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The Moment of Zuke:
Critical Positions and
Pivotal Decisions for
Colle System Players |
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by David Rudel
author of Zuke 'Em
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7 modules written just for
Colle System Players. Over 150 practice problems accompany
lessons written in Rudel's crystal-clear, inimitable style |
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Thematic Lessons
on game-changing
decisions Colle Players
frequently face
Two Free
Excerpts
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What is a Chess Problem?
Peter's Problem World with FIDE Master of Chess
Composition
Peter Wong
In this column Peter provides help with words or phrases that have special
meaning in the field of chess composition. These words and terms
appear in the form of a pop-up box
containing a short explanation and possibly a link to an explanatory page
or example elsewhere. Click on the words "pop-up box" in the last
sentence to try it out!
|
The best games of chess are considered beautiful. They
are admired, and replayed around the world by enthusiasts for that reason,
apart from the practical use of studying such games. Yet when we play a
game, the only real consideration is how to win it, never mind whether the
method of winning is beautiful or not. What if we devise a position
specifically to demonstrate a beautiful or artistic chess idea? That, in
fact, is what occurs in the composition of a chess problem. When you solve
such a problem, its composer’s aesthetic intent is revealed in the play of
the solution.
So chess problems – also known as chess compositions –
are enjoyed on two levels. On a basic level, they work as challenging
puzzles. You are given a position and an accompanying task, such as “White
to play and mate in two moves,” that must be fulfilled. On a higher level,
problems are aesthetic works designed to show an interesting
theme
– the composition’s main idea. |
Lev Loshinsky
The Problemist
1930
       
       
       
       
       
       
       
       
White mates in 2
|
How exactly are themes artistic? It varies,
but important factors include subtlety, elegance, economy, paradox, and
unity of play. The latter concept of unity is especially noteworthy; most
good problems have multiple variations that are related to each other
in some way, to create a harmonious impression.
Chess problems come in a variety of genres, the most
common of which is the
directmate. In this type of problem, White
plays first and forces mate in the specified number of moves, against any
Black defence. Only one of White’s first moves is able to achieve this, and
the solver’s task is to discover this unique move, called the
key.
(Key-moves are signified by ‘!’.) If another move, unintended by the
composer, solves the problem too, that alternative move is called a
cook,
and the problem becomes unsound. Such defective problems, however, are
rarely seen nowadays (especially in short directmates) because of the
practice of computer-testing, which ensures that cooks are eliminated.
| Let us consider our first example,
1, a
two-mover. The problem’s
stipulation or task is
given under the diagram as “Mate in 2”, indicating it’s a directmate and
White must mate within two moves. White begins with 1.Kc2!,
after which the
threat is 2.Nb3 mate. Black can parry
this threat with various
defences, but these moves enable White
to mate in other ways. For example, 1…bxc3 2.Bxc3 – the two
moves here, Black’s defence and White’s correct response, constitute a
variation. The main variations of
this problem are 1…Bf5+ 2.Ne4, 1…R1g2+ 2.N1e2, and
1...R5g2+ 2.N3e2. These lines represent the thematic play
because they share a number of elements: Black checks, but un-guards a
white piece (rook or bishop) that is trained on the black king, allowing
White to answer the check by interposing a knight, and discover mate at
the same time. |
1. Otto Wurzburg
American Chess Bulletin
1942
3rd Hon. Mention
       
       
       
       
       
       
       
       
Mate in 2 |
Such a tactic, in which White stops a check by
interposition, and gives check as well with the same move, is known as a
cross-check, and its recurring use is the theme of this problem.
Various conventions apply to key-moves in directmates,
and knowing them will assist you when solving this type of problem. The
desired feature of subtlety means that keys are very unlikely to be checks.
Keys that capture a piece are almost unheard of, for the same reason, though
the capture of a pawn is acceptable. In contrast to obviously aggressive
keys that are frowned upon, keys that apparently weaken White or strengthen
Black are viewed as good in the artistic sense. Though not all directmates
are successful in incorporating them, you should keep in mind the
possibility of such paradoxical keys. A perfect illustration is 1,
which has an excellent key because it exposes the white king to numerous
checks.
Another major consideration when analysing a problem is
whether the key creates a threat or sets up a
block position. The
former is already exemplified by 1, a threat-problem. In a
block-problem, the key carries no threat but is a
waiting move that
puts Black in zugzwang. In such a position, every possible move by Black
entails a weakness, which is exploitable by White because Black is compelled
to move.
| Problem 2 is an example. Its
key 1.c5! doesn’t threaten an immediate mate, but all moves by
the black knight commit some kind of error that allows a mating reply.
The variations 1…Nd4 2.Rxd4, 1…Nf4 2.Rxf4, 1...Ng5
2.Rxg5, and 1…Ng7 2.Nxg7 are similar – White discovers check
and captures the knight to stop it from interfering with the bishop
mate. 1...Nxc5 2.Rc4 and 1…Nxf8 2.Rg8 see the white rook
pinning the knight, to prevent its return to e6. In the remaining two
lines, 1…Nc7 2.b7 and 1…Nd8 2.Nd6, the errors committed by
the knight are called
self-blocks: a black piece obstructs a
square next to the black king, freeing a white piece that was guarding
it to give mate. When a black knight makes
its maximum number of eight moves in a problem and induces eight
different white responses, as here, the
knight-wheel theme is
produced. |
2. William Shinkman
The Power of the Pieces
1976
       
       
       
       
       
       
       
       
Mate in 2 |
Looking at the problems in this article, you may be
struck by how the positions seem “artificial” and far removed from an actual
game of chess. That only highlights how problem compositions are a field
distinct from the competitive game and also from game-position problem
exercises. Chess compositions are constructed in accordance with their own
principles. A particularly important one of such principles is economy
of force, which holds that for any given idea shown in a problem, the
number of pieces used should be minimized, and that every piece should serve
to bring about that idea or to ensure soundness. That the resulting problem
positions do not resemble game situations is regarded as irrelevant.
Nevertheless, another convention of problems links them directly to the
game. Problem positions are required to be legal, i.e. they could
have arisen from the opening array, however unlikely the players’ moves may
have been in reaching these positions.
|
3. Charles Ouellet
The Problemist
1987
       
       
       
       
       
       
       
       
Mate in 2 |
A pawn on its starting rank has the
potential to make four different moves – two forward steps, and two
captures. If a white pawn plays each of these four moves in turn during
the course of a problem’s solution, the
albino
theme is shown.
Problem 3, using only eight pieces, is a very
economical demonstration. It is solved by a waiting move, 1.Rbb5!,
after which the black rook has to release the white pawn. 1…Rb3
2.cxb3, 1…Rd3 2.cxd3, 1…Rxc5 2.c4, and 1…Rc4
(or to e3, etc.) 2.c3.
There is also
by-play, i.e. non-thematic or
secondary variation(s): 1…Rxc2+ 2.Bxc2. |
In
three-movers, White starts with the customary
key, and after the black defences White proceeds with the second move
continuations. Usually, for each defence there is only one correct
White continuation, which – whether by making its own threat or by zugzwang
– leads to mate on the third move.
Have a go at solving 6; its solution will be
provided next month:
6.
Lev Loshinsky
The Problemist
1930
       
       
       
       
       
       
       
       
Mate
in 2
Return to Peter's Problem World
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