Chapter 8
Endings of Games - Continued
WE have now to direct our attention to those terminations in which both parties are left with Pieces or Pawns towards the end ;of a game. In such cases the variations are, of course, more numerous and complicated than in the examples hitherto examined.
HOW TO WIN WITH THE KING AND QUEEN AGAINST THE KING AND A ROOK.
In this end game the superior force wins in all general positions, the only exceptions being those cases in which the other party escapes defeat by a Stale-mate, one of which is as follows : -
With a few exceptional instances of this nature, you can always win with the Queen against the Rook. Your endeavour mu>t be to separate the King and the Rook, by Checking the former, and driving him to one side of the board : and then, by Checking both King and Rook, you may often win the latter. Take the following instance (see Diagram No. 22).
In this position, which is given by the celebrated Lolli, were it your move, yon would win at once by taking the Rook, Ch., &c. : but Black has to play. and of the great variety of moves at his command, the best has been found to be R. to K. B.'s 7th. Ch., after which yon can win his Rook, or give him Check-mate in a few moves, ex. gr. : -
HOW TO WIN WITH THE KING AND QUEEN AGAINST THE KING, ROOK, AND PAWN.
With some few exceptions, the Queen wins also, though not so easily, against a Rook and Pawn. The two following diagrams exhibit both a won and a drawn game : -
With the move, White in this position wins : -
THE KING AND QUEEN AGAINST THE KING AND TWO MINOR PIECES.
The Queen usually proves the conqueror against two Bishops, or two Knights, or a Knight and Bishop ; but there are many instances in which the weaker force may draw the game. For these we must be content to refer the student to the "Chess-Players Handbook," pages 420 - 428, where he will find these end-games copiously examined.
HOW TO WIN WITH THE KING AND QUEEN AND A PAWN AGAINST THE KING AND QUEEN.
As a general rule, when one side is left with a Queen and Pawn against a Queen, the game ends in a drawn battle by means of perpetual Check : but when the Pawn has reached the 7th sq., and is besides supported by his King, situations of great interest occur, where the Pawn can be Queened, and the game won.
The following is one of this description : -
HOW TO WIN WITH THE KING AND QUEEN AGAINST THE KING AND ONE OR MORE PAWNS.
Knowing the amazing power of a Queen, you will readily surmise that m most cases she can stop and win the adverse Pawns in detail, but there are instances where even a single Pawn well advanced and sustained by its King, will draw the game. The first examples show the method of winning against a single Pawn, and also against two united Pawns.
This analysis runs to some length, but you must not be deterred on that account from going through it until you understand the principle.
In this situation, which is taken from Cozio, the Queen wins against two advanced Pawns, as follows : -
VARIATION A.
The exceptions to the general rule of the Queen winning against an advanced Pawn are those cases where the Pawn is on a Bishop's or a Rook's file when, owing to the chance he has of getting Stale-mate. Black often draws the game.
The following Diagram is an example : -
The result is the same frequently when the Pawn is on a Rook's file, ex. gr.: -
The game is obviously drawn, for if you keep the Queen on the K. Kt.'s file, Black is Stale-mated, and if you move her away he can always bring out his King, and threaten next time to make a Queen.
Even, however, when the Pawn is on a Bishop's or a Rook's file, you may mostly win with the Queen, provided your King is near the Pawn, ex. gr.: -
VARIATION A.
THE KING AND A ROOK AGAINST THE KING AND A BISHOP.
In this case the game usually ends as a remise. The most secure position for the weaker force is to get his King to a corner square of a different colour to the diagonal on which his Bishop plays, and then he cannot be driven from the angle. He should also endeavour so to play his Bishop that your King cannot face his, with one square between, and should likewise keep his Bishop generally at a distance from your King. If he neglects these precautions the Rook will often win. The following shows the proper method to move the Bishop in ordinary cases : -
THE KING AND A ROOK AGAINST A KING AND A KNIGHT.
The Rook wins in more positions against a Kt. than against a Bishop : yet here, too, in ordinary instances, the game is mostly drawn. The player with the Kt. should try to keep his Kt. as close as possible to his King, and avoid playing either to the corner square of the board. The following positions will assist yon greatly in understanding the best mode of play for both parties (see Diagram No. 32).
In this case, owing to his King being posted in the corner, you can win without much trouble, whether you have play first or not. ex. gr.: -
The following (see Diagram 34) is an example of a drawn game with these forces : -
He may also, as Lolli remarks, play the Kt. to Q.'s 3rd, and prevent your Check-mating him. or gaining the Kt. : but if he venture in this situation to move him to the corner sq., giving Ch., you inevitably win the game.
For suppose : -
THE KING WITH A ROOK AND PAWN AGAINST THE KING AND A BISHOP.
Since the Rook. as you have seen, can occasionally win against the Bishop, it is reasonable to suppose that, with the aid of a Pawn, he can invariably do so. But such is not the case, for there are many positions in which the weaker force can draw the game. The following are two of these, and they will repay your study : -
And the game must be drawn.
In this situation (Diagram No. 36) Black draws the game, whether he has or has not to play. In the first place, suppose you begin : -
And the game can only be drawn. (For other variations see page 437 of the "Chess-Player's Handbook.")
THE KING AND A ROOK AND PAWN AGAINST THE KING AND A ROOK.
This is an end-game of very frequent occurrence, and generally results in a drawn battle ; but there are very many instances in which, by placing the Rook in a position to cut off the adverse King from the file on which the Pawn marches, the latter may be got up to Queen.
For example, in the above situation (Diagram No. 37). White having the move, wins thus : -
At this juncture, according to Cozio, if Black play first, he can win the game as follows : -
VARIATION A.
This is ingeniously played by Black, but you will find, or we are mistaken, that Cozio has overlooked a move at White's command which turns the tables completely. Set the position once more according to the Diagram, and begin again with
On looking at the situation you will see that playing your Rook to Q.'s B.'s 8th, instead of to K. R.'s 8th, makes a world of difference, since it enables you to discover Check when you move your King out of Check, and thus to gain the very time required to Queen your Pawn.
A similar and equally instructive position occurs in the same author (see Diagram No. 40).
From this point, disadvantageous as the situation appears to be for White, he can draw the game if he have first move ; for suppose : -
Cozio now recommends White to play, 3. P. to K. B.'s 7th, and pursues the game thus : -
If to B.'s 4th, Black replies with R. to K.'s 8th, always threatening to win the Pawn : -
And the game must be drawn.
He overlooks, however, that instead of moving 3. R. to K.'s 8th. when the Pawn is advanced to B.'s 7th, Black could play 3. K. to his 8th, and win.
White's correct play, therefore, at move 3. is K. to his Kt.'s 4th, and then the game is surely drawn.
VARIATION A.
And the game must be drawn.
THE KING WITH A ROOK AGAINST THE KING AND ONE OR MORE PAWNS.
You have already seen some instances in which a single Pawn can draw the game even against a Queen : you may readily suppose, then, that in similar situations it is easier to do so against a Rook. And this you will find to be the case, and that where there are two united Pawns they often win in spite of him.
The following are examples in point : -
Here White must lose, even though he play first : -
In the position as shown in Diagram 42, Black, having the first move, will win the game, ex. gr. : -
When the Kings are at a distance (see Diagram No. 43) two united Pawns at their 6th squares almost invariably win against a Rook : -
Suppose White to play first : -
For the result of a Rook opposed to three Pawns, you may, when more advanced, consult the "Handbook," pages 445-456.
THE KING AND TWO ROOKS AGAINST THE KING AND ROOK.
The larger force in this case usually wins with ease by forcing an exchange of the single Rook. Even here, however, the rule is not without exception, as the following situation proves. (see Diagram No. 44): -
Here, from the circumstances of his King being placed in a position of Stale-mate. Black, by offering to sacrifice his Rook, can draw the game.
Suppose -
The next position, from Stamma, as seen in Diagram No. 45. is a beautiful instance in which the two Rooks win.
Black, you will observe, now threatens either to Check-mate at once, or win one of the Rooks : by skilful play, however. White can force the game. For suppose -
THE KING WITH A ROOK AND BISHOP AGAINST THE KING AND A ROOK.
For somewhere about two centuries. Chess authorities have been at issue as the possibility of the major force, in this case, winning from all positions : but the muchvexed question appears at length to be definitely settled - and in the negative. As. however, the subject presents difficulties quite insurmountable by any but an experienced player, it will be sufficient in the present treatise to exhibit two or three of the leading situations, and refer you for further information regarding it to the "Handbook," pages 449-468, where the whole of the very copious and scientific analysis, by which the conclusion is demonstrated, will be found in extenso. The following is the position which Philidor gives as one which the Black may always be forced to take up. If he had only show how, the question would long since have been set at rest, since, granting him this position (see Diagram No. 46), nothing can be
VARIATION I.
Beginning at Black's 4th move : -
VARIATION II.
Beginning at Black's 5th move : -
VARIATION III.
Beginning from Black's 7th move : -
Again set up the Pieces as in the Diagram, and play up to the 7th move : but on Black's side, instead of R. to Q.'s 8th. move -
From the foregoing Variation you may form some notion of the beauty and difficulty of this problem, but they form but a very small portion of the multiplied combinations which spring from it, and with which you must be acquainted hereafter.
