Chess and Checkers

Chess and Checkers

Sections:

Pawn
Queen
Symbols For Moves
Chess Laws
Move Touches
Fundamental Endings
Bishop
Checkmate
Commanding

VECANTBOARD

The above valuation, however, holds good only on the comparatively vacant board, where the pieces can make full use of their mobility.

It is the mobility alone which decides the value of a man, and positions often occur in which a Knight is more valuable than a Rook or in which a Pawn might be preferable to a Bishop and so on.

The reason is that sometimes the weaker manoccupies a commanding square while the stronger man is obstructedsomehow or other so that he cannot be made to work. Examples forpositions of this kind will be discussed in the Chapter oncombination.

Although it is impossible to indicate exactly the relative value of the men in each position, experience enables a fair estimation of their average strength. The Queen is about as strong as two Rooks or as three minor pieces (Bishops or Knights). A minor piece is about equivalent to three Pawns, and a Rook is consequently equal to a minor piece and one to two Pawns.

The value of a Pawn is the hardest thing to grasp for the beginner. A Pawn appears to be of so little use on account of his limited mobility, that it seems hardly worth while to waste time on saving a Pawn that is attacked, as so much greater things are apparently at issue. What he overlooks is the latent value of the Pawn which lies in the possibility of queening him later in the game.

To realize the importance of the Pawn it is necessary to know exactly under what conditions he CAN be queened. This knowledge is all the more indispensable to the Chess player as the vast majority of all games finally resolve themselves into Pawn endings in which the advantage of one or more Pawns decides the issue.

In most of these cases some pieces are on the board in addition to the Pawns and sometimes it is only by their exchange that the game can be won. The most elementary example is that shown in the following Diagram.

+---------------------------------------+
8 | | | | | | | | |
|---------------------------------------|
7 | | | | | | | | |
|---------------------------------------|
6 | | | | | | | | |
|---------------------------------------|
5 | | | | | | | | |
|---------------------------------------|
4 | #Q | | | | ^P | | | |
|---------------------------------------|
3 | | #K | | | | | | |
|---------------------------------------|
2 | | | | | | | | |
|---------------------------------------|
1 | | | ^Q | | | | ^K | |
+---------------------------------------+
a b c d e f g h

DIAGRAM 14.

White is a Pawn ahead and it will be his object to Queen it. The beginner, in his haste to advance the Pawn, will probably play P- e5 at once and lose the Pawn, as Black can answer Q-d4 check with simultaneous attack on the Pawn. The correct way to play for White is (1) Q-d1+, K-a3 or b4; (2) Qxa4, Kxa4. Now that the Queens are exchanged White need not any longer worry about any interference with his plans to queen the Pawn except maneuvers of the black King, which might still lead to the capture or the blockade of the Pawn.

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