How to Play Chess (Rogers)/Chapter 9

From Wikisource
Jump to navigation Jump to search
1583631How to Play Chess — Chapter 9. Practice GameCharlotte Boardman Rogers

CHAPTER IX.

PRACTICE GAME

The student has now reached a point in the study of Chess, when he is ready to play his first game, as he is familiar with the rules of play, and with the moves of the Pieces and Pawns. It is well, however, for him to follow in the footsteps of experienced players; and as a practice game, he should study the following game which was played by correspondence between two well known American Chess Clubs.

The beginner should have his board before him with the men set up in position as shown in diagram i. He should then follow the moves of each play, so that he will understand them, and study the explanations so that he will know why each move was made. The game is called the Steinitz Gambit because of the name of the man who invented the opening moves.

The moves are notated as follows :

Steinitz Gambit.

white. black.
1. P—K4. P—K4.
2. Kt—QB3. Kt—Q B3.
3. P—B4. P×P.
4. P—Q4. Q—R5 (ch.).
5. K—K2. P—Q4.
6. P×P. B—KKt5 (ch.).
7. Kt—B3. O—O—O.
8. P×Kt. B—Q B4.
9. P×P (ch.). K—Kt sq.
10. P×B.? Kt-B3.!
11. Q×R (ch.). R×Q.
12. B—Q2. R—Ksq. (ch.).
13. K—Q sq. Q B7.
14. K—B sq. B×Kt.
15. P×B. Q×KKt.P.
16. Resigns.

The student will note that the game was played in fifteen moves on each side and that at White's sixteenth move, he resigns the game to Black, giving up any further attempt to win it.

In studying and following the moves, the student must be careful to reckon White's moves from his side of the board, and Black's moves from his side, otherwise he will make mistakes.

1, P—K4
P—K4


(1) White's first move is P—K4, and the student sees, at once, that the move is made with the KP as no other Pawn could be moved into that file. As this is the first move of the Pawn it can move two squares at a time. The advantage of this move is to make an opening for White's King, Queen and King's Bishop if he desires to play them in future turns.

In Black's first turn, he makes the same move, and, by following the two plays on the board, the student will see that the two Pawns occupy adjoining squares in the same file. Another advantage in this play, as an opening move, is the opportunity it offers a player for gaining the center of the board, but this will be clearer to the student as the game progresses.

2, Kt—QB3
Kt—QB3


(2) In White's second turn, he moves a Kt. to QB3 and the student sees at once that it is the QKt. that he has moved, as the KKt. could not be moved to that square in his first move. Black follows with a similar move to that of White, and from the positions that the two Knights occupy upon the board, it will be seen that each protects his own Pawn or commands the square occupied by his Pawn.

3, P—B4
P×P


(3) White's third move is to place his Bishop's Pawn on his Bishop's fourth square, and as his Queen's Knight occupies his QB4 it is evident that the move is made with the KBP. The student will see that this Pawn is now in a position to be captured by Black's KP, but this offering of a Pawn on White's part will gain for him a later advantage.

In Black's third move, he captures the Pawn that White has just played and removes it from the board. He has also moved his own Pawn from the middle of the board which better enables White to form a center which was the advantage he hoped to gain when he offered Black the Pawn. Black, however, has retained the advantage of force having one more Pawn than his adversary and if he can keep it he may eventually win the game.

4, P—Q4
Q—R5 (ch.)


(4) White, having enticed Black's Pawn from the center, proceeds to occupy it himself by moving his QP to Q4. This square, however, is commanded by the Black Knight, but if he captured the White Pawn he would place himself on a square commanded by the White Queen. This move constitutes the Steinmetz Gambit and all games of that name must follow the moves as recorded up to this point.

In Black's fourth move, he brings out his Queen and moves her along the diagonal that ends on K5. This, of course, can only be the KR5 as the Queen from her original position would have to follow the diagonal terminating in QR4 if she played into a square on her own side of the board. The student will see that when the Black Queen occupies R5, she gives check to the White King as there are no Pieces or Pawns interposed between them.

5, K—K2
P—Q4


(5) As check has been given to White's King, the only move he can legitimately make is one to avoid the check. As the student has already learned there are three ways of accomplishing this: (1) By capturing the checking force; (2) By interposing another Piece or Pawn; (3) By moving the King. The student will see that there is only one play open to White and that is to move the King to K2; for if a Piece or Pawn were interposed it would be captured in the Black Queen's next move when she would again give check, and, as the Rook's Pawn is in the way, the Queen cannot be captured by the Rook. By moving the King, however, White cannot castle.

For Black's fifth move, he takes his QP which has not yet been moved and places it on Q4. This opens the diagonal for the Queen's Bishop and for the King's Bishop. Had Black only moved his Pawn to Q3, it would have freed his QB but it would have interfered with the long diagonal commanded by the KB. It is evident from this that Black intends to move his QB to KKt5 and give check with it so White should look out for him. (See diagram xiii.)

6, P×P
B—Kt5 (ch.)


(6) White, however, does not notice that Black can give check in the next move but captures his adversary's Pawn with his own Pawn that stands on K4. The forces of the two players are now equal and the advantage gained by White is to place his Pawn on Q5 where it commands the square occupied by the Black Knight.

Black now takes the advantage gained by his last move and gives check with his

black.

a8 black rook
c8 black bishop
e8 black king
f8 black bishop
g8 black knight
h8 black rook
a7 black pawn
b7 black pawn
c7 black pawn
f7 black pawn
g7 black pawn
h7 black pawn
c6 black knight
d5 black pawn
d4 white pawn
e4 white pawn
f4 black pawn
h4 black queen
c3 white knight
a2 white pawn
b2 white pawn
c2 white pawn
e2 white king
g2 white pawn
h2 white pawn
a1 white rook
c1 white bishop
d1 white queen
f1 white bishop
g1 white knight
h1 white rook

white.

DIAGRAM XIII.
Position After Black's Fifth Move.

QB by moving it to Kt5, where it commands the square occupied by the White King.

7, Kt—B3
O—O—O


(7) Again, White's only legal move is to avoid the check, but of the three ways to do it interposing another force between the King and the attacking man is the best play, so he moves his Knight to B3. The student sees at once that the KKt is the only one that can be moved into that square as the QKt. is out in the middle of the board. The Knight is now pinned as it protects the King from the Black Bishop, otherwise it would be in a position to capture the Black Queen.

Black, in his seventh move, castles with his Queen's Rook as the squares on that side of the board are vacant. In order to do this, he moves the Rook to Qsq. and then moves the King to the QBsq. on the other side of the Rook. Although Black has left his Knight en pris, castling is his correct play for it enables him to develop his Rook which is a more powerful Piece than the Knight, and as the White King stands on an open file, Black, in one more move, can give check which will force White to move his King. The Rook will then command the open file and with his Queen, Black will have a very strong position.

8, P×KT.
B—QB4


(8) White now captures the Black Knight with his Pawn. Although his Pawn is threatened, he is willing to face the danger in having won a Piece from his adversary.

For Black's eighth move, he plays his KB to his QB4: the student sees, at once, that it is only the KB that could make this move for the QB stands on KKt5. This move places the Bishop en pris, but if White takes him in the next move, he leaves his Queen's file open to the adverse Rook which is likely to capture the Queen in his next turn.

9, P×P (ch.)
K—Ktsq.


(9) White takes the Pawn that threatened him and also gives check which forces Black to protect his King.

Black's only legal move is to avoid check by protecting his King and of the three ways, two are open to him, i.e., capturing the attacking Pawn, and moving the King. The latter play is preferable and his King commands two squares; Q2 and Ktsq. If the former move were made, White would take the KB with his Pawn, discovering check with the Queen and again Black would have to make a move to avoid the check. Thus, Black's correct move is K—Ktsq.

10, P×B?
Kt.—B3!


(10) White captures the adverse Bishop with his Pawn, but he leaves the file open to the Black Rook who can capture the Queen. As White has now taken four adverse forces this play of his, ordinarily, would not have been a bad move, but as a matter of fact it loses the game for him. The student should note the question mark (?) after the notation of White's play. White can also take the Rook which captures the Queen with his Knight if Black takes advantage of the open file. Steinitz in his notes to this game, indicates Kt. Kt5 as the correct move, for then the Knight can protect the Queen's Pawn.

Black, instead of taking the adverse Queen with his Rook, moves his Knight to B3, which is a very skilful move as the King's and Queen's files are both open and if he can succeed in posting his Rooks on the Qsq. and the Ksq. he will practically have control of the board. As one Rook already occupies the Qsq. he has only to move the KR to Qsq. in his next move to give check with it. He can also give check by moving his QR to Ksq., and as White cannot move his King into any square that is not commanded by an adverse force, and as he cannot capture the attacking force, he will have to interpose, but the only men he could interpose could be captured by Black, so in his eleventh move he has to guard against this check before it is given.

11, Q×R (ch.)
R×Q

(11) White's Queen now takes advantage of the open file and captures the Queen's Rook, at the same time giving check.

As White has given check, Black must avoid it and there are two things for him to do; move the King or take the attacking force. The latter, of course, is the better play, as the Queen, if left on the board, could again give check.

At this point in the game, the student should study the positions of the White men and of the Black, and he will see that it is quality of position rather than quantity of men that gives Black the advantage. Black has lost a number of his men but the others are so well developed that they have far more strength than White's which are either pinned in or undeveloped. White's two Rooks and his King's Bishop are shut in by their Pawns and his King's Knight is pinned to protect the King from the adverse Bishop.

12, B—Q2
R—Ksq (ch.)

(12) White might move his QB to KB4 and capture the Black Pawn but his position is too critical and it is wiser for him to bring his strength nearer the King so that if he is attacked, he can move into Qsq. and be protected. For this reason, the best move is QB—Q2. Another reason for this move is to clear the first rank for the Queen's Rook.

Black now moves his remaining Rook to Ksq. and gives check.

13, K—Qsq.
Q—B7


(13) White must do something to avoid the check and it has already been shown how difficult it is for him to interpose. Of the five squares which he commands, three are commanded by adverse forces; Ksq., KB2, K3, therefore, his only moves are to Q3 or Qsq. The latter is the correct play, as it enables him to get his King into cover, opens the diagonal for the King's Bishop, and opens the way for the King's Rook after the KB has been moved.

For Black's thirteenth move he puts his Queen on B7, which is preparatory to taking the adverse KKt. with his Bishop. If White then take the Bishop with his KtP the Queen will take the Pawn, giving check and attacking the White King's Rook at the same time. White can see the object of Black's play so in his next move he must try to prevent it. (See DIAGRAM XIV).

14, K—Bsq.
B×Kt.


(14) White moves his King to Bsq. which puts him more under cover though it blocks his QR. He gains an advantage, however, for by moving from the diagonal commanded by the adverse QB, his own Knight is unpinned and can be moved if necessary.

Black takes the Knight with his Bishop, though he exposes his Bishop to capture in White's next move, but as the two pieces are of about equal value, the exchange is even.

15, P×B
Q×KKt.P


(15) White takes the Black QB with his KtP, making an even exchange for the loss of his Knight.

black.

b8 black king
e8 black rook
a7 black pawn
b7 white pawn
c7 black pawn
f7 black pawn
g7 black pawn
h7 black pawn
f6 black knight
c5 white pawn
f4 black pawn
g4 black bishop
c3 white knight
f3 white knight
a2 white pawn
b2 white pawn
c2 white pawn
d2 white bishop
f2 black queen
g2 white pawn
h2 white pawn
a1 white rook
d1 white king
f1 white bishop
h1 white rook

white.

DIAGRAM XIV.
Position After Black's Thirteenth Move.

Black has so many moves that, to an inexperienced player, it is doubtful which one is best to make. Capturing the KtP. is the correct play, as it puts the Queen in a position to take three of White's forces: QKt., KB, and KR. Of the three, the KB is protected by the KR and the QKt. is protected by the QKt.P and the QB so they are both safe. The KR is not protected, nor is the pawn on QKt7 so White must take steps to protect the more valuable, i.e., the KR.

16 Resigns.

(16) White's Pieces and Pawns are now in such a poor position that even if he did try to protect his King's Rook, he would gain so little that he could not possibly hope to win the game and, in consequence of this, he resigns and Black scores the game as won.

The student should notice that in this game, in spite of the opening moves on White's part, he has been on the defensive side all the time. Black, on the contrary, has made the attack with such success that his adversary resigned without even waiting for the checkmate.