Basic Pawn Endgame!!

                                 PAWN ENDGAME








1.OPPOSITION

In the endgame, the king turns into a strong piece. It can go to any square on the board and take opposing pawns. Or it can support individual pieces to deliver mate. However, the king cannot go on to a square that is protected by the opposing king. That includes the squares the opposing king is attacking.

Question: What is Opposition?

Answer: In a simple way we can say that The “opposition” in chess is defined as the situation occurring when two kings face each other on a rank or file, with only one square between them. In the position to below, I have taken all pieces off the board to simplify this concept. Here, it all depends on whose move it is. If it is Black’s move in the position, then White has the opposition. If it is White’s move, then Black has the opposition.

Figure 1:

This is the Position of Normal Opposition and here moves lose the Opposition.

There is another type of opposition as well: the “distant opposition.” This is when the opposing kings are farther than one square away from each other. The rule with the distant opposition is that when there is an odd number of squares between the kings, whoever is to move does not have the opposition. Thus, whoever is to move when there is an even number of squares between the kings does have the opposition.

Figure 2:

The Important rule is: Whoever moves with an odd number of squares between the Kings does not have the opposition. Thus White to move does have an even number of squares between the Kings. This means he has the opposition and by playing 1 Kd2 he changes it to an odd number with his opponent to move. If they continue to walk towards each other (via 1...Kd7 2 Kd3, Kd6 3 Kd4).

Figure 3:

Prevent the advance of the black king

Here, the black king is trying to take the opposition if the white king moves in the forward direction. So, in order to prevent from losing the opposition white king to move in a backward direction.

The opposition is a critical manoeuvre in the endgame. It is used to block the opposing king's way.

Figure 4:

The above basic rule applies for diagonal opposition too.

The above figure shows both the immediate and the distant diagonal opposition. Whoever moves doesn't have have the opposition.

It can be seen that it is not difficult to determine who has the opposition when the Kings "connect" on a rank, file, or diagonal. But what if they fail to connect altogether? Does one have to get out a pocket calculator and work out prolonged mathematical formulas? Not at all!

Figure 5:

Let's look at this diagram. In this type of situation, the rule is to make a square or a rectangle in which each comer is the same color. Vague, but a picture is worth a thousand words.

Figure 6:

White has just played his King to a2. The diagram shows the connecting points a2, a8, e8, e2. Note how each corner is a white square. White has just played 1 Ka2 and has the opposition. Proof: 1...Kf8

Black tries to stay as far away from White’s King as possible 2.Kb2, Now b2, b8, f8, and f2 are the connecting points. 2... Ke8

Other moves allow quicker proof. For example 2... Kf7 3 Kb3 with diagonal opposition, or 2...Kg8 3 Ka2 with more of the same. 3.Kc2

Figure 7:

“New connecting points: c2, c8, e8, e2".

3...Kf8 (3...Ke7 4 Kc3 is similar,while 3...Kd7 4 Kd3 is a basic form of distant opposition). 4.Kd2

Now d2, d8, f8, and f2 are the connecting points.

4...                   Kg8

Still trying to avoid a direct connection.

5 Ke2

Figure 8:

Now e2, e8, g8, and g2 are the comers of our rectangle.

Kh8

squares.

Running out of space!

6Kfl

By now you should have it down ...f2, f8, h8, and h2 are the

6...                   Kh7

Black's running out of choices. 6...Kg8 7 Kg2 or 6... Kg7 7 Kg3

both prove White's point.

7 Kf3

The box closes. Connections are f3, f7, h7, h3.

Kh8

There is nothing else since 7...Kh6 8 Kf4 makes a square f4, f6, h6, h4 ggi} gives direct diagonal opposition.

8 Kf4

Figure 9:

The finish. Now 8...Kh7 9 Kf5, or 8...Kg8 9 Kg4, or 8...Kg7 9 Kg5 all prove that I was not pulling a fast one on you. White indeed had the opposition.

Problem 1: Try at home

Just to make sure you were paying attention!

Question: White to move. Who has the opposition and why?

Problem 2:

Question: White to move. Who has the opposition and why?

Problem 3:

Question: White to move. Who has the opposition and why?

I often use the numerous excellent exercises from Dvoretsky's Endgame Manual on the theme. The other day, I found two exercises in a book I came across, How To Reassess Your Chess (by Jeremy Silman), which are also great positions to learn about opposition through.

Outflanking

Outflanking is a simple but useful technique to be aware of. With it, a player can often make inroads into positions that were not possible otherwise. Admittedly, this often costs the opposition, but it must be remembered that the opposition is only a means to an end, not the end itself.

Figure 10:

Outflanking

This diagram is a great tool with which to learn both the finer points of opposition and outflanking. White to play has the opposition. His goal is to reach f8 or h8 in at most 17 moves. Of course Black will try to stop him!

  1. Ka2!

Taking the opposition is the only way to do it. The direct approach fails miserably because it hands the opposition to Black: 1 Kb2?, Kb8! (takes the opposition) 2 Kc3, Kc7 3 Kd4, Kd6 4 Ke4, Ke6, and White are not going anywhere.

1...                    Kb8!

A very useful move. Now 2 Kb3? loses the opposition to 2...Kb7, while 2 Ka3? must also lose the opposition since Black has his choice of two squares. After 2 Ka3, Ka7 ends White's hopes 2 .Kb2

Figure 11:

Keeping the opposition and heading over to the side of the board where the targets lie.

2...                    Kc8

Once again keeping White's options to a minimum. 2...Kc7? 3 Kc3 only helps White to advance while retaining the opposition. 3. Kc2

Still heading for the Kingside. White could instead try to outflank Black, but this would fail to achieve the set goal. For example 3 Ka3 (By putting a file between the Kings White prevents Black from taking direct opposition while simultaneously making forward progress. This process is called outflanking.) 3...Kc7 (Our old rectangle trick; Black now has the opposition.) 4 Ka4, Kc6 5 Ka5, Kc5 6 Ka6, Kc6 White has managed to come forward, but now will never be able to go sideways. To succeed he must first go to the target side of the board (Kingside) and only then outflank his opponent.

3...Kd8

Black must continue the dance

4.Kd2

White glides across the floor.

4...                           Ke8

Poor Black must stay back and hope that White fails to find the winning idea.

5.Ke2

Still Sliding 5...Kf8

Still waiting for 6.Kf2

White has reached the Kingside and still holds the opposition.

6...                          Kg8

Figure 12:

The game reaches a peak of excitement.

7.Kg2

"Something wonderful is about to happen". A quote from a movie with an expert rating - 2001.

7...       Kh8

Will White make his attempt?

8.Kf3!

Yes! The dreaded outflanking takes place. Note that g2 was a

a magic square, since h3 and f3 are on either side of it.

8...                          Kg7

Not what Black wished to do, but 8...Kh7 9 Kf4, Kh6 10 Kf5, Kh5 though it indeed takes the opposition, allows White to take the target after 11 Kf6, Kh6 12 Kf7, Kh7 13 Kf8. This idea of giving up the opposition for a juicier goal is what out-flanking is all about.

9.Kg3!

White retakes the opposition satisfied that he has come forward one rank. Blunders are 9 Kf4?, Kf6 or 9 Kg4?, Kg6. In both cases, White will never reach the promised land.

9...                           Kf7

He has little choice. 9...Kf6 10 Kf4 is even easier for White, while 9...Kh7 10 Kf4 leads to the same type of play as 9...Kf7. (See diagram following)

Figure 13:

10 Kh4!

Another outflanking maneuver.

10...                        Kg6

Once again taking the opposition fails 10...Kf6 11 Kh5, Kf5 12 Kh6, and White walk down to h8.

11.Kg4

Grabbing the opposition again. From now on it is like walking down a flight of stairs.

11...                 Kh6

11...Kf6 12 Kh5 is similar, while 11...Kf7 12 Kf5 is also no help to Black.

12.Kf5

Outflank. 12... Kg7

Cringe. 13. Kg5

Opposition again. 13...Kf7

Choices are limited. 14.Kh6

Threatens 15 Kh7

14...Kg8

Forced 15.Kg6

Figure 14:

Putting Black in a suicide (Zugzwang) situation.

15...                        Kf8

15...Kh8 16 Kf7 was no better.

16. Kh7

and White cannot be prevented from achieving his goal by 17. Kh8.

This whole study is extremely instructive and I seriously recommend you all play over it again and again until fully understands.

Problem 1.

 White to play - he wins if his king can reach f8, g8 or h8.

Problem 2)

White to play - whoever gets the opposition (vertical or horizontal, close or distant [three or five squares between the kings]) wins. You can also throw in diagonal opposition as well, but just working with vertical and horizontal should be better.

The article is written by Er. Ravi Kant Tiwari 



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