Chess Strategy. Edward Lasker

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Название Chess Strategy
Автор произведения Edward Lasker
Жанр Языкознание
Серия
Издательство Языкознание
Год выпуска 0
isbn 4057664103550



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4 | | | | ^P | | | | |

       |———————————————————|

       3 | | | | | | | | |

       |———————————————————|

       2 | ^P | ^P | ^P | | | ^P | ^P | ^P |

       |———————————————————|

       1 | | | ^K | ^R | | | | ^R |

      ———————————————————

       A B C D E F G H

      Diag. 3.

      must be met in some way or other. This can be done by capturing the attacker or by interposing a piece (this is not possible in case of attack by a Knight or a pawn), or lastly by moving the King to a square which is not attacked. The latter must not be done by castling. If it is impossible by any of the three methods above mentioned to avoid the attack upon the King, the King is said to be checkmated, and the game is ended.

      If a King is unable to move, though not attacked, and none of his remaining pieces can move, the King is said to be stale-mated, and the game is drawn. A game is also drawn when neither side has sufficient material left to enforce a mate. (Compare page 63.)

      If a player resigns his game before he is actually mated, he acknowledges that in the end mate is unavoidable, and the game is counted as a loss to him.

      A game is null and void if it is shown that a mistake was made in setting the board or men. The same applies when in the course of the game the position and number of pieces have been altered in a manner not in accordance with the proper course of play, and the latter cannot be re-constructed from the point where the error was made.

      If a player having the move touches one of his pieces he is under compulsion to move it; if he touches a hostile piece he must capture it, provided that the piece can be properly moved or captured in either case. This rule is of no effect if the piece so touched cannot be moved or captured, as the case may be. So long as the hand has not left the piece to be moved, the latter can be placed on any accessible square. If a player touches a piece with the sole object of adjusting its position, he must apprise his opponent of his intention by saying "J'adoube" beforehand. It is best to move the King first when castling. If the Rook is moved first, and unless the King is played almost simultaneously, a doubt might arise whether castling or a Rook's move only was intended.

      If a player has castled illegally, Rook and King must be moved back, and the King must make another move, if there is a legal one. If not, any other move can be played. A player who makes an illegal move with a piece must retract that move, and make another one if possible with the same piece. If the mistake is only noticed later on, the game should be restarted from the position in which the error occurred.

      II. NOTATION

      A special notation has been adopted to make the study of games and positions possible, and it is necessary for students of the game to become thoroughly conversant with it. The original and earliest notation is still in use in English, French, and Spanish speaking countries. It is derived from the original position in the game, in that the squares take the names of the pieces which occupy them. Thus the corner squares are called R 1 (Rook's square or Rook's first), and to distinguish them from one another QR1 or KR 1 (Queen's or King's Rook's square). The squares immediately in front are called QR2 or KR2. A distinction is made between White and Black, and White's R 1 is Black's R 8, Black's R 2 is White's R 7, White's K B 3 is Black's KB6, and so on. K stands for King; Q for Queen; B for Bishop; Kt for Knight; R for Rook; and P for Pawn. In describing a capture, only the capturing and the captured pieces are mentioned, and not the squares.

      When confusion is possible, it is customary to add whether King's side or Queen's side pieces are concerned, e.g. KRx Q Kt. In this notation it is necessary to bear in mind which Kt is the Q Kt, which R is the KR. This becomes increasingly difficult as the game goes on and pieces change their places. Many sets of chessmen have one Rook and one Knight stamped with a special sign, to show they are King's side pieces. This is not necessary in the case of Bishops: a white KBis always on white squares, a white QBon black squares.

      A more modern notation is the algebraic notation, which has been adopted in most countries. It has the advantage of being unmistakably clear, and also more concise. Here the perpendicular lines of squares (called files) are named with the letters a-h, from left to right, always from the point of view of White, and the horizontal lines of squares (called ranks) with numbers 1–8 as before, only with the distinction that the rank on which the White pieces stand is always called the first; thus the square we named White's QB2 or Black's QB7 is now called c2 in both cases. Black's QB2 (White's QB7) is always c7. In capturing, the square on which the capture takes place and not the piece captured is noted, for the sake of uniformity. In the case of pawn moves, the squares only are noted.

      O—O stands for castles on the King's side; O—O—O stands for castles on the Queen's side; : or x stands for captures; + for check.

      In the following opening moves, both notations are used for the purpose of comparison:

      1. P-Q 4 P-Q4 1. d4 d5 2. P-QB4 P-K3 2. c4 e6 3. Kt-QB3 P-QB4 3. Ktc3 c5 4. PxQP KPxP 4. cd: ed: 5. P-K4 QPxP 5. e4 de: 6. P-Q5 Kt-KB3 6. d5 Ktf6 7. B—KKt5 B-K2 7. Bg5 Be7 8. K Kt-K2 Castles 8. Ktge2 O—O

      In most books in which the algebraic notation is used, both squares of a move are written out for the benefit of the student. The moves above would then look like this:

      1. d2-d4 d7-d5 2. c2-c4 e7-e6 3. Ktb1-c3 c7-c5 4. C4 x d5 e6xd5 5. e2-e4 d5xe4 6. d4-d5 Ktg8-f6 7. Bc1-g5 Bf8-e 7 8. Ktg1-e2 O—O

      To conclude: I will give the denomination of the pieces in various languages:

      English … … … . … . K Q R B Kt P Castles

       French … … … . … . R D T F C P Roq

       Spanish … … … . … . R D T A C P Enrog

       German and Austrian .. K D T L S O-O (O)

       Italian … … … . … . R D T A C O-O (O)

       Russian … … … . … . KP F L C K O-O (O)

       Dutch … … … … . … K D T L P O-O (O)

       Scandinavian … … … K D T L S O-O (O)

       Bohemian … … … . … K D V S J O-O (O)

       Hungarian … … … … K V B F H O-O (O)

       Table of Contents

      HINTS FOR BEGINNERS—ELEMENTARY COMBINATIONS

      THE mental development of the chess player is a gradual struggle from a state of chaos to a clear conception of the game. The period required for such development largely depends upon the special gifts the learner may possess, but in the main the question of methods predominates. Most beginners do not trouble very much about any particular plan in their study of chess, but as soon as they have learnt the moves, rush into the turmoil of practical play. It is self-evident that their prospects under such conditions cannot be very bright. The play of a beginner is planless, because he has too many plans, and the capacity for subordinating all his combinations to one leading idea is non- existent. Yet it cannot be denied upon investigation that a certain kind of method is to be found in the play of all beginners, and seems to come to them quite naturally. At first the pawns are pushed forward frantically, because there is no appreciation of the power and value of the pieces. Conscious of the inferiority of the pawns, the beginner does not conclude that it must be advantageous to employ the greater power of the pieces, but is chiefly concerned