Showing posts with label Fifty Move Rule. Show all posts
Showing posts with label Fifty Move Rule. Show all posts

20 November 2022

The Same Old Story

Yesterday I was the pairing director for a youth tournament with 51 players. 28 were playing in their first tournament. I've run pairings for at least 120 such events, but this one had the largest number and highest percentage of unrated players in my memory. Naturally, a fair amount of time was spent teaching some basic rules and elementary skills.

As with a much smaller event two weeks ago, there were unnecessary draws among players who have not yet learned basic checkmate skills (see "The Difference"). In one game, I counted moves for players who were not recording their game. The player with the advantage told me that she did not know how to checkmate with rook and king against king. I asked whether she thought she might do so accidentally. She said that was her hope. She came close.

After 45 moves, this position was reached.

Black to move
45...Re1+

After this move was played, Black was no longer able to force checkmate before the fiftieth move was reached. The fifty move rule states that a game is drawn when fifty moves are played without a capture or a pawn move. The last capture took place before I was at the side of the board and counting.

I declared the game a draw after my count reached fifty. Then I showed the players how Black could have won.

Had Black played 45...Kf3, White probably would have played 46.Kd1. A similar arrangement of the pieces had occurred several times prior as Black slowly managed to persuade White to retreat his king from the 6th rank to the first rank. That none of this retreat was forced highlights that some attention might be given to proper defensive play as well.

Black to move
Six of Black's possible moves lead to checkmate on the next move: Re3, Re4, Re5, Re6, Re7, and Re8. I showed the last one to the children. Then 47.Kc1 is forced and 47...Re1 is checkmate.

Had Black played 45...Kc3 from the initial diagram, White's best move would be 46.Kb1.

Black to move
Checkmate can be forced in three with ten different Black moves from this position. Black's rook can move anywhere on the e-file or anywhere to the right (left from Black's side of the board) on the second rank.

One possibility: 46...Re3 47.Ka2 Re1 48.Ka3 Ra1#.

It behooves chess teachers to teach these elementary checkmates to children.

See also "Lesson One" and "Teaching Elementary Checkmates".



30 May 2017

Making my Point

In "Bishop and Knight Checkmate," I offered some mild criticism of Kevin at thechesswebsite.com. In his YouTube video teaching checkmate with bishop and knight and repeats the phrase, "it doesn't really matter," as he emphasizes general concepts. He communicates to his viewers that moves grounded in calculation or memorized patterns are less important than general concepts.

There are three steps or phases in this checkmate.

1) centralize and drive the king to the edge,
2) drive the king from wrong corner to right corner,
3) checkmate.

General principles--centralizing ones pieces and coordinating them--do prevail in the first phase, but failure to calculate runs risks. Last night, I spent a few minutes continuing my practice of this checkmate. I started from one of the exercises that I created for my series, Essential Tactics. Two books containing these exercises are available through Amazon: the eBook Essential Tactics: Building a Foundation for Chess Skill contains the exercises and solutions; the paperback Essential Tactics: The Worksheets is designed for teachers wishing to use my worksheets with their students.

White to move

The tactic here is a simple skewer that wins the Black queen by promoting the pawn to a queen or bishop. Naturally, promotion to a queen is the sensible and correct move, unless one is seeking practice checkmating with bishop and knight.

In the course of my practice, I made many moves that tablebases reveal to be the best possible. Often there are several different moves that lead to checkmate in the minimum number of moves. However, I made several moves that were short of perfection. One move added six to the number required to bring about checkmate. Two missteps of this magnitude would have awarded the computer a draw by the fifty-move rule.

Stripes,J -- Stockfish for iPad
29.05.2017

1.h8B+ Kc5 2.Bxb2 Kb4 3.Nf3 Kc5 4.Kg2 Kb4 5.Kf2 Kc5 6.Ke3 Kb4 7.Bd4 Kb5 8.Ne5 Ka6 9.Ke4 Kb7 10.Kd5 Kc7 11.Kc5

11.Nc4 is better. Why? The knight needs to prepare to move to c7 in order to evict the king from a8. The king wants to move to c6. But, perhaps these plans are getting a bit ahead of the position. Black's king is not yet on the edge. These squares are vital for the second phase; the game is still in phase one. It is not easy to determine why 11.Nc4 is best. Tablebases indicate that it is the only move leading to checkmate in 23 moves, while 11.Kc5 is one of seven options that lead to checkmate n 24 moves.

11...Kb7

White to move

12.Ng6

12.Kd6 is one of three choices that lead to checkmate one move faster than 12.Ng6. I thought that I had found a clever route to d5, where the knight can reach c7. But, again, this stage of the game is still the first step--driving the king to the edge.

12...Kc7 13.Ne7 Kd7 14.Nd5 Ke6

White to move

We see the consequences of carelessness. My efforts to prematurely play the second phase have unnecessarily extended the first. Now, I have a single move that keeps matters under control. I failed to execute it.

15.Kc6

15.Ne3 leads to checkmate in another 20 moves. With my move, I  am further from the finish of this game than I was on move 11. There is a principle of piece coordination that might have helped me to see my way through the fog: keep the knight on the same color square as the bishop.

15...Kf5 16.Nc3

16.Nf6 takes away e4 and g4 from the king. Black's king is forced to the edge after the subsequent moves 16...Kf4 17.Kd5 Kf3 18.Ke5 Kg3 19.Ke4 Kg2 20.Kf4.

16...Kg4 17.Kd5 Kf4 18.Ke6 Kg5 19.Ke5 Kg4 20.Ke4 Kg3 21.Be3 Kg2

White to move

22.Kf4

22.Ne2 forces the king to the edge, and prepares to move the knight to g3, where it evicts the king from h1. My move also forces the king to the edge. This was the correct point in phase one to think about optimal piece placement during the second phase.

22...Kh3 23.Kf3 Kh4 24.Kf4

I should have recognized the position after 24.Ne4. 24...Kh5 25.Kf4 Kg6 26.Ng5 Kg7 27.Bc5.

24...Kh3 25.Ne4 Kh2 26.Kf3 Kh1

White to move

Now, I feel that I understand what I am doing. Having extensively practiced phase two over the past few days, it has become routine.

27.Ng3+ Kh2 28.Bf2 Kh3 29.Bg1 Kh4 30.Ne4 Kh5 31.Kf4 Kg6 32.Ng5 Kg7 33.Bc5 Kf6 34.Bd6 Kg6 35.Be7 Kh5

White to move

36.Kf5

36.Nf7 is faster per the method I had learned from Bruce Pandolfini. 36...Kg6 37.Ne5+ Kh5 38.Kg3. It is good to remain flexible.

36...Kh4 37.Bd6 Kh5 38.Bg3 Kh6 39.Ne6 Kh5 40.Ng7+ Kh6 41.Kf6 Kh7 42.Kf7 Kh6 43.Bf4+ Kh7 44.Ne6 Kh8 45.Bg5 Kh7 46.Nf8+ Kh8 47.Bf6# 1–0

Checkmate with knight and bishop took me 45 moves after the last capture. I can do better. Surely, it does matter how one plays the pieces during the first phase of this checkmate. That was my criticism of Kevin. My own errors last night make my point.

15 November 2016

The Drawn Game

Chess games do not always end with a winner. In fact, as players become stronger, draws become more likely. In the World Championship match that is taking place right now in New York City, the first three games ended in a draw. Game four began about the time that this post was published.* Game three was a hard-fought battle with small mistakes by both players. The World Champion had good chances to win, but these were not easy to find and his opponent, the challenger, proved resilient in defense.

The most common ways that a chess game might be drawn is the lesson of the week for my beginning students. Examples from practical play are provided as well.

In a chess tournament, players get one point for a win and zero for a loss. When the game ends in a draw, the players split the point for the game: each gets ½ point.

How do games end in a draw?

There are several ways that a game can end in a draw. These are the most common.

1. Agreement

Players may agree to a draw, usually because they realize that neither has a reasonable chance of winning. Draw by agreement is rare among scholastic players, as it should be.

2. Stalemate

When the player on move is not in check and has no legal move, the game ends in stalemate.

Black is in stalemate in this position from a scholastic tournament.

Black to move

Note that if it were White's move, Qg6# is checkmate. This sort of stalemate is far too common in youth events when children do not know possess elementary checkmate skills (see "Cutting Off" for one important aspect of these skills that contains links to other useful posts).

A game that I played this morning had the possibility of ending in stalemate, but ended drawn by agreement instead.

White to move

Black has just promoted a pawn to a new queen, but White gets rids of the queen quickly.

58.Nc3+ Kb2 59.Nxb1 Kxb1 60.Kc3 Ka2

Had Black played 60...a4, I would have played 61.Kb4 and taken the pawn on the next move. That would result in a draw by insufficient material (see below).

61.Kc2 a4 62.Kc1 Ka1 63.Kc2 a3 64.Kc1 Ka2 65.Kc2

I offered a draw here, which my opponent accepted. Had Black played 65...a2, Kc2 would leave Black with no legal moves.

A common error that beginners make is thinking it is stalemate because a king cannot move without considering the other pieces on the board. For stalemate to occur, a player must have no legal moves. Sometimes the only way to win a position is to deprive the enemy king of movement in order to force another piece to move.

In the next position from Barcza – Rethy, 1953, it is not stalemate. The Black king has no legal moves, but the Black pawn does.

Black to move

Black must play 1...c2. White then responds 2.Nc6. Then Black must play 2...c1 and promote the pawn. Because White's last move shield the king from check should Black choose a queen or rook, 3.Nb6# is possible.

3. Repetition

When the same position (all the pieces on the board) has occurred three times with the same player to move each time, a draw may be claimed.

In the example from my game this morning above, my opponent and I could have shuffled our kings back and forth until we had reached the same position three times, then either would have been able to claim a draw.

4. 50-move Rule

When 50 moves have passed with neither a capture nor a pawn move, the player on move may claim a draw. White and Black move = one move.

"Max Judd's Draw Claim" describes an entertaining game where a draw was claimed by this rule, but was ultimately rejected. The rule has changed a little bit over the years, and it was somewhat confusing at the time this game was played.

5. Insufficient Material

If neither player possesses enough material to deliver checkmate, the game is drawn. Two lone kings, or a lone king against a king and minor piece (bishop or knight) are insufficient material.


Learning from the Championship Match

The advanced students played chess while also watching game 5 of the World Chess Championship on the demo board. As the game concluded while we had still ten minutes remaining, we quickly examined why the final position forces a draw.

White to move

An opposite colored bishop endgame results from the forced trade of rooks. As Black's bishop guards the promotion square for White's passed pawn, neither side has any reasonable hopes of progress.

*Game four also was drawn after 94 moves.

15 July 2013

Fortress

Someone at the Spokane Falls Open was asking about the Reti Opening on Saturday morning. I mentioned a Reti Thematic that I had played on ChessWorld a few years ago. My recollection (verified this morning) was that I had placed second in the thematic. The event was an eleven player double round robin with seven days per move. During the event's early months, I spent a lot of time studying the Reti Opening, which was a major part of my repertoire with the White pieces at the time. I scored 14/20, one point ahead of third place. The winner scored an impressive 19.5/20.

In the thematic, the starting position of all games begins with White's third move after 1.Nf3 d5 2.c4 d4. I believe that I tried six different moves from this starting position in the event. If I did not play one of these six, I faced it from the Black side.

I also was the victim of the event's biggest upset, losing with White to one of the players finishing near the bottom of the standings. While reviewing that game this morning, I spotted a key endgame position that I would play differently today with hardly a second thought. Then, I tested my ideas against Rybka 4, drawing the Silicon beast. I also played it against Houdini 1.5, which gave me a slightly easier game.

White to move

Black is set to win a pawn, and there is nothing that White can do to prevent this loss. But, the game itself is not lost.

The game continued:

41.Nb2 Nxc6

Here, I opted to keep my bishop on the board (42.Be8), thinking that it could restrain the advance of Black's pawns. Against Rybka this morning, I gave up the bishop and created a light-square fortress.

42.Bxc6 Kxc6 43.g4 Kd5 44.f3 Bc7 45.Nd3 g6 46.Nb2 f5 47.gxf5 gxf5 48.Nd3

Black to move

Black's extra pawn is of no value. Only the king can capture pawns, and there is no way to evict the knight from d3 when the bishop cannot cover all the dark squares to which the knight can hop. White's king finds safety on e2, where he is untouchable. Rybka played the position out to move 169, where the game was drawn by the Fifty Move Rule. Black's pawns advanced to f4 and h4 to avoid earlier draws by this rule.