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[ A.J. Goldsby I ]
(Position check: White - King on d8, Rook on a1, Pawn on
d7;
Black - King on f7, Rook on c2. White to move.)
"Mastering Lucena."
White to move and win.
Cross-reference :
[ See "Winning Chess Endings,"
Chapter # 4 (four), page # 72.
by GM Yasser Seirawan. ]
***
In Rook and Pawn Endings, in order to be successful and promote the pawn;
there are 3 basic principles that are at work:
#1.) The passed pawn must be
supported by the King;
(i.e., the King and Passed-Pawn
must be on adjacent squares.);
#2.)
The defending King must be kept as far away from the passed pawn
as possible. (Usually the opposing King must be cut off two files away in
order for the side with the passer to promote the pawn and win. This is a
good "rule-of-thumb" to remember.)
This is done by cutting off the enemy
King with the Rook, either on the rank or the file;
#3.) For both for the Attacker AND the Defender, the Rook is best placed
when it is positioned BEHIND the passer!
(This is generally true in ALL
Rook-and-Pawn end-games!!)
***
Mastering this most basic of all R+P positions is absolute necessary to understand
Rook and Pawn Endings. I, {A.J.G.}; have personally witnessed Experts and
Masters blow this most basic of all positions. The Moral of the story? If a Master
can needs to study this position, SO DO YOU!!!
The position is called,
"The Lucena Position," because of the person who
discovered and analyzed it. Luis Ramir`ez Lucena documented his discovery in
1497, over 500 years ago!!
Learn this ending well. It will serve you to win many games.
We now have Diagram # 79, on page
# 72 of "Winning Chess Endings."
(by GM Yasser Seirawan.)
[ 1...Ke6?; 2.Ke8,
"+/-"
Black made the mistake of blocking his Rook from being
able to check the
White King, by putting his own King
in the way. ]
2. Rf4!,
The best. White immediately
begins (prepares) to build a bridge.
[
It is incorrect to try to get the
White Rook one square closer
to the
White Pawn.
The reason
is that Black's King can win a
vital tempo off the Rook;
I.e., 2.Rf5?
Kg6!; 3.Rd5
Kf7;
Now The White King is boxed
in again.
(He has no squares to ...
"emerge from his hiding place" on the d8 square.)
4.Rf5+
Kg6; etc. ].
2...Rc1;
Black makes a waiting move.
[ If Black plays: 2...Re2; (?)
3.Rc4
Kf7; 4.Kc8,
"+/-" and the White Pawn will
promote.
(Black will have to give up his
Rook for the new Queen. Then
as long
as White knows how to
mate with a King and a Rook vs.
a lone King, it is
an easy win.)
For example: 4...Rd2; 5.d8Q
Rxd8+;
6.Kxd8
Ke6; 7.Rd4
Ke5;
8.Rd7
Ke6;
9.Kc7
Ke5;
10.Rd6
Ke4; 11.Kc6
Ke5;
12.Kc5
Ke4; 13.Rd5,
Notice how White
is continually
restricting the Black King into a
smaller and smaller area.
13...Ke3; 14.Rd4
Kf3;
15.Kd5!
Ke3; 16.Ke5
Kf3;
17.Re4
Kf2; 18.Kf4!
Kg2;
19.Re2+
Kf1;
( Not 19...Kh3?; 20.Ra2!
Kh4; (The only legal move.)
21.Rh2#
)
20.Kf3
Kg1; 21.Rf2
Kh1; Now White can win with several
different ideas.
I think the prettiest is: 22.Kg4!, Elegant.
( If 22.Kg3
Kg1; 23.Rf8!,
{Or 23.Rf3!?}
23...Kh1; 24.Rf1#
)
22...Kg1; 23.Kg3
Kh1;
24.Rf1#
].
3. Ke7
Re1+; 4.
Kd6
Rd1+; 5.
Ke6,
The best move.
[ If immediately 5.Ke5?? Rxd7!; ("=") and now its a draw. ].
5...Re1+, The most normal procedure.
(The most straightforward move.)
[
Now GM Yasser Seirawan gives:
5...Kg6!?; (Maybe - '?!')
An interesting move setting a trap. (But probably not the most accurate.)
{Perhaps Seirawan gives this as a means of varying the normal routine?}
6.Rg4+!, The most accurate.
Or
6.Rf5?, (Probably - '??')
A mistake, but White was hoping
for Black to fall for his trap.
6...Rxd7!; The best. Black does not
co-operate with White, but
fights back.
White played 6. Rf5, hoping for:
6...Re1+?;
7.Re5
Rd1; 8.Rd5
Re1+;
9.Kd6, "+/-" and White is winning.
(Black cannot prevent the
Pawn from promoting.)
7.Kxd7
Kxf5; with a draw.
6...Kh5; Not much choice here. (Black has to go to the edge of the board.)
( Or 6...Kh7; 7.Rg5 Re1+; 8.Re5 Rd1; 9.Rd5, "+/-" )
7.Rg8!,
Very nice.
Covering the d8-square.
Black will soon run out of checks.
Now GM Seirawan gives: 7...Re1+;
8.Kd6!?, NOT the most
accurate.
( Better is 8.Kf7! Rf1+; 9.Kg7 Rg1+; 10.Kh7, "+/-" )
8...Rd1+; The best.
9.Kc6?!, (Maybe - '?') This is inferior.
[ Better is: 9.Ke7!
Re1+; 10.Kf7
Rf1+; 11.Kg7
Rg1+; 12.Kh7,
"+/-"
and White wins.
(His Pawn will promote.
White has used Black's King
as a shield!)
]
9...Rc1+; 10.Kb5
Rb1+;
11.Ka4, "+/-"
and White will zig-zag his King
up the board to attack the Black
Rook.
When Black runs out of
checks, his game runs out.
(White will then promote his Pawn!)
A very interesting ...
... BUT ...
VERY FLAWED piece of analysis
by GM Y. Seirawan!!!)