The Right Way To Play Chess (1997) by D. Brine Pritchard
The Right Way To Play Chess (1997) by D. Brine Pritchard
The Right Way To Play Chess (1997) by D. Brine Pritchard
D. BRINE PRITCHARD
ftnternationallyacmowledged as the
standard chess book for beginners
T H E R IG H T W A Y T O
PLAY C H ESS
THE RIGHT WAY
TO
PLAY CHESS
D. Brine Pritchard
No part of this book may be reproduced in any manner without the express
written consent of the publisher, except in the case of brief excerpts in critical
reviews and articles. All inquiries should be addressed to: The Lyons Press,
123 West 18 Street, New York, NY, 10011.
Printed in Canada
10 9 8 7 6 5 4 3 2 1
CHAPTER PAGE
Introduction 7
1 How The Game Is Played 11
2 Rudimentary Theory 32
3 Examples Of Play 46
4 Powers Of The Chessmen , 66
5 The Openings 90
6 The Middle Game 127
7 The End Game 162
8 Illustrative Games 190
9 General Information 210
Index 220
INTRODUCTION
D.B.P.
1
The Game
The game of chess is played between two players or
parties on a board of sixty-four squares (8 x 8) alternately
coloured light and dark (normally black and white).
Each player has at his command a force of sixteen men;
eight pieces (one king, one queen, two rooks, two bishops,
two knights) and eight pawns. The opposing forces are
usually coloured, and are referred to as White and Black.
Players move in turn, and the object of the game is to
capture (checkmate) the opposing king.
Each chessman is governed by its own rules of move
ment and is now examined separately.
DIAGRAM 1
The Queen
The queen moves in any direction across any number of
squares that may be vacant (diagram 1). Her move is an
extension of the king’s move, limited only by the confines
of the board. She is the most powerful of the pieces.
The queen captures in the same manner as the king, but
since she is not liable to check, she may capture a man that
is defended, although such a movement is unusual, as,
being the most powerful piece, the queen is rarely
surrendered voluntarily for a piece other than the oppos
ing queen. It will be seen that the queen, if centrally
placed, controls almost half of an unrestricted board.
The Rook ( § H )
The rook, sometimes referred to as the castle, may
move in a vertical or horizontal direction only, over any
number of squares that may be vacant (diagram 2). It
captures in the same manner as the queen, occupying the
14 The Right Way To Play Chess
The Bishop ( Q § )
The bishop moves diagonally only, over any number of
squares that may be vacant, capturing in the same manner
as the preceding pieces (diagram 2). Note that a bishop is
restricted to the squares of one colour only, and that the
nearer it stands to the edge of the board, the fewer the
squares it controls.
DIAGRAM 2
The Knight (£ } % )
The move of the knight occasions some beginners
difficulty. The move is best defined as from one corner of
a 3 x 2 rectangle to the opposite comer. Diagram 3 should
make this clear.
Men standing on intervening squares do not affect the
knight’s move. For this reason, some players talk of a
knight “jumping” other men.
DIAGRAM 3
THE KNIGHT
\
16 The Right Way To Play Chess
The Pawn ( ^ j t )
The pawn, unlike the pieces, moves in a forward
direction only, one square at a time.
Each pawn has, however, the option of moving two
squares forward on its first move, and this right is retained
throughout the game, always provided the pawn has not
been moved.
The pawn, alone of all the chessmen, captures in a
different manner to which it moves. Whereas it moves one
square straight forward, it captures one square diagonally
forward. A pawn may not move diagonally forward
unless, in so doing, it captures an opposing man; nor may
it move straight forward, either one or two squares, unless
such squares are vacant.
The initial double move of the pawn was introduced to
stimulate what would otherwise be a slow game.
However, in order that a pawn should not take advantage
of the double move to evade a hostile pawn, a rule, known
as the en passant (Fr.: “in passing”) rule was introduced.
This lays down that if a pawn, moving two squares
forward from its initial position, could have been captured
by an opposing pawn if it had only moved one square, then
such capture may be effected as if the pawn had only
moved one square. The pawn making the initial double
move is removed from the board and the capturing pawn
occupies the square that the captured pawn would have
occupied had it only moved one. The right to make a
capture en passant is forfeited if not exercised immediately
Note that a pawn can only be captured en passant by
another pawn, and not by a piece.
How The Game Is Played 17
DIAGRAM 4
BLACK
WHITE
THE PAWN
\
18 The Right Way To Play Chess
In (a) none of the four pawns can move. In (b) the white
pawn can capture either the rook or the bishop, or it can
move straight ahead onto the white square. In each of
these cases it has reached the eighth rank, or end of the
board, and must be simultaneously promoted to a piece
which is placed on the square to which the pawn moves. If
a queen is desired, and the white queen is still on the
board, a reversed rook or a coin will serve the purpose.
In (c) the white pawns stand in their initial positions, as
will be clear from diagram 5. Hence the two outside pawns
can both be advanced one or two squares. Both can also
capture the black pawn. The black pawn can capture
either of these two pawns, whilst the middle white pawn is
unable to move.
In {d) the white pawn has just made the initial double
move, and Black can consequently capture en passant as
shown.
In contrast to knights, pawns tend to be underestimated
by beginners. Do not shed pawns lightly: every one is a
potential queen.- Between strong players, an extra pawn
on one side is often sufficient to force victory.
Initial Position
Having seen how the chessmen move, let us now set
them up in their initial positions, preparatory to the
commencement of a game (diagram 5).
Note that the board is oriented so that there is a black
square in the left-hand comer of each player.
In the four corners of the board are the rooks, next to
them the knights, then the bishops and finally the royal
couples - the queens on the squares of their own colour
(black queen on black square, white queen on white
square).
Notice carefully the asymmetrical arrangement of the
kings and queens - each piece opposite its rival counter
How The Game Is Played 19
DIAGRAM 5
BLACK
WHITE
THE INITIAL POSITION
Castling
Castling is a privilege to which both sides are entitled
once in a game. The manoeuvre, which is a joint move of
king and one rook, counts as a single move. It may be
played only if all the following conditions are fulfilled:
DIAGRAM 6
BLACK
WHITE
CASTLING
Checkmate
We have seen that if a king is attacked (in check) and
cannot be moved out of check, and the attacking unit
cannot be removed or a friendly man interposed, the king
is assumed to be captured (checkmated, or mated) and the
game is over.
Here are four examples in each of which the black king
is mated. In diagram 7 (a) the black king is attacked by the
white queen, which also controls all the neighbouring
squares. Since the white queen is protected by the white
king she may not be captured, and Black has consequently
22 The Right Way To Play Chess
DIAGRAM 7
BLACK
(a) (b)
(0 (d)
WHITE
CHECKMATE
Stalemate
Occasionally a position arises (usually when there are
only a few pieces left on the board) when one side, whose
turn it is to move, is unable to do so. If the king were in
check, the position would be checkmate. If, however, the
king is not in check, the position is known as stalemate,
and the game is adjudged a draw.
In diagram 8 (a) the white queen controls the three
squares in the king’s field, but she is not attacking the king.
If Black has no other pieces on the board, the position
would be stalemate with Black to move. In (b), similarly,
the bishops control the king’s escape squares. Neither the
pawn nor the king can move, and if it is Black’s turn to
24 The Right Way To Play Chess
DIAGRAM 8
STALEMATE
(6) RESIGNATION
A player who sees the position is hopeless, and that
checkmate is inevitable sooner or later, will “resign”
(concede) the game. More than half of all chess games
conclude in this manner.
Chess Notation
It is one of the merits of chess that moves can be
H ow The G am e Is Played 27
Chess Moves
We now have a system for identifying men and squares.
All that is needed in addition in order to record games is a
few symbols to indicate different types of moves. Just to
confuse things a little, there are two types of algebraic
notation, the long and the short. The only difference
between them is that in the long algebraic a move is
described in full, whereas in the short algebraic the move
is abbreviated. The long algebraic is now little used as it is
cumbersome and takes up more space. However, since it
is clearer it will be used until Chapter 3 when a switch will
be made to the shortened form.
In the long algebraic, the initial of the man moved is
given first followed by the square on which it stands. Then
a dash (—) to indicate a move to a vacant square, followed
by the description of the square moved to. If a man is
captured in the process, the dash is replaced by a cross (x)
to indicate this. Notice that no ambiguity can arise
because no more than one man can ever occupy a square.
Other symbols, common to both long and short
notations, are:
+ or ch = check
$ or mate = checkmate
0-0 = castles (king’s side)
0-0-0 = castles (queen’s side)
DIAGRAM 9
a b c d e f g h
8
7
6
5
4
3
2
1
a b c d e f g h
Conclusion
If you have read this chapter at a single sitting, you will
probably be in a state of near mental exhaustion. You
have possibly already forgotten how the knight moves, or
what stalemate is; but you should not let this worry you.
You have the consolation of knowing that there are
only a few very minor rules still to be learned, the rest of
the book being devoted to the right way to play the game.
The chapter should be re-read carefully after a short
interval, and before going on, you should be thoroughly
conversant with the moves of the pieces, pawn promotion,
check and checkmate, stalemate, castling and chess
notation. A good idea is to place half-a-dozen pieces
haphazardly on the board and move them around, black
and white alternately, capturing, checking, and, if poss
ible, securing positions in which checkmate or stalemate
may be given. Then try recording moves as you go along.
By way of a test, return to diagram 9 and see how many
of the following questions you can answer correctly:
(answers at foot of page):
RUDIMENTARY THEORY
Basic Positions
(a) The Pin
As we have seen in position (c), diagram 8, a piece is
pinned if, in moving, it would expose the king to a hostile
check. In diagram 10 (a), the knight is also said to be
pinned, for although it may be legally moved, the white
bishop would then capture the black queen which would
be a poor bargain for Black even should the bishop then
succumb.
The term “pin” is thus extended to signify any position
in which the movement of a man would expose another
man to attack from a weaker piece. If there was another
black knight at c7 (that is, on the diagonal between the
queen and the other knight), the set-up would be known
as a half-pin as the movement of either knight would
automatically result in the pinning of the other.
BLACK
(a) (b)
(c) (d)
WHITE
RUDIMENTARY MANOEUVRES
Endings
In order to acquaint the reader with the practical power
of the pieces, we will examine one or two game endings.
Assuming that Black has only a king left, White will be
able to force mate with a minimum force of:
White Black
1. Qe8-f7 Kg5-g4
R u dim en tary T heory 37
2. K el-f2 K g4-g5
3. K f2-g3 K g5-h6
4. Q f7-g8
4. . . . K h6-h5
5. K g3-f4 K h5-h6
6. K f4-f5
6. . . . K h6-h5
7. Qg8-g5 mate
The black king has been forced to the edge of the board
and is there checkmated. King and queen cannot mate a
bare king anywhere except at the side: the same applies to
king and rook against bare king, as the following example
shows.
38 The Right Way To Play Chess
White Black
1. Re8-f8
1. . . . Kg5-g4
2. Kel-e2 Kg4-g3
3. Ke2-e3 Kg3-g4
4. R f8-fl Kg4-g5
5. Ke3-e4 Kg5-g6
6. Ke4-e5 Kg6-g7
7. Ke5-e6 Kg7-g6
8. R fl-glch .
8. . . . Kg6-h5
9. Ke6-f5 Kh5-h4
Rudimentary Theory 39
14. Rg8-h8mate
DIAGRAM 11
WHITE
P A W N -P L A Y
can play the king and still guard the pawn (g6) leaves the
black king in stalemate, whilst any other king move
permits Black to capture the pawn. From which we derive
the important precept that if, in a king and rook’s pawn v.
king ending, the solitary king can reach the queening
square before the pawn, the game is drawn.
The difference between 11 (a) and 11 (b) will now be
apparent. In (a) the white king penetrates by forcing the
black king out on the opposite file; whereas in (b) he is not
able to do this.
In (c) the king is unable to capture either pawn without
permitting the other to queen. For example, 1. Kb2-c3,
Pa4-a3; 2. Kc3xc4, Pa3-a2 and queens (promotes to
queen) next move. The white king can only shuffle
impotently between b2 and bl until the black king arrives
on the scene to force the issue. Black loses both pawns in
an attempt to promote one without assistance:
1. K b2-bl, Pc4-c3; 2. Kbl^c2, Pa4-a3; 3. Kc2xc3, Pa3-
a2; 4. Kc3-b2.
In (d) White can again do nothing but move his king
around until the black king arrives. If he captures the
unprotected pawn he cannot stop the other one queening.
Promotion Square
A simple rule for determining whether a pawn, advanc
ing alone to promotion, can be captured by the king
before it reaches the queening square, is illustrated in
diagram 12.
Imagine a square with one side embracing the path from
pawn to queening square. If the black king can move
inside this square he can capture the pawn. In the
diagram, Black, with the move, draws by playing Kb3-c3
or c4. White, with the move, wins by Ph3-h4, and the
pawn cannot be stopped. If the pawn were at h2, White
Rudimentary Theory 43
DIAGRAM 12
BLACK
WHITE
THE QUEENING SQUARE ■
Conclusion
You should now be possessed of a reasonable grasp of
the elementary principles of the game. In order that you
may not become over-wearied with theory we shall
proceed to play over a short game or two, assessing the
value of each move as we go.
Before passing on, however, try the following brief test
based on the points we have examined (answers on page
44):
EXAMPLES OF PLAY
White Black
1. e4
1. . . . e5
2. Nf3
2. . . . Nc6
3. a4
Examples Of Play 49
3. . . . Nf6
4. Qe2
4. . . . Bc5
5. g3
5. . . . d6
6. Bg2
50 The Right Way To Play Chess
6. . . . (H)
the end game when the majority of the pieces are off the
board and the kings and pawns come into their own. We
shall study each of these phases separately in ensuing
chapters.
DIAGRAM 13
7. Qb5
7. . . . Nb4!
8. Na3
8. . . . Bd7
9. Qc4
9. . . . Be6
Again attacking the queen.
10. Qc3
10. . . . Nxe4
11. d4
11. . . . exd4
13. . . . Re8
14. cxb4
54 The Right Way To Play Chess
14. . . . Bxd4
15. Rbl
Not the best. Black does not take full advantage of the
position in which there are several good continuations.
He is so heavily up in material however - a queen and a
pawn for a knight - that it matters little.
16. Kfl
Decisive.
Examples Of Play 55
17. Kgl
21. . . . Bf3
DIAGRAM 14
FINAL POSITION
Observations
By normal standards this is a short game, the average
being around thirty-five moves. A long game will run to
sixty moves and more - occasionally into three figures.
Examples Of Play 57
Three Brevities
The shortest game of chess possible is a brevity known
as Fool’s Mate. It runs to only two moves:
W h ite B la ck
1. f3 e5
2. g4 Qh4 mate
W h ite B la ck
1. e4 e5
2. Bc4 Bc5
3. Qh5 Nf6
4. Qxf7 mate
W hite B la ck
1. e4 e5
2. Nf3 d6
3. Bc4 h6
4. Nc3 Bg4
5. Nxe5!
5. . . . Bxdl
6. Bxf7 ch.
6. . . . Ke7
7. Nd5 mate.
White Black
1. e4 e5
2. Bc4
2. . . . Na6
3.Nf3
3. . . . f6?
4. Nxe5!
A tactical sacrifice.
4. . . . fxe5
5. QhS ch. g6
8. . . . Nc7
9. d3 Qxg2
10. Bh6
Another sacrifice.
13. . . . Nf5
(g) W hynotNcb?
15. . . . Qg2
16. Rgl!
16. . . . Qxf2
17. Rfl
17------- Qg2
18. Kdl
(j) Why?
18. . . . dS
19. Nxd5
19. . . . Nc5
20. . . . KxdS
Observations
This is the kind of punishment that the student must
expect to receive from the strong player. A wasted knight
move, an injudicious pawn advance and it was virtually all
over.
White sacrified continually throughout the game and
yet won with ease. Why? Because on each occasion he
correctly assessed the relative values of the men engaged,
and played accordingly.
Sacrifices of this nature have to be very carefully
calculated, however, since a single slip in analysis would
prove disastrous.
For this reason the student is advised not to give up
voluntarily even a pawn unless he can foresee the
consequences. As you progress you will often be able to
sense a sacrifice, but insight of this nature comes only with
practice.
All sacrifices should be treated on their merits alone.
Regrettably, this seemingly trite advice is rarely followed.
Beginners tend to fall into two classes; those who grab
64 The Right Way To Play Chess
POWERS OF THE
CHESSMEN
1. The Opening .
(a) King
The king should be kept closely guarded in the opening,
when a surprise attack is always a danger. Early castling is
advisable, and in this respect the K-side is to be preferred
to the queen’s, since after the latter the QRP is unpro
tected.
(b) Queen
It is inadvisable to move the queen beyond the third
rank where she is prone to attack from the light enemy
forces. Contravention of this maxim may result in loss of
time occasioned by the queen having to seek sanctuary.
(c) Rook
The rooks should be united (i.e., one guarding the
other) as soon as possible. Castling is a means of achieving
this aim.
Rooks should be retained on the back rank, preferably
on open files.
68 The Right Way To Play Chess
(d) Bishop
The bishops should be developed early in the game.
The best squares for posting the white bishops (corres
ponding squares for the black bishop) are (1) c4/f4; (2) b5/
g5 if pinning an enemy knight; (3) b2/g2 - the fianchetto;
(4) d2/e2; (5) d3/e3 if here they do not block the advance
of their respective centre pawns.
(e) Knight
Knights are employed to their best advantage in the
opening. They should be developed towards the centre of
the board unless there are good tactical reasons for not
doing so.
(f) Pawn
The first thing to remember about the pawn move - and
this applies to all stages of the game - is that, unlike the
pieces, it may not be retraced. In other words, a minor
rubicon is crossed every time a pawn is moved; therefore
all pawn moves should be made only after careful
deliberation. Ask yourself: “If I advance this pawn, am I
likely to regret it at a later stage?”
A pawn advance on one or more of the four central files
is normal and necessary in the opening. A single exception
may be noted: f3 (f6) is almost invariably bad as it
seriously weakens the king’s position and takes away the
best square for the king’s knight.
A knight’s pawn may be moved a single square to per
mit the development of a bishop; a rook’s pawn a single
square to prevent the pinning of a knight by a hostile
bishop. But a good rule is: if in doubt, don’t move a pawn.
(b) Queen
The queen is a real power, and can often be man
oeuvred to attack two undefended units simultaneously,
thereby winning one of them. The queen should avoid
picking up stray pawns if they beguile her from the scene
of activities. On the other hand, a pawn safely won is a
clear advantage.
This is a further point on which the expert can be
distinguished from the ordinary player - he knows which
pawn can be safely captured and which pawn should be
left alone.
(c) Rook
The rooks are best placed on the four centre files,
particularly if any should be “open” (a file is said to be
open if there are no friendly pawns on it). Doubled rooks
(one behind the other) are very strong on an open file.
A rook (or better still, doubled rooks) on the seventh
rank is something to be played for, as here the major
pieces are immune from pawn attack, and assume the role
of “cats among the pigeons” .
Rooks are especially vulnerable to attack from the
bishops - particularly if the latter are working in conjunc
tion: therefore they should, if possible, be confined to the
first two ranks unless an occupation of the seventh is
‘ feasible.
(d) Bishop
The bishops are the real workers - they never relax
70 The Right Way To Play Chess
(e) Knight
Knights are quite at home in the middle game, and are
best posted on advanced squares free from pawn attack.
They are economical in defence, being capable of
holding up an assault by considerably superior forces on
the king; and very effective in attack, the sacrifice of a
knight for a pawn often completely destroying an other
wise impregnable position.
Knights are least effective when guarding one another,
since, if both are attacked by a piece, neither can move
without loss of the other. They are most effective when
working in conjunction on opposite-coloured squares.
(f) Pawn
The pawns are as important in the middle game as they
are in the other stages.
In defence, they present a united front to direct
onslaught; the more they are moved the weaker they
become as a body creating “holes” , or undefended
squares, for occupation by enemy pieces.
In attack, the pawns are the battering-rams used to
breach the enemy position. A spearhead of pawns,
supported by pieces, advancing on a king position stands
Powers Of The Chessmen 71
(b) Queen
With the reduction in forces, the queen’s power
augments. If in a bad position in the middle game, the
retention of the queen will at least offer chances of a
“perpetual” in the ending, for a lone queen can often
force the draw in this manner.
(c) Rook
The rooks, since they are generally the last pieces to go
into action in a game, are most commonly met with in end
72 The Right Way To Play Chess
games; king, rook and pawns versus king, rook and pawns
being by far the most frequent.
A book could well be written on the functions of this
piece in the ending alone, but briefly the work of the rook
is confined to three fields:
(d) Bishop
A paramount maxim to remember here is that if each
side is left with a bishop and pawns, and the two bishops
are on opposite coloured squares, the game is nearly
always drawn, even if one side is a pawn or even two
pawns ahead. .
If a disadvantageous end game is foreshadowed, play to
obtain bishops of opposite colours.
With bishops on squares of the same colour, however,
even a small advantage on one side is often sufficient to
win.
Powers Of The Chessmen 73
(f) Pawn
When one talks of the end game one is really discussing
pawns, and their handling is therefore of the utmost
importance.
Their play is examined at length in the chapter on the
end game; it suffices here to quote a few general rules.
When there is a choice of pawn moves in the ending, the
one that is farthest from the scene of operations (usually
centred around the kings) should be made.
Remember always that a rook’s pawn is insufficient to
win, other things being equal, therefore pawn exchanges
must be planned accordingly.
The advance of a pawn can be arrested by the sacrifice
of a piece if necessary, a device which should not be
overlooked.
In the ending, the remote wing pawns play their part,
the centre struggle no longer dominating the game. A king
cannot possibly stop two pawns, one advancing on each
wing, but he can successfully blockade two centre pawns
advancing together.
As with the pieces, a cautionary eye must be kept on the
pawns in the middle game, in order that they may be
deployed to the best advantage when the final phase is
reached.
Powers Of The Chessmen 75
Combinations
So much for the general manipulation of the men at the
various stages. Let us now see how they can combine
effectively. The joint action of two or more men, working
to achieve a desired object - to checkmate the opposing
king, or capture material - is known as a combination; a
sound combination if its purpose cannot be resisted, an
unsound combination if there exists a plausible defence.
Combinations are often initialled by a sacrifice.
There are a number of standard mates which keep
occurring in one form or another, the dispersal of the
majority of the men being purely incidental to the
position.
A player should be able to recognise these positions at
once, regardless of the camouflage concealing them.
The following examples are all quite common in
practice, and cover the majority of actual mating attacks
in the middle game. Be on guard against any and every
similar position, however secure it may appear, for a
deflective sacrifice, that cannot be declined, may be the
prelude to catastrophe.
Mating Combinations
(a) A variation of Fool’s Mate, involving the sacrifice of
a piece, is commonly encountered in play. It can occur in
the opening: 1. f4, e5; 2. fxe5, d6; 3. exd6, Bxd6; 4. Nc3?,
Qh4 ch.; 5. g3, Qxg3 ch.; 6. hxg3, Bxg3 mate (diagram
15).
(b) A typical middle game sacrifice is to take the h-
pawn with a bishop when the enemy king has castled on
the king’s side. A conclusive combination is often poss
ible. In the diagram (16) White wins by 1. Bxh7 ch.,
Kxh7?; 2. Qh5 ch., Kg8; 3. Ng5, Rfe8; 4. Qh7 ch., Kf8;
5. Qh8 mate.
(c) After the sacrifice of a bishop for the h-pawn, the
76 The Right Way To Play Chess
DIAGRAM 15 DIAGRAM 16
EXAMPLE A EXAMPLE B
DIAGRAM 17 DIAGRAM 18
EXAMPLE C EXAMPLE D
DIAGRAM 19 DIAGRAM 20
EXAMPLE E EXAMPLE F
78 The Right Way To Play Chess
DIAGRAM 21 DIAGRAM 22
EXAMPLE G EXAMPLE H
Powers Of The Chessmen 79
DIAGRAM 23
EXAMPLE I
DIAGRAM 24
EXAMPLE J
DIAGRAM 25
EXAMPLE K
Powers Of The Chessmen 81
DIAGRAM 26
EXAMPLE L
DIAGRAM 27
EXAMPLE M
Material-Winning Combinations
There exist a number of stereotyped combinations for
winning material (i.e. gaining an enemy man or men for
nothing, or for the loss of a weaker force) arising from
certain positions that are met with time and again in one
form or another.
A sound knowledge of these basic positions and how to
exploit them will prove of inestimable value to the
student.
Three good rules to observe in order to avoid loss of
material are:
DIAGRAM 28
FINAL POSITION
DIAGRAM 29
FINAL POSITION
Powers Of The Chessmen 85
DIAGRAM 34
Powers Of The Chessmen 87
DIAGRAM 35
DIAGRAM 36
DIAGRAM 37 DIAGRAM 38
Powers Of The Chessmen 89
THE OPENINGS
Introduction
It has been seen that a game is divided arbitrarily into
three phases, the opening, the middle game and the end
game. An advantage gained in the opening will be carried
into the middle game; so it follows that the opening will
tend to shape the course of a game.
Chess openings have, as might be expected, provided
the chief source of research for analysts down the ages.
Fortunately no perfect opening has been discovered: the
subtleties of a game invented by man transcend man’s
breadth of knowledge - and seem likely to do so for ever.
Nevertheless, chess scholars have succeeded in deter
mining and classifying the best of the initial moves for
both sides to various degrees of profundity. The net result
of these years of constant research proves only that there
is no proof; that if both players adopt the best lines of
play, the game will remain approximately level. Theory is
always changing - there are schools of thought in chess as
in literature - and what was considered best a hundred
years ago is classed as only mediocre today. Since analysis
is recorded and published, however, the sum of our
The Openings 91
open” .
There are about a score of important openings and
several hundred minor and branch openings recognized.
In each of these there are variations and sub-variations.
Some of these openings are acknowledged as better
than others, but in general choice of opening is dependent
upon style; players selecting lines of play (so far as it is in
their power to do so) most suited to their temperament.
The majority of openings commence with: 1. e4 or d4.
Occasionally one of the bishops’ pawns is advanced, or a
knight brought out first, but never a wing pawn. Openings
that begin: 1. d4 - the close and half-open games - usually
have deep-rooted ideas and involve long-term strategy,
and are therefore best avoided in the early stages of a
player’s development. In this chapter attention will be
mainly directed to those openings arising from: 1. e4.
All opening theory is based on the control of the centre,
the importance of which has already been demonstrated.
Control may be effected in three ways:
Gambits
It is quite common in the opening to sacrifice a pawn (or
even occasionally a piece) in order to gain time in
development. An opening sacrifice of this nature is called
a gambit. There are a number of recognized gambits, the
The Openings 93
An Opening (1)
After this superficial survey of opening theory, let us
follow an established method of opening, endeavouring to
understand the principles underlying the play. The reader
may pass straight on to the next chapter, returning to the
study of the openings after mastering middle and end
game play.
White Black
1. e4 e5
2. Nf3 Nc6
3. Bc4 Bc5
4. c3
4. . . . Nf6
5. d4 exd4
6. cxd4 '
6. . . Bb4 ch.
The Openings 95
8. . . . d5!
9. exd5 Nxd5
10. Qb3
10. . . . Nce7
DIAGRAM 39
Opening (2)
Another example of the Giuoco Piano, in which White
gains the ascendency.
W h ite B la ck
1. e4 e5
2. Nf3 Nc6
3. Bc4 Bc5
4. c3 Nf6
5. d4 exd4
6. cxd4 Bb4 ch.
7. Nc3
7. . . . Nxe4
8 . 0-0
8. . . . Bxc3
9. d5!
DIAGRAM 40
9. . . . Ba5
10. dxc6
10. . . . 0-0?
11. Qd5
11. . . . Nd6
12. Bd3
12. . . . Bb6
13. Bxh7 ch.
The Openings 99
Opening (3)
W h ite B la c k
1. e4 e5
2. NO Nc6
3. Nc3 Nf6
Now all four knights are in play and the position is solid
on both sides. This opening is known as the Four Knights’
Game, and since it is lacking in punch - White’s third
move could hardly be called aggressive - it is favoured, in
general, by those who like to “play safe” .
4. Bb5 Bb4
5. 0-0 0-0
6. d3 d6
7. Bg5
100 The Right Way To Play Chess
7. . . . Bxc3
8. bxc3 h6
9. Bh4 Qe7
10. Qd2
DIAGRAM 41
Opening (4)
The King’s Gambit was very popular a century ago, less
so at the present day. The opening provides a good
example of speedy development of the pieces; play is
often wild with both sides in peril of a sudden collapse.
Here is a typical skirmish:
White Black
1. e4 e5
2. f4
2. . . . exf4
3. Nf3
3------ g5
4. h4
4. . . . g4
5. Ng5 .
5. . . . h6
6. N x f7
6. . . . Kxf7
7. d4
104 The Right Way To Play Chess
7. . . . d5
8. Bxf4 Nf6
9. Nc3
9. . . . Bb4
10. Be2
Opening (5)
One of the oldest and most popular openings is the Ruy
Lopez, named after a Spanish dignitary of the 16th
The Openings 105
DIAGRAM 42
White Black
1. e4 e5
2. Nf3 Nc6
3. Bb5
3. . . . a6
4. Ba4 Nf6
5. 0-0
5. . . . Nxe4
6. d4
6. . . . b5
7. Bb3 d5
The Openings 107
8. dxe5
8. . . . Be6
9. c3
9. . . . Be7
11. . . . Nc5
108 The Right Way To Play Chess
12. N d 4
Opening (6)
In the 1890’s a great American authority wrote that the
Queen’s Gambit “is now rarely met with in serious play.”
If he had lived another thirty years he would have.seen the
The Openings 109
DIAGRAM 43
W h ite B la ck
1. d4 d5
2. c4
2. . . . e6
’ 3. Nc3 Nf6
4. Bg5
4. . . . Nbd7
5. e3 Be7
6. Nf3
6. . . . 0-0
7. Rcl
7. . . . c6
8. Bd3 dxc4
9. Bxc4 Nd5
13. dxe5
13. . . . NxeS
112 The Right Way To Play Chess
DIAGRAM 44
Opening (7)
We have seen that Black has several good defences to
1. e4 without replying 1. . . . e5; so too in answer to 1. d4,
Black is not obliged to respond 1. . . . d5 immediately.
Popular is 1. . . . Nf6, which may lead into several
defences. Here is the King’s Indian Defence in which
Black does not immediately challenge in the centre.
The Openings 113
White Black
1. d4 Nf6
2. c4 g6
3. Nc3 Bg7
4. e4 d6
5. f4
5. . . . 0-0
6. Be2 c5!
7. d5 e6
8. Nf3 exd5
9. cxd5
9. . . . b5
Threatening 10. . . . b4 followed by Nxe4 when the
white knight moves, yet apparently losing a pawn for
nothing. But after 10. Bxb5, Nxe4; 11. Nxe4, Qa5 ch.;
12. Kf2, Qxb5; 13. Nxd6, Qa6; 14. Nxc8, Rxc8; Black has
a good game and value for the pawn lost with the white
king dangerously exposed (diagram 45).
DIAGRAM 45
Opening (8)
In opening (1), several other defences to White’s initial
e4, other than e5, were mentioned. One of these, the
Sicilian, is a very popular choice for the fighting player; it
meets thrust with thrust and counter-thrust with counter
thrust.
White Black
1. e4 c5
The Right Way To Play Chess 115
2. Nf3 d6
3. d4 cxd4
4. Nxd4 Nf6
5. Nc3 g6
6. Be2 Bg7
7. Be3 Nc6
8. 0-0 0-0
9. Nb3 Be6
10. f4
Attack!
10. . . . Na5
Counter-attack!
11. f5 Bc4
12. Nxa5 Bxe2
14. . . . Nd7
15. Nd5
So far, White has had most of the game and has a slight
advantage in position, but Black has plenty of fight and if
White pauses a reversal of fortunes is likely. It is on this
razor-blade margin between success and failure that the
appeal of the opening rests.
DIAGRAM 46
Opening (9)
The French Defence is an ideal opening for the patient
The Openings 117
White Black
1. e4 e6
2. d4 d5
3. e5
3. . . . c5
4. c3 Nc6
5. Nf3 Qb6
6. Be2 cxd4
7. cxd4 Nge7
8. b3
8. . . . Nf5
118 The Right Way To Play Chess
DIAGRAM 47
Summary
The examples given above are not arranged in any kind
of order but they are generally representative of their
respective openings and run the gamut from the patently
aggressive (King’s Gambit) to the stolidly defensive
(French Defence).
But how, the reader asks, am I to assimilate a seemingly
endless string of variations, where the first slip may prove
dangerous if not fatal?
Fortunately there is no need to learn more than one or
two openings. For example, with the white pieces you will
be able to play the English Opening (1. c4) with little fear
of your opponent transposing it into another. As Black, in
reply to: 1. e4, the French, Sicilian or Caro-Kann are
three good resources at your disposal, and you can
specialise in one of these. After: 1. d4, the Dutch Defence
(1. . . . f5) leaves White little option but to follow the
normal course of the opening.
If, on the other hand, you open: 1. e4 yourself, your
opponent will be able to choose a pet defence - a factor
which will offset the advantage of the move.
However, the adoption of selective lines, based on
personal preference of style, should be left until you have
acquired a thorough working knowledge of the theory of
the game. Until you are reasonably sure of yourself, the
advice offered earlier still applies: 1. e4 is the best opening
move.
120 The Right Way To Play Chess
Major Openings
A short list of the openings commonly met with is given
below in alphabetical order. In each example, try to
visualise the central pawn structure, the development of
the pieces and the strategical aims of each side. It
sometimes happens that one opening transposes into
another (for example, a Petroff becomes a Four Knights’).
Artful transpositions have become a technique of modem
master play.
Benko Gambit (1. d4, Nf6; 2. c4, c5; 3. d5, b5). A modern
gambit which White generally finds safer to decline.
Evans Gambit (1. e4, e5; 2. Nf3, Nc6; 3. Bc4, Bc5; 4. b4).
The Evans offers White many compensations for the
pawn; a strong centre, quick development and good
attacking chances. The refutation, as is often the case with
gambits, is for Black to give the pawn back at the right
moment.
122 The Right Way To Play Chess
Giuoco Piano (1. e4, e5; 2. Nf3, Nc6; 3. Bc4, Bc5). A very
old opening. Sharp attacks by either side are not uncom
mon. Equal game.
King’s Gambit (1. e4, e5; 2. f4). Once one of the most
popular openings, the King’s Gambit is now rarely played
as White’s second move is considered too loosening. The
The Openings 123
DIAGRAM 48
King’s Indian Defence (1. d4, Nf6; 2. c4, g6; 3. Nc3, Bg7).
Now one of the most popular defences, giving Black good
chances. White usually adopts one of two general systems:
a large pawn centre with the king’s bishop posted at e2 or
d3, or a less ambitious pawn advance with the bishop
posted at g2. Black sometimes has difficulty in finding
good squares for the minor pieces. The King’s Indian can
easily transpose into one or other of the Flank Openings.
124 The Right Way To Play Chess
Philidor’s Defence (1. e4, e5; Nf3, d6). White gets the
more mobile game as Black’s king’s bishop is shut in.
Pirc (1. e4, d6; 2. d4, Nf6). A resilient but rather passive
defence.
Queen’s Indian Defence (1. d4, Nf6; 2. c4, e6; 3. Nc3, b6;
4. g3, Bb7). Black aims to control e4 and prevent the
advance of White’s e-pawn. White prepares to face
bishops on the diagonal.
Reti Opening (1. Nf3). Coupled with c4, g3 and Bg2, the
aim is control of the centre without occupation in the hope
that Black will set up a rigid pawn structure that will then
be vulnerable to attack. A typical Flank Opening (q.v.).
Ruy Lopez (1. e4, e5; 2. Nf3, Nc6; 3. Bb5). One of the
oldest and most popular of openings, the Ruy abounds in
complex strategical ideas in which the strongest player is
likely to come out on top.
Slav Defence (1. d4, d5; 2. c4, c6), also the Semi-Slav
(1. d4, d5; 2. c4, c6; 3. Nc3, e6). A resourceful and
interesting defence to the Queen’s Gambit. The Meran
System (which either side can avoid) is an exciting variant
of the Semi-Slav offering equal chances.
Introduction
In the opening and the end game the chessplayer can
fall back to a considerable extent on the labour of others.
In the middle game, however, you are on your own.
Very little clear-cut instruction can be given on this
phase of the game, but there exists an extensive field of
theory. A lot of this theory is based on personal
preferences, but certain aims, and the means of achieving
these aims, are endorsed by all authorities. It is with this
field of accepted theory that we are concerned in this
chapter.
Exchange of Men
The vexed question of when and when not to exchange
has been long encumbered by prejudice and a distorted
sense of what constitutes sportsmanship.
Be guided only by the position; if you are ahead in
material, endeavour to force exchanges and so increase
your strength ratio; if behind, avoid exchanges, particu
larly of queens, or bishops of opposite colours. Do not let
favouritism affect your judgment: many otherwise good
players admit to preferences for this or that piece and
avoid exchanging even when to do so would be to their
advantage. Ignore the widespread belief that exchanging
queens early on in the game is a breach of fair play.
Ask yourself the following questions when contemplat
ing an exchange:
Isolated Pawn
A pawn is isolated if there is no friendly pawn on either
of the two adjacent files. Because it cannot receive pawn
support an isolated pawn is weak.
Doubled Pawns
Pawns are said to be doubled if there are two of the
same colour on a file. Doubled pawns are unable to
support each other and are particularly vulnerable to
attack. Their value is relatively slight (one pawn is able to
block two hostile pawns that are doubled). Doubled,
isolated pawns are weaker still. Occasionally pawns may
be trebled or even quadrupled on a file.
Passed Pawn
A passed pawn is one which is faced with no hostile
pawn either on the same file or on one of the two adjacent
files.
A passed pawn is a distinct asset, particularly in the
ending, since it will command the attention of an enemy
piece to restrain its advance.
130 The Right Way To Play Chess
Backward Pawn
A backward pawn, as its name implies, is a pawn that
has been “left behind” and thereby deprived of its pawn
support. It is weak because to all intents and purposes it is
isolated.
United Pawns
Pawns standing side by side or supporting one another
are said to be united. United pawns are strong.
DIAGRAM 49
Pawn Formations
A pawn formation is a series of united pawns; it may be
mobile or static in character.
(a) Mobile. The strongest mobile formation is line
abreast, provided the pawns have ample piece support.
(b) Static. The strongest static pawn formation is one in
the form of a wedge with the apex in the centre, or a single
diagonal chain directed towards the centre. A chain
extending outwards from the centre of the board is weak.
Diagram 50 will make this clear. The White pawn
structure is strong, that of Black weak. White controls by
far the greater space. The structure is static (none of the
pawns can move) and the play would therefore be
confined to the pieces. Such formations are uncommon;
but chains of three pawns, as in the last diagram, occur in
almost every game at one stage or another.
DIAGRAM 50
132 The Right .Way To Play Chess
DIAGRAM 51
Pawns in Attack
Supposing Black has castled on the king’s side, and the
moment is propitious for attack. Which pawn or pawns
should White advance?
The choice usually falls between the f-pawn and the h-
pawn. It must be remembered that pawns are easily blocked
by opposing pawns. But a defender will often be compel
led to weaken the attacker to make a profitable sacrifice.
White sometimes advances the g-pawn to drive away an
enemy piece (usually a knight) at f6, or to attack a pawn
that has been played to h6. You must be careful, when
advancing like this, not to expose your own king. In this
respect the advance of the g-pawn is especially important
since it provides the most shelter for the king.
Pawns in Defence
Here we are concerned primarily with the defence of
the king after castling, the rules given holding good,
however, for defence under most circumstances.
Pawns are at their strongest in their initial positions,
and the golden rule is: “Don’t move a pawn until you are
forced to.” The reason for this is that a pawn once moved
offers a target and creates structural weaknesses. The
exception to this rule is a pawn advance to the third rank
in order to fianchetto a bishop. Occasionally a move like
f4 by White will block the position, but if this pawn can be
attacked by an enemy pawn the measure will only be
temporary, and the weaknesses created by the advance
may prove to be irreparable.
The defence of the castled king depends to a large
extent on the make-up of the attacking forces. Supposing
White, who has castled king’s side, is under fire from
Black. The most vulnerable point is h2 (compared to f2
prior to castling), particularly if Black has retained the
king’s bishop. White must be careful of the move h3 if
The Middle Game 135
General
All other pawn formations in front of a castled king are
bad; if the rook has been moved away, each position is
proportionately worse. The criterion in all the examples,
and in (G) and (H) in particular, lies in whether Black has
adequate force and is sufficiently well placed to carry out
an attack. If the end game is reached the pawn structure,
so far as the defence of the king is concerned, is
inconsequential.
The Pieces
General handling of the pieces in the middle game has
already been covered. The bishops and rooks need open
lines on which to operate; the knights strong central
squares immune from pawn attack. Two bishops co
operate well, covering diagonal side by side. Queen and
bishop and queen and knight work together harmoniously
as do rook and knight. Two or more pieces exercising the
same function on a file, diagonal or rank can be powerful;
for example, queen and bishop (the queen in front of the
bishop) attacking a square, especially in the field of the
enemy king. Also two rooks, rook and queen or two rooks
and queen on a file or rank (the queen behind the rook(s)
here). As far as the ranks go, the seventh and occasionally
the eighth are the only two that come in for consideration,
as on these the major pieces are secure from pawn attack.
Piece Traps
There are several traps for winning material that are
perennial. It is consequently well worth while to commit
them to memory. *
(i4) Knight. Be careful to leave an escape square for a
knight after playing it to the side of the board, otherwise
the advance of a hostile pawn may win it. The same care
should be taken if a knight is on the fifth rank with an
enemy pawn behind controlling the two best escape
squares.
Example: (i) WHITE: N on h4, Ps on e5, f2, g2;
BLACK: Ps on e6, g7, h7. If White plays 1. f3?, Black
wins the knight by 1 . . . . g5.
(ii) WHITE: N on e5, Ps on d4, e3, f4; BLACK: K on
e8, N on e7, Ps on d5, e4, f7, h5. Black wins the knight by
1. . . . f 6 .
( B ) Bishop. The trapping of a bishop by pawns was
demonstrated in Chapter 4. Another common device is
the shutting-in of a bishop that captures an undefended
rook’s pawn.
Example: WHITE: B on e3; BLACK: R on c8, Ps on
a7, b7, c7. If White now takes the pawn - 1. Bxa7, Black
plays 1. . . . b6; closing the bishop’s escape route and
threatening Ra8 and Rxa7.
(C) Rook. A bishop is sometimes able to shut-in a rook,
winning the exchange.
Example: WHITE: R on e4, P on a2; BLACK: B on d6,
Ps on a5, b7. If White now attacks the a-pawn, disaster
awaits: 1. Ra4?, Bb4 (now the rook cannot escape); 2. a3,
b5; winning the exchange for a pawn.
(D) Queen. A queen can be trapped if she ventures too
far into enemy territory, particularly if she has only one
line of retreat.
Example: WHITE: Q on a l ; BLACK: K on c7, R on
d8, B on b7, Ps on a7, b6. If 1. Qxa7?, Ra8 and the queen
cannot escape.
General Maxims
Before going on to practical examples of middle game
play, a few general maxims will not come amiss.
White Black
1. e4 e6
2. d4 d5
3. exd5 exd5
4. Bd3 Nf6
5. Ne2 Be7
6. Nbc3 c6
7. Bf4 Bg4
8. f3 Bh5
9. Qd2 Nbd7
10. Ng3 Bg6
11. Nf5 0-0
12. Ne2 Re8
13. g4
13. . . . Nf8
14 . (MM) a5
DIAGRAM 70
15. h4
15. . . . h5
16. Neg3
16. . . . hxg4
17. fxg4 Nxg4
These exchanges are fatal for Black, who now opens the
g-file as well as allowing the h-pawn to advance.
18. h5 Bh7
19. Qe2 Nf6
20. Qg2
20. . . . Ne6
21. Be5
144 The Right Way To Play Chess
2 1 .... Kh8
22. h6 g6
27. Bxg6
DIAGRAM 71
FINAL POSITION
W h ite B la ck
1. e4 e5
2. Nf3 Nc6
3. Bb5 a6
4. Ba4 Nf6
5. 0-0 Nxe4
6. d4 b5
7. Bb3 d5
8. dxeS Be6
9. Qe2 Be7
10. Rdl Na5
11. Nbd2 Nxd2
12. Bxd2 Nc4
13. Bxc4 bxc4
14. b3 cxb3
15. axb3
15. . . . Qc8
16. Ra5
16. . . . Qb7
17. Rdal BcS
18. Bg5
The Middle Game 147
DIAGRAM 72
18. . . . Bb4
19. R5a4 0-0
20. Qd3 Bd7
21. c3 Bxa4
23. . . . f5
24. exf6 e. p.
24------ g6
25. Ne5 c6
. 26. Nxg6
i
The Middle Game 149
26. . . . Rf7
27. Ne5 Re8
28. Qg3
28. . . . Qa7
DIAGRAM 73
FINAL POSITION
150 The Right Way To Play Chess
W h ite B la ck
1. c4 e5
2. Nf3 e4
3. Nd4 d5
4. e3 c5
5. Nb3 d4
6. d3
6. . . . exd3
7. Qxd3 Nc6
8. exd4 cxd4
9. a3
9. . . . Qf6
10. N ld2 Bf5
11. Ne4
This is a mistake, but Black already has command of the
centre.
11. . . . Qe6
12. f3 Nf6
13. Nd2
13. . . . 0-0-0
14. Kdl
14. . . . Ne5
15. Qb3 d3
16. Nxf6 gxf6
17. Qa4
17. . . . Bc5
DIAGRAM 74
19. gxf3
19. . . . d2
W h ite B la ck
1. d4 d5
2. c4 e6
3. Nc3 Nf6
The Middle Game 155
4. Bg5 Be7
5. e3 h6
6. Bh4 <M)
7. R cl Ne4
8. Bxe7 Qxe7
9. cxd5 Nxc3
14. . . . a5
15. a3 Bd7
16. b4 axb4
17. axb4 Ra4
18. Rb3
Not 18. b5, cxb5; 19. Bxb5, Rb4; 20. Rb3, Bxb5;
21. Rxb4, Bxe2; 22. Rxb7, Qe4; forcing the exchange
of queens and leaving Black with a material advantage.
Subtle resources frequently lurk in innocent-looking
positions!
18. . . . Rfa8
19. b5 g<*
20. bxc6 Bxc6
attack by: 25. . . . Nxe3; 26. fxe3, Qxe3 ch.; 27. K hl,
Rxc3.
25. . . . Qc7
26. g3
26. . . . Qa5
27. Bxc6 bxc6
28. h3 Nf6
29. Rxc6
29. . . . Ral
30. Qb8 ch. Kg7
31. Qe5
DIAGRAM 75
Combinations
To give you practice in assessing positions where it is
often possible to force immediate wins, some examples
from play are given. In all cases White, to move, wins. No
solution is longer than six moves, and the examples are
given in order of difficulty. Solutions are given at the end.
DIAGRAM 76 DIAGRAM 77
160 The Right Way To Play Chess
DIAGRAM 78 DIAGRAM 79
DIAGRAM 80 DIAGRAM 81
The Middle Game 161
Solutions
DIAGRAM 76: 1. Qxh7 ch, Kxh7; 2. hxg6 d b l. ch. and
mate.
Introduction
Very few players get excited about the end game; it is
the calm after the storm, the anti-climax. This is probably
why the average player manages it so badly; certain it is
that more won games are dissipated in the ending than in
the opening and middle game combined.
There is a tendency to speed up the play when there are
only a few men left on the board - and the “obvious” line
of play is often the wrong one. The subtleties that exist in
this branch of the game are prodigious, and seemingly
hopeless positions may be redeemed by witch-like man
oeuvres. There is an old chess adage that runs, “If you see
a good move, look for a better one” , and nowhere does it
hold more true than in the end game.
The first prejudice that must be destroyed is that the
end game is stereotyped and uninteresting. It demands
imagination, patience and accurate calculation. A study of
the various piece and pawn endings also accords a
valuable insight into the powers, both latent and active, of
the individual chessmen.
The End Game 163
The Opposition
In order to begin to understand the theory governing
the end game, a clear conception of the “opposition” and
what it implies is essential.
If two kings are facing each other on the same file or
rank with one vacant square only between them, the
player who HAS NOT the move is said to have the
“opposition” . A corollary is the diagonal opposition - two
kings standing on the same diagonal with one vacant
square between them. Again the player who HAS NOT
the move has the opposition.
The opposition is only considered to be in effect if the
player who is not possessed of it has no other man except
the king that can be moved without incurring disadvan
tage.
To have the opposition is almost always desirable, and
is often a winning advantage for it permits the king to gain
territory at the expense of the enemy king, and perhaps,
eventually to penetrate the enemy pawn position.
Look at diagram 82. Here the kings are facing each
other and the pawn formations are static and to all intents
symmetrical. If Black is to move, White wins. If White is
to move the game is a draw.
(a) Black to move. 1. . . . Ke6; 2. Kc5 (the white king
is at once able to attack Black’s pawns), Ke5; 3. Kxb5,
Kd4 (only now is the black king able to pass to attack the
white pawns); 4. Kxa4, Ke3; 5. b5, Kxf3; 6. b6, Kxg4;
7. b7, f3; 8. b8(Q) and wins. However, the conclusion
requires some care: 8. . . . f2; 9. Qb5, Kf4 (9. . . . Kf3?;
10. Qxg5, fl(Q ); 11. Qf5 ch., Ke2; 12. Qxfl ch., Kxfl;
13. Kb5 and the a-pawn queens); 10. Qe2, Kg3; 11. Kb4,
Kg2 (there is nothing better); 12. Qg4 ch., K hl; 13. Qh5
ch., Kgl; 14. Qxg5 ch., and again White can give up the
queen for the f-pawn, marching the a-pawn through to
promotion. (There are other ways of winning this ending.)
164 The Right Way To Play Chess
DIAGRAM 82
(a) If two pawns stand facing each other away from the
edge of the board, and both kings are able to approach the
opposing pawns, then the side which approaches first will
lose if such approach is not from behind.
WHITE: K on f5, P on d4. BLACK: K on b5, P on d5.
1. Ke5?, Kc4; 2. Ke6 (White is compelled to leave the
pawn), Kxd4 and wins. If White approaches from behind,
however, the result will be a draw: 1. Ke6, Kc6 (not
1.. . .Kc4?, 2. Ke5 and it is Black who must give up the
pawn); 2. Ke5, Kc7; 3. Kxd5, Kd7 and Black has got the
opposition.
(b) Where each side has a pawn marching to queen, and
the promotions are consecutive, the result is usually a
draw, but not always. Here is an exception: WHITE: K on
d2, P on h5. BLACK: K on d4, P on a3. 1. h6, a2; 2. h7,
al (Q); 3. h8(Q) ch., K moves; 4. Qxal and wins.
This possibility prompts the necessity for attention to all
pre-promotion king moves. WHITE: K on g7, Ps on b2,
h6. BLACK: K on c2, Ps on b3, h7. 1. Kxh7, Kxb2; 2.
Kg8, Kc3? (this move loses: any other move except Kal or
Kbl drew); 3. h7, b2; 4. h8(Q) ch. Now we see the
importance of careful king-play. The black king is in check
and will not be able to queen the pawn. 4 ... .Kc2; 5. Qh7
ch. (the ending is instructive and is therefore given in full;
White must play to drive the black king in front of the
pawn by a series of checks, permitting the white king to
approach), Kcl; 6. Qc7 ch., Kdl; 7. Qd6 ch., Kcl; 8. Qc5
ch., Kdl; 9. Qd4 ch., Kcl; 10. Qc3 ch., Kbl (now the
168 The Right Way To Play Chess
white king can approach); 11. Kf7, Ka2; 12. Qc2 (pinning
the pawn), Kal (not 12. . . . Ka3; 13. Q bl); 13. Qa4 ch.,
K bl; 14. Ke6, Kcl; 15. Qc4 ch., K dl; 16. Qb3 ch., Kcl;
17. Qc3 ch., Kbl; 18. Kd5, Ka2; 19. Qc2 (the same cycle),
K al; 20. Qa4 ch., K bl; 21. Kd4, Kcl; 22. Qc4 ch., Kdl;
23. Qd3 ch., Kcl; 24. Kc3, bl(Q ); 25. Qd2 mate. If
24. . . . bl(N )ch., Black has insufficient force to draw.
(c) In the foregoing example, Black was left with a king
and knight’s pawn against king and queen and was unable
to save the game. If instead the pawn had been on a
bishop’s or rook’s file the result would have been a draw,
due to a stalemate threat.
(i) Bishop’s Pawn. WHITE: K on g7, P on h7. BLACK:
K on d2, P on c3. 1. h8(0), c2; 2. Qd8 ch., Kc3; 3. Qc7
ch., Kb2; 4. Qb6 ch., K al; 5. Qa5 ch., Kbl (Black
always threatens to promote the pawn, giving the white
king no time to approach); 6. Qb4 ch., Kal; 7. Qa3 ch.,
K bl; 8. Qb3 ch., Kal! (instead of moving in front of the
pawn, which the king was forced to do in the previous
example, the black king moves into the corner for now if
White plays 9. Qxc2, Black is stalemated); 9. Qc3 ch.,
K b l; 10. Qb3 ch., Kal and White can make no headway.
(ii) Rook’s Pawn. WHITE: K on g7, P on h7. BLACK:
K on c2, P on a3. 1. h8(Q), a2; 2. Qh2 ch., Kbl; 3. Qgl
ch., Kb2; 4. Qf2 ch., K bl; 5. Qel ch., Kb2 (not 5. . . .
Kc2; 6. Q al); 6. Qb4 ch., Kcl; 7. Qa3 ch., Kbl; 8. Qb3
ch., Kal when Black has no move. To avoid stalemate,
White must move the queen away so the white king will
never have time to approach.
A lesson to be learned from the above examples is the
method of bringing the queen up the board by a series of
checks, which can be done vertically, as in (i), or
horizontally, as in (ii).
These are the only three cases of K and P v. K and P
endings that are likely to cause you any difficulty. There
The End Game 169
(i) The two pawns are on opposite wings with the single
pawn facing one of them. Suppose White is the superior
force in this case. Then White wins by deserting the
solitary wing pawn, moving across to the other side of the
board, capturing the black man and queening the remain
ing pawn; for Black must attend to the unwatched pawn,
which will march to queen if not intercepted and captured.
Only in unusual cases can the weaker force draw in an
ending of this nature.
(ii) The three pawns and two kings are more or less
together. It is then simply a question again of the stronger
party deserting one of the pawns at the right moment and
going for the other, or of exchanging a pawn in order to
get a won position in the K and P v. K category.
Diagram 83 illustrates four positions not uncommon in
this type of ending.
170 The Right Way To Play Chess
DIAGRAM 83
(a) (b)
(c) (d)
Conclusion
So far we have covered, if very superficially, the entire
field of end game play. Many of the points stressed
require elaboration and, in certain cases, qualification,
but essentially the fundamentals are there. Few average
players know more about this phase of the game than
these fundamentals, and many are not even conversant
with all of them. Three endings from play are now given
which demonstrate that charm and subtlety may be
concealed in apparently dull positions.
White Black
1. . . . f4
2. e4
DIAGRAM 84
BLACK TO PLAY
2. . . . Kf6
3. Kg4 Kg6
4. h3 a5
5. a4
5. . . . Kh6
6. Kf5
6. . . . Kh5
White Black
1. . . . g3
DIAGRAM 85
BLACK TO PLAY
2. Bxa7 Bf8
3. Bb8
3. . . . Bc5
4. Bc7ch. Bb6
5. Bxf4
5. . . . Bc5
6. Bc7 ch. Bb6
7. Bxg3
DIAGRAM 86
WHITE TO PLAY
White Black
1. Rd7
1. . . . Rb3
2. Ra7 Rd3
3. Rb7
3. . . . Kg7!
4. Ra7 h5
5. Ra5 Rd5
6. Ra3
6. . . . Kg6
7. Kf3 Kf5
8. h3 h4
9. Rb3 f6
14. Rc4
The only move to save the pawn. Now the black centre
pawn is free to advance. If this pawn had been on the f-
file, White could have saved the game (see note above).
Black has calculated deeply.
16. • • • e4
17. Rc8 e3
18. Rh8 Rg6
19. Rh5 ch.
Not 19. Rxh4, e2; winning., nor 19. Re8, Re6; 20. Rf8
»., Ke4; 21. R fl, e2; 22. R el, Ke3; 23. Kgl, Kd2;
24. Kf2, Rf6 ch.; followed by Kxel.
19. . . . Rg5
20. Rh8 Kf4
23. . . . Rg2ch.
24. Khl Rf2
25. Rf8 ch. Kg3
26. Resigns
Conclusion
A favourite query of the average chessplayer is - How
can I improve my play? It is a question the reader will be
asking sooner or later. The answer is simple - study the
end game. Practice will not make perfect, but it will go a
long way towards perfection - and in the ending the stakes
are high!
A few test positions are given. In problems of this
nature the phrase “to win” does not mean that analysis of
DIAGRAM 87 DIAGRAM 88
DIAGRAM 89 DIAGRAM 90
DIAGRAM 91 DIAGRAM 92
Solutions
(87) 1. Ne6 ch., Bxe6; 2. Rf2, Qf7 (Qxf2 is stalemate);
3. Rxf7 ch., Kxf7 and Black cannot win (see “Bishop in
Ending” , Chapter 4).
(88) 1. g6, hxg6; 2. h6! Not 2. hxg6, Ke7; and Black
wins. But 1. h6 (threatening g6), also wins for White.
(89) 1. R el!, Rf2 (if 1. . . . Rxel; 2. f8(Q) ch., Kc7;
3. Qc5 ch., Kd8; 4. Qa5 ch., winning the rook, or 3. . . .
Kb7/8; 4. Qb4 ch., also winning the rook); 2. a3! (now
Black is left without a waiting move and is said to be in
“zugszwang” . If Rg2 or Rh2, the pawn queens; whilst if
the king moves, Ke7 wins), R fl; 3. Rxe2, Rf3 (the rook
cannot leave the file); 4. Rd2 ch., Kc8; 5. Rd5, Kc7;
6. Rf5, Re3 ch.; 7. Kf6 and queens next move.
(90) This is a very old ending. White, though a pawn
down, is able to force a win. 1. a6!, Kb8 (to stop c7);
2. Kgl! (the only move; now the black king cannot move
or one of the white pawns will queen, so a pawn is
compelled to advance), f3; 3. Kf2 (White’s strategy is to
move the king in front of whichever pawn advances), h3;
4. Kg3 (now Black is in zugszwang; the pawns must be
surrendered in turn after which the king must move to let
by a white pawn), h2; 5. Kxh2, f2; 6. Kg2, g3; 7. K fl, g2 ch.;
8. Kxf2, gl(Q ) ch.; 9, Kxgl, Kc7; 10. a7, Kxc6; 11. a8(Q)
wins.
(91) 1. Rc8 ch., Rxc8; 2. Qa7 ch!, Kxa7 (if 2. . . . Kc7;
3. bxc8(N) dis. ch., Kxc8; 4. Qxe7); 3. bxc8(N) ch., Kb7;
4. Nxe7, f4; 5. Nf5 and Black’s pawns are decimated.
(92) 1. Bal (the only move), Kxal; 2. Kc2, g5; 3. fxg5,
The End Game 189
f4; 4. g6, £3; 5. g7, £2; 6. g8(Q), fl(Q ); 7. Qg7 ch., Qf6;
8. Qxf6mate.
8
ILLUSTRATIVE GAMES
Game (1)
This game, played in London in 1851 between two of
the leading players of the day, is popularly known as the
Immortal Game. Typically, both sides attack, with White
sacrificing in turn both rooks, a bishop, and finally the
queen.
White Black
Anderssen Kieseritzky
1. e4 e5
2. f4 exf4
3. Bc4 b5
12. h4 Qg6
13. h5 Qg5
14. Qf3 Ng8
DIAGRAM 93
The bishop moves into place for the mating net. Black
now accepts the offer of the second rook.
22. . . . Nxf6
23. Be7 mate
Game (2)
The strategy in this game is clear-cut, White’s superior
ity in space affording greater manoeuvrability for his
pieces.
Illustrative Games 193
White Black
Capablanca Eliskases
1. e4 e5
2. Nf3 Nc6
3. Bc4 Bc5
4. Nc3
4. . . . Nf6
5. d3 d6
6. BgS h6
7. Bxf6 Qxf6
8. Nd5 Qd8
9. c3
9. . . . Ne7
10. Ne3!
10. . . . Be6
12. . . . Qc8
13. d4 exd4
14. Nxd4 Bxd4
15. cxd4
15. . . . 0-0
16. 0-0 Qd7
17. Racl
DIAGRAM 94
17. . . . Rab$
18. Rc3 d5
19. Qc2 c6
20. e5 Rf4
21. Qdl mm
22. f3 Qd8
23. g3 R4f7
24. f4 Nf5
25. Nxf5 Rxf5
26. h4
196 The Right Way To Play Chess
26. . . . g*
27. Kg2 Qe7
28. a3
28. . . . Qg7
29. Rcf3 Qe7
30. Qc2 Kg7
31. g4 R5f7
32. Kh3 Qd7
33. b4 Rg8
34. Rgl Kh8
35. Qd2
Threatening f5.
35. . . . Rh7
36. Qf2 h5
37. gxh5 Rxh5
42. Rg2
42. . . . Kg8
43. Kg3 Kh7
44. Rh2 Re7
The break-through.
48. . . . exf5
49. Kf4 Re6
Game (3)
This game demonstrates the folly of neglecting develop
ment and the safety of the king.
White Black
Fischer Geller
1. e4 e5
2. Nf3 Nc6
3. Bb5 a6
4. Ba4 d6
5. 0-0 Bg4
6. H3 Bh5
7. c3 Qf6
8. g4
8. . . . Bg6
9. d4 Bxe4
Illustrative Games 199
Game (4)
An example of a nicely-controlled king’s-side attack.
The players castle on opposite sides which usually makes
for an exciting contest.
200 The Right Way To Play Chess
DIAGRAM 95
White Black
Karpov Korchnoi
1. e4 c5
2. Nf3 d6
3. d4 cxd4
4. Nxd4 Nf6
5. Nc3 g6
6. Be3 Bg7
7. f3
7. . . . Nc6
Illustrative Games 201
8. Qd2 0-0
9. Bc4 Bd7
10. h4 Rc8
11. Bb3 Ne5
12. 0-0-0 Nc4
13. Bxc4 Rxc4
14. h5 Nxh5
White has given up a pawn to clear the file for the king’s
rook.
15. g4 Nf6
16. Nde2 Qa5
17. Bh6
17. . . . Bxh6
18. Qxh6 Rfc8
19. Rd3
19. . . . R4c5
20. g5 Rxg5
DIAGRAM 96
. After 27. . . . Ke7; 28. Nxd5 ch., Qxd5; 29. Rel ch.
and White wins a rook or a queen for a rook.
Game (5)
In this game the centre is locked, both sides castle king’s
Illustrative Games 203
White Black
Piket Kasparov
1. d4 Nf6
2. Nf3 g*
3. c4 Bg7
4. Nc3 0-0
5. e4 d6
6. Be2 eS
7. 0-0 Nc6
8. d5
8. . . . Ne7
9. Nel
9. ••• Nd7
10. Be3 f5
11. f3 f4
12. Bf2 g5
13. b4
13. . . . Nf6
14. c5 Ng6
15. cxd6
DIAGRAM 97
22. Khl
22. . . . gxf2
23. Rxf2 Ng3 ch.
The knight can’t be taken (24. hxg3, fxg3 with Qh4 ch.
to follow).
25. ••• a6
26. Qd3 Qa7
27. b5 axb5
28. Bxb5 Nhl!
Resigns
Game (6)
The best method of defence is often attack, particularly
if a win is necessary. Britain is now in the top rank of
chess-playing nations, and in this game the British
Grandmaster Speelman shows why.
206 The Right Way To Play Chess
DIAGRAM 98
FINAL POSITION
White Black
Timman Speelman
1. e4 e5
2. NO Nc6
3. Bb5 f5
4. Nc3 fxe4
5. Nxe4 d5
6. Nxe5 dxe4
7. Nxc6 Qg5
8. Qe2 Nf6
9. f4
9. . . . Qxf4
10. NeSdls. ch. c6
11. d4 Qh4 ch.
12. g3 Qh3
13. Bc4
13. . . . Be6
14. Bg5 <MM>
15. 0-0-0
15. . . . Bd6
16. Nf7 Bxf7
17. Bxf7 Rhf8
18. Bc4 Rde8
19. d5 c5
This loses. White’s only chance was 27. Qh4, Qf4 ch.;
28. K bl.
27. . . . b5
DIAGRAM 99
28. Bfl
28. . . . Rel
29. Qh5
29. . . . Qf4ch.
30. K bl Qxfl
Resigns
9
GENERAL INFORMATION
Match Play
The first and paramount rule to remember in match
play is that a chessman once touched must be moved; and
that once a man is played (the move is completed on
letting go of the man) the move stands.
It is a very good idea to keep to this rule in friendly
games; there is little more annoying than the player who
dithers when making a move. Decide on your move,
execute it incisively, withdraw your hand.
If an opposing chessman is touched, the rule is that it
must be captured if this is legitimately possible. If it is
desired to centralize a man that has become misplaced,
this can be done by saying j ’adoube (Fr. “I adjust”) before
touching the man in question, and then only when it is
your turn to move.
General Information 211
Etiquette
It is not permitted in any way to disturb or distract a
player during a game. In practice, this rule may prove
difficult to interpret but it can be said that the player who
is distracted is the best judge of what constitutes a
. distraction.
A player who resigns a game should obviously do so
gracefully. Poor sportsmanship is unfortunately to be
found in chess as it is in other games; one famous player
wryly remarked that he had never won a game off a fit
opponent!
Spectators should never pass audible comment on any
match game in progress and nor should they interfere in
any such game even if a breach of the rules has been
committed.
Congresses
A feature of chess in recent years has been the rise in
popularity of the congress. A chess congress is an open
tournament (usually a number of tournaments) covering
anything from a day to a fortnight. Congresses are often
arranged at resorts so that the competitor combines chess
with a holiday. Normally one game is played each day, but
in one-day and week-end events a fast time-limit, or a
time-limit per game, is usual.
Chess Computers
In recent years the chess computer has become a
popular opponent. Technical development in this field has
been dramatic, and few players can now match the
strength of the more advanced models. A chess computer
is an always-ready opponent, capable of playing at a
number of different speeds and levels, and usually
offering a range of other facilities including advice on the
best move, retracting moves, repeating games and solving
problems. All computers have built-in opening reper
toires. If no human guidance is at hand, a chess computer
or software program, preferably the most advanced you
can afford, is a recommended purchase.
Literature
Thousands of books have been written about chess,
214 The Right W ay To Play Chess
Famous Players
It is invidious to attempt this subject in a paragraph, but
some players are so widely known, if only by name, even
among non-players, that these at least deserve a mention.
Capablanca and Alekhine were two former world
champions (and great rivals), but it was Steinitz, an
earlier champion, who has probably contributed most to
chess theory.
Except for the brief reign of an American, Bobby
Fischer, the modem era has been dominated by the
Russians with Karpov and Kasparov its present-day stars.
Britain, which now has a number of Grandmasters, has
in recent years become a leading chess-playing nation.
Simultaneous Chess
Simultaneous displays are a feature of many clubs’
activities. A master opposes a number of players (usually
around twenty) at the same time.
Each player sits at a board. The master circulates and
plays a move on every board. Players withhold their
replies until the master returns to their table.
Time is heavily on the side of the challengers to begin
with but this advantage is gradually reduced as the
number of unfinished games diminishes.
General Information 215
Blindfold Chess
Many strong players are able to conduct one or more
games without sight of the board. Moves are announced,
and the blindfold player may or may not be literally
blindfolded. The world record is over forty games played
simultaneously in this fashion - an incredible achieve
ment.
Correspondence Chess
Playing chess by post is popular among those who have
time to spare or who are inhibited by domicile or infirmity
from taking part in over-the-board activities. A corres
pondence game may last a few months or a few years and
is a good way of improving one’s powers of analysis.
There are many correspondence chess organisations,
both national and international, and a player may of
course participate in several matches and tournaments at
the same time.
Chess Studies
Chess studies are often published in the Press. A study
is a chess puzzle which the reader is invited to solve. There
are three main types: the game position, the end game
study and the problem. The game position is from actual
play and the reader has to find the correct continuation.
The end game study is contrived but is a plausible game
position. The problem is another animal: it is artificial in
appearance and in its most common form requires the
reader to give checkmate with White in a specific number
of moves. The chess problem is an art form, designed to
puzzle and entertain, not to improve one’s play.
Fairy Chess
Fairy chess covers in a general sense all those divertisse
ments which are related to but deviate from the normal
216 The Right W a y To Play Chess
Forsyth Notation
For taking down a position the Forsyth notation is
unexcelled. Facing the board from White’s side, squares
and men are enumerated, starting at the top left-hand
corner (a8) and working from left to right, rank by rank.
White men are given in capitals, black in small letters.
The position in Diagram 9 (page 29) would thus be
recorded: r3k2r/ (black rook, three squares, black king,
two squares, black rook) pp5p/ (black pawn, black pawn,
five squares, black pawn) lP lB n lp l/ (one square, white
pawn, one square, white bishop, black knight, one square,
black pawn, one square) 2pP4/lR6/ln3P2/P2plKPP/
1R3B2.
General Information 217
Descriptive Notation
The principal feature of the descriptive notation is that
moves are recorded from the side of the player making
them, so that each square has two descriptions, one for
White, the other for Black.
The board is divided into files and ranks. Each file is
named after the pieces (one on each side) that occupy it in
the initial position. Thus the a-file is known as the queen’s
rook’s (QR) file and the g-file as the king’s knight’s (KN)
file. Ranks are numbered progressively 1-8 from the
player. In the starting position each player’s king stands
on K1. Moves are recorded in the same way as in the short
algebraic notation except that a dash is usually inserted
between the initial of the man to be moved and the square
to which it moves; also a pawn is always designated by its
initial. For example, the opening moves 1. e4, e5; would
be recorded in descriptive as 1. P-K4, P-K4.
Symbols are generally the same in the two systems, and
ambiguities are resolved in a similar way. When capturing
however it is the piece captured that is designated, not the
square on which it stands. In diagram 100 the white move
R4xb3 would be written by both White and Black as
R(4)xN. The descriptive equivalent of white move axb3
would be RPxN or PxN(N3); PxN would not do, because
it would not be clear which knight was captured. Where
confusion cannot arise, the move can be abbreviated. The
white move Bg3 is described simply as B-N3 - it is not
necessary to say which bishop or which N3 square because
only one is possible in each case.
The system is more cumbersome than the algebraic but
has the merit of being linked to the starting position
whereas the algebraic is abstract.
International Chess
The Federation Internationale des Echecs (F.I.D .E.) is
218 The Right Way To Play Chess
DIAGRAM 100
QRQNQB Q K KB KN KR
QRQNQB Q K KB KN KR
CHESS NOTATION
Master Titles
Grandmaster and International Master titles are confer
red by F.I.D.E. from time to time on players whose
performance in international events reached the required
standard. Titles below this level (e.g., National Master,
Candidate Master) are awarded by national chess author
General Information 219
Grading
Many countries now grade players who compete regu
larly in approved matches and tournaments and who
attain a certain minimum standard.
A player’s rating, or grading as it is commonly called, is
derived from the aggregate of results over a period, the
strength of the opponents being taken into account.
Gradings are used to determine qualification for natio
nal titles and, more widely, to assist in selection of players
for matches and tournaments. They are also an incentive
to the individual.
Other Notations
There are international codes for use in correspond
ence, radio, cable and telephone matches. Two letters or
figures denote each square on the board, and a move is
transmitted as a four-symbol group, the first two symbols
indicating the square on which the man to be moved
stands, the second two symbols the square to which it is to
be moved. Checks and captures are not annotated.
INDEX
A C haturanga, 9-10
AJbin C ounter-G am bit, 120 Check, 12
A lekhine’s D efence, 93,120 , D is c o v e r e d , 35 ,5 4
A lgebraic N otation, 27, 28, 47, , D o u b le , 33,35
218 , P erpetual, 25
, Long, 28 C heckm ate, 13,21
, Short, 28, 47 Chess, A lice, 216
A ttack, Four Paw ns’, 114,203 , Blindfold, 215
, King’s Side, 141 , British, 212
, Q u een ’s Side, 154' Clocks, 211
, Switch, 145 Clubs, 212
C om puters, 213
B Congress, 213
Benko G am bit, 120 , C orrespondence, 215
Benoni, 120 E tiquette, 212
B ird’s O pening, 120 , Fairy, 215
Bishop In E nd G am e, 72 , International, 217
M iddle G am e, 69 L iterature, 213
O pening, 68 , Losing G am e, 216
, M ove O f, 14 - Players, 214
Piece T rap, 139 , Progressive, 216
Bishop’s O pening, 120 , Rifle, 216
British Chess F ederation, 213 , Sim ultaneous, 214
M agazine, 214 Studies, 215
C hessm en, 11
C , R elative V alues Of, 32
Caro-K ann D efence, 93, 119, Close G am e, 91
121 Colle System, 86
Castle, See R ook C om binations, 75,159
Castling, 20 , M aterial-W inning, 82 e ts e q .
C entre B reak-Through, 128, 150 , M ating, 75
, D elayed O ccupation O f, 92 Concluding A G am e, 25-26
Im portance, 48,127
, O ccupation O f, 92 D
, R em ote C ontrol O f, 92 D anish G am bit, 121
Index 221
M , E nglish, 119,121
M ajor O penings, 120 , E vans, 121
M aster G am es, 190 e t s e q . , Flank, 122
T itles, 218 , Four K nights’ G am e, 99, 122
Match Play, 210 Paw ns’ A ttack , 114,203
M ate, See also C heckm ate, 13, , French D efen ce , 9 3 ,1 1 7 ,
3 5 ,3 6 119, 1’2 2
, F o o l’s, 57 . , G iu oco Piano, 94, 9 6 ,1 2 2
, Scholar’s, 58 , , G runfeld, 122
M ate rial-W inning C om bination, , K ing’s G am bit, 1 0 2 ,1 0 9 ,
82 e t s e q . 119 ,1 2 2
M ating C om binations, 75 Indian D e fen ce , 1 12,123
M iddle G am e, 5 0 ,6 7 ,6 8 e t s e q . , , N im zo-Indian D efen ce , 124
127 e t s e q . Larsen A ttack , 124
M oves, 28 , P etroff’s D e fen ce , 124
, Fifty, R ule, 25 , Philidor’s D efen ce , 124
, Forced, 89 , Pirc, 124
, R epetition O f, 25 , Q u ee n ’s G am bit, 1 0 8 ,1 0 9 ,
1 1 2 ,1 1 7 ,1 2 4
N Indian D e fen ce , 124
N im zo-Indian D efen ce , 124 Pawn G am e, 124
Larsen A ttack, 124 , R eti, 125
N otation, 26-27 , Ruy L op ez, 1 0 4 ,1 2 4 ,1 2 5
, A lgebraic, 27, 28, 47, 218 , Scotch, 125
, D escriptive, 27, 217 , Sicilian D efen ce , 9 3 ,1 1 4 ,
, Forsyth, 2 7 ,2 1 6 1 19,125
, O ther, 219 , Slav D e fen ce , 125
, T w o K nights’ D efen ce, 125
O , V ien n a, 126
O pen G am e, 91 O penings, M ajor, 120
O pening, 50, 66, 67 e t s e q . , 90 O pposition, 163
et seq.
, A lbin C ounter-G am bit, 120
, A lek h in e’s D efen ce , 93, 120 Pawn, 11
, A llgaier, 103 , backward, 130
, B enko G am bit, 120 , “ D o u b led ” , 53, 129
, B enoni, 120 F orm ations, 131
, Bird’s, 120 “ H o le s” , 70, 140
, B ishop’s, 120 In A ttack , 134
, Caro-Kann D efen ce , 93, D efen ce , 134
119, 120 End G am e, 74
, Centre C ounter, 9 3 ,1 2 1 M iddle G am e, 70
G am e, 121 O pening, 68
, D anish G am bit, 121 , “ Isolated ” , 53, 129
, D utch D efen ce, 119,121 , M ove O f, 16
Index 223
D. Brine Pritchard was the editor of Games and Puzzles magazine for ten
years and is the former games director of the Mind Sports Olympiad and
the current president of the British Chess Variants Society. He lives in
England with his wife, Elaine, an international chessmaster.
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