CHESMAYNE

Midi: Vincent - Melody “Don’t Give Up On Us” David Soul

Diagonal

“Place Saint-Marc a Venise, Vue du Grand Canal”, E. Boudin

The words listed below may be found in this dictionary,

8:1 Dangerous diagonal.    8:2 Fesswise.    8:3 Key diagonal - key block.

A08

B08

C08

D08

E08

F08

G08

H08

8

A07

B07

C07

D07

E07

F07

G07

H07

7

A06

B06

C06

D06

E06

F06

G06

H06

6

A05

B05

C05

D05

E05

F05

G05

H05

5

A04

B04

C04

D04

E04

F04

G04

H04

4

A03

B03

C03

D03

E03

F03

G03

H03

3

A02

B02

C02

D02

E02

F02

G02

H02

2

A01

B01

C01

D01

E01

F01

G01

H01

1

A

B

C

D

E

F

G

H

 

                                         Above: diagonal lines of cells are indicated in red and blue

A group of cells running at a 45 degree angle to the files and ranks.   The diagonal lines are the preserve of the QU, BS, VC and GUs etc.  On an 8 x 8 board there are 56 different diagonals.   On a 10 x 10 board there are 90.   On a 12 x 12 board there are 132.  Level-1 - in Chesmayne the diagonals are numbered from B$A.   The symbol D$ is used to indicate a diagonal line of cells.   $D01/D15 is the same as $D15/D01 (mirror image).   Note that each additional block of cells has 8 extra diagonals.   Cells in a diagonal line. 

01 French: Diagonale.   02 German: Diagonale.   03 Italian: Diagonale.   04 Spanish: Diagonal.

 

 

Mating Patterns Using the Diagonal

diagonal mates

diagonal mates

diagonal mates

 

 

 

diagonal mates



Weakness on the long diagonal
leads to some interesting mates.

BSs and ROs work well together here, but other pieces can also be effective.

diagonal mates

 

 

 

 

The ‘keywords’ below may be found in this dictionary

DANGEROUS DIAGONAL 8:01

FESSWISE 8:02

KEY DIAGONAL-KEY BLOCK 8:03

DANGEROUS DIANGONAL8:04

OPEN FILE, RANK, DIAGONAL Symbols

:of = Open file...........................................38:01

:or = Open rank...........................................38:02

:od = Open diagonal.......................................38:03

HALF-OPEN Symbols

:hof = Half open file......................................39:01

:hor = Half open rank......................................39:02

:hod = Half open diagonal..................................39:03

 

B$A has 2 diagonals 2 x 2 board

B$B has 10 (total of 12 diagonals) 4 x 4 board

B$C has 18 (total of 30 diagonals) 6 x 6 board

B$D has 26 (total of 56 diagonals) 8 x 8 board

B$E has 34 (total of 90 diagonals) 10 x 10 board

B$F has 42 (total of 132 diagonals) 12 x 12 board

B$G has 50 (total of 182 diagonals) 14 x 14 board

B$H has 58 (total of 240 diagonals) 16 x 16 board

B$J has 66 (total of 306 diagonals) 18 x 18 board

B$K has 74 (total of 380 diagonals) 20 x 20 board

B$L has 82 (total of 462 diagonals) 22 x 22 board

B$M has 90 (total of 552 diagonals) 24 x 24 board

 

B$A (2 diagonals)

D$1 A01/A03

D$2 A02/A04

 

B$B (10 diagonals)

D$3 B01/B07

D$4 B02/B06

D$5 B03/B05

D$6 B04/B10

D$7 B05/B09

D$8 B06/B08

D$9 B08/B12

D$10 B09/B11

D$11 B11/B03

D$12 B12/B02

 

B$C (18 diagonals)

D$13 C01/C11

D$14 C02/C10

D$15 C03/C09

D$16 C04/C08

D$17 C05/C07

D$18 C06/C16

D$19 C07/C15

D$20 C08/C14

D$21 C09/C13

D$22 C10/C12

D$23 C12/C20

D$24 C13/C19

D$25 C14/C18

D$26 C15/C17

D$27 C17/C05

D$28 C18/C04

D$29 C19/C03

D$30 C20/C02

 

B$D (26 diagonals) 8 x 8 Board

D$31 D01/D15

D$32 D02/D14

D$33 D03/D13

D$34 D04/D12

D$35 D05/D11

D$36 D06/D10

D$37 D07/D09

D$38 D08/D22

D$39 D09/D21

D$40 D10/D20

D$41 D11/D19

D$42 D12/D18

D$43 D13/D17

D$44 D14/D16

D$45 D16/D28

D$46 D17/D27

D$47 D18/D26

D$48 D19/D25

D$49 D20/D24

D$50 D21/D23

D$51 D23/D07

D$52 D24/D06

D$53 D25/D05

D$54 D26/D04

D$55 D27/D03

D$56 D28/D02

 

B$E (34 diagonals) 10 x 10 Board

D$57 E01/E19

D$58 E02/E18

D$59 E03/E17

D$60 E04/E16

D$61 E05/E15

D$62 E06/E14

D$63 E07/E13

D$64 E08/E12

D$65 E09/E11

D$66 E10/E28

D$67 E11/E27

D$68 E12/E26

D$69 E13/E25

D$70 E14/E24

D$71 E15/E23

D$72 E16/E22

D$73 E17/E21

D$74 E18/E20

D$75 E20/E36

D$76 E21/E35

D$77 E22/E34

D$78 E23/E33

D$79 E24/E32

D$80 E25/E31

D$81 E26/E30

D$82 E27/E29

D$83 E29/E09

D$84 E30/E08

D$85 E31/E07

D$86 E32/E06

D$87 E33/E05

D$88 E34/E04

D$89 E35/E03

D$90 E36/E02

 

B$F (42 diagonals) 12 x 12 Board

D$91 F01/F23

D$92 F02/F22

D$93 F03/F21

D$94 F04/F20

D$95 F05/F19

D$96 F06/F18

D$97 F07/F17

D$98 F08/F16

D$99 F09/F15

D$100 F10/F14

D$111 F11/F13

D$102 F12/F34

D$103 F13/F33

D$104 F14/F32

D$105 F15/F31

D$106 F16/F30

D$107 F17/F29

D$108 F18/F28

D$109 F19/F27

D$110 F20/F26

D$111 F21/F25

D$112 F22/F24

D$113 F24/F44

D$114 F25/F43

D$115 F26/F42

D$116 F27/F41

D$117 F28/F40

D$118 F29/F39

D$119 F30/F38

D$120 F31/F37

D$121 F32/F36

D$122 F33/F35

D$123 F35/F13

D$124 F36/F14

D$125 F37/F15

D$126 F38/F16

D$127 F39/F17

D$128 F40/F18

D$129 F41/F19

D$130 F42/F20

D$131 F43/F21

D$132 F44/F22

 

The Fatal Diagonal

You remember Freddie and Gerry?   Of course you remember them.  You remember that their job is to stay at home and guard the King when he’s decided to live on g1 or g8.   But they also have an important job to do right at the start of the game.   To protect His Majesty from an attack on the h5-e8 or h4-e1 diagonal.  You’ve probably seen this example before.   Freddie and Gerry decide to wander up the board at the start of the game and Wham! – it’s all over in just two moves.   

1. f2-f3? e7-e5

2. g2-g4?? Qd8-h4#

FOOL’S MATE!   And of course only a fool would think about using Freddie and Gerry like that at the start of the game?   Or would they? 

Here’s another silly game that has happened at least twice, a hundred years apart. The first time it happened White was playing blindfold. 

White: Carl Hartlaub Black: Rosenbaum

Freiburg, 1892

Opening: Italian Game

1. e2-e4 e7-e5

2. Bf1-c4 Nb8-c6

3. Ng1-f3

So far so good (although White usually plays moves 2 and 3 the other way round). Now Black has two good moves, Ng8-f6 and Bf8-c5, and several other reasonable ones.

3... f7-f6?

This isn’t one of them!   Anyone who plays a move like this should be shot!   How many reasons can you think of why this is a bad move? 

1. It doesn’t develop a piece (REMEMBER DCK!) 

2. Talk to you knight on g8.   If you ask him he’ll tell you he’s waiting for the chance to visit f6.

3. It weakens the a2-g8 diagonal

4. It weakens the h5-e8 diagonal

5. It makes it difficult for Black to castle (REMEMBER DCK again!)

How many more reasons do you want? 

4. Nf3-h4!? g7-g5??

White’s move set a trap, and Black walks straight into it!   Not content with moving Freddie he moves Gerry as well!   Think DCK!   Does this move have anything at all to do with development, the centre or King safety?  No?  Then don’t play it! Attacking a piece is not a good enough reason for playing a move!  Think CCT as well! 

OK, what should White do now?   If you think CCT the first move you look at should be...

5. Qd1-h5+ Ke8-e7

6. Nh4-f5#

This game was repeated over 100 years later in a game between two Richmond Junior Club members: James Wingfield - Jack Seaman Richmond RRP 1995. 

Here’s another example: a game from the 1974 Chess Olympics.   White was from the Dutch Antilles, Black from Wales. 

White: OW Rigaud Black: John Cooper

Chess Olympics Nice 1974

Opening: Falkbeer Counter-Gambit

1. e2-e4 e7-e5

2. f2-f4

As you’ve seen, this is a very dangerous opening for both players.   You’ll remember that White’s idea is to sacrifice Freddie to get a pawn centre and an attack on f7 down the f-file.   Black could take the Pawn but here tries something different. 

2... d7-d5

This is called the FALKBEER COUNTER-GAMBIT, named after a 19th century player called Falkbeer.   White has a choice of two pawn captures.   Which one should he prefer? 

3. f4xe5??

Not this one! e4xd5 was fine for White: Qd8-h4 in reply would just be a waste of time as White could reply g2-g3 safely.   Now choose a move for Black.

3... Qd8-h4+

Of course!   Now it’s all over for White whatever he does.

4. g2-g3 Qh4xe4+

5. Ke1-f2 Bf8-c5+

White resigns

It’s well worth playing the Falkbeer Counter-Gambit if you’re Black against the King’s Gambit.   If your opponent hasn’t had the benefit of these lessons he may well play the wrong pawn capture. 

Another idea worth knowing is a combined Queen and Knight attack.  Here’s a simple example.

1. e2-e4 e7-e5

2. Ng1-f3 Bf8-c5?

A bad move, giving White a free pawn.

3. Nf3xe5 f7-f6??

Beginners often play Qd8-f6 here, thinking they’re being clever by attacking both e5 and f2 (a FORK!) but White can easily defend with d2-d4 or Ne5-f3.   In this game Black decides to move Freddie. Perhaps White won’t see that his Knight’s THREATENED?

I repeat again: attacking a piece is not a good enough reason for playing a move! Find a move for White.   You should know what to expect by now!

4. Qd1-h5+ g7-g6

Otherwise the White Queen lands on f7.   It’s your move again.   Think CCT before you decide! 

5. Ne5xg6!

If you found this move for the right reason, well done! You’re looking ahead!   The Black h-pawn is PINNED! 

5... h7xg6

6. Qh5xh8

This is what you had to see before you took the pawn!   When you’re thinking CCT try to keep looking ahead until you run out of CHECKS, CAPTURES and THREATS.   It’s not easy, but with practice you’ll get good at it. 

Here are a few more short games on the same theme.   The first one, according to many books, is the shortest master game ever played.   They tell you that it was played between Amédée Gibaud and Frédéric Lazard in the 1924 Paris Championship.  This is untrue for three reasons: 1) it was a friendly game, not a tournament game: 2) the moves are not correct - the winning move was the same but the game lasted a couple of moves longer: 3) the record’s been broken anyway. 

1. d2-d4 Ng8-f6 2. Nb1-d2?! e7-e5!? 3. d4xe5 Nf6-g4 4. h2-h3? (Diagram)

What would you play now?   This is a very difficult question, but if you remember what the lesson’s about and think CCT you might do it. 

It’s not Qd8-h4 with the idea that if h3xg4, Qh4xh1.  That’s a good idea but White can defend with g2-g3.   Nor is it Ng4xf2, to follow up with Qd8-h4+: a tempting SACRIFICE but it doesn’t quite work.   Ng4xe5, taking a Pawn, is OK but there’s something very much better.   The winning move is: 

4... Ng4-e3!! A brilliant move!   The White Queen's attacked but has nowhere to go. And if f2xe3, then we all know what happens: Qd8-h4+ and mate next move.  So White resigned. 

This time it was Harry, rather than Freddie or Gerry, who created the fatal weakness on the h4-e1 diagonal. 

The lesson from all these games is the same.   Moving Freddie, Gerry or Harry in the opening is really dangerous.   Don’t do it at home, kids! 

Here’s another example.

Opening: From Gambit

1. f2-f4 e7-e5 2. f4xe5 (Black SACRIFICES a Pawn for attacking chances. 2... d7-d6 3. e5xd6 Bf8xd6 4. Nb1-c3? (Ng1-f3 is correct, to prevent the check.) 4... Qd8-h4+ 5. g2-g3 

How should Black continue?   Think CCT!

5... Qh4xg3+! (A QUEEN SACRIFICE to force mate!   Full marks also for Bd6xg3.)

6. h2xg3 Bd6xg3#

You may find the final example rather amusing.

White: Frank Teed Black: Eugene Delmar

New York, 1896

Opening: Dutch Defence

1. d2-d4 f7-f5 2. Bc1-g5 h7-h6 3. Bg5-h4 g7-g5 4. Bh4-g3 f5-f4? (This looks like it’s winning the Bishop but turns out to be a mistake.)   5. e2-e3! (What’s the threat?) 5... h6-h5 6. Bf1-d3 (What’s the threat?) 6... Rh8-h6?

What would you play here? Again, think CCT!

7. Qd1xh5+! (Another QUEEN SACRIFICE.   White DECOYS the Rook which had to defend both g6 and h5.) 7... Rh6xh5 8. Bd3-g6# 

Helpful Hints

1. It’s very dangerous to move Freddie, Gerry or Harry at the start of the game. Especially Freddie.   Think very carefully before you do so. 

2. If your opponent moves Freddie look for attacks on the two diagonals meeting at f7 or f2. 

3. Attacking a piece is not a good enough reason for playing a move.

4. Think DCK in the opening.   If you’re tempted to play a move which has nothing to do with DEVELOPMENT, CENTRE CONTROL or KING SAFETY, don’t play it!

5. Think CCT all the time! 

 

 

 

 

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