CHESMAYNE

dream                                                                                                                                                                                                                       guitar-02

 

Pawn

PA





Monogram

PA figurines

Xiangqi PA figurines

       this is a chess gif      

Staunton PA piece

Shogi PA figurine

Graphics of Staunton PA pieces

 

Moving and capturing

 

PAs move only forward and they cannot retreat.  At the beginning of a game, each and every PA has the option to advance one or two cells as shown - FMO.  Afterwards, they can only move one cell at a time – AOM (All Other Moves). 

 

The PAs may capture in a diagonally way only as shown above. A-PA5 on cell E04 cannot move forward because it is blocked by B-PA4 on cell E05 (red mark) - since it is an illegal move. 

 

 

In the above diagram, B-PA5  just moved two cells to D05. This enables A-PA5 to perform the optional en passant move by capturing it and placing himself onto the cell D06 (blue arrow). 

 

When a PA reaches the 8th rank, it can be enrobed/promoted to any desired MP other than KI or PA. A QU is chosen as a natural and logic elevation for she is the most powerful chess piece on the board.  Underpromotion is also possible ie, RO, BS or KT on Level-01. 

 this is a chess gif 

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 PA 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 PA is not able to reverse its move.   ‘P’ is sometimes also used. 

French:

Pawn - le pion
Backward pawn - pion arriéré
Isolated pawn - pion isolé
Passed pawn - pion passé
To create a passed pawn  - se faire un pion passé
Pawn chain - chaîne de pions
Pawn ending - finale de pions
Pawn promotion - promotion
To promote a pawn - promouvoir un pion 
 

#

 Language

 Piece

 Game Name

01

English

Pawn

Chess – Chesmayne

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

IIIaxmatbl

08

Arabic

Baidaq

Ash-shatranj

09

Latin

Pedes

Scaci

            Shakespeare (KI 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)! 

                                                                          Chess piece, Italian 

      Pawn.   From the ‘Charlemagne’ pieces.  Ivory.   Italy - end of the 11th Century.   Paris Cabinet des médailles. 

The FMO (First Move Option) of this mp was introduced in Spain in 1280.   Upto the 16th century a game could be started by making two mp 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. 

    

       The PA may move 1 or 2 cells on the first move but, only 1 cell thereafter.  

                                                pawn_move.jpg (9861 bytes)                         

 

 Monogram:

Pawn (PA) PA1, PA2, PA3

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 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. 

Street scene-inn and pawn-brokers

            The PAs have special rules for their capturing manoeuvre.   The PA is, in fact, exceptional in many ways, which is now explained.   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), 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 ie,

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 ie,

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 opponents’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. 

'Pawns' picture taken from the chess archives.

            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 queening cell, even if the PA is exchanged for a MP which is not a QU.   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……. 

01 English: Pawn.   02 French: Pion.   03 German: Bauer.   04 Italian: Pedone.   05 Spanish: Peon.

06 Russian: Peshka.   07 Arabic: Baidaq. 

            The diagrams below show you how to move the PAs.  It’s not really that complicated – but you do have to pay attention.   On the first move, a PA may move either one cell/square forward or two cells/squares (FMO) in a file.    After making their first move they are only allowed to move one cell/square forward at a time (all subsequent moves).   In diagram-03 (below) both PAs are blocked – neither of them can move.   Unlike the other MPs, the PAs (mps) do not capture in the same way that they move.   They capture one cell/square diagonally forward.    In diagram-04 (below) A-PA5 has three possible ways to move.   Forward in a file one cell/square or, it may capture B-PA3 or B-PA5 by moving one cell/square diagonally forward – you see!  You might not think that a PA is not much use but there is one really special thing it is allowed to do in chess.    If a PA gets to Rank-08 for :A

 or Rank-01 for :B you must exchange it for another MP, a QU, RO, BS or a KT on Level-01.   Another special rule to do with PAs is called the ‘En Passantrule.   If you have A-PA5 on Rank-05, as :A does here in diagram-06 (below) and your adversary moves B-PA5 on the adjacent file two cells/squares forward, you can, on your next move, capture B-PA5 as if it had moved only one cell/square forward.   Watch the movie (below) to see the En Passant capture in action!  

                          Below: diagram-01                               Below: diagram-02

                PA may move 1 o 2 cells (FMO)                        PA moves 1 cell (AOM)

      

                          Below: diagram-03                               Below: diagram-04 

         These two PAs block each other path      A-PA5 may capture B-PA3, PA5   

      

                          Below: diagram-05                               Below: diagram-06

             A-PA5 moves to Rank-08 – QU2!     B-PA5 captured by En Passant rule

      

Below: diagram-07

En Passant rule in action!

 

:L01 Note: the (quickest) number of moves of a PA from the ISP to the promoting cell is five moves ie,

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). 

Chess Digest Logo

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. 

Starting Position

Above: PAs in the ISP

            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.   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 ie, 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! 

            Level-1, 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. 

            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 ie,

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 neighbourly 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. 

En Passant

There is another special rule to do with PAs which you may find takes a little getting used to.   It is called the En Passant option.   If you have a PA on your 5th rank, as White does in figure-1 below, and your opponent moves a PA on the next file two cells forward, you can, on your next move, capture it as if it had moved one cell only as shown in figure-2.  


Caught in the ‘Square’

Suppose you ‘threaten’ a piece, say a KT or a BS.   What happens?   Your opponent will do something about it.    He will move it, defend it or block the attack.   But sometimes he can not get out of it.    And that is what we are looking at in this lesson.    PAs are often good at hunting down mps - BSs and KTs - in the opening.  

 

Examples Games……. 

Set up your own chessboard and play through the moves as given below?   Look at this - using the ‘Chesmayne algebraic notation’…….  

01A-PA5-E02/E04     01B-PA6-C07/C05 - The Sicilian Defence
02A-KT2-G01/F03
   02B-KT2-B08/C06
03A-BS2-F01/B05     03B-PA8-A07/A06

04A-BS2-B05/A04     04B-PA7-B07/B05 (see diagram 01 below)

In the ‘traditional algebraic notation’ the moves above are indicated by……. 

01. e2-e4     c7-c5 -
02. Ng1-f3
   Nb8-c6
03. Bf1-b5
   a7-a6
04. Bb5-a4? b7-b5 (see diagram below)

It is not the same as the Ruy Lopez, where ‘black’ has a PA on E05, not C05.   He should take the KT here. 

   05A-BS2-A04/B03 

 see diagram 01 below……. 

White 05. Ba4-b3

 Diagram 01

Can you find a good move for ‘beta/black’ here?   Yes, black can trap the BS by playing 05B-PA6-C05/C04 – Black c4.   Look for yourself, A-BS2 has nowhere to go. 

Let us start again……. 

01A-PA5-E02/E04   01B-PA5-E07/E05

02A-PA4-DO2/D04   02B-KT2-B08/C06

03A-PA4-DO4/D05   03B-KT2-C06/D04?

See diagram 02 below…..

01. e2-e4     e7-e5
02. d2-d4     Nb8-c6
03. d4-d5     Nc6-d4? - see diagram 02 below……. 

 Diagram 02

This time ‘white’ gets the chance to win a MP.    How can he do it?   Remember that to ‘threaten’ a defended MP you have to ‘attack’ it with something weaker.   The answer in this case [diagram 02 above] is A-PA3-C02/C03, and, surprisingly  B-KT2 is lost.   He has eight cells/squares to go to, but whichever one he tries he gets taken/captured – nice! 

ROs are usually fairly safe in the corner at the start of the game, but if you move RO1 or RO2 out, they might fall victim to an attack along the diagonal. 

01A-PA4-D02/D04   01B-PA5-D07/D05

02A-PA3-C02/C04

See diagram 03 below……. 

01. d2-d4    d7-d5
02. c2-c4

Moving PA4 is just as good as moving the
PA5, but usually leads to more closed positions where play develops more slowly.   This move is the QUs Gambit. 

02B-PA5-D05*C04-PA3 (PA3 is captured)

03A-PA5-E02/E03   03B-PA7-B07/B05?

See diagram 03 below……. 

02. ........     d5xc4
03. e2-e3
     b7-b5?

It is much better to play [
Ng8-f6] B-KT1-G08/F06 and let white have the PA back. 

04A-PA1-A02/A04   01B-PA6-C07/C06?

04. a2-a4     c7-c6?

Alpha [white] is trying to keep his/her extra PA.   If 04B-A07/A06 and 05A-PA1-A04*A05-PA2 [4... a7-a6 and 05. a4xb5] then beta [black] finds that B-PA1 is ‘pinned’ against B-RO2 as shown below in diagram 03……. 

     05. a4xb5    c6xb5

  Diagram 03

      And what does alpha [white] do next? 


You have had a clue so you should find the right answer: A-QU1-D01/F03 [Qd1-f3], trapping B-RO2 in the corner cell at A08.   If beta/black prefers s/he can lose B-KT2 [by playing Nb8-c6], B-KT2-B08/C06, or B-BS2 [by playing Bc8-b7], B-BS2-C08/B07.  Whatever beta/black moves s/he is going to lose one of the big guys.    In that position it is a good idea to bring A-QU out early.   If you are not careful you are likely to get A-QU1 trapped.  

Like this – see diagram 04 below……. 

01A-PA5-E02/E04

01.                         e2-e3
 If you move A-PA5 [e-pawn] two squares/cells forward your opponent might get the idea of Scholar’s Mate into his/her head, so you move PA5 one square/cell instead – who’ a clever boy/girl then!”.  

01B-PA4-E07/E05

                                                                    01A-QU1-D01/F03? 

01. ........     e7-e5
02. Qd1-f3?

Now I will try for Scholar’s Mate myself.   Perhaps s/he will not notice”. 

01B-PA5-D07/D05

02A-KT2-B01/C03

02. ........     d7-d5
03. Nb1-c3

Now A-BS2 goes to C04 [c4] – vernacular expletive!    If I go there s/he will take BS2.   Better bring out a KT instead”. 

03B-PA4-E05/E04  - an invasion! 

03. ........     e5-e4

S/he’s attacking A-QU1 with B-PA4.    Better keep A-QU1 attacking B-PA3 on cell F07 [f7]”, so your next great move in this game is…….

04A-QU1-F03/F04?  - smart move

04. Qf3-f4?

  Diagram 04

Alpha [white] has broken several rules of good opening play.   How does s/he pay the penalty?   Beta/black plays 04B-BS2-F08/D06 [Bf8-d6,] attacking A-QU1 on cell F04.    Where can A-QU1 move to now?   There are twelve possible squares/cells (count them) but whichever one is chosen for A-QU1 she will be captured/taken on the next move. 

Do you know anyone who thinks and plays chess like alpha/white did in the game above?   It better not be you – I hope! 

I repeat……. 

Start by moving A-
PA5 [e-pawn] two squares/cells. 
Make sure you keep a
PA [PA4 or PA5] in the centre.  
Don’t go for ‘Scholar’s Mate’.  
Don’t bring QU1 out too soon. 
Use your ‘centre PAs’ to drive the enemy MPs/mps to unfavourable squares/cells. 



Here is another guy/gal who ran into trouble by bringing QU1 out too soon……. 

01A-PA5-E02/E04   01B-PA5-D07/D05

01. e2-e4    d7-d5

This is the ‘Centre Counter’ or ‘Scandinavian Defence’.   It is not recommend that you  play this one just at the moment.   QU1 is too likely to run into a serious mishap. 

02A-PA5-E04*D05-PA5 (B-PA5 is captured)

02B-QU1-D08*D05-PA5 (A-PA5 is captured)

03A-KT2-B01/C03

02. e4xd5    Qd8xd5
03. Nb1-c3

In this opening white/alpha gains time by attacking B-QU1.   Those new to chess are often tempted by a check on the E-file, but this is not a good idea.   :A or, white will block the check and later gain more time by attacking QU1 again.   :B or, blacks best move here is QU1-D05/A05 [Qd5-a5].    What s/he must not do is to play the following move.……  

03B-QU1-D05/C06

03. ........     Qd5-c6

  Diagram 05

Can you see why? 

White plays BS2-F01/B05 [Bc1-b5].   What is happening here you may ask?   “My QU  has lots of squares/cells to go to”, says beta/black, H06, G06, F06 [h6, g6, f6]...”, “No you wont”, says alpha/white.   “B-QU1 is pinned.    If you go over there it leaves you in +CH.   The only square/cell B-QU1 can go to is D07, where I will capture you with A-BS2, and cell B05.   If you capture A-BS2 on B05 with your QU, then A-KT1 will capture you instead”.   So, whichever way you move your QU is kaput! 

You will 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 have pinned a piece what do you do?    Attack it again with everything you have 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 will see when you learn about ‘Legall’s Mate’.  

The next ‘opening’ shows you a situation that happens all the time.   Most players do not  manage to find the way out……. 

01A-PA5-E02/E04   01B-PA5-E07/E05 

02A-KT2-G01/F03   02B-KT2-B08/C06 

03A-BS2-F01/B05 

01. e2-e4    e7-e5
02. Ng1-f3   Nb8-c6
03. Bf1-b5

The Ruy Lopez, the world’s strongest opening. 

03B-PA5-D07/D06

04A-PA4-D02/D04   04B-KT2-G08/F06

03. ........    d7-d6
04. d2-d4
    Ng8-f6

This is a mistake, but not for the reason you might think.   Alpha/white should probably play PA4-D04*E05-PA4 (B-PA4 is captured) [d4xe5], which eventually wins a PA, rather than.…… 

05A-PA4-DO4/D05 

05. d4-d5 

  Diagram 06

:A attacks the pinned B-KT2 with A-PA4.    It looks like :A is winning a piece but :B has  got a way out.   Can you help him/her find it?    :B can save B-KT2 by playing B-PA7-A07/A06 [a7-a6]    Now if :A captures B-KT2, :B captures A-BS2 as compensation.    And if :A plays A-BS2-B05/A04 [Bb5-a4], :B drives off the pinning piece by playing B-PA7-B07/B05 [b7-b5]. 

 

Helpful Hints……. 

1. Look out for chances to trap enemy KTs and BSs using your PAs. 

2.
Look out for chances to trap the enemy QU using your PAs and MPs (KTs and BSs). 

3.
Look out for diagonal attacks on unmoved ROs. 

4.
Do not bring your QU out too soon without a very good reason: she might get trapped or pinned. 

5.
Look out for chances to pin your opponent’s pieces.   If you have pinned a piece, attack the pinned piece with everything you have got. 

6.
Learn to tell the difference between different types of pin.   They are not always so scary so don’t panic if you find one of your pieces is pinned. 
 


The Double Freddie

Do you know Freddie, Gerry and Harry?   If you know them, and know how to make the most of them, they will help you win lots of games.   But you will only know who they are if you have got the board the right way round.     So first of all check that you have 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 KI-side, moving your KI to the G-file (G01 or G08) and your RO to the F-file (F01 or F08).    You will remember that we can call the PAs after the files they stand on in the ISP ie, 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 are playing football.    The KI is the goal.    If you are :A and you have castled KI-side [%K] your defenders are your RO on F01, your KT on F03 and ...Freddie, Gerry and Harry (PA6, PA7 and PA8).  

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 cells 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 QU comes in, and, with the help of a BS or a KT, scores the winning goal. 



Here’s an example that was played by :A and :B……. 

01A-PA5-E02/E04   01B-PA4-E07/E05 

01. e2-e4     e7-e5 

Both players move the PA in front of their KI two cells forward. 

01A-KT2-G01/F03   O2B-KT2-B08/C06 

02. Ng1-f3    Nb8-c6 

A-KT2 threatens B-PA4 and B-KT2 defends. 

03A-BS2-F01/C04   03B-BS2-F08/C05 

03. Bf1-c4    Bf8-c5 

Both players move their BSs onto strong diagonals, attacking the weak PAs on file-F (A-PA6 and B-PA3). 

04A-PA4-D02/D03   04B-KT2-G08/F06 

04. d2-d3     Ng8-f6 

:A prepares to develop BS1, while :B develops KT1. 

05A-KT1-B01/C03   05B-PA5-D07/D06 

05. Nb1-c3    d7-d6

  Diagram 07

:A develops KT1 while :B prepares to develop BS1.    You will 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 would play next for :A. 

I wonder how many of you played A-KT2-F03/G05 [Nf3-g5] here?    It is very tempting, isn’t it, to threaten  a lovely A-KT2 fork on cell F07 within two moves?    But the move is not very good, as you will find out later in the course.   :B can defend simply by castling (%K, %Q) and later gain time by driving A-KT2  back.    Reasonable moves for :A include 0-0 [%K], although, as you will see, :A will have to be careful after this move, A-BS1-C01/E03 and A-KT1-C03/D05 [Bc1-e3 and Nc3-d5], but the move we would really recommend you play here is as follows.…… 

06A-BS1-C01/G05 

06. Bc1-g5 

What is the big idea of this move you may be asking?    :A develops BS1 on the same diagonal as B-QU1 – that’s why?    If  B-KT1 on F06 moves at any time, for instance to G04, what will :A do?    Of course, he will zap QU1 on cell D08!    We say that A-BS1 on G05 pins B-KT1 on cell F06.    Good moves for :B here are B-KT2-C06/A05, KT2-H07/H06 and BS2-C08/E06 [Nc6-a5, h7-h6] and [Bc8-e6. Bc8-g4], continuing to copy :A, is also possible.    But let’s see what happens if :B castles [%K] here.  

06B %K    (kingside  – KI and RO2 castle)

06. ........    0-0

  Diagram 08

What should white play in this position?   Don’t forget that B-KT1 is pinned.    Imagine you are wrestling someone and you have got them pinned to the ground so that they can not move.    You can then hit them with everything you have got and eventually they will have to give up.    How can you attack the pinned KT here?    There is only one way to do it.…… 

07A-KT1-C03/D05 

07. Nc3-d5

Now it is very easy for black to make a mistake.    If s/he takes A-KT1 on cell D05 with  B-KT1 what will you then do?    Will you recapture B-KT1?     Of course not: you will take QU1 instead.    Sometimes :B sees this and decides to move QU1 to get out of the pin!    What would you do if :B played QU1 to cell E08 here?    The answer is you would play A-BS1-G05*F06-KT1 [Bg5xf6], the result being that B-KT1 is captured.   If :B decides to play B-PA2*F06-BS1 [g7xf6],  A-BS1 is captured - what will you do now?   You would of course play A-KT1-D05*F06+CH [Nd5xf6+], resulting in check to B-KI and threatening B-QU1 on cell E08 at the same time – a fork presents itself!   Instead of these moves we will give :B a fairly useless move on the other side of the board……. 

B-PA1-A07/A06

07. .......     a7-a6 

In this sort of position :A has two plans: capture on cell F06 with A-KT1 and ++CM (mate) on G07 with BS1 and QU1 or capture on F06 with the BS1 and mate on H07 with KT1 and QU1.    We will start with Plan-A……. 

08A-KT1-D05*F06-KT1+CH (B-KT1 captured, B-KI is now also in check)

08B-PA7-G07*F06-KT1 (A-KT1 captured)

08. Nd5xf6+ g7xf6

:B’s best defender, B-KT1 on cell F06, has been shown the red card.   Gerry, the centre back PA7 on cell G07, has changed rank and moved to rank-06.   There is an open goal just waiting for :A to place the ball in the net. 

09A-BS1-G05/H06   09B-RO1-F08/E08 

09. Bg5-h6  Rf8-e8

  Diagram 09

If you could put your QU anywhere on the board, where would it be?    That’s right: G07 which is checkmatge – ‘The kiss of death’, with the BS on H06 holding the QUs hand.    So how can we get her there? 

10. Nf3-h4 

The KT moves out of the way to let the QU come out.    At the moment the black BS controls G04 so the KT heads for F05 to cut the BS 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 below……. 

  Diagram 10

And you know what happens next.    White’s QU 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. 

01. e2-e4
  e7-e5

02. Ng1-f3
 Nb8-c6

03. Bf1-c4
 Bf8-c5

04. d2-d3
   Ng8-f6

05. Nb1-c3 d7-d6

06. Bc1-g5 (PIN!)

It’s easy to remember how to play this opening: PA, KT, BS, PA, KT, BS (twice)!   In that order! 

06.
......      0-0

07. Nc3-d5

 Attacking the pinned piece! 

07.
......      a7-a6

 

This time we’ll look at plan B.   Now the BS captures on F06:

8. Bg5xf6 g7xf6 -
see diagram below……. 

  Diagram 11

Again, the black KT has been sent off, and Gerry has turned into Freddie.   Where do you want the white QU this time?    Now the answer is H06, when black will not be able to defend F06.    How do we get her there?    Via D02. 

9. Qd1-d2
 b7-b5? 

Black’s best move was
Bc8-e6, to get rid of the KT.  

10. Qd2-h6 b5xc4 -
see diagram below…….  

  Diagram 12 

And again you know what to do, don’t you? 

11. Nd5xf6+ Kg8-h8

The only other move was
Qd8xf6, losing the QU.

12. Qh6xh7
++ 

 

 

How the PA moves, captures and promotes/enrobes

 

Every PA may move 1 or 2 cells/squares forward on the 1st move - FMO.

From the 2nd move the PA may move only 1 cell/square forward – AOM. 

The PA captures by moving 1 cell/square diagonally forward. 

 

A PA captures by moving diagonally to the opposing cell/square.

 The PA captures any MP/ mp on the arrival cell/square. 

 

Enrobing/Promoting a PA.   The PA may be exchanged for a MP – except a PA or KI on Level-01.    PA1 to PA8 may all be promoted on reaching rank-08.   They can be promoted to QU, RO, BS or KT on Level-01.  Also see ‘Level’.   Theoretically, you could have eight QUs - imagine QU1 to QU9 on the board at the same time?  Games with five QUs – QU1, QU2, QU3, QU4 and QU5 have actually occurred in over-the-board play, :otb.  

Below: you could exchange a PA for RO3, BS3, KT3 or QU2.    In play you could have RO1, RO2 and RO3.    You could also have BS1, BS2 and BS3.   Or, KT1, KT2 and KT3.    Or, QU1 and QU2 could be on the board at the same time! 

Enrobing/promoting a PA to QU2 is not always the best procedure as indicated in the animated example below….. 

 

 

Exeter Chess Club:

PA 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 PA structure.     Michael Stean, in ‘Simple Chess’. 

In general, a PA centre is a good thing not in itself but in its usefulness for concrete ends”.    Mark Dvoretsky & Artur Yusupov, ‘Opening Preparation’. 

 

 

 

 

 

 

·         indicates most common or important types. 

 

Exeter Chess Club: PA mobility

PA Majorities, Pawn Rollers, blockade and restraint

I will give several illlustrative games here - fairly straightforward games from Capablanca, Alekhine, Korchnoi and Karpov showing PAs mobile and dangerous, and the others (e.g. Nimzovitch’s) showing them stuck and vulnerable. 

1.     Pawn majorities

1.     marshall-capablanca, 1909

2.     [white "alekhine, alexander"][black "marshall, frank"][result "1-0"]

2.     Pawn mobility

1.     [white "korchnoi"][black "szabo"][result "Ø"]

2.     [White "dodd, n."][Black "regis.d"][Result "Ù"]

3.     [karpov-miles]

3.     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, rj"][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).

 

PA majorities

If you have a PA majority - say, three PAs to your opponent’s two on one side of the board - you should be able to create a passed PA.   By advancing the PA, you should be able to create enough pressure to win.    Steinitz was the first great exploiter of PA majorities, particularly on the QUs side where they can often advance without fear of exposing the KI.   Some people regard the QUs side majority as an advantage in itself, but realistically it depends on where and what the other pieces are. 

 

Exeter Chess Club:

Weak PAs: An introduction to theory and practice

Doubled, isolated and blockaded PAs are weak: avoid them!”   

Fine, Basic Chess Endings

 

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 PA: 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 PA, as you know, can only move one cell/square forward at a time.   Only forward, no sideways stuff.   So, an interesting case came up where when the PA 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 PA!   Those who struggle hard and work their way to the eighth rank get to promote to any piece they like – QU, RO, BS or KT on Level-01!   What a prize!   When the game originally began, the PA could only promote to a “mantri” (the predecessor of the QU), which at the time was the lowest of the officer pieces.   It wasn’t until they introduced the “new QU” that the PA could promote to anything it liked.   Now, the threat of Queening is quite a threat indeed: introducing a QU 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 PA 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 QU” as I’ve been calling it, they introduced a rule, where on the PAs first move it is allowed to move up two cells/squares.   This picked up the speed of the game and made it more interesting.   This rule applies to each PA, on their first move, not the first move of the game and can be invoked any time you please, but only on the PAs first move.   You can’t take this option after the PA has already moved one cell/square. 

Pawn Capturing

Still not enough!   This rule, however, has stayed true for the existence of the game (since the 15th century).  When the PA captures, it captures different than the other pieces.   Instead of capturing the way it moves, forward, the PA captures diagonally forward and it can’t capture straight/directly forward.   This makes it a little more interesting and less predictable.  

 

Subj:   Two PAs move……. 
 From:
  Viewer  (USA)
To:      service@chess-poster.com

A friend just told me that at the beginning of a game, it is OK to move two PAs forward on the first move (or two KTs) on one’s turn. 
Is my friend right or is it only a joke?

Hi, Viewer……. 

It has been a long time since we heard that story.  There is nothing in the Fide Chess Rules nor in any chess book that even mentions it, so we assume that it is an illegal move.

Thank you for visiting our site.
http://www.chess-poster.com

 

 

From: Chess Kids Home Page

 

 

Below: A-PA4 on cell D04 can capture B-PA4 on E05. 

A-KT2 on F03 can also capture B-PA4 on cell E05. 

B-PA4 is in fact attacked twice. 

Result: B-PA4 is lost!

Below: B-KT1 on cell F06 could capture A-PA5 on E04. 

You should move A-QU1 from cell D01 to F03 to offer protection.