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A Paul Wiseman Ebook.

Chess: The Endgame


by Paul Wiseman
ISBN: 978-1-4653-0989-1
Modestly priced at 2.99, this easy-to-read masterpiece
is a must for all club players. Speed up your endgame play
to beat the clock and your opponent!

Purchase from:
www.xlibrispublishing.co.uk
Select: Browse by Subject > Games > Chess
Chess:
The Endgame
Published for Paul Wiseman
by
Xlibris
Copyright 2012 Paul Wiseman
1st Edition, License Notes
This ebook is licensed for your personal enjoyment only. This
ebook may not be re-sold or given away to other people. If you
would like to share this book with another person, then please
purchase an additional copy for each recipient. If youre reading
this book and did not purchase it, or it was not purchased for
your use only, then please purchase your own copy. Thank you
for respecting the hard work of this author.
BACK TO TITLE PAGES
Table of Contents
Back to Top
# Chess Notation
#Chapter 1: King and Pawn Endings
Promotion Square Races
1.1 The Opposition
Vertical Opposition
Horizontal Opposition
Diagonal Opposition
Oblique Opposition
Distant Opposition
1.2 #The Opposition in Action
The Trbuchet (1)
The Trbuchet (2)
Pawn Promotion 3(a)
Pawn Promotion 3(b)
Pawn Promotion 3(c)
Multiple Pawns 4(a)
Multiple Pawns 4(b)
Multiple Pawns 4(c)
Triangulation 5(a)
Triangulation 5(b)
Triangulation 5(c)
Summary: Opposition and Triangulation
1.3 #Pawn Ending Technique
Pawn Ending Technique (1 to 16)
The 50 Move Rule (and 3-fold repetition rule)
Back to Top
Chapter 2: Rook and Pawn Endings
2.1#Winning Methods
The Lucena Win (1497)
The Ersatz Lucena Win
2.2 # Defending against the Lucena
Short side defence - advanced pawn
Short side defence - less advanced pawn
The king is cut off along 2 or more files
The king is cut off along a rank
The king is cut off along a file
The Rule of Seven (A)
The Rule of Seven (B)
2.3 # Defensive Methods
Philidor's Draw (1777)
Short side defence
Short side defence examples (A)
Short side defence examples (B)
Short side defence examples (C)
Back-rank defence (A)
Back-rank defence (B)
Attacking Rook in front of pawn
Rook in front of pawn - Vanura position
Attacking King in front of pawn
The Frontal defence
2.4# Rooks and Pawns
Rook & Pawn v. Rook Problem
Rooks & Pawns Problem
Wing Play
Nothing Fancy!
2.5 Rook versus minor piece games
#
Back to Top
Chapter 3: Bishop and pawn Endings
Wrong Colour ;
Mate with two ;s
The Finesse
3.1 Same Colour Bishops and Pawn (1)
Same Colour ;s and / (2)
Same Colour ;s and / (3)
Same Colour ;s and / (4)
Same Colour ;s and / (5)
3.2# Opposite Colour Bishops
Opposite Colour ;s versus /
Opposite Colour ;s v. two /s
Isolated pawns (a)
Isolated pawns (b)
Isolated pawns (c)
Wrong Rook Pawn (d)
Connected Pawns (e)
Connected Pawns (f)
Chapter 4: Knight and Pawn v Knight Endings
' and / versus '(1) (2) and (3)
Chapter 5: Bishop & Knight Endings
Mate with ; & '
The Good ' v. A Bad ;
' and / versus ; (1) and (2)
; and / versus ' (1) and (2)
Back to Top

# Chapter 6: Queen and pawn Endings
Queen versus a pawn on the 6th rank
Exceptions (1)
Exceptions (2)

6.1 Queen versus a pawn on the 7th rank
Central pawn or ' pawn (1)
Central pawn or ' pawn (2)
Rook pawn (1)
Rook pawn (2)
Bishop pawn (1)
Bishop pawn (2)
Bishop pawn (3)
Stalemate Example (1)
Stalemate Example (2)
Stalemate Test

6.2 Queen + pawn v Queen Ending (1)
Queen + pawn v. Queen Ending (2)
Bibliography

About_the_Author
About Chess The Endgame
Back to Top
#Chess Notation
When setting the board a white square is always
bottom right (and top left). The Black P (Rook or
Castle), in the diagram, is standing on a7, the
White' on c3 and the White ; is on f5.
!""""""""#
+ + + +%
T + + + %
+ + + +%
+ + +b+ %
+ + + +%
+ N + + %
+ + + +%
+ + + + %
/)
Files = a to h
Ranks = 1 to 8
Squares = Rank & File coordinates
(e.g. a1 = bottom-left square)
Back to Top
Chess Notation
Each square on a chess board has a name indicated
by its coordinate combinations of letters and
numbers. Every piece has a symbol. ;=King;
y=Queen; P=Rook; ;=Bishop; '=Knight.
There is no symbol for a pawn. To show a piece move,
the symbol and the square its moving to is indicated.
For example, Ph7 means a P moves to the h7
square; 'e4 means the ' moves to e4. To show a
pawn move, you just name the square the pawn is
going to; e.g. d5means the pawn goes to that
square. En passant is shown by "e.p." Captures are
shown with an x. Thus yg5 means a y captures
on g5 especially if it is a pawn. (This ebook's
notation indicates the name of the piece being taken
so it is easier to visualize; e.g.y;=Queen takes
Bishop). ; side castling is shown by 0-0 and y side
castling is shown by 0-0-0. The symbol + means
check and ++ means double check (i.e. two pieces
threaten a king). Discovered check is indicated by
the abbreviation dis.ch.
! = good move. ? = poor move.
Back to Top
Chapter 1: King and Pawn Endings
Promotion Square Races
Count the moves for the pawn to promote, then
make an imaginary square from that number. Place
opposing ;s on the long sides outside the square.
See diagram.
!""""""""#
L + + +%
+l+ + + %
L + + +%
+l+ +p+ %
LlLlL +%
+ + + + %
+ + + +%
+ + + + %
/)
Clearly, the White pawn will promote if it moves
first. If a ; enters the square first, however, it will
stop (or take) the pawn. With both sides having a
pawn, the game need not be so straight forward.

Back to Top
The Opposition (1)
1. Vertical Opposition
With one square between the ;s, whoever has the
move must give way. The other side thus has the
opposition. However, because of the pawn, White
maintains the opposition and eventually promotes.
!""""""""#
+ + + +%
+ + + + %
+ + L +%
+ + + + %
+ + K +%
+ + + + %
+ + P +%
+ + + + %
/)
e.g. 1.f3;e62.;g5;f73.;f5(retaining
opposition) ;g74.;e6;f85.f4;e86.f5
;f87.;f6;e88.;g7and wins.
Back to Top
The Opposition (2)
1. Horizontal Opposition
2. Diagonal Opposition
!""""""""#
+ + + +%
+ + + +l%
k+l+ + +%
+ + +kP %
P + + +%
+ + + + %
+ + + +%
+ + + + %
/)
Left: White wins easily: 1.b5+;c72.;a7
;c83.b6and the pawn promotes.
Right: 1.;f6;h82.;f7easing the pawns way
to g8. (If 1.;f6 ;g8 then 2.;g6 thus seizing the
opposition and next 3.;f7or ;h7depending on
Black s next move).
Back to Top
The Opposition (3)
Oblique Opposition
Black to move draws by: 1..;d7 (five squares
away, taking oblique opposition) 2.;d2;d6
3.;d3;d5and thus Black denies White the
opposition.
!""""""""#
+ +l+ +%
+ + + + %
+ + + +%
+ + + + %
+ + + +%
+ + + + %
+ +p+ +%
+ + K + %
/)
White to move plays: 1.;d2(5 squares away -
taking oblique opposition) 1..;d8 2.;d3;d7
3.;e4;e6 4.e3reaching the vertical opposition
position and wins.
Back to Top
The Opposition (4)
Distant Opposition
White, to move, is up one pawn but Black
uses distant opposition to save the game?
!""""""""#
+ + + +%
+ + + + %
+ + + +%
+ +l+o+ %
+ + P +%
+ +kP + %
+ + + +%
+ + + + %
/)
E.g. 1.;c2;c62.;d2;d6 taking the
distant opposition (with three [i.e. odd
no.] squares between ;s) and White is
not able to progress and promote a pawn.
Back to Top
The Opposition in Action (1)
The Trbuchet (1)
Not technically classed as an example of opposition
but included here because, like opposition generally,
whoever has the move must lose out.
(A pawn and the game in this case).
Either side to move first.
!""""""""#
+ + + +%
+ + + + %
+ + + +%
+ Ko+ + %
+ Pl+ +%
+ + + + %
+ + + +%
+ + + + %
/)
In this particular position (the trbuchet),
both players are also in zugzwang.
(Zugzwang = whoever has the move will
weaken their position). See the next page.
Back to Top

The Opposition in Action (2)
The Trbuchet (2)
!""""""""#
+l+ + +%
+ + + + %
+o+ + +%
+ + + + %
+p+ K +%
+ + + + %
+ + + +%
+ + + + %
/)
White wins by: 1.c5;b72.;e5;a6 3.;e6* ;a5
4.;d7;b55.;d6activating the trbuchet. 10.
White may also win with: 1.c5;d82.;f5;e7
3.;e5* (seizing the Vertical Opposition) ;d74.;f6
;d15.;e6;c76.;e7;c87.;d6;b7 8.;d7
;b8 9.;c610.
* Note the relevance of the Opposition
in these manoeuvres!
Back to Top
The Opposition in Action (3)
Pawn Promotion (a)
Left: The ideal position. White will win
whoever has the move. i.e.1..;a82.;c7
or 1.;a6 or ;c6 and the pawn promotes.
!""""""""#
L + + L%
+ + + + %
K + + K%
+p+ + +p%
+ + + +%
+ + + + %
+ + + +%
+ + + + %
/)
Right: Black can stop a pawn on the a
or hfiles, if he controls the promotion
square, whoever has the move.
Back to Top
The Opposition in Action (3)
Pawn Promotion (b)
Is Black (to move) lost?
!""""""""#
+ + + +%
+ + L + %
+ +p+ +%
+ +k+ + %
+ + + +%
+ + + + %
+ + + +%
+ + + + %
/)
Black must go straight back to save the game.
The pawn cannot now progress to the 8th
rank.
e.g.1..;e82.;d6;d83.e7+;e8!
The Rule is that, with the pawn on the 6
th
rank
and the opposing ;on the 7
th
rank in front of
the pawn, the game is drawn whoever has the
move.
Back to Top
The Opposition in Action (3)
Pawn Promotion (c)
Here, the vital f7 square is denied to the Black
; and White wins by taking the Opposition.
!""""""""#
+ + + +%
+ +l+ + %
+ + P +%
+ + + + %
+k+ + +%
+ + + + %
+ + + +%
+ + + + %
/)
For example:
1.;d5;d8 2.;d6;e8 3.;e6;f8 4.f7
10.
Back to Top
The Opposition in Action (4)
Multiple Pawns (a)
With (1) White or (2) Black to move
first, what will be the result?
!""""""""#
+ + + +%
+o+ +l+ %
P + + O%
+ + +k+p%
+ + + +%
+ + + + %
+ + + +%
+ + + + %
/)
(1) Black draws as he is able to keep the
opposition (i.e. White to move first).
(2) If Black moves first, he loses as White
can snap up a pawn and promote.
Back to Top
The Opposition in Action (4)
Multiple Pawns (b)
Black draws by keeping the Opposition
(diagonal or direct). White to move wins.
!""""""""#
+ + + +%
+ + + + %
+ + + +%
+ + L + %
pO + + +%
+p+ +k+ %
+ + + +%
+ + + + %
/)
1.;e3;d52.;d3;c5
3.;e4;c6 4.;d410.
Back to Top
The Opposition in Action (4)
Multiple Pawns (c)
1.;f4;f7 2.;f5(a);e73.;g6 ;e6
4.c4;e75.;g7(b) ;e6 6.;f8(c)10.
!""""""""#
+ + + +%
+ + + + %
o+o+ Ol+%
P P + + %
+ + +p+%
+ P + K %
+ + + +%
+ + + + %
/)
Blackburne v. Teichmann, Berlin 1897
(a) taking opposition (b) again taking opposition
(c) Black resigned as all is lost.
(If 1.;f4;g7 then 2.;f5;f73.c4 taking the
opposition ;e74.;g6;e6 & Black takes back
opposition! 5.;h6 ;d7(best?)6.;h7! and Black
must give way!)
Proof that pawn endings need careful handling!
Back to Top
The Opposition in Action (5)
Triangulation (a)
Triangulation is a technique for losing a move so
that the same position is reached but with the other
player now on the move. Essentially, the manoeuvre
is used to gain the Opposition with a view to
promoting a pawn.
!""""""""#
+ + L +%
+ + + + %
+ + P O%
+ + K +o%
+ + + P%
+ + + + %
+ + + +%
+ + + + %
/)
White wins by triangulating: e.g. 1.;f4;g8
2.;e4;f83.;e5(forcing vertical or diagonal
Opposition)and now Black has only losing moves.
Back to Top
The Opposition in Action (5)
Triangulation (b)
The White; is behind his c pawn.
(In front of a pawn is the ideal position).
How can White promote the pawn?
!""""""""#
+l+ + +%
+ + + + %
o+p+ + +%
P +k+ + %
+ + + +%
+ + + + %
+ + + +%
+ + + + %
/)
By triangulation. i.e. 1.;c4;b82.;d4 ;c8
3.;d5and the c pawn cannot now be stopped.
Back to Top
The Opposition in Action (5)
Triangulation (c)
The ; is behind the d pawn - not ideal!
What can White do?
!""""""""#
+ + + +%
+ + + + %
+ + + +%
+ + + + %
+oPl+ +%
+ P + + %
+ K + +%
+ + + + %
/)
White wins whoever has the move. E.g.1..;f4
2.;c2 going round via the a file or triangulating
by1.;d1;d5 2.;e2 ;e4 3.;d2 and Black
must give way.
(Blacks ;dares not enter the 3
rd

rank as the d pawn promotes).
Summary
Opposition and Triangulation
All is not lost if you are a pawn down in the
ending as there are several saving techniques
you can try such as ensuring that the opposing
pawn is on the a or h file, and your ; controls
the promotion square, as shown earlier.
However, sound knowledge of the above
techniques are essential for anyone who wishes
to become a formidable player. Even so, be
assured that even very good players often find
the winning moves hard to see. Indeed,
endgame technique may well be the most
difficult of arts in chess.
The following section involves pawns v. pawns
endings. Knowledge of Opposition and
Triangulation, and other endgame skills, will
enable you to understand and see the
possibilities in similar positions over-the-
board.
Read More and Buy This
Paul Wiseman Ebook.
Chess: The Endgame
by Paul Wiseman
ISBN: 978-1-4653-0989-1
Modestly priced at 2.99, this easy-to-read masterpiece
is a must for all club players. Speed up your endgame play
to beat the clock and your opponent!

Purchase from:
www.xlibrispublishing.co.uk
Select: Browse by Subject > Games > Chess
A
About the Author
Paul Wiseman was born and raised in Walsall, Staffordshire.
After working in the printing industry he entered Edinburgh
University as a mature student, gaining an MA honours degree
in Social Anthropology. After graduating, he moved to
Dulwich and worked in Education and for the Home Office. A
keen chess player since boyhood, he played for the
Metropolitan Chess Club of London and was a member of a
team that won a national title in 1985. Although now retired,
he still plays chess for his local club in Brixham, Devon.
TRUE OR FALSE?

NEWSFLASH!

ELEPHANT EATS AUTHOR
The great chess author and libertine, Paul Wiseman, has,
reportedly, been eaten by Jumbo the Performing Elephant
during his visit to Inner Mongolia. Local witnesses were
shocked as Jumbo had never eaten a whole human before.
Happily, to date, Jumbo has had no adverse after effects to
the feast.
As many chess players are aware, Paul is famous for
inventing the Alzheimer (What was my last move?) Attack
and the Kamikaze Attack. Sadly, many of his most brilliant
losses are unavailable as he never remembered where he
put the score sheets!
Equally, with soccer, Paul was famous for his idiosyncratic
football refereeing. He would give yellow cards for spitting
on the pitch and a red card for clearing ones nostrils without
benefit of a tissue.
Admirers of Paul's works are now entreated to purchase
his ebooks so that his relatives can afford to bring his remains
back to Devon for proper internment.
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