; 2 K—B6 and Black is stalemated. How is White to win?
In Diagram 78 White has more material than he needs for winning purposes. Here is how he solves his difficulty, getting rid of the stalemate:
1 P—R8/Qch! KxQ
2 K—R6!
The point. White has the Opposition. Black's King must give way.
2 ....
K—Nl
3 P—N7
Here is a valuable hint about positions where the stronger side's King does not control the queening square: whenever your Pawn advances to the seventh rank without giving check, you win the ending.
Black must now play 3 ... K—B2, whereupon White continues 4 K—R7, making 5 P—N8/Q possible, followed by a quick mate.
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Who Moves First?
It doesn't matter! Because White's Pawn is still on the fifth rank, he can always advance the Pawn at any point where he has lost the Opposition. This will cause Black to give way with his King.
Suppose, in Diagram 27, that Black moves first. Then he has lost the Opposition, and his King must give way:
1 .... K—Ql 2 K—B7
(Or 1 ... K—Bl; 2 K—Ql with the same result.)
2 .... K—Q2 3 P—K6ch K—Ql
Now White continues 4 P—K7ch followed by 5 P—K8/Q, followed by a quick checkmate.
Now back to Diagram 79. Suppose White moves first? What follows is extremely important, and you must study it until you fully understand it.
White must move his King, and therefore loses the Opposition :
1 K—Q6 (Note that 1 K—B6 serves the same purpose.)
1 .... K—Ql
Black maintains the Opposition. So far so good for Black. But now White has a move in reserve:
2 P—K6!
(In Diagram 77 White's Pawn was already on the sixth rank, so he no longer had this "tempo" move in reserve!)
2 .... K—Kl
Black's King must give way. He has lost the Opposition.
3 P—K7
The Pawn has advanced to the seventh rank without check.
As we know from earlier examples, this means that White's Pawn will soon become a Queen and enforce checkmate.
An important moral we deduce from Diagram 79 is this: if your single Pawn has not reached the sixth rank, don't advance it too hastily. Reserve the moves of the Pawn to a time when you will be badly in need of them.
Now let's apply what we've learned.
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Who Moves First?
It doesn't matter. If Black moves first, he loses the Opposition immediately, and White wins with ease. If White moves first, he keeps the Opposition with the tempo move 1 P—Q4!
Diagram 80 should offer no difficulties. If Black moves first, White quickly lays down a path for his Pawn to advance and queen. For example:
1 ....
2 K—B6!
K—K2 K—Ql
5 P—Q5
3 K—Q6
4 P—Q4
K—Bl K—Ql
Again Black loses the Opposition: 5 ... K—Kl; 6 K—B7 etc. or 5 ... K—Bl; 6 K—K7 etc. and White's King guards the queening square.
If White moves first in Diagram 80, the procedure is pretty much the same:
1 P—Q4! K—K2 4 K—B7 K—K2
2 K—B6 K—Ql 5 P—Q5 K—Kl
3 K—Q6 K—Kl 6 P—Q6 K—Bl
7 P—Q7,
Again the Pawn becomes a Queen and forces checkmate.
There is still one more vital point we need to know about King and Pawn endings.
In Diagram 80 White's King was ideally posted—in front of the Pawn. However, if the stronger side's King is at the side of the Pawn, or in back of it, and if the weaker side's King is well advanced, the lone King can draw.
Diagram 81 is a draw no matter who moves first.
Let's see the play with Black moving first. He loses the Opposition at once, but he regains it when he needs it. This will lead in due course to the drawing method of Diagram 77.
K—Q4
2 P—Q4 K—Q3!
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Black Draws!
Black is able to draw because, due to the unfavorable position of the White King, Black can always assume the Opposition at the critical moment.
After 2 ... K—B5??; 3 K—K4! White wins because Black can never get back the Opposition. (If 3 . . . K—N4- 4 K-1Q5!)
3 K—K4 K—K3!
4 P—Q5ch K—Q3
5 K—Q4
6 K—K5
K—Q2 K—K2!
If 6 ... K—B2??; 7 K—K6 and White get£ the Opposition after 7 ... K—Ql; 8 K—Q6. Then if 8 ... K—Kl; 9 K—B7 wins; or 8 ... K—Bl; 9 K—K7 wins in familiar fashion.
7 P—Q6ch K—Q2
8 K—Q5
A crucial situation for Black. If 8 ... K—Bl??; 9 K—B6 White gains the Opposition and wins. The same thing happens after 8 ... K—Kl??; 9 K—K6.
But Black does have a saving move*:
8 .... K—Ql!! 9 K—B6
Or 9 K—K6, K—Kl with a similar windup.
9 .... K—Bl!
Now we have the exact position of Diagram 77 with Black having the Opposition and White having to move. As we know from Diagram 77, this is a drawn position.
From our study of the positions in this chapter, you now know which positions to aim for when a King and Pawn ending is in prospect, and which positions to avoid.
You have learned of the importance of the Opposition, and you have seen how you can use it to your advantage by keeping Pawn moves in reserve.
These positions are well worth playing over, preferably with a friend, so that you can iron out any misunderstandings. You will find that familiarity with these endings is very profitable in terms of additional wins you will score.
How to Simplify into a Won EndingSimplifying has two aspects.
The player who is ahead in material wants a placid game without complications, so that he can proceed to make use of his extra material without being disturbed by side-issues.
The player who has a material disadvantage naturally avoids simplifying as much as he can, and, just as naturally, seeks complications. The simpler the position, the more assured is his ultimate defeat. Complications, tricks, confusion offer him his best practical chance.
But this is not the only conflict on simplification.
The player who has a material advantage wants to simplify by exchanging pieces, particularly the Queen. (The Queen is the great troublemaker in such situations; its long-range potentialities can often stir up an unwelcome surprise.)
However, this same player is opposed to exchanging Pawns. We noticed this in a number of earlier endings. His opposition is based on two points.
First, he needs Pawns as queening candidates. (Just think of Diagram 72 in this respect.) The more Pawns he retains, the better his queening chances.
Don't interpret this point too literally. It does not call for a slavish avoidance of all Pawn exchanges; it merely emphasizes the need for caution.
As for the player who is behind in material, he avoids the exchange of pieces if he can, but seeks the exchange of Pawns where he can do so.
Removing the Queens
Now let's see some illustrations of how the exchange of Queens is brought about in actual play.
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White To Move
White is a Pawn ahead and is naturally eager to exchange Queens. This is accomplished directly by a Queen check: 1 Q—K4ch. Whether Black exchanges or allows White to exchange, the Queens disappear.
In Diagram 83 a check again has the desired effect.
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Black To Move
White is two Pawns ahead but he must look forward to a long series of checks. Luckily, when Black tries 1 . . . Q—N4ch White has 2 Q— K2ch! forcing a King and Pawn ending which is effortlessly won for White.
In Diagram 84 Black's immediate resignation comes as something of a surprise.
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Black To Move
Though White is a Pawn ahead, it does not seem possible for him to maintain this advantage or turn it to use. Also, the position is so open that Black's chances of perpetual check are very promising.
Yet Black's resignation is quite in order, as we can see from the following play:
1 .... K—B2
(Or any other King move to the second rank.)
2 Q—Q7ch!
If Black's King goes to the third rank, then 3 Q—Q6ch! forces the exchange of Queens. In that event White's King wins the remaining Black Pawn and advances his own Knight Pawn to queen. Meanwhile Black's King is held in a vise by the White Rook Pawn.
2 .... K—Nl
On 2 ... K—Bl White has 3 Q—Q6ch! and on 2 ... K— Rl White wins as in the text.
3 Q—B8ch! K—B2
It doesn't matter where the Black King goes.
4 Q—N7ch!
Forcing the easily won King and Pawn ending described in the note to White's second move.
This is a fine example of simplifying technique.
Of course, it isn't always necessary to have a check available to force a simplified position. Any other kind of strong threat can do the trick.
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White To Move
White is a Pawn ahead and would therefore like to exchange Queens. He doesn't have a check at his disposal, but 1 Q—Q6! does equally well. As Black's Rook is threatened, he has nothing better than 1 . . . QxQ; 2 RxQ. Thus White has achieved his objective.
In Diagram 86, too, White does not have a check but he has an equally effective threat.
1 . . . .
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Black To Move
White is a Pawn ahead. In addition, he has an overwhelming position, in view of the mating threat Q—K7. Thus he forces Black to seek the exchange of Queens even though Black is already behind in material.
Q—B8ch
Or 1 ... Q—Kl; 2 QxQ, RxQ; 3 R—Q6 winning a second Pawn for White.
2 K—N2
Q—B5
4 R—QB7
3 QxQ
PxQ
Winning a second Pawn anyway.
4 .... R—QN1 5 RxBP R—N3
6 R—B7 R—N7
If Black's Rook stays on the third rank, White wins by advancing his King-side Pawns, escorted by their King.
7 R—B6 RxRP 12 P—B3 P—QR4
8 RxBP K—N2 13 P—R4 P—R3
9 R—QN6 R—R4 14 P—N5 P-R4
10 P—N4 R—R5 15 P—B5 R—R8
11 K—N3 R—R6ch 16 R—N7ch Resigns
White's Pawns advance irresistibly.
In Diagram 87 we see a whole arsenal of threats used by White to force a favorable ending and then win it.
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Black To Move
Momentarily material is even. However, White has the nasty threat of R—Q8ch winning Black's Queen. If Black tries 1 . . . Q—K5ch; 2 P—B3, Q—K6; 3 B—B6H wins. And if 1 . . . Q—K3; 2 Q—Q3! is decisive.
Because of the variations shown in the caption to Diagram 87, Black decides to give up the Queen.
RxB
3 QxQ
2 R—Q8ch!
KxR
The Queen is definitely stronger than the Rook and Bishop. The play that follows is a wonderful example of the power of the Queen.
White's immediate threat is 4 Q—K5! attacking the Rook. If then 4 ... R—N3; 5 Q—R8ch wins a Pawn, likewise after 4 ... B—Bl; 5 Q—N8ch. Finally, if 4 ... R—Nl?; 5 Q—N8ch wins the Rook.
3 .... R—N3 4 Q—K4! . . . .
Threatening to win the Queen Rook Pawn with 5 Q—R8ch or the King Rook Pawn with 5 Q—R4ch.
Black must lose one Pawn or the other. Which one is he to preserve? The King Rook Pawn, for if he loses it, White gets a passed Pawn at once. This passed Pawn will at once advance—a candidate for queening.
4 .... P—KR3 6 QxPch K—Bl
5 Q_R8ch K—K2 7 P—QR4! . . . .
A clever move. White threatens 8 P—R5 when Black's Pawn cannot recapture because of the pin. The sequel would be 9 P—R6, with a dangerous passed Pawn that would queen quickly.
7 .... B—N5 9 Q—K5ch K—Nl
8 Q—N8ch K—N2 10 P—B4 . . . .
A good move which undermines the position of Black's Rook on the third rank because of the possibility of P—B5.
10.... R—K3 11 Q—QN5 B—Bl
Note that 11 ... B—B4? is all wrong because of 11 P— R5! and 12 P—R6 with a winning passed Pawn.
12 P—B5 R—Q3 13 K—B3!
White brings his King to the Queen-side. He intends to win the Knight Pawn.
13 .... R—Q5 14 K—K3!
To exchange Pawns by 14 QxP?, RxP would run counter to the great principle of avoiding Pawn exchanges. This capture would make White's victory extremely difficult.
14 .... R—QN5
If instead 14 ... B—B4; 15 Q—K8ch, K—N2 (he must guard his Bishop Pawn); 16 Q—K5ch and 17 QxR! with an easy win in the King and Pawn ending.
15 Q—K8 K—N2 16 K—Q3 K—Nl 17 K—B3
Threatening to force a won King and Pawn ending with 18 QxBch!, KxQ; 19 KxR etc.
17 .... R—N5
He tries to keep White's King from crossing the fourth rank. Thus, if 17 ... R—N8; 18 K—B4, R—N5ch; 19 K—Q5, R—N7; 20 K—B6 when White keeps the Knight Pawn under attack and advances his King-side Pawns against Black's weakened forces.
18 Q—N5 B—B4
The game is reaching the decisive point.
19 K—N3!
Now Black is lost.
Thus, if 19 ... R—N5ch; 20 QxR, BxQ; 21 KxB with a won King and Pawn ending.
And if 19 ... B—Q5; 20 P—B6! (threatening 21 Q— K8ch and 22 QxPch). After 20 ... BxP White wins easily because of the passed Queen Rook Pawn he gets by 21 QxP.
So Black has nothing better than 20 ... K—R2. But then
21 Q—B5ch, R—N3; 22 Q—Q7!, BxP; 23 QxPch, B—N2; 24 Q—B5! is decisive.
19 ....
K—N2
20 P—R5! Resigns
For if 20 ... R—N5ch; 21 QxR, BxQ and now 22 P— R6! forces the queening of the Queen Rook Pawn!
A very fine ending, played in masterly style by White.
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In Diagram j88 an* extremely subtle maneuver wins for White.
White To Move
The most obvious continuation, since White is a Pawn up, is to exchange the Queens and Rooks. But in that case White cannot win!
If White plays 1 QxQch, KxQ; 2 RxRch, KxR the simplification turns out to be faulty because White's King is. tied down by Black's passed Queen Rook Pawn. The White King-side Pawns cannot win by themselves, and thus White is held to a draw.
Yet White can win with a subtle waiting move:
1 Q_N6!!
Now Black cannot play 1 ... K—Bl?? because of 2 R— N8 mate.
Nor can he play 1 ... Q—Q2?? because of 2 R—N8ch, K—K2; 3 Q—N5ch and mate next move.
Nor can Black play his Queen further afield because of the reply QxPch.
Therefore Black can only move a Pawn.
If he plays 1 ... P—R5 then 2 K—Bl! If now 2 ... P—R6 White exchanges all the pieces then plays K—Nl— R2 capturing the Rook Pawn and then winning easily by playing K—N4—B5—Q6 etc.
And if Black plays 2 ... Q—R6ch, White wins with 3 K—Nl!, Q—K2; 4 K—R2, P—R6 (forced!); 5 QxRch etc. again winning the Rook Pawn.
1 . . . .
P—N5
2 PxP
PxP
Or 2 ... QxPch; 3 K—K2!, Q—K2; 4 QxRch, QxQ; 5 RxQ, KxR; 6 K—Q2, K—N3; 7 K—B3, followed by K— N2—R3—R4 and KxP winning easily.
3 K—Ql! Resigns
Black gives up because if 3 ... P—N6; 4 PxP, PxP and now White exchanges pieces followed by 5 K—Bl—N2 and KxP.
Or if 3 ... P—B6; 4 QxRch, QxQ; 5 RxQ, KxR; 6 K— Bl followed by K—Nl—R2—N3 and KxP. As already shown, White can then liquidate the Queen-side Pawns and bring his King to the King-side to aid the queening of his Pawns there.
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In Diagram 89 White wins by a series of delightful finesses.
White To Move
White is a Pawn up but he cannot make any headway in the Rook and Pawn ending. He therefore decides on the maneuver R—K6 followed by
R—K5 forcing a won King and Pawn ending.
1 R—K6! K—Q2 2 R—K5! RxR 3 PxR
If now 3 ... K—K3; 4 K—Q4, K—K2; 5 K—Q5, K— Q2; 6 P—K6ch, K—K2; 7 K—K5 followed by 8 KxP and White wins as he pleases.
3 .... K—K2!
Setting a sly trap.
If now 4 K—Q4, K—K3! and White cannot win.
For example 5 P—K4?, P—B5! and Black wins the advanced Pawn.
Or if 5 K—B5, KxP; 6 KxP, K—K5; 7 KxP, KxP; 8 P—N4, P—B5. Both players get new Queens and the ending is drawn.
4 K—Q3!!
Now if 4 ... K—K3; 5 K—Q4 wins as shown in the note to White's third move.
4 .... K—Q2 5 P—K4!!
So that if 5 ... PxPch; 6 KxP, K—K3; 7 K—Q4, K— K2; 8 K—B5 and White gives up his King Pawn to win both Black Pawns with an easy victory in sight.
5 .... P—B5! 6 K—K2!! K—K3
Black's last hope. After the natural reply 7 K—B3??, KxP White loses!
7 K—B2!! KxP 7 K—B3 Resigns
For he must move his King, allowing 8 KxP with an easy win for White.
An exciting and beautiful ending.
Diagram 90 shows a skillful transition to a won King and Pawn ending.
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Black To Move
Material is even, but Black can force a won King and Pawn ending.
Black's first move is the key to the win:
1.... R—B8ch!!
2 RxR RxRch
3 KxR
4 K—Q2
KxR
K—N7
Black now continues, no matter how White plays, with . . . K—N6 and . . . KxP. This gives him a won King and Pawn ending.
In this section you have seen how to simplify into an endgame where you can utilize a material advantage successfully. To sum up, the chief methods of simplifying are: (1) exchanging Queens; (2) using tactical threats; (3) forcing weaknesses in the hostile position; (4) relying on accurate timing.
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