
                      


|
“If
you know them, they'll help you win lots of games”
|
|
The two letters used to indicate the PA - personal assistant. All PAs
are of equal value but
some PAs are more equal than others. In Chesmayne each Pawn is given a
name. Jacopo da Cessole
(14th century) was the first to give the mps a name. The monogram ‘PA’.
PA5 (mp5) is known as
‘the eye of the army’. A Pawn is not able to reverse its move.
The letter ‘P’ is
sometimes also used. Shakespeare (King Lear): “As flies to wanton boys, are we to the
Gods;
they kill us for
their sport” (it is considered good to kill a mp from time to time, to
encourage the others)! The FMO (First
Move Option) of this minor piece was
introduced in Spain in 1280. Up
to the 16th century a game could be started by making two
minor piece moves before your opponent
moved. This was the norm in
Holland and Germany until the late 19th century.
|
 |
|
In
Asia mps started on the 3rd rank instead of
the 2nd. Until 1903 a PA reaching rank-8 could remain a PA!
And
promotion could only be to a MP
already captured. If no MP had been captured the mp remained a PA until
a capture occurred.
Steinitz was a leading proponent of the dummy PA law.
|
Monogram: |
Pawn (PA) PA1, PA2, PA3 etc. |
|
First Move Option (FMO): |
1 or 2 cells vertically forward. |
|
All Other Moves (AOM): |
1
cell vertically forward. |
|
Capture (*): |
1 cell diagonally forward. |
|
Promotable (#): |
Yes. |
|
Special Move (ep): |
En Passant. |
(The above diagram was produced using the ‘Zillions’ program. The
Zillions Index)
The PAs get their name from an old French word meaning ‘foot-soldier’
and like the infantry they must
advance against the foe. The monogram ‘PA’ is used to identify these
mps.
On an 8 x 8 board the PAs are numbered PA1 to PA8.
On a 10 x 10 board the PAs are numbered PA1 to PA10.
On a 12 x 12 board the PAs would be numbered PA1 to PA12.
The
PAs have special rules for their capturing manoeuvre. The PA is, in fact
exceptional
in many ways, which I will now explain. The normal move of the PA is
simple - they plod just one cell forward at a time. They may never move backwards. On their first move,
however, a PA may, if desired,
be moved two cells forward instead of just one. This privilege is
accorded to each of the eight PAs on
either side (Level-1, 8 x 8 board), but a PA may only advance two cells
if both cells are unoccupied and
the PA has not previously been moved.
As
distinct from their forward mode of travel, the PA captures
diagonally, but again only one cell. A PA must move in the file in which
it placed (ISP), until it
captures another MP/mp diagonally. On Level-1 it is the only MP/mp that
captures in a different manner
to the normal mode of movement. On reaching rank-8 (Level-1) a PA is
invested with the title and assumes
the power of any of the MPs to which the PA is promoted/enrobed (which a
player chooses at his/her
discretion). A PA is not permitted to capture any MP/mp which impedes
its path i.e., 01A PA4 D02/D04
-
01B PA5-D07/D05 ….(neither PA can do more than remain an obstruction to the forward
march of the other). Upon capturing a diagonally placed MP/mp, a PA
changes file i.e., PA5-E04*D05 - PA5 moves from
file-E to file-D.
The
movements of these homely mps are amongst the most refined and arduous
elements of the game. When
placed in B$A they prevent the advance of your opponent's PAs.
However,
you should not place two PAs
abreast in Block-A until you are able to support them from behind.
If
you have two PAs placed abreast
in Block-A and one of them is attacked by an opposing PA, you will find
it better to advance the PA that
is attacked, rather than resort to capture. After %K it is better not to
advance PA7 until obliged to do so. It is better to protect a PA with a PA than with a MP. Do not advance
PAs on either wing until you see on
what side of the board your opponent castles. In the endgame two PAs can
protect themselves against the enemy KI.
The Arabs called them Baidaq (BQ), ‘foot soldiers’, which was translated
into the Anglo-French word p’oun. In the old game (Shatranj), a BQ could not be promoted to QU2, but to a
Minister (MR) only. The game-tree (:gt)
of Chess was, therefore, different from today, for there was little
point in promotion. A PA can move forward only.
A PA cannot jump. A PA is promoted on reaching the last rank as part of
the same move. The cell on which a PA
is promoted is normally called the Queering cell, even if the PA is
exchanged for a MP which is not a QU2.
Promotion is also called ‘enrobing’ in Chesmayne. Theoretically it is
possible to have nine QUs (Level-1, QU1, QU2, QU3, QU4 etc). The PA is nearly always promoted to QU2, but
underpromotion is possible. If a PA reaches the
top-rank of the board and is promoted to a QU, then this QU is referred
to as QU2 to distinguish her from QU1.
Sometimes it is best to underpromote to a KT, KM, BS, RO etc.
The
en passant (:ep) capture can only be made by
a PA on rank-5 (for :A). The en passant move is optional, not
obligatory. Beginners often find this difficult,
so practice on rank-5 (for :A) and on the rank-4 for :B. The PA can only
capture one diagonal cell forward to their
right or left. Monogram: PA1, PA2, PA3 etc.
The PA is known by different names in differing countries:
|
# |
Language |
Piece |
Game
Name |
|
01 |
English |
Pawn |
Chess |
|
02 |
French |
Pion |
Les echecs |
|
03 |
German |
Bauer |
Schachspiel |
|
04 |
Italian |
Perdone |
Gli scacchi |
|
05 |
Spanish |
Peón |
Ajedrez |
|
06 |
Portuguese |
Peão |
Xadrez |
|
07 |
Russian |
Peshka |
Shahmati |
|
08 |
Arabic |
Baidaq |
Ash-shatranj |
|
09 |
Latin |
Pedes |
Scaci |
:L01 Note:
The (quickest) number of moves of a PA from
the ISP to the promoting cell is five moves i.e.:
1st move PA4-D02/D04 (PA4 moves two cells forward, FMO).
2nd move PA4-DO4/D05
3rd move PA4-D05/D06
4th move PA4-D06/D07
5th move PA4-DO7/D08-#QU2 (PA4 is promoted to QU2).
A PA has a maximum of six
moves on Level-1 (from the ISP to the promoting cell)
Level-01. PAs in the opening and middle game. In an open game or
position, the PAs are fluid, are able
to advance, and many may have already been exchanged or disposed. Both
:A and :B are ready to castle (%K, %Q) and
there will be open lines for RO1, RO2, BS1 and BS2.
Level-01. PAs in a closed game. In a closed position the central PAs
(PA4 and PA5) are interlocked in
such a way that they cannot be exchanged. There are no open files for
RO1, RO2, BS1 and BS2. In such positions
KT1 and KT2 can become more important because of their ability to
manoeuvre.
Level-01. During the opening, development may be slowed down by making
too many mp moves or moving a mp
to a wrong cell.
Level-01. Mp formation. Most openings and defences try to keep the PAs
united, so that they protect one
another. This is important for the middle game and even more important
in the endgame.
Level-01. Typical mp structures: doubled PAs (:do-PAs). Doubled mps
usually imply that open files are
available and in such cases you may be able to gain useful play on such
a file with RO1 or RO2. A doubled PA (:do-PA)
is not necessarily a disadvantage, particularly if it is united with
another PA. A :do-PA on file-E is the best because
it strengthens the middle PAs and makes available a file for RO2. A
:do-PA on file-A or file-H is the least valuable.
Level-01. Isolated PAs (:is-PA). A PA is considered isolated because
there are no mps of the same colour
on adjoining files. If the mp is attacked the mp may have to be defended
by MPs which are then left out of action on
other areas of the board.
Level-01. Backward PA (:ba-PA). Place A-PA8 on H04 and A-PA7 on G03. Now
place B-PA1 on H05. The :A mp on G03 is backward as A-PA7 is unable to advance without being captured
by B-PA1 on H05. This means that, in certain
circumstances, a single :B mp can almost be as valuable as two :A mps.
Level-01. Passed PA (:pa-PA). Place A-PA8 on H04 and a-PA7 on G05. Now
place B-PA1 on H05. A-PA7 on G05
is passed (:pa-PA7), as there are no opposing mps, either on the same
file or adjacent files, between PA7s current
position and the enrobing cell (on G08). :pa-PAs can become especially
strong in the endgame.
Level-01.
A-PA6 can be the source of major problems. At the start of
Level-1, PA6 is positioned on the very
weak F02 for :A and PA3 on F07 for :B, where they are only defended by
their respective KIs. Because of the way they move, neither BS2 nor KT2 can protect A-PA6. Advancing A-PA6 too soon
can create a permanent and crippling weakness in
the cells near the A-KI.
When a mp has no enemy
PA that could hinder promotion - that is, no enemy PA in front or, on
the same file or, either of the next-door files -
then the mp is called a passed-pawn (:pa-PA). A :pa-PA in the endgame
can be a great asset, particularly if well
advanced, as the enemy has to use MPs to stop the PA becoming QU2, thus
reducing your adversaries MPs efficiency.
In the early stages of the game, the mps have various functions. Those
in the center (PA4 and PA5), are
the most valuable mps and are used for protecting central cells. PAs in
front of a castled KI are used as a shelter.
To wreck this center, the enemy often advances PAs upon yours, to force
them to advance or exchange. This operation
is called a ‘PA-storm’. Here the mps play the part of tanks rather than
infantry. Mps sometimes resemble neither
tanks nor infantry. Their lack of mobility makes them more like natural
obstructions i.e., rivers, hills or marshes,
that interfere with mobile warfare.
When one of your own PAs becomes an
obstruction to your attack, it often pays to
sacrifice the mp. A PAs value increases as MPs/mps are exchanged off,
for when both armies are so reduced that Checkmate becomes next to impossible, the major objective becomes the
promotion of a mp. To be a PA ahead with
otherwise as good a position as your opponent’s, is usually a winning
advantage - theoretically!
The Chesmayne
Chess MPs/mps are triangular shaped. Large triangles are
used for the MPs and small triangles
are used for the mps. Each triangle has the monogram of the MP/mp
printed on it i.e.,
PA1, PA2, PA3, PA4, PA5, PA6, PA7 and PA8 for the mps.
The monograms RO1, RO2, BS1, BS2, KT1, KT2, QU1 and KI
for the MPs on
Level-1 (traditional Chess).
Although
PAs are usually promoted into a QU2 on reaching rank-8, they can be also
promoted to any other MP you choose. In the opening phase the PAs defend the center of the board and
play a static role. In the endgame phase,
when there are few MPs/mps on the board, PAs help the KI to capture
MPs/mps or to checkmate your opponent. In the
middle game PAs become very active. Their function is to drive away
attacks from enemy MPs/mps and move forwards or
sacrifice themselves to open attack lines for QU1, RO1, RO2, BS1 and
BS2.
PAs
that are in a group can support one
another (PA islands). PAs connected in a chain are quite strong. To
attack this chain your opponent would need
to attack the ‘base PA’. Passed PAs (:pa-PAs) are very strong as they
can reach rank-8 without coming into contact
with enemy PAs on their own or adjacent ranks. PAs in enemy territory
should ideally be supported by MPs. Two PAs placed on the same rank control more cells in front but will need to be
supported from behind. A PA on rank-7 can
even deliver checkmate.
A
trailing PA should not be left unsupported (backward PA - :ba-PA) and if
advanced is usually captured quite easily. PAs are ‘fixed’ if they are blocked from moving
forward. Isolated PAs (:is-PA) cannot be
defended by neighborly PAs and are easily captured by your opponent.
Doubled PAs (:do-PA) are weak as the back PA
cannot advance until the front PA moves forward. Tripled PAs are even
weaker (:tr-PAs) and the back PA has to wait for
the front two PAs to advance before it can do so. Hanging PAs (:ha-PA)
must rely on MPs for protection and without
support are easily eliminated /
erased.
On it's first move, a Pawn may move either ONE SQUARE FORWARDS or TWO
SQUARES FORWARDS. After its first move it can only move forwards ONE SQUARE AT A TIME.
Unlike other pieces, Pawns DO NOT CAPTURE IN THE SAME WAY THAT THEY
MOVE. They capture ONE SQUARE DIAGONALLY FORWARDS.
You might think a Pawn's not much use but there is one REALLY SPECIAL
thing it can do. If you get a Pawn to the far side of the board you must exchange it for
another piece: a QUEEN, a ROOK, a BISHOP or
a KNIGHT.
EN PASSANT
There's
another special rule to do with Pawns which you'll probably find hard to
understand. It's called the EN PASSANT rule.
If you have a Pawn on YOUR FIFTH RANK, as White does
in fig. 1, and your
opponent moves a Pawn on the next FILE TWO SQUARES,
you can, on your next move, CAPTURE IT AS IF IT HAD MOVED ONE SQUARE
ONLY
as shown in fig. 2.
|

Fig. 1 |

Fig. 2 |
CAUGHT IN THE SNARE
Suppose you THREATEN a piece, say a Knight or a
Bishop. What happens? Your opponent will do something about it.
He'll move it, defend it or block the attack. But sometimes he can't get out
of it. And that's what we're looking at in this
lesson. Pawns are often good at hunting down
mps - Bishops and Knights
- in the opening.
Look at this:
1. e2-e4 c7-c5
(The Sicilian Defence)
2. Ng1-f3
Nb8-c6
3. Bf1-b5
a7-a6
4. Bb5-a4? b7-b5
It's not the same as the Ruy Lopez,
where Black has a Pawn on e5, not c5. He should take the Knight here.
5. Ba4-b3 (see diagram)

Can you find a good
move for Black here? Yes, Black can trap the
Bishop by playing c5-c4. Look for yourself: it has nowhere
to go.
Let's start again:
1. e2-e4
e7-e5
2. d2-d4
Nb8-c6
3. d4-d5
Nc6-d4? (see diagram)

This time White gets
the chance to win a piece. How can he do it? Remember that to THREATEN a
defended piece you have to ATTACK it with something weaker.
The answer is c2-c3, and, surprisingly, the Black Knight
is lost. He has eight squares to go to, but whichever one he tries he
gets taken.
Rooks are usually fairly safe in the corner at the start of the game,
but if you move Bertie or Gerry out your Rook might fall victim to an
attack along the diagonal.
1. d2-d4
d7-d5
2. c2-c4
Moving the d-pawn is just as good as moving the
e-Pawn, but usually leads to more closed positions where play
develops more slowly. This move is the QUEEN'S GAMBIT.
2. ........
d5xc4
3. e2-e3
b7-b5?
It's much better to play Ng8-f6 and let White have his
Pawn back.
4. a2-a4
c7-c6?
Trying to keep his extra Pawn. If 4... a7-a6,
5. a4xb5 and Black finds that Alfie is PINNED against the Rook.
5. a4xb5
c6xb5 (see diagram)

And what does White do
next?
You've had a clue so you should find the right answer: Qd1-f3,
trapping the Rook in the corner. If Black prefers he can lose a Knight
(by playing Nb8-c6) or a Bishop (by playing Bc8-b7), but
whatever he does he's going to lose one of his big guys.
In that position it was a good idea to bring the Queen out early because
it won something, but usually it isn't. If
you're not careful it's likely to get trapped.
Like this:
1. e2-e3
"If I move my e-Pawn two squares my opponent might get Scholar's Mate so
I'll move it one square instead."
1.
........
e7-e5
2. Qd1-f3?
"Now I'll try for Scholar's Mate myself. Perhaps he won't notice."
2. ........
d7-d5
3. Nb1-c3
"Now the Bishop goes to c4 - curses! If I go there he'll take it. Better
bring out a Knight instead."
3. ........
e5-e4 (SPACE INVADERS!)
"He's attacking my Queen. Better keep it attacking f7."
4. Qf3-f4? (see diagram)

White
has broken several rules of good opening play. How does he pay the
penalty? Black plays Bf8-d6, attacking the Queen. Where can she go? There are
twelve possible squares (count them) but
whichever one she chooses she'll be taken.
Do you know anyone who thinks and plays Chess like White did in that
game? Perhaps it's you!
I repeat:
Start by moving your e-Pawn TWO SQUARES.
Make sure you keep a Pawn in the CENTRE.
DON'T go for SCHOLAR'S MATE.
DON'T bring your Queen out too soon.
Use your CENTRE PAWNS to drive the enemy pieces to unfavourable squares.
Here's another guy who ran into trouble by bringing his Queen out too
soon:
1. e2-e4
d7-d5
The CENTRE COUNTER or SCANDINAVIAN DEFENCE. I don't recommend you to
play it at the moment. Your Queen is too
likely to run into trouble.
2. e4xd5
Qd8xd5
3. Nb1-c3
In this opening White gains time by attacking the Black Queen. Beginners
are often tempted by a check on the e-file,
but it's not a good idea. White will block the check and later gain more
time by attacking the Queen again. Black's
best move is Qd8-a5. What he mustn't do is play...
3. ........
Qd5-c6 (see
diagram)

Can you see why?
White plays Bc1-b5. What's happening? "My Queen's got plenty of squares
to go to", says Black, "h6, g6, f6..." "No
you don't", says White. "You Queen's PINNED. If you go over there it
leaves you in CHECK. The only squares you can
go to are d7, where I'll take you, and b5, taking my Bishop, when my
Knight will take you."
You'll meet a lot of PINS in the course of these lessons. If, as here,
you PIN a stronger piece you WIN it. If you
PIN a weaker piece, or a piece of equal value, you MIGHT be able to win
it by attacking it again. Remember, if you've
PINNED a piece what do you do? ATTACK IT AGAIN WITH EVERYTHING YOU'VE
GOT. (Usually starting with your weakest piece.)
Some PINS are pretty scary - you need to get out of them as soon as you
can: either by moving the piece at the back of
the line, by putting something else in the way, or by driving off the
pinning piece. Other PINS are just slightly annoying, while others are completely
harmless. There are even PINS which can backfire,
as you'll see when you learn about LEGALL'S MATE.
The next Opening shows you a situation that
happens all the time. Most players don't manage to find the way out:
1. e2-e4
e7-e5
2. Ng1-f3 Nb8-c6
3. Bf1-b5
The RUY LOPEZ, the world's strongest opening.
3. ........
d7-d6
4. d2-d4
Ng8-f6
This is a mistake, but not for the reason you might think. White should
probably play d4xe5, which eventually wins a
Pawn, rather than...
5. d4-d5 (see diagram)

White attacks the PINNED Knight. It looks like he's winning a piece but
Black's got a way out. Can you help him find it?
Black can save his Knight by playing a7-a6. Now if White takes the
Knight, Black takes the Bishop. And if White plays Bb5-a4, Black drives off the PINNING piece by playing
b7-b5.
HELPFUL HINTS
1. Look out for chances to trap enemy Knights and Bishops using your
Pawns.
2. Look out for chances to trap the enemy Queen using your Pawns and
Minor Pieces (Knights and Bishops).
3. Look out for diagonal attacks on unmoved Rooks.
4. Don't bring your Queen out too soon without a very good reason: it
might get trapped or PINNED.
5. Look out for chances to PIN your opponent's pieces. If you've PINNED
a piece, ATTACK the PINNED piece with everything
you've got.
6. Learn to tell the difference between different types of PIN. They're
not always so scary so don't panic if you find
one of your pieces is PINNED.
XABCDEFGH Y
8 r+lwqkvlntr(
7 +-+pzppzpp'
6 p+n+-+-+& 5+pzp-+-+-%
4- +-+P+-+$
3 +L+-+N+-#
2 PzPPzP-zPPzP"
1tRNvLQmK-+R!
xabcdefghy |
XABCDEFGH Y
8r+lwqkvlntr(
7zppzpp+pzpp'
6-+-+-+-+& 5+-+Pzp-+-%
4-+-snP+-+$
3+-+-+-+-#
2PzPP+-zPPzP"
1tRNvLQmKLsNR!
xabcdefghy |
XABCDEFGH Y
8rsnlwqkvlntr(
7zp-+-zppzpp'
6-+-+-+-+& 5+p+-+-+-%
4-+pzP-+-+$
3+-+-zP-+-#
2-zP-+-zPPzP"
1tRNvLQmKLsNR!
xabcdefghy |
|
Black to move |
White to move |
White to move |
XABCDEFGH Y
8rsnlwqkvlntr(
7zppzp-+pzpp'
6-+-+-+-+& 5+-+p+-+-%
4-+-+pwQ-+$
3+-sN-zP-+-#
2PzPPzP-zPPzP"
1tR-vL-mKLsNR!
xabcdefghy |
XABCDEFGH Y
8rsnl+kvlntr(
7zppzp-zppzpp'
6-+q+-+-+& 5+-+-+-+-%
4-+-+-+-+$
3+-sN-+-+-#
2PzPPzP-zPPzP"
1tR-vLQmKLsNR!
xabcdefghy |
XABCDEFGH Y
8r+lwqkvl-tr(
7zppzp-+pzpp'
6-+nzp-sn-+& 5+L+Pzp-+-%
4-+-+P+-+$
3+-+-+N+-#
2PzPP+-zPPzP"
1tRNvLQmK-+R!
xabcdefghy |
|
Black to move |
White to move |
Black
to move |
THE DOUBLE FREDDIE
Do you know Freddie, Gerry and Harry? If you know
them, and know how to make the most of them,
they'll help you win lots
of games. But you'll only know who they are if you've got the board the
right way round. So first of all check that
you've set up the White pieces on the RANKS numbered 1 and 2 on your
board, and the Black pieces on the RANKS numbered
7 and 8 on your board.
In most of your games it will be best for you to CASTLE on the
KING-SIDE, moving your King to the g-FILE (g1 or g8)
and your Rook to the f-file (f1 or f8). You'll remember that we call the
Pawns after their files:
a-Pawns, b-Pawns and
so on.
Freddie, Gerry and Harry are your f-Pawn, your g-Pawn and your h-Pawn.
Imagine that you're playing football. The King
is the goal. If you're White and you've castled King-side your defenders
are your Rook on f1, your Knight on f3 and ...Freddie, Gerry and Harry.
Try, if at all possible, not to move Freddie, Gerry and Harry early on
in the game. Every time one of them moves up the
board it weakens squares and opens lines for the enemy strikers to
attack and put the ball in the net.
In this lesson we look at an attacking plan designed to force your
opponent's Gerry to change his name to Freddie. When
this happens your Queen comes in, and, with the help of a Bishop or a
Knight, scores the winning goal.
Here's an example.
1. e2-e4
e7-e5
Both players move the Pawn in front of their King two squares.
2. Ng1-f3
Nb8-c6
White's Knight THREATENS the Black e-Pawn and the Black Knight DEFENDS.
3. Bf1-c4
Bf8-c5
Both players move their Bishops onto strong diagonals, attacking the
weak f-Pawns.
4. d2-d3
Ng8-f6
White prepares to develop his other Bishop, while Black develops a
Knight.
5. Nb1-c3 d7-d6 (see diagram)

White develops a Knight while Black prepares to develop his other
Bishop. You'll see that we have a SYMMETRICAL position. Both sides have
developed their pieces in the same way. This makes the
Opening easier to learn because the plans for both players are the same.
Stop here and decide what move you'd play next for White.
I wonder how many of you played Nf3-g5 here? It's very tempting, isn't
it, to THREATEN a lovely KNIGHT FORK on f7? But
the move isn't very good, as you'll find out later in the course. Black
can DEFEND simply by CASTLING and later gain
time by driving the Knight back. Reasonable moves for White include 0-0 (although, as you'll see, White
will have to be careful after this move), Bc1-e3
and Nc3-d5, but the move we recommend you play here is...
6. Bc1-g5
What's the big idea of this move? White develops his Bishop on the same
diagonal as the Black Queen. If the Knight on f6
moves at any time, for instance to g4, what will White do? Of course,
he'll zap the Queen on d8! We say that the Bishop
on g5 PINS the Knight on f6. Good moves for Black here are
Nc6-a5, h7-h6 and Bc8-e6. Bc8-g4,
continuing to copy White, is also possible. But let's see
what happens if Black castles here.
6. ........
0-0 (see
diagram)

What should White play in this position? Don't forget the Black Knight
is PINNED. Imagine you're wrestling someone and you've got them PINNED to the
ground so that they can't move. You can then hit them
with everything you've got and eventually they'll have to give up. How
can you ATTACK the PINNED Knight here? There's only one way to do it...
7.
Nc3-d5
Now it's very easy for Black to make a mistake. If he takes your Knight
on d5 with his Knight what will you do? Will you
recapture the Knight? Of course not: you'll take the Queen instead.
Sometimes Black sees this and decides to move his Queen to get out of
the PIN! What would you do if Black played his
Queen to e8 here? The answer is you'd play Bg5xf6, and if g7xf6 in
reply, what then? You'd play Nd5xf6+, CHECKING and
THREATENING the Queen on e8: a FORK!
Instead of these moves we'll give Black a fairly useless move on the
other side of the board.
7. .......
a7-a6
In this sort of position White has two plans: take on f6 with the Knight
and mate on g7 with Bishop and Queen or take
on f6 with the Bishop and mate on h7 with Knight and Queen.
We'll start with Plan A:
8. Nd5xf6+ g7xf6
Black's best defender, the Knight on f6, has been shown the red card.
Gerry, the centre back, has changed his name to
Freddie and moved over to the wing. There's an open goal just waiting
for White.
9. Bg5-h6 Rf8-e8 (see
diagram)

If you could put your Queen anywhere on the board, where would it be?
That's right: g7 which is CHECKMATE - THE KISS OF
DEATH, with the Bishop on h6 holding the Queen's hand. So how can we get
her there?
10. Nf3-h4
The Knight moves out of the way to let the Queen come out. At the moment
the Black Bishop controls g4 so the Knight heads
for f5 to cut the Bishop off.
10. ......
b7-b5?
11. Nh4-f5!
Don't get too excited and play Qd1-g4+ too soon!
11. ......
Bc8xf
12. e4xf5 b5xc4 (see
diagram)

And you know what happens next.
White's Queen does her impersonation of Michael Owen and scores the
winning goal:
13. Qd1-g4+ Kg8-h8
14. Qg4-g7++
Let's go back to the start and see if you remember the moves of the
opening.
1. e2-e4 e7-e5
2. Ng1-f3 Nb8-c6
3. Bf1-c4 Bf8-c5
4. d2-d3
Ng8-f6
5. Nb1-c3 d7-d6
6. Bc1-g5 (PIN!)
It's easy to remember how to play this opening: Pawn, Knight, Bishop,
Pawn, Knight, Bishop! In that order!
6. ......
0-0
7. Nc3-d5
ATTACKING THE PINNED PIECE!
7. ......
a7-a6
This time we'll look at PLAN B. Now the Bishop captures on f6:
8. Bg5xf6 g7xf6 (see
diagram)

Again, the Black Knight has been sent off, and Gerry has turned into
Freddie. Where do you want the White Queen this time? Now the answer's h6, when
Black will not be able to defend f6. How do we get
her there? Via d2.
9. Qd1-d2 b7-b5?
Black's best move was Bc8-e6, to get rid of the Knight.
10. Qd2-h6 b5xc4 (see
diagram)

And again you know what to do, don't you?
11. Nd5xf6+ Kg8-h8
The only other move was Qd8xf6, losing the Queen.
12. Qh6xh7++
HELPFUL HINTS
1. It's easy to remember how to play this opening for White: PAWN,
KNIGHT, BISHOP, PAWN, KNIGHT, BISHOP!
2. In most openings you'll learn on this course it's important to castle
as soon as possible. This one's the exception:
the player who castles first often loses.
3. You can use the DOUBLE FREDDIE ATTACK in many different positions: 1.-
Use your Bishop to PIN the Knight on f3 or f6.
2.- Attack the PINNED Knight. 3.- Capture to smash up the enemy Pawns,
turning Gerry into Freddie. 4.- Bring your Queen in
to deliver Checkmate!
4. If your opponent moved some
Pawns in front of his King, look for
ways for getting your big guys in round the gaps
he's left in his position.
5. When you've castled, don't make
Pawn moves in front of your King
without a very good reason.
"Exeter
Chess Club"
Pawn Formations: an A-Z guide
"The
most important feature of the Chess position is the activity of the
pieces. This is absolutely fundamental in all
phases of the game (opening, middlegame and especially endgame). The
primary constraint on a piece's activity is the
Pawn structure."-- Michael STEAN, in Simple Chess.
"In general, a Pawn centre is a good thing not in itself but in its
usefulness for concrete ends." -- Mark Dvoretsky &
Artur Yusupov, Opening Preparation.
A.
. Symmetrical Centre Formations
A.1. Vanished centre
A.2. The QP centre
A.3. The KP centre
A.4. Symmetrical Four Pawns Centre: (i) KPs forward
A.5. Symmetrical Four Pawns Centre: (ii) QPs forward
B.
. Positional advantage in the centre
B.1. Advanced Fixed Single-Pawn (i) KP forward
B.2. Advanced Fixed Single-Pawn (ii) QP forward
B.3. Partially Fixed Centre (i) tension form
B.4. Partially Fixed Centre (ii) Benoni without ...e6
B.5. Partially fixed centre (iii) French with White d-Pawn backward
B.6. Partially fixed centre (iv) French with Black d-Pawn backward
B.7. Mobile Centre (i) King Pawn
B.8. Mobile Centre (ii) Queen Pawn
C.
. Extra Central Pawns
C.1. Absolute Centre
C.2. Hanging Centre
C.3. Classic Centre
C.4. Neo-Classic Centre *
C.5. Neo-Classic Centre: with open file
C.6. Unbalanced tension form
C.7. Latent Central Majority (i) QP in reserve
C.8. Latent Central Majority (ii) KP in reserve
D.
. Closed Formations
D.1. Blocked oblique (i) QP forward *
D.2. Blocked oblique (ii) KP forward *
D.3. Stonewall
D.4. Anti-Stonewall
D.5. Pseudo-Stonewall (Botvinnik)
D.6. Wyvill Formation
D.8. Winawer Formation
E.
. Open Formations
E.1. Ruy Lopez Formation
E.2. French/Caro formation *
E.3. Sicilian Formation *
E.4. Rival Majorities (i) with open file between
E.5. Rival Majorities (ii) with no open file between
F.
. Half-open formations
F.1. Half-Open with an open file (i) symmetrical
F.2. Half-Open with an open file (ii) focus formation
F.3. Half-Open with an open file (iii) Blocked Oblique
F.4. Half-open with half-open files (i) French
F.5. Half-open with half-open files (ii) Caro-Kann / QGD Exchange
F.6. Passed Pawn, protected but blockaded
F.7. Isolated Queen's Pawn *
F.8. Hanging Pawns *
*
indicates most common or important types
Exeter Chess Club: Pawn mobility
Pawn
Majorities, Pawn Rollers, blockade and restraint.
I will give several illustrative games here - fairly straightforward
games from Capablanca, Alekhine, Korchnoi and
Karpov showing Pawns mobile and dangerous, and the others (e.g.
Nimzovitch's) showing them stuck and vulnerable.
Pawn majorities:
1. Marshall-Capablanca, 1909
2. [White "Alekhine,
Alexander"][Black "Marshall,
Frank"][result "1-0"]
Pawn mobility:
1. [White "Korchnoi"][Black "Szabo"][result "Ø"]
2. [White "Dodd, N."][Black "Regis,
D."][result "Ù"]
3. [Karpov-Miles]
Immobile Pawns:
1. [White "Mattison"][Black "Nimzovich"][Site "Carlsbad"][Date
"1929.??.??"][result "Ù"]
2. [White "Bronstein, David"][Black "Najdorf, M."][result "Ø"]
3. [White "Spassky, B."][Black "Fischer,
R."][result "Ù"]
4. [White "Spassky"][Black "Tal,
Mikhail N."][result "Ù"]
5. [Event "March vs St.neots 'B',1978"][White "Pope,
M. "][Black "Regis,
D"]
6. [Johner-Nimzovich]
Three opening themes that are all about Pawns:
4.6.3.4 The minority attack (Tough stuff-level 3/4 players only).
Pawn majorities
If
you have a Pawn majority - say, three Pawns to
your opponent's two on one side of the board - you should be able
to create a passed Pawn. By advancing the Pawn, you should be able to
create enough pressure to win.
Steinitz
was
the first great exploiter of Pawn majorities, particularly on the
Queen's side where they can often advance without
fear of exposing the King. Some people regard the Queen's side majority
as an advantage in itself, but realistically
it depends on where and what the other pieces are.
"Exeter
Chess Club"
Weak Pawns: An introduction to theory and practice
"Doubled, isolated and blockaded Pawns are weak: avoid them!"
Fine, Basic
Chess Endings.
Introduction
Backward Pawn.
Disadvantages of Backward Pawns
Possible compensations with Backward Pawns
Doubled Pawns
Disadvantages of Doubled Pawns
Possible compensations with Doubled Pawns
Isolated Pawn
Disadvantages of Isolated Pawns
Possible compensations with Isolated Pawns
Hanging Pawns
Disadvantages of Hanging Pawns
Possible compensations with Hanging Pawns
Pawn islands
Disadvantages of extra Pawn islands
Possible compensations with extra Pawn islands
Winning against holes in the Pawn formation
Steinitz,W - Blackburne,J London, 1876
Winning against a Backward Pawn
Bogoljubow,Efim - Capablanca,Jose (New York ) (09) [D05] 1924
Winning with a Backward Pawn
Zinn - Sveshnikov, Decin [B33] 1974
Winning against Doubled Pawns
Mattison - Nimzovich (carlsbad) CHERNEV [E21] 1929
Winning with Doubled Pawns
Bhend, E - Hort, V (Kecsemet) [B00] 1964
Winning against an Isolated Pawn
Lasker-Reshevsky, Nottingham 1936
Winning with an Isolated Pawn
Stoltz - Thomas, Zaandamk [D40]1946
Winning against Hanging Pawns
Fischer - Spassky WCh (6) [D59] 1972
Winning with Hanging Pawns
Bertok - Fischer [D59] 1962
Winning against extra Pawn islands
Capablanca,Jose - Kupchik,Abraham (Havana ) (07) [C49] 1913
Winning with extra Pawn islands
Stalemate: The
game's over but
nobody won,
what's going on
here?
Stalemate
is one of the more confusing concepts to beginners. Stalemate is a case
in which neither side wins
the game but it is declared a draw. By the laws of Chess, you must play
a move when it is your turn. Unlike
other games, you are not allowed to pass your move. But what happens if
you don't have any legal moves?
That's where the stalemate rule comes into play. You have no legal
moves, but by the laws of Chess, you have
to play a move. The position is declared as stalemate and the game is
drawn. There are also many more ways
than stalemate to draw a game. Draws are explained in much more detail
later on in this section.
Zugzwang: Zug-What?
Why
couldn't they just use English? This one is a German word and it's a
little more complicated than a lot of
things that you've done so far. The word means compulsion to move and it
doesn't happen very often. A
Zugzwang
position is one in which it your turn to move but any move that you make
will make your position worse. Pretty
cool stuff eh? Well, that's your sneak peek at Zugzwang, more will await
you as you progress, and there's much
cooler stuff than just that!
Pawn Promotion
The
pawn: not even good enough to be called a piece. They're not very
interesting, look kinda boring and they can
only move forward. Something had to be done to spice this piece up. A
Pawn, as you know, can only move one square forward at a time. Only
forward, no sideways stuff. So, an interesting case came up where when
the Pawn
reached the 8th rank, it wouldn't be able to move anymore for the rest
of the game. How could this be fixed?
The promotion of a
Pawn! Those who struggle hard and work their way to
the eighth rank get to promote to any
piece they like! What a prize! When the game originally began, the Pawn
could only promote to a "Mantri"
(the predecessor of the Queen), which at the time was the lowest of the
officer pieces. It wasn't until they
introduced the "new Queen" that the
Pawn could promote to anything it
liked. Now, the threat of Queening is
quite a threat indeed: introducing a Queen to the game could be deadly.
By the way, a small tidbit of information for you: the promotion of a
Pawn to anything other than a Queen is
what is known as underpromotion. Why would anyone want to underpromote?
Well, it depends on the position.
If there is a tactic in the position which the player can take advantage
of only if he underpromotes, then he
may choose to do so.
Numero Uno Pawn Move
Well,
someone decided that Pawn promotion was not enough. The game was still
too slow and needed to be sped
up to provide excitement. Along with the introduction of the "new
Queen"
as I've been calling it, they introduced
a rule, where on the Pawn's first move it is allowed to move up 2
squares. This picked up the speed of the game and
made it more interesting. This rule applies to each Pawn, on their first
move, not the first move of the game and
can be invoked any time you please, but only on the Pawn's first move.
You can't take this option after the Pawn
has already moved one square.
Pawn Capturing
Still
not enough! This rule, however, has stayed true for the existence of the
game. When the Pawn captures, it
captures different than the other pieces. Instead of capturing the way
it moves, forward, the Pawn captures
diagonally forward and it can't capture forward. This makes it a little
more interesting and less predictable.
Moving and capturing
PAs can only move forward. When a PA makes a non-capturing move, it goes
one cell forwards. When a PA is still
on its original cell on the second row, it can make a non-capturing move
forwards of one or of two cells - if it
moves two cells, the first cell must be empty. A PA captures one cell
diagonally forwards.
When a PA has moved two cells forwards, the opponent has the possibility
to take it en passant: in the directly
following turn a PA of the opponent may take it also on the cell that
was passed by.
When a PA reaches a promotion cell (8th rank), that is, a cell on the
last row of the board at the opponents side,
it promotes. The owner of the PA may decide to which MP the PA promotes.
In standard Chess, this is a QU, RO,
KT, or BS of the same color as the PA. It is possible to promote to a MP
that is not lost, so for instance,
by promotion, a player could have two or more Queens on the board in
standard Chess.
In
Chess variants, and fairy Chess problems, the most used and
recommended rule is to allow promotion to any type
of non-royal MP that was on the board at the start of the game (i.e., no
promotion to KI, unless specified otherwise).
Promotion is still to a MP of the same color.
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Pawns move
forward only and they cannot retreat. At the beginning of a game, each Pawn has the option to advance
1 or 2 squares. Afterwards, they can only move one square at a time.
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Pawns can
capture in a diagonal way only as shown above. The e-4 Pawn
cannot move forward because is blocked by the black e-5 Pawn nor
he can move to d-5 since it is an illegal move. |
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Above, black Pawn just moved two squares to d-5. This enables
the white Pawn to perform the optional en passant move by
capturing it and placing himself onto the d-6 square (blue arrow). |
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When a Pawn reaches
the 8th rank, it can be promoted to any desired piece other
than King or Pawn. The Queen is chosen as a natural and logic
move for it's the most powerful Chess piece.
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Notes: for more information on the usual
Chess
Pawn, see Chesmayne Illustrated rules of Chess or the FIDE laws of
Chess.
Pawn, historic remarks
With
slightly different movement rules, the PA already appeared in the first
variant of Chess, Chaturanga, about
one-and-a-half millennium ago in India.
At the period in the history of Europe that marked the end of the Middle
Ages and the start of the Renaissance,
movement of the PA was slightly changed: it gained its initial double
step (FMO), and later en-passant capture,
and different promotion rules were added.
More than any other mp, the PA is the
Chess piece that is used as a metaphore:
phrases like "He was just a Pawn
in a Chess game" signify someone whose personal interests are sacrificed
by others in a pursuit of other goals,
referring to the PAs role in a Chess
game.
Pawn graphics
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P
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Symbol |
Pawn
figurines |
Xiangqi figurines |
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Staunton Pawn
piece |
Shogi figurine |
Graphics of Staunton Pawn pieces |
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