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Learning Chess Step 3 Manual For Chess Trainers
Learning Chess Step 3 Manual For Chess Trainers
Manual for
chess trainers
Learning chess
Manual for
chess trainers
Step 3
Copyright © Cor van Wijgerden 2004
All rights reserved. No part o f this publication may be reproduced, stored in a retrieval
system or transmitted in any other form or by any means without permission in writing from
the publisher.
ISBN 90-77275-39-8
Information: www.stappenmethode.nl
E-mail: info@stappenmethode.nl
The course consists of six manuals, aimed specifically at chess teachers and
trainers, and six workbooks for students. The course introduces the game of
chess in a no-nonsense, common-sense way to players from ages 6 up. It
introduces many psychological aspects of the game and avoids the pitfalls
that characterise many less-extensive courses. It allows anyone of average
and above average ability to absorb - at one’s own pace - the chess rules
and skills that are necessary to become a strong club player. It also tries to
remove most impediments that cause players to play below their strength.
Step 3 is not that difficult, provided the student have mastered Step 2 first.
The tactics covered in Step 3 are relatively easy, and the lessons about
defending against tactics should not cause any problems. The only topic
that is somewhat tricky is trapping. Trapping can be compared to mating.
The difference is that instead of the king, another piece is the victim. Step 3
also devotes attention to the basic skills required for pawn endgames. For
some students this will be child’s play, but for those who still have
problems with spatial control, learning these skills will prove to be quite a
struggle.
In this step we also begin teaching some supporting skills. One of these is
‘thinking ahead’. Students are taught to calculate possible variations and
visualize new situations which arise on the chess board. The command of
this skill will be seen to differ enormously per student.
Not all books of the Step-by-Step course have already been translated into
English. Updated information can be found on our website:
www.stappenmethode.nl
For more information, please contact info@stappenmethode.nl
4
The third step
In Step 3 some new aspects of the chess training will be introduced. It is
sensible to follow the lessons in Step 3 only when the two previous Steps
have been successfully completed. This means not only that the students
have passed the relevant exams, but also that they have managed to apply
the relevant knowledge to their own games. If the students lack the skills
required for Step 3, presenting them with new information is likely to be
counterproductive.
As regards the trainer, we assume that he or she is familiar with the didactic
approach as outlined in the first two manuals.
Thinking ahead
In this Step we begin teaching some important supporting skills. One of
these is ‘thinking ahead’: the student calculates some possible variations
and visualizes the positions that arise on the chess board. It is important
that we take a sensible approach to teaching this skill.
Our aim is that the students will gradually learn the skill of visualizing and
evaluating positions. This skill is of course relevant when doing the set
exercises, but there are also other, more specific opportunities for practice.
When discussing positions, whether they are from a lesson or from the
students’ own games, it is useful to ask the question: “What would you play
if...?”
In this training method it is essential that students be approached on their
own level. Only an individual approach is likely to be successful.
It is also important that we bear a number of factors in mind:
• Each further move increases the degree of difficulty enormously.
• Exercises must be done using board and pieces; this makes it possible to
monitor the students’ performance.
• The student’s level of play (i.e. their knowledge and skills) determines
their performance. Stronger players will acquire this skill more quickly.
• Situations that involve ‘pieces’ are more easily remembered than those
involving ‘squares’.
• Visualizing and evaluating positions (‘What’s going on here?’) are two
different skills, which may nevertheless affect each other.
This training method must also be applied in the form of specific exercises.
It is up to the trainer to make sure that there is sufficient opportunity for
this. Younger children can also learn to think ahead. It should be noted,
though, that it will take younger children much longer to acquire this skill.
In a normal game, thinking ahead encompasses a number of skills:
• being able to calculate (not just the position but also the function of the
pieces)
• being able to oversee the order of the moves
• being able to evaluate new positions
• being able to differentiate between good and bad moves
• being able to ‘read’ and control planned positions
It takes a while before students have learned to master these skills. A player
must first and foremost learn to think ahead without losing the thread of the
position. To practise this skill we use mating in two with rook plus king as
an example. The reduced material brings with it a number of beneficial
limitations. First, students need to take account of the function of three
pieces only. In addition, the goal is specific and within reach, it being only
two moves deep. What is of the utmost importance is to practise the basic
reasoning that is involved in this exercise: “if this, then this”.
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move 1. Kf2 does not take Black’s move into
account; this is a common phenomenon in this
kind of exercise. Only when the student reali
zes that Black, if to move, must play 1.... Kh3
does he discover that a random rook move on
the bottom rank achieves this goal.
Reasoning: A rook move somewhere on the
bottom rank, black king forced to move to h3,
white rook to hi, mating.
The two previous positions involved only one
determining factor, i.e. that of the position of
the black king. Now we will consider some po
sitions that involve a greater variety of factors.
In this diagram mate seems to be far off. The
black king can still escape from the bottom
rank. White can prevent this with 1. Kb6 or 1.
Kc6; in either case the black king must move
to b8. Thus: 1. Kb6 Kb8 2. Rd8 mate.
Reasoning: The black king must stay on the
bottom rank, hence Kb6; now Black must
move his king to b8, which allows Rd8,
mating.
Provisions have been made for students who go through the basic exercises,
repetitions and tests quickly. There is extra material available which helps
these students to further develop their skills. In addition, an extra Step 3
workbook and a ‘plus’ workbook have recently appeared. Thus, there are
more opportunities for practice at one and the same level.
Students who work quickly run the risk of not remembering the subject
matter. While a student may be able to grasp the subject matter during the
acquisition phase, this does not take away the fact that time is needed to
fully understand and integrate it. Only then will students be able to apply
the subject matter to their own games. We must therefore be careful when it
comes to the speed with which we introduce new topics. It is important to
bear in mind that this speed varies from child to child, and that it is
8
overestimated much more often than underestimated. There is an inverse
relation between speed and quality. This suggests that we should not wish
to work too quickly.
In general, the student will indicate the appropriate speed while the trainer
will monitor the skills and provide sufficient repetitions and tests. This will
guarantee a proper balance in the student’s chess development. The trainer
must keep an eye on two ‘limits’:
• The subject matter is not challenging enough, so that the student will
lose interest.
• The subject matter is too difficult, so that the student is discouraged and
ultimately demotivated.
Students may also become demotivated if the rate with which new material
is introduced goes down. If the level of a new student is underestimated,
then the rate with which the initial lessons are presented is likely to be high.
This student will protest if the rate subsequently goes down and he does not
make any progress any longer. In this case the solution is straightforward:
• Put in place an adjusted starting level.
• Make sure that the rate is as constant as possible.
• Provide a proper balance between the level of knowledge and the level
of skills.
Homework
A question that keeps being asked is whether it is advisable to give students
homework for the next training session. Given our remarks in the previous
section (i.e. ‘Knowledge and skills’), it will not come as a surprise that we
consider homework useful only when it is given with moderation and care.
For some students the idea of homework will be unappealing. But even for
students who like doing homework, problems often arise.
Some potential problem areas:
• Students are not planning their homework.
• Students have problems finding the right approach.
• Students are not doing their homework.
• Students are satisfied once they have ‘done’ their homework.
• Homework for the chess training must compete with other homework
and with ‘free time’.
9
It is up to the trainer to make sure that homework, when given, is properly
integrated in the course. Homework is not properly integrated if:
• it requires students to work independently, whereas they are not used to
working independently during training sessions.
• there is no relation in terms of content between the homework and the
lesson on which it is based.
Training games
The aim of playing training games and game positions is to make sure that
the students maintain a proper balance between knowledge and skills. What
is more, playing games and game positions will give the trainer a good
indication of whether the topics are introduced at too fast a pace.
When finishing a game position, it is advisable to ask the students to note
down their moves. This will make it possible to discuss different variations
afterwards. Another possible format is to discuss a position first, and then
ask the students to play it to a finish. Notated games also give the trainer an
opportunity to monitor whether and to what extent the students apply the
covered topics in practice.
The trainer is free to introduce a competitive element to a training session.
Children generally find such an element attractive.
Another useful tool is to take a position from one of the students’ games as
a starting position. It will then transpire that a ‘won’ position is in many
cases not so easy to win after all. The big advantage of this format is that it
teaches students to relate a topic to their own games (and game results).
This format will also motivate students to finish positions that do not stem
from their own games, but do contain important themes.
In group training sessions there are two ways in which game positions can
10
be played to a finish: either the students play against each other or they play
against the trainer. Both formats have pros and cons. In individual training
sessions a computer can sometimes be used. A computer is ideal when it
comes to winning won positions. Computers are very good losers.
11
considerable playing strength, experience and preparation on the part of the
trainer.
This playing format gives the trainer an opportunity to monitor potential
problem areas up close.
In the initial stages of the course most of the positions involve unbalanced,
lost or bad positions, in many cases with a huge material imbalance. If so
desired, it is possible to introduce a competitive element here.
Step 3 offers a wide range of topics that are suitable for the simultaneous
playing format:
• opening (applying the golden rules, completing the opening)
• middlegame (converting a material advantage, mini plan)
• endgame (key squares, positions with a huge material imbalance)
Playing the weaker side (which in case of good play will always lose) is not
very motivating for the students.
When finishing a game in simultaneous format, the trainer can demonstrate
the right approach to the position by thinking aloud, using a question-and-
answer dialogue. When playing his own moves the trainer can also make
his reasoning clear by thinking aloud. This approach is extremely valuable,
regardless of the level of the group. “Your queen is rather short of squares.
Can I perhaps trap her majesty?”
The trainer can also steer a game towards one of the topics covered during
the lesson. He can for instance allow a particular combination, leave a piece
hanging or allow mate. There is no need to actually be mated. It is often
sufficient to ask a question like “What would you do if 1play this?”.
Note, finally, that it is also possible to introduce a theme competition to the
simultaneous playing format.
12
attention to the idea that each move must be played with a particular goal in
mind. These goals include:
• improving the position of one’s pieces (e.g. activating a piece).
• creating attacking chances (placing or aiming pieces at the opponent’s
side of the board).
• improving one’s pawn structure (e.g. undoubling a doubled pawn).
• a proper division of labour between pieces (“This piece is more suitable
for protection, that piece is more suitable for attack”).
• weakening the opponent’s pawn structure (e.g. creating a doubled pawn).
• weakening the position of the opponent’s pieces (e.g. by trapping a
piece).
• neutralizing the opponent’s attacking chances (e.g. by exchanging his
strongest attacking piece).
We will use the lessons of Step 3 and their practical application as our point
of departure. When discussing a game in front of a group of students we
must first and foremost focus on what is instructive. It is important never to
let criticism prevail, no matter how poor the quality of the play. A good
indication is the students’ reaction to the fact that their games are discussed
on the demonstration board. Discussing or showing games of top players is
useful at this level, but only when these games are characterized by tactical
shots. The students like the idea of their games receiving the same attention
as those of (grand)masters. Note, however, that playing these games should
not take up too much time, and that comments to these games should be
brief and to the point. Note also that it is not a good idea to read out parts of
books or articles, as this is usually extremely tedious for the audience.
Here, too, the possibilities are by and large determined by the trainer’s own
skills. All the same, the most important point is that the material discussed
suits the level of the group. Unfortunately, this is often not the case in
practice. Trainers all too frequently discuss material that is too difficult.
This holds in particular for trainers who are themselves strong players!
Help
The nature of the help given to students changes along with their improved
chess skills. At Step 1 level the trainer’s main task is to provide structure.
At Step 2 level the trainer uses visual tools and introduces extra pieces to
positions. The help offered at Step 3 level makes use of these techniques,
13
but is increasingly aimed at having the students formulate the problems and
mistakes themselves. The trainer’s task is to help formulate the problem
and to keep an eye on the causes and the
consequences of these problems.
An example of the exercise sheet Pin /
Attacking a pinned piece: B.
In this position 1. ... Tb3 is a popular, but
incorrect, answer. Help can be provided as
follows:
1. Put the position on a board.
2. Ask the student to play the move.
3. Ask the student to give the reasoning
behind the move.
4. (At this point a move will be played,
after which Black will win a rook on f3.)
5. Ask whether White has a defence.
6. In case of the correct answer, ask the student about the consequence (i.e.
there is no win for Black)
7. After the mistake has been discovered, ask what the correct solution is.
The trainer’s help is often required at point 4 only. Points 3, 6 and 7 can be
of help when teaching students how to analyze a position independently.
This skill is also developed by other activities; however, in those situations
where the trainer’s assistance is required, asking the student to verbalize the
problem and the solution also helps to develop this skill.
Apart from this form of help, there is also occasion to make use of familiar
forms of help, as outlined in earlier Steps. Some of these are listed below:
■ Simplify the positions:
- remove irrelevant pieces
- place relevant pieces closer to each other
■ Ask the student to consult the reminder, or directing the students to a
specific part of the reminder.
■ Refer the student to a similar exercise which has been solved correctly.
Asking a student why this exercise was solved whereas the present one
is not helps them to understand their mistakes. The student will begin to
focus more on the unifying themes and less on the variable situations in
which these themes occur. In order to apply the acquired skills in a
flexible manner, in exercises as well as in games, students must have a
conscious knowledge of how to approach a given position.
■ Graphic support in the diagram or on the board. Drawing arrows to
14
indicate attacks and circling (unprotected) pieces or (important) squares
provides students with a visual aid. Doing this helps to make the space
on the board more tangible and emphasizes the role that pieces play.
■ Indicate the search strategy to the student. This is particularly useful in
mixed exercises. “Which pieces are unprotected?”, “Can you spot a
battery?” For more discussion, see the various lessons.
Each lesson has a ‘Help’ section (which can be found in the Workbook
section) that contains some additional pointers; this section sometimes
deals with one of the trickier exercises. The forms of help outlined above
are not repeated in each of the lessons.
Competition formats
A chess competition is an event that sets flexible demands. Depending on
the players’ age and level, we must choose a format with or without clock,
with or without notation, and with one or more games per session. For stu
dents who have just started playing chess it is advisable to play without a
clock. This makes it possible to use a playing format in which more than
one game can be played on an evening. Clocks and notation can be intro
duced at a later stage.
A drawback of a competition in which all students play each other is that
sometimes the difference in playing strength is such that many of the games
will not be interesting. In that case, it is a good idea to form groups of more
or less equal playing strength. It is also a good idea to organize several
different competitions throughout the training season.
• Cup format
A knock-out system. If you lose, you will no longer take part in the
competition. If a game is drawn, another game is played to decide who
will go through to the next round. A variation on this theme is to play
mini-matches (of 2 games).
• Challenger format
The players each receive a ranking number according to their playing
strength. Each player has the right to challenge another player, as long as
15
this player is ranked at most three places higher on the list. If the higher-
ranked player wins, nothing happens. If the game is drawn, the lower-
ranked player moves up one place. If the lower-ranked player wins, he
will take the place of the higher-ranked player, who will himself move
down one place. The advantage of this system is that the students can
keep on playing games, and that their playing is directly rewarded.
In the following scheme player number 3 (A) plays player number 6 (B):
• Rating format
A simplified rating system can form the basis of a new classification.
Players can then play each other more than once. This makes it possible
for players of roughly equal strength to play each other more often.
• Attendance
Valuing attendance will stimulate the students to show up. Keeping
score here requires the trainer to note down the names of those present.
This will give the trainer an insight into the way the students experience
the course.
• Concentration
Valuing concentration is a means to devote attention to the more quiet
students, rather than to the more boisterous ones, and is especially useful
in groups of young children.
16
• Period-based progress
Devoting attention to progress gained during specific periods may in
some cases prove useful or necessary. This is because it is not always
possible to measure relative progress in absolute terms.
• Sportsmanship
Some students are rather keen on winning.
• Problem-solving competition
Solving problems (of different degrees of difficulty) may give beginning
players who have not yet won many games a chance to gain some success.
The problems can be collected on a sheet of paper, and students can be
awarded a given number of ‘points’ after having solved a certain number
of positions. Extra points can be given for correctly notating the moves.
Certificate
After having gone through the lessons of Step 3, the children can take an
exam. When they pass this exam they will receive a certificate. The
certificate is not a goal in itself. The aim of the chess lessons is first and
foremost to build and raise the students’ chess skills (‘how to learn and
play better chess’), not to obtain certificates. However, certificates can be a
good stimulus to continue with the course right to the end.
We must also realize that giving children the prospect of a certificate at the
beginning of the year will not stimulate them for very long. The point at
which they will receive the certificate lies too far ahead in the future. Short
term goals serve as a better stimulus.
When preparing for the exam it is sensible to let the students do a test exam
first and, if necessary, a second time. However, it is not advisable to have
the students do too many test exams, as this will put a severe strain on their
enthusiasm and place too much emphasizes on the exams and certificates.
17
How to use this manual: some pointers
The manual contains many split diagrams. # ж ж
These must be read and set up on the board
as separate diagrams. The left part of this 11
diagram must therefore be set up on an к ш
empty demonstration board (i.e. without
the position on the right). When discussing
the right part, the position on the left has to
be removed. This should be borne in mind
& Д
when preparing for a session. д
It is inadvisable to put more than one posi ж ф
tion on the board at the same time.
The name of the reminder - if present - and the exercise sheets of the
relevant lesson can be found in the exercises under the heading Workbook.
The diamond refers to the reminder, the square stands for the exercise
sheet. They can be found in the workbook.
0 Discovered and doable check
□ Mobility / Trapping: А Д
The idea is that sheets marked ‘Д ’ can be done by everyone after the
lesson. The sheets marked ‘i l i l ’ are more difficult and are intended only
for the occasional student. They are strongly advised for everyone, but only
at a later phase in the training. Most children will not come to the sheets
marked ‘iL iL iL \ These exercises are useful only at the end of the Step or
during a subsequent Step, in which case they are ideal test exercises.
18
1 Completing the opening
P rior knowledge
• piece activity
• safety of the king
ACQUISITION
Concepts
development, loss of tempo, gain of tempo Ж % 1
4 1 1 1 1 1
Instruction
The three golden rules, as outlined in Step % 1
2, provide the basis for correct opening i. 1
play. In this lesson we will learn more A Д
about the opening.
After having applied the golden rules, we
have reached the position in the diagram A & й & A A A
(«=>). As yet a number of White’s pieces are fi ^ i f fi Ф
idle: Ral, Nbl and Bel. When stressing
that these pieces, too, must be brought into
play, it is useful to make an analogy with
soccer or the army. You don’t play soccer
with only half of your team. And no-one
goes to war with part of their army still in
the barracks.
With Nc3 and d3, followed by a bishop
move, White can bring all his pieces into
play.
White requires a further three moves to
finish his development. Black also requires
three more moves: Nf6, Bg4 and 0-0. Both
sides must also still find a good square for
their queen. The right square for the queen
19
depends in part on the opponent’s moves. In
some cases the queen is best kept on dl or
d8, at least for the time being.
A great deal of attention must be devoted
to acquiring the skill of using all the pieces.
If we take stock after 15 moves, it turns out
that even stronger players fail to develop
their pieces adequately in too many of their
games.
We call the theme of piece development
‘completing the opening’.
An opening is considered completed if:
• there is at least one pawn in the centre.
• the pieces have been developed to useful
(and, if possible, central) squares.
• the king is safe (castling!).
• the queen has a good position.
• the rooks are connected.
By counting the number of moves required
to complete the opening we can find out
whether we need more or less time than the
opponent. If we are better developed, then
our ‘extra’ time can be used for attacking
purposes.
We illustrate some frequently made opening
errors with the help of a number of short
games. The examples provided are suitable
for a demonstration board; however, it is a
good idea to use fragments of games that the
children have themselves played, as this will
stimulate them more.
20
development (Nf3, Be2 and 0-0); Black
only requires one more move (0-0).
ж ±w
The following exchange is quite popular: 1. 4 4 4 4 # l i
e4 e5 2. NO Nc6 3. Bc4 Bc5 4. 0-0 Nf6 5. % %
Ng5 0-0 6. Nxf7 Rxf7 7. Bxf7+ Kxf7 1 1
(diagram ft). White has lost a lot of time by A
exchanging two active pieces in return for a
rook. Although material is balanced, Black
has a greater number of active pieces, and A A A A AAA
already has the upper hand. This is a good Ж Ф
starting position for a simultaneous display;
the students play with the black pieces.
21
• 1. е4 е5 2. Nc3 Nf6 3. Вс4 Nxe4 4. Nxe4
d5 5. Bb3 dxe4 6. Qh5 Qe7 7. Ne2 g6
H i t # 1
l l i l 4 4 4
• Seeing check, giving check 4
Children like to give check. Sometimes this % A
is good, but usually it is not. After 1. e4 e5 i & A
2. Nf3 d6 a bishop move to b5 is not an un
common sight. Explain that playing with the
same piece twice is a loss of time. In chess A A A A A
jargon this is called a ‘loss of tempo’. The 1 й 1 1 Ф 1 в 8
following game illustrates that in chess time
is a precious commodity:
1. e4 Nf6 2. e5 Nd5 3. d4 e6 4. c4 Bb4+
(see diagram ft). After 5. Bd2 Black first
takes on d2 and then escapes with his knight
on d5. A much better reply is the hard-to- I I
find 5. Ke2!, after which Black will lose a
piece. 5. ... Nb6 runs into 6. c5 Nd5 7. a3
4 4 4 4 4 4
Ba5 8. b4 and 5. ...Ne7 is met with 6. a3 &
Ba5 7. b4 Bb6 8. c5. 4 A
• Inviting attack on a developed piece
& &
Pieces that occupy central squares are often
vulnerable to attack, especially from pawns. A A A A A A
An example: 1. e4 c5 2. NO e6 3. Nc3 Nc6 Ж i f Ф 1 Ж
4. d4 Nf6 (taking on d4 is better) 5. d5 exd5
6. exd5 (see diagram «=>). The knight on c6 is
attacked, which gives White time to hem in
the other Black pieces: 6. ... Nb8 7. d6!
Now the bishop on f8 is blocked and the
threat is Qe2+. Black has no defence: 7. ...
Qb6 8. Qe2+ Kd8 9. Ng5 and White wins.
22
consists of interconnected squares. Pieces
that are in each other’s way cannot function
to their fullest potential. In the worst case,
this may even result in the loss of material,
as is illustrated by the following game.
1. e4 e6 2. d4 d5 3. exd5 exd5 4. NO Bd6
5. c4 Ne7 (a very bad move; see diagram ft)
6. c5, winning a piece.
Search strategy
If necessary, the exercises that accompany
this lesson can be done at a later time.
The themes of the exercises were introduced
in Step 2. Provide the following search stra
tegy:
23
1. Which pieces are unprotected?
(Is there a double attack possible?)
2. Is it possible to check the enemy king?
(Is there a double attack possible?)
3. Are there any pieces on a single file, row
or diagonal?
(Is it possible to pin an enemy piece?)
4. Which piece is an important defender?
(Can I eliminate the defender by cap
turing it, chasing it or luring it away?)
Nearly all students will find these exercises
quite difficult. It is unadvisable to introduce
any new material if the results of these
exercises are unsatisfactory.
P ractice
Playing a game
Ask the students to play a game against each
other (or play a simultaneous game) and tell
them to pay extra attention to the golden
rules and to focus on the importance of
completing the opening.
Check whether the students follow this ad
vice, and check whether their games contain
any examples of (in)correct opening play.
Workbook
24
these suggest? Do not immediately offer the correct
search strategy. Give the student the theme of the position
only if all else fails.
Answers
25
2 Discovered and double check
Prior knowledge
• discovered attack
Acquisition
Concepts
discovered check, double check, hanging
pieces
Instruction
One of the topics covered in Step 2 was
that of the discovered attack. A special type
of discovered attack is that of discovered
check. The back piece of the battery in
directly attacks the king. The front piece
must find its own attacking target; this
target may include material or an important
enemy square.
In the diagram (0), initially without the
pawn on b5, White plays 1. Nc4+, attack
ing the queen. Black is in check as a result
of the back piece on al. This ‘discovered
check’ is an effective weapon, since the
front piece is free to attack whatever it
fancies. If we now add a black pawn on b5,
White can also play his knight to c4. Since
Black must deal with the check, he has no
time to capture the knight.
In the diagram on the right the back piece
is under attack. However, this does not
need to worry Black, since the front piece’s
attack, i.e. 1. ... g4+, is much more
26
important.
In the left part of the diagram (ft) White
must bear in mind that the back piece, i.e.
the rook, is attacked. The correct move is
therefore 1. Bb3+.
In the right part of the diagram Black must Ш £ A
be careful because the bishop on e4 is
‘hanging’. Capturing the queen will cost
the rook; 1. ... Rg7+ 2. Qxe4 is also bad. ж A S A
After 1. ... Rg6+, a much better move, Ф
White will be mated on the next move.
It is useful to ask the students to construct
examples of discovered attacks themselves.
Apart from the basic type (the front piece is
used to attack an enemy piece), students
may discover some other functions for the
front piece. If that is too much to ask, then
the two examples in the diagram (>^>) can
serve to illustrate this point.
In the left part of the diagram White does
not play the obvious 1. Bxb6+, but 1. Bb4+
followed by 2. Bd6#. Here the discovered
check helps to set up the mate.
In the right part of the diagram Black first
plays 1. ... Re2+, protecting the bishop,
and then proceeds by taking the queen.
An even more effective attacking motif is
that of double check. In the diagram (ft) the
Black queen attacks the unprotected White
rook. All the same, White can ignore this
threat and play 1. Nb6+, after which both ф
the knight and the rook give check. The
queen cannot take the rook, since the
A
knight is giving check at the same time.
Similarly, the knight cannot be taken by the £ Ш
pawn, since the rook is also giving check. & W %
The only defence against a double check is
a move with the king, for instance 1. ...
Kb7, after which White wins the queen a A
with 2. Nxc4. Ф
27
In the right part Black can give a double
1
check by both 1. ... Nf2+ and 1. ... Ng3+.
After 1. ... Nf2+ the White king moves to A 1
gl, giving Black nothing; 1. ... Ng3+, on
the other hand, nets the White queen. A
The use of a double check is not restricted &
to winning material. Double checks often
play a role in mating combinations. This is
A
because, as was noted, the only reply to a A
double check is a king move. S Ф
In the diagram (ft) White plays 1. Nc6+
with the intention to give mate with 2. Rb8
after both 1.... Kc8 and 1.... Ka8.
In the right part of the diagram Black plays
1. ... BD+ 2. Kgl Rhl mate. Note that it
does not matter that the pieces giving check
are attacked: a double check can only be
met by a king move.
Exercises involving these types of double
check can be found on the second practice
sheet of this lesson only.
The following two examples are suitable
only for those groups that have not had any
problems with the material covered so far.
In the diagram («=>) the obvious move is the
discovered check 1. Be2+ (1. Bf5+ Qxdl+),
but after 1. ... Kc6 2. Bxg4 hxg4 White
cannot boast an advantage. Much better is
the double check I. Bb5+, which allows a
forced mate: 1. ... Kc8 2. Ba6#. This will
prove to be a quite difficult exercise.
The students will like the last two positions
of this lesson very much.
In the diagram (ft) White can take on b8
and promote to a queen. The problem with
this move is that the double check is in
nocuous, since after 1. ... Kxb8 White will
be down a queen against a rook.
The correct move is 1. c8N+. The black
king has no choice, and after 1. ... Ka8 2.
28
Ra7 Black will be mated.
In the diagram (0) there is no battery and
nor is there a winning move that is imme
diately obvious. The knight can give mate
on g3, but, unfortunately, Black is stale
mated after the preparatory 1. Nf5. A
knight move to fl does not result in stale
mate, but instead runs into 1. ... gxflQ.
Another possibility is 1. Ng4, intending
mate on f2, but then Black will also be
stalemated. However, mate on f2 is what
White should aim for. The correct way is to
play 1. Ndl, which, after 1. ... Bd4, allows
2. Nf2#.
# 1
Search strategy
The diagram (o) must be introduced as a
i i i
tool for finding the right solution to the % i
exercises. The search strategy is as follows: to
1. Find the battery. A A
(In case of discovered and double check
the battery is always positioned on the
i i
same line as the enemy king.) A W A
2. Find a target for the front piece. fi Ш Ф
3. Don’t be satisfied with the first target
that you spot. Make sure that you always
check to see whether there is a better
target.
4. Can your opponent still defend himself?
White can take a knight with double check
(1. Nxc6+) or win a rook (1. Nd7+).
However, both moves run into 1. ... Ka8,
threatening mate on g2. For this reason,
White plays 1. Nd3+, winning the queen.
29
correct solution, this will prove to be quite
a challenge. Consider first some incorrect
moves:
■ 1. Rg3+? Qf3! 2. Bxf3+ Rab7
■ 1. Rg4+? Qe4! 2. Bxe4+ Rab7
■ 1. Re2+? Qe4! 2. Bxe4+ Rbb7
■ 1. Rd2+? Qd5! 2. Bxd5+ Rbb7
■ 1. Rc2+? Rbb7!
The discovered check 1. Rg6+ is the only
winning move: 1. ... Rbb7 (1. ... Rab7 2.
Ra6#) 2. Rg8+ Qc8 3. Rxc8#.
P ractice
Reminder
0 Discovered and double cheek
Workbook
30
the bishop on f4 can attack another target, the right move
will usually be found fairly quickly.
Answers
31
3 Attacking a pinned piece
Prior knowledge
• recognizing a pin
• value of the pieces
Acquisition
Concepts
counterattack, cross-pin Ф
ж to
Instruction i i 1 i
Up to this point the pin has been used only ж
as a direct attacking weapon. A pin makes
it possible to win material. We refresh this
knowledge using the diagram (■=>). In the
A
left part of the diagram 1. Rc8, pinning a
piece, nets the knight on b8. A
In the right part of the diagram we see a pin I Ж
against a square. By playing 1. Rfl White
wins the bishop on f2.
In the lesson at hand we take as our starting
position a pin which, on its own, is not yet
sufficient to gain material.
In the left part of the diagram (t>) the pin
Ж
requires an additional element to ensure
material gain, i.e. an additional attack on
the pinned piece. The black knight is #
pinned. On its own this pin does not result to to
in the loss of material. However, White can
attack the knight once more with the pawn
A
on a3. This will net White a piece, since the
knight cannot move. Attacking the pinned A
piece therefore proves to be successful. Ж Ж
32
In the right part of the diagram we see a pin
Ф
against an enemy piece. Here, too, White
can attack - and win - the pinned knight by 1
playing 1. g4. & i
In the examples discussed, pinning against i. & i
a square is the most difficult pinning form. w
The degree of difficulty depends on the
mating pattern that is involved. The left
&
part of the diagram (ft) offers the familiar Д AAA
sight of mate on the bottom rank. White ж ЖФ
can win the pinned bishop with 1. b4.
In the right part of the diagram the knight
on g3 is pinned. If the knight moves, White
is mated on account of the twofold attack
of queen and bishop on h2. Thus, attacking
the knight with 1.... h4 wins material.
Make sure that the students also invent
some examples of pins on their own, which
their neighbours can solve. Good examples
can be shown on the demonstration board.
Not all attacks on pinned pieces are
successful. The diagram (o) shows three
incorrect ways of attacking a pinned piece.
White has a range of options available to
attack the pinned knight. Of these, only
two are correct. Finding these moves will
prove to be a challenge for the students.
Correct are 1. Qb5 and 1. Qa3. Incorrect is
1. Qc3. The value of the queen is such that
the pinned piece is still sufficiently
protected. A move like 1. Qb4 is also in
correct, since it runs into the counterattack
1. ... Nd3 (1. Qcl Nb3; 1. Qb6 Nd7 etc.).
In the diagram (t>) 1. ... Rfg7 is the right
move. If Black plays 1. ... Rf3 White can
unpin the knight with 2. Ne2.
Summarizing, attacking a pinned piece is
insufficient if:
• the attacking piece is too valuable;
• a counterattack is possible;
33
• the front (i.e. pinned) piece can protect the
back piece.
In case of a pin against the king the front
piece cannot usually move. This means that
there is an additional opportunity to attack
the pinned piece. In the left part of the
diagram (ft) Black can play 1. ... Rc2; in
the right part of the diagram White can
play 1. Qh6. In general, students will have
problems with attacks in which one of the
pieces is paralyzed on account of a pin.
In the positions on the exercise sheets all
forms of pinning can be found: pins against
the king, pins against material, and pins
against an important square.
The nicest form of an attack on a pinned
piece is illustrated in the diagram (o). The
discussion of this diagram is optional. In
the workbook 3+ this form of pinning is
covered in more detail. Black has just
pinned the White queen with 1. ... Rd2.
The black rook is itself also pinned: note
that a rook move to a square on the d-file
would cost the queen. White can exploit
this pin by playing 2. Rdl! The front piece
is now pinned twice. White combines the
pin with an attack on a pinned piece.
Black’s problem is that he is unable to take
on dl because of the pin on the second rank
that is already present. The pieces that par
ticipate in this form of pin form a cross;
hence the term ‘cross-pin’.
Search strategy
To conclude this lesson, we discuss an
example position. The topic ‘attacking a
pinned piece’ will not give many problems;
the search strategy is not difficult, the point
being that the pin is itself already present in
the position.
34
1. Which piece is pinned?
2. Can I attack this piece once more (using
the ‘cheapest’ piece)?
3. After I have played my move, does the
opponent still have defence?
P ractice
Reminder
О Attacking a pinned piece
Workbook
35
up the same mating pattern on an empty board, using the
same pieces if possible.
Answers
36
4 Mate through access
Prior knowledge
• mate in one and mate in two
Acquisition
Concepts
access, pawn shield, opening (‘hole’)
Instruction
In the mate-in-two positions considered so
far the pieces giving mate had direct access
to the enemy king. To refresh the relevant
knowledge some of Tnate-in-two positions’
from Step 2 can be repeated.
This lesson deals with mating a king that,
having castled, is tucked away ‘safely’
behind a shield of pawns. In the diagram
(■=>) we see two castled kings. On the left,
the weakened position of the king spells
doom for Black. A check with the queen on
the b-file will quickly seal Black’s fate.
On the right Black must work a bit harder
to gain access to the enemy king. This can ф I Ж
be achieved by the twofold attack 1. ...
i L L th
Qg5. However, this does not need to worry
White too much, as he can cover the mate
with 2. g3. ш
A clever plan is required to get at the king
by forcing an opening, or ‘hole’, in the pro
tective shield of pawns.
In the left part of the diagram (£) White fi А Д А
plays 1. Qxa7+. This forces Black to take, й, Ф
37
after which White mates by playing the
rook to a2.
In the right part of the diagram a similar
approach yields the desired result: 1. ...
Qxh2+ 2. Kxh2 Rh8#.
In both cases the attacker forces an opening
in the pawn shield by means of a sacrifice.
The defender has no choice but to play
forced moves.
38
In the left part of the diagram (ft) White
ф I
plays 1. Nb6+, forcing Black to capture
with 1.... axb6. This opens up the а-file, so AA
that Black is mated after 2. Ral#. iL %
In the right part of the diagram the position & fr
of the White king looks secure, despite the
presence of the invading rook. However,
looks can be deceiving. With 1. ... Ng4+
& Д
Black manages to expose the White king. Д Д Ф
After the forced 2. hxg4 Black gives mate I x
with 2 .... Qh4. With practice, these mating
patterns can be mastered with comparative
ease.
The two examples in the diagram (■=>) are
more difficult, since the first move does not
involve check. It is up to the defender to
choose how he is mated. 1 1 #
s
In the left part of the diagram there is no i i i
escape for White after 1. ... Qa3. After 2. i
bxa3, 2. ... Rbl mates. If White does not w A
take on a3, Black plays 2 .... Qxb2#.
In the right part of the diagram 1. Bxh7
looks attractive, since capturing the bishop Д A
invites a mate with the queen or rook on ДА A
the h-file. However, Black is not forced to i l l Ж
capture, and after 1. ... g5 it is hard to see
how White can make any progress. The
correct move is the pretty 1. Qg6, after
which Black cannot avoid mate.
New topics sometimes make it possible to
repeat topics from earlier lessons. In the
case at hand, access goes hand in hand with
double-check.
In the left part of the diagram (ft) Black
cannot gain access to the White king by
playing 1. ... Rxb3+, since after 2. cxb3 b2
is protected. The correct method is 1. ...
Qb2+ 2. Kxb2 Rxb3 mate.
In the right part of the diagram the white
queen is in danger. White can respond by
39
taking h7 with the queen. After 1. ... Kxh7
it is mate after 2. hxg6# .
Search strategy
The search strategy for correctly solving
the exercises is discussed using the dia
gram (^).
1. The king is the target.
2. Find a mating pattern. The reminder and ж 1 *
the mating patterns as indicated on the m A
exercise sheet may prove useful here! a & A 1 1
2. Break open the position of the king. A A
3. Give mate!
White does not achieve anything with 1.
Bf5 Rxf5. Black’s h-pawn must be made to A A
&
disappear. The correct 1. Ng5 threatens A a A A
mate on h7 and forces Black to capture: 1. а Ф
... hxg5 2. Qh5 mate.
P ractice
Reminder
О Access and mating patterns
Workbook
40
possible combination (mirror image, colours reversed,
etc.). Make sure that students recognize the appropriate
mating pattern first. This will enable them to find
effective moves. The main goal of these exercises is the
recognition of characteristic mating patterns. Tell the
students to use the diagrams with the mating patterns, if
necessary.
Mistake: The suggested move does not lead to mate.
Help: In general, little help is required. If so desired, the appro
priate mating pattern can be pointed out.
Mistake: Position 11 is not solved correctly. The correct solution
begins with a ‘quiet move’, i.e. a move that does not in
volve a capture or check.
Help: The position only allows one type of mating pattern. In
order to arrive at this mating pattern, the pawn on g6 must
be eliminated. This pawn can be forcefully removed with
1. Nxg6, but this leads to nothing after 1. ... fxg6. Ask the
students if they see another way (luring away).
41
The exercises contain examples of each possible combi
nation (mirror image, colours reversed, etc.).
Mistake: The suggested solution does not lead to mate.
Help: The mating patterns are somewhat more difficult, since
more pieces are required to achieve mate. Put a similar
mating pattern on a board and discuss.
Answers
42
5 The square of the pawn
Prior knowledge
• spatial organization of the board
Acquisition
Concepts
the square of the pawn, stopping a pawn,
assisting a pawn, obstacle
Instruction
In this lesson the students will learn in
which positions a king can successfully
stop a pawn, and in which positions a pawn
triumphs over a king.
The diagram (^) displays the square of the
c5-pawn. We can construct this square by
counting the number of remaining pawn
moves first (3), and then the same number
of squares sideways (either to the left or to
the right, depending on the position of the
enemy king). If for instance the black king
is positioned on £5, then the king will catch
up with the pawn, even if White is to move
first. An example variation is: 1. сб Кеб 2.
c7 Kd7 3. c8Q+ Kxc8. We illustrate this
variation on the demonstration board.
In the diagram (£) the king is positioned
outside the square of the pawn. The pawn
can only be stopped if it is Black’s move,
in which case the king can step inside the
square of the pawn. If White is to move
first, Black will no longer be able to catch
43
up with the pawn.
A further comment is in order regarding the
square of the pawn. A pawn on b4 has a
5x5 square while a pawn on b3 has 6x6
square. Note, however, that a pawn on b2
also has 6x6 square, since this pawn can
move straight to b4, i.e. 1. b2-b4! Show
this to the students.
To determine the square of the pawn we
use a diagonal line. In the diagram (ft) we
draw an imaginary line from b3 to g8 to
help us determine the size of the square.
This gives us an quick and easy means to
check whether the king can stop the pawn.
The imaginary line always points forward
and in the direction of the enemy king. It
goes without saying that the square of a
pawn on the second row starts on the
square that is immediately before the pawn.
44
in the diagram (ft). In the upper part of the
diagram the black king is inside the square
of the pawn, so that an immediate pawn
advance is doomed to fail: 1. a6 Kc7 2. a7
Kb7. The correct approach is to first shield
off the enemy king by 1. Kb6 Kd7 2. a6
Kc8 3. a7. Note here that the king and the
pawn together shield off the black king.
In the lower part of the diagram Black has
two pawns, which he threatens to lose after
1. ... Kb2 2. Kxh4 Kc3 3. Kg4 Kd4 4.
Kxf4. The f-pawn must therefore shield off
the king with 1. ... f3. If the king takes on
h4 now, he will end up outside the square
of the pawn. The white king is also left
without a chance after 2. Kh2 Kb2 3. Kgl
h3! 4. Kf2 h2.
Summary
The rule of the square of the pawn gives us
a quick means to check whether the enemy
king can stop a pawn. The square can be
determined by drawing a diagonal from the
pawn to the other side of the board. This
square and the square on which the pawn is
positioned form the comers of the square of
the pawn.
If the enemy king is positioned inside the
square of the pawn, then the side with the
pawn can employ a number of strategies:
• put in place an obstacle
• provide assistance with the king
• shield off the enemy king
Practice
Reminder
О The square of the pawn
46
Workbook
47
Mistake: Position 12 is not solved. A popular, but incorrect, answer
is 1. Qe5.
Help: Put the position on a board and play the move. Ask the
student to explain why he has chosen this solution. After
this, point out the appropriate defence, i.e. 1. ... Nxd3.
This type of defence against a pin will only be dealt with
at a later point in this course. All the more reason why the
students should try to find this move themselves! Having
discussed the drawback of 1. Qe5, go on to ask whether
there is another way to attack the knight on b2. This will
almost certainly draw the students’ attention to the some
what concealed bishop.
ANSWERS
□ Test / Repetition: A
1) 1. Ne3+ 7) 1.... e4 2. dxe4h5;0-l
2) 1. Ka6 8) 1. Qxd8+ Kxd8 2. Re8#
3) 1. Bxe5+ 9) 1.... Bxa3+
4) 1. Nf6# 10) 1. ... Rf2
5) 1. ... Qxc3+ 11) 1. Re8+ Kd7 2. Bb5#
6) 1.... Bd3+ 12) 1. Rf4
□ Test / Mix: C
1) 1. Ke6+ 7) 1. Ra3+
2) 1. Kd4 8) 1. Kb7 Ke7 2. Kc7
3) 1. ... Rh5+; 2... Rh4# 9) 1. Rxa6+Kxa6 2.Q al#
4) 1. ... Rd5 10) 1. Nf6+Kh8 2. Rh4#
5) 1. ... B b4+and2...R el# 11) 1. f6 exf6 2. e6; I.e6??f6
6) 1.... Rg4+2. hxg4Qh2#;2. 12) 1. Be5! (1. Qe5? Nxd3)
Khl Qxh3#
48
6 Eliminating the defence
Prior knowledge
• mating patterns
• capturing/capturing + material
Acquisition
Concepts
hole (flight square for the king)
Instruction
In this lesson we return to the topic of
‘eliminating the defence’, a technique that
involves the gain of material by capturing,
chasing and luring away enemy pieces.
We provide some examples from Step 2 to
check whether the students have mastered
the relevant skills, and to establish a link
with the lesson at hand.
In the present lesson, capturing, chasing
and luring away have a different aim: mate.
We eliminate the defender that is preven
ting mate.
In the left part of the diagram (£) the rook
on d8 is the defender. It protects c8, which
# I 1
would otherwise be available for the rook AA
on cl, in which case it would be mate. By A. m
exchanging rooks White gets hold of the
defender, after which the mating square
will be unprotected. Not hard to see, given
that the mating pattern - mate on the
& ДА.
bottom rank - is straightforward. A
In the right part of the diagram the knight I I Ф
49
on e3 is defending against the mate on fl.
Black can take the knight by 1. ... Qxe3+,
and after 2. Qxe3 Rfl# he has achieved his
goal. Here the preparatory move does not
involve an exchange but a sacrifice. In both
cases, the operative phrase is ‘capturing +
mate’.
In the above examples the defending side is
forced to capture. This is not always the
case, however.
In the diagram (ft) White cannot give mate
on e8 on account of the bishop on c6. Of
course, White eliminates the defender with
1. Nxc6. But besides recapturing on c6,
Black can also make air for his king (e.g.
by 1. ... h6). In that case Black will not be
mated, but he will lose material. We will
nevertheless call this scenario capturing +
mate, the point being that we capture the
defender with the aim of giving mate.
The diagram (^) offers much the same pic
ture. Black plays 1. ... Rxb3 (a sacrifice),
aiming to give mate on dl.
A quite different type of capturing + mate
involves Turing away’ of the defender. In
the left part of the diagram (ft) the rook on
c8 is both defending the bottom rank and
protecting the rook on c5. 1. Rxc5 Rxc5
eliminates the defender of the bottom rank
by luring it away.
In the right part of the diagram the knight
on f3 is defending el. Black can lure away
this knight with 1. ... Rxh4. White is not
forced to recapture; if he does not, he will
lose material.
In the above positions the defender has to
perform two tasks at the same time, i.e.
protecting a piece and a mating square. We
term the combination that cashes in on this
Turing away + mate’.
50
In the left part of the diagram (ft) Black
would like to deliver mate on the bottom
rank. He has a simple method to lure away
the defender. After 1. ... Rel+ the bishop
is forced to capture the rook, and in doing
so relinquishes the protection of cl. Black
then gives mate with the queen on c l .
In the right part of the diagram the rook on
f8 is also protecting two mating squares.
One of these squares is also protected by
Re8, which means that 1. Nf7+ can be met
by Rxf7. The correct method is to play 1.
Rg8+ Rxg8 2. Nf7 mate.
Besides luring away it is possible to chase
away a piece. In this case the defender is
attacked by a less valuable piece. <5$g)
In the left part of the diagram («^) White
А А Ж
attacks the defending knight with 1. a5. If
the knight moves, Black will be mated. % 1
In the right part of the diagram Black plays %
1. ... Nd3, chasing away the rook. Note A
that it is relatively difficult to chase away a
A A.
rook or a queen. Since these pieces move
forwards, backwards and sideways, they A
can cover squares from a long distance. In ± Ж Ф
this position the rook does not have enough
room on the bottom rank, however.
The piece that can be chased away most
easily is the king.
In the left part of the diagram (ft) Black is
not yet able to give mate on cl. But after a 1 f t #
check on c2 the king can no longer control
A A A
c l : 1.... Qc2+ 2. Kal Qcl+ and mate.
In the right part of the diagram a check
succeeds in chasing away the king: 1. Ne7+ V &
Kh8 2. Qxf8 mate.
The various forms of chasing away a piece
followed by mate will be referred to simply
as ‘chasing away + mate’. Chasing away A A A
involves an attack while luring away may ф Ж
51
involve an exchange or a sacrifice.
The relative difficulty of eliminating-the-
defence combinations depends on the kind
of sacrifice, and on the familiarity and
complexity of the mating pattern. The
examples discussed here each involve a
straightforward mating pattern.
Search strategy
The diagram (<=>) serves as a tool to learn
the correct search strategy.
1. Which pieces play an important defen
sive role?
2. Find a mating pattern.
3. Eliminate the defender by capturing it,
chasing it away, or luring it away. I *
White can give mate with 1. Qg7 (if the
defending rook on g8 is eliminated) or with w i 1
1. Nxf7 (if the defending queen on a7 is ж i Ai f
eliminated). With the beautiful 1. Rb8 1ж к&
White lures away one of the two defenders. Д
The threat is now 2. Qg7 mate. There is no
Д
escape for Black.
д Д A
Ф
P ractice
Reminder
О Eliminating the defence
Workbook
52
you give mate? Which defender should be eliminated to
achieve this? Which piece can you use to eliminate the
defender?”
Mistake: Position 12 is not solved correctly. Black must first of all
sacrifice his queen. What complicates matters is that this
position does not only involve chasing away + mate; the
queen on c2 is also defending c5, and must therefore be
lured away.
Help: Move the queen from c2 to d3 and ask the students to try
again.
53
A N SW ER S
54
7 Defending against a double attack
Prior knowledge
• different forms of defence
• double attack
Acquisition
Concepts
counterattack
Instruction
In Step 1 we outlined a number of different
forms of defence. Here we briefly reiterate
these, giving examples of each:
1. moving away
2. protecting
3. capturing (including exchanging)
4. interposing
Matters are somewhat complicated in the
diagram (■=>), where two different forms of
defence are necessary. In the left part of the
diagram we see a straightforward double
attack of the queen (i.e. king + material).
White can defend by interposing the knight
on b3. This move is, in a sense, an example
of moving away and interposing at the
same time.
In the right part of the diagram Black can
defend by interposing the queen on g7.
From g7 the queen also protects the knight.
In the diagram (^) two of Black’s pieces
are under attack. Black can save himself by
playing 1. ... Ra7. The rook moves away
55
and protects the knight in the process.
In the diagram (ft) the knight on f5 is in
danger and mate is looming on fl. What
saves the day is an exchange of queens:
after 1. Qh4+ White has little to worry
about. Note that the alternative 1. g4 runs
into 1. ... Qfl mate.
When it comes to defending against double
attacks, the important point is that two
forms of defence must be combined (the
only type of defence that cannot be com
bined is capturing).
It is a good idea to ask students to invent
some examples of this form of defending
on their own boards. The positions dealt
with so far are straightforward, and hardly 1 Ф
ever pose problems. Positions with more
pieces are trickier.
i 1 i i i
A w
An example of such a position is displayed % A A A
in the diagram (<=>). As Black, a natural first Щ A
reaction would be to play 1. ... b6. But
since we are dealing with a defence against
Jl
a double attack, this move is likely to fall A AAA
short. Indeed, closer inspection reveals that Ж £> Ф
Black must also find a defence against
mate on e8. The correct move is therefore
1.... Qd8 (protecting + protecting).
56
In the left part of the diagram (ft) Black
pins the White queen with 1. ... Rb6. This
parries the double attack and even nets
Black a queen against a rook.
In the right part of the diagram we see that
White attacks a bishop and a rook at the
same time. The bishop can move to h4 with
check. After the white king has moved, the
black rook escapes. By checking the king,
Black manages to save both his pieces.
The diagram (^) contains two examples of
a counterattack that involves the creation of
a threat. In the left part of the diagram
Black’s prospects seem bleak. The bishop
and the knight are both under attack, and
none of the defensive manoeuvres covered
so far are possible. However, Black does
4 ф
have a surprising resource. By playing 1....
Na4! Black ‘immunizes’ the bishop, since
2. Qxb5 runs into 2. ... Nc3+, i.e. a double ▲ ft
attack with the knight. Hence, the bishop is Д
protected indirectly. White is ill-advised to
Ф
capture on b5.
In the right part of the diagram White has a Ф
similar resource. 1. Ng4 covers the rook
indirectly: 1. ... Qxh5 2. Nf6+. Observe
that 1. Rg5 is not correct, since this leaves
the knight unprotected.
Two examples of counterattacks involving
mate are displayed in the diagram (ft). In
the left part of the diagram White defends Ф 1
against the double attack with 1. Rcl. This
move threatens mate on c8. Black must
4 4 ф
deal with this threat first, thus giving White
time to rescue his bishop.
In the right part the king moves to g7. Ж
White does not have time to capture on e4
Ж
on account of the mate on f 1. A king move
to the e-file is not a good idea; in that case, ш д д
White can take the rook on e4 with check. 1 ф
57
In some cases counterattacks involve other
types of combinations. In the left part of
the diagram (ft) 1. ... Bxb3, an example of
‘capturing + material’, is a good defence.
After 2. cxb3+ Black plays 2. ... Kxd3. If
White checks the king with his knight, the
king reacts by attacking the knight.
In the right part of the diagram White
counterattacks with 1. KT5 Rxh5 2. Kg6.
The double attack will net White a rook.
Search strategy
The diagram (■=>) serves as a tool to teach
students the appropriate search strategy for
the exercises.
1. Which of my pieces are in danger?
2. Can I capture (exchange) the attacker?
3. Can I interpose, protect or move away?
4. Is there a counterattack possible?
5. Can I give check with an attacked piece,
can I pin an attacking piece or can 1
threaten mate?
Black is in check and the knight on h5 is
under attack. Interposing the knight on f6
does not help on account of the pawn on
e5. Black can protect the knight and get out
of check by playing 1. ... f6.
58
P r a c t ic e
Reminder
О Defending against a double attack
Workbook
Answers
59
5) 1. Ng3 9) 1. ... Bd4! / 1. ... Bxb2
6) 1. Nf3 10) 1.... Bc5+
7) 1.... Bb7 11) 1. Ba3+
8) 1.... Rb6 12) 1.... Rf6+
60
8 Mini plan
Prior knowledge
• activity and vulnerability
ACQUISITION
Concepts
duo, pawn structure, manoeuvre
Instruction
Playing a good game of chess involves a
lot more than just making moves. A game
of chess must be played with a goal in
mind, and this requires that we must devise
a plan (or a strategy). Before such a plan
can be executed, however, we must have a
clear picture of a number of aspects:
1. the goal of the action
2. the means of the action
3. the time required for it
4. a (counteraction of the opponent
61
The required time for an action will in most
cases be limited to a single move. As a
result, the opponent will not have time to
launch any counteractions. We will refer to
these scaled-down plans as ‘mini plans’.
Mastering these mini plans is the first step
towards good positional play.
When we talk about strategy, the terms
‘activity’ and ‘vulnerability’ are important.
A good strategy is characterised by:
• increasing your activity
• removing your vulnerability
• neutralizing your opponent’s activity
• increasing your opponent’s vulnerability
62
Two pawns standing next to each other, i.e.
a ‘duo’, are an asset. Together, such pawns
control four squares. If we advance one of il 4 4
the two pawns, we end up controlling only % 4 4
three squares. This principle plays a role in
the diagram (ft). The d4-pawn is attacked. А A
In such cases the easiest solution is often to
advance the pawn. The problem is that this
A A
weakens the pawn structure. Specifically, it А АФ A
weakens the e5 square, which Black can
now occupy with his knight. In addition,
the bishop on c2 is hemmed in by the d5-
pawn. This suggests that White should not
advance the d-pawn. Instead, the correct
move is a king move: 1. Ke3.
In the diagram (^) White can win a pawn
with 1. dxc5. In their own games students
will generally not hesitate when this kind
of opportunity presents itself: grab all you
can! Unfortunately, a capture on c5 shatters
White’s pawn structure. Aside from this,
Black can easily regain the pawn with 1. ...
Rc8. The question of how White should
protect the pawn is an interesting one. The
best move is 1. Ke3. The rook on al has
other work to do: it can become active on
the b-file. Pieces must cooperate and divide
the work.
It is important to have a plan in mind when
playing moves. Moves should be aimed at
improving your own position or at weaken S i f # Ж
ing the position of your opponent.
The diagram (ft) shows an example from
4 4 4 4 4 4
the initial phase of a game. White plays 1. m 4 %
Be3. After 1. ... Bxe3 2. fxe3 White can i. 4
boast the following advantages: AA
• an extra pawn in the centre, allowing the
A &
possibility of d3-d4
• greater activity for the rook AAA AAA
• control of the d4-square I $)AW I Ф
63
Although it is true that White has a doubled
ж % i
pawn, on balance the position favours
White. 1 1 1 4 4
In the diagram (ft) it goes without saying 4 % 4
that White should capture on f3 with the 4
queen rather than with the pawn. However, A A
White should first of all capture on c6.
After 1. Bxc6+ bxc6 2. Qxf3 White can A A A
follow up with 3. Na4. The doubled pawn A & & A A
on the c-file is a major weakness. With fi W fl Ф
White having a firm grip on c5, Black is
unable to get rid of the doubled pawn. In
addition, the pawn on a6 is weak now that
it is no longer be protected by the b-pawn.
Note, finally, the improved position of the
White knight. %
A
Improving the position of your pieces is a
good mini plan in any position. This plan
4
may include: 4 4
• increasing piece mobility (developing A A 4
pieces, moves aimed at the centre) A
• attacking your opponent’s pieces
• tying up your opponent’s pieces
In the left part of the diagram (■=>) White A A
plays 1. Bd5. This move further activates
the bishop, attacks the pawn on Ы and ties
the black bishop to c8. It is clear that with
this move White has improved his position
considerably.
In the right part Black can increase the acti
vity of his knight with the manoeuvre Ne8-
g7-f5. From f5 the knight attacks the pawn
on h4 and controls part of the centre.
In the diagram (ft) Black must activate his
rook. Students will suggest 1. ... Re8 or 1.
... Rc4. However, after l. ... Re8 2. Kfl
the rook will have to remain passive, while
after 1. ... Rc4 2. Nf5 Nd4 White is still
restricting the rook (and the king, at least
for the time being). The correct move is 1.
64
... d4, a temporary pawn sacrifice, with the
Ж £ *
aim of penetrating with the rook. After 2.
cxd4 Rc2 (or, better still, 2. ... Rcl + 3. i l l A A A
Kh2 Rc2) the b2-pawn drops, after which ft A %
Black’s queenside pawns are unstoppable. £ 1 £
In the diagram (ft) White plays the natural £ A
developing move 1. Nc3 with the aim of
going to d5, from where the knight attacks
A th
the pinned Black knight on f6. With this A A A A A A
manoeuvre, White threatens to demolish Ж Zh Ж Ф
Black’s kingside position. This is another
example of a mini plan.
Finding the correct move in the diagram
(^) presents more of a challenge. The pro
blem for the students is that all the pieces
are already occupying reasonably good
squares. Experienced players will be quick
to play I. ... Nh5 here. Although the
knight is played to the edge of the board,
its potential is much increased. In addition,
Black introduces two threats: 2. ... Ng3
(winning the exchange) and 2. ... Rxf3
(winning a piece). White can counter both
threats with 2. Kh2, but then Black can
play 2. ... Nf4 (threatening mate on g2).
Black’s position has improved, since the
knight on f4 controls more squares on the
opponent’s side of the board.
65
• ensuring a proper division of labour be
tween your pieces (this piece is more
suitable for protection, this piece is more
suitable for attack)
• creating attacking chances (aiming your
pieces at the opponent’s side of the
board, or placing them there)
P r a c t ic e
66
Workbook
A n sw ers
67
9 Draw
G o al o f th e lesso n
P r io r k n o w l e d g e
• draw (Step 1)
• recognizing danger
A c q u is it io n
Concepts
perpetual Ф
Instruction
In Step 1 the students have learned two Ф
ways to make a draw: Ф
• insufficient material (2 kings)
• stalemate
This chapter considers these two ways to
make a draw in more detail. In addition,
three novel ways to make a draw will be
introduced.
We begin this lesson by looking at some
other positions which lack the amount of
material required for mate.
The positions in both parts of the diagram
(■=>) speak for themselves. It is impossible
to construct a mating pattern with just a
knight or a bishop, let alone give mate.
The diagram (£) shows piece combinations
with which it is possible to achieve mate;
however, when it comes to forcing mate,
these piece combinations are insufficient.
The position with two knights alone is the
hardest to grasp. Why is it that a 6-point
advantage is insufficient? It is no problem
68
to think up a mating pattern with the king
in the comer. But in a real game this can be
achieved only if Black cooperates; and this
is, of course, not likely to happen.
At Step 3 level stalemate is a quite frequent
occurrence, because students find it hard to
keep their concentration. It is important to
stress that the students should stay focused
when their opponent has hardly any moves
left.
Stalemate can also be used as a weapon. It
is a good plan to play for stalemate in a lost
position. This requires you to cleverly lose
the last of your mobile pieces!
In the diagram (■=>) Black is way down on
material. But after 1. ... Bc7 White is more
or less forced to play 2. Qxc7, stalemating
Black.
In the lower part of the diagram little can
be done against 1. ... Qdl+; yet here, too,
the weaker side succeeds in achieving
stalemate: 1. Qxe3+ Qxe3.
The diagram (£) contains two examples
that are more difficult. In the upper part of
the diagram White must make sure to get
rid of the black bishop. As we have seen,
two knights are insufficient for a win.
Thus, White can achieve his aim with 1.
Nc6 Nd7 2. Nxb8 Nxb8, leaving a drawn
position. Black can also respond with 1. ...
Nxc6, but in that case White is stalemated.
In the lower part of the diagram the rule of
stalemate offers Black an attractive escape.
He plays 1. ... Kh3, after which White has
nothing better than 2. QxO.
The first novel form of drawing introduced
in this lesson is that of perpetual check.
This method can sometimes be used as a
kind of ‘emergency brake’. By continually
giving check, a draw can be achieved.
69
The diagram (ft) illustrates four different
forms of perpetual check. In the top left-
# it Ш I
hand comer Black is two pawns up, but his A А Ф
king lacks breathing space. After 1.... Ka7 A &
2. Nc8+ Ka8 3. Nb6+ Black cannot escape
the checks. W A f S
In the top right-hand comer White is down
a rook and a pawn. Still, White can draw A
by giving a perpetual check on g5 and h5. Ф A
The bottom left-hand comer offers much Ш Ф
the same picture. After 1. Kbl Qdl+ 2.
Ka2 Qa4+ 3. Kbl Qdl+ White must agree
to a draw.
The bottom right-hand comer offers a quite
different picture. The white king is unable
to escape; White can only get out of check
by interposing his queen. All the same, it is
a perpetual check after 1. Qgl Qh3+ 2.
Qh2 Qfl+. Note that 1. ... Df3+ 2. Dg2 is
not such a good idea.
These examples show that it is sensible to
make a draw only if you are (way) down on
material. The possibility of perpetual check
comes in handy when you are faced with a
mating threat that cannot be countered.
An example of the latter case is illustrated
in the diagram (■=>). White not only has an
array of mating threats with the queen, but
he also attacks the rook on f4. Black can
reach a draw by means of a perpetual: 1. ...
Re2+ 2. Kgl! (2. Khl? Rfl mate) 2. ...
Rel+ 3. Kg2 (3. Kh2? Rf2 mate) 3. ...
Re2+.
A perpetual attack resembles a perpetual
check. In this case, it is not the king that is
the target of attack but a valuable piece, in
most cases the queen.
The first example is provided in the dia
gram (£). Black forces the white queen to
a2 by 1. ... Bc2. After 2. ... Bb3 the queen
70
is forced to go back to bl, after which
Black once more plays the bishop to c2.
A similar situation can be observed in the
diagram (ft). Here the White knight keeps
‘chasing’ the queen: after 1. Ng6 Qh7 2.
Nf8 Qh8 we arrive once more at the
diagram position.
In both examples the same position can be
reached a couple of times. If the same
position is reached at least three times, with
the same player to move, it is possible to
claim a draw. The game will then end in a
draw.
The last drawing form to be discussed is a
draw by agreement. Sometimes a position
arises in which, although there is sufficient
material left for mate, neither side is likely
to lose (provided that no grave mistakes are
made, of course). In such cases the players
can agree to a draw.
In the diagram (•=>) Black has come a long
way towards winning. Still, if White keeps
playing bishop moves (e.g. Bf7-d5-f7-d5),
Black will not be able to make any further
progress. This is therefore an example of a
position in which a draw can be agreed.
We end this discussion with an overview of
the different forms of drawing:
• insufficient material to give mate
• stalemate
• perpetual check
• perpetual attack
• draw by agreement
P r a c t ic e
Reminder
О Draw
'c.■ч
71
Workbook
□ Draw / Stalemate: A AA
Explanation: The side that is to move must try to lose his pieces in a
clever way. Another strategy that can be employed is to
pin one’s own pieces. Make sure, too, that the king has no
more moves left.
Mistake: The king can still make a move.
Help: Ask the students to correct their mistakes themselves. If
need be, the students can mark the escape squares that are
available to the king. No further assistance is required.
□ Draw / Mix: A AA
Explanation: Ask the students to first find the correct drawing method.
It is preferable to look for general characteristics first, and
only then for specific moves. The themes include forcing
stalemate, giving perpetual check, perpetual attack, and
drawing on account of insufficient material.
Mistake: The exercise has not been solved correctly.
Help: Ask the student to explain his suggested solution. Adapt
your assistance to the answer given.
A n sw ers
72
Nh6+ Kh8 3. Nf7+ 10) 1. ...Ne3+2. Kgl Qg5+ Kh8 3. Qf6+
9) 1. ... Rd2+ 2. Kbl Nf5+ 3. Kfl Ne3+ 12) 1. ...Ng3+2.K h2
Rdl+ 11) 1. Nh5+ gxh5 2. N fl+ 3. Khl Ng3+
□ Draw/ Stalemate: A
1) 1. Dd4+(1. Db4+? stalemate stalemate)
axb4) 1.... Kxd4 5) 1. De7+ Dxe7 9) 1. Kh4 Txf3
stalemate stalemate stalemate
2) 1. Kc4 Txb8 6) 1. Dg6+ Lxg6 10) 1. Ka6! Dxc6
stalemate stalemate stalemate
3) l.T c l Dxcl 7) 1. Db7+ Dxb7 11) 1. Pe2+ Dxg3
stalemate (1.... stalemate stalemate
Kd3 2. Txc3+ 8) 1. Df5+ Dxf5 12) 1. Pd5+ Lxd5
Kxc3) stalemate (1. ... stalemate
4) 1.... Kh8 2. Dxf7 Kh6 2. Df6+ Dxf6
□ Draw / Mix: A
1 ) 1.... Ne5+ 2. Kf5 6) 1. Rf4+ Qxf4 10) 1. Rf6+ Bxf6
Nxd7 stalemate stalemate; 1....
2) 1. Bg3 Qxg3 pat 7) 1. ... clN+ (1.... Kxf6 2. Kxb2
3) 1. Rh7+ Kg8 2. clQ? 2. Qa2#) 11) 1. Rxg7+ Kxg7 2.
Rg7+ 8) 1.... Qe6+ 2. Qxe6 Qg5+ Kh8 3. Qf6+
4) 1. Rb2+ Nc2 2. stalemate 12) 1.... Bg5 2. Qg3
Rxa2 9) 1. Bb6 Qe7 2. Bc5 Bf4 3. Qh4 (3. Qf3
5) 1. Rb2 and 2. Rxc2 Qd8 3. Bb6 Bg5) 3. ... Bg5
73
10 X-ray
G o a l o f th e lesso n
P r io r know ledge
• twofold attack
A C Q U ISIT IO N
Concepts
X-ray check, X-ray attack
Instruction
This lesson introduces a special form of the
twofold attack, i.e. the X-ray check and the
X-ray attack, and outlines the various types
of X-ray combinations that line pieces can
execute. This type of combination is also
referred to as ‘skewer’. We have instead
opted for the term X-ray, since this makes
it possible to distinguish between X-ray
check, X-ray attack and X-ray protection.
An X-ray attack involves a single piece that
attacks two targets, one of which is placed
behind the other. The most simple example
of this type of attack is the X-ray check.
In the diagram (£) the rook attacks the
king. The king is forced to move aside,
after which White is free to take the knight. ж
That is, the rook ‘sees’ the knight through
the intervening king; the king is the front #
piece, the knight is the back piece. This w
scenario is similar to that of an X-ray
photograph.
A
In the right part of the diagram the white
queen is giving check. If the king moves, s
■'■> /
74
the queen can take the rook. This, then, is
another example of an X-ray check: the
white queen sees right through the king, as
it were. In X-ray checks the front piece is
always the king, and therefore a more
important piece than the back piece. Stu
dents are expected to have few problems
grasping the concept of X-ray check.
The X-ray attack is in some respects more
difficult than the X-ray check. First of all,
an attack on a piece other than the king is
less forcing. In addition, it is in some cases
possible for the front piece to protect the
back piece.
The upper part of the diagram (^) contains
an example of an X-ray attack. The rook
attacks the bishop; if the bishop moves, the
rook can take the knight.
In the lower part of the diagram the white
queen is attacked. If the queen moves, the
bishop will be unprotected. Since the queen
is unable to protect the bishop, the bishop
will be lost. What makes an X-ray attack
similar to an X-ray check is that here, too,
the attacking piece can see the back piece
‘through’ the front piece.
The front piece is usually a more valuable
piece than the back piece. More discussion
on this issue can be found at the end of this
lesson, under the header ‘Information’.
The upper part of the diagram (£) contains
an example of an X-ray attack that involves
a profitable exchange. The bishop attacks
the queen, and through the queen the rook.
After the queen moves, White can win the
exchange.
In the lower part Black will lose material
on account of White’s pawns. The black
rook cannot move to b3 or c4; the knight
cannot move to d5 to protect the rook.
75
In the diagram (ft) we can see a back piece
that is attacked once and protected once.
With an X-ray attack White can attack the
back piece for the second time.
In the upper part of the diagram White can
play 1. Rc8. After 1.... Qg5 (protecting the
knight) White continues with 2. Rxg8, the
rook being supported by the bishop on e6.
In the lower part of the diagram we can see
a scenario that occurs regularly in actual
play. After the X-ray check 1.... Rhl+, the
cl-rook is insufficiently protected.
Queens, rooks and bishops that attack each
other also exert an indirect influence on the
squares behind the enemy piece. This type
of X-ray attack is already familiar from the
lesson on ‘defending against mate’ in Step
2, and it offers a range of possibilities to
both attacker and defender. With this type
of X-ray, it is possible to protect your own
pieces ‘through’ your opponent’s pieces.
In the left part of the diagram (•=>) White
must try to save his rooks. This cannot be
achieved by 1. Rxa4, which costs a rook
after 1. ... Bxa4+. The correct defence is 1.
Ra7, after which both rooks are protected.
This move will continue to amaze the stu
dents!
In the right part of the diagram the e 1-rook
is seeing right through his colleague on e6.
White can give mate with 1. Qe8+ Rxe8 2. ж
Rxe8+.
1 4
This defensive type of X-ray can also be 4
used for attacking purposes. In the diagram w
(ft) 1. Qxd5 is simply met with 1. ... cxd5.
Note, however, that the queen controls e6
AA A
by X-ray, so that White has the surprising -
and decisive - 1. Be6+. A Ф
The X-ray motif can also play a role in
76
other types of combinations; see lesson 1+
of Step 3+.
Ш I Ф
к
Search strategy к
How should the students go about solving к &
this lesson’s exercises? к &
The search strategy:
1. Which pieces are positioned on the same к
line (file, row or diagonal) as the king? А к А А
2. Give a clever check, which will allow Ф
you to take the back piece after the king
has moved.
3. Which pieces are ‘seeing through’ their
colleagues?
In the diagram (0) the bishops on the long
diagonal are attacking each other. Hence,
the white bishop is also indirectly attacking
g7. The pawn on g7 is attacked three times
and protected only twice. The right move is
therefore easy to find: 1. Qxg7+ Bxg7 2.
Bxg7#.
P r a c t ic e
Reminder
О X-ray
Workbook
77
value than the piece executing the attack.
Mistake: Being inattentive.
Help: Tell the student to try again.
A n sw er s
Information
78
dealing with an attack on a pinned piece.
In the left part of the diagram (ft) we can
see that the bishop on a4 is pinned. The A A A
back piece is more valuable.
In the middle part of the diagram the front ф i
and back piece are of equal value. In line A A A
with the terminology adopted, we consider
this to be an example of an X-ray attack
(note, however, that we might also regard &
this to be an example of a pin). The point fi fi fi
to note is that the front piece is in danger of
being captured.
In the right part of the diagram we can see
an example of a pin rather than of an X-ray
attack. Although the bishop on g4 is not in
immediate danger, it is pinned. White can
attack the pinned bishop with 1. h3.
79
11 The opening
G o al o f th e lesso n
P r io r know ledge
• piece activity
• the three golden rules
A c q u is it io n
Concepts
ignoring
Instruction
Two previous lessons have been devoted to
the opening:
• the 3 golden rules;
• completing the opening; being ahead in
development.
If we apply these rules to our games, our
pieces will end up on good squares. All the
same, we have not yet discussed some of
the factors that are relevant in opening
play. The aim of this lesson is to offer a
number of guidelines for good opening
play. These will allow us to better
understand which moves to play.
After the moves 1. e4 e5 we arrive at the
A A A A A A A
diagram (0). From White’s point of view
the black pawn on e5 is in the way, since it A
keeps White’s pieces from the important Д
d4-square. White should therefore try to
attack e5. This can be done in four different
ways: by 2. Nf3, 2. f4, 2. d4 and 2. Qh5. А А А Й AAA
Let us consider the knight move first. After
80
1. е4 е5 2. Nf3 White attacks the pawn on
e5, which Black can protect with 2.... Nc6.
The stage is set: White is attacking, Black
is defending. In chess, it is important to try
and force your opponent to perform
unpleasant tasks.
This goes for White as well as for Black, of
course. Consider next 2. f4. After 1. e4 e5
2. f4, Black has a choice between three
basic plans: capturing, defending and
ignoring (diagram ft).
1) capturing: 2.... exf4
Black takes the pawn that is on offer, and
thereby moves his own pawn away from
the centre of the board; White sacrifices a
pawn in return for a central advantage, and
hopes to regain his pawn at a later stage in
the game. Capturing the f-pawn has taken
Black some time, which he could otherwise
have used to develop a piece. White’s
central advantage and gain of time (i.e. one
move) is counterbalanced by Black’s extra
pawn. Whether White’s set up is justified,
the rest of the game will tell.
2) defending: 2.... Nc6
Black defends by playing a waiting move
and develops a piece in the process.
3) counterattack: 2.... d5
With this move Black is turning the tables:
now White has the option of taking a pawn.
Note, however, that 3. fxe5 is countered by
3. ... Qh4+, winning on the spot. 4. g3 runs
into 4. ... Qxe4+, with a double attack that
nets Black a rook. 4. Ke2 is also hopeless.
Black wins the queen after 4. ... Qxe4+ 5.
Kf2 Bc5+ 6. Kg3 Qxe5+ 7. Kfi Qh5+. This
shows that White must meet 2. ... d5 with
3. exd5. Black then proceeds with 3. ... e4
(diagram ft), which prevents White’s piece
development. This will gain Black some
81
time because, unlike White, he can develop
his pieces unhindered.
к к к к к к к
The third way to attack e5 is by playing 2.
d4. After 1. e4 e5 2. d4 Black can take on
d4: 2.... exd4. If White plays the unwise 3. к А
Qxd4, Black can respond with 3. ... Nc6,
developing a piece and forcing White to
А
make another queen move. For this reason А А А А А
it is advisable to play 3. c3 (diagram ft) Ф 1 ^ 1
rather than 3. Qxd4.
White offers another pawn in order to gain
time and take control of the centre.
The fourth and last way to attack e5 (i.e. 2.
Qh5) can no longer be taken serious at
Step 3 level. While it is true that this is an
active move, the queen is too vulnerable on
h5 on account of her value. All Black has
to do to gain the upper hand is be careful.
After 2. ... Nc6 3. Bc4 g6 the queen has to
move. White’s queen moves cost precious
time, which is better spent developing.
82
most attractive. When discussing students’
games, it is important that we show them
alternatives to the moves they have played
at appropriate points in their games (it is
particularly important to show that the best
move is not always a capturing move!).
P r a c t ic e
Finishing a game(-position)
Workbook
□ Test / Repetition: В A
Explanation: The positions are familiar. Problems are to be expected
only if the students have insufficiently mastered the sub
ject matter. In that case it is advisable to repeat old mate
rial rather than to continue with new material.
□ Test / Mix: D A
Explanation: The themes of the positions have been covered in lessons
6-10 of Step 3: eliminating the defence (capturing + mate,
chasing away + mate, luring away + mate, defending
against double attacks, drawing, X-ray checks and X-ray
attacks). The various topics need not necessarily be dis
cussed again; rather, this depends on the students’ pre
vious scores with mixed exercises. An in-class discussion
of the first few positions is usually a good start.
Mistake: The suggested solution is incorrect.
Help: Successfully tackling mixed exercise sheets requires using
the correct search strategy. Ask the students to first list the
83
characteristics of the position, and then ask them to give
the right search strategy. With the correct approach, the
students’ performances will in many cases exceed their
own expectations.
□ Test/Mix: E
Explanation: The themes of the positions do not only involve those
outlined in Step 3, but also those discussed in Step 2.
A n sw er s
□ Test / Repetition: В
1) 1. Qf7+ Kh8 2. Qf8# 7) 1. ... Bf6
2) 1. Bd6 8) 1.... Rxc4and2. ...Ba3#
3) 1. Nxc7+ Bxc7 2. Bb5# 9) 1. Rb2
4) 1. ... Qe6+ 2. Qxe6 pat 10) 1.... Rf6+
5) 1. Rxg6+ fxg6 2. Rxg6+ 11) l.f5
6) 1. Qh8+ 12) 1.... Ng3+
□ Test/Mix: D
1) 1. Nxf6+ Qxf6 2. Qxh7# 8) l.K h l (1. Bxc5+ Kxc5 is
(capturing + mate) winning for Black) 1. ...
2) 1. ... Qf5 (X-ray attack) Qxf2 (stalemate)
3) 1.... Rd8 2. Qxb6Rxdl+ 9) 1.... Rh7en2. ... Rxb7
(attack on a pinned piece) (draw due to insufficient
4) 1. Nxd7 Rxd7 2. Rxh6# material)
(capturing + mate) 10) 1. ... Qd8+ (double attack of
5) 1.... Rdl+2. Bfl Qhl#; 2. the queen; tempting - but
Rfl Qxg2# (luring away + wrong - is 1.... Qf4+ 2. Be3)
mate) 11) 1. Qf3 (double attack of the
6) 1.... Ral+2. Ke2Rxgl(X- queen; tempting - but wrong
ray check) - i s 1. Qb7 Nxd4)
7) 1. ... Rg6 (defence against a 12) 1. Ba4+ Kd5 2. Bb3+ (draw
double attack) by perpetual check)
□ Test / Mix: E
1) 1. Ng6+ (1. Nc6+ Kf7 2. check)
Nxd8 is insufficient; White is 2) 1. Qxc7 Qxc7 2. Re8+ (luring
too far down on material) 1. away + mate)
... Kf7 2. Nxh8# (double 3) 1. Qg6+ (perpetual check)
84
4) 1. ... Ke4 (square of the 9) 1. Qxc5+ Qxc5 2. Ba6#
pawn, shielding off) (capturing + mate)
5) 1. ... Qg7 (defence against 10) 1. Qxh5 gxh5 2. Bh7# (mate
double attack) through access)
6) 1. Rf4+ Kxf4 (stalemate) 11) 1. Bxg6# (double check)
7) 1. e4 (attack on a pinned 12) 1. Qc5+ and 2. Qxb4!; 2.
piece) Qxa7? Rel# (double attack
8) 1.... Rf8 (pinning) by the queen)
85
12 Defending against a pin
Goal o f th e lesso n
P r io r know ledge
A c q u is it io n
Concepts
none
Instruction
So far we have considered the pin as an
attacking weapon only. In this lesson we
will look at the different ways in which we
can take defensive measures against a pin.
This will involve the - by now - familiar
forms of defending: interposing, capturing,
protecting and moving away.
The upper part of the diagram (■=>) contains
a straightforward example. Interposing the
knight on c6 renders the pin innocuous; the
front piece, i.e. the rook, is protected.
The lower part of the diagram contains a
simple example involving a capture. The
d2-rook is pinned. White can free himself
from this pin simply by taking the pinning
bishop with the knight.
Defending by means of protecting offers a
greater variety of options. The diagram (£)
lists the various possibilities. Consider first
a piece that, while not itself involved in the
pin, protects the pinned piece. In the upper
part of the diagram Black can play either 1.
... Bb7 or 1. ... Bd7. These moves do not
86
neutralize the pin completely, but the extra
support does mean that the pin is harmless,
at least for the time being.
Another defensive possibility involves the
back piece protecting the front piece. In the
lower part of the diagram White can play
either 1. Rfl or 1. Rd3, thereby eliminating
the pin and protecting the pinned piece.
The third defensive possibility involves the
front piece protecting the back piece. In the
left part of the diagram (1>) White can play
1. Bb2 or 1. Bd2. With these moves, White
eliminates the pin without losing material.
It goes without saying that this method can
be successful only if the back piece is not
worth more than the pinning piece.
In the right part of the diagram White can
play the knight to e 1 or h4, after which the
bishop is protected.
The next defensive possibility, i.e. that of
counterattack, is familiar from the lesson
on defending against a double attack. The
most straightforward counterattack is one
that involves check. Two such types can be
distinguished: either the front piece gives
check or the back piece gives check.
The diagram (£) gives an example of each
type. In the left part of the diagram the
back piece can escape the pin. Black plays
1. ... Qdl+, after which the rook is free to
play.
In the right part of the diagram Black can
w Ж
eliminate the unpleasant pin against his
1 A
bishop by giving check on e5. A A
The form of counterattack that is by far the
most difficult, but also the most attractive, Ж
is one which does not involve check. As is A
A
the case for counterattacks with check, both
the front and the back piece can execute A A Ф
this type of attack. Ф
87
In the left part of the diagram (ft) we can
ж
see a counterattack of the back piece on an
important enemy piece (this piece should 4
be more valuable, or at least as valuable as, % % i
the front - i.e. pinned - piece). Black plays
1. ... Qb8. Now capturing on c6 is out of
the question on account of the unprotected
queen on b2.
s S
Defending against a pin by a counterattack
on a piece of equal value can be successful
only if the attacked piece is unprotected.
In the right part of the diagram the front
piece can execute an attack on an important
piece with 1. ... Nh5 or 1. ... Ne4 (2. Re3
Re8)
A familiar type of counterattack against a
pin is the discovered attack. This form of
attack is possible if the back piece is a line
piece (i.e. a queen, rook or bishop). These
pieces look indirectly at the pinning piece.
The diagram (■=>) contains two examples. In
the left part of the diagram White wins the
exchange with 1. Nb5+. In the right part of
the diagram White wins the queen with 1.
Bxh7+.
The last type of counterattack that must be
considered is that of a mating threat. Here,
too, the counterattack can be executed by
both the front and the back piece. In the left
part of the diagram (ft) the knight on b5
cannot be saved, but with 1. ... Nd4 Black
can successfully eliminate the pin. The
point is that 2. Bxd7 runs into the sobering
2.... Nc2 mate.
In the right part of the diagram Black has
an uncomfortable pin against white’s rook.
White can free himself with 1. Rf4. Black
has no time to capture on h3 on account of
the mating threat on f8.
The material discussed so far has already
88
been covered in previous lessons. The main
relevance of the present chapter is therefore
to repeat certain points made earlier. In our
experience, the students have few problems
doing this lesson’s exercises. Applying the
various defensive strategies to their own
games is, unfortunately, another matter
altogether.
We now continue our overview by looking
at some positions that often arise during
actual play. In the diagram (0) we can see
a familiar pin. White has just attacked the
pinned piece with 1. d5. The right defence
is to attack the pinning piece with 1. ... a6.
After 2. dxc6 axb5 Black has little to com
plain. It is better for White to play 2. Ba4
b5 3. dxc6 (if the bishop moves, the knight
will also move) 3. ... bxa4. Black is left
with a number of weak pawns, but this is
preferable to the loss of a piece.
The diagram below also contains a pin that
occurs fairly regularly in practice. Here the
attack on the pinning piece is insufficient:
1. h3 exO 2. hxg4 3. fxg2. If the black
king is still on e8, 1. Qel is often possible
(this is usually better than 1. Qe2, since
then the pin remains in force).
Chasing away the pinned piece is likely to
have more success if we are dealing with a
queen. In the diagram (■=>) White can save
his bishop on e4 with 1. NO Qe6 2. Ng5
Qe5 3. d4 (or3.f4).
In the diagram (£) the d5-bishop is pinned
and attacked by the pawn on c4. Moving
the bishop away is impossible on account
of the mate on d8. Black’s defence lies in a
straightforward counterattack. 1. ... f6 kills
two birds with one stone: Black prevents
the loss of a piece by attacking Bg5 and
creates a flight square for his king. After 1.
89
Bxf6 Black can proceed with 1 .... Веб.
Knowledge of the various defences against
pins also helps to exploit your own pins.
This is particularly relevant in positions in
which there is more than one way to attack
a pinned piece. In the diagram (0) White
must attack the pinned knight on c5. There
are three ways in which this can be done: 1.
Ь4, 1. Ne4 and 1. Rcl. The pawn move has
been included to reiterate the ‘en passant’
rule. This pawn move does not occur very
often, and not all students will remember it
correctly. The knight move also does not
yield White anything. After 1. Ne4 Black
can get out of the pin simply by trading the
knights on e4 with check. Thus, the correct ж Ж #
move is 1. Rcl, winning a piece.
к к к к
We now remove both bishops from the
starting position, and ask the students if Ш к
they can still see a winning move for к to
White. There is not: 1. Rcl? Nd3+.
The back piece in a pin is in many cases a
line piece. In such cases the pinning side
must be careful, as the defender may come A A A А А
up with unexpected discovered attack. In Ж i f Ж ф
the diagram (■=>) the knight on f5 is pinned.
White has a number of ways in which he
can further attack the pinned piece.
Ask the students to note down the various
possibilities, together with a list of possible
defences (if present). The list should look
ф
like this: 1. Qh5? Ng3+; 1. Qg4+? Ng3+; 1.
Qd7+? Ng3+; 1. Qd3? e4! 2. Nxe4 Rxe4 3. к Ж к к
Qxe4 Ng3+; 1. g4? Qc6+. The correct к к
queen move is 1. Qf3. т
Defending against a pin may also involve
other types of combinations. In the diagram
(£) Black can uncork the beautiful 1. ...
& А А
Rc2+. This move lures the cl-rook away, А А ф
forcing it to give up the protection of Rel. Ж ж
90
If White replies with a king move to hi,
Black continues with 1. ... Rxcl, pinning
the rook on e 1.
Search strategy
The search strategy for the exercises is
straightforward:
1. Find the pin.
2. Defend by means of interposing, moving
away, protecting or capturing.
3. Is it possible to launch a counterattack?
In the diagram (■=>) Black can save the
pinned knight on c5 with a counterattack:
1.... Qb6. White has no time to capture on
c5 because of the threat 2.... Bh2+.
Practice
Reminder
О Defending against a pin
Workbook
91
□ Defending / Defending against a pin: В Jl Jl
Explanation: See exercise sheet A.
A n sw ers
92
13 Mobility
Prior knowledge
• activity and vulnerability
Acquisition
Concepts
temporary, lasting, permanent
Instruction
Each chess piece has a certain value. This
value is relative and depends on a number
of factors. For instance, we have already
seen that a piece can function optimally
only at certain positions. Pieces that do not
function optimally generally lack mobility.
Pieces that lack mobility:
• cannot function properly, or to the best
of their potential.
• can be lost (run the risk of being lost).
Pieces that do not function properly include
pieces that are positioned at the edge of the
board as well as pieces that are positioned
on squares from where there are no or only
bad moves available. Some examples are
given in the diagram (£):
• The black knight on a6 is on the edge of
the board and can only move backwards.
• The black rook on hi is obstructed by its
own pawns.
• The black bishop on e6 is hemmed in by
the pawns on d5 and f5.
• The white rook on hi is out of play on
93
account of the king and the pawn.
• The white bishop on b2 is hemmed in by
its own pawns. i i i f 4 £
• The knight on bl is unable to play since 4 A 4
it is hindered by its own pieces. 4 4
The situations as illustrated in the diagram Д Д
should if possible be avoided. Pieces must
have sufficient mobility. White can easily
Д At & Д
move his queen, rook and knight to better A ф Д
positions. This is what has happened in the i
diagram (O). Fortunately, bad pieces can
often be moved towards better squares and
obstructing pieces can be moved away. In
such cases the disadvantage is temporary
(although it does take time). In other cases,
however, a piece’s lack of mobility can be
of a permanent nature. This is something
that may befall bishops in particular.
Because of the way the white pawns are
positioned, there is very little that White
can do with his b2-bishop. In this case, we
are dealing with a lasting, or permanent,
disadvantage.
In some cases, a badly placed piece may
even be lost. The next two diagrams con
tain familiar examples of piece entrapment.
In the left part of the diagram (■=>) 1. ...c4
nets the bishop on b3. The students’ games
contain many cases of this form of bishop
entrapment.
In the right part of the diagram we can see H i 1
that a knight in the comer is an easy prey.
With 1. Kg2 White attacks the knight and
4 # 4 t
denies an escape via g3 at the same time. 4
The loss of the knight is due to its position 4 4
on the board. A
In the diagram (£) 1. ...Bb7 nets the rook
on a8. The rook is unable to escape because
it is blocked by its own pieces.
In the right part of the diagram Black can
94
trap the queen with 1. ... Rg8. The rook
attacks the queen and denies her an escape
square on the g-file. Note that in this exam
ple the entrapment is caused in the most
part by enemy pieces.
In general, pieces that occupy a square on
the edge of the board are less mobile than
more centrally placed pieces. These pieces
can therefore be entrapped more easily. All
the same, a centrally placed piece can also
fall victim to entrapment.
In the diagram (0) the knight on d5 has no
place left to go. The squares on White’s
side of the board are controlled by the d2-
bishop while the squares on Black’s side of
the board are occupied by black pawns. As ж ш а ш ф а ш ж
a result, White can win the knight with 1.
c4.
4 4 n i l
A knight can also be trapped - in the centre
of the board! - as the result of careless ope 4 &
ning play. After the opening moves 1. e4 4 A
c5 2. Ne2 d5 3. Nbc3 d4 4. Nd5 (see the
diagram ■=>) the knight on d5 can get back
via f4 only. Black therefore plays 4. ... g5, А А А Д & А А А
after which the threat of e6 is decisive. XL i f Ф 1 I
White can delay matters with 5. d3 h6 (5.
... e6 6. Bxg5 Qxg5 7. Nc7+), but now 6.
... e6 can no longer be avoided. White will
lose a piece.
The position in the diagram (£) is taken
from a game between Daan Visscher and
Erik van Nassau, as played in the Dutch
under-12 national championship (Rijswijk
2000). The bishop seems to be much more
active than the knight. But appearances are
deceptive. White has advanced his pawns
to c4 and e4, blocking a bishop retreat.
Black could have cashed in by playing the
surprising 1. ... Nd8. The threat of c6,
trapping the bishop, cannot be countered. If
95
the pawn on b3 had been on b2 instead,
White could have escaped with the loss of
a pawn by playing 2. c5. In the game,
Black continued with 1. ... b5 and lost.
In some cases, other combinations play a
role in piece entrapment. An example is a
discovered attack in which the pieces that
form the battery are helping each other.
In the diagram (0) the black queen is loca
ted within the target range of the white
bishop. The knight (i.e. the front piece)
must find an attacking target. The appro
priate target is the square a3, cutting off the
queen’s retreat. After 1. Nb5 or 1. Nbl
White wins the queen.
In the diagram (■=>) the rook’s task is to pro
tect the h6-pawn. After 1. ... Rg6 White
will lose the queen. The black pieces must
find a proper division of labour. The bishop
is attacking the queen and the rook is pro
tecting h6. Incorrect is the move 1. ... Rh7.
Attacking the queen twice is not necessary.
White can escape with 2. Qg8.
The positions in the diagram (£) are more
difficult. In the left part of the diagram
White must try to trap the black knight.
The knight is positioned on the edge of the
board, but it does seem to able to escape. A
rook is unable to control four squares and
attack the knight at the same time. Still, the
badly placed black king gives White the й
opportunity to trap the knight. Black has no
I i Ж
decent move after 1. Re2. The knight can
move to c3, but after 2. Rc2 the pin nets Ф #
White the knight. A king move to the d- A
file, on the other hand, gives White the Ф
possibility of a double attack.
In the right part of the diagram 1. Rg8 puts
an end to Black’s resistance. Regardless of
Black’s reply, it is mate on the next move. to
96
In the positions that were considered so far,
£ Ж *
piece entrapment led to the loss of material.
But badly placed pieces cannot always be к к. к к
won, of course. In many cases misplacing a 1 1 1 А
piece has strategic consequences, the point А кА
being that such pieces no longer take part А А
in the game.
In the diagram (1>) White can shut out the
А А
bishop on g6 permanently with 1. g4. This Ж А
pawn move is necessary to prevent Black Ж Ж Ф
from playing f5. White can now open the
position on the other side of the board with
b4. Since the white-squared bishop is out
of play, Black is effectively a piece down
on the queenside.
Ж ФА Ж
Search strategy
The search strategy required to correctly А к к
solve the exercises is as follows: к % к %
1. Which piece has little or no mobility? ш к
2. Attack this piece! к А Ж
3. Make sure that the squares available to А &
this piece remain under your control.
&
4. With a single move you can attack a А А А А А
piece and control squares at the same Ж ФЖ Ж
time.
In the diagram (■=>) the queen on b7 is in
distress. If it were not for the bishop on f4,
1. ... Rb8 would do the trick. Observe,
however, that the queen has no available
squares on the b-file. Hence, 1. ... Ra7 is
sufficient.
Practice
Workbook
□ Mobility / Trapping: А Й1
Explanation: The students must find pieces that lack mobility. Such
pieces can be trapped. Some of the positions require the
97
students to not only attack immobile pieces, but to also
control escape squares.
Mistake: The piece that should be trapped is attacked, but the move
played offers new escape squares.
Help: Put the position on a board, play the suggested move, and
ask what your opponent can play now.
A n sw er s
□ Mobility / Trapping: A
1) 1. a4 7) 1....C4
2) 1. Ne3 8) 1. Bd2
3) 1. h4 9) 1. e5
4) 1. ... Rh8 10) 1.... Nf6
5) 1. ... Nh4 11) 1. Be2
6) 1. Na4 12) 1.... Nb8
□ Mobility / Trapping: В
1) 1.... Qa5 7) 1. Nh4
00
2) 1. a4
О
98
14 Key squares (1)
Prior knowledge
• the square of the pawn
ACQUISITION
Concepts
key square
Instruction
Winning a king + pawn vs. king endgame
requires promoting the pawn. The question
of whether this is possible has already been
discussed in the lesson on the square of the
pawn. There we saw that the pawn can be
assisted by the king, which, among other
things, can be used to shield off the enemy
king. The present lesson is concerned with
pawn endgames in which the side with the
king has taken up a defensive position.
These endgames cannot be won as easily as
the ones considered so far. When it comes
to the type of endgame discussed here, two
things are important:
• recognizing a winning position
• knowing how to win a winning position
We start by considering the diagram (£),
which contains a position that is winning
for White, regardless of whether it is
White’s or Black’s move. If Black is to
move a possible variation is 1. ... Kd8 2.
Kb7 (assisting the pawn and shielding off
99
the king). Now White has gained control of
the promotion square, so that the pawn can
advance to c8. If White is to move: 1. Kd6
Kd8 2. c6 Kc8 3. c7 Kb7 4. Kd7, and the
control of the promotion square ensures an
easy win.
Positions in which the white king is on the
6th rank, in front of his pawn, are always
winning for the pawn side (provided the
black king cannot take the pawn of course).
The same goes for Black, in which case the
king should be positioned on the 3rd rank,
again in front of the pawn. Note, however,
that these positions are winning only if the
pawn is not placed on the a-file or h-file.
In the diagram (o) White also has an easy
win. White can reach the exact same posi
tion as in the previous diagram: after 1. c4
Kd8 2. c5 Kc8 White wraps up.
Now that we know that a king on the 6th
rank is winning for the pawn side, the next
thing we must know is how to reach this
type of position. Here the concept of ‘key
square’ becomes relevant. If the king
occupies a key square, then he will also be
able to occupy a position on the 6th rank in
front of the pawn.
Each pawn has its own key squares. The
location of these squares depends on the
position of the pawn. In the diagram (£)
the key squares have been indicated by
means of the symbol ‘o ’. The b2-pawn has
the key squares a4, b4 and c4; the d4-pawn
has the key squares c6, d6 and e6. The
black pawn on g6 has the key squares f4,
g4 and h4. Given a particular pawn posi
tion, the pattern of key squares is fixed.
The rules outlined above cannot be applied
to the rooks’ pawns (i.e. the pawns on the
a- and h-file). In Manual 3+ a separate
100
lesson is devoted to rooks’ pawns.
We have seen that king + pawn vs. king
endgames are winning for the pawn side if
the king manages to occupy a key square. It
is very important that the students practice
playing these positions.
As a preparation to playing these positions
we discuss the position in the diagram (ft).
White plays 1. Kd5. The king occupies a
key square, which allows White to win the
endgame.
A possible variation is: 1. Kd5 Ke7 2. Kc6
(the king wants to reach d6. Note that 2.
d4? is a bad move; it changes the pattern of
key squares, allowing Black to draw with
2. ... Kd7) 2.... Кеб (Black tries to control
d6 for as long as possible) 3. d4 Ke7 4. d5
Kd8 (now Black is forced to relinquish his
control of d6) 5. Kd6 and wins (see the
first diagram for discussion of this).
Key squares are quite literally the key to
winning king + pawn vs. king endgames.
After discussing the theory behind key
squares, the students must now practice by
finishing game positions. This can best be
done by means of simultaneous display.
Experience shows that there are enormous
differences in the students’ performances.
This is because the subject matter involves
spatial thinking.
The last two diagrams illustrate some pos
sible starting positions.
In the diagram (ft) the king of the pawn
side is already occupying a key square. All
the same, White must exercise care when it
comes to advancing his pawn. Bad are 1.
c4 Kb6 and 1. c3 Kb6; in both cases Black
manages to draw. A better strategy is to
force back the black king: 1. Kc4 Kb6 2.
Kd5 Kc7 3. Kc5 Kd7 4. Kb6 etc.
101
In the diagram (ft) the winning side must
first occupy a key square with his king. In
this position White manages to win by
playing a clever pawn move at the right
time. After 1. Kg5 Kg7 2. Kf5 Kf7 White
continues with 3. f4 Ke7 4. Kg6, reaching
a familiar winning position.
Practice
Reminder
О Key squares
The first two positions only.
Workbook
102
A nsw ers
103
15 Pinned pieces
P rior knowledge
• the pin
A cquisition
Concepts
function
Instruction
We have already looked at two aspects of
the pin in previous lessons: the pin as a
direct attacking weapon, and exploiting a
pin by further attacking the pinned piece.
Discussing a couple of examples from the
relevant lessons will serve as a good intro
duction to the present lesson.
The aim of the present lesson is to show
that the function of a pinned piece is
weakened, or may even be lost altogether.
In the diagram (£) we can see a pin against
the king. The knight on c6 has the function
of protecting the bishop on b4, which is
attacked by the white knight. However, the
сб-knight is pinned by the rook. White can
therefore take the knight with 1. Nxb4,
after which Black cannot take back. This
shows that the pinned knight is not a good
defender.
In the right part of the diagram Black can
win a knight with 1. ... Rxg2+ 2. Kxg2
&
104
the black rook is free to take on h4. In both
X
examples, therefore, the knights are unable
to fulfil their defensive task on account of a i W 1
pin against the king. %
The diagram (ft) contains two examples of
a pin against material. In the left part of the
diagram the c8-king has been replaced by a
£ A
rook. Here, too, capturing on b4 will net
White a piece. What makes this position 1 Й Й
different is that Black can recapture the ж
knight. Observe, however, that this is not
advisable, since then Black will lose even
more material.
In the right part of the diagram Black can
play 1. ... Rxh2. The f4-bishop is not a
good defender because of the pin along the Ж 1 <#
f-file.
The diagram (^) contains two examples of Ш i 1
a pin against a square. In the left part of the £
diagram the knight on b3 keeps the black A
force on the b-file in check. However, this %
does mean that the knight cannot at the
£
same time defend the bishop on c5. Hence,
Black can win a piece with 1__Rxc5. A A
In the right part of the diagram White is Ф Ж Ж
unable to give mate on f8 with the rook on
account of the black bishop. White can,
however, safely play 1. Rxh4. Pins against
a square are almost as powerful as pins
against the king. In both types of pins, the
pinned piece cannot fulfil any defensive
function.
Many combinations are based on the fact
that pinned pieces are not good defenders.
Such combinations are not only aimed at
material, but also at mate.
In the diagram (t>) the pin on the a-file
allows White to give mate. If the rook on
a2 was not there, b6 would be protected by
the a7-pawn. But with the rook present this
105
pawn is no longer a good defender: White
can play 1. Nb6 mate.
In left part of the diagram (ft) Black suffers
a similar fate. The black bishop is not pro
tecting a6. White can give mate with 1.
Ra6 mate.
In the right part of the diagram the pin on
the bishop on g2 means that fl is unpro
tected. Black can play 1 .... Rfl mate.
The exercise sheet Pin / Mate thanks to a
pin that accompanies this lesson contains
examples of this kind.
106
Search strategy
The search strategy that is required for the
exercises can be explained with the help of
the diagram (ft).
1. Which pieces are pinned? (Nc6)
2. Which defensive functions does the
pinned piece have?
(The knight is protecting e5 and Ne7; it
does not protect any important squares)
3. Which piece can you capture; or where
can you give mate?
4. Is the back piece adequately protected?
If White plays 1. Nxe5 he will lose a piece
after 1. ... Qxe5. The correct move is 1.
Qxe7.
Practice
Reminder
О A pinned piece is not a good defender
Workbook
107
Mistake: The correct solution is not found.
Help: Ask the student to explain the merits of his suggested
move. If the problem lies in the function of the pinned
piece, then this piece can in most cases be replaced by
another piece (a knight usually does the trick).
Mistake: The student fails to see the pin against a square (position
12).
Help: Which of the opponent’s pieces is in the way? (This is the
knight on g6). Having spotted this, the student will now
realize that the knight is in fact a pinned piece: the knight
is defending against mate on h7, and so cannot move. This
implies that the bishop on e7 is effectively unprotected.
108
A nsw ers
□ Pin/Mix: A
1) 1. Qc2 (1. 3) 1. Rd3 7) 1-Qg5 11) 1. Rb7
Qcl? 4) 1.... Bxg5 8) 1. ... Qe6 12) 1.... Rc5
Bxf2+) 5) 1.... Nb3+ 9) Drawing
2) 1. Bc5 6) 1. b4 10) 1. Rg3
109
16 Threats
Prior knowledge
• different forms of attack
ACQUISITION
Concepts
minor promotion
Instruction
Discovering the attacking possibilities of
your opponent requires a good knowledge
of the weaknesses and attacking targets in
your own position. We start our overview
of these by listing some tactical attacking
targets:
• unprotected or insufficiently unprotected
pieces
• a king that is in danger because of:
- an attack involving check
- a looming mate
• pieces that can no longer fulfil their task,
since they run the risk of being captured
or chased away
• pins of your opponent
• batteries of your opponent
The diagram (£) contains two examples of
threats. The a8-rook is not protected. As a
result, White is threatening 2. Qd5+. A safe
move is 1. ... Ra5. Protecting your pieces
is almost always a good defensive strategy.
In the right part of the diagram Black can
cover the mate with a king move to g8 or
110
he can make air with 1 .... h6. Less good is
1. ... g6, since this restricts the king to the
back rank.
In the diagram (1>) Black’s threat is to eli
minate the defender of Nd3 by means of 1.
... Rxb3. White can counter this by ex
changing on bl or by playing 1. Ra3.
In the right part Black threatens to win a
knight with 1. ... Rhg4. White can prevent
losing material with 1. Ne2; 1. Rhl is also
possible.
At Step 3 level, students can see a mate in
one coming. They will have more problems
spotting a mate in two, let alone a mate in
more moves. In many cases students will
find out too late that a particular square is Ж Ф
in need of protection. Thus, it is important
that the students learn to recognize mating
A A A
threats well in advance. A A
In the upper part of the diagram (■=>) the g7-
square is in need of protection; White aims ±
to play the queen to h6, from where she can
go to g7, mating Black. Black must take
А Ш fhЩ
appropriate measures to counter this threat. A A A
A laborious reaction is to play 1.... Kh8 2. Ф
Qh6 Rg8. Much more efficient is 1__ Re8
2. Qh6 Bf8, after which both of Black’s
pieces are still active.
In the lower part Black is threatening to
play 1. ... Ba3, after which mate is inevi
table. This means that White must try to
defend b2. The knight cannot be used for
this purpose, since it is pinned. The queen
can control b2 from d4 only (cl will be
covered by the bishop on the next move).
A possible defence is 1. Qf2 Ba3 2. Qd4.
In the diagram (£) the obvious threat is, of
course, 1. ... Qxf 1 mate. The right defence
must also take account of a second mating
threat, i.e. 1. ... Qf2+. For this reason,
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bishop moves are inadequate, as are 2. Qd3
and 2. Rdl. In addition, 1. Qe2 is met by
Qxd5. The only possible move is 1. Qf3,
even though this will cost a pawn.
In the diagram (ft) White, being lost, has
given a last, desperate check. Black must
be careful not to play 1. ... Nf8, which runs
into the surprising 2. Qxf8+ (2. ... Kxf8 3.
Rh8 mate). The correct move can be found
only if White’s possibilities are taken into
account. The right defence is the pretty 1.
... Re8 2. Qxe8+ Nf8, winning for Black.
The difference is that after 2. Qxf8+ Kxt8
3. Rh8+ Black can now play 3__ Ke7.
Sometimes there are squares in one’s own
position (which may be either occupied or
Ж
unoccupied) that are difficult to protect. In
A
the left part of the diagram (■=>) Black will
be hard-pressed to defend c7 after White’s Д A
Nb5. Black must move the c8-bishop away, А Ф
after which the rook can protect c7. Д А Д
In the right part of the diagram the pawn on
& Д
h6 is in danger. White tries to fix this pawn
by means of h5. The correct move is there Ж
fore 1__ h5.
Countering the threats of your opponent re
quires a proper orientation of potential at
tacking targets. These targets must first be
identified; only then is it possible to find a
solution to the threat.
In the diagram (£) White is to move. Black Ф
is threatening 1. ... Re2, attacking g2 for a
1
second time. This threat cannot be met with
1. Bf2 (or 1. Kgl first), as this loses a pawn A £ A
after 1. ... Re2 2. Kgl Bd5 (preventing c3) A A A
3. Rc3 Be4. White must reposition his rook Д S
in order to avoid losing material: 1. Rf4
Д Ж Д
Re2 2. Rf2. With this, White manages to
maintain an equal position. For instance: 2. Д Д Ф
... Rxf2 3. Bxf2 Be4 4. c3 Bc2 (4. ... g5 5.
112
Ь4) 5. Bg3 ВхЬЗ 5. Вс7.
In the opening, the f2 and f7 squares are
ж ъашф ж
difficult to protect. This topic was already AAA AA
covered in the first lesson. After 1. e4 e6 2. A%
d3 d5 3. Nd2 Nf6 4. g3 dxe4 5. dxe4 Bc5 A
6. Ngf3. we arrive at the position in the A
diagram (0). White’s last move is a bad
mistake. The correct continuation was the & A
developing move 6. Bg2, the point being AAA A
that 6. ... Qd4 can always be met with 7. I At Ф A
Qe2. After the text-move, Black can take
advantage of the weakness of the f2-pawn
by 6. ... Ng4. Young players quickly learn
to recognize the weakness of f7 (and f2) in
their opponent’s position. They often try to
exploit this weakness by playing the queen
to h5 or a knight to g5, though usually
without a proper motivation. Learning to
recognize the same possibilities on the part
of your opponent is much more difficult.
In the eyes of the students there are many
moves which are ‘forced’. In addition to
recapturing, this includes a promotion to a
queen. Students usually choose a queen
without considering any of the alternatives.
In the diagram (<=>) White is best advised
not to promote to a queen. After l. b8Q
Nb6+ Black will emerge victorious. The
correct move is a minor promotion to a
knight. With Black being in check, he has
no time to play Nb6+. As a result, the game
will end in a draw on account of the fact
that there is insufficient material for mate.
In the diagram (£) promotion to a queen
will also lead to a defeat: 1. g8Q Nf6+ 2.
Kg7 Nxg8 3. Kxg8 Kg4, after which White
will lose both of his pawns. Surprisingly
enough, White can win with 1. g8N. Black
is now forced to move his knight, after
which White can give mate on f6. 1. Kg8
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Nh6+ 2. Kh7 Ng4 amounts to a loss of
time; here, again, White should play 1.
g8N. A A ft
The diagram (ft) offers another example of Ф Ф
a position in which it is necessary to take A
into account your opponent’s possibilities. A ф
In the left part of the diagram, I. b8Q only
leads to a draw after 1. ... alQ+ 2. Kxal
stalemate. A minor promotion to a knight is 1 Ф
insufficient after 1. ... Kb5; now White ft
will lose his last pawn or the position will
be drawn after 2. Nc6 Kxc6. The best move
is 1. b8R (although promotion to a bishop
is also winning), after which Black still has
a7 available for his king.
In the right part of the diagram Black is
lost, but he can still make life difficult by
playing 1. ... Bg4. The aim of this move is
not hard to see: after 2. Bxg4 Kxg4, White
is left with two knights. White’s only road
to victory is 2. Nf2 Bxh5 3. Nf5 mate.
Although pins are an effective weapon, it is
unwise to put too much trust in them. In the
diagram (■=>) Black is not threatening to
take on f4. But is he threatening something
else? Can Black protect or move away his
rook with a gain of tempo? This question is
the first step to the correct solution, which
is the move l. ... Rg8. The pin has been
removed and Nf4 is in danger, but because
of the pin the knight cannot move. White 1 f# I
should play 1. Nh5.
In the diagram (ft) Black has just played
A A A AAAA
e4, attacking the knight. What makes this to A to
position difficult is that this threat distracts
students from recognizing the other danger: f A A
since the queen can no longer retreat to d3, ft Aft
Na5 is also a serious threat. The only way
for White to avoid losing material is to play A A i A A A
l.N g5. 2 А Ф Ж
114
Finally, the position in the diagram (1>) is
representative of a frequently made error.
There is no threat present yet, but playing a
move creates a threat. Black wants to chase
away the bishop by playing 1. ... b5 and to
exchange queens, thereby giving White a
doubled pawn. This is a good strategic
plan, but it fails tactically. After 1. ... b5
the Black queen is no longer protected, so
that White can play 2. Bxf7+, winning on
the spot.
This has been a long lesson. Note, though,
that it is not necessary to discuss all the
examples. This will depend on the level of
the answers given by the students. What is
most important is that the students learn to
recognize the threats of the opponent. This
requires a change in perspective, since at
this level most students focus on their own
opportunities only.
P ractice
Workbook
115
for general characteristics is the appropriate key to solve
the exercises.
Mistake: No appropriate move to counter the threat is found.
Help: Ask the student to indicate what the threat is. This will
help to highlight the attacking targets. After this, ask the
student to provide a move which renders the threatening
move impossible, or which brings the attacking target into
safety.
Answers
116
17__________ Key squares (2)
P rior knowledge
• the square of the pawn
• key squares (lesson 14)
Acquisition
Concepts
Zugzwang, passing
Instruction
In lesson 14 the concept of key square was
introduced. Gaining control of a key square
makes it possible to win a game. In the
present lesson we will learn the technique
that is required for gaining control of (and
occupying) key squares. We will also look
at the technique required to control key
squares by means of protection.
Consider the diagram (£). If Black is to
move, then he must relinquish his control
of one of the three key squares. After 1. ...
Kc6 White can occupy a key square with 2.
Ka5. If, on the other hand, White is to
move, he will probably play the king to
either a4 or c4, after which Black can
successfully defend the key squares on a6
and c6. The principle is clear: losing con
trol of a key square must, if possible, be
avoided at all cost. This means that it is in
some cases disadvantageous to be the side
that is to move. The term that is used for
117
this scenario is ‘Zugzwang’.
In the diagram (1>) White can occupy one
of the key squares by playing the prepa
ratory move 1. Kf5. Black is now in Zug
zwang. Black’s best reply would be to
pass, but this, unfortunately, is not per
mitted. The black king must yield, for in
stance by 1. ... Kg7, after which White can
occupy a key square with 2. Кеб.
It is important that the students practice
these positions thoroughly. This will give
them an idea of the correct strategy.
In the left part of the diagram (<=>) White
can gain control of a key square by forcing
Black to yield. White must continue using
this strategy until he has reached one of the
key squares. An illustrative variation is 1.
Ka4 Kb6 2. Kb4 Kc6 3. Kc4 Kd6 4. Kb5,
winning.
In the right part of the diagram White can
reach one of the key squares by correctly
judging the distance between the two
kings: after 1. Kh3! Kf5 2. Kh4 Kg6 3.
Kg4 Black is forced to yield, and White
can occupy a key square.
For the defending side, the strategy that is
required for the protection of key squares is
also based on the principle that yielding is
disadvantageous.
In the left part of the diagram (£) White is
threatening to gain control of a key square
with 2. Kb5. Black must therefore play 1.
... Kc6, after which White will be unable to
occupy a key square. After 2. Kb4 Kb6 3.
Ka4 Ka6 White cannot make any progress.
In the right part of the diagram Black’s best
bet is 1. ... Kg7 (1. ... Kf7 and 1. ... Kh7
are also adequate). A possible continuation
is 2. Kf5 КГ7 3. g6+ Kg7 4. Kg5 Kg8! (the
only move) 5. Kf6 Kf8 6. g7+ Kg8 7. Kg6
118
stalemate. If the pawn is positioned on the
6th rank, the king must move back in a
straight line.
In the diagram (ft) the position is drawn,
regardless of whether it is White or Black
that is to move. If it is White’s move, he
can try 1. Kb4. Black must meet this move
with 1. ... Kb6; if White plays 1. Kc4 the
correct reply is 1. ... Kc6!. In both cases
Black prevents having to yield on the next
move; this strategy will guarantee a draw.
If Black is to move, then he must take into
account an imminent 2. Kb4 or 2. Kc4,
which Black must be able to meet with 2.
... Kb6 and 2. ... Kc6, respectively. This
means that Black must move the king to a
square that borders on both b6 and c6. The
only square which meets this criterion is
c7; thus, 1. ... Kc7! is the only move that
draws. Ask the students to finish this game
position.
The diagram («=>) is slightly more difficult.
If Black is to move, he must take into
account the moves 2. Ke4 and 2. Kf4.
Black must be able to meet these with 2....
Кеб and 2. ... Kf6, respectively. This
suggests that Black has a choice between 1.
... Ke7 and 1.... Kf7. Both are sufficient to
draw. Note, however, that if Black chooses
the latter option, then a subsequent 2. Kf3
must be countered with 2.... Kg7!.
In the diagram (ft) Black has a pawn, but is
nevertheless in danger of losing. White is
threatening to pick up the pawn with 2.
Kb5. Black has no chance after 1. ... Kb7
2. Kb5 Kc7 3. Kxc5. In this line Black will
also lose after 2. ... c4 2. bxc4. The correct
approach is to sacrifice the pawn straight
away: 1.... c4 2. bxc4 Ka7 3. Kb5 Kb7 4.
Kc5 Kc7, drawing.
119
In the diagram (ft) White is threatening to
pick up the e5-pawn with 1. Kf5. It is too
late to try and defend the key squares of the
f3-pawn: 1. ... Kg7 2. Kf5 Kf7 3. Kxe5,
and White has control of a key square. A
better try is 2. ... e4, which draws after 3.
fxe4? Kf7. The problem is that White has a
better reply: after 3. Kxe4 Kf6, 4. Kf4
wins. Black must start with the surprising
1. ... e4. This move forces White to take
with the pawn. As a consequence, the
pattern of the key squares is changed: all of
sudden the key squares are d6, e6 and f6;
and these can be successfully defended by
Black, although Black still must be careful:
1. ... e4 2. fxe4 Kg8! 3. Kg5 Kg7! 4. Kf5
КТ7 5. Ke5 Ke7, drawing.
120
In the left part of the diagram (0) White is
unable to win because he cannot force the
Black king out of the comer. With the
pawn on the edge of the board, White lacks
sufficient room for manoeuvring.
In the right part of the diagram White can
win by shielding off the black king with 1.
Kg7. But if it is Black’s move, the position
is a draw, the point being that after I. ...
Kf8 2. Kh7 Kf7 White is unable to make
any progress. A defending king can always
block an a-pawn or h-pawn if it can reach
the comer square. The diagram also shows
that the Black king can block the white h-
pawn if it manages to reach f8 (the same
situation applies in the case of a black a-
pawn and a white king on cl, of course).
Lesson 3+ of the Manual 3+ is devoted to
pawn endings with rooks’ pawns.
P ractice
Reminder
О Key squares
Workbook
121
good idea to ask another student to explain the subject
matter.
Mistake: The student fails to spot a defending king move ‘at a
distance’ (positions 7, 8 and 9).
Help: Students lacking the necessary spatial knowledge will
continue to make mistakes in these exercises. Use the
board and put counters on the key squares. The defending
side must ensure that the enemy king cannot reach a key
square. All the defending side has to do is control the key
squares; it is not necessary to occupy them.
□ Test / Repetition: С A
Explanation: The positions will be familiar. Problems are to be
expected only when the students have insufficiently
mastered the subject matter.
□ Test / Mix: F AA
Explanation: The themes of the positions have been covered in lessons
12-15 of Step 3: ‘defending against a pin’, ‘trapping a
piece’, ‘key squares’ and ‘a pinned piece is not a good
defender’. The themes need not necessarily be discussed
with the students; this depends on the students’ experience
with doing mixed tests. A good way to start is to have an
in-class discussion of some of the positions first.
□ Test / Mix: G AAA
Explanation: The themes of the positions have been covered in Step 2
and Step 3.
122
A nsw ers
□ Test / Repetition: C
1) 1. Rxe6# 7) 1. Nf6+
2) 1.... Qf6 8) 1.... Qa8
3) 1.... c4 9) l.K b6
4) 1. Bxd5 10) 1.... Nb8
5) 1. Kg5 11) 1. Ne2
6) 1.... Rd7 12) 1. Bd2
□ Test / Mix: F
1) 1.... Nb6 (defending against 5) 1.... Ng4 and if 2. Bxd8 then
a pin) Nf2# (defending against a
2) 1.... Kf3 2. Kel Kg2 (key pin)
squares) 6) 1. Kh2 (pin)
3) 1. Bg5 (trapping a piece) 8) 1. b8D+ Kxb8 2. Kb6 but not
4) 1. Qd4 (double attack with 2. b6 Kc8 3. b7+ Kb8,
the queen) drawing (key squares)
123
9) 1.... g5 followed by 2. ... has no time to take on e4)
Kg6 and the bishop goes 11) 1. Ne7+ Kh8 2. Ng6+ (a
(trapping a piece) pinned piece is not a good
10) 1. Ral (defending against a defender)
pin; the threat is 2. Rxa7+ 12) 1. Bd5 (trapping a piece)
Kxa7 3. Ra2#, and so Black
□ Test / Mix: G
1 ) 1. Rh2+ Bxh2 2. Qh4# (luring 7) 1. Rxh7+ (mate through
away + mate) access)
2) 1.... Kd3 2.K b2c4 3.K cl 8) 1. ... Rhl+ (luring away +
Kc3 (square of the pawn, mate)
assisting and key squares) 9) 1. Qe4+ of 1. Qc6+ of 1.
3) 1. Ng5+; not 1. Nf6+ Nxf6, Dg2+ (draw by perpetual
when Re8 is protected check)
(discovered attack) 10) 1. Bf4 (X-ray attack)
4) 1.... g4 (trapping a piece) 11) 1. Nc8+ Ka8 2. Nb6+ (draw
5) Drawing by perpetual check)
6) 1. Rxh6+ Bxh6 2. Rh7# (mate 12) 1.... Kc4 (square of the pawn,
through access) shielding off)
124
List of concepts
125
exchange, i.e. he has made a profitable exchange
(or ‘is the exchange up’). It makes a difference of
two points.
exchange As a verb, a synonymous for ‘trade’.
flight square A term that is mostly used to indicate a square
where the king may escape to. Less often used for
other pieces.
forced move The only move which does not straight away lead
to a loss. There is no reasonable alternative.
fork A double attack with a knight (knight fork) or with
a pawn (pawn fork).
gambit A sacrifice during the opening phase, usually in the
form of a pawn.
getting a queen Popular expression for pushing a pawn to the other
side of the board. Strictly speaking, this is an in
accurate phrase because pieces other than the queen
could also be selected.
hanging Insufficiently protected. A piece that is dangling or
hanging, is being attacked and the immediate threat
is that it will be lost.
hole A flight square for the king (mostly in a castled
position). To make ‘air’ is to advance one of the
pawns in front of the castled king.
j ’adoube French for T adjust’, to be uttered immediately
before readjusting a chess piece. This prevents a
player from having to play with the piece touched.
kingside The part of the board that consists of the e-, f-, g-
and h-files.
line change A change in the line of a pawn; this usually
involves the knight’s pawn being lured to the edge
of the board (see lesson 3+).
line piece The queen, rook or bishop
line A file, rank or diagonal
major pieces Queens or rooks.
middlegame The phase of the game between the opening and the
endgame.
minor pieces Bishops and knights.
minor promotion The promotion of a pawn to a rook, bishop or
knight.
mobile pawn centre Central pawns that have not been fixed.
126
opening The initial phase of a game during which both sides
develop their pieces.
passive A term that refers to the position of a piece which
lacks activity.
pawn structure The way in which pawns of the same colour are
grouped.
Petrov defence The name of an opening.
piece Strictly speaking, this term refers to king, queens,
rooks, bishops or knights. In this manual, the ex
pression ‘pieces’ is also used to refer to pieces and
pawns collectively. Which of the two meanings is
intended will be clear from the context.
queenside The part of the board that consists of the a-, b-, c-
and d-files.
quiet move A (usually very strong) move that does not involve
a check or a capture.
refute Showing that a certain move (or series of moves) is
not correct.
resigning Giving up a game before being mated. Resigning
does not happen very frequently at Step 3 level.
sacrifice Giving up material voluntarily in order to gain an
other advantage or to avoid a greater disadvantage.
shielding off Making sure that an enemy piece (usually the king)
cannot gain access to a particular area of the board.
simultaneous display A match in which one player plays against more
than one player at the same time.
strategy A long-term plan.
tactics A move or series of moves to force gain of mate
rial, mate or a draw.
tactics Everyday usage: a short-term procedure for carry
ing out a particular plan or for achieving a parti
cular goal (e.g. ‘the wrong tactics’).
tempo Indication for a move (Italian for time).
trap A move which, while perhaps not objectively the
best, entices the opponent to play an obvious but
wrong move.
127
Ordering
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Prices
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Prices are all exclusive of mailing charges or applicable local sales tax.
Information
C. van Wijgerden
Lotte Stam-Beesestraat 78
3066 HB Rotterdam
The Netherlands
Tel: 31 (0)10 4564122
Fax: 31 (0)10 4564184
E-mail: info@stappenmethode.nl
128