Home >> Encyclopedia-britannica-volume-5-part-1-cast-iron-cole >> Earl Of Chatham to Jean Franc Ois Champollion >> Illustrative Games

Illustrative Games

Loading


ILLUSTRATIVE GAMES The following is a selection of noteworthy games played by great masters: opponent's KB4, e.g., 15 ... Kt-R4; 16. B-K3, B X Kt ; z7. P X B, Kt-B5; 18. R-B sq, Q-Q sq ; 19. B X QKt, P X B; 20. P-Kt3, followed by playing his Bishop via B3 to K4. (b) This exchange leaves Black with a weak square at his KB4. (c) If 23 . . . KtXB, then 24. Q X Kt, followed, if 24 . R-B6, by 25. R X R, P X R ; 26. R-R5 and the weakness of Black's pawns would have cost him the game. (d) Threatening Q-B5. (e) If 26 . . . PXP, then 27. Q-Kt4. (f) Again, if PXP, then Q-Kt4 with a strong attack. (g) If 28 ... P X Kt, then 29. Q X P and mate in two more moves. Black's best move was K-R sq, though White, after 29. Q-K4, would have had a great advantage. (h) If 29 . . . Q X Q, then 30. Kt X B ch, winning a piece. (i) Still the Queen cannot be taken. (3) Black might have resigned much earlier. This game was played at St. Petersburg (Leningrad) in 1913.

End Games.—A game of chess consists of three branches—the opening, the middle and the end game. The openings have been analysed and are to be acquired by the study of the books on the subject. The middle game can only be acquired practically. The combinations being inexhaustible in their variety, individual in genuity has its full scope. Those endowed with a fertile imagina tion will evolve plans and combinations leading to favourable issues. The less endowed player, however, is not left quite de fenceless; he has necessarily to adopt a different system, namely, to try to find a weak point in the arrangement of his opponent's forces and concentrate his attack on that weak spot. As a mat ter of fact, in a contest between players of equal strength, find ing the weak point in the opponent's armour is the only possible plan, and this may be said to be the fundamental principle of the modern school. In the good old days the battles were mostly fought in the neighbourhood of the king, each side striving for a checkmate. Nowadays the battle may be fought anywhere. It is quite immaterial where the advantage is gained, be it ever so slight. Correct continuation will necessarily increase it, and the opponent may be compelled to surrender in the end game without being checkmated, or a position may be reached when the enemies, in consequence of the prolonged fight, are so reduced that the kings themselves have to take the field—the end game. The end game, therefore, requires a special study. It has its special laws and the value of the pieces undergoes a considerable change. The kings leave their passive role and become attacking forces. The pawns increase in value, whilst that of the pieces may di minish in certain cases. Two knights, for instance, without pawns, become valueless, as no checkmate can be effected with them, if the opponent play correctly. In the majority of cases the players must be guided by general principles, as the standard ex amples do not meet all cases.

game, kt, weak, pawns and opponents