Archive for the ‘Endgame’ category

Detailed Chess Training Schedule

July 14th, 2009

Building upon the generic training schedule the detailed chess training schedule includes information on the topics and materials to be covered during my chess training sessions. This list is customized for me, but I am including it as an example for others to build upon as well as for my own reference.

Monday July 13th
Study Endings using Silman’s Endgame Course (1hr)
Solve tactics on chess.com (30min)

Tuesday July 14th
Study Strategy from My System (1hr)
Solve endings using Chess Tempo (30min)

Wednesday July 15th
Play G/30 Game
Annotate game

Thursday July 16th
Solve strategy using content from Chess Master Schools (1hr)
Solve tactics on chess.com (30min)

Friday July 17th
Study openings (Nimzo-Indian) (1hr)
Solve endings using Chess Tempo (30min)

Saturday July 18th
Play G/30 Game
Annotate game

Sunday July 19th
Catch-up day

Classic Endgame Pawn Breakthrough

July 13th, 2009

Endgame Positions

July 11th, 2009

I have added a JavaScript replay chess board which contains critical endgame positions. Right now it contains three positions mainly King and pawn endgames dealing with the opposition, but I plan on adding more every couple of days.

Lucena Position

May 26th, 2008

Lucena Position Silman calls the Lucena Position “The Holy Grail of Rook Endings”. In this position Regardless of who’s turn it is to move, White wins.

1.Rf2+ Forcing Black’s King to leave the scene of the battle.

1…Kg7 [1...Kg6 2.Rf4 Kg5 3.Rd4 Kf6 4.Ke8 Re1+ 5.Kf8 Rf1 6.d8Q+ Ke5+ 7.Ke7 ]

2.Rf4 Building a bridge.

2…Kg6 3.Ke7 Only now should White leave the cover of his pawn. Since promotion is threatened Black must go into checking mode.

3…Re1+ 4.Kd6 Rd1+ 5.Ke6 Re1+ 6.Kd5 Rd1+ 7.Rd4 Rxd4+ 8.Kxd4 Kf6 9.d8Q+ 1-0

King and Pawn Endings

November 24th, 2007

The following game illustrates (starting in move 49.) how to exploit an extra pawn in a King and pawn endgame with many pawns left on the board. This example comes from James Howell’s excellent book ‘Essential Chess Endings’.

Things to remember:

1. Activate the king.

2. Create a passed pawn to tie down your opponent’s king.

3. Cut out any of your opponent’s counterplay.

4. Once your opponent has run out ouf pawn moves it should be easy to force his king back.

5. Either penetrate with your king and pick off your opponent’s pawns while they are busy dealing with your passed pawn or advance your king and passed pawn to paralyze your opponent’s king and force him to make concessions with his remaining pawns.

King and Pawn Endgame with Pawns on Both Wings

September 21st, 2007

The following endgame example illustrates how to turn a one pawn advantage into a win:

The conversion of an extra pawn falls into three phases: 1) the King is activated. 1.Kf1

pawns_1.jpg

1…Ke7 2.Ke2 Kd6 3.Kd3 Kd5 2)Mobilization of the majority. 4.b4

pawns_2.jpg

Mobilize by moving the “candidate”, which is the unopposed pawn.4…Kc6 5.Kc4 h5 6.a4 h4 7.b5+ Kb6 8.Kb4 g5 9.a5+

pawns_3.jpg

9…Kb7 10.Kc5 Kc7 11.b6+ axb6+ 12.axb6+ Kb7

pawns_4.jpg

3) The King goes to the Kingside to gobble up the Black pawns (transformation of one advantage to another):13.Kd6 Kxb6 14.Ke7 f5 15.Kf6+-  .

Triangulation

February 19th, 2007

Triangulation refers to a King maneuver which aims to lose a tempo, and leave the opponent with the move. (Dvoretsky) The d5 and d7 square are in correspondence. White in this position can easily “lose” a tempo and place his opponent in zugzwang.

Triangulation Position 1

1.Ke5! Kc6 2.Kd4 Kd7 3.Kd5 White has acheived his aim, by creating a triange with his King. We are now back to the starting position, except that White now has the opposition and it is Black’s turn to move, and the rest is a matter of technique. 3…Kc8 4.Ke6! Attaining the diagonal opposition. 4…Kd8 5.Kd6 Attaining the vertical opposition. 5…Kc8 6.Ke7 Kb8 7.Kd7 Ka8 8.c6+-

Triangulation Posiiton 2
Position after White’s 8th move.

The game would continue as follows: bxc6 9.Kc7 c5 10.b7+ Ka7 11.b8Q+.

Key Squares

February 12th, 2007

Key squares are squares whose occupation by the King assures victory, regardless of whose turn it is to move. (Dvoretsky)

Key Squares with Pawn on Fourth Rank

White to move is a draw.

It is important to note that a pawn on the 4th rank or below has 3 key squares, whereas a pawn on the 5th rank or higher has six key squares.
Key Squares with Pawn on 5th Rank

A Pawn on the 5th rank or higher has 6 key squares.

In the example below the key squares are a6, b6 and c6. The key to winning in this position is for the White king to head to the square furthest away from the enemy King (a6), since that square will be the hardest to defend.

Key Squares Example I

1.Kc2! Ke7 2.Kb3 Kd6 3.Ka4 (3.Kc4? Kc6=) 3…Kc6 4.Ka5 Kb7 5.Kb5 +- and Black is in zugzwang.

Pawn Breakthrough

December 21st, 2006

The following is a classic pawn breakthrough that creates a passed pawn for the most advanced side. The key things to keep in mind is that this breakthrough will only work for the side that is most advanced and both the breakthrough and defense begin by moving the middle pawn.

Pawn Breakthrough
White to move and win

1.b6! The breakthrough works for the side that is most advanced, in this case White. 1…cxb6 [1...axb6 2.c6 bxc6 3.a6] 2.a6 This move removes the b7 pawn. 2…bxa6 3.c6 and the c-pawn promotes, because the Black King is too far away to stop it. If Black had the move he could have defended with 1…b6! preventing the breakthrough.

Ruben Fine’s Thirty Rules of Chess

October 4th, 2006

TEN OPENING RULES

1. Open with a center pawn.

2. Develop with threats.

3. Knights before Bishops.

4. Don’t move the same piece twice.

5. Make as few pawn moves as possible in the opening.

6. Don’t bring your Queen out too early.

7. Castle as soon as possible, preferably on the Kingside.

8. Always play to gain control, of the center.

9. Try to maintain at least one pawn in the center.

10. Don’t sacrifice without a clear and adequate reason. For a sacrificed pawn you must:

A. Gain three tempi, or
B. Deflect the enemy Queen, or
C. Prevent castling, or
D. Build up a strong attack.
» Read more: Ruben Fine’s Thirty Rules of Chess

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