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 Abacci > Chess > Tactics > Pawn Endgames  
 


Pawn Endgames

In most of these cases some pieces are on the board in addition to the Pawns and sometimes it is only by their exchange that the game can be won. The most elementary example is that shown in the following Diagram.

                8
                7
                6
            5
4
              3
                2
            1
a
b
c
d
e
f
g
h
 

White is a Pawn ahead and it will be white's object to Queen it. The beginner, in their haste to advance the Pawn, will probably play P- e5 at once and lose the Pawn, as Black can answer Q-d4 check with simultaneous attack on the Pawn. The correct way to play for White is (1) Q-d1+, K-a3 or b4; (2) Qxa4, Kxa4. Now that the Queens are exchanged White need not any longer worry about any interference with its plans to queen the Pawn except maneuvers of the black King, which might still lead to the capture or the blockade of the Pawn.

A rash advance of the Pawn would again be the wrong thing. The right way of playing is indicated by a simple calculation. The Pawn needs four moves to reach the queening square. But the black King arrives there in the same number of moves, so that he can capture the Pawn the moment he queens. Consequently White will only be able to enforce the safe queening of its Pawn if he can gain control of the queening square with its own King, thus protecting the Pawn at the time of queening.

Now, White needs three moves to bring its King up to its Pawn on f4. In the meantime Black will have reached the square d6 and after White's (4) K-f5 Black will block the further advance of White's King by K-e7. However, White can force Black to give the way free. The maneuver by which he does this is one which occurs in a similar form in nearly all Pawn endings and its thorough grasp is therefore essential. The diagram below shows the critical position.

                8
              7
                6
          5
  4
                3
                2
                1
a
b
c
d
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f
g
h
 

White can win the game only by playing (5) K-e5. The technical term for this move is "going into OPPOSITION." The Kings oppose each other in one line on squares of the same color and the one who has to move out of opposition--in this case Black's King--is compelled to allow the advance of the opposing King to the next line. If Black plays K-d7, White answers (6) K-f6, and if Black plays K-f7, (6) K-d6 would follow. Then, after Black's K-e8, White repeats the maneuver by taking the opposition with (7) K- e6, and again Black must back out with either K-d8 or K-f8, so that White can advance to either f7 or d7. This clears the way for the Pawn who now advances unimpeded to the queening square.

The important role which the opposition of the Kings play in Pawn endings is still more strikingly illustrated by the situations which would result if in the position of the above game, White played (5) P-e5 instead of K-e5. Black would then draw the game by maintaining the opposition himself. She would play K-f7 and although after (6) P-e6, K-e7; (7) K-e5 White has regained the opposition he cannot keep it if Black continues correctly. The move which saves the game for Black is K-e8. K-d8 or K-f8 lose, as then White could go into opposition by K-d6 or K-f6. The play in these three cases would be this: A: (7) ..., K-e8, (8) K-f6, K-f8; (9) P-e7+, K-e8; (10) K-e6 and Black is stalemate, the game is drawn. B: (7) ..., K-d8; (8) K-d6, K-e8; (9) P-e7 and Black must move K-f7 enabling White to obtain control of the queening square by (10) K-d7. C: (7) ..., K-f8, (8) K-f6, K-e8, etc., similar to the play in B.

To sum up the investigation of this Pawn ending: The deciding factor is the opposition of the Kings on the 6th and 8th ranks. If the weaker party succeeds in obtaining that opposition with the Pawn on the 6th rank he draws the game.

If the Pawn is not yet advanced to the 6th rank the opposition of the Kings is of no avail to the weaker party as the Pawn advancing would force the opposing King out of opposition again. Suppose, for instance, White has the King on e6 and the Pawn on e5 while Black's King stands on e8 with White on the move. White must get out of opposition by playing K-f6 or K-d6 and Black keeps the opposition by K-f8 or K-d8. But then White has a move to spare which forces Black out of opposition and thereby wins the game. He plays P-e6 and the game ends in the way discussed above.

The ending King and Pawn against King is one of the most important for every Chess player to know, not only because a great number of positions can be reduced to this ending by the exchange of all the other pieces left on the board, but also because it gives the first insight into the peculiar maneuvers of the King which have to be carried out in connection with gaining or giving up the opposition, and which, as will be seen later on, constitute the essence of the most frequent pawn endings.

For the beginner, of course, the opposition maneuvers are rather difficult to grasp and it is fortunate that the vast majority of pawn endings are of a much simpler form. The winning maneuver in these endings into which most Chess games resolve themselves, is easily explained and after understanding it the beginner can readily see the fundamental principle underlying every game.

The diagram below shows a typical position on which the winning method should be studied. White is a pawn ahead, but as demonstrated on the position of the game above, cannot queen the passed Pawn because its King is not in front of it. On the other hand, there cannot possibly be any advantage in advancing the Pawns on the other side of the board as there Black has the same number of Pawns as White and consequently there is no reason why one of the white Pawns should succeed in breaking through. It is all the same very easy for White to win and the strategy to be employed will be evident from the following consideration: Black's King is considerably confined in its move pieces ts as she has to be constantly watching White's passed Pawn.

                8
                7
              6
        5
    4
            3
              2
                1
a
b
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h
 

White's King, however, is free to go wherever he likes without any immediate danger. There is consequently nothing to hinder him attacking and capturing the black Pawns, for if Black's King tries to stop White's advance, White's passed Pawn marches on and compels the opposing King to catch it, thereby giving the way free to its own King. According to this scheme play could proceed like this: (1) K-d3, K-d5; (2) K-e3, K-e5; (3) P-b4, P-g5; (4) P- b5, K-d5; (5) P-b6, K-c6; (6) K-d4, Kxb6; (7) K-e5, P-f4; (8) K- f5, K-c6; (9) Kxg5, K-d6; (10) Kxf4, K-e6; (11) K-g5, K-f7. Now White would win even without the Pawn g2 by playing (12) K-f5 and so on as explained earlier.

From the foregoing it will be clear to the beginner that if a player succeeds in winning a Pawn they can win the game if they are able to exchange all pieces so that only the Pawns are left. However, they will not yet see the way in which this exchange of pieces can be forced. It is evident that the player who has lost the Pawn will try to avoid the exchange, hoping that they may be able to regain the Pawn with their pieces. Therefore, they will permit their opponent an exchange only if, in avoiding it, they would sustain an additional loss. The position of the game below offers a simple example. White on the move will play R-e5, offering the exchange of Rooks. If Black tried to avoid the exchange by playing R-b6, White would capture the Pawn f5 with the Rook and after Black's King moves out of check he would take the Pawn g4 too. Therefore Black has to make the offered exchange of Rooks, and White then wins by advancing the c-Pawn which forces Black's King over to the Queen's wing and leaves the Pawns of the King's wing unprotected.

                8
              7
        6
      5
    4
            3
              2
                1
a
b
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The beginner might think that inasmuch as the loss of a Pawn in most cases means the loss of the game on account of the final promotion of the Pawn to the Queen, it may be advisable to sacrifice a piece if thereby the loss of a Pawn can be avoided. However, this idea, which is frequently met, is altogether wrong as the additional piece will easily enable the opponent to gain as many Pawns as they like within the further course of the game. The position below may serve as an example.

                8
          7
      6
          5
      4
              3
          2
                1
a
b
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d
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h
 

In the following line of play it is assumed that Black makes the best moves, but the method employed is the same for any defensive maneuvers which Black might try, with the only difference that White would win still more quickly. (1) Kt-c5, B-c6; (2) B-f3, Bxf3; (3) Kxf3, P-b6; (4) Kt-e6, P-c5; (5) P-a4. This move retains the black Pawns so that the Knight can attack them with better effect. (5) ..., P-c4; (6) Kt-c7, K-g7; (7) Kt-b5, P-a6; (8) Kt-d6, K-f6; (9) Ktxc4, P-b5; (10) Pxb5, Pxb5; (n) Kt-a3, P- b4; (12) Kt-c2, P-b3; (13) Kt-d4, etc.

Often it happens that a player can give up an additional piece to advantage for one or two Pawns thereby enforcing an ending which is won on account of the Pawn position. Here is an example:

                8
              7
      6
        5
      4
            3
              2
                1
a
b
c
d
e
f
g
h
 

Black is a piece down but its two connected passed Pawns constitute a dangerous threat. White, therefore, does best to sacrifice a Knight for the two Pawns, and then remains with two Pawns against one. Black must finally give up its Bishop for White's a-Pawn who threatens to queen, and then White wins by capturing Black's g-Pawn and queening its own. Play might proceed as follows: (1) Ktxc2, Pxc2; (2) Ktxc2, B-d5; (3) Kt-b4, B-a8; (4) P-a6, K-g6; (5) P-a7, K-f6; (6) Kt-a6, K-e7; (7) Kt-c7, B-h1; (8) P-a8 (Queen), Bxa8; (9) Ktxa8, K-f6; (10) Kt-c7, K-g6; (11) Kt-d5, K-h6; (12) K-f5, K-h7; (13) K-g5, K-h8; (14) K-g6, K-g8; (15) Kt-e7+, K-h8; (16) Kt-f5, K-g8; (17) Ktxg7, K-h8; (18) K-f7, K-h7; (19) P-g5, K-h8; (20) Kt-f5, White could not play P-g6, as Black would have been stalemate. (20) ..., K-h7; (21) P-g6+, K- h8; (22) P-g7+, K-h7; (23) P-g8 (Queen) mate.

The game endings discussed up to now have illustrated the method of winning with a superior force and it is now possible for the beginner to understand that the leading rule for all maneuvers is to AVOID THE LOSS OF MATERIAL--no matter how small--as it will ultimately lead to the loss of the game by one pawn or the other queening.

The next step will be to find out under what conditions it is possible to gain a piece and when it will be possible to avoid loss. To understand the attacking and defensive maneuvers involved it is necessary first to become acquainted with the different ways in which the various pieces can be made to do some useful work, where their strength lies and where their weakness, and how they are able to cooperate. Not before all this is clear to the beginner--in the outlines at least--will they be in a position to play a sensible game or even to understand the most elementary strategic principles.

The reader is therefore urged to study carefully the next section in which the characteristic features of the different pieces are discussed. In this way you will much more quickly arrive at a fair playing strength than by relying on the experience which you may gain in playing a great number of games, trying to find out everything for yourself instead of profiting by the knowledge which has been gathered by others in centuries of study.

 

 

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