Alexander Panchenko - Theory and Practice of Chess Endings (Convekta).pdf

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Theory and Practice of Chess Endings
This endgame course was composed by GM Alexander Panchenko .
It's aim is to teach a student many intricacies of the endgame through
a theoretical section that includes over 700 games/lectures, each of
them illustrating both theoretical and practical endgame methods.
Moreover, several of the themes are covered for the very first time.
The special training section contains as many as 300 exercises for a
user to solve, showing the refutations of wrong moves as well as giving
numerous hints to help and find the correct answer. There are also 180
positions, especially chosen by their teaching value to be played and
trained against the built-in chess playing engine Crafty . Multiple user
profiles are possible with independent ratings and statistics for each.
Several printing options are available as well.
Language versions: English and Spanish.
No additional software is required.
System requirements:
Essential: IBM-compatible PC, 16 MB RAM, Hard Disk 30 MB of free disk space, VGA graphics,
Windows 95/98/2000/NT/ME/XP, CD-ROM drive.
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PAWN ENDINGS
OPPOSITION
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ENDINGS WITH SMALL NUMBER OF
PIECES
OPPOSITION
PAWN ENDINGS
The kings are in opposition, when they
are placed on the same file, rank, or
diagonal, with an odd number of squares
separating them. While standing in the
opposition, the turn to move is always a
disadvantage. Hence it is clear that one
should strive for taking the opposition. It
plays a decisive role while queening a
pawn (see example 1), while breaking to
the opponent's pawns and winning them
(example 2), and while defending a worse
position (examples 3 and 4).
Pawn endings constitute a basis of all
endings. One should study them most
carefully, because each ending can
eventually transpose into a pawn one.
Despite their simplicity, pawn endings are
very complicated - even masters and
grandmasters often err in them. The
complexity of a pawn ending is that it
cannot be evaluated as ± or ²; it is either
won or drawn. Erroneous transition to a
pawn ending may have fatal
consequences.
If it is White to move, then after 1. Kc5 ,
Black retains the opposition by
[ 1. Ke5 Ke7= ]
1... Kc7= , and saves the game.
In order to better understand pawn
endings, one should master the following
strategic ideas and devices.
Example
1
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But if it is Black to move, he is forced to
allow the penetration of the opponent's
king 1... Ke7
If it is White to move, he draws. 1. Kc3!
[ But not 1. Kd3? Kd5! , and Black
wins. ]
1... Kd5 2. Kd3! Taking the opposition,
White saves the game. 2... Ke6!
[ Black even loses after 2... Kd6? 3.
Kd4 ]
[ 1... Kc7 2. Ke6 ]
2. Kc6 , and Black loses.
Example 2
3. Kd4 Kd6=
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Example 4
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If it is Black's turn to move, he loses,
because he is forced to allow the
opponent's king to break to his pawns.
1... Ke6
Black threatens 1... ¢d4, winning a pawn.
Hence, the only chance is 1. e5! dxe5
(this is forced) 2. Kc1! (taking the distant
opposition) 2... Kd4 3. Kd2 , transforming
the distant opposition into close
opposition. Draw.
[ 1... Kc6 2. Ke5 ]
2. Kc5
Example 3
Horvath D. - Horvath C.,Hungary,1988 2
2
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1. Kf4 h3 2. Kg3 Kg5 3. Kh2!!
[ The only move. After 3. Kxh3? Kxh5
Black takes the opposition and wins. ]
3... Kh6
As a rule, such positions with a protected
passed pawn are easily won.
Here, however, after 1... Kd5! Black
draws by taking the diagonal opposition:
2. Kf4 Kd4 3. Kg4 Ke4 4. Kg3 Ke5
[ The black king must not move out of
the "square" of the a-pawn: 4... Ke3 5.
a5 ]
5. Kf3 Kd5! 6. a5 White is unable to
seize the opposition, so he tries his last
chance. 6... Kc5 7. Ke4 Kb5 8. Kd5
Kxa5 9. Kc4 Ka6!
[ or 3... Kxh5 4. Kxh3= ]
4. Kg3! , and the players agreed a draw.
Neustadtl G
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[ 9... Kb6 10. Kxb4 ]
10. Kxb4 Kb6! , taking the opposition.
Draw.
Using the opposition, one can draw even
in positions that seem hopeless.
CORRESPONDING SQUARES.
TRIANGULATION
1. Kh1!
[ Taking the distant opposition. Bad is
1. Kf1? Kd2 2. Kf2 Kd3 - the f3-pawn
hinders its own king to take the close
opposition, and White loses after 3.
Kg3 Ke3 4. Kg2 Ke2 5. Kg3 Kf1° , and
the rest is clear. ]
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1... Kd2 2. Kh2! Kd3 3. Kh3=
CORRESPONDING
SQUARES.
Example 5
TRIANGULATION
3
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The following example explains the notion
of "corresponding squares".
In order to win, White must break with
his king either to b6, winning the
a6-pawn, or to d7, promoting the
c-pawn. Nevertheless, on 1. ¢d6 Black
plays 1... ¢d8, and 2. c7 ¢c8 3. ¢c6 leads
to stalemate, while 1. ¢c5 is met by 1...
¢c7, and Black succeeds in not allowing
the penetration of the opponent's king to
b6. That is, when the white king is on d6,
the black king should be only on d8, and
when the white king is on c5, the black
king should be only on c7. These are the
corresponding squares: to each position
of the white king there is a single
corresponding position of the black king.
It is easy to see that the square
corresponding to d5 is c8, that to c4 is b8,
and d4-d8. But what if White loses (or
wins?) a tempo by 1. Kd4 , and in
response to 1... Kb8 , plays 2. Kc4 ?
Then Black can no longer maintain the
correspondence: 2... Kc8 is decisevely
met by 3. Kd5 Kc7
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If White manages to bring his king to d4,
then he wins as it was shown in the
previous example. Naturally, Black tries to
prevent this. 1... Kd4 2. Kb3 Ke5 3.
Ka4 Here the corresponding squares
are: c3-e4, b4-d4, and b3-e5. But White
has two reserve squares, a3 and a4,
from which his king can move to b4 or b3,
while Black has the only square, e4,
from which his king can move to the key
d4- and e5-squares. White wins by
maneuvering with his king in the a4-a3-b3
triangle.
[ It is worthy to note that the aim cannot
be achieved by 3. Kc3 in view of 3...
Ke4 4. c5 Kd5 5. Kb4 Ke6! 6. Kc4
Ke5= ]
3... Ke4 4. Ka3 Ke5 5. Kb3! Ke4 6. Kc3 ,
and White wins.
[ or 3... Kd8 4. Kd6 ]
4. Kc5 The white king's maneuver along
the d4-c4-d5 squares is called
triangulation. This device helps to win a
lot of games.
Alatortsev V. - Consultants,1934
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Dvoretzky M. - Nikitin A.,Moscow,1970
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