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Lasker - How To Play Chess (1952)

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0% found this document useful (0 votes)
206 views114 pages

Lasker - How To Play Chess (1952)

Uploaded by

Javier Rambaut
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 114

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HOW TO PLAY CHESS

An Elementary Text Book for Beginners,


which teaches Chess by a new, easy and
comprehensive method

BY

EMANUEL LASKER

With Introduction
by W. H. WATTS

GRAMERCY PUBLISHING CO. »- NEW YORK


This edition published by Gramercy Publishing Cor,
a division of Crown Publishers, Inc., by
arrangement with the original publisher
h

ALL RIGHTS RESERVED

PRINTED AND BOUND IN U.S. A.


CONTENTS

Introduction
I The Rules of Chess
II The Initial Position
Ill The Pieces
Notation Systems
‘The Moves of the Pieces
Exercises
The Object of the Game
Exercises
The End Game
The Start of the Game
Principles of Chess Strategy
Examples of the Play of Masters,
with Explanatory Notes 76
The Chess World 105
INTRODUCTION

EVERYONE will admit Dr. Emanuel Lasker’s pre-


eminent skill as an exponent of Chess play. Many
writers have endeavoured to discover from his games
the secret of his success, and the conclusions at which
they arrive are by no means alike. He does not appear
to see more deeply into any given position than other
masters, his combinations are not more subtle nor are
they more subtly timed than those of his opponents.
His play is not more sound, in fact the late Richard
R éti goes so far as to say that Lasker deliberately made
moves that were unsound and which he knew were
not the best moves in order that his opponent might
be tempted into a faulty plan or a losing variation.
On this question Dr. Lasker maintains a discreet si-
lence and for those players who desire only an average
skill such academic discussion is far too abstruse.
Whatever his method in the course of his professional
career as a player the result has abundantly justified
it. His measure of success will long remain without
equal and it seems almost certain that it will not be
possible for any player of the future to retain the
world’s championship title for twenty-six years, as
Lasker did.
Z INTRODUCTION

Unlike many other famous players his tournament


record and his results in individual matches are equally
brilliant. In a long list of International Tournaments
from 1888 to 1924 he was never placed lower than
3rd and in a large majority of cases was a Clear first.
In individual matches over the same period he won all
but three—two of these were short matches and were
both drawn, and the third was his match with Capa-
blanca which he lost.
Dr. Lasker’s record of accomplishment for Chess,
his writings and his research, and many of his games
which will last for all time, make him, like Chess itself,
an international possession. He is removed from the
prejudices of mere Nationalism because the Chess
players of Great Britain, America, France, Russia, and
every other country, benefit without distinction from
his life’s work.
It does not follow that pre-eminence as a player
carries with it exceptional abilities as a teacher, and
to re-assure ourselves on this point we must turn to
Dr. Lasker’s writings on the game. His earliest and
perhaps best known book is “‘Common Sense in Chess”
and this book alone provides sufficient answer to our
enquiry. It is a reprint of a series of lectures (lessons)
given to a group of London players many years ago.
It has gone through several editions both in this coun-
try and abroad and has been translated into many
languages.
The book by which he is best known, however, is
his ‘‘Manual of Chess,” and in this he has endeavoured
to supply the modern Chess world with an adequate
INTRODUCTION 3

and fitting substitute for Staunton’s Handbook which


had held undisputed sway for over fifty years. Whether
he has succeeded or not it will be for posterity to say.
He certainly has proved that Chess is more than a
mere game or pastime, which was all that Staunton
thought it was and without exception contemporary
authorities have acclaimed Lasker’s Manual as a
masterpiece.
With the present work the great player has success-
fully assumed the rdéle of a great teacher and in so doing
he has adopted and improved a method of instruction
which although common in many other subjects has
not previously been used by teachers of Chess. The
method appealed to me instantly because in some
small measure it was the method I had used when
teaching beginners. In fact I remember one pupil of
mine who could checkmate me with unerring precision
with King, Knight and Bishop against my lone King
long before he knew how the other pieces moved.
My principle was to teach the movements of one
piece and then a second piece. Then learn to combine
the two and when this was grasped add a third and
so on until the pupil was ready to start playing his
first game. In fact it likens the teaching of Chess to
teaching to play the piano.
A position, invented by Sam Loyd, is so very useful
and instructive that it might be well to include it here.
1.—Place the Black King so that White, playing,
may Mate on the move.
2.—Place the Black King where, having the move,
he is Stalemated.
4 INTRODUCTION

By S. Loyd

47
3.—Place the Black King where, having the move,
he stands Checkmated.
There is no limit to positions of the kind used by
Dr. Lasker and the ingenious teacher can invent new
ones at will which serve to impress the points at issue
still more conclusively upon the mind of the pupil.
Thus the teaching method is a progressive one and
leads the pupil from complete ignorance of the game,
with increasing interest by a logical course to a com-
prehensive grasp of the powers of all the pieces both
individually and in combination with each other. He
is then in a position to learn the Principles and to start
playing, and when he arrives at this stage he is ready,
in fact anxious, to continue his studies, which he can
best do with the aid of ‘‘Lasker’s Manual of Chess.”
W. H. Watts
RAQWY ISLA

THE RULES OF CHESS

EVERYONE should know chess, because the men-


tality and individuality of the human race has found
expression in this game in its modern development.
To try to understand its aspirations and to compre-
hend what masters and thinkers have given to man-
kind is a tribute to the genius of the human race.
This end can be attained easily, provided the right
method of learning is followed.
Chess originated from warfare. In olden times two
armies opposed to each other took up their positions
in nearly straight lines, separated by a nearly level
plane. A general, to make his plans clear to his officers,
sketched the position and indicated movements of
bodies of men. In this way military games such as
chess, were generated. Possibly Hannibal before the
battle of Cannz drew lines and placed stones on a
board to explain his intended strategy for that battle.
In this instance it is easily comprehended, as shown
by the two drawings on fp. 6:
HOW TO PLAY CHESS

| SE wi

Se
The Battle of Canna: Formation of Troops
before Engagement.

Gen?
y L
The Battle of Canna, showing the strategy employed
by the Carthaginians.
Battle of Cannz
216 B.C.
ROMANS; Infantry ggg 80,090
Cavalry al = 6,000
CARTHAGINIANS; Infantry —— 40,000
Cavalry [4 70,000

‘These lines describe a plan which made history


THE RULES OF CHESS

For the purpose of teaching strategy, the battlefield


was represented by the chessboard. It was given the
shape of a square, divided into 64 squares, usually
coloured White and Black alternately.
SGWN
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SSNS

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WK
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The Chessboard
RASY WT @LAEZ

THE INITIAL POSITION

CHESS is a game played between two opponents,


distinguished as White and Black. Each player is pro-
vided with sixteen men, all of the same colour,White
or Black. Eight of each group are called pawns, the
other eight are called pieces. At the commencement
of a game each player places his sixteen men on the
board in a definite order. The eight pieces are the
King, here indicated by a King’s crown; the Queen,
here shown by a Queen’s crown; two Castles or Rooks,
which appear in the diagram as Castles; two Bishops,
each depicted by a Bishop’s mitre, and two Knights,
indicated by the heads of horses. ‘The eight Pawns are
printed as so many small men.
In the initial position the Rook in White’s left hand
corner is called Queen’s Rook, abbreviated QR. The
one in White’s right-hand corner, King’s Rook, KR.
Similarly, Queen’s Knight is written QKt, King,s
Knight KKt, Queen’s Bishop QB, King’s Bishop KB’
Queen Q, and King K. The pawns are named after
the pieces in front of which they are placed. The King’s
Pawn, KP, is the one in front of the K, etc. The White
THE INITIAL POSITION 9

The Initial Position of the 32 Men on the Board

Army is classified into the Queen’s side or the left


wing, and the King’s side or the right wing. The Black
Army is classified in the same way, the Black Q is
placed opposite the White Q, the Black K opposite the
White K. The Black QR opposite the White QR, etc.,
but Black’s left wing is opposite White’s right wing.
Therefore Black’s left wing is his King’s side. The
square in the bottom right-hand corner is always a
white one. The Qstands on a square of her own colour
the White Q on a white square, the Black Q on a black
one, when the pieces are placed on the board for the
commencement of play.
RASWY II @LAHB

THE PIECES

IN THE course of the game the players change the


position of their pieces according to certain rules. They
‘“move’’? a man from its square to another square. No
two men are ever allowed to stand on the same square.
Whenever a man is moved to a square occupied by a
hostile man the hostile piece is ‘“‘captured” and re-
moved from the board. The players “‘move”’ alter-
nately and White makes the first ““move.”
As has already been explained, each army consists
of sixteen different men: King, Queen, Castle or Rook
(2), Bishop (2), Knight (2), Pawn (8). They move
differently, as will presently be explained.
RARW IV @AAHA

NOTATION SYSTEMS

SINCE we shall have to speak of the 64 squares of the


board, we shall have to use some form of notation
which will briefly but clearly indicate what we mean,
and the individual square under discussion. ‘The need
for such a notation has been felt ever since the first
book was written on chess, but as yet authorities are
not agreed as to the best system. ‘There are two systems
in vogue, the one is scientific and abstract, the other
descriptive and concrete, probably the former will win
in the end. The scientific notation is based on “‘co-
ordinates.”
Looking at the board from White’s side, the eight
files of the board from left to right are designated by
the eight letters a, b, c, d, e, f, g, h, and the eight
ranks on the board from the lower to the upper side
are denoted by the eight numbers 1, 2, 3, 4, 5, 6, 7, 8.
A square is named by the use of both its file letter and
rank number, for instance, e1 is the square where the
White King stands in the initial position, d8 the one
where the Black Queen stands in the initial position.
This notation is in use in many countries, but is of
rather recent origin. Earlier in the history of the game
1Z HOW TO PLAY CHESS

another notation was generally in use, and some coun-


tries have stuck to it, mainly the English-speaking
countries and the Latin countries. In this form the
eight files from left to right are called the Queen’s
Rook’s file, or QR file; the Queen’s Knight’s file, or
OKt file; the Queen’s Bishop’s file, or QB file; the
Queen’s or Q file; the King’s or K file; the King’s
Bishop’s or KB file; the King’s Knight’s or KKt
file; the King’s Rook’s or KR file. The square on
which a piece in the initial position stands is called
BLACK

a aT d e f fea
WHITE
The Chessboard in algebraic or scientific notation
NOTATION SYSTEMS 13

by the name of the piece, for instance, King’s square,


abbreviated K or K1, etc., and the squares in front
of each piece are indicated by their file and their
distance from the base. Thus K4 is the square on the
King’s file fourth from the base or K sq., which must
be included in the counting. Moreover, in this form
woOVvIG
YO 1440 €O O NM BN L9H WW
LWO Oe Lo tee in|
QR8 |QKt8| QB8 | Q8 KB8 | KKt8| KR8
ZUO |ZINO| 7a | ZO vay ee vay
QR7 | QKt7| QB7} Q7 KB7 | KKt7| KR7
cud |esno|/eqo| €d | em | Ear ee eum
QR6 |QKtd| QB6} Q6 | K6 | KBS | KKt6| KR6
puo |pINo| pdO| vO | oy ealecalte
QR5 |QKt5| QB5| Q5 | K5 | KB5 | KKt5| KR5
suo eee so | sy Bale we
QR4 |QKt4| QB4] Q4 }] K4 | KB4|KKt4| KR4
94D |9IND| 940 | 90 99> ealens
QR3 |QKt3| QB3 | Q3 KB3 | KKt3| KR3
LAD |ZINO| ZGO | ZO Zam perlite
QR2 |QKt2| QB2|] Q2 KB2 | KKt2| KR2
gud |8INO| sqd| so sam |8sn]| sar
QR1 |QKt1| QB1} Q1 KB1 | KKt1] KR1
QR QKt QB Q K KB KKt KR
WHITE
The Chessboard in the descriptive notation from White's point of
view
If you turn the book upside down you will see the board from Black’s
point of view as numbered by him in the descriptive notation.
14 HOW TO PLAY CHESS

of notation, the squares have a double designation ac-


cording to the point of view of the player. Black, in
recording his move, calculates from his own point of
view, denotes the files in the same way as White, but
the squares by their distance from his own base line.
The chessboard in the descriptive notation from
Black’s point of view is the same as this one except that
Black takes the place of White, and conversely. The
square K1 from White’s point of view is K8 from
Black’s point of view, and conversely.
If White begins the game by moving the pawn from
e2 to e4 and Black replies e7 to e5, the moves are
written algebraically:
ie 2—e4 e7-e5
and in the descriptive notation:
7 P-K4 P-K4
All signs, hereafter to be explained, of which the
chess language makes use, belong to the two systems
of notation equally. A sign of multiplication means a
capture, O-O means Castling with the King’s Rook,
O-O-O Castling with the Queen’s Rook. A cross T
means a threat to capture the King, also called Check,
abbreviated ch. A double threat to capture the King
is called ‘““Double Check.”? Checkmate is written {.
A mark of exclamation ‘“‘!’? set after a move denotes
an excellent move, or the best move. A question mark
<*>”? set after a move means that the move is at least
questionable or downright bad, a mistake or blunder.
‘Two question marks ‘‘??”’ set after a move accentuate
that criticism.
BRADY V SLAB

THE MOVES OF THE PIECES

THE King moves to any square adjoining his own,


unoccupied by a man of his side. He is, however, de-
barred from moving to a square where he is exposed
to capture and cannot occupy any square next to the
other King. In moving the King to a square occupied
by a hostile man the player captures that piece. In
certain cases the King and the Castle move at the same
time. That move is called ‘“‘Castling,”? and will be
fully described later on. Place the White King on d4,
the Black King on d6. White then has the choice of
five legal moves.
The Rook moves from its square on to any square
in the same rank or file, provided it encounters no
obstruction. Place a White Castle on c2, the White
King on f2, the Black King on g7. If it is White’s turn
to play he has the choice between 19 legal moves (the
Castle cannot go to f2, or g2, or h2). The King can
execute eight legal moves, the Castle eleven. With the
move of the Castle from c2 to c7, White ‘‘checks,”
i.e., threatens to capture the Black King next move.
The Bishop moves from his square to any square
in his diagonal provided he encounters no obstruction.
16 HOW TO PLAY CHESS

Place the Bishop on c4, he can execute eleven legal


moves. He may, for instance, move to f7, or fl. A
White Pawn on b3 would obstruct the squares a2 and
b3. A Black Pawn on e6 could be captured by the B
but would obstruct f7 and g8.
The Queen may make any move that a Rook or a
Bishop are able to make—Place a White Queen on d4.
If White resolves to move the Q he has the choice be-
tween twenty-seven legal moves.
The Pawn moves one step forward, except in its
initial position, when it may move one or two steps
at will. If the square in front of the Pawn is occupied
the Pawn is “‘blocked,’”? and cannot move forward at
all until the obstruction has been removed. The Pawn
captures a hostile man placed one step diagonally for-
ward. This rule is modified by the capture ‘“‘en pas-
sant” or in passing. If a Pawn by moving two steps
from its initial position passes an enemy Pawn standing
on its own fifth rank, on either of the next adjoining
files, the latter Pawn, provided it wants to avail itself
of the privilege on the next move, has the right to
capture the hostile Pawn en passant, which capture
is effected in just the same way as if the hostile Pawn
had moved only one step. A Pawn that by any route
has reached the eighth rank of the board ceases to be
a Pawn. In that moment it has to be changed into a
piece of its own colour, barring solely the King, and
this rule holds good even though a piece should have
to be supplied from another box. Examples will be
given later on.
The Knight moves on to any square not occupied
THE MOVES OF THE PIECES 17

by a man on each side that it can reach by proceeding


in any direction two squares on its rank or file and one
square at right angles thereto. If a square that it can
thus reach is occupied by a hostile man the Knight
may capture that man by placing itself on that square
—from d4 the Kt can make eight moves, from c2 six
moves. Thus it will be seen that the Kt always moves
to a square of the other colour to that on which it
stands.
Castling is a move executed by King and Rook
simultaneously. The conditions under which the move
is allowed are as follows:
7. Neither King nor Rook shall have moved before
in that game.
2. The squares on the rank between King and Rook
must be unoccupied.
3. In Castling, neither the K nor the R are per-
mitted to expose themselves to capture, nor may the
K Castle to get out of check. In other words, neither
the square which the Kleaves, nor the one over which
he passes, nor the one to which he goes may be under
attack from a hostile piece.
4. The King must move along the rank two squares,
either to right or left as the case may be, and the R
which is approached, jumps over the K to the square
contiguous thereto.*
* So as to avoid ambiguity the K should be moved first or the two preces
simultaneously.
RADY VISLAH

EXERCISES

1. It is advisable to practise with a friend and to in-


vent exercises, for instance: How many different moves
can the White pawn on c2 make in the position—
WHITE: K on c3, P on c2; BLACK: K on c5, B on d3?
One move. It can capture the Bishop. It cannot advance
straight forward because it is blocked.

2. What points are accessible in one move to a White


Kt on QKt3, the White K being placed on QB5 with
no other White man on the board?
The five points: QR1, QB1, Q2, Q4, OR5.

3. The position is WHITE: K on QBi, P on Q2;


BLACK: K on his K4, P on his K5 and his K7. White
to play moves 7 P—Q4 check.
Black can capture the pawn in two ways, by the K or by
taking it en passant.

4. WHITE: K on QR1, R on QKt2, B on QKtl, Ps


on QR2, QR3; BLack: K on QR5 (White’s QR4),
EXERCISES 19

Q on QB6, R on QB8. White to play. How many


legal moves can White make?
None, he is not permitted to expose his K. His Ps are
blocked.

5. What is the shortest number of moves in which a


Kt on b2 can occupy f8?
Four moves. It can accomplish that journey within that
time in various ways. Find them out.
RALW VIIS@LAHR

THE OBJECT OF THE GAME

THE object of the player is to capture the hostile


King by force or, if that cannot be accomplished, at
least to defeat the attempt of the opponent to effect
the capture of his own King. A move which menaces
capture of the King is called ‘“‘check.”’ If the opponent
cannot defend the King against the check it is termed
‘“check and mate,” or “‘Checkmate,”’ or, still more
briefly, ‘“‘mate.”? These words originate from Persia.
Check means Shah, monarch, and mate signifies
death.
Put the following positions up on the board and
make sure that you understand both the positions and
the explanations appended to each:

WHITE: K on gl, R on e8; BLACK: K on g8, pawns


on f7, g7, h7. Black is check and mate, or mated.

WHITE: K b1, Q f6; BLACK: K g8, Q b2, pawn c3.


White is mated.

WHITE: K e1, Rs on a7 and b7; BLAcK: Kg8, Rs g2,


and cl. White is mated.
THE OBJECT OF THE GAME 21

WHITE: K al; BLAck: K g8, Q c2. White to play


has no legal move, but he is not in check, he therefore
does not lose the game. It ends then and there as a
drawn battle. The mate is “‘stale’”—a ‘‘stalemate.”’

Games often end by agreement. A player “resigns”


because he considers his position is indefensible. Two
players agree to draw because neither entertains a
hope of being able to force a win. When players do
not terminate the contest by agreement they have to
continue playing until one of the following situations
arises:
Checkmate: ‘The party whose King has been check-
mated loses the game.
Stalemate: The party whose turn it is to move has no
legal move left, but whose King is not in check, is no
worse off than the opposing party. Such game is
drawn.
Repetition of moves: After the same position has thrice
arisen, the same party to play each time, the game is
drawn.
Fifty Moves rule: After any successive fifty moves
which have produced no marked change in the posi-
tion the game is drawn. A marked change is brought
about only by checkmate, stalemate, a capture or a
pawn’s move.
Om-OR RAQAW VII @LAR

EXERCISES

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24 HOW TO PLAY CHESS

6. wHITE: K cl, R g6, P f7; sracx: K h7, Q h8,


Kt g8. White to play, wins. How?
By f7-f8, promotes the P to a Kt and mates.
7. WHITE: K on KKt1, Q on K6, Kt on KB7; sBLaAck:
K on KKt1, Rs on QR1 and K1, Ps on KKt2, KR2.
White to play. He moves 7 Kt-KR6, that is check by
the Kt as well as ‘‘discovered”’ check by the Q, a
“double check,” in reply to which Black must move
his K. Why? Show also how White wins.

8. WHITE: K on KKt6, Q on QR2, R on QKt1;


BLACK: K on KR1, R on QR1, B on KKt7, P on
KKt2. What would Black do if White played Q x R ch?
What advantage does White gain by that sacrifice?
9. WHITE: Kt on K4; sBLack: K on K1. Can the
White Kt by making an appropriate move say check?
It can.
In how many different ways? In two ways.
Point out the two moves that give check.
10. wuiTe: R on K1, Kt on K4; siack: K on K1,
Q on Q1, B on KB1, P on KB2. White to move his
Kt and checkmate the Black King by means of a
double check.

11. wHITE: K on KR1, P on KB7; sBiack: K on


KR2, Q on KKt3, Ps on KKt2 and KR3. White to
play and say check and win the Black Queen.

12. wHiTE: Q on QKt3, Kt on KKt5; stack: K on


K1, Q on Q1. White to play and mate.
EXERCISES 25

The student should invent similar exercises for him-


self until he becomes completely familiar with all the
movements of all the pieces.

THE TWOFOLD METHOD

7. The reflection which follows is no digression from


the pursuit of our main subject. It belongs to the idea,
the plan, the mission of chess, although it refers to no
move, nor to any particular position. If chess was not
invented to elucidate the twofold method with which
we shall deal presently, it certainly does elucidate it
in a multitude of instances, and exceedingly well.
This method can be applied wherever man at-
tempts to achieve a set purpose. It teaches him to
approach his object in two different ways: Firstly,
by concentrating his attention on the end, secondly by
paying heed solely to the needs of the present.
‘These two procedures are opposed to each other.
He who successfully reasons out the move necessary
to achieve the end in view has solved the task set
him. The man who successfully meets the needs of the
present is not certain of the future and may be dis-
appointed by the final results. On the other hand, he
who goes the sure way has an immense labour to
perform, whereas he who is satisfied with discovering
only the next step to take has an easy task.

2. To apply the first procedure by itself we have to


visualise the end and to deduce the means of attaining
it. In the process of deduction we have to consider
26 HOW TO PLAY CHESS

every possibility. The number of possibilities in chess


sometimes runs into millions of millions of millions.
Naturally we cannot follow this procedure except in
positions presenting a small number of possibilities,
but if we apply the second procedure by itself we may
miss a shortcut to victory, and, though improving our
chances all the time, ultimately attain no more than
a draw. Consequently we must make a synthesis of
the two procedures.
The question is perhaps illuminated by the fol-
lowing imaginary example: A treasure seeker knows
that in a certain locality there exists a treasure, ac-
cess to which is defended by many guards. ‘To obtain
the treasure he has to approach it and to overcome or
to evade the guards which he meets on the way. He
will be well advised to improve his chances step by
step. After having approached his object sufficiently,
the tactics of proceeding step by step would lead him
no further. He must now ascertain the exact place
which holds the treasure and consider whether he
should attack the few guards which still separate him
from it. If his force is equal to this task, provided he
chooses the line of least resistance, he must attack un-
hesitatingly. If his force is not equal to this task he
must first gather more strength. To arrive at a de-
cision he has to apply deduction intelligentiy. He
can do so because after he has approached his object,
the number of possibilities to be investigated, which
at the start of his adventure was enormous, is reduced
now to only a few.
EXERCISES at

3. The outcome of a move is often uncertain be-


cause we cannot take all possibilities into considera-
tion. Man is too frail. Life is too short for such a task.
Therefore we have often to be content with the com-
monsense procedure of strengthening our force so as
to be ready to meet unforeseen emergencies, but in
positions which we can completely analyse we should
attempt to arrive at deductions because analysis is
definite and convincing, and in that respect superior
to commonsense.

4. Every chess player has his own individual way of


applying analysis and commonsense. There are two
extreme types, the one aiming at security and knowl-
edge, the other at novelty and adventure. ‘The one
type relies on memory and logic, the other on his
judgment. The former is called a book player, the
second a natural player.
I want to teach my pupil how to become primarily
a natural player who burdens his memory very little,
who applies logic only when deduction is called for,
and who has a ready judgment to back him up in
novel situations, for the natural player is a better type
of man than the book player. The book player follows
the standard of games played by masters, and, to do
so, must commit to memory a large number of iso.
lated facts. The natural player relies on his judgment
and he must cultivate a sure and capable judgment or
else he will fail. In life isolated facts are of small ac-
count, whereas a sure and capable judgment is needed
28 HOW TO PLAY CHESS

on all sides. Very great masters are always natural


players, and all those who desire to make themselves
strong in life, which implies that they use their memory
with economy, should train their judgment.

5. The pursuit of an objective has to be conducted


from two points, the beginning and the finish. A clear
conception of the final operations is essential to him
who wants to foresee, whereas he who is adventurous,
who desires to plunge into a sea of possibilities be-
cause he is self-reliant and circumspect, is quick to
detect the next step to be followed though he be ig-
norant as to where it may lead him. The two ways are
equally meritorious, they have to be judiciously com-
bined, and we shall here follow both of them in turn
and explain as far as we can their peculiar condition
and adaption.
The compass of him who reflects on the end in view
is logical reasoning, he has to visualise the various
checkmates, and the processes to produce them or to
prevent them. His reasoning has to proceed step by
step, like a demonstration of one of Euclid’s proposi-
tions. The compass of the adventurous mind which
starts on a voyage into unknown regions is the judg-
ment of values. The effect of the pieces, the work which
they actually do, as well as that which they are expected
to do later on, guides his enterprise. He has to estimate
that effect and to abide by his estimates; if they are
wrong he is beaten, but he will notabandonhis method
on that account. To err is his hazard, and to learn from
error is part of his method. He will continue to try,
EXERCISES ay

and, while his success grows he will continue oc-


casionally to fail and to learn. With relatively little
trouble he approximates to truth, content not to ob-
tain its full measure, whereas his antagonist, who de-
sires to attain certainty by deduction and disdains
anything but perfection, is liable to lose himself among
the numerous possibilities and to jump too readily
at conclusions which do not stand the test.
RAQAW IX @LAB

THE END GAME

WE BEGIN by asking and considering the question


how a game of chess is to be won. The King may be
mated though supported by many of his men; the
pawns may march onward, and, by becoming pieces,
overwhelm the opponent; a slight advantage may be
gained, the forces of the opponent may be system-
atically worn down and in the end the advantage
made to tell. The latter process, often combined with
the second one, constitutes what chess players are
wont to call the “‘End Game.” The smallest advantage
sufficient to win a game is that of a Rook. King and
Rook opposed by a lone King, provided it is their
move; can always force a checkmate. This is the most
fundamental fact of the End Game. The procedure
is as follows:
To begin with the Rook if attacked by the hostile
King is brought into safety, secondly the adverse K
is limited in its range of action and that range nar-
rowed down until it is reduced to the edge of the
board, finally the K is there driven into a mating
position.
We begin to demonstrate these three processes by
THE END GAME at

starting with the last one. The checkmate by King


and Rook on the edge of the board is possible. Put a
Black King anywhere and a White King as near to it
as legally possible; you will then have the two Kings
in a position where they exert the strongest effect upon
each other. That figure is called ‘“‘Opposition.”? The
YY,
Yfyy

Uy
Weewy
Ulf
UY;

Ue yy yy
Yy
MoJo

Wf os Wu:

Wi Willa, Yy Us. We WL

Le

effect upon each other consists in the restriction of


their possible movements since they are not allowed
to be on contiguous squares, to go there would be
suicide of the offender, and a K is not permitted to
sacrifice himself. ‘They obstruct each other when in
opposition to the extent of each losing three squares
(in exceptional cases one or two only) of the K’s region
of mobility. This conceded we see the maximum
effect of K and R against the adverse K does not
suffice to achieve the mate as long as that K is in the
centre, but if that K is on the edge of the board the
maximum effect of K and R against it just suffices for
the mate.
To force the Black K into one of these positions K
and R of the aggressor have to co-operate, they have
32 HOW TO PLAY CHESS

YU,

YH

We
Y
Wi We
to drive the adverse K to the edge of the board. To
do so methodically they have to restrict the adverse
King’s mobility so as to force him towards the edge.
The opponent’s right to move is also an obligation, and
for this obligation the German term “<ugzwang”’ has
been internationally adopted. The K can be forced
into a position in which he must abandon his present
position for a less favourable one. Take as an instance
the following diagram which shows only the squares
that matter.

Black here restricts White as much as he can.


Obliged to move he is under the necessity of taking
up a position of less effect. The game might thus pro-
ceed 7... ,K-Kt1; 2 K-Kt6, K-R1; 3 R-B8, or
else 7..., K-R2; 2 R-Kt6, K-R1; 3 K-B6,
THE END GAME 33

K-R2; 4 K-B7, K-R1; 5 R-R6. A similar play en-


sues after 1 ...,K-—-R1; 2 K-Kt6.
At the start of the drive the K and his R are not
likely to be in co-operation, they may be distant from
each other and from the adverse K. In that case they
have to advance methodically so as to restrict the
adverse K in his mobility and to get into touch with
each other, that done the drive may begin in earnest.
If for instance the initial position is as follows:

Uy Yyy, Yj

Uy
Z
Y; Yy
“Y,

Le Vdd L
7

Ca
Zz ,

White commences with R-R4, so that the R re.


stricts the Black K, who will henceforth have na
opportunity of passing over White’s fourth line, pro-
vided the R maintains its guard and is protected
against capture. After this the White K will hurry to
the scene of action: 7 R-R4, K-K4; 2 K-K2, K-Q4;
3 K-K3, K-B4; 4 R-Q4, K-B3; 5 K-Q3, K-B4;
6 K-B3, K-B3; 7 K-B4, K-Kt3; 8 R-Q6 ch. Here
a check is useful but it is an exceptional case.8...,
K-B2; 9 K-B5. The end is now in sight.
The logic of the End Game K and R versus K ap-
34 HOW LU! PEAY CHESS

plies also in the cases K and two B’s versus K; and


K, B and Kt versus K. The reader may use the very
same course of reasoning to demonstrate the follow-
ing propositions:
For K and Kt against K no mating position exists,
nor for K and B versus K. With K and two B’s the
adverse K is easily forced into a mate on the edge of
the board or preferably in a corner. With K and B
and Kt against K, mating positions exist on the edge
but the adverse K can successfully resist the attempt
of being driven into such mate, with the sole excep-
tion of the corner of the same colour as the B. With
K and two Kts against K mating positions exist on the
edge of the board, but the attempt to drive the K into
such a position, if intelligently disputed, always fails.
To illuminate and exemplify these statements a

Ben fh
Y Yy, WS —T
BIRG
Z
mS

WS

Ve

S Ss
WYUy\\SSLy

mC “eee
Ney N
WMUt lbs

Ye) ti YW,

If White plays Kt-Kt5, Black White to play and mate


zs Stalemate. What other moves
have the same effect?
THE END GAME 35

few positions are here indicated, the message of which


may be easily understood.
White being set the task with K, B and Kt to drive
the adverse K into a corner must make use of the
maximum co-operation of his three pieces. The B
takes effect on squares of one colour only, because in
moving diagonally he always dominates squares of
the same colour. Therefore in order not to duplicate
the effect of the B, the K and Kt must work on those
flight squares of the adverse K that are not of the
colour dominated by the B. In this manner the flight
of the adverse K is restricted so that he can be driven
towards the edge of the board. For instance:

Z
ty
Yy,
YY

Ut
Yi Uy

WY,
WW

7 Kt-K7, K-B3; 2 B-K3. The B cuts off the flight


square KKt4, the Kt the squares KB4 and KKt3.
ibbewyhite K exerts the strongest effect due ‘to his
eine in “‘opposition:” 2°; . ., K-B2; -3 K-(Q/,
K-B3; 4 B-B4. The flight via K4 is prevented.
4..., K-B2; 5 B-K5, K-B1; 6 K-K6, K-K1;
7 B-B7. The Black K must be driven into the corner
36 HOW TO PLAY CHESS

KR8 dominated by the B. 7... , K-B1; & Kt-B5,


K-K1; 9 Kt-Kt7 ch, K-B1; 70 K-B6, K-Kt1; 77
K-Kt6, K-B1; 72 B-Q6 ch, K-Kt1; 73 Kt-B5,
K-R1; 74 B-R3, K-Kt1; 75 Kt-R6 ch, K-R1; 76
B- QKt2 mate.
The pawn, itself weak in effect, gains tremendously
in power by advancing to the eighth rank where it is
promoted to a piece of its own colour. King and Pawn
in conjunction can deprive the adverse King of its
mobility but they cannot mate him.

Black 1s Stalemate

Upon promotion the lowly P can become the power-


ful Q and then decides the combat bya few strokes.
Pawns are frequently blocked by pieces or other
pawns, or if not actually blocked they are debarred
from advancing by the menace of a hostile pawn on
an adjoining file. A pawn free from the embarrass-
ments caused by adverse pawns is calied ‘“‘passed.”
A passed pawn must be captured by pieces, or blocked,
or else it will eventually be promoted. To keep a piece
of the opponent engaged to watch it so as somehow to
prevent its advance is the effect of a passed pawn.
Supposing all the opponent’s men to have been cap-
tured, the passed pawn exerts its pressure against the
adverse King.
THE END GAME a]

The K cannot fulfil its function of capturing or


blocking the passed pawn unless in its proximity.

Black, to play, stops the Pawn


White, to play, advances and thereafter queens the P

If the K succeeds in reaching the file of the pawn


in time the P will need the support of his K in order
to fight against the adverse K. It is then advantageous
for the pawn to have his own K in front because the
powerful opponent is best combated by an equally
powerful ally. Hence in the following position White
wins.
Y

y/

White or Black to play. White wins

If White to play, the game takes the course: 7


K-B6, K-B1; 2 P-Kt6, K-Kt1; 3 P-Kt7, Black
is now in “<ugzwang’ K-R2. 4 K-B7. The K thus
guards the square Kt8 and queens the pawn in safety.
If Black were to play, White wins more quickly still:
7... K-B1; 2 K-R7, and the pawn advances now
irresistibly.
38 HOW TO PLAY CHESS

But the following position leads to a stalemate and


therefore to a draw.
YUU:
Yy
YA
,

\
Uy
Y Yy

Yy

White or Black to play. Black draws

7 K-B6, K-B1; 2 P-K7 ch, K-K1. Now White


must move the King. If he goes to K6 Black is stale-
mate; if he moves elsewhere Black captures the pawn.

The power of the ‘‘passed pawn” in an ending may


be illustrated in a large variety of ways. Here are a
few instances.

Y Yi W

White to play and win

White wins by advancing his P, the Black K is


thereby forced away from the scene of action. Al-
though he can capture the passed pawn, this cannot
THE END GAME 39

prevent disaster on the right wing, where the White K


captures the two Black pawns and Queens his re-
maining P.

White fights the Black R by R-B8. Whether the


Black R takes the White R or refuses to capture, the
White P will queen.

The following exercises are useful:


WHITE: K on KR6, P on KR5; Biack: K on KR1.
White cannot win, the game ends in a stalemate. Add
a White B on KBI to the White force, the Black K
will still be able to hold the KR square and will there-
fore prevent the White P from queening, and thus
draw, but with a White Kt on any indifferent square,
say KB1, or a B which can command the Queening
square, White will be able to drive the Black K out
of the corner and win.

WHITE: K on KB5, P on Q5; BLAck: K on KB2,


P on Q3. White with the move can only draw. Black
with the move is under “<ugzwang,” 1.e., forced to
abandon the opposition and finally loses. 7...,
K-K2; 2 K-Kt6, K-K1; 3 K-B6, K-Q2; 4 K-B7,
“<ugzwang’ again! Black at last loses his OP.
The reader should experiment with similar game
endings of his own invention.
40 HOW TO PLAY CHESS

THE EFFECT OF THE MEN

After having investigated, by logical processes,


those fairly simple positions which constitute the
elements of the End Game, we now turn to procedures
which rely not on logic but on judgment. Our first
task is to obtain an insight into the effect of the men.
What power have the pieces to aid in the execution of
a well conceived plan?

1. The effect of the men is manifold, they give


check, they capture pieces, they obstruct hostile
forces, thus guarding their King and each other. ‘They
restrict the hostile King in his mobility, and thus aid
in a checkmate. The player should therefore try to
obtain a fairly accurate estimate of what he might ex-
pect his pieces to do on the average, and of how much
work he might hope to get out of them when at their
best. If he knows little of the game his knowledge of
these values will be small and as he advances in skill
and experience his knowledge of these values will
extend, but no matter how much or how little he
may know of chess the method of trying in some way
to fix these values is serviceable. It is a good method
for the master and the tyro alike, and it is applicable
to any game and by any one.

2. To begin with the weakest man, the Pawn. As


long as it is not promoted it can, at its best, assail two
pieces at once, the resulting figure picturesquely is
called a ‘‘fork.”’
THE END GAME 41

87
ate
Y

The White Pawn advances to Kt6 and forks the


two Black Rooks, which have difficulty in extricating
themselves from their peril.
3. A Kt may at one and the same time assail many
pieces, since the range of its mobility may extend to
eight squares, but it will do very well if it attacks two
heavily armed hostile men simultaneously, as in this
further example of ‘“‘the fork.”

mS
Y]
Y; Y; Y
mon Mi
The White Kt by capturing the QBP gives check
and menaces the Black R at the same time.

4. The B not only can attack several men at the


same time but has also the peculiar capacity of ‘‘pin-
ning” one of the enemy’s men.
42 HOW *TO PEAY CHESS

The White B moves to Q5 where he is supported by


the White Pawn. If Q captures B the P recaptures.
The Q is unable to make any different move, because
the Black K must not be exposed.

OO
\atle
x
eS
\

The Black Rook is pinned. Whatever Black moves


he cannot avoid losing his Castle. For instance, 7
. » B-K3; 2 K-Kt5, any move; 3 Bx R.

A double attack by the B is all the stronger if the


K is involved.
WW
ee
WN

\W
og

oo
me

\
ge ~

WY
WT

N
WO

SY
Sg

WS
SSS
\
N
EH

The B goes to Kt2 ch and wins the Q


THE END GAME 43

The white B moves to B4 ch and wins the R

5. A Castle also can pin adverse men.


Ye
en

White is in check. He moves R-K2, thus obstructing


the Queen and subjecting it to a partial pin, in con-
sequence of which she has to submit to the attack of
the R.
44 HOW TO PLAY CHESS

a
\

White plays B x B. The Black Kt cannot recapture


because he is pinned by the R.

The R also can win pieces by checking.


a_. A

ce’ N N
on &
“2 8
eats
a VY
\ \ \

White by playing R-R8 ch wins the QO


and the game.
THE END GAME 45

6. The R and still more so the Q are able to attack


two or more pieces at the same time.

Xs
u x

a ‘Se
x

\
WS
om

WY

[=
=
y
S

The Q wins the R by Q-Kt8 ch.

“ \ \
: NN

A \ \
fo

at “
\
a8
2B
Oe
ae
:

\ \ “
at

Black to play either moves the K:7. . . ,K-KBS8;


2 Q-KR3 wins, or else moves the R away from the
protection of his K and exposes it to danger. 7. . cae.

R-QR7; 2 Q-Kt5 ch, K-R8; 3 Q-R6 ch, K-Kt8;


4 Q-Kt6 ch, K-R7; 5 Q-R7 ch, K-Kt8; 6 Q-Kt8 ch
wins the R.
46 HOW TO PLAY CHESS

The White Rooks having been doubled on the


seventh rank, attack all the Black pawns. They also
threaten to checkmate in three moves. How? At the
very least Black loses all of his Pawns: 7..
R-B3; 2R x P ch, K-B1; 3R x RP, K-K1; ARxP.

7. The K has considerable sphere of action, an


example of a double attack by the K was given above
(see the End Game). The main function of the K how-
ever, is to seek security, because he otherwise serves
as a target for ambitious or desperate enemy pieces.

It is fairly easy to checkmate a King who has been


inadvertently abandoned by his men, provided the
assailant has a very strong piece or two supported by
minor pieces at his disposal, for the purpose. But con-
siderably more difficulty is experienced when the King
is protected by Pawns.
Black to play, mates quickly, and also if it is White’s
move it is too late to save the K. Say White plays
NN
THE END GAME 47
Cit
ow
XC aNaaewa*
Nay
\

SS

_ aa
"es oy

7 R-Kt2, Q-B6; 2 R-Kt2, Q-K6ch; 3 K-R1,


R-R1 ch; 4 R-R2, Q-B6 ch; 5 K-Kt1, R-Kt1 ch;
6 R-Kt2, Ox R mate. Or again: 2 Q-K1, R-Kt1 ch;
CS

3 K-R2, R-R1 ch; 4 K-Kt1, R-R8 mate.


a

“ue

8
A NNN
Se _
vet

ae
aA
oa
ee =
=
:

White to play
Black would win by force of numbers if his K were
sufficiently protected. As it is White mates in two
moves:
7 R-Q8 ch K-R2 Lid mate K-B2
2 R-KR8 mates, or 2 R-KB8 mates.
48 HOW TO PLAY CHESS

Black thinks that the Kt cannot escape because if


moved it exposes the R to capture, but it is not so, a
check intervenes: 7 Kt-B6 ch, P x Kt; 2R x Rch and
wins.

The variety of attacks against the K is exceedingly


large. The student should acquaint himself with a few
instances and experiment with them. Here are a few
simple exercises that I should recommend:

WHITE: K on KKt2, R on K1, Kt on KB3, P on K5;


BLACK: K on KR2, R on KB3, B on Q3, Ps on KKt2
and KR3.
Black, to play, saves his pieces threatened by the
fork.

WHITE: K on KKt1, Q on QR7, Kt on K4, Ps on


QB2, Q3 and KKt2;
BLACK: K on K1, Q on KB3, R on Q3, P on KB2.
Black, to play, saves his Queen and Rassailed by
the Kt.
THE END GAME 49

WHITE: K on QB1, Rs on QR7 and QKt7;


BLACK: K on K1, Q on QB1, P on QB6.
White, to play, wins by R-KR7, threatening mate.

WHITE: K on KB1, Q on KB6, R on Q2, P on KR6;


BLACK: K on KKt1, Q on Q1, R on KQ, Ps on KB2,
KKt3 and KR2.
Black, to play, wins by R-K8 ch.

WHITE: K on KKt1, Q on QR7, R on K1, Kt on K4;


BLACK: K on K1, Q on Q5, Rs on Q3 and QI, B
on KB1.
White, to play, wins. By what move?

WHITE: K on KKt1, Q on QKt8, Kt on QKt5, Ps


on KB2, KKt3, KR2;
BLACK: K on KB2, Q on KB6, B on KR6, Ps on
Q3 and KKt2.
White, to play, wins by Q—Kt7 ch. Why?
RADY X @LAHR

THE START OF THE GAME

AT THE start of the game, the combinations are a


long way off. At this stage the pieces are placed in a
position of small effect. They obstruct each other. How
then should the player guide himself at the start?
The question itself points to its answer. He should
guide himself by his sense of the appropriate, which
tells him that the pieces should overcome the obstruc-
tions which they occasion to each other. Only in this
manner will they be enabled to move freely and to
seek a target for their activity and to engage the hostile
fOrcewen
This consideration applies to either player, in fact
they are in an equal position, therefore equally ob-
structed and under the same necessities. The task at
the start for the two players, if the comparison may
be ventured, is the same as that of two horses at the
start of a short race. The horses have to get ready for
their gallop, and that side which succeeds in the
shorter time has the advantage. Looking at it from
this point of view it is easily seen that the most ob-
structive pieces should be moved out of the way first
THE START OF THE GAME 51

of all, and that this principle should be followed again


and again.
The process of getting rid of obstruction indicates
the task of “development.” That task requires also
that the men direct their power against vulnerable
targets.
To sum up: At the start of the game the players, by
seeking to get rid of the obstructions which their pieces
cause to each other and to direct their men against
vulnerable targets, should develop their forces at as
rapid a pace as possible.
“Developed Force’? ‘This phrase might be ques-
tioned because it may be misunderstood—The Queen
represents a strong force, yet to send her forth into
the front of the battle would in all likelihood expose
her to danger, since the Q besides being a force is also
a very suitable target for the opponent.
At this point the player is thrown upon his own
judgment. For the usefulness of chess this fact is salu-
tary. A game that does not call forth the initiative and
ingenuity of the player is useless. It is the function of a
good game to make the player rely upon himself and
have belief in himself. As far as logic leads him let him
follow with respect but where logic ceases to lead him
let his judgment be allowed free play.
A careful survey of the initial position discloses that
the KP, the QP, the two Kts and the KB cause most
obstruction to their fellows. These men should be
moved in the opening of the game as soon as the en-
gagement with hostile forces will permit. The proviso
that the opportunity for gaining some other advantage
52 HOW TO PLAY CHESS

should not be missed has to be added, but such an


opportunity, if it offer itself at all, is rare, since in the
first five or six moves the centre of the board is almost
empty and therefore presents few targets.
On the theory of the opening many books have been
written, some of large volume. What they contain may
almost be summed up by what has already been stated.
For the guidance of the student a few examples will
therefore suffice, and he should rely for further prog-
ress rather on his own invention than on compilations.
because to train and to improve his judgment is a
more important task to him than to store his memory
with facts, however valuable as facts they may be, in
the field of chess.
7 P-K4. This move gets an obstruction to Q, KB,
KKt and K out of the way and takes hold of the two
central points, Q5 and KB5.
7... , P-K4. Black replies in the same way for
the same reasons.
2 Kt-KB3. The Kt that has obstructed the KR
moves towards the centre. It has there a large circle
of activity. It acts on the points 04, K5, KKt5, KR4,
and also on points situated in the White camp: Q2,
K1, KKti, KR2, and assails a Black weakness—the
K pawn.
2... , Kt-QB3. A developing move on the Q
side which defends the KP.
3 B-B4. The B gets out of the way of K and R,
takes up a central position and points towards KB7,
which is defended only by the Black K.
3... , B-B4. [The ‘“Giuoco Piano” has arisen,
THE START OF THE GAME 5D

an opening which was most in use in Italy during the


time before Castling was introduced.]
4 P-QB3. An attack which has to be carefully met.
Its object is to advance with pawns in the centre.
4... , Kt-KB3. Black uses the breathing spell
for further development.
5 P-Q4, assailing both B and KP. This P is thrice
attacked and thrice defended.
Pee. ga x P.
6 Px P, B-Kt5 ch. Black must not lose time by re-
treating, hence this check.
7 B-Q2.
7 Kt-B3 might be played with the consequence: 7
mes APs Castles, unpinning, the OKt; 8
eeeeeestX Kt; O Px Kt, P-O4. counter-attacking
the B. Of course, many other lines of play are here
possible, which the student might try over the board.
feeb x.B ch.
§ QKt x B, P-Q4! Black breaks the White centre
and thus assures himself of the point Q4, which he
manages to maintain.
bet, KK tix P..
70 Q-Kt3, QKt-K2. Also Kt-R4 is possible but it
rather misplaces the Kt.
77 O-O, O-O. Neither K wants to stay on the open
pecline:.
72 R-K1. The R is now very active.
12... , P-QB3. Now the position of the Kt on
Q4 is unassailable, and the Q gets an outlet to QB2
or OKt3.
54 HOW TO PLAY CHESS

Again:
7 P-K4, P-K4.
2 Kt-KB3, Kt- QB3.
3 B-Kt5. [The ‘“‘Ruy Lopez” named after a Span-
ish Bishop of the 16th Century.]
3..., Kt-KB3. Counter-attack against the
White KP.
4 O-O, P-Q3. Also 4 Kt x P may be played but
leads to complications which a beginner is unlikely
to master until after extended trials.
5 P-Q4, B-Q2. White threatens P—-Q5. Black
therefore unpins the Kt.
6 Kt-B3, B-K2.
7 R-K1, Px P.
& Kt x P, O-O. In this position Black can hold his
own, though White dominates more space.

Another defence to the Ruy Lopez: 3... , P-QR3.


This move dares White to capture the Kt. No material
loss would, however, result from 4 Bx Kt, QP xB;
5 Ktx P, for Q-QO5 immediately regains the P. 4
B-R4, Kt-B3; 5 O-O, Kt x P; 6 P-Q4! Trying to
get the obstructions on the K file out of the way, so as
to occupy it with the Castle; 6... , P-QKt4; 7
B-Kt3, P-Q4; 8 Px P, B-K3; 9 P-QB3. This gives
an outlet to the KB which White desires to preserve in
order that shortly it may play against the Black K.
9..., B-K2; 70 QOKt-Q2, O-O; 77 B-B2. To
drive off the Black Kt. 77. . . , P-B4. Black strength-
ens the position of the Kt and obtains action for his
KR.
THE START OF THE GAME 55

7 P-K4, P-K4; 2 Kt-KB3, Kt-KB3. [The ‘‘Pe-


troff’ Defence named after a Russian master.] 3
Kt x P, P-Q3; this developing move is very useful; 4
iMtIKBS, Ktx Po O-K2,70O-K2; 6 P-O3, Kt—
KB3; 7 B-Kt5. White has slightly the best of it, but
one-may say that much for all sound lines of play in
the opening.

7 P-K4, P-K4; 2 P-KB4. A “Gambit” opening


intended to break the even tenor of development. 2
wees get x P. Black might reply in many ways, for
Meee 2.2%,0 (B= B4,0r'2 cote p P-O4, butito: cap-
ture the P is also good. 3 Kt-KB3, P-—KKt4. Black
wants to hold on to his material advantage, and is
determined to meet the impending attack. 4 B-B4,
B-Kt2; 5 P-Q4, P-Q3; 6 P-KR4, P-KR3. ‘The
Black KR being guarded, Black may venture on this
move. 7 P-QB3, Kt-QB3. Black is sufficiently well
developed, White cannot easily get the upper hand on
any essential point.

The student should try out gambits in over-the-


board play with his friends.
7 P-Q4. This move also gets an obstruction out of
the way and takes hold of two important central
Bois... ., P-O4; 2 P-OB4. The offer of this
gambit involves no sacrifice, since White can easily
regain the P or, better still, leave the P a target and
develop rapidly. 2..., P-K3; 3 Kt-QB3, KKt-B3;
4 Kt-B3, QKt-Q2. This position is very effective;
it contests the points K4 and QB4. The blockade of
56 HOW TO PLAY CHESS

the QB is only temporary. 5 B-Kt5, B-K2; 6 P-K3,


O-O; 7 R-QB1, P-QB3; 8 B-Q3, Px P; 9 BxP,
Kt-Q4. Black thus frees his position. 70 B x B,Q x B;
77 O-O, Ktx Kt; 72 Rx Kt, P-K4 and Black has
liberated his B.
To gain a knowledge of other openings the reader
may look over the games of Masters that are discussed
at the end of this book. The student in the course of
his chess practice will have occasion to become ac-
quainted with many openings. Let him try to follow
the principles laid down, unafraid of traps and bril-
liant coups which occasionally will take him unawares.
Critical analysis of his losses will teach him more than
books can do. The above few lines of play suffice as an
introduction to him who wants to rely mainly upon
himself and to develop his own resources.
RADY XI @LAHB

PRINCIPLES OF CHESS STRATEGY

IN THE opening the forces have marched up to battle


array. Then, having got into touch with each other,
they come into collision. How is the intelligent player
to conduct a campaign that is approaching a crisis?
His men, at the start so obstructed, are now rich in
mobility. Possibilities for attack and defence abound.
How, out of the multitude of possibilities that suggest
themselves to him, is he to select the right move—or a
move that, according to his standards, is intelligent?
His first consideration should be that his moves, to
be intelligent, must carry the mark of intelligence,
which is Connection and Plan. A disconnected move
is one made uncritically, unreflectingly, and without
foresight. It suggests itself probably as being in the
nature of a trap, but it is really without force. If the
opponent is taken unawares the scheme succeeds, but
should the opponent on his part use foresight, the at-
tempt recoils on the schemer.
Here then we have the conception that should
mould the plan of the player: Force.
Of two groups of men that are ready to engage with each
other that one ws entitled to gain the upper hand which has
58 HOW TO PLAY CHESS

the most force behind it. This principle is fundamental.


If your experience does not conform to it, not the
principle but your application of it is at fault. In that
case you have to review your valuation of the forces
engaged and be attentive to mistakes. If your valuation
was precise, the weaker side cannot gain a lasting suc-
cess. An apparent success—why not?—but not alast-
ing success. Such is the nature of force. This principle
will guide you in extending and improving your scale
of values.
Strange as it may seem, the human mind has taken
a long time to learn how to apply the concept of force
to chess. The mistake committed was to confound
force and effect. Force is composed of two factors: the
effect, and the thing susceptible to the effect.
An effect and a target combined make a force. ‘The effect
has a magnitude, and the susceptibility of the target
has a measure, and the combination of these two ele-
ments constitutes the force.
‘Take as an instance a Q. A mobile Q is capable of
many effects, but if the hostile men are protected even
the Q is dependent upon the co-operation of other
pieces in order to exert force.
A position, as a rule, contains elements strongly
susceptible to effects. The technical term for such an
element is a “‘weak”’ point, or ‘“‘weakness.”’ Thus the
position of the K is weak when aggressors find few
obstructions in the K’s quarter, and a player discerns
a “‘weak point” in the opponent’s camp when he sees
that the opponent cannot assail a piece placed on that
point. If that point is occupied by a man which from
PRINCIPLES OF CHESS STRATEGY 59

there exerts strong force the player has occupied a


“strong point.”
Weakness may be mobile or stationary. A concentra-
tion of effect on a weakness will pay only if that weakness ts
stationary, for otherwise, by simply the shifting of the
weakness, the concentrated effect would hit an empty
spot and therefore be wasted. Stationary weaknesses
are, a King who can no longer castle and is defended
by relatively few pieces, or to whom access is easy;
a pinned piece, a piece of little mobility—e.g., one
which has been shut in, or whose movement would
entail heavy loss, or, a frequent case, a blocked pawn.
Let us first of all survey a few instances:

The Black R on Kt2 being pinned is a target call-


ing for concentration of effect of the White pieces.
7 Q-K7, White wishes to eliminate,.to exchange the
Black Q which not only would defend but threaten
Senter attacks at ‘the’same time. 7... ., QxQ.
(Noteso good would be 72. . , OQ-KKti; 2Q xP,
R-QB1;3BxR ch wins). 2R x Q, R-KKt1; 3R x P,
60 HOW TO PLAY CHESS

P-Kt3; 4 R-x Py P-R3;°-6' R-KRt7y-K-R2: 6 Bake


The R has to be captured since it threatened to be-
come mobile. 6. sos Rex Bie7 Rx iProreR
x: Reana
wins by superiority of material force.

men
\

SNE
\ .. St

“ a
\ “ A
\
“ “
a
aa a
.WY
‘ SOy.

The Kt must not move on penalty of abandoning


the B which he protects. It is therefore the indicated
target. 7R —K5 wins B or Kt.

Il

inler
a
\ \ _\ on
\ \ N
“ we
\ a He

\ “a Ws
\\< SOAS

The King has to guard the Q, has therefore little


mobility and is a welcome object of attack. 7 R-K8 ch
wins Q for R,
PRINCIPLES OF CHESS STRATEGY 61

ial
IS
+4

“ay

WN
valiYO&

as
s: ef
\

SS
SSS
>
\

ime al a

ag
NS%

VY
\\ ae
\ NPIS
“— SS

aawr

White espies a target: the ORP, which, being un-


able to receive support from a pawn, handicaps the
Black pieces that have to support it. 7 R-R6, which
binds the B to its post. Now the target is immobile.
. ,K-Q1; 2KR-RI1, and now the target is over-
whelmed; 2 . Peis blews eer eke Rh 2 Rox RR.
K-Kt1; 5 R-R1. White has won a pawn and therefore
enters upon the ending with a considerable advantage.
ind
\\N “

44° X
amat \
7
3
WN
oe

<il
(oan
ans
a
#4
W

oF

CO
an

Wy
=
Na

ee

Bal
et

SQaug
oe

\ \ em
Black’s K side is weak because the White Bishops
bear down upon it. But White must hurry, for Black
62 HOW a1 OS PLAY GH iss

contemplates the obstruction of one of the Bishops by


P-KB4. White conceives a plan by which to expose
the Black K, then to limit its range, and finally to
assault 1b Gecisivel yu) abe cents SZ) O30 te
K-Kt1; 3 Bx P, K x B. The K is now badly exposed.
4 Q-Kt4 ch, K-R2 (if K-B3; 5 Q-Kt5 mates). Now
the K has little mobility. 5 R—B3. ‘The decisive R-R3
cannot be forestalled:; O°. 2), P-K4, To allay the
fierce onslaught by the sacrifice of the Q; 6 R-R3 ch,
QO-R3; 7 RxeOce KR; 3820 -O7 wins another
piece and the game.

U
Vt Wiis Z
GY ZUY, St; Y Yy
Yaa
YH);
Yt Yj
Wt: WW Uy VA

Yu:

UD
SS

WN
sNWN

The analyst examines all points of the board to


ascertain upon which side is the superior force. Each
side has the advantage in its own camp. The point
Q5—Black’s 04—1is hotly contested. The White QR
will be sooner developed that the Black QR, conse-
quently White is stronger than Black on the QB file.
Also on the central points K4, K5, QB5. Black cannot
keep the balance and must eventually give ground.
PRINCIPLES OF CHESS STRATEGY 63

Black to play
The Black Kt is momentarily in a weak position,
but can take up a safe and strong post on K2. The
Black QBP cannot be protected by pawns and if as-
sailed by White Rooks is therefore a handicap on some
of the Black pieces. It will pay to experiment with this
po tnon—/. %. . , P=K.B3,.to get the R into action;
Pee O-O2>.3-O-B2, and: wins the OBP. Again:
pees tR47 RBISK t-B5: o P-OKt3, Kt-Kt3;
Perea) -O) 2-75 O-B2, R-R25,0-R-Bl, Kt-R1; 7
©-B5, Kt-Kt3; 8 P-KR3. White must not take the
BP at once (8 R x BP? Rx R;9Q xR, R-QBI1 wins)
but the P remains weak and is certain to fall in the
end.

Fleeting, or temporary weaknesses, such as a mobile


but unprotected man, or a piece of high value on a
point easily accessible, may also be taken advantage
of, but by a process that wholly differs from that to be
followed against a more permanent weakness due to
lack of mobility. To attack a transitory weakness
64 HOW TO PLAY CHESS

merely to make the power of one’s pieces manifest is


bad play. The attack is useful only when with the
same move some other advantage is gained. For in-
stance, when an attack on several mobile weaknesses
is simultaneously instituted. ‘The defender then has the
hard task of extricating himself from several perils,
and has only one move to do this witn. A task solvable
only by counter attack against some momentary weak-
ness of his assailant.

YUy
Y

Wj

Z a

dps, Ce
Y/
Yy
oe La
YY;
ii
Y
Gas,
GANG Y GUNZ GFAYG
GY
Ya), YR, LLL GAUL Lo, YY: =>,
Z Z

White attacks the transitory weakness KB6, he has


himself a temporary weakness on QB4. Black, instead
of withdrawing the Kt counter-attacks with P—Q4!
The threat to capture the B is meant as compensation
for White’s threat to capture the Kt. A solid and per-
manent advantage is thereby gained by Black on the
score of his development.

What does the term ‘‘overwhelm” imply? Under


what conditions is a weakness overwhelmed? The rule
that applies thereto is simple. When the pieces cap-
PRINCIPLES OF CHESS STRATEGY 65

tured on a point represent higher value than the pieces


lost in the struggle on that point, the assailant achieves
an advantage on that point. Most frequently the num-
ber of pieces captured is the measure, but by no means
always. If the K is checkmated the assailant may sacri-
fice any number of pieces to that end and still be the
gainer, and a Q and sometimes a Rook are of so high
a value that their gain is sufficient compensation for
the loss of several men. If the pieces involved in attack
and defence are of equal value, the player must count
the number of threats directed against a point and
compare it with the number of protections—i.e., of
men ready to recapture on that point—in order to
decide whether the attack against the point has suc-
ceeded in gaining the upper hand or not. Even if the
attack will achieve that measure of success it does not
follow that to bring it home at once would be the right
play. The assailant may bring additional force to bear
on the immobile weakness and be a gainer thereby,
but he must not strike while he maintains this ad-
vantage. Consequently he must consider whether the
reserve force which he can bring to bear upon the
weakness is as great or greater than the reserve force
which the defender can bring up in the same time.
The conception of value is therefore bound up with
that of force, which again implies those of effect and
weakness. You may change the rules of chess, enlarge
the board, increase the number of men, vary their
mobility, do all this to any extent and yet the above
reasoning will apply. This consideration shows that
in the above conceptions we have in hand something
66 HOW TO PLAY CHESS

which is useful beyond the narrow limits of chess.


How to value things is a problem of exceeding im-
portance. In life we have to judge men, actions,
chances and risks, services and sacrifices, and this is a
responsible task. By what standards is just valuation
guided?
The ordinary standard is that of utility, but one has
to be wary in its application. In the position White K
on KR6, P on KKt7, Black K on KR1, B on KKt1,
© on KB4. The pawn checkmates and is therefore
more useful to White than the Q and the B are to
Black. Yet a Pawn is very much weaker than Queen
or Bishop. Possibly Black in allowing this situation to
arise has committed a grievous blunder, or else it has
been brought about by White’s sacrifice of powerful
pieces—for instance, the P had been on KB6, a White
QO on KB8, a Black R on KKt8, White had played
Q-KKt7 ch, and thus by the sacrifice of the Q forced
the mate by the pawn. We have to distinguish be-
tween temporary and permanent values, and we have
to exclude blunders.
The permanent value of a group of men is the meas-
ure of its utility in the hands of the master under vary-
ing conditions. ‘Temporary value of a group of men in
a certain situation is the measure of its utility under
given conditions, again provided that the play is con-
ducted by a master. If we follow the games of a master
who contends against an opponent of his own mettle
we may keep an account of the force of each of his
pieces as it is shown in the course of his games and thus
gain a reliable measure for the permanent value of
PRINCIPLES OF CHESS STRATEGY 67

each of the pieces. Since absolute perfection does not


exist, this method can be executed only with such ap-
proximation to truth as is accorded by substituting a
very strong player for the ideal perfect master. The
judgment of the master has authority. ‘The written and
printed word of the master should be consulted. Thus
we can supplement our own endeavour by taking ad-
vice from Authority and ‘Tradition. Nevertheless we
should not attain our end by relying wholly on Author-
ity and Tradition. The judgment of a man is the
fountain out of which springs his thoughts and prog-
ress. If he abandons his judgment in favour of Author-
ity he ceases to be original. In that case he is bound to
commit mistakes, because he needs judgment to under-
stand the master. If on the other hand he stoutly main-
tains his right to use his own judgment he keeps the
springs of his creative thought alive and is one of those
privileged to help along progress.
I therefore advise my pupils to be critical of valua-
tions imposed upon them by others, and to be diligent
in attempting to arrive at valuations by their own
efforts.
A table of simplest values in chess—that of the men
themselves—was devised long ago. Leonhard Euler,
the mathematician, showed the way to calculate these
values mathematically by the principle that the aver-
age utility of a man is proportionate to its average
mobility. This assumption is correct, because accord-
ing to the rules of chess the effect of a man on a point
is 0 when the man cannot move to the point, and is 1
for any man which can move to the point. This rea-
68 HOW TO PLAY CHESS

soning does not apply to the promotion of a Pawn. The


Pawn therefore gains in value at the End Game stage.
Apart from this factor, Leonhard Euler’s method is
sound, and the values he thus found agreed with those
based on experience. The following table indicates the
approximately correct valuation of the pieces:

Kt=3Ps; B=Kt; R=—Kt +2 Ps.


Q= 2 Rs = 3Kts; K = Kt +P,

But this table is only the beginning of the work of


valuation. Whenever a player is meditating upon
abandoning some values in order to gain a compen-
sating advantage he has to compare what he intends
to give up with what he hopes to gain. If he lacks the
capacity for independent and fearless valuation he
cannot do justice to positions of this kind.
A frequently occurring instance is the sacrifice of a
pawn for advantages gained in development. What
advantage in development maintains the balance for
the loss of a pawn? Perhaps no master has ever been
able to give a fully satisfying answer to this question,
though a good deal of Chess Strategy depends upon
it. The player of natural talent answers the question
by weighing the issues of the position and letting his
judgment decide.
A good method for creating and training a sound
judgment is to experiment with advantages and com-
pensations so as to produce a balance. Let a player, for
instance, endeavour to find out which of the two minor
pieces, Kt and B, is in a given case the stronger or
PRINCIPLES OF CHESS STRATEGY 69

more valuable piece. To that end, according to the


experimental method above alluded to, he will set up
a balanced position—say of K, 5P and a Rook each,
with nearly equal weaknesses—and he will then add
a Kt to the one side, a B to the other, and see by analy-
sis, or at least by a series of trials, which side gets the
advantage. If he varies the balanced position in ma-
terial and weaknesses the continued exercise will at
length develop his judgment for the distinction be-
tween Kt and B toa fine point. Let the student begin
with simple tasks of this kind before he attacks the
more complicated ones. I indicate here a few in-
stances:

WHITE: K on QR1, Kt on QB3, P on QRS.


BLACK: K on KR1, B on K3, P on KR5.
White to play. 7 P-R6, B-B1; 2 P-R7, B-Kt2; 3
Kt-Q1, P-R6; 4 Kt-B2, P-R7. Black has the advan-
tage. Add a couple of safe pawns say White on QB2,
and Black on KB2, and Black wins easily. Thus, if the
weaknesses of White and Black are very far apart the
B is stronger than the Kt.

WHITE: K on QR1, Kt on QB3, P on QKt4.


BLACK: K on QKti, B on K3, P on QB5.
White to play. 7 K—-Kt2, K-B2; 2 K-B1, K-Q3;
co 42, K—K4; 4 K-K3.
White has the advantage, which would be very
pronounced if his K had been able to gain the point
—K4. Add two pawns, White on KB2, Black on KB2,
and White will probably win. If the weaknesses on
70 HOW TO PLAY CHESS

either side are in proximity, the Kt is stronger than


the B.

WHITE: K on Q3, B on KB7.


BLACK: K on QKt4, B on KB3, Ps on QB4, QKt5,
QR6.
Black cannot force the win. 7. . . , K-R5; 2 K-B2
P-Kt6 ch; 3° Bx Pch, K-Kt5. Black goes the only
possible way of advancing some of his pawns on to
White squares. 4 B—-R2, P—B5; 5 B-Kt1. And that way
also leads to a draw. Consequently the B supports the
advance of its pawns best when they are on points of
a colour differing from those of the points it dominates.
The other way—leaving the pawns on points domi-
nated by the B—is the right way for defence, but it is
the wrong way for attack.

WHITE: K on KR5, R on QKt1.


BLACK: K on KKt1, R on QR3, Ps on QR2 and
KR3.
White‘to play. 7¢R-Kt7, K-Bl 2 R-KR7y Ra
3 K-Kt4, K-QO1; 4 K-B3, K-B1; 5 R-R8 ch, K-Kt2;
6 R-R7 ch. Black cannot win. The position of the
White Rook on KR7 where it exerts force on two
weak Black pawns, is so strong that it leaves his K
free to select the quarter where it is required to fight.

WHITE: K on K3, B on Q5, Kt on K4, P on QB4.


BLACK: K on KKt3, Q on Q1, P on K4.
White has a firm position, the only object for attack
is the K, provided the White pieces are careful to re-
PRINCIPLES OF CHESS STRATEGY aq

tain their strong posts. For the attack against the K


Black has K, Q, and to a slight extent the blocked P
at his disposal. Black’s plan will be to attain a position
where the White K is driven back and the Black K
has advanced to KB5, with say, White K on K2, and
Black Q on OKt6. The continuation might be: 7...,
ere) Ol O-OGich; 3 KB K-K6; 4
K-Kt2, K-Q5; 5 K-B1. Now White hardly dares to
move any piece but the King. It is, therefore, advis-
Buleioemploy <vezwane. >.>. , OQ-KB6; 6 K-B2,
Weio7/ K-Kt2, O-O6, and nowifs K—R2,.0-—B7 ch;
ino, O-Kt8; 70 K-R4,,0-Ki3;, 77 K—-R3, K—-O6.
Will Black be able to win? There are many lines of
play. Some of the essential ones have not been men-
tioned above. ‘The student will do well to try them
out for himself—after using the method of imagining
a hoped-for position and aiming for it. The preponder-
ance of the Q over the White pieces, firmly posted
though they are, and the nature of the advantage she
holds is, for the rest, quite clear.
Let me insist again that the individual result is of
far less importance than the acquisition of ease in
handling the method. Chess is an occasion to judge
the method, its field of application is as wide as life
itself.
The conception of ‘‘Balance”’ often called (accord-
ing to the great Chess thinker and Master, William
Steinitz) ‘“‘Balance of position’? is more fundamental
than it would appear above. Chess is really not em-
bracing enough to give full sway and scope to that
conception. The conception of Balance functions in
ita HOW “FOP rLAY? CHESS

the whole of social life. The values that are essential


to chess, though manifold, are not so nicely graded as
to form a continuous series, therefore a perfectly bal-
anced position does not exist in chess. In a symmetrical
position the move would make a difference, though in
practice that might amount to very little, and the
game therefore might easily end in a draw. All the
same the position would not correspond to the condi-
tions of a perfect balance.
Let us for the moment forget that we study chess
and let us envisage what the conception of Balance,
purely as a conception entails:
7. Ina balanced position neither side 1s able to gain
an advantage by force.
2. In a balanced position, any attempt to win an
advantage however well planned, can be frustrated.
And we may be permitted to add:
3. In a nearly balanced position any attack, how-
ever profoundiy conceived, intended to obtain a con-
siderable advantage, can be repulsed and recoils to
the disadvantage of the assailant if the defender suc-
ceeds in doing full justice to the resources at his com-
mand.
[v.B. The difficulty in any abstract reasoning on
Chess is mainly its lack of grading in the final result.
Loss. Draw. Win. This is the scale of success in Chess.
Life is infinitely more varied. Life goes on, it knows no
permanent defeat, nor permanent victory, therefore
one cannot detect in Chess such striking and exact ap-
plication of the concepts of Force, Value, Balance as
can be found in life.]
PRINCIPLES OF CHESS STRATEGY Te

Now the conception of an ‘“‘Approximate Balance”


may be used in chess, even by the most conscientious
and exacting. The greater force will gain the greater
advantage—that hardly needs a demonstration in
Euclidean style.
Let us give a few instances of how the principles
set forth function in Chess:

WHITE: K on KKt3, R on QR3, P on KB4.


BLACK: K on KKt3, R on QKt3, P on KB4.
He who tries to win gets the worst of it. 7 K-R4,
feeow 5s, 2 K-Kt3 ch, K=B3; 3: K=R5,/R=B8; 4
Peto K—-B25) 5 R-ORG, R-KEKt8. The game is
drawn, but White has to play carefully.

In the initial position after 7 P-K4, P-K4; 2 Kt-


KB3, Kt-QB3; 3 B-B4, B-B4; 4 P-Q35, P-Q3,
White now attacks 5 Kt-Kt5. This move discloses an
attempt to win, which, in the balanced position, is un-
justified; 5..., Kt-R3; 6 Q-R5, O-O; 7 Kt-
QB3, Kt-Q5. Black makes a counter attack, White is
in difficulties.
Again the initial position 7 P-K4, P-K4; 2 Kt-
KB3, Kt-QB3; 3 B-Kt5, P-KB4. An unjustifiable
attack. 4 Kt-QB3, Px P; 5 QKtx P, P-Q4; 6 Kt-
Kt3, P-K5; 7 Kt-K5, Q-B3; 8 P-—Q4. Black’s at-
tempt has failed.

Again; 7 P-K4, P-K4; 2 Kt-KB3, Kt-QB3; 3


P-B3, an ambitious move, that is not called for, White
wants to dominate the central points by pawns 3
74 HOW TO PLAY CHESS

.. .P-Q4; 4 B-Kt5, Px P; 5Ktx P, Q-Q4; 6 Q-


R4, Kt-K2; 7 P-KB4. Apparently a bad position for
Black, since White menaces B—B4. But it cannot be—
Black has not transgressed—Black must have a sound
defence—search!, 7 % .«..B-Q2!) This.turnscthestapie.
on White. § Kt x B, K x Kt. To give an instance of
the possibilities of this position: 9 O-O, Kt-B4; 70
P-QKt4, P-QR4; 77 K-R1, Px P; 72 Bx Kt ch,
PxB; 73 QxR, B-B4; 74 QOxR, Kt-Kt6 ch; 75
Px Kt, Q-R4, mates. An actual game!

From what precedes it is sufficiently clear that three


modes of intelligent proceeding may be distinguished
in Chess. Firstly Attack, which concentrates effort on
one or more weaknesses in the opponent’s camp with
the intention of forcing the opponent to defend, and
finally to gain an advantage thereby. Secondly, De-
fence, which obstructs the efforts of the enemy, or
concentrates efforts on its own weaknesses, or shifts
these weaknesses, or makes some sacrifice of material
to allay the fury of the onslaught. Thirdly, Develop-
ment, which does not concentrate effort, but spreads
it, so as to gain in mobility, in readiness to attack or
to defend. A move that does no good in any one of
these ways is indifferent or unintelligible. The main
principle of attack is economy of its chances. The at-
tack has to gain the utmost advantage of which it is
capable. To win a lesser advantage than should ac-
crue from the position is the mark of an assailant of
mediocre ability.
The main principle of Defence is economy of its
PRINCIPLES OF CHESS STRATEGY 75

risks. The defence must make the smallest sacrifice


that suffices to end the attack. To concede a greater
advantage than is needed is the mark of a defender of
mediocre ability.
The main principle of Development is economy of
time. The Development should be as rapid as possible,
so that the state of readiness should be reached after
as few moves as possible. Loose handling of this prin-
ciple marks a player who is without ambition to im-
- pose responsibilities upon himself.
This sums up the working in Chess of the principle
of Economy, that in philosophical language of the
Middle Ages was expressed as follows:—‘‘Natura non
agit frustra.”’
I should like to feel that I have made my readers
eager to follow this principle according to their stand-
ard, high or low, on good days and bad. They will
certainly lose many games by attempting it, but if they
bear their misfortune in good humour and are atten-
tive in analysing their failures, and succeed in pinning
down their mistakes they will in the end rise above
mediocrity, and their style of play will have some of
the charm of Art.
The above considerations are applicable to all board
games and to much else. The method implied by them
deserves to be widely known. I call it the method of
values.
RAQWY XII @LAEB

EXAMPLES OF THE PLAY OF MASTERS


WITH EXPLANATORY NOTES

THE FRENCH DEFENCE


WHITE: Fritz BLACK: Mason
7 P-K4 P-K3
Black develops without exposing his KP.
2 P-Q4 P-Q4
€3 Kt-QB3 Kt-KB3
4 B-Kt5 B-K2
5 Bx Kt Bx B
6 Kt-B3 O-O
7 P-K5 B-K2
8 B-Q3 P-QKt3
This is too slow. Better to engage White immedi-
ately by 6 2 b>-@o4,
9 P-KR4 are
Intending an attack against the Black King.
Gee B-Kt2
Far too slow. At least 9... B-R3 should be
played.
10 Bx Pch KxB
77 Kt-Kt5 ch K-Kt3
EXAMPLES OF THE PLAY OF MASTERS 77

ite e.. see Ktls 72 O-R5%orcif 77 «..,


K-R3; 72 Q-O2.
72 Kt-K2 Bx Kt
(sab xt B P-KB4
T2eithex Pie-p, R-R1
75 Kt-B4 ch K-B2
16 Q-Kt4 RxRch
17 K-Q2 Pack
78 QxPch K-Kt2
79 RxR B-B1
20 R-R7 ch KxR
27 Q-B7 ch
and mates next move.

KING’S PAWN OPENING


WHITE: Charousek BLACK: Burn
7 P-K4 P-K4
2 P-KB4 Px.P
2d Kt-KB3 P-KKt4
4 P-KR4 P-Kt5
5 Kt-K5 B-Kt2
6 P-Q4 Kt-KB3
7 Ktx KtP Kt x P
S$’ BxP Q-K2
9 Q-K2 BxP
Had Black played for development, 9. . . P-Q4
would have been the move.
40 P-B3 B-Kt2
77 Kt-K3 Q-K3
72 P-KKt3 O-O
73 B-R3 P-KB4
78 HOW *lOSPLAY* CRESS

74 O-O P-Q3
15 Kt-Q2 Kt x Kt
16 Qx Kt Kt-B3
17 QR-K1 Q-B2
18 B-Kt2 K-R1
19 Kt-Q5 Kt-K4
20 B-Kt5 P-B3
Black should develop by B-K3 and OR-KI1.
27 Kt-B4 P-Q4?
22 P=R5 B-Q2
Now that the Kt on K4 has to be supported by the
KB, Black cannot play P-KR 3 on account of B x P.
23 P-R6 B-B3
24 Bx Bch QxB
25 Kt-R5 Q-903
26 Rx Kt QxR
27 R-K1
The Queen can no longer guard the point Q5,
so Black resigns.

ZUKERTORTS OPENING
WHITE: Kevitz BLACK: Alekhin
7 Kt-KB3 Kt-KB3
2 P-B4
A variation favoured by Reti.
Ca ere P-QKt3
3 P-KKt3 B-Kt2
Black exerts pressure on K5 so as to impede the
advance of the White KP and to gain a foothold in
the centre:
EXAMPLES OF THE PLAY OF MASTERS _ 79

4 B-Kt2 P-K4
5 Kt-B3 B-Kt5
6 O-O B x QKt
To make sure of the point K5.
7 KtPxB nie
& P-Q4
This move allows Black the near over K5. Bet,
ter was & P-Q3.
Sea P-K5
9 Kt-R4 O-O
10 P-B3 PxP
11 BxP Kt-K5
12 Q-Q3 R-K1
13 P-Q5
This move fixes the White Pave wid ae changes
them from fighting units into mere obstructions and
targets. The proper policy is 73 Kt-B5-K3-Q5.
Bont. Kt-B4
14 Q-Q4 QKt-Q2
15 B-R5 Kt-K4
The Black Kts take up positions unassailable by
pawns.
16 B-B4 Q-Q2
17 Kt-B3 Kt-Kt3
18 Kt-Q2 ke
19 Bx Kt
Better was 79 B-B3 for the Srpieeten it the K side
and to be able to drive the Black Qoff.
ID Becte. RPxB
20 P-K4 P-KB3
27 QR-K1 P-KKt4
80 HOW TO PLAY CHESS

These pawns dominate black points. The B on Kt2


will dominate important white points, therefore Black
is strong on all essential points.
22 B-K3 R-K2
23 K-R1 QR-K1
24 B-Kt1 B-B1
25 R-B3 B-Kt5
26 KR-K3 Q-R4
27 K-Kt2 B-R6 ch
28 K-R1 K-B2
Black prepares the final assault by playing his K
over to the safe wing.
29 B-B2 P-R4
30 B-Ktl R-K4
37 B-B2 Q-Kt5
32 B-Ktl QR-K2
33 B-B2 K-K1
34 B-Ktl K-Q1
35 B-B2 K-Bi
36 B-Kt1 Q-R4
37 B-B2 B-Kt5
38 K-Kt2 Q-R6 ch
39 K-R1 P-R5
40 B-Kt1 P-Kt3
At last the assault begins in earnest.
41 B-B2 K-Kt2
42 B-Kt1l K-R3
Still Black prepares.
43 B-B2 P-B4
444 PEx'P, PxP
45 RxR PxR
EXAMPLES OF THE PLAY OF MASTERS 81

If now 46 RxP, RxR; 47 OxR, B-B6ch; 48


Kt x B, Q-B8 ch; 49 Kt-Kt1, Kt-Q6 wins.
46 Q-K3 P-K5
47 P-Q6
Trying to confuse the issue.
AT se pet PxiP
Black remains calm.
48 Q-Q4 P-B5
49 Resigns

RUT, LOPEZ
WHITE: Capablanca BLACK: Dr. Bernstein
7 P-K4 P-K4
2 Kt-KB3 Kt-QB3
3 B-Kt5 Kt-B3
4 O-O B-K2
5 Kt-B3 P-Q3
6 Bx Ktch H
This is not called for, and rather eases Black’s task.
O SPP PxB
7 P-Q4 PxP
.. . Kt-Q2was a good move, since it
maintains the P on K4 and its hold on Q5.
& KtxP B-Q2
9 B-Kt5 O-O
70 R-K1 P-KR3
77 B-R4 Kt-R2
72 Bx B QOxB
13 Q-Q3 QR-Kt1
14 P-QKT3 Kt-Kt4
15 QR-Q1 Q-K4
82 HOW TO PLAY CHESS

To forestall White’s O—R6, which would attack two


pawns.
16 Q-K3 Kt-K3
17 QKt-K2 Q-OR4
Black could very well have exchanged Kt’s so as
to give free scope to the B. The move of the Q is an
adventure in which Black hopes to gain a pawn.
18 Kt-B5 Kt-B4
19 Kt(K2)-Q4
The White Kt advances in the oe taking care
to occupy points not easily assailable.
19 . K-R2
20 P-KKt4 ‘
Further to strengthen the position a fe Kt on B5,
which has a strong effect on many points in the
enemy’s camp.
AOS, 4: R(Kt1)-K1
21 P-KB3 Kt-K3
22 Kt-K2 QxP
Black’s judgment here is at fault. He should defend
by O- Kia:
Je Q x BP
R-QB1 Q-Kt7
a Kt-R5
The Black Kt has to guard the Kt, Endeis there-
fore pinned to his post, and is a suitable target.
LIB Be: R-KR1
26 R-K2 Q-K4
The Q wants to guard the weak points KKt 2 and
KB3.
EXAMPLES OF THE PLAY OF MASTERS 83

27 P-B4 Q-Kt4
28 Kt(B5) x KtP <
fiecoeemee ye St elt 29 Kibo ci with deadly
effect.
26% Kt-B4
The best move in the unfavourable conditions was
R-Q1. White would then continue P-B5 and keep
his advantage, but the move in the text is equivalent
to resignation without a fight.
29 KtxR Bx Kt
30 Q-OB3 P-B3
3) Kt xP ch K-Kt3
32 Kt-R5 R-Kt1
33 P-B5 ch K-Kt4
34 Q-K3 ch K-R5
35 Q-Kt3 ch Resigns

THE FOUR KNIGHTS OPENING


WHITE: Bogoljubow BLACK: Griinfeldt
7 P-K4 P-K4
2 Kt-KB3 Kt-QB3
3 Kt-B3 Kt-B3
4 B-Kt5 B-Kt5
5 O-O O-O
6 P-Q3 Bx Kt
7PxB P-Q3
8 P-KR3
To avoid the pin B-Kt5, White estes to keep his
Kt.
See Pees tes P-KR3
84 HOW TO PLAY CHESS

9 R-K1i P-R3
10 B-R4 B-Q2
11 B-Kt3 Kt-OR4
Black is rather too anxious for exchanges. Kt-K2
would suggest itself.
12 Kt-R2 Ktx B
13 RP x Kt Kt-R2
14 P-KB4 Pxe
joe xk P-KB4
A mistake. P-KB3 was indicated so as to impede the
advance of the KP.
16 P-K5 Px P
72x Kt-B3
18 Q-K2 R-K1
79 Kt-B3 Kt-Q4
20 B-Q2 Q-B3
27 R-K1
White holds on to the Kfile.
Oar e P-B3
22 P-B4 Kt-B2
23 B-B3 Kt-K3
Black defends well, but to no purpose, because
White has become too strong.
24 Q-B2 R-KB1
25 Q-Kt6 QR-Kt1
26 Rx Kt QxB
27 R-K7 B-K1
28 Q-B7 B-R4
29 R(K1)-K5 Resigns
EXAMPLES OF THE PLAY OF MASTERS — 85

NIMZOWITSCH’S ATTACK
WHITE: Nimzowitsch BLACK: Roselli
7 Kt-KB3 P-O4
2 P-QKt3 P-QB4
3 P-K3 Kt-QB3
4 B-Kt2 B-Kt5
5 P-KR3 Bx Kt
6 QxB P-K4
Black having given away his QB should guard the
White points in his camp by pawns, consequently
P-K3 was the right move. To counteract the White B
on OKt2 Black could have utilised his B by playing
it, say, to K4.
7 B-Kt5 Q-03
This ties down the Q. Better would have been 7
oe =.
& P-K4 P-Q5
The move Kt-K2 would have been preferable had
P-B3 been played. Now White has the superiority
on all the white squares.
9 Kt-R3 P-B3
70 Kt-B4 Q-Q2
77 Q-R5 ch P-Kt3
72 Q-B3
White desires to weaken the Black KBP.
[AAS ES aaa
13 Q-Kt4
Threatening Q-K6 ch. If 73. “Ge—B1 then 74
Kt-R5 with evident advantage.
86 HOW TO PEAY CHESS

[ote K-B2
14 P-B4
The position of the Black K is now the target. To
begin with, obstructions are got out of the way.
[ese 3 P-KR4
15 Q-B3 Pax BP
76 Bx Kt PxB
Ii Q xB then 77 Ox BP R-Kij 75, ©_O and Ware
should win, as pointed out by Nimzowitsch.
17 O-O P=Kt4
18 P-B3 R-Q1
79 QR-K1 Kt-K2
20 P-K5
This loosens the chain of Black pawns.
20 Pere tas.- Kt-B4
27 Px QP Kt x P
Or ii 2) sites POP 222 Dae Pio ee ee
with advantage, as shown by Nimzowitsch.
22 Q-K4 B-K2
23 P-KR4 Q-02
24 Px BP BxP
ogre Resigns
For if 26 272. B-Ki2; 26) Ki-KSei7 Bx hie
© x B and the Black K is in a position which cannot
be defended.

MAX LANGE’S ATTACK

WHITE: Tschigorin BLACK: Teichmann


7] P-K4 P-K4
2 Kt-KB3 Kt-QB3
EXAMPLES OF THE PLAY OF MASTERS — 87

3 B-B4 B-B4
4 O-O Kt-B3
5 P-O4 Pook,
6 P-K5 P-Q4
Black replies by counter attack which develops in-
active force at the same time.
7 PxKt PxB
8 R-K1 ch B-K3
9 Kt-Kt5 Q-04
White threatened KtxB followed by Q-R5 cA,
which wins the B.
70 Kt-QB3 Q-B4
The QKt must not be taken because the QB is
pinned, therefore the Q is unprotected.
77 QKt-K4 B-Kt3
Black hopes to be able to withstand White’s at-
tack. The question whether he can do so or not is still
undecided.
2s Pex Pe R-KKt1
73 P-KKt4 Q-Kt3
74 KtxB Px Kt
75 B-Kt5
This prevents Castling, and commands important
points weak in the Black camp. It also obstructs the
KKt file.
(Ope es RxP
eee e i 3/0 O-B3, P ae BP se/7 Kt Bosh;
B—B2; 75 RxP! KxR?; 79 R-KI1 ch and White
wins.
16 Q-B3 P-K4
His position is too insecure, he should sacrifice
88 HOW ‘EO: PEAY, GHESsS

something in order to eliminate a White piece 76


, R—D2se Nt BO ch RR Keio Dx RK
The strong Black pawns are a sufficient compensation
for the loss of the exchange.
17 Kt-B6 ch K-B2
78 P-KR4 P-KR3
719 Kt-K4 ch K-K3
20 P-R5
To drive the Q from the KKt fileand hae to secure
the KKtP.
20%; Q-B2
21 B-B6
White’s Q is powerful; he, rieretare? withoue ques-
tion refuses to exchange it.
2 ee et R(Kt2)-Kt1
22 Q-B5 ch K-Q4
23 P-Kt3 Rx Pch
The Black K is in terrible straits. Black cannot fight
his assailants off, and therefore decides on a desperate
counter attack in order to draw the White forces
away from the pursuit of his K.
24QxR R-KKt1
COUR Pch KxP
26 B-Kt5 Resigns
White threatens Q—Kt3. Black has no adequate de-
fence against this, nor can he obtain sufficient counter-
attack.

KING’S GAMBIT DECLINED


WHITE: JT
schigorin BLACK: Marco
7 P-K4 P-K4
2 P-KB4 B-B4
EXAMPLES OF THE PLAY OF MASTERS — 89

Black prefers development to the gain of the offered


pawn.
3 Kt-KB3 P-Q3
4 B-B4 Kt-KB3
5 P-Q3 QKt-Q2
It is a peculiar manner of developing the QKt to
place it in front of B and Q. The natural method is
Kt-—B3 or else B—K3, followed by QKt-Q2, or B3.
6 Kt-B3 P-B3
7 Q-K2 P-QKt4
Black, in playing on the wing, neglects the centre,
but the centre is more important than either wing.
& B-Kt3 P-QR4
9 P-QR4 P-Kt5
70 Kt-Q1 B-R3
112P=P
White opens lines in the centre Oby exchanging
pawns which obstruct.
[1 Ae Pexek
12 Kt-K3 Bx Kt
73 Ox B
If 73BxB? KtxP
13D. Kt-Kt5
14 Q-K2 O-O
75 B-Kt5 KKt-B3
16 O-O P-R3
17 B-R4 Q-B2
18 Kt-Q2 Q-Q3
79 K-R1
guarding against Q-QO5 ch, yen Fisuld win the
ORKtP.
[oO eae. P-Kt4
90 HOW WOrPLuay’ CHESS

Black persistently manoeuvres on the wings. It


was high time for him to strengthen his KBP by 79
. . . R-R2, to follow this up by Kt-R2 and Kt-B4,
so as to strengthen his weak points. The desultory
attacks on temporary White weaknesses serve no
purpose.
20 B-Kt3 K-Kt2
21 R-B5 Kt-KKt1
22 Kt-B1 QR-K1
23 Kt-K3 Q-Kt3
24 QR-KB1 P-B3
The White pieces have taken up positions firm and
effectual at the same time.
25 P-R4 Kt-B4
26 P-R5 Q-R2
27 B-QB4 B-B1
28 Q-B2 Kt-K3
Black wants to place the Kt on the strongly forti-
fied KB5, so as to block the White QB, but. White, in
now undertaking a violent onslaught, does not allow
him the opportunity.
29 Rx KP! PxR
30 BxPch Kt-B3
31 Kt-Kt4 Kt-B5
32 Q-R7 ch K-R1
33 Bx Kt ch Resigns

GIUOCO PIANO
WHITE: Schiffers BLACK: Harmonist
7 P-K4 P-K4
2 Kt-KB3 Kt-QB3
EXAMPLES OF THE PLAY OF MASTERS 91

3 B-B4 B-B4
4 P-B3 Kt-B3
5 P-Q4 PxP
GAPexcP. B-Kt5 ch
7 B-Q2 Bx Bch
&§ QKtx B P-Q4
0°P xi P KKt x P
10 QO-Kt3 QKt-K2
e tt (OR ch, P-D3/2 Bax Kt
ee lo O-ON® © /7 KR or @OR-Bi and
White has the advantage.
11 O-O O-O
72 KR-K1 so
73 P-QR4
This makes the position of the B secure.
ioe. a
14 QR-B1
insethreatens 75 Bx Kt, Kt xB, 16 On it.
14a, Kt-B5
iD Kt-Kt5 Kt(K2)-Kt3
16 R-K8
This move pins the Rook weieh Peds the KBP,
the sole defence of the King.
10m RxR
Black must run hie risk. Anything else would lose
an important pawn.
WOR eich K-R1
Not K-B1; 78 Kt x P ch, K-K2; 79 R-K1 ch
78 BxR Kt-K7 ch
79 K-R1 KtxR
20 Kt-B7 ch K-Kt1
92 HOW TO PLAY CHESS

27 Kt-R6 dbl ch K-B1


22 Q-Kt8 ch K-K2
23 Bx Kt PxB
24 QxPch K-Q1
25 Q-B8 ch K-Q2
The Black K now obstructs his B, and therefore
also blocks the R. This is the right moment for de-
veloping inactive force, because Black now cannot do
so.
26 Kt-K4 Q-901
27 Q-Q6 ch K-K1
28 Kt-B6 ch Resigns
These games, with their notes, indicate to the reader
the manner in which he has to play over and to
criticise the games of masters or of his friends. His
criticism naturally has to be objective, both in praise
and in dissent. ‘The main task of criticism is to dis-
cover mistakes committed, in particular the mistake
responsible for the result of the game. Notes to games
should never be taken for granted, because the func-
tion of notes is to elucidate disputed points, and they
must therefore appeal to the understanding. The habit
of trying to comprehend notes makes a self-reliant
chess player, and contributes to the development of
judicious self-reliance, a valuable asset in life.
EXAMPLES OF THE PLAY OF MASTERS 93

TASKS FOR THE STUDENT

a-~e
TASK ONE:
fo

wk Sil
ae
He

Bag
6 a a
ee
a 8
8 8

Bm
ies
imc
Home
White to move and win

TASK TWO:
a Ge i
a Sam a
a 88a8
Bes“ “.

a te cg
‘s.

a “o

White to win
94 HOW TO PLAY CHESS

TASK THREE:

oye
Ss

WOH
WN
WN

\\

\
n a
ANSOAS

ie
f
&

SS
Bto

S OY
WW \\\
\
so
~
Ss innea
oe
\

aa
as
a

-
.

Black to move and draw

TASK FOUR:

ate o Wi
Sn aoe
mM

ee
\ a ___
oo
mie

sg
=
aan et
ee

ea

White to move and win


EXAMPLES OF THE PLAY OF MASTERS 95

TASK FIVE:

a X

\
_
a Wy
a a
s 44 a Wy aan
+4

"3 y

a
o
White, with or without the move draws
m4
Mas Hale

2
Sf

TASK SIX:
De
a
44

na
usin
GSD

Oe Gl

lis Eimal
acd
a

Bo
NV

White smashes the K side by P—B5


Show this to be so
96 HOW TO PLAY CHESS

TASK SEVEN:
\
Nv ~\
WW \
\
\Va8 ~
\ “ee
4 a
WY

“ “
Ww

2 ca
se Hon
Ny N
..
apace

How would you win as White

TASK EIGHT:
288s
a88
ome

Wy
6

ot
Hee
ae

[tt
den
a8

How would you win as White


ees
ea oe
EXAMPLES OF THE PLAY OF MASTERS 97

SON
oe © 2 a 2 a
TASK NINE
\

ei

AN
WS
SC

WY we
A
s A

@
~
NX

How would you win as White

FINAL POSITIONS

Each of the following positions offers the opportu-


nity of concluding the game bya series of forcing
moves (a “‘combination’’). Attempt to discover the
Ne
wt
lei

right line of play. Analyse the moves of strong effect


directed against vital weaknesses, because that analy-
sis suggests the correct move.
Bean
WH

480

Black: Janowski
a
MGm

BX
a

li
A
\
\

ee “
White: Mason, to play
98 HOW TO PLAY CHESS

7 Q-R8 ch K-Q2
2 Kt-Q4! RxR
aOR. RxQ
4RxR K-B2!
5 KtxQch KxR
6 Kt-Q4 K-B2
7 P-Kt4
White has sufficient advantage in the end game to
force the win by methodical advance by his King.

Black: Janowski

Vlei
Y
Yj
Vl
we
Va,yj, YY

Z Wilts

VA aV
White: Dr. Tarrasch, to play

1 K-Q4 K-Kt6
Ieee | R-B4: 2) K2K4= Rix KiP: 3 Poe
R-Kt5 ch; 4 K-K3, R-Kt6 ch; 5 K-B2 wins. Also
4 K-B3, R-Kt8; 5 K—B2 wins.
2 K-K5 K-B5
3 P-Kt6 R-K8 ch
4 K-Q6 R-KKt8
5 P-Kt7 K-Q5
EXAMPLES OF THE PLAY OF MASTERS 99

If now 6 P—B7?, R-Kt3 ch; 7K moves, R x P draws.


6 K-B6 K-B5
7 K-Q7 K-Q4
8 K-K8 K-K3
9 P-B7 R-QR8
10 P-B8(Kt) ch K moves
77 P-Kt8 queens and wins.

Put up positions of strong effect and large mobility


and experiment with them; you will then be able to
discover surprising combinations and train your judg-
ment in respect of them.

Black: Bogoljubow
GSU“IA Z

Wp
LZ Cs a:
ZE2G WZYy

_ Wea,

White: Reti, to play and win

Write out some of the scores of some of your games


and comment upon them. Attempt before all to dis-
cover the last mistake committed, because that one is
directly responsible for the result. Let your method be
that of trying, judicious trying, often repeated.
100 HOW TO PLAY CHESS

V,

White to play and win

The writing of notes is an art of which the notes in


this book convey no clear conception: they have been
written for the purpose of methodical teaching. Notes
to masterly games addressed to a public of connois-
seurs are subject to a different standard. Your effort in
commenting upon games cannot attain to excellence
except after many trials, but it conduces to the form-
ing of your judgment and your taste. Before all, learn
to be critical. Many notes published in books, chess
columns and chess magazines are misleading. I cannot
go into this question fully here, but let us take as a
specimen a game from one of the most celebrated
matches, that between McDonnell and Labourdon-
nais, annotated by Paul Morphy, who beat all the
masters of his time brilliantly.

The following diagram and notes are quoted from


“Morphy Gleanings,” recently published by Mr.
Philip W. Sergeant. The whole of the note following
Black’s 37th move is by Paul Morphy:
EXAMPLES OF THE PLAY OF MASTERS 101

Position after Black’s 36th move


Black: Labourdonnais

White: McDonnell

37 P-R5
Very well played.
OIE TI. Q-R3
R x Q would have won a piece, but could not have
Save tucigame. Suppose 37 . 11) , Rx QO; 38 PxQ,
Kt xB (or a); 39 Rx Kt, RxR; 40 P-B6, and will
mee yeuuecn one of his Ps: (a) 35... , Rx B; 39
RxR, KtxR; 40 P-K6 (best), Kt-K5 (best); 47
P-K7, Kt-B3 (best); 42 P-Kt4, K-B1 (best); 4
P x RP (best), Px RP (best). (The line of play begin-
ning with White’s 43rd move is the only road to
victory. Should he move 43 P-Kt5, Black would draw
by BP x P, and, on White’s capturing the Kt, moving
K-Q2. We recommend this study to the student’s at-
tention; it will amply repay perusal); 44 P-Kt7 ch
(best), K x P. (Here again, should White incautiously
advance P—Kt5, Black would secure a drawn battle
102 HOW TO PLAY CHESS

by P x Pwand moving K-O2' on Px Kt); 4 Phas


Kt-K1. (The advance of the KtP now forces the game,
the Black K having been removed one square by the
sacrifice of the QKtP); 46 P—B6, winning.
White might also have won by 40 P—B6, but not so
prettily. These variations contain a number of others
which we must omit, after commending them to the
patient study of amateurs.
38 B-Q2 Q-R6
39 Q-B1 R-Ktti
40 P-B6 Q-R4
41 P-B7 R-KB1
42 P-K6 Kt-Kt6
43 Q-B3 Q-R8 ch
44 K-B2 Kt-K5 ch
45 K-K2 Q-OKt8
46 P-K7 QxPch
47 Q-Q3 Kt-Kt6 ch
48 K-Q1 Resigns.
30th game of the match series.

This analysis, so beautiful and convincing at White’s


37th move, fails to notice the exceeding importance of
Black’s 38th move. Black certainly committed a very
grave error there. Labourdonnais, fatigued by Mc-
Donnell’s stout resistance, which in those days no other
master would have been capable of rendering, chose
a line of attack that hampered the mobility of his Rook
and so lost an all-important move. He should have
placed his Q either on KR2, where it stood firm and
menacing because its range threatened directly and
EXAMPLES OF THE PLAY OF MASTERS 103

indirectly the K, the KBP, the Q and the R, or on


KR4, a position sufficiently strong and fine to recom-
mend that move although not so strong as the former.
imemeply io 35... O-R4, White has to reply *39
B-K3, with the possible continuation 39 Px P; 40
foeeeor 20) P—Bo, R-Ktl; 47 K=Bl1 sAgainst 35.2%):
Q-R2, White has the choice between 39 B—K3, P x P;
40 R-B2, Kt x R; 47 K x Kt, R—Kt5, which leaves the
KBP pinned and the K exposed; or 39 Q-B1, R-Kt1;
40 Q-B3, Kt-Kt6, when White probably would try
the desperate course 47 P—BO.
The position is interesting and instructive. Let my
pupil take board and men and try its varied possibili-
ties. After a little while he will himself perceive the
moves, strong and weak, alluring but faulty, simple or
profound, which in this position present themselves.
By making the analysis myself and informing him of
its definite results I should deprive him of a splendid
opportunity. Results are of less account than Methods.
Let him acquire the method of judicious trials which
will stand him in good stead in many ways. Even the
little that has been said demonstrates the error com-
mitted by Labourdonnais and the grievous omission
of the annotator.
In the literature accessible to me, some of which is
quite modern, I have not detected criticism on Black’s
38th move, although it appears to be the decisive
mistake. This deficiency is so much more deplorable
as the games between McDonnell and Labourdonnais,
played a century ago, have attracted world-wide at-
tention. We have now a hundred players who would
104 HOW TO PLAY CHESS

prefer 38. . .Q-R2 or Q-R4 to O-R6 unhesitatingly.


In the belief in authority there is a drug that causes
those who have partaken of it to renounce their judg-
ment.
For education in self-reliance, facts of the above
type, if properly attended to, are of value. You have
to gain experience of this kind to enable you to find a
suitable mean between humble acceptance of the dicta
of authority and overbearing self-assertion. Chess pro-
vides you with such opportunities, because you can
prove propositions in chess, if need be by checkmating
your opponent, whereas in other fields of endeavour
it is difficult for you to obtain a hearing or to prove
your case, even though you may be the champion of
Truth. This analysis is not aimed against Paul Mor-
phy. His was a creative mind but too far ahead of his
period to give of his best. That period blindly believed
in authority; it was eager to pay genius by uncritical
praise, but slow to pay its debt in other ways. By your
effort to acquire critical judgment you help to make
your period cognisant of the rightful claims of genius.
THE CHESS WORLD

Any chess player who ceases to play the game


merely for his private amusement, but desires to probe
the mysteries of chess as it progresses and to enjoy
the art of the great masters, thereby zpso facto becomes
a denizen of the chess world.
That institution is alive as long as the game of chess
is pregnant with unsolved problems. Its task is to lift
little by little the veil from the unknown and to spread
an understanding of and a sound taste for chess. This
task has its reward. The good things somehow resemble
each other, and the bad things likewise. Emerson said
that a drop of water mirrors the whole universe. He
who does one worthy thing with the ambition of an
artist is incapable of lack of respect for any other
worthy cause.
The task has also its responsibilities. He who under-
takes it must be alive to its opportunities, and to its
dangers. If not he will fail, and history will ask him
why he undertook a task for which he was not fitted,
and one which others would have striven to do for
Art’s sake.
The mainspring of progress is the creative master,
106 HOW TO PLAY CHESS

it is his genius which produces what is new in the


sense that it was never comprehended before. It is his
art which inspires and by uniting the many diverse
units of the chess world, makes a body with but one
will. His name is remembered throughout the cen-
turies, and his masterpieces acquire depth and bril-
liance. His mind needs the spur of competition. No
great work can be done without passion and necessity.
‘True genius is quite unconscious of the fact. He has to
encounter infinite resistance, to be capable of infinite
power. Unless he meets an opponent of his own rank
his style deteriorates just as a cultivated plant which
is not tended reverts to its wild state. A great task set
him by an enthusiastic multitude overcomes this
natural tendency and lifts him beyond himself.
If, like Philidor, a master is in a class by himself,
he never attains to his maturity, but such a condition
does not prevail for any length of time. A new genera-
tion will arise inspired with a new fervour. Generally,
therefore, each epoch produces a multitude of creative
masters. Each of them has a style which bears the im-
press of his individuality, and their styles differ in es-
sentials. Non-creative masters are all alike because
they are mere copyists. Creative masters differ greatly
because that is the hall-mark of individuality and
enterprise. The road that leads through known regions
is clearly delineated, but in unknown territories the
road has yet to be mapped out and paved, and the
pioneers penetrating there try different directions.
It is this tension between the creative masters that
lends colour and interest to their struggle. Each of
THE CHESS WORLD 107

them has his adherents. Opinions clash, discussions


arise, a curiosity to know which of them is the strongest
excites the multitude. That is the time and condition
for a match or a tournament. The organiser has to
recognise that condition and to profit by it. He him-
self should not take sides. Impartiality and justice
must be his law. In that spirit of fairness he has to
prepare the contest. If the tension between the styles
_of the great masters, instead of being fructified, is al-
lowed to run to waste, if mediocrity is favoured, if the
inarticulate yearning of the multitude is left unsatis-
fied, the organisers are at fault. In such a period many
mediocre games are produced, but their large number
does not compensate the chess world for its loss of
artistic games. Such a period confers no glory, nor
does it last long. A new generation resolutely sweeps
aside the period of mediocrity, to make room for some-
thing worth while.
In what period do we live? There are creative mas-
ters but the organisation of the chess world does not
produce competition between them. ‘The master is dis-
couraged by the prevailing system. “There is some-
thing rotten in the state of Denmark.”
It is the task of the future historian to speak the
final word on this issue. At any rate sound feeling will
prevail zn the end, because mediocre works cannot
arouse enthusiasm and are doomed to be forgotten.
They produce by contrast an appetite for what is
good and wholesome. The future therefore belongs to
the creative master and to an organisation which
works in unison with him.
Willie Mosconi on
POCKET BILLIARDS

A New Approach To Pocket


Billiards Play

Willie Mosconi is regarded as the greatest


pocket billiards player of all time. Since
1941 he has had a virtual monopoly on the
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In this book he explains every phase ol
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ship play. There is complete instruction
for beginners in such elementary steps as
the. selection of the cue; the proper grip,
stance, and bridge: the stroke and follow-
through; cueing the ball, and hitting the
object ball. Then in step-by-step fashion,
with many helpful diagrammatic action
photographs, the player is taken through
the finer points of combination and kiss
shots, the proper application of English,
the speed of stroke, and the championship
game of 14.1 rack.
Would you like the thrill of mastering
this fascinating sport? The satistaction of
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Then follow Willie Mosconi’s vivid instruc-
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Includes a glossary of terms, official rules


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