Test Your Opening, Middlegame and Endgame Vol. II- Ken Smith & Roy DeVault

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Your Opening, Middlegame and Endgame Play Volume II Ken Smith & Roy De Vault

TEST YOUR OPENING, MIDDLEGAME AND ENDGAME PLAY, VOLUME II Copyright© 1994 Chess Digest, Inc.

This is the first edition of Test Your Opening, Middlegame and Endgame Play, Volume II by Ken

DeVault.

All

rights

reserved

under

Pan

Smith and Roy American

and

International Copyright conventions. ISBN 0-87568-243-X

No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form, or by any means: electronic,

electrostatic,

magnetic tapes,

mechanical

photo­

copying, recording or otherwise, without prior and current permission from the publisher. Authors: Ken Smith and Roy DeVault Editors: Ken Smith and Roy DeVault Computer Typesetting: Roy DeVault Cover: Elaine Smith Proofreader: David Sewell Final Preparation and Diagrams: Roy DeVault Publisher: Chess Digest, Inc.®, 1601 Tantor (P.O. Box 59029) Dallas, Texas 75229

Send the publisher

$2. 00 for the new Chess Guide that catalogs

every chess book for general sale in the United States. You are given publishers, page counts, notation and critical reviews. Also included is

a free

Chess Improvement

beginners up through Master level players.

Course for

3

Editor's Note Permission to publish these games was granted by the late B.H. Wood, Chess, Sutton Coldfield, England from the column How Good is Your Chess. Most of the games were published in Chess Digest Magazine. Those and a few new ones make up Volume I (already published in 1992) and this Volume II. The Introduction to this Volume II is the same one used in Volume I. We don't believe it could be improved.

INTRODU CTION

Why One Should Study Complete Games There is no better way to improve your chess than by studying complete games. The opening moves - with their associated ideas - should be observed as they take you into the strategy of the middlegame, which then evolves into the final stage - the endgame. Within the game itself, true chess instruction and enjoyment come when we suffer, fight and rejoice with each move. Yes, both moves - the White move and then the Black. When one side has the advantage, work with him when it is his turn to press his edge. Then, after the move is made, dig in a struggle with the side that is defending, because a fine defensive move of a triumphant counterattack is also a fabulous chess reward.

How To Use This Book Our format consists of game scores with you playing on the side of the victorious player. Each move for the winning side receives a point award. If there are reasonable alternatives, then secondary choices will be given with their appropriate point awards. Some moves will be so routine and obvious that a single point or even none (in the case of a forced or obvious move) will be awarded.

Play over the game by "uncovering" the moves one at a time. When it is White's move (on occasion you - as the winning side - will have Black) ask the question "White's best move is ?". Look at the board and answer questions in your mind. Record the fruit of your observations on paper, as credit is given for variations, moves and ideas, some of which do not occur in the game. In order to avoid "tipping off' moves, in some cases credit is given for a move choice in the notes to a later move ! Make your move on the board, and read the annotations. Then ask the question "Black's best move is ?". Uncover Black's move and make this one in the game as you absorb the notes. Continue this process until the game is over. Always ask yourself the questions, since we are trying to establish a thought pattern. Only after much practice can you shorten the questions, and then finally, eliminate them entirely. __

__

Make Your Decision, Then Stop and Question The basic logic behind selecting a chess move is the process of elimination: "I want to do this, but I can't go there because he takes me. I can't go here because it leaves this square unprotected. So, I have to do this

INTRODUCTION

5

first" . Seeing ahead is difficult, because it involves your opponent's best reply as well. "If I do this, he probably does that; then if I play this, what does he do? Wait a minute . . .I can't see this far ahead in my mind ! Yes ! He must play there, and then I go here - or do I?" . This procedure is often over the head of the novice, because it is difficult to visualize relationships without moving the pieces. A Master does all his analysis in his head - not with his hands ! It's easy once you get into the habit.

Use Our Method If you use the method outlined, you are exposed time and again to the strategy. You are forced to make a decision, then correct it over and over again. Repetition is the key, and fringe benefits are enormous. You are learning to "feel" the openings; you are exposed to the intricacies of the middlegame; and you become involved in accurate endgames. By induction the subconscious is storing up valuable information, and the conscious mind is being trained. We are literally building chess into our fingertips with our increasing chess knowledge, learning judgment of positions, and developing chess "intuition" . If you study the diagrams before the games, you will be given a clue to the course the game will take. With this help, we expect you to make an excellent showing as you go in the right direction.

Set A Time Limit By covering both side's next move, you will be in a position similar to actual tournament conditions. This method will often require hard consideration, so be sure to allow yourself sufficient time to think. We recommend setting a time limit of at least thirty minutes to as much as two hours to simulate the playing constraints of "real" games. In this manner you can get a true estimate of your playing strength as gauged against top notch international players. Pace yourself! There is little credit in making a strong player's score by taking far longer than he would be allowed. One the other hand, the clock may reveal that you are not giving yourself enough time for the depth of thought required. If personal time constraints dictate that you work through these tests an hour at a time, try to play 20 moves per hour. At the end of each game you can compare your total points to the corresponding level of playing on the scale. Playing over these games in this fashion will hone your decision making skills, leading to an increase in your practical playing strength. Good luck !

6 TABLE OF CONTENTS

Editor's Note

3

Introduction

4

Test No. 1 Vaulin-Varavin, Budapest, 1990 Griinfeld Defense Test No. 2 Christiansen-Lagunov, Porz, 1991 Grunfeld Defense Test No. 3 van Wely-Nunn, Wijk aan Zee, 1992 King's Indian Defense Test No. 4 M. Gurevic-Kasparov, Reggio Emilia, 1991/92 English Opening Test No. 5 S. Kudrin-Reshevsky, Lugano, 1985 Sicilian Defense Test No. 6 B. Perenyi-Kr. Georgiev, Budapest, 1985 Sicilian Defense Test No. 7 K. Bischoff-E. Lobron, Bad Neuenahr, 1984 Queen's Gambit Test No. 8 Korchnoi-Polugaevsky, London, 1984 Reti Opening Test No. 9 E. Lobron-G. Tringov, Plovdiv, 1983 Sicilian Defense Test No. 10 R. Vaganyan-Hubner, Tilburg, 1983 Queen's Gambit Accepted Test No. 11 Karpov-Dorfman, Moscow, 1976 Sicilian Defense Test No. 12 Timman-Spassky, Linares, 1983 Ruy Lopez Test No. 13 J. Arnason-R. Keene, London, 1981 Modern Defense Test No. 14 E. Gufeld-B. Ivanovic, Sochi, 1980 Sicilian Defense Test No. 15 Larsen-W. Schmidt, Sweden, 1971 Bird's Opening Test No. 16 G. Timoschenko-Gulko, Baku, 1977 Ruy Lopez Test No. 17 Karpov-S. Garcia, Portoroz, 1975

8 12 18 20 25 31 35 40 45 50 54 60 64 68 74 79 83

TABLE OF CONTENTS Sicilian Defense Test No. 18 -Gaprindashvili-Alexandria, Tbilisi, 1 975 Sicilian Defense Test No. 19 Geller-Grigorian, U.S.S.R., 1 976 Sicilian Defense Test No. 20 Lutikov-Ciocaltea, Bucharest, 1975 Ruy Lopez Test No. 2 1 Najdorf-Keres, Los Angeles, 1963 Franco-Indian Defense Test No. 22 Polugaevsky-Espig, Budapest, 1975 Old Indian Defense Test No. 23 Larsen-U. Andersson, Match, 1975 Nimzo-Indian Defense Test No. 24 Balashov-Nei, U.S.S.R., 1 973 English Opening Test No. 25 Balashov-Polugaevsky, Tallin, 1973 Sicilian Defense Test No. 26 Karpov-U. Andersson, Madrid, 1974 Queen's Indian Defense Test No. 27 Rytov-Timman, Tallin, 1973 Nimzo-Indian Defense Test No. 28 Velimirovic-Stein, Kapfenberg, 1970 Sicilian Defense Test No. 29 Gendlek-Radchenko, U.S.S.R., 1970 Queen's Fianchetto Defense Test No. 30 Petrosian-Gligoric, Zagreb, 1970 King's Indian Defense Test No. 31 Angantysson-Polgar, Dresden, 1969 Four Knights Game Test No. 32 Geller-Ree, Beverwijk , 1969 Pirc Defense Test No. 33 Lehmann-Donner, Beverwijk, 1965 Ruy Lopez Test No. 34 Fernandez-Kavalek , Tel Aviv, 1964 English Opening Test No. 35 Niemela-Pfleger, Tel Aviv, 1965 Benoni Defense

7

88 93 98 102 1 06 1 10 1 16 121 1 25 1 30 1 33 137 1 40 1 44 1 48 1 54 1 56 160

8

Test Your Opening, Middlegame and Endgame vol.II 8 Nc3 Test No. 1

You have the White pieces. Your consultation partner is Vaulin. Your opponent, Varavin, will reply with the Griinfeld Defense in this "Battle of the "V's" . Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves. Whenever you have made a Black move, STOP ! and try to work out White's reply. Keep track of your point awards and see how you grade at the end of the game.

Budapest, 1990 White: Vaulin Black: Varavin Griinfeld Defense 1 c4 Nf6 2 g3 g6 3 Bg2 Bg7 4 Nf3 0-0 5 0-0 c6 6 d4 d5 7 cxd5 cxd5

One point. Also one point for 8 Ne5 .

8 ... 9 Ne5

One point. Also one point for 9 Bf4 or 9 Nxe4 . 9 10

... bxc3

Reaching a symmetrical Griinfeld type of formation. Now cover up both side's moves and try to guess White's next.

Nxc3

No points, it's forced. 10 11

... Nxc6

Nc6

One point White hopes the extra tempo will be of benefit in the symmetrical position.

1 1 ... 12 Qa4

bxc6

One point. Pressing on c6 while preventing the response 12 . . . Qa5 . Also one point for 1 2 Ba3 .

12 ... 13 e4

Qb6

Two points. Opening up play in the center. Now if 13 . . . dxe4 then there could follow 14 Bxe4 Bh3 1 5 Re l Rac8 16 Ba3 followed by 1 7 Bc5 with a large positional advantage for White (Two bonus points if you analyzed this).

13 ... 14 Qa3

Start Your Test Now!

Ne4

Qa6

Two points. Pressuring Black's e-pawn. Now if 14 . . . Qxa3 then 15 Bxa3 is very strong. Also, if 14 . . . e6 then 1 5 Rb l (Or 15 Qb3 and 16 Ba3) maintains pressure (One bonus point if you saw these possibilities).

14 ... 15 Bxe4

dxe4

Test Your Opening, Middlegame and Endgame vol. II One point. No points for 1 5 Qxe7 allowing 1 5 . . . Bf5 ( 1 6 Bxe4? Rae8).

1 5 ...

e5

9

tremendous pressure down the c­ file against the weak c-pawn.

18 ... 19 Rael

Re8

Two points. Defending c3. Two bonus points if you saw that 1 9 Bxg6 (Intending 19 . . . hxg6 20 Rxe5 and if 20. . . Rxe5 21 Qf8ch mates) is countered effectively by 1 9 . . . Bh3 ! (Guarding the back rank) 20 Be4 Bxc3 . One point for 1 9 Re3 though after 1 9 . . . Be6 Black is equal.

19 ...

Be6

1 6 dxe5 One point. Two bonus points if you analyzed 16 . . . Bxe5 1 7 Qc5 ! Bg7 (Or 1 7. . . Bh3 18 Rel Rfe8 19 Bh6 Rac8 20 Bxg6 hxg6 21 Rxe5) 1 8 Qxc6 Qxc6 1 9 Bxc6 Rb8 20 Ba3 Bxc3 2 1 Bxf8 Bxa l 22 Bc5 Bg7 23 Bxa7. A long variation, but the theme is to force play based on Black's exposed pawns and White's latent initial tempo.

16 . . 1 7 Rel .

Qc4

One point. Bringing the Rook into play while protecting the Bishop.

1 7 ... 18 Bh6

Bxe5

One point. Bringing the other Bishop out with tempo. Two points if you saw 1 8 . . . Bg7 1 9 Bxg7 Kxg7 20 Qb4 and if 20. . . Qxb4 then 2 1 cxb4 gives White

20 Bxg6 ! Two points. One bonus point if you analyzed 20 Qb4 Qxb4 ! 2 1 cxb4 Bd5 ! and Black neatly neutralizes the pressure on the c- pawn. One more bonus point if you spotted the tactical quirk 22 Rxc6 (Envisioning 22. . . Bxc6 23 Bxc6 forking both Rooks) 22 . . . Bg7 ! and the pin on the e-file leaves White in a lost position.

20 ... 21 Rxe5

hxg6

Test Your Opening, Middlegame and Endgame vol. II

10

No points; possibility.

21 ... 22 Qd6

it's the only

Bd5

Two points. Threatening 23 Qf6 with mate at g7 next.

22 ... 23 Be3

Kh7

Q/3).

Qe2

Two points. Now if 24 . . . Bxc4 then 2 5 Rxe8 Rxe8 26 Qxc6 Bb5 (Forced) 27 Qf6 Rxe3 (Otherwise 28 Bd4 wins) 28 Qxf7ch (Not 28 fxe3 Qxe3ch and White has blown the win) 28 . . . Kh8 (28. . . Kh6 29 Qf4ch and 30 Qxe3) 29 Qf8ch Kh7 30 Rc7ch wins. Two bonus points if you saw all this. Three more points if you saw that Black's best was 24 . . . Rad8 ! 25 Qf6 Rxe5 ! (On 25 . . . Bxc4 26 Bd4! with mating threats at g7 - 26... Rxd4 2 7 Rxe8- and if 26. . . Rxe5 27 Qh4ch and 28 Qxd8 wins) 27 Qh4ch (Not 2 7 Qxd8 because of 2 7. . . Rxe3! 28 cxd5 Rd3! and Black holds) 27 . . . Qh5 28 Qxd8 Be4 and the game is equal.

24 ... 25 Qf6 One guarded.

Be4

point. j3

25 ... 26 Qxf3

Qf3

26 ... 27 Rxe8

must

be

Bxf3

One point.

27 ... 28 Bxa7

Two points. Two more points if you saw that the more aggressive looking 23 Bg5 is met by 23 . . . Qd3 (Threatening 24...

23 ... 24 c4

One point. Necessary in view of the threatened mates at g2 or hl.

Rxe8

One point. One bonus point if you saw 28 . . . Ra8 29 Re3 ! Be2 3 0 Ra3 Bxc4 3 1 f3 with a favorable ending (True, with opposite colored Bishops it would be hard to win).

28 ... 29 Rat

Rel

One point. The outside passed a- pawn must be preserved.

29 ...

Re4

30 a4 Two points. No points for the passive 30 c5 allowing 30 . . . Ra4 ! blocking the advance of the a- pawn. Also no points for 30 Re l Be2 !

30 ... 31 a5

Rxc4

Test Your Opening, Middlegame and Endgame vol. II One point. Two points for the more accurate 3 1 Be3 , clearing the way for the passed pawn.

31 ... 32 a6

c5

One point. There is no reason to delay marching the passer.

32 ... 33 Bb6

Rc2

One point. Clearing the path for the a-pawn.

33 ... 34 a7

c4

One point.

34 ... 35 Be3

c3

One point. Giving the King some air.

36 ... 37 Rel

Rb2

One point. Harassing the cpawn.

37 ... 38 Bd4

Rb3

One point. Placing the Bishop on a more aggressive square.

38 ... 39 Kh2

c2

One point. Deduct five points if you greedily played 39 Rxc2?? allowing 39 ... Rb l ch 40 Kh2, Rh l mate.

39

•..

40 Be3 No points; it's forced.

40 ... 4 1 g4

f5

One point. Now 42 Rxc2 is on since 42 . . . Rh l ch 43 Kg3 is harmless to White. White's plan is to create a Kingside passer to intensify the pressure.

41 ... 42 Bxcl

Rxcl

No points.

42 ... 43 hxg4

fxg4

No points.

Ba8

One point. Pulling back to defend c 1 , the Queening square for the c- pawn.

35 ... 36 h3

11

Rbl

43 ... 44 Kg3

Kg7

One point. Bringing the King into active play.

44 ... 45 Kf4

Kf6

One point.

45 ... 46 Bb2ch

Bd5

One point. Driving the Black King to a less favorable position.

46 ... 47 Kg5

Ke6

One point.

47 ... 48 f4

Be4

Two points. Take two bonus points if you saw 48 a8=Q is poor because of 48 . . . Bxa8 49 Kxg6 Bf3 ! e.g., 50 g5 Bg4 5 1 Kh7 Bf5ch 52 g6 Kd5 ! 53 Kh6 Bxg6 ! 54 Kxg6 Ke4 (Going after White's last pawn to force a draw) 55 Be l Kf3 56

12

Test Your Opening, Middlegame and Endgame vol. II

Be3 c l =Q 57 Bxc l Kxf2 - Draw.

48 ... 49 Bel

Kfi

One point. No points for 49 Kh6 Bd5 50 f5 gxf5 51 g5 f4 52 Kh7 Be4ch drawing easily. Two bonus points if you analyzed 49 Kh6 Bd5 50 g5 ! ? Be4 5 1 Kh7 Ke6 ! (Not 51 . . . Bd5 52 j5! gxf5 53 g6ch Kj8 54 g 7ch Ke8 55 g8=Qch Bxg8 and the a-pawn Queens) 52 a8=Q Bxa8 53 Kxg6 Be4ch 54 Kg7 (55 Kh6 KP forms an unbreakable blockade at f5 and g6) 54 . . .Kf5 55 Be l Bc6 ! 56 Kh7 (56 Kp Bj3 and if 5 7 g6 then 5 7. . . Bh5! draws) 56 . . . Be8 and White's pawns are completely blocked.

49 . . 50 Ba3 .

Kg7

One point. A waiting move in order to soon make new inroads into Black's position.

50 ... 5 1 Bb2

Kfi

One point. Again narrowing Black's options.

5 1 ... 52 f5

Bd5

One point. White creates the second passer.

52 ... 53 Kxf5

gxf5

One point. Now progress is rapid since the widely separated passed pawns defeat Black's "overloaded" Bishop.

53 . . 54 g5 .

Bf3

One point. Edging forward.

54 ... 55 Ba3ch

Ke7

One point.

55 ... 56 Ke5

Kfi

One point. Another factor appears: now White's King threatens to move across to the Queenside to b8 followed by Queening the a pawn.

56 ... 57 Kf6

Ke8

One point. Also a point for 57 Kd6 which also wins ! Now Black resigned since simply pushing the g pawn wins: 57 . . . Bd5 58 g6 Kd8 59 g7 Ke8 60 g8=Qch Bxg8 6 1 a8=Qch. Now Total Up Your Points: 70-78 Grandmaster 6 1 -69 International Master 50-60 National Master 40-49 Expert 30-39 Class A 2 1 -29 Class B 14-20 Class C 0- 14 Need more study

Test No. 2 You have the Black pieces. Your partner is Lagunov, and your GM opponent is Larry Christ­ iansen in this theoretically interesting game. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by

Test Your Opening, Middlegame and Endgame vol. II guessing Black's moves. Whenever you have made a White move, STOP ! and try to work out Black's reply. Keep track of your point awards and see how you grade at the end of the game.

Porz, 1 991 White: L. Christiansen Black: Lagunov Griinfeld Defense 1 d4 Nf6 2 c4 g6 3 Nc3 d5 4 cxd5 Nxd5 5 e4 Reaching the Exchange Variation of the Griinfeld, a guarantee of fighting play ahead. Cover both side's moves and try to pick Black's next.

13

One point for this or 7 . 0-0 or 7 . . . b6. . .

8 Ne2 8 ...

Nc6

One point. Black's theme is to pressure d4. Also score one point for 8 . . . Qd7 or 8 . . . b6.

9 Be3 9 ...

0-0

One point.

10 0-0 10 ...

Bg4

Two points. A finesseful move, inviting White to win a pawn in return for substantial counterplay. Also two points for the older 10 . . . Qc7 (In order to play . . . Rd8 with more pressure in the center).

1 1 f3 1 1 ...

Na5

Two points. Now White can play 1 2 Bxf7ch Rxf7 1 3 fxg4 but Black has reasonable counter­ chances according to Kasparov's analysis. One bonus point if you knew this or figured it out intuitively.

Start Your Test Now!

5 ...

Nxc3

One point. Also a point for 5 . . . Nb6 .

6 bxc3 6 ...

Bg7

One point.

7 Bc4 7 ...

c5

1 2 Bd3 12 ...

cxd4

One point for this, as well as for 12 . . . Be6.

13 cxd4 13 ...

Be6

Two points. Hoping to get in . . . Bc4 . Now on 14 Re l there could follow 14 . . . Bxa2 15 Qa4 Be6 1 6 d 5 Bd7 1 7 Qb4 e6 with roughly even chances. Take two bonus

14

Test Your Opening, Middlegame and Endgame vol. II

points if you examined this option.

One point.

1 4 d5

14 ...

Bxal

White's 14 d5 initiates a dangerous Exchange Sacrifice, which has been analyzed for decades. Black must accept or suffer passively (One point) .

1 5 Qxal 15 ...

f6

One point. Practically forced in view of White's coming Bh6.

16 Bh6 16 ...

Bd7

Two points for returning the Exchange to dampen White's attacking chances. Also possible is 16 . . . Re8 (one point) or 16 . . . Qb6ch (one point).

1 7 Bxf8 17 ...

Qb6ch

Two points. Now if 18 Kh l then 1 8 . . . Rxf8 is equal. Also, on 1 8 Qd4, Qxd4ch 1 9 Nxd4, Kxf8 20 Re l Rc8 the play is even. (One bonus point if you saw this).

18 Nd4 18 ...

Rxf8

19 Rbl 19 ...

Qd6

Two points. No points for 19 . . . Qc5 since then 20 Bb5 ! Bxb5 21 Rxb5 Qc7 22 Ne6 wins.

20 Qc3 20 ...

Qe5 !

Two points. Now 2 1 Qxa5 is answered by 2 1 . . . Qxd4ch and 22 . . . Qxd3 . Three bonus points if you analyzed 2 1 Bb5 Rc8 22 Qb4 Bxb5 ! (Not 22. .. Rc4 23 Bxc4 Qxd4ch 24 Khl Nxc4 because of 25 Qxe 7 and White should win) 23 Nxb5 Rc2 ! 24 Qxa5 Qg5 ! with a winning attack for Black (25 g3 Qe3ch mates soon).

21 Re l 21 ...

Rc8

One point. Winning material and eventually the game.

22 Qxc8ch Bxc8 22 ... No points; it's forced.

23 Rxc8ch Kg7 23 ... One point.

Test Your Opening, Middlegame and Endgame vol. II and White has counter chances.

2 4 Ne6ch

•.:a• • • • �t �t • �... � � -7. • •f)•t• • • � � t� • � • •t• • • •A•t• m ft • B• .... • •• •ft �� • • m !b � • • • • • • � � � � 7.

7.

24 ...

z

Kh6

No points. Deduct six points if you chose 24 . . . Kf7?? (25 Rj8 mate).

25 f4 25 ...

15

Qb2!

28 Bfl 28 ...

Qe3ch

One point. Picking up the epawn.

29 Kg2 29 ...

Qxe4ch

One point.

30 Kf2 30 ...

Qxd5

One point.

31 Rh8 31 ...

Kg4

One point. One bonus point for noticing 3 1 . . . fxg5? 32 Rxh7ch Kg4 33 Bh3 mate.

32 Rxh7 32 ...

Qd2ch

Two points. Black must play accurately since White can obtain a winning attack after 25 . . . Qa l ch? 26 Kf2 Qxa2ch 27 Be2 Nb3 28 g4 ! (Threatening to mate with 29 g5) 28 . . . g5 29 h4 ! Qb2 (29. . . gx/4 or 29. . . gxh4 30 Rg8/) 30 Rg8 ! and a White pawn will reach g5 with mate. Three bonus points if you saw this.

26 g4 26 ...

Qd2

Two points. Again Black must play vigorously.

27 g5ch 27 ...

Kh5

Two points. One bonus point if you foresaw that 27 .. .fxg5 is poor: 28 fxg5ch Kh5 29 Be2ch! Kh4 (29. . . Qxe2 30 Nf4ch ) 30 Kf2

Two points. Finessing White's Bishop into a pin or making the White King retreat to the back rank. Deduct six points for 32 . . . Qxe6? 33 Bh3ch.

33 Be2ch 33 ...

Kf5

No points.

34 Rxe7 34 ...

Nc6

16

Test Your Opening, Middlegame and Endgame vol. I I

One point for Knight into play.

35 Ng7ch 35 ...

returning

the

Kxf4

No points - the only move.

36 gxf6 36 ...

Nxe7?

One point. A natural move but not best. Give yourself two points for 36 . . . Qd4ch and 3 7 . . . Qxf6 winning easily.

37 Ne6ch! Ke5 37 ... Two points. A bonus point if you calculated 38 fxe7 Qd7 39 Nf8 Qe8 (Not 39. . . Qxe 7 40 Nxg6ch) and wins.

38 f7 38 ••.

Kxe6

One point. White Queens, but is left with a lost ending.

39 f8=Q 39 ...

Qxa2

One point.

40 Qa8 40 ...

b6

One point.

41 Qe4ch 41 ...

Kd6

One point.

42 Qb4ch Kd7 42 ... One point.

43 h4 43 ... Qc2 (See next diagram)

One point. Black threatens 44 . . . Qc5ch.

44 Qd4ch Ke6 44 ... One point.

45 Kfl 45 ...

Qf5ch

One point. Preparing centralize the Queen.

46 Kel 46 ...

to

Qe5

One point. Centralizing while pinning the Bishop.

47 Qa4 47 ...

a5

One point. Also a single point for 4 7 . . . Qa5ch forcing the Queens off.

48 Kd2 48 ...

Kf6

One point. Moving out of range of the enemy Bishop. 49 49

Bd3 .. .

Nf5

A point for bringing the Knight into active play.

50 Qc6ch 50 ...

Qd6

Test Your Opening, Middlegame and Endgame vol. II One point.

51 Qc3ch 51 ...

One point. Hiding from checks. 52

•..

One point 53 . . . Qc5ch.

54 Kb2 54 ...

62 Ka2 62 ...

Qe3ch

this

63 Qe4ch 63 ... or

64 Qf4ch 64 ... Qb4ch

.

.

Qb4ch

One point.

57 Ka2 57 ...

Qd2ch

One point.

58 Bc2 58 ...

Kg7

One point. No credit for 58 . . . Nd4 59 Qf8ch which allows the White Queen to harass your King in the open.

59 Ka3 59 ...

Nf5

One point.

65 Qg5ch 65 ... Ke5 One point. Now White can't

Qa4ch

One point. Still tacking.

56 Kb2 56 .

Kf6

One point.

One point for this or any other waiting move.

55 Ka2 55 ...

Kxg6

One point. Now it can be played.

Qel ch for

Qb4ch

One point, but not 6 1 . . . Kxg6 62 Qxb6ch.

One point. Now if 53 Kc2 then 53 . . . Nd4ch wins as 54 Kc3 fails to 54 . . . Qc l ch.

53 Kc3 53

61 Bxg6 61 ...

Qd4

One point. Now on Qc6ch Black plays 52 . . . Kg7.

52 Qc8 52 ...

17

Nd4

One point.

60 Qb7ch Kh6 60 . .

check.

66 h5 66 ...

a4

One point.

67 h6 67 ...

Qb3ch

68 Kal 68 ...

a3

One point.

One point. Now if 69 Qd2 Qb2ch 70 Qxb2 axb2ch 7 1 Kxb2 Nxh6 wins. So White resigned . Now Total Up Your Points: 70-86 Grandmaster 57-69 International Master 42-56 National Master 32-4 1 Expert 25-3 1 Class A 1 9-24 Class B 14- 1 8 Class C

18 0-13

Test Your Opening, Middlegame and Endgame vol. I I Need more study

Test No. 3 in White, You are partnership with the Dutch player von Wely. Your formidable opponent is GM John Nunn. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves. Whenever you have made a Black move, STOP ! and try to work out White's reply. Keep track of your point awards and see how you grade at the end of the game.

Wijk aan Zee, 1992 White: Loek van Wely Black: John Nunn King's Indian Defense 1 d4 Nf6 2 c4 g6 3 Nc3 Bg7 4 e4 d6 5 Nf3 0-0 6 Be2 e5 A standard position in the King's Indian Defense. Now cover both side's moves and try to guess White's next move.

7 0-0 One point. Also one point for 7 d5 or 7 Be3 or even 7 dxe5.

7 ... 8 d5

Nc6

One point. Also yourself a point for 8 Be3 .

8 ... 9 b4

give

Ne7

One point. One point for 9 Nd2, 9 Bd2 or 9 Ne l . The text aims to overrun the Queenside before Black can get a Kingside initiative underway.

9 ... 10 g3

Nh5

Two points. Keeping the Knight out of f4 . One point for 1 0 Nd2 o r 10 c5 ! ?

10 ... 1 1 Ng5

f5

Two points. Driving back the Nh5 and intending to invade e6 in certain contingencies.

1 1 ... 1 2 f3

Nf6

One point. Reinforcing the vital e4 square. Deduct one point for 12 c5 ( 1 2 . . . fxe4 1 3 Ngxe4 Nxe4 14 Nxe4 Nf5 15 Bg5 Qe8).

1 2 ... 13 Kg2

f4

Two points. A con­ solidating move to control h3. Also feasible is 13 c5 (two points).

13 ... 14 c5 Start Your Test Now!

Kh8

Two points. Play now intensifies; White opens up play on

Test Your Opening, Middlegame and Endgame vol. II the Queenside and in the center.

14 ... 15 cxd6

h6

Two points. Now on 1 5 . . . cxd6 16 Ne6 Bxe6 17 dxe6 d5 1 8 exd5 Nexd5 1 9 Nxd5 Nxd5 (1 9. . . Qxd5 20 Qxd5- the ending is much better for White) 20 Qb3 White is clearly better. One bonus point if you saw this.

15 ..

.

Qxd6

19

Qb8 23 Bxf8 Bxf8 24 g4 ! (Stopping g4) and White's Rooks will seize the c-file with decisive results (Give yourself three bonus points if you saw all of this).

1 7 .. 18 exd5 .

Nfxd5

One point.

18 ... 19 a5

hxg5

One point. Drives the Queen from its defense of cl.

19 . 20 Nxc7 ..

Qf6

One point. Give yourself a bonus point if you saw that 20 . . . e4 is strongly answered by 2 1 Ra3 .

20 ... 21 g4 !

Rb8

Three points. Shutting down Black's Kingside activity

21 ... 22 b5

1 6 Nb5 Two points. Harrying the Queen figures in White's plans.

16 ... 17 a4 !

Qb6

Four points. The main threat is 1 8 a5. If now 17 . . . Ne8 (to clear f6 for the Queen) then 18 Ne6 ! (One bonus point) 1 8 . . . Bxe6 1 9 a5 Bh3ch 20 Kxh3 and White is on top. If 1 7 . . . c6 then 18 d6 ! (One bonus point). Also, if 17 . . . hxg5 then 1 8 a5 Qa6 19 Nxc7 Qd6 20 Nxa8 Bd7 2 1 b5 ! (Threatening 22 Ba3 spearing the Ne l) 2 1 . . .Neg8 ( 21 . .. Nfg8 22 Ba3 Qb8 23 d6 and the Na8 escapes via cl) 22 Ba3

Bd7

Two points. Controlling c6 (So d6 can't be answered with . . . Nc 6) .

22 ... 23 d6

Rfc8

One point. Driving Black's Knight back ( Note that 21 g4! prevented . . . Nj5).

23 ... 24 Ra2

Ng8

Two points. Slipping the Rook into the center via the second rank.

24 ... 25 Rd2

Nh6

20

Test Your Opening, Middlegame and Endgame vol. II 31 Bxf3 No points; it's forced.

31 ... Nc4 32 Bxg7ch One point.

32 ... 33 Qcl

Qxg7

One point. Black threatened 33 . . . Ne3ch.

33 ... 34 Bxg4 One point. passed d- pawn.

25 ... 26 Bc4

Securing the

Nfi

One point. However even better was 26 Bb2 (Two points) which prevents Black's next.

26 ... 27 fxe4

e4

One point. Black has sacrificed the e-pawn to clear e5 for his pieces.

27 ... 28 Be2

Ne5

One point. Take a bonus point if you saw that 28 Bb2 allows Black counterplay with 28 . . . Nxc4 (Threat: 29. . . Ne3ch).

28 ... 29 Bb2

Rf8

One point. Completing development and lining up on the long diagonal.

29 ... 30 Rd5

Qfi

Two points. Assailing the

Ne5.

30 ...

Och

Bxg4

point. Black's One desperation sacrifice is quickly refuted.

34 ... 35 Kxfl

Rxfl

One point. Deduct four points for 35 Qxfl ? allowing 3 5 . . . Ne3ch.

35 ... 36 Kel

Rf8ch

One point. Black resigned. for now on 36 . . . Qf6 there follows 37 Qxc4 and if 37 . . . Qflch 38 Kd l Qg l ch 3 9 Kd2 Rflch 40 Be2 wins. Now Total Up Your Points: 44-49 Grandmaster 38-43 International Master 32-37 National Master 26-3 1 Expert 20-25 Class A 14- 1 9 Class B 9- 1 3 Class C 0-8 Need more study

Test No. 4 You have the Black pieces. Your partner is World Champion

Test Your Opening, Middlegame and Endgame vol. II Garry Kasparov, and your GM opponent is M. Gurevic. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing Black's moves. Whenever you have made a White move, STOP ! and try to work out Black's reply. Keep track of your point awards and see how you grade at the end of the game.

Reggio Emilia 1991/2 White: M. Gurevic Black: G. Kasparov English Opening 1 c4 g6 2 Nc3 Bg7 3 g3 e5 4 Bg2 d6 5 d3 f5 6 e3 Nf6 7 Nge2 A topical variation of the English has arisen: Normally, Black will seek the initiative on the Kingside while White aims at the Queenside. Naturally both players must keep a "weather eye" on the center. Now cover both side's moves and try to guess Black's next.

(See next diagram)

21

Start Your Test Now!

a5

7 ...

Two points. Restraining Queenside expansion by b2-b4. One point for 7 . . 0-0 or 7 . . . Nc6. .

8 0-0 8 ...

0-0

One point for this or 8 . . c6 or 8 . . . Nc6. .

9 b3 9 ...

c6

Two points. An aggressive stratagem to limit the action of the Bg2 while controlling d5 and b5. One point for 9 . Nc6. . .

10 Bb2 10 ...

Na6

Two points. A flexible deployment, watching b4 and c5. One point for 10 . . . Nbd7 or 10 . Be6. .

.

1 1 Qd2 1 1 ...

Bd7!

Two points. A fine strategically motivated move; the main idea is to play for Queenside space via b7-b5. Note this flies in the face of White's usual Queensidc expansion policy.

22

Test Your Opening, Middlegame and Endgame vol. II 1 2 Khl 12 ...

Rc8

Two points. Getting off the h l -a8 diagonal in order to prepare b 7-b5.

13 Rael 13 ...

b5

One point. Take a bonus point if you analyzed 14 cxb5 cxb5 1 5 Bb7 Rc7 ! 16 Bxa6 Qa8ch and 1 7. . . Qxa6 with advantage to Black.

14 e4 14 ...

Nc5

One point. Targeting d3 and clearly more active than 16 . . . gxf5 (No points).

17 Ne4 1 7 ...

1 8 Rcl 18 ...

15 cxb5 15 ...

cxb5

No points - it's the only possibility.

16 exf5 1 6 ...

Bxf5

Nfxe4

One point. But better is 18 . . . Qe7 (Two points) with an edge for Black due to his more active pieces.

19 dxe4 19 ...

One point. Bringing the Knight into more active play and pressuring e4. One bonus point if you saw 1 5 f3 fxe4 ! 16 dxe4 (16 fxe4 b4 drives White's Nc3 for a slight plus for Black) 16 . . . bxc4 17 bxc4 Be6 and White's weak c4 gives Black the advantage.

b4

Two points. A nice positional move limiting the scope of the Ne2. Add a bonus point if you saw that 17 . . . Ncxe4? 18 dxe4 Nxe4 (18 . . . Bxe4 19 Bxe4 Nxe4 20 Qd5ch) 19 Qd5ch picks up a piece.

Bd7!

Three points. No points for the obvious 1 9 . . . Be6 allowing 20 Rcd l Rc6 21 f4 ! Qb6 22 f5 ! with initiative for White. Three bonus points if you calculated 19 . . . Bd7 ! 20 Qxd6? Bb5 ! 2 1 Bxe5 Bxe5 ! (Not 21. . . Bxe2 22 Rxc5! with murky complications) 22 Qxe5 Re8 ! (Again 22. . . Bxe2 23 Rxc5 ! , e.g. , 23 . . . Bxfl 24 Bxfl with Bishop and two pawns for the Rook24. . . Rx/2 25 Bc4ch) 23 Qb2 Nd3 24 Rxc8 Nxb2 25 Rxd8 Rxd8 26 Bf3 (Not 26 Rel Bxe2 27 Rxe2 Rdlch winning a piece) 26 . . . Rd2 27 Re l Nd3 28 Ra l Nxf2ch 29 Kg2 (29 Kgl ? Nh3ch 30 Kg2 Ng5 31 Rel Rxa2) 29 . . . Nd3 , and, despite the extra pawn, Black is practically winning since all his pieces are markedly better placed than White's.

Test Your Opening, Middlegame and Endgame vol. II 20 Rcdl 20 ...

Bb5

Two points. Now 2 1 Qxd6 Qxd6 22 Rxd6 Bxe2 drops a piece.

21 Qe3 21 ...

a4

One point. Also one point for 2 1 . . .Qb6.

22 Rfel 22 ... One back rank.

point.

23 Ncl 23 ...

Qb6 Clearing the

a3

point. Severely One cramping White's Queenside.

24 Bal 24 ...

Bd7

Two points. Relocating the Bishop to e6 since it has done its job on the a6-fl diagonal.

25 Nd3 25 ...

Be6

One point.

23

QxcS 28 QxcS dxcS! 29 fS Bf7 and a following c5-c4 will unhinge White's Queenside. Note the usefulness of the Bishop on its new a2-g8 diagonal.

27 Nf2 27 ...

Nd7

One point. But two points for 27 . . . Qc7 ! since 28 fS gxfS 29 exfS RxfS 30 Bxc6 Qxc6ch gives Black a terrific position for a small material investment.

28 Qd2 28 ...

Nc5

Admitting his mistake - two points. None for 28 . . . Rfc8 since then 29 Nd3 attacks b4 and es.

29 Bh3 29 ...

Bti

One point. Black avoids trades to keep up the tension.

30 fxe5 30 ...

dxe5

One point. No points for 30 . . . BxeS allowing White to exchange the buried Bal.

31 Ng4 31 ...

Be6

Two points for seeking active play in the center (See Black's 34th).

32 Nh6ch 32 ...

26 f4 26 ...

Rc6

Two points. One bonus point if you analyzed 27 Nxc5?

Kh8

One point. Of course not 32 . . . Bxh6 (deduct two points) 33 Qxh6 and White's Bal is now a powerful piece with Black's Bg7 gone. 33 Bxe6 Nxe6 33 . ..

24

Test Your Opening, Middlegame and Endgame vol. II

One point. The Knight is headed for d4.

34 Ng4

Two points. Invading the weakened c3 while fighting for control of d3.

37 Nh3 37 ...

d3

Two points. The idea is to control c2 so the Rc3 can reach the 2nd rank.

38 Nf4 38 ...

Rc2

One point.

39 Qxd3 39 ... 34 ...

Nd4

One point. A timely central incursion. Give yourself three bonus points if you calculated 3 5 Nxe5 Bxe5 36 Bxd4 Bxd4 37 Qxd4 ch Qxd4 38 Rxd4 Rc2 39 e5 Rfl2 with equal chances - the Rooks doubled on the 2nd rank are very strong.

35 Bxd4 35 ...

exd4

Two points. Black rightly avoids 3 5 . . . Qxd4 36 Qxd4 since his Queen is more active. Give yourself three bonus points if you envisioned 3 5 . . . exd4 36 e5 h5 ! 37 Nf6 (3 7 Nj2 Rc3! followed by . . . Re3 is good for Black) 3 7 . . . Bxf6 3 8 exf6 Rcxf6 3 9 Qxd4 Qxd4 40 Rxd4 Rf2 4 1 Rxb4 Rxa2 and Black should win the Rook and pawn ending.

36 Nf2 36 ...

Rc3

Rxa2

One point. Black has traded the d- pawn in order to get a dangerous passed a pawn. Note that the Bg7 controls its' Queening square.

40 Rfl 40 ...

Rf2

One point, but much better was 40 . . . Qf6 ! with the idea of 4 1 . . .Qb2 (Take three bonus points if you chose this line).

41 Rxf2

Qxf2

No points for the obvious recapture.

42 Rd2 42 ...

Qa7

Two points. The idea is to simply push the a-pawn.

43 Qe2 43 ...

Bc3

Two points. Add two bonus points if you looked at 44 Ra2 Qfl 45 Nd5 Qflch 46 Qxfl Rxfl ch 47 Kg2 Rb l 48 Nxc3 bxc3 49 Rxa3 (49 Kj3 Rb2 50 Rxa3 [50 Ra l c2 5 1 Re l a2 and 52 . . . Rb l will win] 50. . . c2 51 Ral Rb l wins).

Test Your Opening, Middlegame and Endgame vol. II 44 Rc2 44 ...

25

One point. The rest is easy.

Qf7

Two points. Now the idea is to infiltrate down the f-file. Take two bonus points if you analyzed 45 Nd5 Qf3ch 46 Qxf3 Rxf3 4 7 Kg2 Rd3 with a won ending.

50 Rxf8ch Kg7 50 ... One point.

51 Rfl 51 ...

Bxe5

One point. Mopping up.

52 Kf3 52 ...

al=Q

No points - it's too easy.

53 Rxal 53 ...

Bxal

Again no points.

54 Ke4 54 ...

Kf6

One point. With only one pawn for the piece, White decided to throw in the towel.

45 e5 45 ...

Qb7ch

Two points. A rapid change of directions. Now if 46 Ng2 Qe4 ! ! is powerful since 4 7 Qxe4 allows 4 7 . . . Rfl mate. (Two bonus points if you saw this trick).

46 Qg2 46 ...

Qxg2ch

One point. Simplifying into an easily won ending.

47 Kxg2 47 ...

B b2

Two points. Threatening 48 . . . a2 49 Rxb2 a l =Q.

48 Rf2 48 ...

a2

One point.

49 Nxg6ch hxg6 49 ...

Now Total up Your Points : 79-89 Grandmaster 66-78 International Master 55-65 National Master 44-54 Expert 3 3 -43 Class A 22-3 2 Class B 1 4-2 1 Cfass C 0- 1 3 Need more study

Test No. 5 You have Black, alongside Sammy Reshevsky, then a 73 -year old American Grandmaster. Your opponent is the then 25-year old American GM Sergei Kudrin. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing Black's moves. Whenever

Test Your Opening, Middlegame and Endgame vol. II

26

you have made a White move, STOP ! and try to work out Black's reply. Keep track of your point awards and see how you grade at the end of the game.

our statement about avoiding pawn moves to heart, and chose 6 . . . Bd7, also take two points, as well as for 6 . . . e6 and 6 . . . g6.

Lugano, 1 985 White: S. Kudrin Black: S. Reshevsky Sicilian Defense 1 e4 c5 2 Nf3 d6 3 d4 cxd4 4 Nxd4 Nf6 5 Nc3 Nc6

Entering the Scheveningen pattern of play. Two points for this, but only one for 7 . . . g6. White's set­ up is a more promising one against the Dragon (. . . g6 and . . . Bgl) than most other Black systems.

An old-fashioned way to play the Sicilian, but a good one. It may be argued that at master level and above, the soundest variation is probably that in which Black develops naturally, keeping pawn moves to a minimum and obliging White to show his hand first.

6 f3 This is an unusual, rather insipid, move. Most often played are 6 Bg5, 6 Bc4 and 6 Be2 .

, . �. kWJ. �· •t� -• �'i/,tf.�t .._�� U �L� •.. �-.• • . • • • • •wt•� . • • " • -·� • .e. • . • � �A� • � Bft8 • � .e. m ft�� .• . • B r� � , ft � �A?.'� � � -���.il.BB: & �dn� � W .a 8.1L�waw� �

Start Your Test Now!

6 ...

a6

Two points. Black has many playable alternatives. If you took

7 Be3 7 .. .

e6

8 Qe2?! speeds Although this Queenside castling, so does 8 Qd2, but without blocking in the Bfl .

8 ...

Nxd4

Two points. The timing of this exchange is worth noting: Black captures at the moment when White cannot bring his Queen to the strong central post at d4 via the recapture. Also take two points for 8 . . . Be7, and a single point for 8 . . . Bd7 and 8 . . . Qc7 . No credit for 8 . . . g6 or other moves; after Black's 7 . . . e6 the Dragon system is no longer promising .

9 Bxd4 9 ...

e5

Two points. Give yourself a point for routine development by 9 . . . Be7 as well.

10 Bf2 10 ...

Be6

Two points. 10 . . . Be7 is still worth a point. Reshevsky's choice is better because it speeds his effort to contest the key d5 square.

1 1 0-0-0

Test Your Opening, Middlegame and Endgame vol. II 1 1 ...

Rc8

Two points. Black's plan of play is becoming clear: he intends to fight for the initiative on the Queenside and in the center. To gain tempos towards that end, he delays castling. To be fair, many players would chose the routine l l . . . Be7, and it earns a single point.

12 Qel White must lose a tempo to free his King's Bishop.

1 2 ...

Be7

At last ! One point. Also take a point for l2 . . . Qa5 .

13 g4 13 ...

Qa5

Two points. Black continues to pursue Queenside play, and defer castling. One point if you thought of 1 3 . . . 0-0.

14 Kbl

looking move, does not score. After 1 5 Nd5 ! , Qd8 (15. . . Qxe l ? 1 6 Nxe 7 ch) 16 Bb6 Black is driven onto the defensive. One point for each of 14 . . . b5, 1 4 . . . Qc7 and 1 4 . . . h6 all useful but less incisive moves.

15 Qxc3 15 ...

14 ...

Rxc3 !

Qxa2ch

Two points. 15 . . . Bxa2ch earns one point. Black will be unable to avoid the Queen swap after 16 Ka l ! when it is doubtful whether he has enough for the exchange (16. . . Qa4 1 7 Qa3 Qxc2? 18 Kxa2 Qxdl 19 Bb5ch). Nothing for 15 . . . Qxc3 when Black definitely no has compensation. Deduct a point for anything else - two points if you missed the threat of 16 Qxa5 .

16 Kcl 16 ...

d5

Five points. Black brings his Be 7 into the game, preventing a Queen-swap by 17 Qa3 , and threatens 1 7 . . . d4 and 1 7 . . . dxe4. Two points for 16 . . . Qa l ch if you intended 17 Kd2 Qa4 menacing 1 7 . . . Bxg4 (1 7. . . Nxe4ch 18 .fxe4 Bg5ch 19 Be3 Bxe3ch 20 Qxe3 does not work). One point for 1 6 . . . 0-0 allowing 1 7 Qa3 .

1 7 Qxe5 1 7 ...

Four points. This exchange sacrifice exposes the artificiality of White's set-up and refutes his last move. 14 . . . 0-0, though a natural

27

0-0

Three points. Black safeguards his King and brings his Rook into play. Two points for 17 . . . Nd7. White replies 18 Qc3 (18 Qxg7? Bf6!) e.g. 1 8 ... Bf6 1 9 Bd4 Bg5ch 20 Be3. Deduct five points for 17 . . . dxe4?? 18 Qb8ch mating,

28

Test Your Opening, Middlegame and Endgame vol. II

and take off two points for 17 . . . Bb4? 1 8 Qb8ch Ke? 1 9 Qxb7ch (19 Qxh8?? Qal mate) and 20 Qxb4. If you played 1 7 . . . Qa l ch intending 1 8 Kd2 Qa5ch take one point. After 19 c3 (19 Qc3 ? ? Bb4) it is hard to find a good follow-up for Black. How would you have met 1 7 exd5? Take up to ten bonus points in accordance with how much you had seen of 1 7 exd5 Nxd5 1 8 Qxe5 (18 Qb3 Bg5ch) 18 . . . 0-0 threat­ ening 1 9 . . . Bf6, 1 9 . . . Bb4 and 1 9 . . . Qa l ch; and 1 7 g5 Nxe4 1 8 fxe4 Bxg5ch 1 9 Be3 (19 Rd2 Qal mate) 1 9 . . . d4 20 Rxd4 exd4 2 1 Qxd4 Bxe3ch 22 Qxe3 Qa lch 23 Kd2 Qxb2 winning.

18 Bd4 18 ...

Rd8

Two points. Black prepares to meet 1 9 g5? with 1 9 . . . Bd6 winning the Queen, at the same time activating his Rook on the potentially open Queen's file. 18 . . . dxe4 (One point) is weaker after 1 9 g5 ! 1 8 . . . Rc8 earns one point - 1 9 Bd3 is a good reply. Deduct five points if you played 1 8 . . . Nd??? allowing 1 9 Qxg7 mate. Nothing for 1 8 . . . Qa l ch 1 9 Kd2 o r 1 8 . . . B b4 1 9 c3 .

1 9 Bd3 19 ...

h6

Three points. This threatens to trap the White Queen by 20 . . . Bd6, while providing a loophole against back rank mates. 1 9 . . . dxe4 (deduct two points) can be met by 20 Bxe4, e.g. 20 . . . Bd6

2 1 Qg5 h6 22 Qe3 g5? 23 Bxf6 Bf4 24 Rxd8 mate. Two points also for l 9 . . . Ne8 menacing 20 . . . Bf6 when 20 exd5 seems adequate. 19 . . . Bd6 gains one point. After 20 Qg5 h6 2 1 Qe3 Black has achieved little (21 . . .g5? 22 e5). How would you have answered 1 9 exd5? Take two bonus points if you intended 19 . . . Rxd5 when 20 Qb8ch Rd8 2 1 Qxb7? fails to 2 1 . . .Qa l ch 22 Kd2 Rxd4ch and 2 1 Qe5 Qa l ch 22 Kd2 Qxb2 is little better.

20 Qc7 20 ...

dxe4

points. Two White threatened 2 1 Qxe7, 2 1 e5 and 2 1 Qxb7, but Black replies with a double threat of his own- 2 l . . . exd3 and 2 1 . . . Rxd4. One point for 20 . . . Rd? when 21 Qb8ch Rd8 22 Qc7 repeats, or 22 Qxb7 dxe4 23 Qxe7 when White has a pawn more than in the game. Deduct three points if you played 20 . . . Bd6 2 1 Qxd8ch.

21 Qxe7

Test Your Opening, Middlegame and Endgame vol. II 2 1 ...

Rxd4

Three points. 2 1 . . .Rd7 merits one point. After 22 Qa3 ! Qxa3 23 bxa3 Rxd4 (23 . . . exd3 24 Rxd3 or 24 Bxf6) 24 Bxe4 Rxd l ch 25 Rxd l Nxe4 26 fxe4 Bxg4 27 Rd8ch, White has all the winning chances. Nothing for other moves, e.g. 2 1 . . .exd3 ? 22 Qxd8ch, or 2 1 . . .Qa l ch 22 Kd2 Qa5ch 23 b4.

Take up to four bonus points if you planned to refute White's alternatives on move 2 1 as follows: 21 Bxf6 Bxf6 winning; 2 1 fxe4 Rxd4 transposing to the game; 2 1 Bxe4 Nxe4 ! 2 2 fxe4 (22 Qxe 7 Qal mate) 22 . . . Bg5ch; if 2 1 'other moves' by the Bd4, 2 1 . . .Nd5 ! winning.

22 fxe4 22 ...

Nxe4

Four points. Black keeps the pressure on by menacing 23 . . . Qa l mate. Three points for 22 . . . Qa l ch. After 23 Kd2, Qxb2 (23. . . Nxe4ch 24 Ke3) 24 Rb l is decidedly murky, e.g. 24 . . . Nxe4ch 25 Ke2 ! (25 Ke3 Qc3!) 25 . . . Nc3ch 26 Kf2 and 26 . . . Nxb l is not playable due to 27 Qe8 mate. 22 . . . Nxg4 is worth two points. White has 23 Qc5 ! (23 Qxb 7 returning the exchange after 23 . Nf2 is also possible) when 23 . . Qa l ch? 24 Kd2 Qxb2 fails to 25 Rb l . One point for 22 . . . Bxg4 when 23 Rde l initiates a threat of 24 e5 ; one point also for 22 . . . Rxd3 when 23 cxd3 (23 Rxd3? Qa l ch) 23 Qa l ch should be good enough . .

.

. . .

29

for perpetual check but 23 . . . Bb3 is risky after 24 Qa3 !

23 Qe8ch 23 .. .

Kh7

One point. If you saw that 23 c3 would have been unavailing after 23 . . . Rxd3 24 Rxd3 Qa l ch and 25 . . . Qxh l , take a bonus point.

24 Bxe4ch Rxe4 24 ... One point.

25 Qd8 25 ...

Qal ch

Three points. Black picks up a second pawn for the exchange, and keeps the White King on the run. Three points also for 25 . . . Bxg4. After 26 Qd3 (26 Qd5 Qa4!) 26. . . f5 White also faces insuperable problems. One point for 25 . . . Rxg4 (after 26 Qd3ch and 27 Qa3 White is still fighting), but deduct four points for 25 . . . Re2??, losing to 26 Qd3ch. Take three bonus points if you had seen when playing 22 . . . Nxe4 that 25 Qd8 was forced by the threats of 25 . . . Re2 and 25 . . . Qa l ch 26 Kd2 Rd4ch 27 Ke2 Bc4ch.

26 Kd2 26 ...

Qxb2

Two points. One point for 26 . . . Qa4 (27 Qd3!), but if you played 26 . . . Qa5ch??, or overlooked White's threat of 27 Rxa l , you lose five points.

27 Qd3 27 ...

f5

Three points. Black defends and unpins his Rook. Two points

30

Test Your Opening, Middlegame and Endgame vol. II

for 27 . . . Qb4ch or 27 . . . Qd4. The exchange of Queens would give White some swindling chances. One point for 27 . . . Qe5 when 28 Rde 1 forces an exchange of Rooks, weakening Black's attack

28 Rb l 28 ...

Qe5

One point. Black must retain the threat of 29. . . Rd4. Award yourself a bonus point in each case for seeing that White's alternatives 28 Rde l and 28 gxf5 could have been met by 28 . . . Bc4 ! and 28 . . . Bxf5 (28. . . Rd4 29 fxe6ch Rxd3ch 3 0 Kxd3) bringing the Bishop decisively into the attack.

29 Rbel

29 .. . Qa5ch Two points. Black avoids the exchange of Rooks and keeps the attack going. 29 . . . Qf4ch earns one point. Nothing is spoilt, but after 30 Kc3 Rc4ch 3 1 Kb2 Rb4ch 32 Kc3 a decisive blow still needs to be struck. How would you have met a) 29 Rhe l , b) 29 c3 and c) 29 Kc l ? Take a bonus point for each

of a) 29 . . . Qa5ch 30 c3 (30 Qc3 Rd4 ch) 30 . . . Bc4 3 1 Qc2 (3 1 Qd7 Qa2ch) 3 1 . . .Qd5ch; b) 29 . . . Bc4 30 Qd7 Rxg4; c) 29 ... Rxg4 (30 Rxb 7 Bd5).

30 c3 30 ...

Bc4

Two points. Again Black avoids exchanges, which would not be the case after 30 . . . Qa2ch (one point) 3 1 Qc2 . Give yourself a bonus point if you realized 3 0 Kd l would also have lost to 30 . . . Bc4, e.g. 3 1 Qd7 (3 1 Qg3 Rd4ch) 3 1 . ..Qa l ch 32 Kd2 Rd4ch 3 3 Ke3 Qc3ch.

31 Qc2 31 ...

Rf4

Three points. Threatening 32 . . . Rf2ch. This is stronger than 3 1 . . .Rxg4 (two points), as we shall see. One point for 3 1 . . . Qd5ch or 3 1 . . .Qd8ch, which spoil nothing, but are less incisive. If you had noticed that 3 1 Qd7 would have lost to 3 1 . . .Qa2ch 32 Kc l Qa3ch, take a bonus point. One more for seeing 3 1 Qg3 Qa2ch 32 Kc l Bb3 ! and one more for 3 1 Qf3 Qa2ch 3 2 Kc l Qa3ch 3 3 Kb l Ba2ch 34 Kc2 Bb3ch 35 Kd3 Qd6 mate.

32 Kdl 32 ...

Qal ch

One point. Black moves in for the kill.

33 Qcl 33 ...

Qa4ch

One point. 33 . . . Bb3ch also gains one point. If you noticed that 33 Kd2 would have failed to

Test Y our Opening, Middlegame and Endgame vol. II 33 . . Rflch 34 Ke3 Qxe l ch, it's worth one bonus point. .

34 Kd2 34 ...

Qa2ch

One point, plus a bonus point for seeing 34 Qc2 Bb3 . We now see why 3 l . . .Rf4 was more accurate than 3 1 . . .Rxg4 - in view of 35 Ke3 (35 Qc2 Rf2ch; 35 Kdl Bb3ch) 3 5 . . . Qf2 mate. White resigned.

31

Black: Kr. Georgiev Sicilian Defense 1 e4 c5 2 Nf3 d6 3 d4 cxd4 4 Nxd4 Nf6 5 Nc3 a6 Black enters the pattern of the popular Najdorf Variation.

6 Bg5 White enters a popular line of play as well.

6 7 f4

••.

e6 Nbd7

Now total Up your points: 85 and over - Grandmaster 75-84 International Master 64-74 National Master 5 3 -63 Expert 42-52 Class A 3 1 -4 1 Class B 1 8-30 Class C 0- 1 8 Need more study

Test No. 6 You have White, alongside the Hungarian International Master Bela Perenyi. Your opponent is the Bulgarian International Master Krum Georgiev. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves. Whenever you have made a Black move, STOP ! and try to work out White's reply. Keep track of your point awards and see how you grade at the end of the game.

Budapest, 1985 White: B. Perenyi

8 Qf3 Three points. We are not yet out of the "book". As 8 Qe2, 8 Qd2 and 8 Bc4 have all been tried and led to well-contested games, each gains three points; 8 Qe2 only one unless you had a subsequent g2-g4 and Bg2 in mind. For 8 Be2, two points; for 8 Bd3 , one point, because 8 . . . Qb6 9 Nb3 (what else?) would leave White weak in the diagonal of black squares to his gl.

8 ... 9 0-0-0

Qc7

32

Test Your Opening, Middlegame and Endgame vol. II

Three points. 9 Bxf6 or 9 Bd3 earns a grudging point.

9 .. 10 BxbS .

bS

Six points, especially if you feel your style of play is suited to, and you are more effective in, wild positions. This sacrifice was already well known in 1 970 when David Levy published it in his book Sacrifices in the Sicilian. Stean said of it "Although it is difficult to believe that such a sacrifice is technically sound, it certainly presents Black with some tricky defensive problems" . Here, White's prospects are favorable as they could be. Black's Queen at c7 will be "hit" by a Knight capturing on b5, and Black's decision to postpone . . . Be 7 has made it more cumbersome to castle and get his King away from the center. Of the alternatives worth trial, only 1 0 g 4 scores two points, I O e 5 one.

axb5 10 ... 1 1 Ndxb5 Two points. One point for 1 1 e5. To capture with the other Knight would leave the important d-file blocked and each White Knight "hanging" on the other's support.

1 1 ... 12 e5

Qb8

Three points. An extra two points if you realized that you are now threatening to win a piece by 1 3 Qxa8 as well as 1 3 exf6; add two more points if you saw this when playing IO Bxb5 . One point

for 12 Rhe l or 12 Bxf6. Nothing else scores.

12 .. .

RaS

For some time, 12 . . . Bb7 was considered as Black's best move. Trial revealed it as inferior to the text, but you had to consider it seriously. Two points if you did so. Give yourself up to four more points (honest now ! ) accordingly as you foresaw some or all of the key continuations: 1 3 Qe2 dxe5 (13 . . . d5 14 ex/6 gx/6 15 f5 Jxg5 1 6 fxe6 N/6 1 7 Rhfl Be 7 18 exj7ch Kxj7 1 9 Rde 1 with a fine game for White; or if 13. . . Be 7 14 Bxf6 Nxf6 15 ex/6 Bx/6 1 6 Nxd6ch Kj8 1 7 Nxc8 Qxc8 18 Qe4, again tn White's favor) 14 Qc4 Be7 (Or 14. . . Bc5 15 Bx/6 gx/6 16 Rxd7!) 1 5 Bxf6 (15 Nc 7ch Kj8 1 6 Rxd7 Nxd7 1 7 Rdl Bxg5 1 8 .fxg5 Bc8 1 9 N3b5 g6 with an obscure situation) 15 . . . Nxf6 16 Nc7ch Kf8 17 fxe5 Nd5 18 N3 xd5 exd5 19 Nxd5 and White's extra pawns more than compensate for Black's extra Bishop with his misplaced King and cramped King's wing.

13 exf6 Two points. For 1 3 exd6 (13. . . Rxb5) nothing. 1 3 Nd4 has been tried and earns two points, as 13 . . . Bb7 14 Qh3 dxe5 1 5 Nxe6 leads to obscure situations with prospects for White possibly as good as in the game.

13 .. .

gxf6

With only a pawn plus and two White pieces en prise, White has to find some way of

Test Your Opening, Middlegame and Endgame vol. II maintaining his attack. If fact, announced once that Stean "White's attack now fizzles out". How could it be kept going?

14 Bh6 ! ! This i s it. I t took the Grandmasters about five years to find. At the cost of a piece for a pawn, it drags the Black King out and weakens Black's center - five points. 1 4 Bh4, 1 4 Nxd6ch, and 14 Bxf6 gain two points each. One point more if you checked up on 14 . Rxb5 and decided you would be quite happy as White after 1 5 B xf8 Rxf8 1 6 Nxb5 Qxb5 1 7 Rxd6. .

.

Bxh6 14 ... 15 Nxd6ch "Who says A must say B", as dear old Max Euwe used to say. One point.

15 ...

Ke7

16 Kbl Four points. It takes great acu men to realize that this quiet move is best, unpinning White's f pawn and in many variations en suring that, if it were to be

33

captured by B or Q, it would not be with check. An extra point if you had noticed that it freed White to play N3e4 without inviting the reply . . . Rxa2. Either 16 g4 (Three points) or 16 Rhe l (Three points) would be quite a sound way to maintain the attack. You could earn more points if, as you should, you considered Black's alternative 1 5 . . . Kf8 . The best reply would have also been 16 Kb l , and after 16 . . . Rg8 17 Rhe l , 17 . . . Rg7 was tried in a Russian game, but the precarious situation of the Bh6, threatened after 1 8 f5 and Qh5, made the win easier for White. (Score one or two points according to how much of this you �aw).

16 ... 17 Rhel

Rg8

Two points only - because it is so clearly the best move now. Only one point for 17 g4 because, though a further g4-g5 or f4-f5 might be effective, retaining the possibility of Qh5 keeps Black under usefi!l pressure for a while. Did you consider 1 6 . . . Rd8 as an alternative for Black? When tried, it failed against 17 Qe4 ! (Threatening 18 Qxhl) 1 7 . . . Nf8 1 8 Nc4 Rxd l ch 1 9 Rxd l Rc5 2 0 Qd4 Nd7 2 1 Nd6. Award yourself one to four points according to how much of this went through your head.

17 ...

f5?

Probably not the best move.

18 Qh5

Test Your Opening, Middlegame and Endgame vol. II

34

Three points. Deduct two points for any other move; to threaten 1 9 Qxf7ch; 1 9 Qxh6 or 1 9 Nxf5ch i n one go i s not the sort of opportunity to pass up.

Rg6 18 19 Qh4ch ...

Four points. Three for 1 9 Nxf5ch which actually puts White in difficulties after the reply 1 9 Kf8. Then 20 g4, for instance, allows Black to answer 20 . . . Qxf4! 1 9 g4 is interesting (19 . Rxg4 20 Qxh6 or 1 9. . .fxg4? ? 20 Qxa5 or 1 9. . . Bx/4 20 gxf5) and earns three points. Help yourself to a further two points if you considered these two alternatives and rejected them in favor of 1 9 Qh4ch. . . .

. .

19 ...

f6

One point more if you saw that 1 9 . Nf6 would fail against 20 Nd5ch with Black's King hopelessly exposed, if he tries 20 . . . Kxd6, by 2 1 Nxf6ch. Hence Black must play 20 . . . Rxd5, leaving White at least even material but with a good attack still. . .

20 g4 !

Eight points. Possibly the best move of the game. No other continuation of the attack is so deadly. Without it, White's attack would falter; so no credit for anything else. 20 Rxe6ch fails to 20 . . . Kxe6 2 1 Qe l ch, Ne5 . The move chosen threatens 2 1 Nxf5ch and 2 1 gxf5, so Black is in serious trouble.

20

...

Qxd6

Desperation.

21 Rxd6 One point. Deduct 20 points for anything else!

21

...

Kxd6

Here you can pick up three more points by answering a new sort of question: What is the over­ whelmingly important strategic factor in the situation (it can be expressed in a few words) which grossly reduces the effectiveness of Black's pieces?

22 b4 It is, that Black's entire army is split in two, by his own central pawn mass. White seizes the opportunity to rob the f5 pawn of the Black Rook's support. Four points. Three points for 22 g5, if you saw 2 . . . fxg5 23 fxg5 Bxg5 (23 . . . Bj8 24 Qxh 7) 24 Qb4ch, when Black loses the exchange and his King remains exposed. Deduct a point for 22 Rd l ch which would drive the King to a slightly safer square at e7. Deduct two points for 22 gxf5? Rxf5 . Nothing else scores.

22

...

Ra6

Test Your Opening, Middlegame and Endgame vol. II

35

23 gxf5 Even one point is kind; the move is so obvious. Nothing else scores. Now, the Black King will never reach the Kingside, which is marginally safer. Score a point if you had noticed this. There is strategy in chess as well as tactics . . .

2 3 ... 24 Qf2

exf5

Three points. Obviously the Queen must come into action. This rules out a Black Knight move, but 24 Qh3 or 24 Qh5 (each three points) would equally threaten a Queen check on the file and keep the Rg6 tied to defending the Bishop as well. 24 a4 would also win (one point) but much more slowly.

Rg8 24 ... 25 Qd4ch Three points. Nothing for anything else, except that the alternative 25 Nb5ch would deny Black a retreat to c 7, and after 25 . . . Kc6 26 c4 threatens 27 Re6ch so it is worth two.

25 ... 26 b5

Kc7

Four points. White is going to win a Rook by 27 Qc4ch. Without this intermediate move Black could reply 26 . . . Rc6 and salvage a Knight from the w reckage. Black could still try 2 6 . . . Ra3 , hence three points for 26 Qc4ch, intending 27 Qxg8. Black resigned.

Now Total Up Your Points: 80-90 Grandmaster 70-79 International Master 60-69 National Master 50-59 Expert 40-49 Class A 30-39 Class B 20-29 Class C 1 - 1 9 Need more study

Test No. 7 You have the Black pieces, alongside Grandmaster Eric Lobron of West Germany. Your opponent, in the 1 984 West German Championship, is Inter­ national Master Klaus Bischoff. Lobron won the event with 9 of 1 1 . Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing Black's moves. Whenever you have made a White move, STOP ! and try to work out Black's reply. Keep track of your point awards and see how you grade at the end of the game.

Bad Neuenahr, 1 984 White: K. Bischoff Black: E. Lobron Queen's G ambit 1 d4 d5 2 c4 e6 3 Nc3 The Gambit Queen's Declined is a venerable opening system, and is still played by many players at all levels.

3 ...

Nf6

36

Test Your Opening, Middlegame and Endgame vol. II 4 Bg5

The move associated with Pillsbury's name since the tum of the century.

4 ... 5 Nf3

Be7 h6

Black's options include 5 . . 0-0, 5 . . . Nbd7 and 5 . . . c6. .

6 Bh4 7 e3

0-0 b6

the chooses Black Tartakower Variation. In one move it plans both to develop the Bc8, so often a problem for Black in the Queenside openings, at b 7, and supports an eventual c 7-c5.

8 Bxf6 9 cxd5 1 0 Qd2

Bxf6 exd5

No credit for 1 0 . . . Ba6; after 1 1 Bxa6 Black's white squares on the Queenside are very weak. No credit for other moves.

1 1 Rdl 1 1 ...

12 g3 12 ...

10 ...

Be6

Two points. Black changes his plan for development of this piece, now that White's exchange at move 9 opened the e6 square. At this post, the Bishop controls f5, while at b 7 it would be "biting on granite" . One point for 10 . . . Qe7.

Rd8

Two points. Black supports his d5 pawn again. In case he plays a later c7-c5, he wants the central pawn firmly secured. Two points for 12 . . . Nc6 or 1 2 . . . Nd7, aiming to complete development. One point for 12 . . . Na6, also supporting a pawn thrust to c5.

13 Bg2 13 ...

Start Your Test Now!

Qe7

Two points. Also take two points for l l . . .Be7, as in Petrosian­ Hubner, match, Seveille 1 97 1 , which continued 1 2 a3 c6 1 3 g3 Qc8 14 Bg2 Bh3 15 0-0 Bxg2 1 6 Kxg2 Nd7 with equal play. 1 1 . . . Nd7 is worth a point.

c5

Three points. Black has the two Bishops, and should try to open lines for them. Two points for 1 3 . . . Nc6 or 1 3 . . . Nd7, completing development in a less aggressive manner. One point for 1 3 . . . Na6 or 13 . . . c6 - both solid but passive.

14 0-0 14 ...

Nc6

Two points, completing development and pressurizing the center. 14 . . . Nd7 earns one point, but nothing now for 14 . . . Na6, or for the premature 14 . . . c4 1 5 Ne5 or

Test Your Opening, Middlegame and Endgame vol. II 15 e4, nor for 1 4 . . . cxd4 15 Nxd4 with advantage to White. Take a bonus point if you intended to meet 1 4 dxc5 with 1 4 . . . bxc5 when . . . d5d4 will soon be a threat.

15 Ne2 15 ...

Bf5

Two points. White has taken the pressure off d5, so Black seizes the chance to place this Bishop more actively. 1 5 . . . Rac8 earns one point, as does 1 5 . . . c4, setting up a Queenside pawn majority, but blocking out his Bishops. Nothing for 1 5 . . . cxd4 16 Nfxd4, playing into White's hands.

16 Rel 16 ...

Be4

Two points. The logical consequence of his 1 5th move. 1 6 . . . Rac8 and 16 . . . c4 are again worth a point each. Deduct three points for 16 . . . cxd4?? 1 7 Rxc6.

1 7 Rfdl 1 7 ...

Rac8

so much. 17 . . . c4 (no points) is not so good now because of 1 8 Nc3 , intending 1 9 Nxe4.

18 dxc5 18 ... One recapture.

point.

19 Nc3 19 ...

bxc5 Black

must

Bxc3

Two points. White was ready for 20 Qe2 followed by 2 1 Nxe4 so Black takes action while his Rd8 is still vis-a-vis White's Queen. One point for 1 9 . . . Bxf3 when 20 Bxf3 d4 2 1 Nd5 ! liquidates safely. Take a bonus point if you spotted 2 1 Nd5 in this line. Deduct a point for 1 9 . . . d4? 20 Nxe4 Qxe4 2 1 Nxd4 ! with advantage to White.

20 Rxc3 20 ...

d4 !

Two points. The logical follow-up, threatening 2 1 . . .dxe3 , a s well a s 2 1 . . . dxc3 . 20 . . . Bxf3 earns one point. After 2 1 Bxf3 d4 22 exd4 Nxd4 (22 . . cxd4? 23 Rxc6) White has no worries. How would you have met 20 bxc3? Take a bonus point for 20 . . . Na5 intending 2 l . . .Nc4 or 20 . . . Rb8, preparing to dominate the open b­ file. A further bonus point if you saw that the best recapture, 20 Qxc3 , would be met by 20 . . . Nb4 ! defending the c-pawn and menacing 2 1 . . . Nxa2, e.g. 2 1 Qa3 Rd6 or 2 1 Ra l d4 or 2 1 Qb3 Rb8 . .

One point. Black defends his Knight and brings his last piece into play. No other move achieves

37

21 exd4 21 ...

Nxd4

38

Test Your Opening, Middlegame and Endgame vol. II

Three points. Two points for 2 1 . . . cxd4, which could be answered by 22 R3c l , and not 22 Nxd4 when either 22 . . . Rxd4 or 22 . . . Bxg2 are winning for Black. One point for 2 l . . .Bxf3 which relieves the tension and allows White equality.

22 Nxd4 22 ...

Bxg2

Two points. 22 . . .Rxd4 is worth one point - 23 Qxd4 ! cxd4 24 Rxc8ch Kh7 25 Bxe4ch (25 Rxd4? Bxg2 26 Kxg2 Qb 7ch) 25 . . . Qxe4 26 Rd8 holds. Nothing for 22 . . . cxd4 when 23 Rxc8 Rxc8 24 Bxe4 Qxe4 25 Qxd4 wins a pawn. How would you have coped with 22 Qe l ? A bonus point for 22 . . . Qb7 !

23 Nf5 23 ...

24 Rd3 24 ...

Rxd3

One point. He cannot allow 25 Rxd8ch, nor lose a tempo.

25 Qxd3 25 ...

Bh3

Two points. Black saves his Bishop with gain of time. 25 . . . Bc6 is worth one point. Nothing for 25 . . . Bb7 or 25 . . . Ba8 allowing 26 Qd7 when White has the initiative. After 25 . . . Bh3 the Bishop is a thorn in White's flesh, exploiting the weak white squares. If you played 25 . . . Qc6?? losing the Queen to 26 Ne7ch deduct six points.

26 Nd6 26 ...

Rb8

Three points. The most active square for the Rook. 26 . . . Rc6 or 26 . . Rf8 is worth one point. 26 . . . Rc7 gains two points, provided you saw the trap 27 Ne8? Qc6 winning. Deduct two points for 26 . . . Rd8 27 Ne4 ! Rxd2 28 Nxf6ch winning. .

Qf6

Three points. Black attacks the Knight while keeping his Rd8 well defended. 23 . . . Qb7 or 23 . . . Qe4 (Two points each) allows 24 Qxd8ch Rxd8 25 Rxd8ch when White can survive. 23 . . . Qf8 and 23 . . . Qc7 (One point each) are weaker as White's Knight is not attacked. 23 . . . Qe6 and 23 . . . Qe5 merit one point. After 24 Qxd8ch Rxd8 25 Rxd8ch Kh7 26 Kxg2 White has no problems. Deduct five points for 23 . . . Rxd2?? 24 Nxe7ch and two points for 23 . . . Qe8 24 Nd6. If you saw that 23 Kxg2 lost a pawn to 23 . . . Qb7ch ! 24 Kg l Rxd4 and 25 . . . Rxd l ch and 26 . . . Qxb2, award yourself two bonus points.

27 b3 27 ...

a5

Two points. Black tries to open lines for his Rook. One point for 27 . . . Bg4, intending . . . Bj3. White could reply 28 Ne4 and if 28 . . . Qf5, 29 Nd6 . Similarly, 27 . . . Qb2 (one point) is met by 2 8 Qd2 . 27 . . . Rb4 and 27 . . . h5 are also worth a point each.

28 Nc4 28 ...

a4

Three points, but only if you saw that 29 bxa4 could be met by

Test Your Opening, Middlegame and Endgame vol. II 29 . . . Qc6 30 Ne3 Qxa4 with advantage. One point for 28 . . . Bg4 or 28 . . . Bf5 when White could answer 29 Qd6. Black is now ready to meet this by 29 . . . Qxd6 and 30 . . . axb3 winning a pawn. White threatened 29 Nxa5 so nothing else gains credit.

29 Ne3 29 ...

Qf3!

Five points. Black infiltrates and pins the Knight to defense of g2. 29 . . . Qc6 (one point), in contrast, could be met by 30 Nd5 ! Four points for 29 . . . axb3 only if you intended to reply to 30 axb3 with 30 . . . Qf3 ! By delaying the pawn exchange, Black gives himself an extra chance. One point for 29 . . . Qb2 when White puts a spoke in the wheel by 30 Qd6.

30 bxa4 30 ...

bonus point if you intended to play 30 . . . Re8 after 30 Qd6.

31 Qc2 31 ...

Four points. The passed pawn becomes suddenly dangerous, as 3 1 Qxc4 (3 1 Nxc4? ? Qg2 mate) i s refuted by 3 l . . .Rb2 . The immediate 30 . . . Rb2 (one point) is met by 3 1 Rd2 . Take a

Re8

Three points. Black gives himself the possibility of . . . Rxe3 and prepares the decisive maneuver. Nothing else gains credit - Black is a pawn down and must play accurately. He now has a forced winning sequence.

32 a5 32 ...

Bc8 !

Three points. Again, the only move to score - Black stops the a-pawn and threatens 3 3 . . . Bb7.

33 h4 33 •••

Bb7

One point. Black menaces 34 . . . Qh l mate and ties up the Knight again. Deduct five points if you chose 33 . . . Rxe3 allowing 34 Rd8ch, mating. Take two bonus points if you noticed that 33 Qxc4 and 3 3 Nxc4 both would have failed to 3 3 . . . Bb7, e.g. 33 Qc4, Bb7 34 Rd5 Rxe3 ! If you planned 33 . . . Re2 in reply to 3 3 Nd5, award yourself one more bonus point (34 Ne 7ch Kj8! or 34 Nf6ch gx/6 35 Rd8ch Kg7).

34 Kh2 34 ... c4 !

39

Be4

Three points. Black takes advantage of the fact that the White Queen must guardf.?.

35 Qd2 35 ...

c3

40

Test Your Opening, Middlegame and Endgame vol. II

One point. The passed pawn is pushed - with gain of time. (36 Qxc3? Qxf2ch 3 7 Kh3 Bj3!).

36 Qel 36 ...

f5

Two points. The threat of 3 7 . . .f4 forces White's Queen still further out of play. One point for 37 . . . c2 when 37 Rd2 ! Rb8 38 Rxc2 prolongs the game. 36 . . . Rb8 (two points) allows 37 Qxc3 Qxf2ch 38 Kh3 but then 3 8 ... Rb2 should be terminal.

37 Qfl 37 ...

Rb8

Two points. Black threatens 3 8 . . . Rb2. One point only for 3 7 . . . f4 3 8 Ng2 and 37 . . . c2 38 Rd2.

38 Nc4 38 ...

c2

One point. This is crushing.

39 Rcl 39 ...

Rbl

One point. In view of the threat of 40 . . . Rxc l 4 1 Qxc l Qg2 mate, White now resigned. Now Total Up Your Points: Over 7 1 Grandmaster 6 1 -7 1 International Master 5 1 -60 National Master 4 1 -50 Expert 3 1 -40 Class A 2 1 -30 Class B 1 1 -20 Class C 0- 1 0 Need more study

Test No. 8 You have White, alongside Grandmaster Viktor Korchnoi of

Switzerland. Your opponent is Soviet Grandmaster Lev Polug­ aevsky, and the game was played in round two of the USSR vs. Rest of the World match in London, 1 984, on board three. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves. Whenever you have made a Black move, STOP ! and try to work out White's reply. Keep track of your point awards and see how you grade at the end of the game.

London, 1984 White: V. Korchnoi Black: L. Polugaevsky Reti 1 NfJ Nf6 2 g3 d5 3 Bg2 c6 4 0-0 Bf5 Black defends with the London System, considered sound and solid against White's opening pattern.

5 d3 6 c4

h6 e6

Test Your Opening, Middlegame and Endgame vol. II Start Your Test Now!

10 ... 1 1 cxd5

7 Be3 Two points. An enterprising posting for the Bishop in contrast to the normal fianchetto. Two points also for 7 b3 , 7 Bf4 or 7 Nbd2, all good developing moves. One point for 7 cxd5, which is rather dull after 7 . . . exd5, but nothing for 7 Nc3 d4 gaining space, or for 7 Nd4 Bh7.

7 8 Qb3! ••.

Be7

Three points, plus a bonus point if you planned this when playing 7 Be3 , realizing that you had prevented 8 . . . Qb6, the most aggressive reply. White also pressurizes b 7 and d5. One point for 8 Nc3 or 8 Nbd2. Nothing else gains credit. Take a bonus point if you saw that 7 . . . Ng4 would be easily met by 8 Bd2 (8 Bd4 c5).

Qc8

8 ... 9 Nc3

More points. Two development aimed at Black's strong point on d5. One point for 9 Nbd2, but nothing for 9 cxd5 (9. Nxd5 or 9. . . exd5), which is premature. . .

9 ... 10 Rael

0-0

Two points. The whole idea of White's plan is the vis-a-vis of his Rook with the Black Queen on the c-file. One point for either 10 cxd5 exd5 (JO . . cxd5 J J Rael Nc6 1 2 Nd4), or 10 Rfc l (right idea, wrong Rook). .

41

Bh7

Two points. The time is ripe to open lines. 1 1 Rc2 and 1 1 Rfd l gain one point each ( 1 J . . . Nbd7!), but deduct three points for 1 1 Nd4?? e5 and 1 2 . . . d4, winning a piece. Give yourself a bonus point if you spotted that 10 . . . Nbd7 would have been bad due to 1 1 Nd4 Bh7? 12 cxd5 exd5 13 Nxd5, winning a pawn.

1 1 ... 12 Ne5

exd5

Four points, provided you had seen that White threatens 1 3 Nxd5 and can refute 1 2 . . . Nbd7 by 1 3 Bh3 ! winning a pawn (if not, take only one point). 1 2 Nb5 (one point) could be met by 1 2 . . . Nbd7 (12. . . a6 13 Na 7!), and if 1 3 Nxa7 Qb8. One point also for 1 2 Nd4 when 12 . . . Qd7, planning . . Na6 is solid. .

12 ... 13 Bd4

Bd6

Two points. A beautifully centralized post for the Bishop - if 1 3 . . . c5, simply 14 Nxd5 . 1 3 f4 or 13 Bf4 earns one point, but nothing for the static 1 3 d4. Deduct two points if you played 1 3 N or Bxd5, losing to 1 3 . . . Bxe5 .

13 ... 14 e4

Bc7

revealing Three points; another facet of his last move, and opening up the game for his better­ �laced pieces. 14 f4, consolidating, 1s worth two points, while 14 Na4

42

Test Your Opening, Middlegame and Endgame vol. II

(one point) is adequately met by 14 . . . Na6 .

17 . . . N7c5 1 8 Bxc8 Nxb3 1 9 Bxb7 ! One point for 1 7 f4, or 17 Qa3 but only if you planned 17 Qa3 b5 1 8 Nxb5 (18 Na5 b4) 1 8 . . . cxb5 1 9 Nd6 which Black can survive after 19 . . . Bxd6 ( 1 9. . . b4 20 Qa4) 20 Qxd6 Qb7 2 1 e5 Be4 22 Bxe4 Qxe4 23 Qxd7 Rfd8. Nothing for 17 e5, allowing 17 . . . N6c5 eyeing d3 or l 7 . . . Bd3 .

1 7 ... 18 Qa3

1 4 ... 15 dxe4

dxe4

One point; naturally White does not allow any simplification by a piece recapture - the Bh 7 will remain out of play. Nothing else scores.

15 ... 16 Nc4

Na6

White points. Three menaces 1 7 Bxf6 or 17 e5 and at the same time meets the threat of 16 . . . c5 ( How would you have answered 1 5 . . . c5? Take a bonus point for either 16 Nb5 or 16 Nd5 with advantage). 16 f4 is worth two points; 1 6 Nd3 , allowing simplifi­ cation by 16 . . . Rd8, merits one point.

16 ... 1 7 a4

Nd7

Three points. Black's pieces are poorly placed, and this prevents any counterplay based on the advance of the b 7 pawn. Two points for 1 7 Bh3 if you saw

N6c5

Four points. White attacks the Knight and keeps d3 under observation. After 18 Qc2 or 1 8 Qd l (three points) Black could play 18 . . . a5, anchoring his Knight, while 18 Qa2 (one point) allows 18 . . . Nd3-b4 and . . . a5. Nothing for 18 Bxc5, relinquishing the two Bishops and freeing Black's game. If you played 19 Qb4 ?? Nd3 deduct three points. Take a bonus point for seeing that 18 . . . Nd3 19 Rcd l N3e5 20 Ne3 , menacing 2 1 f4, does not help Black.

18 ... 19 Be3

Ne6

One point. You should have found this after our comment about keeping the two Bishops !

19 ... Nb6 (See next diagram)

Test Your Opening, Middlegame and Endgame vol. II

43

One point. White gains the advantage of the two bishops in an open position with play on both sides of the board. Other moves let Black off lightly. Deduct two points if you overlooked that Black menaced 22 . . . cxd5 in earnest now.

22 ... 23 b4

20 Nd5 ! Six points. This threatens 2 1 Ne7ch, and ensures White of the Bishop pair or material gain. If 20 . . . cxd5 2 1 exd5 Ng5 (21 . . . Nxc4 22 Rxc4; 21 . . . Qb8 22 dxe6.fxe6 23 Nxb6 Bxb6 24 Bxb6 axb6 25 Qe 7) 22 Nxb6 axb6 23 d6 Bxd6 24 Qxd6 with overwhelming pressure against Black's Queenside pawns. Take only four points if you had not seen all of this. (Honest, now ! ). 20 Nxb6 gains three points (20. . . axb6!), 2 0 Nd2 two points. Only one point, however, for 20 Nd6, Bxd6 2 1 Qxd6 Nc4 with welcome simplification for Black.

20 21 Rxc4 •.•

Nxc4

One point. Nothing for 2 1 Ne7ch Kh8 when 22 Nxc8? loses a piece, while 2 1 Nxc7?? loses five points (21 . . . Nxa3). If you planned to meet 20 . . . Nxd5 with simply 2 1 exd5 cxd5 2 2 Bxd5 with strong positional pressure, award yourself a bonus point.

21 ... 22 Nxc7

Qd8

Qxc7

Three points. White keeps up the pressure by threatening 24 b5. 23 f4 intending 24 f5 is also worth three points, while 23 a5 gaining more space earns two points. One point only for 23 Rd l , when Black will be able to contest the open file adequately by 23 . . . Rfd8. Take a bonus point if you saw that 22 . . . Nxc7 would have allowed 23 Rd4 ! seizing control of the d-file.

23 ... 24 Qc3

Qe7

Two points. White unpins the b-pawn while maintaining pressure down the c-file and seizing the long black diagonal. 24 f4 merits two points, as 24 . . . a5 25 Qb3 axb4 26 Rxb4 would put Black's b-pawn under pressure. One point for 24 a5, 24 Rd l or 24 Rfc l .

2 4 ... 25 f4

Rfd8

Three points. By menacing -f6 (Now we see why the Rfl was f5 left at home), White forces a weakening of Black's Kingside. Two points for 25 b5, when 25 . . . cxb5 is not bad for Black. One point for 25 a5 (25. . . a6!) or 2 5 Rfc l , but deduct a point fo r 25 e5?

44

Test Your Opening, Middlegame and Endgame vol. II

Bd3 winning the exchange.

25 ... 26 b5

f6

Three points. It is best to play this at once before Black has time for . . . a6. He could eliminate another pawn and obtain an open file for his Rook. One point for 26 a5 or 26 Qb3 intending 27 f5, but nothing for 26 f5 Ng5 ! when Black intends 27 . . . Nf7-e5.

26 ... 27 axb5 One point. reasonable reply.

27 ... 28 Rc8ch

cxb5 The

30 Qc4ch only

Rd7

Two points. Simplification is in White's favor. Two points also for 28 Ra l , which likewise picks up the a pawn. One point only for 28 Ra4 - Black responds 28 . . . Qd6 !

Two points. The immediate 30 Bxa7 also earns two points (30. . . Bxe4? 31 Bc5!). Take a bonus point if you spotted that the tempting 30 Bc5 (no points) could be met by 30 . . . Rc7 ! holding on. Another bonus point for seeing 29 . . . Rd8 30 Qc4 ! threatening 3 1 f5 as well as 3 1 Bxa7.

30 Qe6 31 Qxe6ch •••

Rxc8 28 ... 29 Qxc8ch One point, plus a bonus point if you intended meeting 28 . . . Rd8 by 29 Rxa8 - not 29 Rxd8ch Nxd8 ! - 29 . . . Rxa8 30 Ra l (30. . . b6: 3 1 Bxb6) .

29 ... Nf8 (See next diagram)

One point.

Nothing else

scores.

31 ... 32 Bxa7

Nxe6

One point. White wins a pawn without compensation.

32 33 Bh3 ! ..•

Nd4

Three points. This ties up the Black pieces while White builds up his final attack. Black threatened 3 3 . . . Nxb5 . One point for 33 Bxd4; after 33 . . . Rxd4 Black menaces 34 . . . Bxe4 and 34 . . . Rb4 with drawing chances. One point only for 33 b6, which would leave the Ba7 out of play. Deduct five

Test Your Opening, Middlegame and Endgame vol. II points for 33 Re l and four for 3 3 Rd l , which would have been met How would you by 3 3 . . . Ne2ch. have answered 3 2 . . . Rd2? Give yourself a bonus point for 33 Re l ! , maintaining control.

33 ... 34 Kf2

Ne2ch

One point. White improves his King position while attacking two pieces. A bonus point for seeing 3 3 . . . Rd8 34 Bb6 Rd6 3 5 Bc7.

34 ... 35 Ke3

Rd2

One point. More of the same Black threatened 3 5 . . . Nxf4ch.

35 ... 36 Be6ch

Rb2

One point. 36 Rf2 ! (three points) would have won a piece and compelled instant resignation (36. . . Ra2 3 7 Be6ch). The players were short of time.

36 ... 37 Rdl

Kh8

One point. Again 37 Rf2 (two points) is stronger. Take a bonus point if you saw 36 . . . Kf8? 37 Bc5ch Ke8 3 8 Ra l , mating.

g5 37 ... 38 Rd8ch One point. Both 38 fxg5 intending 39 Rd2, and 38 Rd2 are as good and earn one point here.

38 ... 39 Bc5

Kg7

One point. 39 Rd7ch, 39 Rd2 , and 3 9 fxg5 also merit one point.

39 ... 40 gxf4

45

gxf4ch

One point.

40 ...

Bg6

And Black lost on time. White has many wins, e.g. 4 1 Bf8ch Kh7 (41 . . . KhB 42 Ba3ch ) 42 Rd7ch Kh8 43 Bg7ch Kh7 44 Bxf6 ch. Now Total Up Your Points: Over 75 Grandmaster 65-75 International Master 55-64 National Master ./ 45-54 Expert 35-44 Class A 25-34 Class B 1 5 -24 Class C 0- 1 4 Need more study

Test No. 9 You have White, alongside West German Grandmaster Erik Lobron. Your opponent is Bulgarian Grandmaster Georgi Tringov. The game is from the European Team Championship. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves. Whenever you have made a Black move, STOP ! and try to work out White's reply. Keep track of your point awards and see how you grade at the end of the game.

Plovdiv, 1983 White: E. Lobron Black: G. Tringov

Test Your Opening, Middlegame and Endgame vol. II

46

Sicilian Defense 1 e4 c5 2 Nf3 d6 3 d4 cxd4 4 Nxd4 Nf6 5 Nc3 a6 The long-time popularity of the Najdorf Variation attests to its counter-punching qualities.

points. White Two anticipates the attack against e4 corning via . . . b4 and/or . . Bb 7, while preparing to castle long or play Rd l . Two points also for 8 Bd3 . Only one point for the passive 8 a3 . Other moves fail to secure e4 and do not score. .

8 ... 9 Bd3

Bb7

Two points. White must still pay attention to the threatened . . . b5-b4, and reinforces his e4 pawn. No credit for 8 a3 , which is now too passive.

9 ... 10 g4

6 Be3 Two points for this, one of White's less-used choices, as well as for 6 Bc4, 6 Bg5, 6 f4, 6 g3 and 6 Be2 .

6 ...

e6

This transposes into the Scheveningen Variation, while 6 . . . e5 retains the unique character of 6 Be3 .

7 f4 Two points. Since White has chosen to post his Bishop at e3, there is no need to keep the diagonal to g5 open. The text visualizes central control (e5) as well as the thematic advance of this pawn as an agent of Kingside attack.

7 ... 8 Qf3

b5

Nbd7

Two points. The most aggressive continuation, threat­ ening to drive the N/6 back by g4g5. Only one point for the slower moves 10 a3 , 10 0-0-0 and 1 0 0-0. Each performs a certain task, but sets Black less problems than the text.

10 . . .

Nc5

Departing from the path of Micayabas-Browne, New York, 1 984, which went 10 . . . b4 1 1 Nce2 e5 12 Nb3 exf4 and Black soon equalized.

1 1 g5 Two points. Black's last move renewed his threat of . . . b5-b4 by adding an attacker to his pressure against e4. The only other move to consider is, again, the quiet 1 1 a3 (one grudging point) which meets the immediate threat, but does nothing else for White.

11

...

Nfd7

Test Your Opening, Middlegame and Endgame vol. II

47

moves of the King's Rook) which meet the threat of 14 . . . dxe4 1 5 Nxe4 f5 .

b4

1 4 ... 15 axb4

Two points. One point for 15 N3e2, the only other move to score.

15 ... 16 cxd3

Nxd3ch

One point. reasonable move.

1 2 a3 Three points. l 1 . . .Nfd7 is an attempt to improve on the "book" move 1 1 . . .b4, so White prevents . b5-b4 followed by . . . d6-d5 while reserving all options on the placing of his King. One point for 12 0-0-0 or 1 2 0-0 or 1 2 h4, when Black can obtain good play by 1 2 . . . b5-b4. Nothing for 1 2 f5, allowing 1 2 . . . Ne5, or 1 2 . . . b4, allowing 12 . . . Nxd3 ch 1 3 cxd3 d5 ! 1 2 Rg l also merits one point. . .

12 ... 13 h4

Rc8

Two points. 1 3 0-0 and 1 3 Rg l still merit one point, but deduct two points for 1 3 b4 ?? Nxd3ch 14 cxd3 Rxc3 .

13 ... 14 e5

d5

Two points. White shuts the Bb 7 out of the game. 14 exd5 (one point) is met by 14 . . . Nxd3ch ( 1 4 . . . Nb 6 1 5 Nc6 i s less clear) 1 5 cxd3 Rxc3 16 bxc3 Bxd5 . Take a bonus point if you saw this variation. One point for 14 0-0, 14 Rg l (or other

16 ... 17 Ke2 !

The

only

Bxb4

Four points. White links his Rooks, unpins the Nc3 and defends his d3 pawn. If Black grabs the offered pawn by 1 7 . . . Bxc3 1 8 bxc3 Rxc3 1 9 Bd2 ! Rc8 20 Rhb 1 gives White a strong initiative - he has a grip on the dark squares, and Ba5 and Bb4 are in the air. 17 0-0 (Two points) would be equally effective if Black accepted the proffered pawn, but the King's Rook is better placed on h I if it is declined. 17 Kf2 (Two points) leaves the d3 pawn en prise with check after 17 . . . Nc5 . 1 7 Kd2 (Two points) leaves the Nc3 pinned, and allows 17 . . . Qb6 (18 N4b5? Qxb5). One point only for moves which defend the Nc3 but lose the initiative, e.g. 17 Re l Qa5 ! ; 1 7 Bd2 Qb6, or 1 7 N4e2 Nc5 .

17 . 18 h5 ..

King

0-0

Two points. Now the Black has committed himself,

48

Test Your Opening, Middlegame and Endgame vol. II

White wastes no time in opening lines. 1 8 Nd l planning to bring the Knight to the Kingside merits one point. Deduct a point for 1 8 f5? allowing 1 8 . . . Nxe5, e.g. 1 9 Qg3 Nc6. Bc5 18 ...

19 g6 Four points. White cal­ culates he can ignore Black's counterplay. The preventive 1 9 Na4 gains one point; Black could reply 1 9 . . . Bxd4 20 Bxd4 Bc6 or 20 . . . Rc2ch with some activity. Deduct two points for the positional blunder 1 9 h6? allowing Black to block the Kingside with 1 9 . . . g6. How would you have met 1 8 . . . Bxc3 1 9 bxc3 Rxc3 ? If you planned 20 Bd2 Rc8 2 1 g6 with a strong attack, take a bonus point.

19 20 h6! ••.

Qb6

Five points. White ensures an open h-file. 20 gxh7ch (two points) is premature - Black can reply 20 . . . Kxh7 (or even 20. . . Kh8), when 2 1 h6 g6 gets White

nowhere. 20 gxf7ch deserves no credit - 20 . . . Rxf7 with the additional threat of 2 1 . . .Nxe5 . 20 Na4 is worth five points if you intended to follow up with 20 . . . Qb4 2 1 h6 ! (21 Nxc5? Qxb2ch or 21 Nc2? Qb3). Nothing for 20 Nc2? Qxb2 or 20 Qf2 when Black has a choice of 20 . . . Qxb2ch 2 1 Bd2 Qb6, 20 . . . fxg6 and 2 0. . . Bxd4 . Deduct three points if you was Black overlooked that threatening to win a piece by 20 . . . Bxd4. How did you intend to meet (a) 1 9 . . . fxg6 and (b) 1 9 . . . Bxd4? Take up to five bonus points in accordance with how much you had seen of: (a) 20 Nxe6 winning the exchange, as 20 . . . Nxe5? 2 1 Nxd8 Nxf3 22 Nxb7 wins; {b) 20 gxh7ch Kxh7 2 1 Bxd4 Nc5 22 Rag l Nb3 23 Qe3 with advantage.

20 ... 21 hxg7

fxg6

Two points. In view of the threats of 2 1 . . .Bxd4 and 2 1 . . .Nxe5 White must act quickly - 2 1 Qh3 (two points) is equally good. Take up to three bonus points if you saw: 1 ) 20 . . . Bxd4 2 1 gxh7ch Kh8 22 hxg7ch Kxg7 23 h8=Qch; 2) 20 . . . Qxb2ch 2 1 Bd2 fxg6 22 Rhb l ; 3 ) 2 0. . . hxg6 2 1 Qh3 .

2 1 ... 22 Na4

Rf5

Four points. The most accurate. 22 Nxf5 (three points)

Test Your Opening, Middlegame and Endgame vol. II gives Black chances for the exchange after 22 . . . exf5 with threats of 23 . . . d4 and 23 . . . Qxb2ch, or he can try 22 . . . Bxe3?! . Nothing for 22 Qh3 Rh5 ! 23 Qxe6ch Qxe6 24 Nxe6 Rxh l 25 Rx h l d4 ! Take a bonus point for each of the following defenses you saw: l ) 2 l . . .Nxe5 22 gxIB=Qch Rxf8 23 Qh3 ; 2) 2 l . . .Kxg7 22 Qh3 threatening 23 Qxh7 mate and 23 Nxe6ch; 3) 2 l . . .Rf7 22 Na4 Qb4 23 Rxh7 ! Bxd4 (23. . . Kxh 7 24 Qh3ch Kxg7 25 Nxe6ch Kg8 26 Rhl) 24 Qh3 Rc2ch (24 . . . Rxg7 25 Qxe6chi) 25 Kd l .

2 2 ... 23 Qh3

Qb4

Three points, but only if you saw 23 . . . Rh5 24 Qxe6ch Kxg7 25 Rxh5 gxh5 (25. . . Bxd4 26 Rxh 7chl) 26 Rg l ch Kh8 27 Qfl, mating. 23 Nxf5 (one point) allows Black to throw a spanner in the works by 23 . . . d4 !

23 24 Nxf5 .••

h5

Two points. White's attack can go no further, so he grabs the exchange, with a decisive material advantage. Nothing else scores.

24 ... 25 Bd2

exf5

Two points. 25 Rhc 1 also me rits two points, as 25 . . . Bxe3 26 Rxc8ch Bxc8 27 Qxe3 only helps White. Nothing for 25 e6 Bxe3 26 Qxe3 (deduct four points if you planned 26 exd7 allowing

26. . . Rc2chi mating) Qd2 Qe7.

25

•..

26 . . . d4

49 27

Qb5

26 Rhcl Three points. White re­ moves the Rook from the long diagonal and contests the open c­ file. 26 Nxc5 earns two points both 26 . . . Nxc5 and 26 . . . Rxc5 give Black counterplay. One point for 26 Qg3 hoping for 26 . . . Kxg7 27 Rxh5 . Black does better with 26 . . . Rc6. How would you have met 25 . . . Qd4? Tak� a bonus point if you intended 26 Qg3 ! menacing both 27 Bc3 and 27 Qxg6.

26 27 Nxc5 .•.

d4

Two points, plus a bonus point if you saw that the plausible 27 e6 (no points) failed to 27 . . . Re8 28 Nxc5 Nxc5 29 Ra5 Rxe6ch. One point for 27 Qg3 .

27 ... 28 Ra5

Rxc5

No points! In time trouble, White misses the crushing 28 e6

50

Test Your Opening, Middlegame and Endgame vol. II

(28 . Rxcl 29 exd7, while 28. . . N moves fail to 29 Ra5). Three points for 28 e6. Take a bonus point if you intended to meet the better 27 . . . Nxc5 by 28 Ra5 Qb6 29 b4, forcing favorable simplification. . .

28 ... 29 R5xc5

Qb6

Two points. The only consistent follow-up, as 29 R l xc5 leaves his other Rook misplaced.

29 ... 30 Qh4 !

Nxc5

Three points. White can now infiltrate on the dark squares. 30 b4 (one point) is far less incisive after 30 . . . Nb3 . Two points for 30 Rc4. Give yourself three bonus points if you saw 30 . . . Qc6 would now fail to 3 1 Qd8ch Kxg7 32 Qf6ch winning a piece.

30 ... 31 Qe7!

Nxd3

Two points, avoiding a last trap of 3 1 Kxd3 ? - deduct two points for this - when 3 1 . . .Qb5ch or 3 1 . . . Qb3ch gives Black perpetual check. Award yourself a bonus point if you planned this when playing 30 Qh4.

31 ... 32 Bxcl

Nxclch

One point. 32 Kfl Qb5ch (or 32. . . Bg2ch 33 Kxg2 Qb8 34 e6) 33 Kg l Ne2ch 34 Kh2 also scores a point.

32 ... 33 Kf2

Two points. A bonus point for seeing 32 . . . d3ch 33 Kfl ! Bg2ch 34 Kxg2 Qc6ch 35 Kh2 Qc2ch 36 Kh3 . Two points for 3 3 Kxf3 , if you saw that White can avoid the perpetual after 33 . . . Qb3ch by 34 Kf2 Qc2ch 3 5 Kg3 h4ch 36 Kh3 Qd3ch 37 Kxh4 .

33 ... 34 Kxf3

d3ch

One point. The only sensible move.

34 ... 35 Kg3

Qc6ch

One point. A point for 3 5 Kf2 also.

35 ... 36 Qxh4

h4ch

One point. One point also for 36 Kxh4 Qh l ch 3 7 Kg5 Qg l ch 38 Kh6 or 38 Kf6 which also wins. 36 Kh2 Qc2ch 3 7 Kh3 also scores a point.

Qxcl 36 ... 37 Qh8ch One point. Faced with mate in two, Black resigned. Now Total Up Your Points: Over 70 Grandmaster 6 1 -70 International Master 55-60 National Master 45-54 Expert 34-44 Class A 23-33 Class B 1 3 -22 Class C 0- 1 2 Need more study

Bf3ch Test No. 10

Test Your Opening, Middlegame and Endgame vol. II You have White, alongside Rafael Grandmaster Soviet Vaganyan. Your opponent is West Grandmaster Robert German Hilbner. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves. Whenever you have made a Black move, STOP ! and try to work out White's reply. Keep track of your point awards and see how you grade at the end of the game.

Tilburg, 1983 White: R. Vaganyan Black: R. Hilbner Queen's Gambit Accepted 1 d4 d5 2 c4 dxc4 3 Nc3 e5 4 e3 exd4 5 exd4 Nf6 6 Bxc4 Be7

51

puts his King's Knight on its most active square for an isolated d­ pawn position. 7 Nge2, 7 Bg5 , and 7 Bf4 are also good developing moves and merit one point each.

7 8 0-0 •••

0-0

Two points. 8 h3 (one point) is often played, but the game Henley-Dlugy, New York 1 983, showed that 8 . . . Bg4 need not be feared: 9 h3 Bh5 (9. . . Bxj3 1 0 Qxf3 Qxd4 1 1 Qxb 7 is better for White) 10 g4 Bg6 1 1 Ne5 (White has a strong attack on j7) l l . . .c6? 1 2 f4 b5 1 3 Bb3 b4 1 4 f5 bxc3 1 5 fxg6 hxg6 1 6 bxc3 Nd5 1 7 Qf3 Bf6 1 8 Ba3 Re8 1 9 Rae l Bxe5 2 0 Qxf7ch Kh8 2 1 Rxe5 Rxe5 22 Qf8ch Qxf8 23 Rxf8 ch Resigns. 8 Bf4 and 8 Bg5 again merit one point.

8 ... 9 Rel

Nbd7

Three points. White seizes the open file, pressurizing e 7. Two points each for 9 Bb3 , 9 Bg5 and 9 Bf4 which are less flexible.

9 ... 10 Bb3

Start Your Test Now!

7 Nf3 Two points, plus a bonus point if you saw that 7 . . . Bg4? would lose a pawn to 8 Bxf7ch ! Kxf7 9 Ne5ch and 1 0 Nxg4. White

Nb6

Three points. The most active square for the Bishop, preventing a Black Knight from settling on d5 . Against 10 Bd3 (two points) Black could reply 10 . . . Bg4 and if 1 1 h3 , Bh5 1 2 g4 Bg6 when Henley's plan would not work as Black is ready to exchange Bishops. 10 Bfl earns one point. (White should retain this Bishop). Deduct five points if you

Test Your Opening, Middlegame and Endgame vol. II

52

overlooked threatened.

that

10 ... 1 1 Bg5

10 . . . Nxc4

was

c6

Two points. White keeps up the pressure on e 7. 1 1 Bf4 and 1 1 Ne5 earn two points also.

1 1 ... 12 Qd3

Bg4

Two points - White unpins his Knight and threatens 13 Ne5 . 1 2 h3 (two points) is equally effective, though h3 might become a useful square for a Rook.

1 2 ... 13 QxtJ

BxtJ

One point, provided you saw that 1 3 . . . Qxd4? would now fail to 14 Rxe7. Nothing for 1 3 gxf3 , ruining White's King defenses without compensation. If you chose 1 3 B xf6? deduct a point, as 1 3 . . . Bxf6 14 Qxf3 Qxd4 wins a pawn.

13

•••

Nfd5

Rxe7?! (two points) is very speculative after 14 . . . Nxe7 1 5 Re l N6c8 16 Ne4 Qd7 ! One point for 14 Nxd5, which allows Black to obtain opposite colored Bishops by 14 . . . Bxg5, but nothing for time­ losing retreats of the Bg5 . Deduct a point for 14 Bxd5? Bxg5 which wins Black the d4 pawn. How did you intend to meet 1 3 . . . Nbd5? Take up to three bonus points if you saw 14 Nxd5 cxd5 (14. . . Nxd5? 15 Rxe 7! Nxe 7 16 Rel ) 1 5 Rad l winning the d5 pawn by the threat of 16 Bxf6.

14 ... 15 Re5 !

Four points. White prevents a Knight returning to occupy the blockading square d5, and prepares to double Rooks or switch his Re5 to the Kingside. Two points for 1 5 Rad l , 1 5 Re4, 1 5 Re3 or 1 5 Re2, one point for 1 5 g3 or 1 5 h3 , safeguarding the back rank while waiting to see Black's plan.

15 ... 16 Re4

14 Bxe7 Three points. White forces the Black Knight back from d5. 1 4

Nxe7

Ng6

One point, plus a bonus point if you planned this when playing 1 5 Re5 . Black's Knight has been decoyed to a poo r square on g6, but he threatened 16 . . . Qxd4 . Deduct two points for 1 6 Rf5? Nh4, three points if you missed the threat of 16 . . . Nxe5 . Take another bonus point if you intended to meet 1 5 . . . Nd7 by 16 Rg5 .

16 ... 1 7 Rdl

Nd7

Test Your Opening, Middlegame and Endgame vol. I I Two points. White brings his last piece into play, freeing his Re4 from the defense of the d4 pawn, and preparing a possible d4d5. 1 7 d5 gains no credit, as 17 . . . Nc5 is a fork greatly easing Black's problems. One point for 1 7 Re3 , anticipating 1 7 . . . Nf6, but nothing for 1 7 Rae l Nf6, winning the d4 pawn or the exchange. Take a bonus point if you had seen that an attempt to contest the e-file by 1 6 . . . Qd7 1 7 Rae l Rae8 would have failed due to 1 8 Rxe8 Rxe8 1 9 Qxf7ch ! Qxf7 20 Rxe8ch.

17 ... 18 Re3

Qa5

Three points. The Rook has served its purpose on e4 and now moves to a less vulnerable square, preparing to meet 1 8 . . . Nf6 with 1 9 d 5 ( a bonus point for planning this). Two points for 18 R i e l when 1 8 . . . Nf6 followed by 1 9 . . . Qh5 limits White's edge. 1 8 g3 merits one point. Take a bonus point if you intended to meet the better 17 . . . Nf6 by 1 8 Re3 , e.g. 1 8 . . . Qc7 1 9 d5 .

18 ... 19 Ne4

Rad8

Two points. White threatens 20 Nd6 with a double attack on j7 and b 7, at the same time preventing 19 . . . Nf6. 19 d5 deserves one point only - 19 . . . Nc5 would be an adequate reply, e.g. 20 dxc6 Nxb3 2 1 axb3 Rxd l ch 22 Nxd l bxc6 23 Qxc6 Qd2.

19 ... 20 h4!

Qc7

53

Five points for this combination of attack and defense, but only if you saw that 20 . . . Nxh4 2 1 Qh5 Ng6 (21. . . Qf4 22 g3) 22 Rh3 h6 23 Qxg6 wins. Take a bonus point if you realized that 20 . . . Qf4 would lose a pawn to 2 1 h5 ! Qxf3 22 Rxf3 Ne7 2 3 Nd6. 20 g3 is worth two points, while 20 d5 (one point) could now be met by 20 . . . N7e5 followed by 2 1 . . .cxd5 . 20 Ng5 (one point) would allow 20 . . . Nf6, reestablishing control of d5. Black now attends to the threat of 2 1 h5-h6.

20 ...

h6

21 Qg4 White points. Three threatens 22 Qxg6 and 22 Rg3 . 2 1 h5 (three points) is equally effective, though giving Black fewer ways to go wrong. Nothing for other moves, as White now has a decisive attack.

2 1 ,,. 22 h5

Kh8

Two points. 22 Rg3 (two points) is just as good. Take a

54

Test Your Opening, Middlegame an d Endgame vol. II

bonus point if you considered 22 Bxf7 and rejected it because of 22 . . . N7e5 ! 23 dxe5 Nxe5 24 Rxd8 Qxd8 25 Qg3 Nxf7.

22 ... 23 Rg3

Nf4

One point- you should have found this after reading the previous notes. Give yourself a bonus point if you saw that 22 . . . Qf4 23 Qxf4 Nxf4 24 Nd6 would win a pawn. The threat of 24 Qxg7 mate now forces Black to weaken his Kingside - 23 . . . Rg8 would fail to 24 Bxf7 .

23 ... 24 hxg6

g5

Two points. Deduct a point for 24 Nxg5? hxg5 25 Qxg5 Ne2ch ! 26 Kh2 Nxg3 27 Qh6ch Kg8 28 Qg6ch when White has only perpetual check. Black threatened 24 . . . f5 so other moves earn no credit.

24 25 Rel ..•

fxg6

Three points, but only if you realized that White threatens 26 Ng5 ! and if 26 . . . hxg5? 27 Rh3ch Nxh3ch 28 Qxh3ch Kg7 29 Re7ch mating. White also frees his Queen from guarding e2 . 25 Qh4 is worth two points Black could struggle on by 25 . . . Ne2ch 26 Kh2 Kg7 or 26 . . . h5 (26. . . Nxg3 ? 2 7 Qxh6 mate). One point for 25 d5 . Rde8 25 . 26 R3e3

Two points. White unpins his Knight and prepares to seize the King's file, simultaneously menacing 27 g3 . Nothing else scores.

26 ... 27 Nc5

Nb6

Two points. The simplest, as 27 . . . Rxe3 28 fxe3 wins the g6 pawn. 27 Nc3 (one point) is not as accurate, as Black has possibilities of . . . Nd3 in some lines. Two bonus points if you planned to meet the better 26 . . . Kg7 by 27 Ng5 ! , e.g. 27 . . . Rxe3 (27. . . hxg5 28 Rxe8) 28 Rxe3 Nf6 29 Qxf4 ! Qxf4 30 Ne6ch.

27 ... 28 Qxf4!

Qc8

Two points. White wins a piece. 28 Rxe8 is equally efficient and gains two points (28. . . Qxg4 29 Rxj8 ch Kg7 30 Rj7ch and 31 Re8 mate). Black now resigned, as 28 . . . Rxf4 (28. . . Rxe3 29 Qxh6 mate) 29 Rxe8ch is hopeless for him. Now Total Up Your Points: Over 55 Grandmaster 50-54 International Master 40-49 National Master 30-3 9 Expert 23-29 Class A 1 7-23 Class B 10- 1 7 Class C 0- 1 6 Need more study

..

Test No. 1 1 You have White, alongside World Champion Anatoly Karpov,

Test Your Opening, Middlegame and Endgame vol. II in the 1 976 USSR Championship. Your opponent is Josif Dorfman, tournament leader after 7 rounds. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves. Whenever you have made a Black move, STOP ! and try to work out White's reply. Keep track of your point awards and see how you grade at the end of the game.

Moscow, 1976 White: A. Karpov Black: J. Dorfman Sicilian Defense 1 e4 c5 2 NO d6 3 d4 cxd4 4 Nxd4 Nf6 5 Nc3 e6

55

7 g5 When Black does not this move (6. . . h6), prevent experience has shown it to be White's best choice. Two points if you agreed. Also take two points for the alternative 7 h4, and for 7 Rg l , which often transposes into the 7 g5 and 7 h4 lines. One point for 7 Bg2, which leads only to equal play. No credit for other moves.

7 ... 8 h4

Nfd7

Two points for this, and for 8 Rg l . No credit for 8 Qg4, which is a premature placement of the lady, nor for other moves.

8 .. 9 Be3 .

Nc6

Two points. The text is superior to other moves, since the Nd4 needs reinforcement, and others gain no credit.

9 ... 10 Qe2

a6

Two points for this, and for 10 Qd2, which also leads to a White advantage.

10 ... 1 1 0-0-0 Start Your Test Now! 6 g4 Two points. Karpov chooses the sharp Keres Attack. There is a large number of good choices for White. Take two points for 6 Be2, 6 Bc4, 6 Be3 , 6 Bg5, 6 g3 and 6 f4 .

6 ...

Be7

Qc7

Two points for this, the strongest reply. Did White's last move tip you off to the intended long castling? One point for 1 1 Bg2, which is less flexible than the game move, and blocks the g-file in the bargain.

1 1 ... 1 2 Nxc6

b5

56

Test Your Opening, Middlegame and Endgame vol. II

Now that Black has removed pawn support of c6 and cannot recapture in such a way as to strengthen d5, White makes this exchange, which earns two points. A single point for 12 Bg2, for reasons given above, and for 1 2 Bh3 . No credit fo r the passive 1 2 a3 , which gives Black a target for his b5 pawn to hit, nor for other moves.

1 2 ...

Qxc6

14 Nd5 Three points. One point only for the passive 14 Nb l . Nothing for 14 Bxg7 which loses simply to 14 . . . Rg8 1 5 Nd5 Rxg7 . A bonus point if you realized that 1 3 . . . Bb7 14 a3 and 1 3 . . . e5 14 Be3 followed by Nd5 were good for White.

14 ... 15 Bxg7

exd5

The simplest (five points). If you played 1 5 exd5 intending 1 5 . . . Qxd5 16 Bxg7 deduct two points, as this loses to 16 . . . Qxh l 1 7 Re l (1 7 Bxh8 gives Black too much time to consolidate with the extra piece) 17 . . . Ne5 18 Bxe5 dxe5 1 9 Qxe5 0-0 ! . If you played 1 5 exd5 intending 1 5 . . . Qxd5 1 6 Bf6 ! ? score two points.

15 ... 16 exd5

Rg8

One point. Karpov starts to pick up pawns for his piece.

13 Bd4 A hard move to find, striking at g7 and earning three points. If now 1 3 . . . e5, Black has weakened d5 and f5 and White simply returns his Bishop to e3 . If 1 3 . . . Bf8 or 1 3 . . . Rg8 or 1 3 . . . Kf8, Black delays or forfeits Kingside castling; White did a great deal with 1 3 Bd4 ! For the less aggressive 1 3 Qg4, clearing e2 for the Knight's retreat, score one point. A single point for 1 3 f3 , defending e 4 against the corning b5-b4, and for 1 3 Bg2 to the same purpose. No credit for other moves.

13 ...

b4

16 ... 1 7 Bf6!

Qc7

Five points. N o other move deserves credit, but two bonus points if you rejected 1 7 Re l Ne5 18 Bxe5 dxe5 19 Qxe5 as losing for White, who must keep the Queens on the board to maintain the attack.

1 7 ... 18 Bxe5

Ne5

Three points. No other move scores. If you played 1 8 f4? deduct two points as 1 8 . . . Bg4 ! wins for Black.

18 ...

dxe5

Test Your Opening, Middlegame and Endgame vol. II

22 . . . Qxc2 mate, deduct six points.

1 9 f4 ! Five points, but only if you saw 19 . . . exf4? 20 d6. Nothing else will do. Karpov must play actively to exploit Black's difficulties in development.

19 ...

Bf5

22 ... 23 Rld3!

20 Bh3 ! Five points. Accurate as ever, Karpov improves his position while reducing Black's pressure on the c-file. Score two points for 20 fxe5, but only if you were going to answer 20 . . . Rc8 with 2 1 Rh2 (21 Rd2? allows 21 . . b3! 22 axb3 Bb4! and suddenly White is in trouble) . Deduct five points for 20 Qxe5? Qxc2 mate. .

20 ... 21 Rxh3

Bxh3

One point.

Rc8 !

Two points. At long last. One point for 22 b3 . Nothing else scores, e.g. 22 R3d3 e4 ! , and, if you played 22 Qxa6?? allowing

Qc4 !

Three points. Excellent judgment from White. If the Queens are exchanged, his King becomes much less critically placed in the center. 23 R3d3 gains no credit, allowing Black to win two pawns by 23 . . . Qxh4 while 23 Qxc4 (two points) allows Black good chances of saving the ending.

23 ... 24 Kbl

21 ... 22 fxe5

57

Qf4ch!

One point. Nothing else scores. Deduct six points if you played a Rook to e3, allowing 24 . . . Bc5 . A bonus point if you saw that 23 . . . Qxa2 failed to 24 d6, menacing 25 d7ch as well as 25 dxe7.

24 ... 25 d6

Rc4 !

Two points. Nothing else scores.

25 ... , 26 Rhe3!

Re4!

Six points. And a bonus of up to ten points (Honest, now) if you rejected 26 Rde3 due to 26 . . . Rxg5 ! ! 2 7 hxg5 (2 7 Rxe4 Rglch) 27 . . . Bxg5 and suddenly the tables have turned (28 Rxe4 Qcl mate); but saw that now 26 . . . Rxg5 fails to 27 hxg5 Bxg5 28 d7ch ! Kd8 29 Rd l ! ! Qxe3 30 Qxa6 Rd4 3 1 Qc8ch Ke7 32 Qe8 mate ! 26 d7ch and 26 Qd l gain a generous point.

26 ... 27 Rxe3

Rxe3

58

Test Your Opening, Middlegame and Endgame vol. I I

Two points. 2 7 Qxe3 allows 27 . . . Qxe3 , or Black could play first 27 . . . Qfl ch, either of which offer good drawing chances in the ending. Again, a bonus of up to five points if you saw 27 . . . Rxg5 28 hxg5 Bxg5 20 d7ch ! Kd8 (29. . . Ke 7 30 d8 =Qch Kxd8 31 Rd3ch) 30 Qxa6 ! ! Qxe3 3 1 Qc8ch Ke7 32 Qe8 mate.

27 ...

Qxh4 !

dxe7?? loses six points because of 29 . . . Qg l ch, mating. Black's problems are finding a safe square for his Bishop, defending his P pawn, and, at the same time, protecting himself against a possible e5-e6.

29 ... 30 Qf5!

Four points. Not a hard move to find from the previous note. 30 Qd3 and 30 Qb3 are both weaker and score one point; nothing for anything else. A bonus point if you intended after 30 . . . Bd8 3 1 e6 ! winning, and after 30 . . . Bh4 3 1 Qc8ch Bd8 3 2 e6 !

30 ... 31 Rfl !

28 Qf3! Six points. Black's idea is to seek salvation in a Queens and Rooks ending. 28 dxe7 ( two points) 28 . . . Rxg5 gives him excellent chances. If you planned 28 . . . Bxg5 29 e6 ! ! and 28 . . . Rxg5 29 Qc6ch ! take four bonus points.

28 ... 29 Rel

Qxg5 !

Three points. The same for 29 Qc6ch, e.g. 29 . . . Kf8 30 dxe7ch Qxe7 3 1 Qh6ch Rg7 . Karpov is improving his Queen and Rook coordination before he attempts to win the resulting ending. 29

Qg2

Rg6 !

Three points. Again more accurate than 3 1 dxe7 (one point). If now 3 1 . . .Rg7 3 3 dxe7 Kxe7 34 Qf6ch Ke8 3 5 e6 ! wins (35 Rdl Qd5!). Take three bonus points if you saw this. If you realized that after 3 l . . .Bh4 White wins easily with 32 Qxf7ch Kd8 33 Qc7ch Ke8 34 d7ch Ke7 3 5 d8=Qch, take another bonus point.

31 ... 32 dxe7

Qd5

Two points. No credit for anything else. Finally White re­ establishes material equality, leaving Black's pawns weak and his King exposed.

32 ... 33 Qf4!

Kxe7

Four points. The only move that scores. 33 Qh5 is well met by

Test Your Opening, Middlegame and Endgame vol. II 33 . . . Qc4 ! How did you plan to meet 32 . . . a5? Three bonus points if you spotted 33 Qh5 h6 34 e6 ! Rf6 (34. . . Qxe6 35 Qxa5) 3 5 exf7ch Rxf7 (35. . . Kxe l 36 Rx/6; 35. . . Qxj7 3 6 Qb5ch) 3 6 Qg6.

33 ... a5 34 Qh4ch Three points. One point for 34 b3 .

34 ... 35 Qxh7

Ke8

Two points. 35 b3 is again worth one point if you saw 35 . . . Qxe5? 36 Re l .

35 ... Qf3 36 Qh8ch Three points Deduct six points for 36 Rxf3 ?? Rg l ch. Two bonus points if you intended to meet 36 . . . Kd7? by 37 e6ch !

36 ... Ke7 37 Qh4ch Two points. Nothing else scores, e.g. 37 Qh l Qxh l 38 Rxh l Rg5 .

37 ...

Ke8

59

Five points. More active than 38 Re l or 38 Qe l (one point each). This ending is lost for Black. His King can find no cover and the White Rook is bound to penetrate.

38 ... 39 b3

Qb7

Two points. Karpov rules out back-rank mates. Black's last try is to free his Queen from defending the Bishop's pawn.

39 ... 40 Rgl !

Re6

Four points. Obvious and very strong. White sacrifices his e5 pawn while the Black King is sent on a journey. One point for moves which simply defend the e5 pawn.

40 ... 41 Rg8ch

Rxe5

One point.

Ke7 41 ... 42 Qh4ch Two points, provided, that you saw 42 . . . f6? 43 Rg7ch. Also 42 Qd4 merits one point.

42 ... 43 Qf6 !

Kd7

Four points. Black's Rook is tied up. Two points for checks, none of which achieves very much.

43 ... 44 Qf5ch

Re7

Two points. A bonus point if you saw that 43 . . . Re l ch 44 Kb2 Qd5 failed to 45 Rd8ch.

44 ... 45 Qxa5 38 Qc4 !

Kd6

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Test Your Opening, Middlegame and Endgame vol. II

Two points. Black's Queen is now tied down. 45 Rg l gains one point.

Re5 45 ... 46 Qd8ch Three points. One point for 46 Rd8ch? ! when 46 . . . Ke7 ! 47 Qxe5ch Kxd8 poses many difficulties. With the Black King fully exposed, it's in White's interest to keep both major pieces on.

46 ... 47 Kb2 !

Ke6

Five points. A difficult move to find, but now Black is in Zugzwang. Two points for 4 7 Re8ch when Black struggles on with 47 . . . Kf5 .

47 48 Rf8! ...

f6

Two points. The only move to score, seizing on the new weakness.

48 . 49 Qc8ch ..

Qg7

Three points. No credit for any other move, as this continuation finishes Black off, preventing 49. . . Kf5 . If you intended to play 50 Rxf6ch after 49 . . . Qd7 take a bonus point, and if you saw 49 . . . Kd6 was answered by 50 Rd8ch Ke7 5 1 Qd7 mate take another. One more for seeing 49 . . . Ke7 50 Rd8 !

49 ... 50 Qc4ch

Kd5

Two points. No credit for anything else. This move wins

Black's Queen after 50 . . . Kd6 5 1 Rd8ch Ke7 52 Qc7ch so Black resigned. Now total up your points: Over 1 57 World Champion Caliber 147- 157 Grandmaster 1 27- 1 46 International Master 1 1 7- 1 26 National Master 97- 1 16 Expert 80-96 Class A 50-79 Class B 38-49 Class C 0-37 Need more study

Test No. 1 2 You have Black, in partnership with former World Champion Boris Spassky. Your opponent is the Dutch Grand­ master Jan Timman. The game was played in round four of the super-tournament at Linares, Spain 16th February, 1 983 . Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing Black's moves. When­ ever you have made a White move, STOP ! and try to work out Black's reply. Keep track of your point awards and see how you grade at the end of the game.

Linares, 1 983 White: J. Timman Black: B. Spassky Ruy Lopez

Test Your Opening, Middlegame and Endgame vol. II 1 e4 e5 2 Nf3 Nc6 3 Bb5 a6 4 Ba4 d6 5 Bxc6ch bxc6 6 d4 exd4 7 Qxd4

61

The only logical follow-up (one point). Nothing else scores.

10 Bf4 10 .••

Ne7

Two points. From here the Knight has the option of going to c6 while maintaining a guard on d5. Two points also for the active 10 . . . Rb8. How did you intend to meet 10 Bg5? 10 . . f6 (deduct five points for 10. . . Ne l? 1 1 Nd5 or J O. . . Nf6? 1 1 e5 Bf5 12 exf6 Bxd3 1 3 fxg7) would be an admission of failure, so a bonus point for 10 . . . Qd7 ! .

Start Your Test Now!

7 ...

c5

Two points. Black drives the White Queen from her dominant post before deciding how best to continue development. One point for 7 . . . Bg4 (8 Nbd2l) or 7 .. .f6 (passive). Nothing for 7 . . . Nf6 or 7 . Qf6 inviting the strong reply 8 . .

c5.

8 Qd3 8 ...

1 1 0-0-0 11 ...

0-0

Two points. Black has no reason to fear castling on opposite wings as he has an open b-file and a strong Bg7. l l . . . Rb8 also merits two points. If you saw that 1 1 e5 was weak after l l . . .Bf5 ! take a bonus point.

12 Qd2

g6

Three points. A new and ambitious plan in this position. Two points for the routine 8 . . . Ne7, 8 . . . Be7 or 8 . . . Bb7 when White has fewer problems. Take a bonus point if you intended to meet 8 Qc3 by 8 . . . Nf6 - 8 e5 is no longer so dangerous when Black can gain a tempo in reply - . . . Nd5 .

9 Nc3 9 .. .

Bg7

12 ...

Re8!

Test Your Opening, Middlegame and Endgame vol. II

62

Four points. One point only for 1 2 . . . Bg4 or 1 2 . . . Rb8 when 1 3 Bh6 gives White counterplay. How would you have responded to pressure down the Queen's file by 1 2 e5? Black could obtain good play by 1 2 . . . Bf5 1 3 Qd2 (1 3 Qe2 d5) 1 3 . . . Nc6 ! 1 4 exd6 cxd6 1 5 Bxd6 (15 Qxd6 Qa5 1 6 Qxc6 Bxc3 1 7 bxc3 Qxc3 with a winning attack) 1 5 . . . Nd4 16 Bxf8 ( 1 6 Bxc5 Nxc2) 1 6 . . . Qxf8 1 7 Nxd4 cxd4 1 8 Ne2 Rc8. Take up to seven bonus points according to how much of this you had seen (Honest, now ! ) .

13 Bh6 13 ...

Bh8 !

Two points. The idea of his 1 2th move was to preserve the Bishop from black-squared exchange, so nothing else gains credit. Deduct a point for 1 3 . . . Bxh6? 14 Qxh6 threatening 1 5 Ng5 .

14 h4 14 .. .

Rb8

Two points. Black must now proceed with his attack as quickly as possible. 14 . . . Be6 gains one point, but nothing else scores. 14 . . . a5 is too slow, while 14 . . . Bg4 does not prevent 1 5 h5 with dangerous threats.

1 5 a3 1 5 ...

Be6

Black points. Three activates his last piece, combining attack and defense. 1 5 . . . Nc6 earns one point. Take three bonus points if you planned to meet the obvious

1 5 h5 by 1 5 . . . c6 ! menacing 16 . . . Qb6 and refuting 16 Na4 by 16 . . . Rb4 (this is the reason for Timman's 15 a3). No credit, then, for 15 . . . c6 when 16 Na4 holds Black up.

16 Ng5 16 .. .

Qc8

Two points, defending the Bishop and threatening 17 . . . Qb7 1 8 b3 Bxb3 . Take a bonus point if this was your plan against 16 h5 also. One point for 16 . . . d5 or 16 . . . Nc6.

1 7 Nxe6 17 ...

Qxe6

Two points. After 17 . . .fxe6 (one point) White can defend by 1 8 Na4.

18 Kbl 18 ...

Rb7

Three points. Simple and effective. 18 . . . Qc4 19 Rh3 and 18 . . . Rb6 19 Na4 merit one point each. 18 . . . Nc6 gains two points. Deduct six points for 18 . . . Bxc3 ? 1 9 Qxc3 Qxe4? 2 0 Qg7 mate.

19 Kal

Test Your Opening, Middlegame and Endgame vol. II 1 9 ...

R8b8

Two points. Spassky brings his last piece into the attack. 1 9 . . . Qc4 (one point) is still well met by 20 Rh3 .

20 Rbl 20 ...

Nc6

Two points. Take a bonus point if you saw 2 1 Qd5 could be met simply by 2 1 . . . Bxc3 .

21 f4 21 ...

Bd4 !

Five points. Black prevents obstruction of his Bishop by e5 and avoids 2 1 . . .Na5 (two points) 22 f5 ! Qe5 (22 . . . gxj5 23 Qg5ch) 23 Bf4 Qf6 24 Bg5 harassing the Black Queen. 2 l . . .Nd4 and 2 l . . .f5 gain one point each.

22 Qd3 22 ...

a5

Two points. 22 . . . Na5 (two points) intending 23 . . . Nc4 is equally good. A bonus point if you saw that 22 f5 Qe5 23 Bf4 fails to 23 . . . Bxc3 24 bxc3 Rxb l ch 25 Rxb l Rxb l ch 26 Kxb l Qxe4.

23 Qh3 23 ...

f5 !

Two points, but only if you saw 24 exf5 gxf5 attacking the Bishop. Spassky keeps Queens on to maintain the attack.

24 Rhel 24 ...

Nb4 !

Six points, but only if you realized that the threat of

63

25 . . . Nxc2 mate or 25 . . . Bxc3 26 Qxc3 Qa2 mate forced the response. White threatened 25 exf5 , so 24 . . . Qf6 and 24 . . . Qf7 (a point each) are the only alternatives to score.

25 axb4 25 ...

axb4

One point. The open a-file decides. Deduct five points for anything else.

26 Na4 26 ...

Ra7

One point. 26 . . . Ra8 also merits one point. Take a bonus point if you saw 26 Na2 Ra7 (or 26. . . Ra8) 27 Qb3 Qxb3 28 cxb3 Rxa2ch mating.

27 Qb3 27 •••

c4

One point. Deduct points for other moves, 27 . . . Kf7 28 exf5 !

28 Qa2 28 ...

R8a8

One point.

29 exf5 29 ...

Rxa4

One point. Timman resigned. Now Total Up Your Points: Over 65 Grandmaster 55-65 International Master 45-54 National Master 35-44 Expert 25-34 Class A

five e.g.

64

Test Your Opening, Middlegame and Endgame vol. II

1 5-24 Class B 5 - 1 4 Class C 0-4 Need more study

Test No. 13 You are Black, sitting beside English Grandmaster Raymond Keene. Your opponent is International Master Jon Amason of Iceland. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing Black's moves. When­ ever you have made a White move, STOP ! and try to work out Black's reply. Keep track of your point awards and see how you grade at the end of the game.

London, 1 981 White: J. Amason Black: R. Keene Modern Defense 1 e4 g6 2 d4 Bg7 3 Nc3 d6 4 f4 Nc6 5 Be3 Nf6 6 h3

0-0

6 ...

Two points. The Modem Defense features a counterattack against White's broad pawn center. Black must get his King into safety before striking at the center. No credit for other moves.

7 g4 7 ...

e5

Two points. You may have been drawn to this move by the last note. Black must get some breathing space in the center, hence nothing else scores.

8 dxe5 8 ...

dxe5

No credit for this obvious recapture.

9 f5 9 ...

gxf5

Two points. White menaced IO g5 Nh5 l l f6, overrunning the Black Kingside in blitzkrieg fashion. One point for 9 . . . Qxd l ch. After 1 1 Rxd l White still threatens 12 g5, and with the Queens off Black's prospects of counterplay are dim.

10 exf5 10 ...

Nd4

Two points. White has followed a variation pioneered by Bobby Fischer in his game vs. Udovcic, Zagreb 1 970, except for I O exf5, an 'improvement' over Fischer's IO gxf5 . Again, I O Qxd l ch scores a single point, for the reason given. Deduct four points for IO . . . Qe7? 1 1 . . .

Start Your Test Now!

Test Your Opening, Middlegame and Endgame vol. II

65

g5 Nh5 1 2 f6. No credit for other moves.

1 1 Bg2 1 1 ...

Qe7

Three points. This is more active than the l l . . .Ne8 (one point) of van der Sterren-Goodman, Phillips & Drew, 1 980. l l . . .c6 with . . . Nd5 to follow is a rec­ ommendation of Botterill's; two points if you chose this. One point for 1 1 . . . c5, supporting the Knight on d4.

1 2 Qd2 12 ...

Rd8

Two points. Black gains a tempo for his development by threatening to win White's Queen, with the bonus of preventing 1 3 0-0-0 because of 1 3 . . . Nb3 ch. One point for 1 2 . . . c5 . White would then continue 1 3 0-0-0, and if 1 3 . . . Rd8 1 4 Kb l . How did you intend to meet 12 g5?. Two bonus points if you saw that 1 2 . . . Bxf5 1 3 gxf6 Qxf6 would give Black a tremendous attack for his piece. E.g. 14 Be4 Bxe4 1 5 Nxe4 Qc6, or 14 Bxd4 exd4 1 5 Ne2 Qg6, or 14 Re l Rad8 1 5 Qh5 Bxc2 16 Bxd4 exd4 1 7 Rxc2 dxc3 1 8 bxc3 Qb6.

13 Qf2 (See next diagram)

h6

1 3 ...

Two points. Black must now take steps against 14 g5 . No points for other moves. 1 3 . . . Qb4 would be effectively met by 14 0-0-0 .

14 0-0-0 14 ...

cs One point. Deduct a point if you overlooked White's threat to win a pawn by 1 5 Bxd4 exd4 1 6 Rxd4.

15 Nge2 15 ...

a5!

Three points. Black must seek active , counterplay on the Queenside. The alternative plan of 1 5 . . . Rb8 (with . . b 7-b5 to follow) two points - is a little slower. What did you plan had White played 1 5 Qh4, threatening 1 6 Bxh6?. No points for either 1 5 . . . Kh7 or 1 5 . . . QfS. Both would be strongly answered by 16 Ne4. More in the spirit of the game would be 1 5 . . . Rd6 (two bonus points), defending the third rank. If then 1 6 Ne4, 16 . . . R6a6 with good attacking chances. Or if 16 Bxh6, Bxh6 1 7 Qxh6 Nxg4 wins. .

66

Test Your Opening, Middlegame and Endgame vol. II 16 Ng3 16 ...

20 ... a4

Two points. The logical follow-up to his previous move. One point for the slightly artificial 1 6 . . . Ra6 intending to continue with . . . b7-b5 .

1 7 g5 17 ...

hxg5

One token point.

18 Bxg5 18 ...

a3

One point. Again the only consistent move. No points for other moves.

1 9 Nd5 19 ...

axb2ch

One point. Take a bonus point if you intended to meet 1 9 b3 by 1 9 . . . c4 ! breaking up White's castled position. Another bonus point if you considered 1 9 Nh5 and found the rebuttal 1 9 . . . c4, threatening 20 . . . Qb4. E.g. 20 Nxf6ch Bxf6 2 1 Bxf6 Qxf6 22 Be4 Qb6 threatening mate, and to win White's Queen.

20 Kbl

Rxd5!

Three points. Also take three points if you chose this last move. One point for 20 . . . Qd6. White could reply 2 1 Nxf6ch Bxf6 22 Ne4 Qa6 23 Nxf6ch Kg7 (23 . . . KhB? 24 Qh4ch) 24 Bh6ch Kh8 25 Bg7ch Kxg7 26 Qg3ch Kxf6 27 Qh4ch Kg7 28 Qg5ch with at least a draw.

21 Bxf6 21 ...

Qxf6

Two points. By capturing with the Queen, Black threatens to swing it to a6. Nothing for 2 l . . .Bxf6. After 22 Bxd5 Qd6 23 Ne4 would win for White. Two points for seeing that 2 1 Bxd5 would be met by 2 1 . . .Qd6 and . . . Qa6 with a strong attack. E.g. 22 Bc4 b5 23 Bxb5 Qb6 24 Bc4 Ba6 25 Qfl Nd5 26 Ne4 Bxc4 27 Qxc4 Nb5 ! winning.

22 Bxd5 22 ...

Qa6

One point, after the strong hint last move.

23 c3 23 ...

c4

Two points. Forcing White's reply. One point for 23 . . . Nb5 . After 2 4 Qxb2 e4 25 Re l (25 Nxe4 Bxf5 is dangerous for White), White is holding on.

24 Qxb2 24 ...

Nxf5

One point. Black brings his Bc8 to life.

25 Nxf5 25 ...

Bxf5ch

Test Your Opening, Middlegame and Endgame vol. II

67

One point. A bonus point if you would have answered 25 Rdg l with 25 . . . Ne3 26 Be4 Kh8 intending . . .j7-.f5. Another bonus point if you had the same idea in mind in answer to 25 Nfl after 25 . . . Ne7 26 Be4.

26 Kal 26 ...

e4

Two points. Black now threatens 27 . . . Bxc3 winning at once.

27 Rhgl 27 ...

Bg6

Two points. Two bonus points if you saw that 27 Bxb7 was refuted by 27 . . . Qxa2ch ! 28 Qxa2 Bxc3ch 29 Kb l e3ch 30 Kc l (If 30 Qc2 Ra l mate) 30. . . Rxa2 and White is in a mating net. Deduct one point for 27 . . . Kf8 which would lose to 28 Rxg7 Kxg7 29 Bxb7.

28 Rg4 28 ...

e3

One point. Another point if you saw that Black now threatens mate by 29. . . Qxa2ch 30 Qxa2 Bxc3 . Deduct two points for falling into the trap 29 . . . Bxc3 ?? allowing 29 Rxg6 ch.

29 Rxc4 Re8 29 ... (See next diagram)

Two points. Black threatens 30 . . . e2. A bonus point if you realized that this cannot be prevented by 30 Qe2? because of 30 . . . Bxc3ch.

30 Qxb7 30 ... Two energetic.

e2

points.

31 Rel 31 ...

The

most

Qxc4 !

Four points. Award yourself one point if you chose this last move, when it is not quite so incisive after 3 1 Bxc4 Bxc3ch 32 Qb2 e2 3 3 Bxe2 Bxb2ch 3 4 Kxb2 Rxe2ch 3 5 Kb3 . One point for the prosaic 3 1 . . .Qxb7 32 Bxb7 Bh6.

32 Bxc4 32 ...

Bxc3ch

One point. Nothing for other moves.

33 Qb2 33 ...

Bxel !

Three points. Deduct two points for 3 3 . . . Bxb2ch? 3 4 Kxb2 Bh5 35 Kc3 with a probable draw.

34 Bxe2

68

Test Your Opening, Middlegame and Endgame vol. II 34 ...

Bg3

White resigns. He has no answer to the threat of 3 5 . . . Be5 . Now total up your points: Over 57 Grandmaster 50-57 International Master 44-49 National Master 36-43 Expert 27-3 5 Class A 20-26 Class B 1 4- 1 9 Class C 0- 1 3 Need more study

A popular line of play, but one which contains drawbacks that horrified Tarrasch in his day. Black's weaknesses on d6 and d5 are a big price to pay for the freedom of action of his pieces. Nowadays, nobody as White would take it as casually as Malmgren-Alekhine in a 1 93 5 game: 6 Nxc6? bxc6 7 Bg5 (better 7 Bc4) 7 . . . Rb8 ! 8 Bxf6 Qxf6 9 Bc4 Rxb2 10 Bb3 Bb4 ! with Black already on the way to a win.

6 Ndb5 Test No. 14 Your have White, sitting beside the Soviet Grandmaster Eduard Gufeld. Your opponent is the Yugoslav Grandmaster Bozidar Ivanovic. This game is one of rare depth. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves. When­ ever you have made a Black move, STOP ! and try to work out White's reply. Keep track of your point awards and see how you grade at the end of the game.

Sochi, 1980 White: E. Gufeld Black: B. lvanovic Sicilian Defense Lasker-Pelikan Variation 1 e4 c5 2 Nf3 Nc6 3 d4 cxd4 4 Nxd4 Nf6 5 Nc3 e5

The most logical, and by far the most common, after many other moves have been tried. After 6 Nb3, for instance, Black could already weaken White's pressure on his d5 by pinning the key White Knight with 6 . . . Bb4, threatening 7 . . . Nxe4 - if 7 Bd3 then 7 . . . d5, and Black is already having fun.

6 ... 7 Nd5

d6

7 Bg5, though often played, is "another game".

7 ...

Nxd5

Test Your Opening, Middlegame and Endgame vol. II Start Your Test Now!

8 exd5 Two points. Nothing for 8 Qxd5 because of the reply 8 . . Be6, furthering Black's development and preparing . . d5. The attacked Queen has no square of retreat on which it would not hamper, sooner or later, one of his own Bishops or Rooks, whereas now, Black has to make another move with his only developed piece, so his devel­ opment falls behind. On such little gains can big gains be built. .

.

8

•..

Nb8

Black has screened his d­ pawn with a White pawn but is at a loss for a really good move here: 8 . . . Ne7 has been played but blocks both Black's Queen and KB.

9 c4 Three points. That this is White's follow-up explains Black's last move and his next. White consolidates his pawn on d5 after which a future c4-c5. securing a passed pawn, will always be in the air. So Black gets his knight to d7 to cover c5. Two points for 9 Be2. One point for 9 Be3 . Sound but colorless developing moves.

9 ... 10 Nc3

One point for 1 1 Be3 ; this bishop move has more options and the situation is not suitable for queen­ side castling for White; he is more open on that wing.

1 1 ...

1 2 0-0 Three points. This reserves the most options for White but Black's last move justifies 12 Be3 (one point if Qd2 was planned as a follow-up). Nothing for anything else.

12 ... 13 Ne4!

Bg7

Five points. A first-class move starting a harassment of Black which persists the remainder of the game. No other move can be compared with it, but we'll give a grudging point for 1 3 b4 or 1 3 f4 which are constructive.

13 ...

Two points. Nothing for the obviously inferior 10 Na3 .

10 ...

g6?

If Black intended to develop his bishop on g7, he should have played this last move.

a6

Nd7

Black should have played l 0 . Be7. 1 1 Be2 Three points. The most elastic. Two points for 1 1 Bd3 .

69

. .

14 Qa4

Qe7

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Test Your Opening, Middlegame and Endgame vol. II

Five points. A superb move. Now Black cannot castle without getting into serious difficulties: 14 . . . 0-0 1 5 Qb4, e.g. 1 5 . . . Nc5 16 Nxc5 dxc5 1 7 Qb6 threatening 18 d6 or 18 Be3 and 1 9 b4; if 1 8 . . . Rd8 1 9 Be3 Bf8 20 Bxc5 ! Take an extra one, two or three points accord­ ingly if you saw some, most or all of this (honest, now ! - what did you see?) Take an extra two points if you found 1 3 Ne4 last time and decided that 1 3 . . . Qc7 would have been even worse for Black than the move he played because of 14 Qa4 0-0 (14. . .f5 15 Ng5) 1 5 Qa3 Nc5 1 6 Nxc5 dxc5 (not 16. . . Qxc5 1 7 b4 with Be3 and Rael on the way) 17 Be3 with a winning advantage in development and pawn power. No points for anything else. The game is at its most critical moment. Many interesting com­ binations are to come, but none would have been possible without this inspired action to keep Black's King uncastled and his pieces cramped.

14 1 5 Bg5 .•.

f5

Four points. Retreating the Knight would give Black time to disentangle, castle, then free his queenside pieces by . . . Nf6 or . . . Nc5 . For 1 5 Ng5 , one point, a kindly one, because after 1 5 . . . 0-0 1 6 Ne6 Rf7 (or 16 . . . Nc5) 17 Bg5 Bf6 or 1 7 Nc7 Rb8 it would have had little more than nuisance value.

15

•..

Qf8

The only square . . . so Black still will not be able to castle.

16 f4! Four points. Two more points if you saw this when playing 15 Bg5 . Two more points if you foresaw all the subsequent moves on each side when playing 14 Qa4.

16 1 7 Bh4 •..

h6

White points. Three maintains all his threats. One point more if you foresaw that l 7 . . . g5 would now be useless because of 1 8 fxg5 . Nothing for 1 7 fxe5, to which Black could reply either 17 . . . hxg5 1 8 Nxd6ch Kd8 (un­ pinning his Knight! ) with a defensible game, or 1 7 . . . Bxe5 with a comfortable one.

17

...

exf4

If, in playing 1 6 f4, you foresaw that . . . fxe4, either last move or now, would fail against fxe5 followed by e5-e6, take two more points.

18 Rxf4 Four points. Pinning the Black f-pawn, so ruling out 18 . . . fxe4. Two points more if you saw the only good answer to 1 8 . . . g5 now would be 1 9 Rxf5 ! (not 19 Bh5ch Kd8 and if now 20 Rxf5? Qxf5 21 Nxd6 would not give check! ) .

18

...

Be5

Two points more if you noticed that White was actually threatening 19 Rxf5 ! already (19. . Qxf5 20 Nxd6ch or 19 . gxf5 20 .

. .

Test Your Opening, Middlegame and Endgame vol. II Bh5ch). By protecting his d6 pawn and attacking the Rook at the same time, Black seems to have achieved as much as he could hope for.

71

Four points. An extra two points if you intended this when choosing 20 Rxf5 last time. 2 1 Bh5ch now would let Black off the hook. He could answer 2 1 . . Kf8 and, after 22 Rxf5ch Kg8, there seems to be nothing better for White than 23 Rf7 which, by 23 . . . Qxf7 24 Bxf7ch Kxf7, leaves White's attack exhausted. Gufeld himself confesses that he could see nothing better than 25 Qd l , leading with best play to a draw by perpetual check. Now 22 Bh5ch is really threatened, and there is only one way to prevent it. .

19 Raft ! Four points. To lose the exchange, Rook for Bishop, would be a small price for completing the mobilization of his entire force, with Black's three queenside pieces still useless. Nothing for anything else.

19 ...

Qg7

On 1 9 . . . Bxf4, White would of course have simply recaptured, with an enormous preponderance of force. The Yugoslav GM fights hard: this is another fine defensive move in a difficult situation.

20 Rxf5 ! Five points. A two point bonus if you chose 19 Rafi and planned this in answer to Black's last.

20 ... 21 Rxf5

gxf5

21 ... 22 c5!

h5

Four points. Not 22 Bxh5ch (deduct two points) 22 . . Rxh5 23 Rxh5 because of 23 . . Bd4ch 24 Kh l (24 Bf2 Bxf2ch 25 Nxf2 Qxb2) 24 . . . Qg6. 22 Rxh5 would secure a third pawn for the piece but give Black definite chances, after, e.g. 22 . . . Rxh5 23 Bxh5ch Kf8 of scraping out of his troubles. His knight is unpinned; 24 Qd l Nf6 25 Qf3 Ke7 is better than it looks. Of White's extra pawns, two are sheltering his king, and he will have to be careful over advancing them. We will not deduct any points for 22 Rxh5, but we shall not award any. 22 Ng5, planning Ne6, is another non-starter. It would be good against 22 . . . b5, e.g. 23 Ne6 .

.

,

Test Your Opening, Middlegame and Endgame vol. II

72

bxa4 24 Nc7 mate. But the reply 22 . . . Qe7 threatening 23 . . . Bd4ch, or 22 . . . Bd5ch 23 Kh l Qe7 would be adequate for Black. No credit for 22 Ng5 .

22 ... 23 Bg5

Qh6!

Three points. How much did you see of the possible play after 22 c5? Did you plan to answer 22 . . . dxc5 by 23 Nf6ch Bxf6 (forced; if Black walks into a dis­ covered check he is smashed) 24 Bxf6 Q-moves 25 Qe4ch. . . ? If you saw all this, take two bonus points. No credit for 23 Nf6ch instead of the move White has chosen. After the forced 23 . . . Bxf6 White has either: 1) 24 Bxf6 Qc lch 25 Bfl (or 25 Rfl ? Qe3ch) 25 . . . Qe3ch 26 Kh l Rf8 ; or 2) 24 Rxf6 Qc lch 25 Bfl Qxc5ch 26 Bf2 Qxd5 or 26 Kh l Qe3 . In either line of play Black decoys valuable pieces back out of White's attack. 23 Bxh5ch (deduct one point) is also poor ; 23 . . . Qxh5 24 Rxh5 Rxh5 and Black has three pieces for a Queen who is running out of partners. Deduct a point for 23 Rxh5, with similar play. Deduct two points for anything else, as Black's threats to cause trouble with his Queen render less forcing moves useless.

23

...

Qg6!

24 Nxd6ch! Five points. Did you chose this move last time? You deducted two points? Then cancel that penalty and take six more points, for it would have won just a little more clearly and expeditiously than 23 Bg5 . Had we revealed this then, it would have handed you 24 Nxd6ch on a plate. Any move other than 24 Nxd6ch earns a two point penalty, for White's Rook is en prise and his Queen liable to find herself out of play in some eventualities. Go back to White's 23rd move. The analysis after 23 Nxd6ch Bxd6 24 Qe4ch would be : 1 ) 2 4 . . . Ne5 25 cxd6 Bxf5 (25. . . Qclch 26 Rfl Qc5ch 2 7 Bf2 Qxd6 28 Bd4 and Black is defenseless) 26 Qxe5ch Be6 27 Bg5 (27 Qxe6ch only draws, whilst 27 dxe6 Qclch 28 Bfl 0-0! is less clear) 27 . . . Qxg5 (27. . . Qg6 28 Bd3! Qxd3 29 Qxe6ch mates) 28 Qxg5 and Black has no time to save the Bishop because of the mating threat;

Test Your Opening, Middlegame and Endgame vol. II 2) 24 ... Be5 25 c6 ! (25 Rxe5ch Nxe5 27 Qxe5ch Kj7 only draws) 25 . . . Qc l ch 26 Bfl Qc5ch 27 Kh l Qd6 28 cxd7ch Kxd7 (28. . . Bxdl 29 Rxe5ch) 29 Rxe5 Kc7 30 Re7ch and Black is soon mated. Help yourself to one, two or three extra bonus points if you saw that 22 . . . Qg6 would lose by 23 Nxd6ch Bxd6 24 Qe4ch. Another if you saw 24 . . . Ne5 25 Rxe5ch Kf7 26 Qf3ch Kg8 27 cxd6.

24 ... 25 Qe4ch

Bxd6

Three points. Deduct two points for 25 Bd3 (threatening 26 Re5ch) which would lose to 25 . . . Bxc5ch 26 Kh l Be7. Deduct two points for 25 Rf6 or anything else.

25 ...

Be5

White is now a Rook and a Knight down, but what an attack ! 25 . . . NeS would have lost quickly by 26 Rxe5ch Kf7 (Black's Queen needs protecting) 27 Qf4ch Kg7 28 cxd6. A bonus point if you noticed this would have been decisive.

26 Bd3 Three points. For 26 c6 take two points. Gufeld himself was tempted by the pretty variation 26 . . . Rf8 27 cxd7ch Kxd7 28 Qxe5 Re8 29 Qf4 Rxe2 30 Rf7ch Ke8 3 1 Rf8ch and mate next move. A nother bonus point if you saw all this, and reckoned that Black had nothing better after 26 . . . Rf8. Two further bonus points if you saw 26

73

c6 bxc6 27 dxc6 Rf8 28 cxd7ch (not 28 Rxe5ch Nxe5 29 Qxe5ch Kj7! 30 Qe 7ch Kg8 31 Bc4ch Rj7 and Black is saved) 28 . . . Kxd7 29 Qa4ch. A sample line is 29 . . . Kd6 30 Qb4ch Ke6 3 1 Qe7ch ! Kxf5 3 2 Bd3ch Kg4 3 3 h3ch Kg3 34 Qxe5ch, mating. Deduct two points if you rejected that because of 27 Qxe5ch Kf7 28 Qxh8 Qxg5 29 Bxh5ch Ke7 30 Qe8ch Kf6 3 1 Qd8ch Kf5 32 g4ch Kf4. Take only one extra point if you saw most of it sensing that White is running out of steam without analyzing through to the end. Deduct three points for any other move.

26 ...

Qg7

More bonus points - one or two according to how much you saw of a plausible alternative defense: 26 . . . QxfS 27 Qxf5 Bd4ch 28 Kh l Nxc5 29 Qg6ch Kd7 30 Bf5ch Kc7 3 1 d6ch Kb8 32 d7 ! White gets there with not a lot to spare.

27 c6 Three points. Now, this wins. Deduct two points for 27 Bf6 which would leave White lost after 27 . . . Nxf6 28 Rxe5ch Kd8 or 28 Qxe5ch Kf7 .

27 ... 28 dxc6

bxc6

Two points. Nothing for anything else.

Nc5 28 ... 29 Rxe5ch

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Test Your Opening, Middlegame and Endgame vol. II

Two points. anything else.

29 ...

Nothing for

33 ... Ne6

Black fights to the end. This sets a little trap.

Qe7

An extra point if you saw the mate after 3 3 . . . Kf8 by 3 4 Bh6ch. ,

34 Qg6ch

30 Bc4 Three points. 30 c7 (deduct one point) which looks a killer, would allow Black to escape by 30 . . . 0-0 !

30 ...

One point.

Qa7ch

Two points. Deduct two points for anything else. Black Resigns.. Take an extra point if you foresaw how Gufeld would have answered 34 . . . Kf8 (by 35 Bh6ch) and 34 . . . Kd8 (by 35 Bg5). Now Total up your points : 1 1 0 or more: Grandmaster strength 90- 1 1 0 National Master 70-89 A strong Expert 50-69 Class A 30-49 Class B 20-29 Class C 0- 1 9 Need more study

Test No. 1 5 31 Be3 Three points. Nothing for 3 1 Kh l 0-0 with potential threats of . . . Rfl mate. Deduct two points for 3 1 Qe3 ? or anything else.

3 1 ...

Qh7

Black has usefully decoyed White's QB back from the attack.

32 Rxe6ch! Three points. Nothing for 3 2 Bxe6, which would seriously jeopardize the win after 32 . . . Qxe4 33 Bd7 dbl. ch Kf7 34 Rxe4 Bxd7 35 cxd7 Rhd8 36 Rd4 Ke6. Deduct two points for anything else.

Bxe6 32 ... 33 Qxe6ch

You have Black. Your partner is Woldzimierz Schmidt, Poland's only GM. Your opponent is the Danish GM Bent Larsen . Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing Black's moves. When­ ever you have made a White move, STOP ! and try to work out Black's reply. Keep track of your point awards and see how you grade at the end of the game.

Sweden 1971 White: B. Larsen Black: W. Schmidt

Test Your Opening, Middlegame and Endgame vol. II Bird's Opening 1 f4 Nf6 2 Nf3 g6 3 d3 d5 4 e3 Bg7 5 Be2 0-0 6 0-0 c5 7 Qel Nc6 8 Qh4 b6 9 Nbd2 Ba6 10 Rf2

75

not offer the exchange of Queens, White's reducing attacking potential.

1 1 c3 1 1 ...

e5

Two points. Two points also for l 1 . . .Nd6, but only if you were intending to follow up with 1 2 . . . e5 . No points for other, more passive moves.

12 Qxd8 12 ...

Rxd8

One point. Deduct two points for 1 2 . . . NxdS? which loses the e-pawn. Award yourself an extra point if you intended to meet 12 Qg3 with 12 . . . d4 !

10 ...

Ne8

Three points. By his 10th move Larsen is trying to improve on his game with Benko at Portoroz in 1 958, where he had played 1 0 Ne5 Nxe5 1 1 fxe5 Nd7 1 2 e6 with a roughly equal game. White is preparing a kingside attack by g2-g4 and Rg2 and Black must be ready to counter with a thematic central thrust. One point for 10 . . . Nd7. The Knight would not be so well placed on this square and White would have the possibility of 1 1 c4 as Black's d-pawn would be un­ defended. No points for 10 . . . d4? White would have a tremendous game after the simple 1 1 e4. One point only for 10 . . . Qc7 which is not as accurate as the move played because a subsequent . . . e5 would

13 fxe5 13 ...

Nxe5

One point. No points for 13 . . . d4 which loses a pawn to 1 4 exd4 cxd4 1 5 cxd4 Nxd4 1 6 Nxd4 Rxd4 1 7 Nf3 followed by 1 8 d4 .

14 Nxe5 14 ...

Bxe5

One point.

15 a4

15 . .

.

Bb7

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Test Your Opening, Middlegame and Endgame vol. II

Two points. Black removes his a6 Bishop from a possible attack by White's Ral , and prepares . . . d4. If at once 1 5 . . . d4 (no points) 1 6 exd4 cxd4 1 7 Nf3 would lead to a better ending for White. Deduct four points for 1 5 . . . Nd6?? 1 6 d4 winning a piece. One point for 1 5 . . . Bg7.

16 d4 1 6 ...

Bb7

Two points. No points for other moves. Black prepares to pressurize White's backward e­ pawn, and at the same time maintains the pressure on d4.

1 7 dxc5 1 7 ...

bxc5

One point. An extra point if you planned to meet 17 a5 by 1 7 . . . Bh6 ! 1 8 Nf3 or 1 8 Nfl (18 Nb3 c4) 1 8 . . . Nd6.

1 8 Nb3 18 ...

Rc8

Two points. Deduct a point if you chose 1 8 . . . c4. After 19 Nd4 White's problems would be largely solved.

1 9 e4 ! ? (See next diagram)

19 ...

d4 !

Three points. Black cannot win a pawn by 1 9 . . . dxe4? (no points) because of 20 Be3 c4 2 1 Nc5 when White recovers the pawn with a better game (21. . . Bd5 22 Nd7). Three points also for 19 . . . Nd6. After 20 exd5 Bxd5 2 1 Nd2 c4 Black stands well.

20 cxd4 20 ...

cxd4

One point. Nothing for 20 . . . Bxd4, conceding the Bishop pair, nor for 20 . . . Bxe4 2 1 dxc5 (or 21 Be3) 2 1 . . .Bd5 22 Ra3 when White is out of the woods.

21 Bg5 ! ? 21 ...

Nd6 !

Six points. A fine positional sacrifice of the exchange, bringing all Black's pieces into the fray. Two points for 2 1 . . .Bxe4 . It is not clear that Black has sufficient compensation for the exchange after 22 Be7 d3 23 Bf3 . One point only for 2 l . . .f6, which has the drawback of leaving the d-pawn en prise after 22 Bf4.

Test Your Opening, Middlegame and Endgame vol. II Two bonus points if you intended to meet 2 1 Bd3 by 2 1 . . .Nd6, and if 22 Re2 Rfe8 23 Nd2 Bh6 winning a pawn (24 e5 Be3ch).

22 Be7 22 ...

Nxe4

One point. No other moves score.

23 Bxtll 23 ...

Bxtll

Two points. One point for 23 . . . Kxf8. No points for 23 . . . Rxf8 deactivating the Rook. Deduct four points for 23 . . . Nxfl, which loses a whole piece after 24 Bxg7.

24 R2fl 24 ...

Bh6

77

Award yourself two bonus points if you had realized when playing 23 . . . Bxf8 that you were setting a trap, and would have answered 24 Nxd4? by 24 . . . Nxfl 25 Kxf2 Bc5 26 Rd l Rd8 27 Ke3 Re8ch winning a piece (28 Kf2 Re4 29 Bj3 Rxd4).

25 Rfdl 25 ...

Belch

Two points. The strongest continuation, holding onto the passed d-pawn. 25 . . . Rc2 (no points) would throw away most of Black's initiative. For example, 26 Nxd4 Be3ch 27 Kfl Nd2ch 28 Ke l Rxb2 29 Nf3 Nxf3ch 30 gxf3 would be unclear.

26 Kfl 26 ...

Rd8 !

Three points. Again the only move to score. Deduct a point if you still played 26 . . . Rc2 despite the warning in the last note. Give yourself an extra point if you saw that 26 . . . Nf2 (no points) is refuted by 27 Rxd4.

27 Na5 27 ... Three points. Black's best move, bringing his Bj8 to its best square, while also preventing White from opposing Rooks on the c-file. Two points for the natural 24 . . . Rc2. This has the drawback of allowing White to force off a pair of Rooks by 25 Bd3 (25 Nxd4? Bc5) 25 . . . Rxb2 26 Rfb l .

Bd5

Two points. Black cannot allow 28 Nc4, which would follow upon 27 . . . Ba8 (no points). Deduct two points for 27 . . . Nd2ch which fails to 28 Rxd2 .

28 Bb5 28 ...

Rc8 !

Three points. Now that White is no longer attacking the d­ pawn, Black threatens to bring his rook to the seventh rank. At the

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Test Your Opening, Middlegame and Endgame vol. II

same time he prevents 29 Bc6 which would lead to a reasonable game for White after 28 . . . a6 (no points) 29 Bc6 Bxc6 30 Nxc6 Rd6 3 1 Ne5 . N o points fo r 28 . . . Nd2ch. After 29 Ke2 Black's Knight would have to retreat to e4.

29 Ra3 29 ...

Nd2ch!

Three points. The most direct line. Deduct four points for moves like 29 . . . Rc2? which overlook White's threat of 30 Rxe3 . One point only for the ingenious 29 . . . Bd2 which allows White to wriggle out by 30 Nb3 Bb4 3 1 Rxd4 Bxa3 3 2 bxa3 Bxb3 3 3 Rxe4.

30 Kel 30 .•.

.••

Nfl! !

Six points. Only two points for 3 l . . .Nc4 32 Bxc4 Bxc4 3 3 Nxc4 Rxc4 34 b3 Rc2 3 5 R l d2 when Black's winning chances are slim. Deduct four points for 3 l . . .Ne4 allowing 32 Rxe3 , and for moves which allow 32 R(either) xd2 . A bonus point if you saw that 32 Kxfl ?? leads to mate by 32 . . . Bxg2ch 3 3 Ke l Bf2.

32 Rxd4

Bxg2

33 Rd8ch 33 ... Kg7 Forced - no points.

34 Be2

Rc2

Two points. Also two if you planned to answer 30 Ke2 by 30 . . . Rc2 with the follow up 3 1 Rxe3 Nc4 dis. ch 32 Kd3 Nxe3 , maintaining Black's advantage, in mind. Deduct four points for 30 . . . Bxg2 or other moves which ignore the threat of 3 1 Rxd2 .

3 1 Rd3 31

32 ...

Two points. Better than 32 . . . Bxd4 (one point). Black keeps White's King in prison, and also picks up the h-pawn. After 32 . . . Bxd4 3 3 Rxd4 Bxg2 34 Bxfl Re i ch 3 5 Kd2 Rxfl 36 Rd7 the win would not be as easy as in the game

34 ...

Nxh2

Two points, but only if you noticed you were now threatening 35 . . . Nf3ch 36 Bxf3 Bf2 mate. Nothing for other moves.

35 Rld3 35 ...

Bb6

Two points. This wins the exchange. Of course, 35 R8d3 would have been answered by 3 5 . . . Nf3ch as i n the last note.

36 b4 36 ...

Bxd8

One generous point.

37 Rxd8

Test Your Opening, Middlegame and Endgame vol. II 37 ...

Bf3

One point. No points for 37 . . . Ra2 38 Rd7 Rxa4 39 Bc4 allowing White some swindling chances.

38 Bc4 38 ...

Ng4

Two points, but only if you saw this menaces 3 9 . . . Rc l ch 40 Kd2 Rd l ch.

39 Re8 39 ...

Kf6

This prevents winning a pawn.

40 Bb3 40 ...

40

Re7

Rb2

A point for this accurate move, keeping White's knight inactive.

41 b5 41 ...

h5

Two points. Award yourself two extra points if you planned to meet 42 Rh8 by 42 . . . Re2ch 43 Kf1 (43 Kdl Re8 dis. ch) 43 . . . Ne3ch 44 Kg l Rg2ch 45 Kh l Nfl .

You have Black. Your partner is Boris Gulko, co-winner of the 1 977 USSR Championship. Your opponent is Gennady Timoschenko, a strong Soviet master. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing Black's moves. Whenever you have made a White move, STOP ! and try to work out Black's reply. Keep track of your point awards and see how you grade at the end of the game.

Baku 1977 White: G. Timoschenko Black: B. Gulko Ruy Lopez 1 e4 e5 2 Nf3 Nc6 3 Bb5 Nf6 4 0-0 Bc5 5 Nxe5 Nxe4 6 Qe2 Nxe5 7 Qxe4 Qe7 8 d4 Nc6 9 Qg4

Larsen Resigned. Now add up your points: over 65 - Grandmaster 55-65 - International Master 45-54 - National Master 3 5-44 - Expert 27-34 - Class A 20-26 - Class B 1 5 - 1 9 - Class C 0- 1 4 - Need more study

Test No. 16

79

Start Your Test Now!

9 ...

h5 !

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Test Your Opening, Middlegame and Endgame vol. II

Five points. This move has a history. In the 1 976 Soviet Championship at Moscow, Gulko played 9 . . . f5 against Dorfman here. He was trounced convincingly after 1 0 Qh5ch g6 I I Qd l Nxd4 1 2 b4 ! Bb6 1 3 c4 Qe2?! (13 . . . 0-0 is slightly better) 1 4 c5 ! (not 14 Rel Nj3ch!) 1 4 . . . Qxd l 1 5 Rxd l Nxb5 1 6 a4 Nd6 1 7 cxd6, leaving Black's queenside development in a terrible mess. 9 . . . h5 ! is Gulko's attempt to improve on this. It is based upon the point that 10 Qxg7 Bxd4 1 1 Qg3 h4 12 Qg4 (12 Qxc 7? Be5) would leave the White Queen still exposed to attacks from the Black pieces. If you played 9 .. .f5?! take a consolation point. You did at least realize something had to be done about the threat to Black's g7 pawn. Deduct two points, however, for 9 . . . Nxd4 which ignores the attack on g 7. After 10 Qxg7 Rf8 either 1 1 Bd3 or 1 1 b4 would put White on top. Deduct four points for 9 . . . Bxd4 ?? which would lose a piece by 1 0 Bxc6 and 1 1 Qxd4. Timoschenko now tries to steer the game into the channels of Dorfman-Gulko. Be on the lookout for an appropriate moment to diverge from that game !

1 0 Qd1 10 ...

Nxd4

One point. 10 . . . Bxd4?? still loses a piece to 1 1 Bxc6 (deduct four points). 1 1 Re l would now be answered by l 1 . . .Ne6.

1 1 b4 11 ...

Bb6

One point. Again the only move. Subtract three points from your score for 1 1 . . .Nxb4 ?? which would lose the Queen to 1 2 Re l . 1 2 c4

12

..•

0-0!

Four points. If you had played 12 . . . Qe2? (deduct two points) 1 3 c5 ! would have put you straight back into the Dorfman game. 1 3 . . . Qxd l 1 4 Rxd l Nc2 would not be an improvement here because of 1 5 Bb2 Nxa l ( 1 5. . . c6 16 Bd3) 16 Bxa l c6 1 7 cxb6 cxb5 18 Bxg7 and if the attacked rook moves to g8 or h 7, then 1 9 Re i ch and 20 Bf6 is mate . . Deduct two points also if you played 1 2 . . . Ne2ch? 1 3 Kh l Bd4. 1 4 Re l 0-0 1 5 Rxe2 Qf6 1 6 Bg5 ! would be crushing. Take two extra points, however, if you considered this line and further perceived that 1 3 . . . Ne2ch and 14 . . . Bd4 would win comfortably if White blundered now by 1 3 Qxh5?

13 c5 13 ...

Nxb5

One point. The only move to score. White threatens both 1 4 cxb6 and 1 4 Qxd4.

14 a4 Timoschenko is still copying Dorfman's ideas, but the positions have diverged sufficiently for this to fail.

Test Your Opening, Middlegame and Endgame vol. II

14 ...

Qf6 !

Five points. Winning the game. In his game against Dorfman, Gulko would not have had this resource. Had he tried 1 3 . . . 0-0 14 c5 Nxb5 1 5 a4 Qf6 there would have been 16 Qb3ch and 17 Bb2. Deduct a point for 1 4 . . .Nd6 15 cxd6 Qxd6 16 Qxd6 cxd6 which leaves Black with an extremely constricted position. Nothing for 14 . . . Bxc5 1 5 bxc5 Qxc5 1 6 axb5 Qxb5. Black would have four pawns for the piece, but none of them are sufficiently advanced to be dangerous. No points either for 14 . . . d6. 1 5 cxb6 axb6 16 Bb2 allows the Black Knight to be forced back to a 7.

15 Ra2 15 ...

d6

Two points. Also two for 1 5 . . . Nc3 . Black should keep the advantage after 16 Nxc3 Qxc3 1 7 cxb6 axb6 1 8 Qxh5 d6 (or even 18 . . . Qxb4).

16 cxb6 16 ...

axb6

81

One point. The pin on the Rook ensures the safety of the Knight. An extra point if you would have answered 1 7 Qxh5 by 1 7 . . . Nd4 1 8 Bb2 c5. No points for 16 . . . Nc3 17 Nxc3 Qxc3 18 bxc7 Qxc7 19 Qxh5 . Black's poo r pawn formation gives away a lot of his previous advantage. Because moves such as 1 7 Rd2 leave White with a terrible position two pawns down, Timoschenko tries a plan based upon forcing the Black Knight to a 7.

1 7 Bb2 17 ...

Qg6

Two points. Initiating a series of moves which prevent the incarceration of the knight. Other queen moves do not score. For instance 17 . . . Qe6? would force the Rook where it wants to go.

18 Rat 18 ...

Bh3!

Three points. If you could see nothing better ,than 1 8 . . . Na7, · take one point. It is not that 1 9 b5 would place Black in great difficulties, but rather that White is given ample time to justify the loss of two pawns.

19 Qf3 19 ...

Bg4

Two points. The com­ plement to Black's last. Where is the White queen to go? If you considered 20 Qb3 and intended 20 . . . Bf5 (threat 20. . . Bc2) 2 1 axb5 Bc2 ! 22 Qc3 Rxa l 23 Bxa l Bxb l 2 4 Qxc7 Bd3 25 Re l Be4, leaving

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Test Your Opening, Middlegame and Endgame vol. II

weak White squares on the kingside, take two bonus points.

20 Qxb7

Two points. The alternative is to defend the c-pawn by 24 . . . Rbc8 (one point). It is true that 25 Rxc7? Rxc7 26 Qxc7 Rc8 would lose White a piece, but he could improve by 25 Rb 1 , when he is only a pawn down, albeit with an inferior position.

25 Rxc7 25 ...

20 ...

Qc2 !

Three points. Completing the maneuver begun on move 17. Black intends either 2 1 . . .Qxb2 or 2 1 . . .Rxa4 so White's reply is forced.

21 axb5 21 ..•

Rab8

One point. Deduct six points for 2 1 . . .Qxb2?? 22 Rxa8.

22 Qc6 22 ...

Qxb2

One point.

23 Nc3 23 ...

Be6

Gulko points. Three prevents any counterplay which might result from the Knight reaching d5. One point for 23 . . . Qxb4 when 24 Nd5 Qc5 25 Nxc7 Rfc8 26 Ra7 is less clear than the game.

24 Ra7 24 ...

Qxb4

Rbc8

One point. White's Knight is in deadly danger through the threat of 26 . . . Rxc7 and 27 . . . Rc8. Take a bonus point if you would have answered 26 Rxc8 Rxc8 27 Nd5?! by 27 ... Rxc7 28 Nxb4 Rc5, winning another pawn and the game. Deduct three points for 25 . . . Rfc8? A blunder! White would play 26 Nd5, intending 27 Ne7ch and 26 . . . Bxd5 fails to 27 Rxc8 with check.

26 Rbl 26 ...

Qa3

Two points. One point for 26 . . . Qd4 which also maintains an attack on the White Knight. A generous point for 26 . . . Qxb l ch ! ? 2 7 Nxb l Rxc7 2 8 Qxc7 Rc8 2 9 Qxc8ch Bxc8. Black has good chances in the ending, but the middlegame is even better for him. After 26 . . . Qa3 , 27 Ne4 can be answered by 27 . . . Rxc7 28 Qxc7 Rc8 and 29 . . . Rc l ch. 27 Ne2 would lose to 27 . . . Rxc7 28 Qxc7 Qd3 29 Re l Rc8 30 Qb7 ! (30 Qxb6? Qxe2l) 30 . . . Qxb5 (30. . . Qxe2? 3 1 Qxc8chl) with Black two solid pawns up. Take one point if you saw the first variation, two if you

83

Test Your Opening, Middlegame and Endgame vol. II saw the second, three if you saw both.

28-33 - Expert 23-27 - Class A 1 9-22 - Class B 1 4- 1 9 - Class C 0- 1 3 - Need more study

Test No. 1 7

27 Ndl 27 ...

Rxc7

One point.

28 Qxc7 28 ...

Rc8

One point. This cuts off the Queen's retreat down the c-file. Nothing else scores.

29 Qxb6 29 ...

Qa2 !

Three points. Much the clearest win. The White Rook is forced off the back rank. 30 Rb2 or 30 Nc3 would be met by 30 . . . Qxb2 ! or 30 . . . Qxb l ch! One point for 29 . . . Rc l .

30 Rb4 30 ...

Qd2 !

Two points. Black threatens 3 1 . . .Qe l mate, 3 1 . . .Qxd l mate and 3 1 . . . Qxb4 ! Black resigned. Now total up your points : over 4 7 - Grandmaster 40-46 - International Master 3 4-3 9 - National Master

You are White. Your partner is Anatoly Karpov, former world champion. Your opponent is Silvino Garcia, the Cuban grand­ master. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by White's moves. guessing Whenever you have made a Black move, STOP ! and try to work out White's reply. Keep track of your point awards and see how you grade at the end of the game.

Portoroz 1 975 White: A. Karpov Black: S. Garcia Sicilian Defense 1 e4 c5 2 NfJ Nc6 3 d4 cxd4 4 Nxd4 g6 5 Nc3 Bg7 6 Be3 Nf6

� · �da • B �w� I• B.JL•aw B • ��t• � t � � t � -� t

• .. ·· •t• � � • . . • • • • " tc • � · � • • • tlJ • • • • � � � !R " . � .e. fQ .e. � fQ .e. � ·� .u. � .u. • r� .u. � . . .�

....



.

'.

'.

��� �.



-�� /\ • 'Y::t' �� � ��

84

Test Your Opening, Middlegame and Endgame vol. II Start Your Test Now!

7 Bc4 Three points for this move, and for the solid 7 Be2 as well. Two points for 7 f4, but deduct a point for 7 f3 ?, which favored Black after 7 . . . 0-0 8 Nb3 a5 9 Bb5 d5 1 0 exd5 Nb4 1 1 d6 Bf5 1 2 Re l a4 1 3 Nd4 Qxd6 1 4 Nxf5 Qxd l 1 5 Rxd l gxf5 16 Bc5 Nc2ch 1 7 Kf2 Rfc8 1 8 Bxe7 a3 in Rubel­ Aronson, USSR 1 957. A single point for 7 Nxc6, which leads only to equal play after 7 . . . bxc6 8 e5 Nd5 .

0-0

7 8 Bb3 ..•

game move or long castling. No points for other moves.

1 1 ... 1 2 0-0-0

Rfc8

Three points. A grudging point if you chose 1 2 0-0 in spite of the last note. No credit for the premature 1 2 g4? ! , which allows Black to begin immediate action with 12 . . . Ne5, gaining the added impetus of attackingj3.

1 2 ... 13 Kbl

Ne5

Two points for this, threat­ ening Nd5 in some variations, and securing the castled position a bit.

13 ...

b5

Three points. Alternatives are not as good, but a single point each for 8 Nb3 (8 d6!), 8 f3 and 8 Qd2. . . .

8 ... 9 f3

d6

Three points for the text, while 9 h3 is worth two points.

9 10 Qd2 ...

Bd7

Two points. Also take two points for 1 0 0-0.

1 0 ... 1 1 h4

Qa5

Without stopping to castle as yet, White immediately begins storming the kingside. Three points for the text, but also three points for 1 1 0-0-0, which many players would choose almost by reflex. Two points for 1 1 0-0, which offers less prospects than the

14 Ncxb5 Four points. Black's last move offered a pawn sacrifice to open lines on the queenside. In the initial game in this variation (Matulovic-Korchnoi, Sousse, 1 967) White refused the pawn and then got the advantage after 1 4 Bh6 Bxh6 1 5 Qxh6 Rxc3 1 6 bxc3 Qxc3 17 Ne2 Qc5 18 Nf4 Nc4 1 9 Nd5 . Subsequently it was

Test Your Opening, Middlegame and Endgame vol. II discovered that Black could play l 8 . . . a5 ! intending . . . a4 with equality at the very least. Another idea for Black after 14 Bh6 is 14 . . . Nc4 1 5 Bxc4 Bxh6 16 Qxh6 bxc4, which gives him excellent counter chances down the b-file. Take two points each for 14 Bh6 and 14 h5. Both are thematic Dragon moves, but they do not quite fill the bill in this position. Take a couple of bonus points if you considered the reply 14 . . . Qxd2 and intended playing the paradoxical 1 5 Bxd2 !

14 ... 15 Nc3

Qa6

Two points. The natural retreat for the attacked Knight. It is true that 15 Na3 would prevent 1 5 . . . Nc4, but then 1 5 . . . Qb7, intending . . . a 7-a5 and . . . a4 is difficult to meet. 15 a4 would involve a drastic weakening of the queenside after 1 5 . . . Nc4 16 Bxc4 Rxc4 17 b3 . No score for either of these two moves.

15 ... 16 Qd3!

Nc4?

Three points. Now we can see another reason why is was not wise to prevent . . . Nc4 last move. The pinning of the Knight against the Queen is extremely difficult to escape from. 16 Qe2 with similar intentions would not be so strong. Positionally it is not good to take away the important e2 square from the White Knight. Tactically Black can annoy White by 16 . . . Nh5 !

85

Nothing for 1 6 Bxc4 Qxc4 which enables Black to begin an attack by . . . Rab8, and, if necessary, . . . a7-a5 and . . . a4.

1 6 ... 1 7 Bel !

Rab8

Six points. Modestly retiring pieces to the back rank is a specialty of Karpov. The point of this move is the prevention of 1 7 . . . Qb7, unpinning the Knight. This now fails to 1 8 Bxc4 previously impossible because of 1 8 . . . Qxb2 mate. With the Queen stuck fast on a6 Black finds it impossible to obtain counterplay by . . . a5-a4. Moves such as 1 7 g4 or 1 7 h5, allowing 1 7 . . . Qb7 only gain one point each.

17 ...

Rb4

Still striving to free his Queen, Garcia places his Rook on a vulnerable square.

18 h5 Two points. Thus far Karpov has avoided the routine attacking moves of the Sicilian Dragon. Having tied up the Black pieces on the queenside, he now judges the time ripe for a transfer of operations to the other side of the board. 1 8 . . . Nxh5 now loses immediately to 19 Nd5 . Karpov gives another variation which demonstrates the vulnerability of the Rook on b4: 1 8 . . . Qb6? loses the exchange after 1 9 hxg6 hxg6 20 a3 ! Nxa3ch 2 1 bxa3 Rxd4 22 Qxd4 Qxd4 23 Rxd4 Rxc3 when 24 Rc4 ! leaves White with much the superior ending. Take up to three

86

Test Your Opening, Middlegame and Endgame vol. II

points accordingly to how much of the above variation you saw. You may have been tempted to play 1 8 a3 , trying to keep the Black Queen tied to the defense of the Knight. One point for this move. Black plays 1 8 . . . Rb7 19 h5 R7c7 intending 20 . . . Nxa3ch - after 2 1 bxa3 the c3 Knight is en prise.

1 8 ... 19 hxg6

Qb7

One point. White's chances lie down the h-file. 1 9 a3 does not merit a point. Black saves the Knight on c4 by 1 9 . . . Ne5 . One rather generous bonus point if you noticed that 1 9 . . . fxg6? in answer to the text would lose to 20 a3 . The Black Knight is pinned against the King and can no longer go to e5.

19 ...

hxg6

20 Bh6 Two points. White's attack far outstrips his opponent's on the other flank. After 20 . . . a5 2 1 Bxg7 Kxg7 22 a3 ! Ne5 fails to 23 Qd2 threatening mate. On 20 . . . Bh8 Karpov intended 20 Bxc4 R4xc4

2 1 Nb3 . In this position White threatens 22 Na5 or 22 Bg5 planning 23 e5 ! Give yourself four points if you foresaw these two variations, two points if you only considered one.

20 ... 21 Rxh6

Bxh6

One point.

21 ... 22 Rdhl

Kg7

Two points. 22 R6h l is too passive. After the game move there is certainly no reason to be afraid of 22 . . . Nh5 . 23 R6xh5 gxh5 24 Nd5 ! gives White an excellent position.

22 ... 23 Nde2!

Qb6

Four points. Black's last few moves aimed to deflect the Rook from defense of d4. It would be a bad mistake therefore if you played 23 a3 ? Black simply plays 23 . . . Nxa3ch and 24 . . . R4xc3 . Deduct two points for 23 a3 ? Deduct three points if you sought to bolster the Knight on d4 by 23 Nce2? 23 . . . e5 wins a piece ! The consequences of 23 Nd5 were far from clear. Black replies 23 . . . Nxd5 (not 23 . . . Qxd4? 24 Rh 7ch! Kj8 25 Rh8ch and either 25. . . Kg7 26 Rlh 7ch Nxh 7 2 7 Qxd4ch or 25. . . Ng8 2 6 Rxg8ch Kxg8 27 Nxe 7ch Kj8 28 Qxd4 Na3ch 29 bxa3 Rxd4 30 Nxc8 Bxc8 31 Rh8ch wins for White) 24 Rh7ch Kg8 25 Rh8ch Kg7 26 Rl h7ch Kf6 27 exd5 Ne5 ! and it is dubious whether White can gain

Test Your Opening, Middlegame and Endgame vol. II sufficient compensation for the piece. After 23 Nde2, 24 Nd5 is a definite threat.

23 24 g4 •••

e6

Two points. White threatens g5 Nh5 26 R l xh5 gxh5 27 e5 ! 25 Nxe5 28 Qh7ch. Deduct four points for 24 a3? Rxb3 25 cxb3 Qxb3 . White must give up his Queen to stop mate: 26 Qc2 Nxa3ch.

24

•..

Kt8

One point. Nothing for 27 Qd2 . It is important that the Queen should not be attacked after . . . Nxj3.

27 28 g5 •••

28 ... 29 a3 !

25 ... 26 Rxc8

Ke7

One point. Black's next is forced to save the Nc4.

26 ... 27 Qdl

Ne5

N6d7

Three points. The point of the combination begun by 25 Rh8ch; the Black Rook has no escape. Take two points if you played 28 a3 ! last move. Take a further three points if you planned a3 ! when playing 25 Rh8ch. Take two points if you saw the combination only after a little prompting. •.•

Two points. White begins a combination which eventually leads to the win of the exchange. If you missed the last move stop now and try to work out White's continuation.

Bxc8

Two points. This handy little move either forces a Knight retreat or move to the edge of the board. In both cases its utility is considerably diminished.

29 30 cxb3 25 Rh8ch

87

Rxb3

Black, down a pawn and the exchange, now seeks to grab some material back.

30 31 Nf4 •••

NxfJ?

Two points. Black's last was in fact a mistake. White threatens 32 N(either)d5ch and 32 Qxf3 to which there is no good answer. Nothing for other moves.

31 Qf2 (See next diagram) •••

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Test Your Opening, Middlegame and Endgame vol. II 1 9-24 - Class B 14-18 - Class C 0- 1 3 - Need more study

Test No. 18

32 Nxg6ch! Three points. The cleanest way to win though, 32 N(either) d5ch exd5 33 Nxd5ch Ke6 34 Rh8 is strong enough to deserve two points. It would have been tragic if you had played 3 2 Rf1 ?? 3 2 . . . Nd2ch wins for Black. Deduct four points for this.

32 ... 33 Rh7ch

fxg6

One point. 33 . . . KfS loses to 34 Qxd6ch Kg8 3 5 Qe7.

33 ... 34 Qxd6

Kd8

One point. Threatens 3 5 Rh8 mate.

34 35 Qe7ch •..

Qd4

Two points, but only if you saw 3 5 . . . Kc7 36 Nb5ch. Faced with this, Black resigned. Now Total Up Your Points: over 67 - Grandmaster 57-66 - International Master 46-56 - Master 34-45 - Expert 25-33 - Class A

You are White, sitting beside Nona Gaprindashvili, at the time the women's World Champ­ ion. Your opponent is Nana Alexandria, the strong Soviet player. The game is the 1 1th of their World Championship match held at Tbilisi in 1 975 . Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves. When­ ever you have made a Black move, STOP ! and try to work out White's reply. Keep tru·i; . of your point awards and see how you grade at the end of the game.

Tbilisi, 1975 White: N. Gaprindashvili Black: N. Alexandria Sicilian Defense 1 e4 c5 2 NfJ e6 3 b3 Nc6 4 Bb2 d6 5 g3 Nf6 6 d3 Be7 7 Bg2 0-0 8 0-0 Nd7 9 Rel Bf6 (See next diagram)

Test Your Opening, Middlegame and Endgame vol. II

89

two points also. 1 2 . . . Nxd4 could be met by 1 3 e5 ! ? dxe5 1 4 Bxa8 winning the exchange - though Black obviously has compensation. 12 . . . Bb7 is not very good either after 1 3 Nb5 ! , so Alexandria would probably have played 12 . . . Bxd4. After 1 3 cxd4 White's position is fully acceptable of course.

12 . . 13 Nc3 .

Start Your Test Now! 1 0 c3 ! Three points. White's most promising course is to build up a pawn center, avoiding the exchange of pieces which would free Black's rather cramped position. 1 0 Bxf6 Qxf6 (no points) unnecessarily leaves White's queenside black squares rather weak. 10 d4 would be uncomfortable for White after 1 0 . . . cxd4 1 1 Nxd4 Qb6, while 1 0 Nc3 allows a n annoying pin 10 . . . Qa5 . Nothing for either of these alternatives.

10 ... 1 1 d4

b6

One point. Obviously the idea behind White's last move. 1 1 Nbd2 is worse. Black would reply l l . . . Ba6 and if 1 2 Nc4 continue with 1 2 . . . b5 1 3 Ne3 b4, inaugur­ ating annoying pressure on c3.

1 1 ... 12 cxd4

cxd4

Two points. The conclusion of the plan begun by White's 1 0th move. However, 1 2 Nxd4 deserved

Ba6

One point. It was natural for White to bring his last minor piece into play. 1 3 Nc3 is better than 1 3 Nbd2 - the former move inhibits . . . e5 by threatening to place a Knight on d5. White could have tried the speculative 1 3 e5?! here. Exact play is required to refute it. For instance after 1 3 e5? ! dxe5 1 4 Nxe5 Ndxe5 (14. . . Bxe5? 15 Bxc6) 1 5 dxe5 Qxd l ? 1 6 Rxd l Rad8 1 7 Rxd8 Rxd8 1 8 Bxc6 Rd l ch 1 9 Kg2 Bfl ch 20 Kf3 and wins. The correct line is (after 15 dxe5) 1 5 . . . Nxe� 16 Bxa8 ( 1 6 Bxe5 Bxe5 leaves the Ral en prise) 16 . . . Nd3 ! Now there are three White pieces attacked. The game could go 1 7 Bxf6 Qxf6 1 8 Nd2 Qxflch 1 9 Kb 1 Rxa8 20 Qf3 Qxf3 2 1 Nxf3 Nxe l 22 Rxe l and Black has an extra 2 pawns -sufficient advantage to win the ending. Take three bonus points if you considered 13 e5?! and rejected it because of 16 . . . Nd3 ! If you played 13 e5 expecting to win material deduct a point - you were rather unlucky.

90

Test Your Opening, Middlegame and Endgame vol. II 1 3 ... 14 Qd2

Rc8

One point. Nothing for other moves. The one disadvantage of this move is the possible weakness of the e4 pawn. If you had not considered this factor before, you might care to do so now.

16 ... 1 7 d5

Two points. A bonus point for seeing that this move, guarding the Nc3 makes 14 . . . Nb4 impossible because of 1 5 Ba3 Nd3 16 Re3 . One point for 14 a3 . Nothing for 1 4 Re l , which positively invites 14 . . . Nb4 and the subsequent fork on d3.

14 ... 15 Ndl

Re8

Two points. Again nothing for 1 5 Rae l - 1 5 . . . Nb4 is a nuisance. Take two points for the natural 1 5 Rad l , bringing his last piece into play. Deduct a point for 1 5 a3 , which would now be a waste of time after 1 5 . . . Na5 . 1 5 Nd l stops 1 5 . . . Nb4 for good and prepares to redeploy the Knight towards the kingside. For instance 1 5 . . . d5 would be answered by 16 exd5 exd5 1 7 Ne3 threatening both 1 8 Nxd5 and 1 8 Nf5 .

1 5 ... 16 Ne3

Be7

Nf6

Four points. Two extra points if you realized when playing 16 Ne3 that this move was virtually forced after 16 . . . Nf6. Both 17 Nc4 and 17 Nc2 (no points) would be met by 17 . . . Nxe4 and 17 . . . d5 respectively. 17 e5 does not score either. After 1 7 . . . dxe5 1 8 dxe5 Qxd2 1 9 Nxd2 Nd7 2 0 f4 Nb4 Black is certainly no worse.

1 7 ... 18 Qc2

Nxe4

Two points. Attacks two pieces and forces Black's reply. Only one other Queen move merits a score. 1 8 Qd l gains one point. 18 . . .Nb4? would then be met by 1 9 Qd4 ! , so lines similar to the actual game would result.

18 ... 19 Nxd5

exd5

Test Your Opening, Middlegame and Endgame vol. II One point. Nothing for alternatives. The critical position of the game. Positionally White has excellent compensation for the pawn. The Nd5 and Bb2 are superbly placed, while Black's extra pawn on d6 is a hindrance rather than a help. Apart from the game move there were 3 squares to which Black could have retreated the Ne4. 1 9 . . . Nf6 is an outright blunder, as 20 Ng5 wins immediately, e.g. 20 . . . g6 2 1 Rxe7 and 22 Nxf6ch. A bonus point if you saw this line. 1 9 . . . Ng5 is not much better. 20 Nxg5 Bxg5 2 1 Rxe8ch Qxe8 22 Qf5 Qd8 (22. . . Bd2 23 Be4!) 23 f4 Be7 24 Re l (threatens 25 Qg4) 24 . . . g6 25 Nxe7ch Qxe7 (25. . . Nxe l 26 Qf6) 26 Rxe7 gxf5 27 Bxc6 wins a piece. Two bonus points for refuting 1 9 . . . Ng5 in this way. 1 9 . . . Nc5 was Black's most resilient defense. You gain an extra point if you planned simply 20 Rad 1 increasing the pressure. Another good move was 20 Bh3 . If Black retreats the Rook to b8 or a8, White can gain a good ending by 2 1 Qc3 Bf8 (21 . . .f6 looks anything but enticing) 22 Rxe8 Qxe8 23 Nf6ch ! gxf6 24 Qxf6 Ne5 25 Nxe5 Bg7 26 Ng4 Bxf6 27 Nxf6ch Kf8 28 Nxh7ch ! Kg8 (28. . . Ke l 29 Bf6 mate) 29 Nf6ch Kf8 30 Nxe8 Rxe8. In view of this line, Black would have to reply 20 . . . Ne6 or 20 . . . Nd7, though after 2 1 Qd2 Black's position is still as restricted as ever. Take two

91

bonus points if you planned 20 Bh3 as an answer to 19 . . . Nc5 . Black chose a fourth option.

19 20 Qdl ...

f5

Three points. As the Nc6 threatens to discover a nasty attack on the White Queen, and dl is the only square which looks reasonably safe, you could almost have discovered this move by elimination. Nonetheless, the move is not without point. The immediate threat is 2 1 Rae 1 , 22 Rc6, 23 Nxe7ch and 2 5 Qd5ch, winning a piece. On 20 . . . Bf8 (defending g 7 and intending 21 . . . Ne5) 2 1 Nh4 ! Qd7 (21 . . . g6? 22 Bxe4 and 23 Nf6ch or 21 . . . Qg5 22 f4!) 22 Bh3 ! wins the j5 pawn, 22 . . . g6 being refuted by 23 Rxe4 and 24 Nf6ch forking the King and Queen. Two points if you had planned to refute 20 . . . Bf8 in this manner. Another two points if you planned to answer the immediate 20 . . . Ne5 by 2 1 Nd4 ! Nd3 22 Nxf5 ! Nxe l 23 Bxe4 winning material.

Bf6 20 21 Nxf6ch ...

Two points. The first move in a forcing sequence whereby White recovers the sacrificed pawn, remaining with much the superior position. Deduct three points if you played 2 1 Bxf6 Nxf6 22 Nxf6ch Qxf6 23 Rxe8ch Rxe8 intending 24 Qd5ch and 25 Qxc6. You forgot that your Ra 1 would be en prise!.

Test Your Opening, Middlegame and Endg ame vol. II

92

Nxf6 21 ... 22 Rxe8ch One point. A further point if you saw that 22 . . . Qxe8 leaves Black's kingside hopelessly com­ promised after 23 Bxf6 gxf6 24 Qxd6 threatening 25 Re l or 25 Nh4 or even 25 Qxf6.

26 Rel ! Two points. The threat is 27 Rxe8 and 28 Bxg7 mate. One point for 26 Rd l (intending 27 Ne5) 26 . . . Nf6 27 Qxd6 Qxd6 28 Rxd6 winning a pawn. White is justified in asking for more in this position.

26 ... 27 Qxd8

Nxe8 22 ... 23 Qd5ch One point. Nothing for other moves.

23 ... 24 Qxf5

24 ... 25 Qf8ch

Ne7

Two points. The most straightforward. Nothing for 25 Qh5, intending 26 Ng5 . Black can feed another piece to the kingside by 25 . . . Bd3 26 Ng5 Bg6 27 Nflch Kg8 28 Nxd8 Bxh5 .

25

••.

One point. The only move to score.

27 28 Ng5 ...

Kh8

One point. You now threaten 25 Ng5 . Nothing for 24 Qfl when Black can make it difficult for White to regain the pawn with 24 . . . Nf6.

Ng8

Nf6

Rxd8

Two points. Black has two defenses against 29 Nfl mate. She can go for 28 . . . Rd7 ! when 29 Bh3 Re7 (29. . . Rc7 30 Ba3 d5 31 Bd6 Rb 7 32 Bc8) 30 Rxe7 Nxe7 3 1 Nflch Kg8 3 2 Nxd6 (two bonus points) gives a won ending. White could vary successfully with 30 Be6 Nh6 31 Ba3 Ne8 3 2 Re4 intending 33 Rf4. Two points for this line. Black in fact chose the weaker:

28 ... 29 Re7

Nh6

Two points. Nothing for 29 Re6. Black answers 29 . . . Nfg8. After 29 Re7 White has two major threats which cannot be simultaneously parried. If Black defends h 7 by 29 . . . Bd3 30 Ne6 ! Rg8 (30 . . . Re8 31 Bxf6 wins a piece) 3 1 Rxg7 wins (one bonus point).

29 ... 30 Bxf6! longer

Bb5

Two points. 30 Ne6 no works because after

Test Your Opening, Middlegame and Endgame vol. II 30 . . . Re8 ! the Rook is defended by the Bb5. But Black's last move was only a jump from the frying pan into the fire. After 30 Bxf6 ! gxf6 3 1 Rxh7ch Kg8 3 2 Bd5ch Kf8 3 3 Ne6ch wins a piece. No points if you missed this decisive combination. Take an extra point if you realized last move that 29 . . . Rc8 could be met by 30 h3 renewing the threat of Bxf6 . (30 Bx/6 is not so clear after 30. . . Rel ch). Black resigned. Now total up your points: Over 50 - Grandmaster 44-49 - International Master 38-44 - Master 30-37 - Expert 23-29 - Class A 1 8-22 - Class B 10-17 - Class C Below IO - need more study

Test No. 19 You have White. You are sitting alongside Efim Geller, the Grandmaster. Soviet Your opponent is Karen Grigorian, a strong Soviet master. The game is taken from the 1 976 USSR Championship. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves. When­ ever you have made a Black move, STOP ! and try to work out White's reply. Keep track of your point

93

awards and see how you grade at the end of the game.

USSR 1976 White: E. Geller Black: K. Grigorian Sicilian Defense 1 e4 c5 2 Nf3 d6 3 d4 cxd4 4 Nxd4 Nf6 5 Nc3 a6

Start You r Test Now! 6 Be2 Three points for this move. Black's last, inagurating the Najdorf Variation, allows White great latitude in response. Take three points also for 6 Bc4, 6 Be3 , 6 Bg5 and 6 f3 . Two points for the less usual 6 g3, 6 f3, 6 a4 and 6 h3 . Nothing for 6 Bd3 , which blocks the d-file and undefends the d4 Knight.

6 ... 7 0-0

e6

Three points. Also take three points for 7 Be3 and 7 Bg5 . Other moves, like 7 f4 and 7 a4, lack real significance. A point for each of these; no credit for others.

94

Test Your Opening, Middlegame and Endgame vol. II 7 ... 8 Be3

Nc6

The game is developing in the pattern of the Scheveningen Variation rather than the Najdorf. Two points for 8 Be3 , as well as for 8 Bg5 . Nothing for 8 f4, which is premature and allows Black to create problems at once with the pinning 8 . . . Qb6.

8 9 f4 •••

Be7

Now this is indicated, and it merits two points, as does 9 Qd2 . A single point for the ultra­ cautious 9 f3 and 9 Kh 1 . No credit for others.

9 l O Qel •••

0-0

The tried-and-true method of attack in this position, earning three points. White often intends to continue with Qg3, pursuing his chances on the kingside. The text also frees dl for the Ral . Take a single point for 1 0 Qd2, and 10 Kh l , both of which are less aggressive than the text.

10 1 1 Bxd4 •.•

Nxd4

No credit for this forced recapture.

b5 1 1 ... (See next diagram)

12 Rdl Two points. The text is based upon a tactical point. If 12 . . . b4 13 Na4 Nxe4 14 Bf3 f5 (14. . . d5? 15 Bxe4 dxe4 1 6 Bxg7) 1 5 Nb6 Rb8 16 Nxc8 Qxc8 1 7 Bxe4 fxe4 1 8 Qxe4, and White has strong pressure on the Black central pawns. An extra two points if you foresaw this variation. Two points for 12 a3 , stopping . . b4 once and for all. One point each for 12 Bf3 , 12 Bd3 and 12 Qg3 - all playable moves. No credit, however, for 1 2 e5 dxe5 1 3 Bxe5 which dissolves White's pawn center. .

12 ... 13 BO

Bb7

Two points. Black's last move really did threaten the e4 pawn by 1 3 . . . Nxe4. Deduct a point if you missed this fact. Apart from the game move, 1 3 Bd3 (one point) deserves credit. The move is slightly inferior to the game continuation, as it blocks the action of the Rdl on the d-file.

Test Your Opening, Middlegame and Endgame vol. II The position after 13 Bf3 had occurred before, in the 5th game of the Tai-Andersson match in 1 976. Here Andersson played l 3 . . . Qc7, but after 14 e5 ! soon got the worst of it. Grigorian's next move is an attempt to improve.

1 3 ... 14 e5!

b4

Three points. The sharpest method of treating the position. If you had not considered this move before, stop now and try to fully work out its ramifications. There is a number of points to be gained in the resulting variations. Two points for 14 Na4, the other possibility - 14 Nb l is horribly passive and 14 Ne2? simply loses the e4 pawn. After 14 Na4 d5 (14. . . Bc6? 15 e5) 1 5 e5 Nd7 we reach an interesting middlegame with chances for both sides. 1 5 Nb6? would not be so good. Black can play 1 5 . . . dxe4 ! 16 Nxa8 (16 Be2 Rb8) 1 6 . . . exf3 1 7 Nb6 (1 7 Bx/6 Bc5ch 18 Rf2 Qx/6) 1 7 . . . fxg2 gaining excellent compensation for the exchange.

14 ... 15 Rxf3

Bxf3

One point. Black's best continuation now would be 1 5 . . . bxc3 1 6 exf6 Bxf6 when Geller intended to preserve a minimal edge in the ending by 1 7 Qxc3 Rc8 1 8 Bxf6 ! Qxf6 (18. . . Rxc3 ? 19 Bxd8 Rxj3 20 Be 7 Rx/4 21 Bxj8 Kxj8 22 Rxd6 is worse for Black) 1 9 Qxf6 gxf6 20 c3 d5 2 1 f5 ! Take up to four points

95

(Honest, now) according to how much of these difficult variations you intended. Nothing for 1 5 exf6 Bxf6 (15. . . Bxdl ? 1 6 fxe 7 Qxe 7 1 7 Nxdl) 1 6 Rxf3 Bxd4ch 1 7 Rxd4 Qb6 ! with Black equalizing easily.

15 ... 16 fxe5

dxe5

One point. 16 Bxe5 (deduct a point) loses the initiative to 16 . . . Qb6ch 1 7 Bd4 Bc5 1 8 Ne2 Rad8. 16 . . . bxc3 loses rapidly to 1 7 exf6, of course.

16 ...

Nd5

17 Ne4 Two points. In this position the plans of campaign are clearly laid out for both sides. Black would like to increase pressure on the queenside, and if possible reach an ending where the White pawns on c2 and e5 would be weak. White, for his part, should avoid unnecessary exchanges and aim to transfer pieces to the kingside where he has an advantage in space. 17 Nxd5 Qxd5 would only help Black (no points).

96

Test Your Opening, Middlegame and Endgame vol. II 17 ... 18 Qf2

Qc7

Two points. Clearly the best. Geller defends his c2 pawn, attacks the j7 pawn, and strengthens his control of the gl-a7 diagonal, all in one move. 1 8 Qg3 Qxc2 1 9 Re l is a speculative pawn sacrifice and deserves one point. Really, though, there is no need for such measures at this point. No points for 1 8 Qd2, which would leave the Queen exposed after a subsequent . . . Rad8, nor 1 8 Qe2, which places the Queen on a square where it does not coordinate with the other pieces.

18 19 c3 ...

23 Qg3ch) 22 Qg3 g6 23 Qf4 intending 24 Qh6. Finally, 20 . . . Kh8, refusing the Knight, is met by 2 1 Rh3 ! Bxf6 (21 . . . h6 22 Qd2 intending 23 Rxh6ch) 22 exf6 g6 23 Rxh7ch Kxh7 24 Qh4ch Kg8 25 Qh6. At his last turn, Black was threatening 20 . . . Nxc3 , simplifying. A move like 20 Qg3 therefore loses after 20 . . . Nxc3 2 1 Nf6ch?? Bxf6 22 exf6 Ne2ch winning the Queen.

20 2 1 exf6 ..•

Bxf6

One point. Black's last move was the only method of prolonging the game.

21

•.•

Rfe8 ! ?

Raes

One point. A handy move which further protects the White Bishop. One point if you played 1 8 c 3 last move. Rd2 o n either of the last two moves does not score. The Rook should only be tied down to a defensive role when absolutely forced.

Qc6? 19 20 Nf6ch! ...

Four points. The only move to score. White must strike while the iron is hot. After 20 . . . gxf6 White wins by 2 1 Qg3ch Kh8 22 exf6 (previously unplayable with the Black Queen on c7) 22 . . . Rg8 (22 . . . Nx/6 23 Rx/6.1) 23 fxe7dis. ch f6 24 Rxf6 ! 20 . . . Nxf6 fails against 2 1 exf6 Bc5 (21 . . . Bx/6? 22 Rx/6 gx/6

2 2 Qg3 ! Three points. White refuses to be diverted from the kingside attack. Nothing if you played 22 fxg7 - 22 . . . e5 ! 23 Be3 bxc3 enables Black to confuse the issue. 22 Qg3 ! ensures that White establishes a powerful pawn on /6, with resultant threats on his opponents' weak Black squares.

Test Your Opening, Middlegame and Endgame vol. II 22 ... 23 Rel

g6

Two points. A further precaution against . . . e5 . 23 Qg5 (no points) leads nowhere after 23 . . . Qd6 ! 24 Qh6 Qf8.

23 ... 24 bxc3

bxc3

97

Two points. White relentlessly pursues the main theme of his attack - pressure on the black squares. Nothing for 28 h4, which is adequately met by 28 . . . Kh7.

28 ...

h5

One point. Two bonus points if you now planned 25 Qh4 ! Qd6 26 Rh3 h5 27 Re5 ! intending 28 Rxh5 . In order to stave off this threat, Black has to jettison material. Deduct a point for 24 Bxc3, gratuitously giving up the strong Bishop.

24 ... 25 Rxe5

e5

One point. On 25 Bxe5 Qb6ch 26 Bd4 Qb2 the Black Queen might become a nuisance.

25 ... 26 Qxe5

Rxe5

One point. Again there is no percentage in letting the Black Queen into the rear of the White position by 26 Bxe5 Qb6ch 27 Bd4 Qb2 .

26 ... 27 Qg3

h6

Two points. 27 Rh3 (deduct two points) would land White in a mess after 27 . . . Re8 28 Qg3 Qb5 ! with the strong threat of 29 . . . Qb l ch 30 Kf2 Qe l ch 3 1 Kf3 Qe2 mate; 29 Qd3 is met by 29 . . . Nf4 !

27 ... 28 Qh4

Re8

29 Qg5 One point. White threatens to win immediately by 30 Qh6. Black has two defenses. He could try 29 . . . Qd6 when White should be satisfied with the won ending which resul� from 30 Qh6 Qf8 3 1 Qxf8ch Kxf8 3 2 c4 Nc7 3 3 Bc5ch Kg8 34 Be7. Two bonus points if you took this option. If you chose to be "brilliant" by 30 Qxg6ch?! fxg6 3 1 f7ch Kf8 32 Bg7ch! ? Ke7 ! 3 3 f8=Qch Kd7 ! you get no credit. The Queen exchange is now much less favorable than in the above variation while 34 Rf7ch? Ne7 ! only discovers a novel way of incarcerating the White Queen. Grigorian chooses the second defense, which only makes matters worse.

Test Your Opening, Middlegame and Endgame vol. II

98

35 Kxe2

Kh7

29 ... 30 Rh3

One point.

Two points. The threat is simply 3 1 Rxh5ch gxh5 32 Qg7 mate. A further point if back on move 28 you planned to answer 28 . . . Kh7 by 29 Rh3 h5 30 Qg5 reaching the same position.

30 ... 31 Rxh5

Kg8

Nxf6 ! ?

Three points. There were two chances to throw the win away here. 3 2 Bxf6? Qb6ch 3 3 Bd4 (33 Qc5 Qxf6 threatens 34. . . Re 1 mate and 34 . . gxh5) 3 3 . . . Qb l ch 34 Kf2 Qe l ch 3 5 Kf3 Qe2ch 36 Kg3 Qxh5 ; or 3 2 Rh8ch? Kxh8 3 3 Bxf6ch Kg8 3 4 Qh4 Qb6ch 3 5 Kfl Qb l ch 36 Kf2 Qe l ch 37 Kf3 Re3ch 3 8 Kh4 Re4ch. Deduct three points for each of these variations. .

Ret ch

32 ... 33 Kf2

One point. A further point if you would have answered 33 . . . Ne4ch by 3 4 Kx:e l ! Nxg5 3 5 Rh8 mate.

33 ... 34 Qh6 One unavoidable.

34 ...

Re6

point.

Mate

Re2ch

Never say die !

is

Qxg2ch

One point. Two points if you chose to avoid "spite" checks by 36 Kd l Qfl ch 3 7 Kc2 Qf5ch 3 8 Kd2 Ne4ch 39 Rxe4.

36 ... 37 Kf2

One point. White has only to avoid gross blunders to score the point. One such would be 3 1 Qh6? Nxf6 32 Rxh5? Re lch 33 Kf2 Ng4ch (deduct four points).

31 ... 3 2 Rh4 !

35 ... 36 Kel

One

point.

Qhl ch Here

Black

resigned. Now total up your points: Over 62 - Grandmaster 55-6 1 - International Master 48-54 - Master 3 8-4 7 - Expert 3 1 -3 7 - Class A 24-30 - Class B 1 6-23 - Class C Less than 1 6 - need more study

Test No. 20 You have Black. You are sitting beside the Rumanian Your Grandmaster Ciocaltea. opponent is the Soviet GM Lutikov. The game is from a tournament held in Bucharest in 1 975. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing Black's moves. When­ ever you have made a White move, STOP! and try to work out Black's reply. Keep track of your point awards and see how you grade at the end of the game.

Test Your Opening, Middlegame and Endgame vol. II Bucharest, 1975 White: Lutikov Black: V. Ciocaltea Ruy Lopez 1 e4 e5 2 Nf3 Nc6 3 Bb5 a6 4 Ba4 d6 5 Bxc6ch bxc6 6 d4 f6 7 Be3 Bd7 8 Nc3 Ne7 9 Qe2 Ng6 1 0 h4

ensure White should fine prospects. If, for instance, after 12 . . . Be7 1 3 0-0-0 Black attempts queenside play by 1 3 . . . Qb8, White takes advantage of the weak white squares in Black's position by 1 4 Nf5 Bxf5 1 5 exf5 Qb4 1 6 Rd4 Qa5 17 f4 Ng4 18 Re4 threatening 1 9 Rxe7ch. Take a bonus point if you intended to answer l 1 . . .Nxe5 with 1 2 Nd4 .

1 2 Ng5 12 ...

Start Your Test Now!

10 ...

1 1 dxe5 1 1 ...

fxe5

Two points. Deduct two points for l l . . . dxe5? when White replies 1 2 0-0-0 and after 12 . . . Bd6 1 3 Qc4 ! he prepares to occupy c5 which l l . . .dxe5? so badly weakened. l l . . .Nxe5 (no points) is not quite so bad, though 12 Nd4 !

Be7

One point. No points for other moves. The White Knight is far too threatening to be allowed to remain at g5. At this juncture, Black begins a maneuver, thematic for this position, to enhance the scope of his pieces. Even if you missed Black's last move, stop now and try to work out the best plan.

h5

Two points. The threat of 1 1 h5 requires attention. After 1 0. . . Be7 1 1 h 5 Nf8 (1 l . . . N/4? 12 Bxf4 exf4 13 Qd2 wins a pawn) 1 2 0-0-0 White has a considerable spatial advantage. Deduct a point if you chose 1 0 . . . Be7. Other moves which allow the Black Knight to be displaced also lose a point.

99

13 Qc4 13 ...

Bxg5

One point. Deduct as many points as you think fit if you missed that White threatened 1 4 Qfl mate. Deduct two points for 1 3 . . Rf8 which allows 14 Ne6. .

14 Bxg5 14 ...

Qb8

Two points. A standard move in this line of the Steinitz Deferred. The fact that the White b-pawn is attacked only increases its strength. No points if you played the Queen to c8 - a square with few prospects - or even worse 14 . . . Ne7, an unnecessary self-pin.

15 0-0-0

1 00

Test Your Opening, Middlegame and Endgame vol. I I 15 . . .

a5!

Three points. The cul­ mination of Black's strategy begun at move 1 2 . The threat of 16 . . . Qb4 causes White to weaken his King's position. Take three extra points if you foresaw this continuation at move 1 2 , two points if you spotted it at move 1 3 . 1 5 . . . cS with a similar idea unfortunately allows 16 Nd5 (no points). One point for 1 5 . . . Qb7 which threatens . . . Rb8 but does not force White to waste a tempo defending against . . . Qb4. Nothing for any other move as there is far more to gain from enterprise on the Queen's wing than anything else, for the moment.

16 a3 16 ...

Qb7

Two points. This move serves a threefold purpose. It prepares . . . Rb8, opens a veiled attack on the White e-pawn, and, last but not least, guards the c­ pawn. 1 6 . . . Qb6 would not be quite so strong. 1 7 Be3 forces the Queen to b 7 and improves the position of the Bishop. One point only for this move. Nothing for others.

1 7 g3 17 ...

Rb8

One point. A useful move to force a further weakening of the White pawn position.

18 b3

18 ...

Nf8!

Five points. The key move to improve further the activity of the Black pieces. At a stroke Black threatens to drive away the White Queen from her dominating position and redeploy the Knight more effectively at d7. Take four points if you played 17 . . . Nf8. It really must be the only plan to score. After, say, 1 8 . . . Rf8 or 1 8 . . . Bg4 White could begin a kingside pawn crush by 1 9 f4.

19 f4 19 ...

Be6

One point. The only logical follow-up to Black's last move.

20 Qd3 20 ...

Nd7

The Knight is repositioned to recapture on e5 or -- more important still -- move to c5. In particular take two bonus points if you saw that 2 1 f5? would lose to 2 1 . . .Nc5 22 Qe3 Bxb3 23 cxb3 Qxb3 .

21 Na4 21 ...

c5

Test Your Opening, Middlegame and Endgame vol. II Two points. Black prepares c5-c4 to break open the b-file. Take only one point for 2 1 . . .Qb5 . Black can expect more than merely the better ending at this point. Deduct a point for 2 1 . . .0-0. White could obtain needed much counterplay by 22 f5 Bf7 23 g4 ! , prizing open lines on the kingside.

22 f5 22 ...

Bf7

One point. Nothing for other moves.

23 Be3 23 ...

Nf6

Three points. After White's weak last move (23 Rhe l was better) the e-pawn has become a potential target. White has only one method of defense. 24 . . . Qc6 threatening . . . c4 also deserves credit (25 c4 N/6 wins a pawn). Take two points for this move.

Nxa4 Nxe4 (threatening 26. . . c4) are equally bad for White.

25 b4 25 .••

26 axb4 26 ...

Qxb4

One point. A generous bonus point if you noted that 27 Kd2 now would lose to 27 . . . Bc4.

27 Bg5 27 ...

Bc4

Two points. Two also for 27 . . . a3 , but nothing for 27 . . . Qb2ch 28 Kd2 threatening 29 Rb l .

28 Qf3 28 ..•

a3

One point. Black plays his trump card, the a-pawn. Other moves do win, of course, but none is so immediately effective.

29 Bxf6 29

gxf6

One point. Take two bonus points if you noticed that Black is threatening to win by 30 . . . Be2 ! If 3 1 Nxe2 a2 or 3 1 Qxe2 Qxc3 3 2 Qd3 Rb l ch !

30 Kd2 30 ...

a4 ! !

Five points. The variations

2 5 bxa4 c4 26 Qe2 Nxe4 and 25

al

One point. Take two bonus points if you intended to answer passive defense by a central breakthrough, e.g. 3 1 Ra l c6 3 2 Ke l d 5 3 3 Kf2 (to avoid the loss of a piece by . . d4) 3 3 . . . Qc5ch 34 Kg2 d4 35 Ne2 Bxe2 36 Qxe2 Rb2 3 7 Rhc l (3 7 Rael a l (Q) !) and Black wins at leisure. .

24 ...

cxb4

One point.

..•

24 Nc3

101

31 Rbl

1 02

Test Your Opening, Middlegame and Endgame vol. II 31 ...

axbl (Q)

One point, but only if you envisioned the following the moves: 32 Rxb l Qxb l 3 3 Nxb l Rxb l . Lutikov, perhaps in time trouble, prolonged the game a few more moves before resigning.

1 d4 e6 2 c4 Bb5ch 3 Nc3 f5 4 e3 Nf6 5 Bd3 0-0 6 Ne2 d6 7 0-0 c5

Now total up your points: 45-50 - Grandmaster 40-44 - International Master 3 5 -3 9 - Master 30-34 - Expert 25-29 - Class A 20-24 - Class B 1 0- 1 9 - Class C Below 1 0 : Need more study

Test No. 21 You are sitting beside Miguel Najdorf, the Argentinean Grandmaster. Your opponent is Paul Keres, the late Soviet GM. The game is taken from the Piatigorsky Cup Tournament, held in Los Angeles in 1 963. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing Black's moves. When­ ever you have made a White move, STOP ! and try to work out Black's reply. Keep track of your point awards and see how you grade at the end of the game.

Los Angeles, 1963 White: M. Najdorf Black: P. Keres Franco-Indian Defense

Start Your Test Now!

8 b3 Three points. The White QB takes its best position on the long black diagonal. One point only if you played 8 Bd2 where the Bishop's prospects are minimal. 8 a3 virtually forces 8 . . . Bxc3 , gaining the advantage of the two Bishops; if 8 . . Ba5 9 Na4 forces the Black pieces into uncomfortable positions defending the c5 pawn (9 . . cxd4 allows the eventual b2-b4 by White who then obtains an overwhelming spatial advantage on the queenside). Another excellent possibility after 8 . . Ba5 is 9 Na2 ! (9. . Nc6 J O Rb l). Take one point for 8 a3 and a bonus point for either of the continuations you saw. One point for 8 Qc2 . Deduct two points for 8 e4? - distinctly premature, for 8 . cxd4 9 Nxd4 .

.

.

.

.

.

Test Your Opening, Middlegame and Endgame vol. II B xc3 1 0 bxc3 fxe4 would win a pawn with the much better game.

8 ... 9 Bb2

Nc6

One point. Logical after White's last. Deduct two points if you missed that Black threatened to win a pawn by 9 . . . Bxc3 10 Nxc3 cxd4. No points for 9 d5 with the likely continuation 9 . . . Bxc3 1 0 Nxc3 exd5 1 1 cxd5 Ne5 . I t i s i n White's interest to keep the center fluid hoping to expand the power of his bishops. To resolve the tension, at the same time accepting a slightly weak pawn at d5, does not deserve credit.

9 . 10 dxe5 ..

Four points. A move which, if at all possible, must be played. Black's King Bishop is now completely misplaced. Specifically l l . . .Nxd5 loses to 12 cxd5 Qxd5?? 13 Bc4. If last move you played 1 0 Nd5 unfortunately you do not gain a point. After 10 . . . cxd4 1 1 exd4 Nxd5 1 2 cxd5 Nxd4 1 3 Nxd4 (13 Bxd4 exd4 1 4 Nxd4? Bc3) 13 . . . exd4 14 Bxd4 White has little, if any, advantage.

1 1 ...

Be6

e5

Two points. Black is compelled to recapture with the pawn. If 1 0 . . . Nxe5 1 1 Bc2 prepares N/4 and eventual pressure on the backward d-pawn. One point for 10 dxc5 . Black could reply 10 . . . Bxc5 1 1 Bc2 Be6, keeping his disadvantage to manageable proportions. No points at all for 10 d5 Bxc3 1 1 Bxc3 Ne7. The blocked center has relieved Black of his most pressing difficulties; he may begin to think in tenns of a kingside attack, . . . g5 and . . Ng6. One point for 1 0 Bc2 . After 1 0 . . . cxd4 1 1 exd4 Bxc3 1 1 Bxc3 f4 Black has gained control of some important central squares and should equalize. .

10 ... 1 1 Nd5 !

1 03

dxe5

1 2 Ng3 ! Five points. White must take note of 12 . . . Nxd5 1 3 cxd5 Bxd5 . 12 Ng3 attacks the f-pawn and makes 14 Bxf5 possible in the above variations. 1 3 . . . Qxd5? for Black still loses to 14 Bc4. Take another point if you saw that 12 . . . e4 1 3 Nxf6ch gxf6 14 Bc2 would present Black with some difficulties defending /6. No points for 12 Nxf6ch Qxf6 13 f4 Qh6 ! with a potential threat to the e3 pawn. Deduct two points for 1 2

1 04

Test Your Opening, Middlegame and Endgame vol. II

Nxb4?, exchanging off Black's worst piece.

1 2 ... 13 f4

g6

Four points. No points for 1 3 Nxf6ch? Rxf6 14 f4. Black replies 14 . . . Rf7 followed by . . Rd7 with a good game. As Black has just weakened himself on the long black diagonal, 1 3 f4 comes at once into consideration. How had you planned to answer 1 3 . . . e4? If you planned 1 4 Nxf6ch Rxf6 1 5 Bxf6? Qxf6 16 Be2 Rd8 1 7 Qc2 Bd2 ! deduct two points. Black would have achieved a winning position ! The correct move in this line is 1 5 Bxe4 ! Rf7 (15 .. .fxe4 1 6 Qxd8 Rxd8 I 7 Bxf6) 1 6 Bd5 Bxd5 17 cxd5 Rd7 1 8 e4 with Black hamstrung by his weakness on the al-h8 diagonal. If 1 8 . . . fxe4 1 9 Nxe4 Rxd5 2 0 Qxd5ch ! , or 1 8 . . . Nd4 1 9 a3 ! Ba5 20 b4. Take up to three bonus points according to how much of this you saw. Take another bonus point if you were going to answer l 3 . . . exf4 with 1 4 Nxf6ch Rxf6 1 5 Bxf6 Qxf6 1 6 exf4 Rd8 1 7 Ne2 ! preventing 1 7 . . . Qd4ch. In this line 16 . . . Qd4ch 1 7 Kh l Rd8 is met by 1 8 Qe2 . Again you had to be decisive. If you overlooked the threat of 1 3 . . . Nxd5 1 4 cxd5 Bxd5 deduct one point. .

13 ... 14 cxd5

Nxd5

One point, but only if you saw that 14 . . . Qxd5 1 5 Bc4 wins a piece.

14 ... 15 fxe5

Bxd5

Two points. An extra point is yours if you now planned the variation 16 Nxf5 ! gxf5 1 7 Bxf5 with crushing threats (18 Qg4ch). One point for 1 5 e4 fxe4 1 6 Nxe4. If now 1 6 . . . exf4 White has 1 7 Qg4. No points for anything else.

15 ... 16 Ne2 !

Be6

Four points. An excellent maneuver which prepares the removal of Black's light-squared Bishop from its blockading post. 16 e4 is no longer feasible. By 16 . . . f4 Black would block the action of the two White Bishops. One point for 16 Qe2 followed by 1 7 Rad 1 - the routine method of exploiting White's advantage.

16 ... 17 Nf4

Qe7

One point. White threatens 18 Nxe6 Qxe6 1 9 Bc4. This would still be the reply to 1 7 . . . Rad8. Black's next is forced.

17 ... 18 Qf3

Nd8

Two points. White continues his development, hinders 1 8 . . . a6 and 1 9 . . . b5, and increases control over d5.

18 ... 19 Radl

Rc8

Two points. Take one point if you chose 1 9 Qg3 with the

Test Your Opening, Middlegame and Endgame vol. II intention of either 20 h4 and 2 1 h5 or 20 Nxe6 Nxe6 2 1 Bxf5 winning a pawn. The Rook move, preparing to contest the d-file and bringing White's last piece into play is, we feel, stronger.

19 ...

a6

1 05

Three points. Opening the long Black diagonal is the most incisive. Two points for 22 Nd5 Qe6 23 Nf6ch Kg7 24 Qxb7 which is less forcing. One point for 22 Rd5 Ng5 23 Qe2 Rfd8 24 Rfd l Ne4 allowing Black to organize a defense.

22 ... 23 Qd5

Ng5

One point. The Queen aims at e5, achieving complete control over the al-h8 diagonal. One point for seeing the variation 23 . . . Ne4 24 Qe5 Nf6 25 Rd7 !

23 . . 24 Qe5 .

Rc6

One point. We gave you a strong hint last move !

24 ...

Nxe6

20 Bc4! Three points. Just before Black can play . . . b 7-b5. Four points for the better 20 Nxe6 Nxe6 2 1 Bc4 b5 22 Bxe6ch Qxe6 23 Rd6 Qe7 24 Qd5ch Qf7 25 e6 with 26 Qe5 or 26 Rd7 assuring an immediate win. Take an extra point if you saw 20 . . . b5 2 1 Bxe6ch Nxe6 22 Nxe6 Qxe6 23 Rd6 winning easily.

20 .. 21 bxc4 .

Bxc4

One point. A generous bonus point if you planned 22 Rd6 in answer to 2 1 . . . Ne6. The threat of 23 Qd5 is irresistible.

21 ... 22 e6

Nf7

25 Qh8ch Three points. This move leaves White with a clear material and positional advantage. Three points also for 25 Nd5 . Black may reply 25 . . . Qh4 (25. . . Qgl 26 Nf6ch Kh8 2 7 Rdl) 26 Rf4 ! Qh5

Test Your Opening, Middlegame and Endgame vol. II

1 06

(26. . Nx/4 allows mate) 27 Qh8ch Kf7 28 Qf6ch forces mate. No points for 25 Nxe6 Rxe6 26 Qh8ch Kf7 27 Qxh7ch Ke8 which loses the chance of a clear win. We now go through move 29 without awarding any points; but with move 30 start thinking hard. .

Kfi 25 ... 26 Qxh7ch Ke8 27 Qxe7ch Kxe7 28 Nxg6ch Ke8 29 Nxf8 Nxf8 30 R:xf5 Three points if you saw the whole of this forced sequence. White is the exchange and two pawns up. Nothing for other moves.

30 ... 31 cxb5

b5

One point. Not 3 1 Re 1 ? pointlessly confusing the issue: 3 1 . . .Bd2 3 2 Re5ch Re6.

31 ... 32 h4

axb5

One point. White plays his trump card, the passed h-pawn.

32 ... 33 a3!

Bxa3

One point. A point also for 34 Rb l b4 3 5 Rxc5. 34 . R:xa3 35 R:xc5 ..

resigns. Now Total Up Your Points: over 55 - Grandmaster 4 1 -55 - Master 34-40 - Expert 24-3 3 - Class A 1 8-23 - Class B 1 1 - 1 7 - Class C Below 1 1 - need more study

Test No. 22 You have White, sitting beside Lev Polugaevsky, a leading Your Grandmaster. Soviet opponent is L. Espig, an East German International Master. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves. When­ ever you have made a Black move, STOP ! and try to work out White's reply. Keep track of your point awards and see how you grade at the end of the game.

Ra6

Two points. Simple and good. White liquidates even further. Other moves may win, but none is quite so precise.

33 ... 34 Bxa3

One point. Black will lose his last queenside pawn. Black

Budapest, 1975 White: L. Polugaevsky Black: Espig Old Indian Defense 1 NfJ Nf6 2 g3 d6 3 d4 Nbd7 4 c4 e5 5 Nc3 Be7 6 Bg2 0-0 7 0-0 c6 8 e4 Qc7 9 b3 a6 1 0 Bb2 b5 (See next diagram)

Test Your Opening, Middlegame and Endgame vol. II

1 07

now plan to answer 1 3 . . . Ba6 by 1 4 exf6 Bxc4 1 5 fxe7 Rfb 8 1 6 e8=Qch! Rxe8 1 7 bxc4 gaining fine compensation for the Queen. Deduct five points for moves which simply lose material, e.g. 1 3 Qa4 Nb6 1 4 Qa3 d5. Deduct two points for 1 3 Qd3 and 1 3 Qe2 which lose the exchange after 1 3 . . . Ba6.

13 ... 14 Rfcl 1 1 Qe2 Two points. Black would have liked to play l l . . .bxc4 and after 12 bxc4 contest the b-file by . . . Rb8. Combined with . . . a5 and Ba6 attacking the c-pawn Black should then obtain sufficient pressure to equalize. Take no points if you allowed this plan. No points for 1 1 dxe5 dxe5. This exchange is rarely good where a Black pawn guards d5 but White's pawn formation prevents a similar defense to d4. . . .

1 1 ... 12 Qxc4

bxc4

One point. If, despite various warnings, you played 1 2 bxc4, deduct a point. White's last two moves envisaged a slight tactical embarrassment to his Queen in return for the strategic advantage of pressure on the Black a- and c-pawns.

12 ... 13 dxe5 !

a5

Five points, but only if you foresaw White's next move. You

dxe5

Three points. The completion of the maneuver begun on move 1 2 . White responds to 14 . . . Ba6 by 1 5 Nd5 ! Nxd5 1 6 Qxd5 . I f you chose Rfc 1 last move you are unlucky. After 1 3 Rfc l Ba6 14 Nd5 Nxd5 1 5 Qxd5 Black has 1 5 . . . Rfc8 ! winning at least a Rook because White's Queen is trapped. Deduct three points for any other move by the Rfl . Both 1 4 Rfe l and 14 Rfd l are answered by 14 . . . Ba6 1 5 Qa4 Nc5 1 6 Qa3 Nd3 . Take two bonus points if you saw up to move 14 when playing 1 1 Qe2 .

14 ...

Nc5

1 08

Test Your Opening, Middlegame and Endgame vol. II 1 5 Na4!

Three points. Black threat­ ened 1 5 . . . Ba6, winning material. If you missed this, deduct four points. 1 5 Na4 ! clears an escape route for the White Queen and increases pressure down the c-file. Take two bonus points if you planned to answer 1 5 . . . Nfd7 by 1 6 Nxe5 ! Ba6 ( 1 6. . . Nxa4 1 7 Nxc6!) 1 7 Qd4 Nxa4 1 8 Nxc6 Bf6 1 9 Qxa4 . The final threat of a Knight check on e 7 discovering a Rook attack on Black's Queen is very unpleasant in these lines of play.

1 5 ... 1 6 Bxe5

Ba6

Two points. It would be ungracious to refuse the gain of a pawn and a tempo. Black would now have to spend further time securing the safety of his pieces if he tried 16 . . . Bxc4 1 7 Bxc7 or 16 . . . Qxe5 1 7 Nxe5 Bxc4 18 Nxc6 ! One point each for 16 Qc3 and 16 Qc2 .

1 6... 1 7 Qc2

Qa7

One point. No points for 1 7 Qc3 which allows 1 7 . . . Nfxe4 attacking the Queen. Take a bonus point if you planned to answer 1 7 . . . Nd3 by 1 8 Rd l Nb4 1 9 Qb l maintaining an extra pawn.

1 7 ... 18 Qdl

Bd3

Three points. The beginning of a splendid maneuver to take advantage of the vulnerable position of the Black minor pieces. At present, the Bishop on d3 would

be en prise after the threatened 1 9 Rxc5. 1 8 . . . Nfxe4 does not solve this problem as 1 9 Nxc5 Nxc5 20 Rxc5 wins two pieces for a Rook. One point for seeing this variation. Two further points if you planned to refute 18 . . . Bxe4 by 19 Bxf6 gxf6 (19. . . Bx/6 20 Rxc5) 20 Nd4 ! attacking c6 and /5, the two weakest points in Black's camp. No points for 1 8 Qb2 allowing 1 8 . . . Bxe4, or for 1 8 Qc3 or 18 Qd2 allowing 18 . . . Nfxe4 .

18 ... 19 Bd4!

Rfd8

Four points. By this move White covers his Queen from a discovered attack by the Black Rook, and increases the pressure still further upon the Nc5. No points for 1 9 Nxc5 Bxc5 20 Bxf6 Bxf2ch 2 1 Kh 1 gxf6 22 Nh4 Bxe4 with a discovered attack on White's Queen, or 19 Bxf6 Bxf6 20 Rxc5 (20 Nxc5 Bxe4 21 Qel Bxj3 22 Bxj3 Bxal ) 20 . . . Bb5 ! when both White Rooks and White's Queen are threatened.

19 ...

Nfxe4

Test Your Opening, Middlegame and Endgame vol. II 20 Qel ! Three points. The threat of 2 1 Qe3 forces Black's reply. Three points also for 2 1 Nxc5 Nxc5 (forced, since 21. . . Bxc5 22 Qxd3 Nx.f2 23 Bxc5 Nxd3 24 Bxa 7 Nxcl 25 Rxcl Rxa 7 26 Rxc6 gives White the better ending) 22 Qe l ! Rd5 23 Qe3 (threat of 24 Ne!) 23 . . . Rad8 24 Rc3 followed by 25 Rae l .

20 ... 21 Nxc5

Bb5

Bxc5

Four points. White gains a winning advantage from this simplifying combination. 22 Qxe4 Bxd4 23 Nxd4 Rxd4 losing the initiative, does not deserve credit.

22 ... 23 Qe5

Nxc5

Two points. One point only for 23 Qe3 . Black replies 23 . . . Re8 24 Bxc5 (24 Qc3 Ne4) 24 . . . Rxe3 25 Bxa7 Rxf3 26 Bxf3 Rxa7 27 Rd l Kf8 28 a4 Ba6 29 Bxc6 Rc7 and White's edge is small.

23 ... 24 Nxd4

when playing 20 Qe l ! . White threatens 25 Nxb5 and 26 Bxa8. Two further points if you planned to refute 24 . . . Rd8 by 2 5 Nf5 ! (superior to 2 5 Nxc6 - one point) 25 . . . Ne6 (25. . .f6 26 Qe3) 26 a4 Ba6 27 Qxa5 .

Nd3

24 ...

x • • ••• � d • d • t �. '� t •t• • • • � d l ii!.li. � ,.m:.d �&- � z

Two points. 2 1 Nc3 Nxc3 (21. . . N/6 22 Qe3) 22 Qxc3 Ne4 23 Qe3 c5 24 Bxg7 Kxg7 23 Qxe4 merits two points. Nothing for 2 1 Qe3 which allows 2 1 . . . Bxa4 easing the pressure on the pinned Knight. Take a bonus point if you intended to answer 2 1 . . .Nxc5 by 22 Qe3 .

2 1 ... 22 Rxc5 !

109

Rxd4

One point. Three bonus points if you saw up to this point

. d

" �

. d

. •

• "'Al :n: d -- d · �. -� " �. ..�. � . �. . -��.at. • • ft • �9 • • � . . � � • d

z



25 Qe3 One point. 25 . . . Rd8 loses a piece to 26 Nxb5 Qxe3 27 fxe3 cxb5 28 Rd l Rd7 29 Bc6 ! Rd8 30 Bxb5 . A bonus point for this line.

25 ... 26 Rdl

a4

Two points. Polugaevsky chooses the safest method of winning. If you preferred 26 Nxb5 Qxe3 27 fxe3 axb3 28 Nc3 b2 29 Rb l Ra3 30 Nd l Rxa2 3 1 Be4 ! take two points also.

26 ... 27 axb3

axb3

One point. Deduct two points for 27 Nxb5 Qxe3 28 fxe3 bxa2 29 Ra l Nb4 30 Nc3 Ra3 regaining the piece.

27 ...

Nb2

1 10

Test Your Opening, Middlegame and Endgame vol. II 28 Rel

One point. The double threat of 29 Qe8ch and 29 Nxb5 forces Black's reply.

28 ... 29 Qd2 !

Rf8

Three points. The only move to score. The Black Knight is trapped. 29 Qc3 would not achieve the same object because of 29 . . . Nd3 .

29 ... 30 Nxb5

Qa2

One point. A necessary preparation for White's next.

30 ... 31 Qc2

cxb5

One point. White threatens 32 Rb l .

3 1 ... 32 Bfl !

Rd8

32 ... 33 Re2

Qa5

Two points. It is stiff not too late to bungle everything. Deduct four points for 32 Rb l ? which throws away the win after 32 . . . Qxb l ch 3 3 Qxb l Rd l ch.

One point. If 33 . . . Nd3 or 3 3 . . . Nd l then 34 Qxd3 ! (or 34 QxdI I) wins.

33 ... 34 Qxb2

h5

One point.

34 ... 35 Re8ch

Rdl ?

One point. 35 . . . Kh7 36 Qc2ch picks up the Black Rook. Black resigned.

Now Total Up Your Points: Over 60 - Grandmaster 50-59 - National Master 40-49 - Expert 30-39 - Class A 20-29 - Class B 10- 1 9 - Class C Below IO - Need more study

Test No. 23 You have the White pieces, sitting beside the Dane, Bent Larsen, for many years the second strongest player in the free world. Your opponent is Ulf Andersson, the Swedish grandmaster. The game is the fifth of their match in 1 975. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves. Whenever you have made a Black move, STOP ! and try to work out White's reply. Keep track of your point awards and see how you grade at the end of the game.

Match, 1975 White: Bent Larsen Black: Ulf Andersson Nimzo-Indian Defense 1 d4 Nf6 2 c4 e6 3 Nc3 Bb4 4 e3 c5 (See next diagram)

Test Your Opening, Middlegame and Endgame vol. II

111

9 Qd3 Two points. There are other reasonable moves here, too. Take two points if you chose 9 Qe2, intending to play d4-d5. (Deduct two points for the immediate 9 d5? for 9 . . Nb6 wins at least a pawn). Two points also for 9 Qb3 , ( 9 Bd3 or 9 a3 . The 9 a3 move could lead to 9 . . cxd4 IO exd4 Be7, a similar line to the game. Take two bonus points if you realized that Black's main idea in this variation is to exchange pawns on d4 and set up play against the isolated d-pawn. Any moves which overlooked this 9 Na4 or 9 Bd2 for instance - do not merit any points. Deduct two points for 9 dxc5 ; after 9 . Bxc3 IO bxc3 Qa5 and l l . . . Nxc5 Black has a winning positional plus. On d3 the Queen is ideally placed to defend the d-pawn and attack the enemy kingside. -

.

.

Start Your Test Now! 5 Bd3 This is the closest thing to a 'main move' at this tum for White and it earns three points. Tak� three points also for 5 ND , 5 Ne2 and 5 a3 . Take two points if you chose 5 g3 . Only one point for the passive 5 Qc2 or 5 Be2 . Other moves fail to score.

5 ... 6 Nf3

0-0

Two points. The same two for 6 Ne2 . Only one point for 6 Qc2, 6 Bd2, 6 a3 or 6 Qe2, none of which are outright bad, but neither do they advance White's prospects much.

6 . 7 0-0 ..

d5

Two points. Again, there are other moves, like 7 a3, 7 Bd2 or 7 Qc2 (a point each), but the text remains White's best try.

7 ... 8 Bxc4

dxc4

No credit for this obvious recapture.

8 ...

Nbd7

. .

9 ... 10 exd4

cxd4

One point. Both IO Nxd4 and IO Qxd4 lock in the Bel and give Black access to crucial central squares, e.g. IO Nxd4? Ne5 more than equalizes. No points for these moves.

10 . b6 (See next diagram) ..

112

Test Your Opening, Middlegame and Endgame vol. II One point for 1 2 Rfe 1 or 1 2 Rad l or 1 2 Rfd l .

1 2 ... 13 a3

1 1 Bf4 Three points. The problem of the correct placement of this Bishop is one of the major problems in White's isolated d­ pawn position. No points for 1 1 Be3 , for then l l . . .Bb7 threatens 1 1 . . .BxD , inflicting a weakness on White's kingside. No points for the passive 1 1 Bd2 . One point for 1 1 Bg5, which would be the strongest move if Black had placed his Queen knight on c6 instead of d7. In the present position the effect of 1 1 Bg5 is lessened by the fact that the Nf6 is already guarded by his colleague on d7. 1 1 Re l or 1 1 Rd l gain only one point. It is not yet clear where White's King Rook belongs. Deduct a point for 1 1 d5 with loses a pawn after 1 1 . . . Nc5 .

1 1 ... 12 Rael !

Bb7

Two points. Take another point if you also noted that 1 2 . . . Rc8 could be nicely met by 1 3 Nb5 ! threatening both 14 Nxa7 and 14 Nd6. ·

a6!

Black's points. Two excellent last move snuffed out hopes of any play White planned through 13 Nb5 or 13 Ba6. More important, 13 . . . a6 contains a drop of poison. If you overlooked that Black threatens 1 3 . . . b5 14 Bb3 Nc5 ! gaining the two Bishops and ruining White's pawn formation, deduct a point. 1 3 a3 - optional before - take two points if you chose it on move 1 1 or 1 2 - is compulsory now. It also provides a handy retreat square for the bishop on a2. One point for 1 3 Rfd l , the only other move to score.

13 ... 14 Rfel

Be7

White points. Two completes his development by pacing his Rook on an active post the semi-open file. One point for the passive 1 4 Rfd 1 . Deduct two points for 1 4 d5?, which still fails to 14 . . . Nc5 .

1 4 ... 15 Ba2

Re8

Two points. White deploys his pieces to maximum effect. If you chose this move last time, intending 15 Rfe 1, take the full two points. 15 Ba2 takes the Bishop away from a potentially vulnerable square (after 15 . RcB) and prepares the possibility of Bb 1 with pressure on h 7. 1 5 Bb3 ? (deduct three points) is an outright .

.

Test Your Opening, Middlegame and Endgame vol. II blunder after 1 5 . . . Nc5 16 Qc2 Nxb3 1 7 Qxb3 Bxf3 etc . . Take a bonus point if you saw this and realized that 1 5 . . . Nc5 now fails against 16 Qe2 Bxf3 1 7 Q xf3 Qxd4 1 8 Rcd l winning material.

15 ... 16 NeS

Rc8

Three points. One point if you chose it on the last two moves. The primitive 16 Ng5? ! (intending 1 7 Bxe6) fails to 16 . . . Nf8 (no points). One point for 16 Re2 or 1 6 Rc2 .

1 6 ... 1 7 BxeS

Nxe5 -

One point, but deduct ten if you recaptured with the pawn. A Queen is a Queen! Those who chose 1 7 Rxe5 deduct five points. They would lose the exchange after 1 7 . . . Bd6.

1 7 ... 1 8 Qg3

Qd7

Three points. White must tack around and try to force weaknesses in the solid Black

1 13

position. The text stops the occupation of d5 by the Black Knight and prepares 1 9 Rcd l and 20 d5 . One point for 1 8 Bb 1 forcing 1 8 . . . g6.

18 ... 19 h4

g6

Two points. The obvious method for taking advantage of Black's last weakening pawn move. Other moves are all rather slow.

19 .. 20 Qh3 .

bS

The ingenious Larsen intends 2 1 h5 Nxh5 22 d5. Two bonus points if you noticed this threat. Even stronger is 20 Qf4 ! Nd5 (20. . . Kg7 21 h5 or 20. . . Nh5 21 Qg4 intending 22 d5) 2 1 Bxd5 ! Bxd5 22 Bf6 ! (22. . . Bx/6 23 Qx/6 Qd8 24 Q/4 with considerable black square pressure) threatening 23 h5 or even the immediate 22 h5 as 22 . . .f6 fails against 23 hxg6 hxg6 (23. . .fxe5 24 QJ7ch) 24 Qh6 ! Take three points if you chose 20 Qf4, and one to three bonus points according to how much of the analysis you saw.

20 ... 21 Re3

Red8

Two points. Black's last move protects his Queen and makes 2 1 h5? unwise because of 2 1 . . .Nxh5 22 d5?? exd5 . Deduct two points if you chose this line. No points for the seemingly crushing 2 1 Bxf6 Bxf6 22 Rxe6?! It is easily repulsed by 22 . . . Kg7 23 Re3 Qxh3 24 Rxh3 Rxd4 and

1 14

Test Your Opening, Middlegame and Endgame vol. II

White cannot claim one iota of advantage.

2 1 ... 22 Reel

a5

One point. The only move to score. The Rook now increases pressure on the e6 pawn while avoiding the exchanges after 22 . . . b4.

22 ... 23 axb4

b4

Two points, but only if you saw why the immediate 23 Ne2 was not good. After 23 . . . Rc2 24 Bb3 Rxb2 25 axb4 a4 ! the White Bishop has no safe square.

23 ... 24 Ne2

axb4

One point. Other retreats either lose material or leave the Knight with poor prospects. Rc2 24 . . .

25 Nf4 Two points. By a clever Knight maneuver, White has increased pressure on e6 and prepared h4-h5. Defense of the b-pawn is hopelessly passive and should not even enter your head.

25 ... 26 Bb3

Nxe6? leaving Black with two Bishops for a Rook after 26 . . . Rxa2 27 Nxd8 Qxh3 28 Rxh3 Bxd8.

26 ... 27 h5!

Nd5

Four points. 27 . . . Nxe3 would now lose to 28 hxg6 (28. . .fxg6 29 Bxe6ch) . Moreover, Black must attend to the immediate threat of 28 hxg6 fxg6 29 Nxg6 when the White rook is transferred to g3 in many variations. A bonus point for seeing either of these threats - two points for seeing both. Black's best chance was probably 27 . . . Nxf4 28 Bxf4 Bf6 ! 2 9 Be5 Bxe5 though even here White has considerable counter­ play on the dark squares after 30 hxg6 hxg6 31 dxe5 Qe7 3 2 Qh6 Qf8 33 Qg5 Bd5 34 Rd l Rd7 3 5 Bxd5 Rxd5 36 Rxd5 exd5 3 7 Rh3 and Black is helpless before the threat of 38 Qf6 Qg7 39 Qd8ch Qf8 40 Rh8ch. Take one to five bonus points according to how much or how little of this you envisioned.

Rxb2

Two points. The alternative was 26 Bb l , no points (26 R3e2 or 26 R l e2 merely weakens White's attack). The text gives more scope for combinations - usually based on e6. Now 26 . . . h5 (to stop 26 h5) fails against 27 Nxg6 ! Rxb3 27 Nxe7ch. Deduct three points for 26

27 ...

g5?!

Test Your Opening, Middlegame and Endgame vol. II 28 Bxd5 Three points, but only if you were planning White's next. After 28 . . . gxf4? White wins material by 29 Qg4ch Kf8 30 Qg7ch Ke8 3 1 Qg8ch Bf8 3 2 Bg7 or 3 2 Bd6 ! . No points for 28 Nxd5 Bxd5 threat­ ening further exchanges, while 28 Rg3 ? (deduct two points) loses material to 28 . . . Nxf4 29 Bxf4 Rxb3 !

28 ... 29 Rel !

Bxd5

The culmination of Larsen's tactical ingenuity. The threat of 30 Rc7 Qe8 3 1 h6 intending Nh5 and Nf6ch (31 . . .gx/4 32 Qg4ch) forces a blunder from his opponent. In this finely balanced position 29 Re l is the only move to score. 29 Nxd5 or 29 Nd3 are insufficiently sharp; they can be easily meet by 29 . . . Qxd5 and 29 . . . Rb3 respect­ ively. In addition, White has to find an answer to the threat of 29 . . . gxf4. Take three bonus points if you analyzed 29 . . . Rc8, realizing that by 30 Rxc8ch Qxc8 3 1 Nxd5 Qc l ch 32 Kh2 exd5 33 Qd7 ! Rb l 34 Kh3 ! Qh l ch 35 Bh2 Bf6 (35 . . . Bj8 36 Rj3) 36 RD or 36 h6 wins. Larsen himself thought of a remarkably clever defense for Black in 29 . . . b3 ! 30 Rc7 Rb l ch 3 1 Kh2 b2 ! 3 2 Rxd7 Rh lch! 3 3 Kxh l b l (Q)ch 34 Kh2 Rxd7. Even here though, it seems that White maintains a strong initiative after 3 5 Rc3 ! intending 36 Rc8ch Rd8 37 Nxd5 ! . Take up to five bonus

1 15

points according to how deeply you delved into this variation.

29 ...

gxf4

Under intense, pressure, Andersson not surprisingly cracks.

30 Qg4ch One point.

30 ... 31 Qxf4 !

Kf8

Four points. Again the only move to score. White can still go wrong by rushing with 3 1 Qg7ch Ke8 32 Qg8ch Bf8 33 Rc7 fxe3 ! or 33 Bg7 Qe7. Deduct two points for 3 1 Qg7ch.

31 ... 32 Rg3

Rc8

Four points. The last difficult move of the game. You saw of course that 32 . . . Ke8 lost to 3 3 Rxc8ch Qxc8 34 Rg8ch Bf8 3 5 Bd6. The threat of 3 3 Qh6ch forces Black to jettison material .

32 ... 33 Qxcl

Rxcl ch

No points.

33 ... 34 Qxb2

Qc6

1 16

Test Your Opening, Middlegame and Endgame vol. II

Again no points. White's mating attack has netted an exchange plus.

34 ... 35 Bf4

f6

One point. 3 5 Bb8 is scarcely an attractive square. No points for it.

35 ... 36 Qbl !

Qc4

The points. Three immediate threat is 37 Qxh7. One point for 36 h6, intending 37 Rg7 and 3 8 Rxh7.

36 ... 37 Qal

f5

Two points. The idea is to draw the enemy Queen away from the d-pawn by the threat of 38 Qa7 threatening 39 Qb8ch. A bonus point if you saw that 37 . . . b3 fails against 38 Qa7 Qb5 39 Bh6ch Kf7 40 Rg7ch.

37 ... 38 Qel !

Qa2

Two points. White gains access to e5 and the weak dark squares. If now 3 8 . . . Bf6 3 9 Qxb4ch.

38 ... 39 Qe5

b3

One point, but only if you made White's last move with this in mind.

39 ... b2 40 Qh8ch One point. A point also for 40 Qb8ch which will mate just as well. Black resigned.

Now Total Up Your Points: Over 87 - Grandmaster 74-86 - International master 6 1 -73 - National master 48-60 - Expert 3 5 -47 - Class A 28-34 - Class B 20-27 - Class C Below 20 - need more study

Test No. 24 You have White, sitting beside Yuri Balashov, one of the Soviet Union's best young players at the time. Your opponent is Ivo Nei, whose strength approached that of his fellow Estonian Keres. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves. Whenever you have made a Black move, STOP ! and try to work out White's reply. Keep track of your point awards and see how you grade at the end of the game.

U.S.S.R. 1 973 White: Y. Balashov Black: I. Nei English Opening 1 c4 c6 2 e4 e5 3 Nf3 Qc7 4 Nc3 Nf6 5 g3 Bb4 6 Bg2 d6 7 0-0 Bg4 (See next diagram)

Test Your Opening, Middlegame and Endgame vol. II 9 . 10 a3 ..

117

Nbd7

Three points. Two points also for 10 Ne2, e.g. 10 . . . d5? ! 1 1 cxd5 cxd5 1 2 exd5 and White wins a pawn. One point for 10 Re 1 or 1 0 Rd 1 though the best square for this Rook is far from obvious as yet. 1 0 b 3 does not score because i t i s equally unclear which diagonal will best suit White's Bel .

10 . 1 1 b4 .

8 h3 Three points. Simple, yet forceful, securing the slight advantage of the Bishop pair. An extra point if you had a look at d4 and decided that the absence of any Black counterplay against it made the exchange of the Nj3 less important. 8 d4 would allow Black to grab a pawn and weaken White's pawn skeleton by 8 . . . Bxc3 9 bxc3 Nxe4 but only at the expense of dangerous counterplay based on Black's uncastled King: 10 Qd3 Bxf3 1 1 Bxf3 Nf6 12 dxe5 dxe5 1 3 Ba3 would set Black problems. Two points for 8 d4, but only if you saw the continuation. Two points also for the solid and sound 8 d3 . Nothing else scores. Deduct a point for 8 a3, 8 Qb3 or 8 Qa4, which lose the e-pawn after 8 . . Bxc3 . 8 Qc2 (no points) allows Black to double the c-pawns. .

8 9 Qxf3 ...

Bxf3

Two points. One point for 9 BxD ; nothing else scores.

.

BcS

Two points. 1 1 d3 is hardly worth a point here.

11 12 Rbl ...

Bd4

Because this is so strong, three points, and a fourth if, when you chose White's 1 0th move, you envisaged his 1 1th and 1 2th as well, for they represent far and away the best plan at this juncture. 12 Bb2, intending 1 3 Rae l , though slow, earns a point.

12 13 Ne2 ..•

Nf8

118

Test Your Opening, Middlegame and Endgame vol. II

Three points. Completely thematic. Until the Bishop is exchanged, b4-b5 might only enlarge its scope. 1 3 Bb2 does not quite earn a point, though the idea of following it up with 14 Ne2 Bxb2 1 5 Rxb2 followed by 16 d4 has certain attractions; but in a position that can easily be opened, the text, visualizing two Bishops against two Knights, is obviously White's most promising course. Ergo, nothing for 1 3 Re 1 or 1 3 Rd l .

1 3 ... 14 Nxd4

Ne6

Two points for this simple and direct move. No points for 14 h4 intending 1 5 Bh3 , which is too committal before Black has castled. 14 d3 is perhaps worth a point even now.

14 ... 15 Qd3

Nxd4

Two points. Deduct six points for 1 5 Qc3 when 15 . . . Ne2 wins. Nothing for others.

15 ... 16 Bb2

c5

Two points. Deduct two points for 1 6 bxc5? which after 1 6 . . . dxc5 leaves the d-file open for exploitation by Black. No other move is directly linked to White's long-term plan.

16 ...

a5?

Not a good move. Black had to castle without further delay.

1 7 bxc5 !

Three points. Nothing for 1 7 bxa5 Rxa5 with helpful counter­ play along the a-file. Deduct a point for 1 7 b5, blocking the Queen's wing.

1 7 ... 18 Bxd4

dxc5

Four points. This had to be played at once. Two extra points if you realized that Black loses a pawn after either 1 8 . . . Rd8 or 18 . . 0-0-0 by 1 9 Bxe5 ! .

18 ... 19 f4!

cxd4

The key to White's strategy. Four points. His idea was to allow Black to set up the outpost on d4, only to undermine it by f2-f4; if a plan like this entered your head on move 14 take three extra points.

19 ... 20 fxe5 Two points. anything else.

20 ... 21 Qxd4 One point. anything else.

Nd7 Nothing for

Nxe5 Nothing

Rd8 21 ... (See next diagram)

for

Test Your Opening, Middlegame and Endgame vol. II

22 Rxb7! Five points if you saw this magnificent move. 22 Qb2 Qc5ch 23 Kh2 0-0 is not so clear. If 22 Qb6 Qxb6 23 Rxb6 Nxc4 24 Rxb7 0-0 and White cannot hold his extra pawn. One point for 22 Qb2; no credit for anything else.

22 . .

.

Rxd4

22 . . . Qxb7 can hardly be considered in view of 23 Qxe5ch Qe7 24 Qxg7 or 23 . Kf8 24 Qxa5 securing'- a third pawn for the exchange and depriving Black of the right to castle. . .

23 Rxc7 A token one point for this.

23 . .

.

0-0

At last!

24 Rc5 Three points. Again, how can anything else qualify for credit when this one pure forcing move leaves Black no option but to . . . well, take another point if you have already foreseen Black's reply and White's follow up.

24 ... 25 Rel ?

Nxc4

1 19

No points ! Balashov allows Nei the chance of a draw. Correct was 25 Rd5 ! with positions similar to the game. Black's best continuation would then be 25 . . . Rxd2 (25. . . Rd8 26 Rel i s worse) 26 Re l Rxg2ch 27 Kxg2 Ne3ch 28 Kf3 Nxd5 29 exd5 Rd8 30 a4 ! followed by 3 1 Rc5 when White either wins the a-pawn or forces the Black rook into a passive position. Take four points for 2 5 Rd5 and three bonus points i f you found the subsequent analysis.

25 26 Rd5 .•.

Nxd2

No points. With 26 . . . Rc4 ! Black could now have forced a draw.

26 27 exd5 ...

Rxd5?

Score a gift point!

27 ... 28 Rc5

f5

Three points for this with its neat combination of a simple pawn gain by 29 Rxa5 and the fearsome concealed menace of 29 d6 followed by 30 Rd5.

28 ... 29 d6

Rb8

Three points. Nothing for 29 Rxa5, for which Black was no doubt hoping; he can reply 29 . . . Rb lch, e.g. 30 Kf2 Rb2 confronting White with trouble­ some problems. For example, 3 1 d6? Nc4 dis. ch and 32 . . . Nxa5 . Or 3 1 Ke3 ?? Nc4ch. Or 3 1 Ra8ch Kf7 32 Ke3 Nc4ch 33 Kd4 Rxg2 34

1 20

Test Your Opening, Middlegame and Endgame vol. II

Kxc4 Rxg3 is not much better for White, either. 30 Kh2 Rb2 would also be troublesome, e.g. 3 1 h4 Nf3ch 3 2 Kh l Rb lch 33 Bfl Rb2 ! (33 . . . Rxflch 34 Kg2 is more risky for Black) drawing by repetition.

Two points. White does best to preserve the "distant" pawn. Nothing for 34 Kh2 or 34 Rd5 ; even though they would n o doubt allow White to win in the long run, either makes his task more difficult.

34 35 Rd5 •.•

Rxg3

Two points. Obtaining a passed a-pawn. The only move to score.

35 36 Kf2 ••.

f4

Two points. Deduct four points for 36 Rxa5? (36. . .j3!).

29

•••

Kf7

30 d7! Three points. The most forceful continuation. If now 30 . . . Rd8 3 1 Rxf5ch wins easily. 30 Rxf5ch is slowest and only deserves one point.

30 ... 31 Re5ch

Ke7

Three points. But only if you saw that 3 l . . .Kd8 loses to 32 Re8ch and 3 l . . .Kf8 fails after 3 2 Bc6. N o points fo r anything else.

3 1 ... 32 Rd5ch

Kxd7

One point.

32 33 Rxd2 •••

Ke7

One point.

33 ... 34 a4

Rb3

36 ... 37 Rxa5

g5

One point.

37 ... 38 h4!

h5

Three points. The most efficient way of terminating the game. 38 . . . g4 is met by 39 Rxh5 Ra3 40 Bc6. Other moves such as 38 Ra8 and 38 Ra6 are slower and score only a point.

38 39 Bf3 •..

gxh4

Three points. Now the Black Rook is cut off from the rear of the a-pawn, e.g. 39 . . . Rh3 40 Rxh5 Rh2ch 41 Bg2 . Black resigns. Now Total Up Your Points: Over 75 - Grandmaster 60-75 - Master 50-59 - Expert 40-49 - Class A 30-39 - Class B

Test Your Opening, Middlegame and Endgame vol. II 20-29 - Class C Below 20 - need more study

Test No. 25 You have the Black pieces, sitting beside Lev Polugaevsky, one of the players to reach the Candidates' matches multiple times. Your opponent is Yuri Balashov. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing Black's moves. Whenever you have made a White move, STOP ! and try to work out Black's reply. Keep track of your point awards and see how you grade at the end of the game.

Tallin, 1 973 White: Y. Balashov Black: L. Polugaevsky Sicilian Defense 1 e4 c5 2 Nf3 d6 3 d4 cxd4 4 Nxd4 Nf6 5 Nc3 a6 6 g3 e5 7 Nde2 Nbd7 8 Bg2 Be7 9 0-0

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,

.

Start Your Test Now!

9 ...

121

b5

Three points. Natural and strong. Black gains space on the queenside and prepares to fianchetto his Bc8. It was important for you to consider 10 a4 - a common reaction to Black 9th move. If you intended 10 . . . b4 1 1 Nd5 Nxd5 1 2 Qxd5 Rb8 followed by . . . 0-0, . . . Bb l and . . . N/6 take a bonus point. One point for 9 . . . 0-0 or 9 . . . b6 which allow 10 a4 !

10 h3 10 ••.

Bb7

Two points. The logical follow up to Black's last move ' increasing pressure on White's e4 pawn and d5. 10 . . . 0-0 gains only one point, as does 10 . . . b4.

1 1 g4 1 1 ...

b4 !

Four points. The most forceful continuation. Moves like 1 1 . . .0-0, l l . . .Rc8 and l 1 . . .Qc7 score no points as they allow White to take the initiative with 12 g5, e.g. 1 1 . . .0-0 12 g5 Ne8 (12 . . . Nh5 13 Bj3!) 1 3 h4. 1 2 Ng3 would also be strong for White in this variation. But 1 1 . . .Nc5 deserves three points. After 12 Ng3 b4 1 3 Nd5 Nxd5 1 4 exd5 a position akin to the game is reached.

1 2 Nd5 12 . ..

Nxd5

Three points. Take an extra point if you saw this move when playing l l . . .b4, realizing White's 1 2th move was forced to protect the e-pawn. 12 . . . Bxd5 was not as

J 22

Test Your Opening, Middlegame and Endgame vol. II

good - Black wants to improve the scope of his black-squared Bishop and prevent g4-g5 - but it still rnerits a point. Other moves such :is 1 2 . . 0-0 allow 1 3 Nxe7ch followed by pressure against the weakly defended d6 pawn. .

13 exd5 13 ...

0-0

This necessary preliminary to any further action by Black gains two points. 13 . . . h5 is too dangerous after 14 Ng3 .

14 c4 14 ...

bxc3

A difficult juncture in the game. Black has to decide how to increase his small advantage (pressure on the d5 pawn and the weak black squares on the kingside). The text scores two points as it isolates the d5 pawn. Two points also for a plan which involves moves like . . Nc5, . . Bg5, . . . Bc8, and the gradual preparation for . . .j7-f5. .

15 Nxc3

.

Two points. Controls more area on the queenside and prepares . . . Ba6. 1 5 . . . Bg5 merits one point.

16 Rel 16 ...

1 7 Be3 1 7 ...

a5

Rc8

Three points. Necessary to prevent the splitting of Black's pawns after 18 Bxc5 . 17 . . . Qc7 with the same object in view would be less accurate. After 1 8 Re l the Black Queen is vulnerable vis-a-vis the Rook.

18 Na4! 18 ...

Nxa4

One point. A retreat would be an admission that 16 . . . Nc5 was a waste of time, and to allow 1 9 Nxc5 and the resulting weak pawns is out of the question.

19 Qxa4

15 ...

Nc5

Two points. An extra point if you saw that 1 5 . . . a5, a necessary preparation for this move, prevents 17 b4 . 16 . . . Ba6 and 16 . . . Bg5 both score one point. Deduct three points if you chose 16 . . . Rc8 1 7 Be3 Nb6? 18 Qb3 !

Test Your Opening, Middlegame and Endgame vol. II 1 9 ...

Ra8!

Four points. Balashov's active defense is almost on the point of equalizing, and Black has to play accurately to keep a small edge. Now on 20 Qb5 Ba6 ! 2 1 Qb6 Qxb6 22 Bxb6 Rfb8 23 Bxa5 Rxb2 and Black has the superior ending - better pawn and more active pieces. Moves which underestimate the strength of 20 Qb5 score no points, e.g. 1 9 . . . Bg5? 20 Qb5 Bxe3 (20. . . Rb8 21 Bal) 2 1 Rxe3 and White is better. On the immediate 1 9 . . . Ba6, 20 Bd2 ! causes diffi­ culties for Black.

20 Rael 20 ...

1 23

Two points. Aiming at j2. 23 . . . Bg5 loses a pawn after 24 Bxg5 Qxg5 25 Qxd6.

24 Be4 24 ...

Qf6

Two points. This would also have been the answer to 24 Bb6. No other moves deserve to score.

25 Qc2 25 ...

g6

One point. Black nullifies the threat against h 7 and prevents Bf5 . No points for 25 . . . Rac8. After 26 Qd2 it is difficult to see how Black can make progress.

26 Kg2 26 •..

Rab8 !

f5!

Three points. The time has come to attack White's kingside weaknesses. Other moves are too slow in the face of White's queenside pressure.

21 Qb5 21 ...

Ba6

One point only. A broad hint has already been given about the strength of this move.

22 Qc6 22 ...

fxg4

Two points. 22 . . . f4 allows 23 Bb6. Now 23 Bb6 is met by 23 . . . Qb8 24 hxg4 Bg5 ! 25 Be3 (25 R c2 Rc8 ! ) 25 . . . Bxe3 26 fxe3 Qxb2 27 Rc2 (27 Qxd6 Qflch 28 Kh l or 28 Kh2 R/6) 27 . . . Qb4 ! Two bonus points if you saw these variations.

23 hxg4 23 ...

Bh4

Three points, but only if you saw that 27 a3 fails against 27 . . . a4 intending 28 . . . Rb3 (28 Qxa4 Bxj2 wins).

27 Rhl 27 ...

Rb4

Two points. An extra point if you saw that 28 a3 brings White into difficulties after 28 . . . Rc4 29 Qb l Rxc l 30 Qxc l Bxf2 !

28 Rh3

1 24

Test Your Opening, Middlegame and Endgame vol. II 28 ...

Bg5

Three points. Planning to eliminate White's black-squared Bishop. 28 . . . Rc4 is less strong now: 29 Qb l Rxc l 30 Qxc l Be2? 3 1 g5 ! or 30 . . . Bxf2 3 1 Bg5 ! Qf7 3 2 Rf3 . The game now reaches a critical point.

29 b3 29 ...

Bxe3

One point. The logical continuation after Black's last move. White threatens 30 a3 .

30 Rxe3 30 ...

Rxe4 !

Five points. Take two extra points of you visualized this when playing 28 . . . Bg5 . White could not of course play 30 fxe3 because of 3 0 . . . Rxe4 ! 3 1 Qxe4 Bflch 3 2 Rxfl Qxfl ch 3 3 Kh2 (33 Kg3 Qf2 mate) 3 3 . . . Qe2ch ! and wins. A further point if you saw that 3 1 Qxe4 lost to 3 1 . . .Qxf2ch 32 Kh l Rf4.

31 Rxe4

Six points if you spotted it. Only one point for 3 1 . . .QDch? ! 32 Kg l Bd3 3 3 Re3 ! Qxg4ch 34 Rg3 Qxg3ch 35 fxg3 Bxc2 36 Rxc2 Rf3 37 Rc8ch ! and 3 8 Ra8 gives good drawing chances for White.

32 Qxd3 32 ...

Qxf2ch

One point. The only move to consider.

33 Khl 33 ...

RO

One point. Again there is little alternative. Take a bonus point if you saw that 34 Re2 Qh4ch 35 Rh2 Qxh2ch 36 Kxh2 Rxd3 followed by . . Rxd5 wins easily. .

34 Rc8ch 34 ...

Kg7

One point; the same for 34 . . Kf7. .

35 Rc7ch 35 ...

Kf6

Two points. Deduct three points for 3 5 . . Kf8 36 Rc8ch Ke7? 37 Rxe5ch! dxe5 38 d6ch ! with at least a draw for White. .

36 g5ch! ? 3 6 ... Kxg5 One point. Not 36 . . . Kf5?? 3 7 Re2 dis. ch.

37 Rc2 37 ...

31 ...

Bd3 ! !

This beautiful move i s the point of the whole combination.

Qg3

Two points. White's clever defense took away h4 from the Black Queen, but this move is sufficient to win. One point if you saw that 38 Qe2 loses to 38 . . . Qh3ch 39 Kg l (39 Qh2 Rfl

Test Your Opening, Middlegame and Endgame vol. II mate) 3 9 . . . Rg3ch Queen.

winning

the

38 Qd2ch 38 ... Kf5 Two points. The only move to score.

39 Qg2 39 •••

Kxe4

One point. An extra point if you saw 39 Re l Qh4ch ! Deduct five points for losing a Rook with 39 . . . Qxg2ch? 40 Kxg2 Kxe4 4 1 Rc4ch.

40 Rc4ch 40 ...

1 25

Whenever you have made a Black move, STOP ! and try to work out White's reply. Keep track of your point awards and see how you grade at the end of the game.

Madrid, 1974 White: A. Karpov Black: U. Andersson Queen's Indian Defense 1 d4 Nf6 2 c4 e6 3 Nf3 b6 4 g3 Bb4ch 5 Nbd2 Bb7 6 Bg2 0-0 7 0-0 c5

Kxd5

One point. 40 . . . Kf5 also wins, so a point for it. Deduct four points for 40 . . . Kd3 ?? 4 1 Qc2ch Ke3 42 Re4 mate. White resigned. Now Total Up Your Points: over 7 5 - Grandmaster 60-7 5 - Master 50-59 - Expert 40-49 - Class A 30-3 9 - Class B 20-29 - Class C Below 20 - need more study

Test No. 26 You have White. Your partner is Anatoly Karpov, the former World Champion. Your opponent is Ulf Andersson, the Swedish grandmaster. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves.

Start Your Test Now!

8 a3 Two points. Gaining a slight advantage of two Bishops against Bishop and Knight (8. . . Ba5 9 Nb3 is strong). Other moves are less forcing and allow Black a comfortable game, e.g. 8 Nb3 cxd4 9 Nbxd4 d5 or 9 . . . Nc6, equalizing. No points for any of these moves. 8 b3 ? would be a bad error, allowing 8 . Bc3 and 9 . . cxd4. Deduct two points for this. . .

.

8 9 Bxd2 •..

Bxd2

1 26

Test Your Opening, Middlegame and Endgame vol. II

Two points. No points for 9 Qxd2 . After 9 . . . cxd4 1 0 Nxd4 ( J O Qxd4 Nc6 followed by 1 J. . . d5) 10 . . . Bxg2 1 1 Kxg2 d5 again gives easy equality. 9 Nxd2 is met by 9 . . . Bxg2 10 Kxg2 cxd4 1 1 Nf3 d5 when Black has little to fear. No points. It was important for you to consider 9 . . . d5 at this point. If you intended 1 0 cxd5 Qxd5 - other moves also allow the isolation of Black's c-pawn - 1 1 dxc5 bxc5 ( 1 1 . . . Qxc5 1 2 Bb4) take a bonus point.

9 10 Bb4 ! •..

cxd4

White takes preventive action against Black's . . . d5. No points for 10 Nxd4 as after 1 0 . . . Bxg2 1 1 Kxg2 d5 Black has an even game. If Black replies 10 . . . d6, White plays 1 1 Qxd4 Ne8 1 2 Ne5 ! (not 1 2 Rfdl ? Nc6) 1 2 . . . Bxg2 1 3 Kxg2 Qf6 14 Qe4 ! with many threats. Two bonus points if you analyzed this. But deduct two points if you intended 1 4 Bxd6? which is weak: 1 4 . . . Nxd6 1 5 Qxd6 Rd8 16 Qc7 Na6 1 7 Qb7 Nc5 1 8 Qc7 Rac8 and Black wins. Deduct a point for 10 Bf4? d6 ! and White cannot recapture on d4 because of . . e5. .

10 1 1 Bd6 ...

Re8

Two points. No points if despite all the warnings you played 1 1 Nxd4 or 1 1 Qxd4 allowing the early . . d5. No other moves deserve .

credit.

11

...

Ne4

12 Qxd4 One point. The only move that comes into consideration; White must preserve his hold on d6. Deduct three points for 1 2 Nxd4 which loses a piece by l2 . . . Nxd6. Deduct one point for 1 2 Bb4 e5 ; no point for 1 2 Bf4 d5 .

12 13 b4 ...

Na6

Three points. Expanding his spatial advantage while restricting the Black Knights. If now 1 3 . . . Nxd6 14 Qxd6 Qc7 1 5 Rfd l Qxc4 16 Ne5 wins the exchange; 16 . . . Qc8 17 Rae l Qb8 (1 7. . . Bc6 1 8 b5) 1 8 Qxb8 R(either)xb8 1 9 Nxd7. Two bonus points i f you saw this. 1 3 Rad 1 moves the wrong Rook; 13 Rfd l allows 1 3 . . . Nac5 (threatening . . . Nb3). No credit for either of these moves. 1 3 Ne5 Nac5 is unclear. White cannot win a pawn by 14 Bxc5 Nxc5 1 5 Bxb7 Nxb7 16 Qxd7 (16 Rfdl d6) 1 6 . . . Qxd7 1 7 Nxd7 because 1 7 . . . f6 traps the Knight.

13 14 Rael ...

Rc8

Test Your Opening, Middlegame and Endgame vol. II Two points. A necessary precaution to the c4 pawn, which Black threatens to win after 1 4 . . . Nxd6. Deduct two points for 1 4 c5 which loses a pawn out of hand. 1 4 Ne5 Nxd6 1 5 Qxd6 Bxg2 16 Kxg2 f6 17 Nxd7 Rxc4 is unclear, though White is probably on top after 1 8 Rfd l . One point for this idea. After 14 Nd2 Nxd6 1 5 Qxd6 Bxg2 1 6 Kxg2 Black's defense has been considerably eased. After 1 6 . . . Rc6 1 7 Qd4 Nc7 1 8 b5 e5 1 9 Qe4 Rce6 Black is ready for 20 . . . d5 . 1 4 b5 deserves no credit; Black defends easily by 1 4 . . . Nac5. Nor does 14 Rfc l , since this Rook is better on the d-file.

14 ... 15 Qxd6

Nxd6

One point.

15 ... 16 Rfdl

Nc7

Two points. Bringing the last White piece into action, and threatening to win a pawn. Nothing else is quite so strong. 16 c5 is worth a point; 16 . . . Nb5 17 Qd3 Nc7 1 8 cxb6 would suit White well, but 1 6 . . . bxc5 1 7 Rxc5 Nd5 is better for Black; any exchanges ease his position. 16 Ne5 is not decisive. Black has 16 . . . Bxg2 1 7 Kxg2 Re7 1 8 Rfd l Ne8 extricating himself. No points. No points either for 16 a4 which is too slow, giving Black time for . . . Qe 7.

16 ... 1 7 Qd3

Re7

1 27

Three points. A difficult stage in the game. White has to decide how to convert his spatial advantage into something more tangible. 17 Ne5 scores only one point. After l7 . . . Bxg2 18 Kxg2 Ne8 ! 1 9 Qd3 (19 Nc6 Nxd6 20 Nxd8 Nxc4) 19 . . . Nf6 Black's position is much easier. The game move threatens both 18 Ne5 and more importantly - 1 8 Ng5 Bxg2 19 Qxh7ch Kf8 20 Qh8 mate. If Black tries to emancipate himself by 17 . . . d5 18 cxd5 exd5 (18. . . Nxd5 19 e4) 1 9 Ng5 g6 20 e4 wins at least a pawn. Two extra points if you saw these variations. 1 7 Rd2, intending to double Rooks on the d-file, is a mistake: l 7 . . . Nb5 1 8 Qd3 d 5 and Black can defen� . Deduct a point for 1 7 Rd2. Agam no points for 1 7 c5. 1 7 b5 leaves the c4 pawn weak: no points.

1 7 ... 18 Bxf3

Bxf3

One point. Nothing for other recaptures. The scope of the White Bishop is now enhanced and 18 . . . d5 is prevented: 1 9 cxd5 exd5 20 e4.

Ne8 18 ... (See next diagram)

1 28

Test Your Opening, Middlegame and Endgame vol. II Black's position. 2 1 c5 allows 2 1 . . .d5, so no points. Also no points for 2 1 Bb5 Rd6 with freeing exchanges.

2 1 ... 22 Qa4

1 9 Bb7! Five points. The move played switches the Bishop to the queenside, where White controls more squares, and disrupts the harmony of the enemy pieces. 1 9 e 4 is less flexible, but deserves two points. 1 9 Rd2 d6 20 R l d l has the demerit of leaving White's c4 pawn weak. No points for 1 9 c5 bxc5 20 bxc5 intending c5-c6, which is too committal.

19 ... 20 Ba6

Rc7

One point. The completion of the maneuver outlined in the previous note. No other move scores.

20 ... 21 Qb3

Rc6

Three points. Preventing 2 1 . . . d5 and improving the position of the Queen, e.g. 2 l . . .d5 22 Qa4 Rd6 (22. . . R 7c 7 23 Bb5 wins) 23 cxd5 Rxd5 24 Rxd5 followed by 25 Rc8 wins. Now 2 l . . .Nc7? would lose the exchange to 22 Bb7. Two points for 2 1 e4, which also increases the pressure on

Qb8

Two points. Threatening to win a pawn by 23 Rxd7 and improving the position of his Queen. Deduct a point for 22 c5 which loses a pawn, while 22 e4 allows counterplay via 22 . . . Qe5 . No points for 22 b5 - a positional error. However 22 Rd4, although slow, earns a point.

22 ... 23 Qb5

Rc7

Two points. The Queen has finally arrived at its most aggressive position. Take two bonus points if you visualized this position when playing your 2 1 st move. 23 e4 just gains one point.

23 ... 24 f3

Nf6

One point. Karpov intends to restrict the Black pieces still more by 25 e4. However 25 c5, three points, was stronger, when the White queenside pawns would begin an advance.

24 ... 25 cS

dS

Two points. Still the most inc1s1ve continuation is this exploitation of the queenside majority. After 25 cxd5, no points, Black plays 25 . . . Nxd5 threatening 26 . . . Nc3 .

25 ...

h5

Test Your Opening, Middlegame and Endgame vol. II

1 29

26 a4 Three points. White wishes to intensify the pressure on the b6 pawn. 26 c6, blocking the position, scores no points; after 26 . . . e5 Black has time to organize counterplay on the kingside.

26 ... 27 cxb6

Re8

Two points. White aims to secure a distant passed pawn, or else win the b6 pawn. Take a bonus point if you saw that after 27 . . . Rxc l 28 Rxc l Qxb6ch 29 Qxb6 axb6 30 Rc8 Rxc8 3 1 Bxc8 Black must lose a piece to stop the a-pawn, e.g. 3 l . . .Ne8 32 a5 bxa5 33 bxa5 Nd6 34 Bd7 ! Nc4 35 a6 Nb6 37 a7. The immediate 27 a5, allowing 27 . . . bxa5, prolonging the game, is inferior.

27 ... 28 a5

axb6

One point only - we gave you enough clues last move, but take an extra point if you planned this on move 26.

28 ... 29 Rxcl

Rxcl

One point.

Qe5 29 ... (See next diagram)

30 Qxb6 One point. The first slight material gain after White's excellent positional play. Deduct as many points as you think you should (Honest, now!) for 3 0 axb6?? Qe3ch.

30 ... 31 Khl

d4

One point. Only a point for 3 1 Kg2 - why? The reason is Karpov's wish to avoid a Knight check (fork) on e3, e.g. 3 1 Kg2 Nd5 32 Qc5 Rb8 33 Bb5? Rxb5 3 4 Qxb5 Ne3ch winning the Queen. Deduct six points for any move that misses the threat of 3 1 . . . Qe3ch winning a Rook.

31 ... 32 Rfl

Qe3

Two points. Preventing 32 . . . Qfl . Moves like 3 2 Rc5 denuding the White king do not merit credit and 32 Rc8? is a mistake - 32 . . . Rxc8 3 3 Bxc8 Qxe2 .

32 ... 33 Bd3

e5

Two points. Necessary to prevent 33 . . . e4 . Now White replies

1 30

Test Your Opening, Middlegame and Endgame vol. II

to this move by 34 fxe4 Nxe4 35 Qc6 Nf6 (35. . . Re6 36 Qc8ch Kh 7 3 7 Rj3) 3 8 Rf3 winning easily. Other moves allow 33 . . . e4 with unnecessary complications - no points.

33 ... 34 gxh4

h4

Three points. There is nothing to fear in the acceptance of the pawn. One point for 34 a6, though by 34 . . . hxg3 35 a7 Qh6 Black causes difficulties. 35 hxg3 e4 36 fxe4 Qxg3 is also bothersome.

34 ... 35 Rgl

Qf4

Two points. Again after 3 5 a6 (no points) Black might play 36 . . . Ng4. Now 3 5 . . . e4 is refuted by 36 Qxd4.

35 ... 36 a6

Qxh4

Two points. The pawn now decides. Nothing else scores.

36 ... 37 a7

g6

One point.

37 ... 38 Bxg6

Kg7

Three points. An effective finish. 3 8 . . . fxg6 39 Qb7ch followed by 40 a8(Q) wins. Here, however, all roads lead to Rome. 3 8 Qb7 Rh8 3 9 Rxg6ch (three points) wins, as would 38 Qb8 Rh8 3 9 Qxe5 (two points). Black

resigned. Now Total Up Your Points:

60-70 - Grandmaster 54-59 - Master 46-53 - Expert 38-45 - Class A 26-37 - Class B 1 2-25 - Class C Below 1 2 - need more study

Test No. 27 You have the Black pieces, sitting beside Jan Timman, the strong Dutch grandmaster. Your opponent is Boris Rytov, the U. S. S.R. master. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing Black's moves. Whenever you have made a White move, STOP ! and try to work out Black's reply. Keep track of your point awards and see how you grade at the end of the game.

Tallin, 1973 White: B. Rytov Black: J. Timman Nimzo-Indian Defense 1 d4 Nf6 2 c4 e6 3 Nc3 Bb4 4 e3 b6 5 N ge2 Ba6 6 a3 Bxc3ch 7 Nxc3 d5 8 b3 0-0 9 Be2 (See next diagram)

Test Your Opening, Middlegame and Endgame vol. II

1 31

points if you visualized this when playing IO . . . Bxc4 . You now threaten simply 1 3 . . . a6. Moves which allow 1 3 Qxc4 without a fight even give White a good game, e.g. 12 . . . a5 1 3 b5 Ne7 1 4 Qxc4. But 1 2 . . . e 5 gains two points. After 13 Qxc4 exd4 14 Qxc6 dxc3 15 Qxc3 Black has an equal game but no more.

Start Your Test Now! Nc6 9 Black points. Three develops his last minor piece, at the same time threatening to increase pressure on White's c4 pawn by . . . Na5. Three points also for 9 . . . dxc4 intending after IO bxc4 Nc6 . Two points each for 9 . . . Nbd7 and 9 . . . c5 which though not bad allow White a comfortable game by IO 0-0 and 1 1 Bb2. ...

1 0 b4? 10 ...

Bxc4

Two points. Black must take immediate action against the threat of 1 1 b5 . Deduct five points for IO . . . dxc4?? which loses a piece to 1 1 b5, and two points for I O . . . Bb7? which allows White a colossal space advantage after 1 1 c5.

11 Bxc4 11 . . .

13 Nxb5 13 ...

Qd5

Two points. Even if you missed Black's 1 2th, this should be the only move you considered. Moves like 1 3 . . . a6 or 1 3 . . . a5 merely give White a winning position after 14 Qxc4 !

14 Nxc7 14 ..•

Qxg2

One point. An extra point if you noticed that after 15 Rfl Rac8 16 Na6 or 16 Nb5, 16 . . . e5 ! smashes open the position in Black's favor.

15 Qfl

dxc4

One point.

12 Qe2 1 2 ...

b5!

Four points. This incisive continuation is the only one to gain an advantage. Take an extra two

15 ...

Qf3!

132

Test Your Opening, Middlegame and Endgame vol. II

Five points. No points if after the previous sharp play you chose the pedestrian 1 5 . . . Qxflch when 16 Rxfl Rac8 17 Nb5 Rfd8 1 8 Bd2 gives White an easy game. Two points for 1 5 . . . Qe4 which is less exact. After 16 f3 Qc2 1 7 Nxa8 Qc3ch (1 7. . . Rxa8 18 Bd2 c3 1 9 Bel is worse for Black) 1 8 Kf2 Qxa 1 1 9 Nc7 and there is no decisive continuation. After 1 5 . . . Qf3 it was important to consider 16 Rg l , which i s i n fact White's best defense. If you chose 16 . . . Nxd4 deduct two points. White replies 1 7 Qxc4 (not 1 7 exd4? Qc3ch) 1 7 . . . Ne4 1 8 Ra2 ! and defends easily. The correct move was the simple 16 . . . Rac8 1 7 Nb5 (1 7 Na6 Nxd4!) 1 7 . . . a6 1 8 Nd6 Nxd4 ! 1 9 Nxc8 Nc2ch 2 0 Kd2 Nxa l winning easily. Take two bonus points if you saw this.

1 6 Nxa8 16 ..•

Nxd4

Three points now if you took the hints last move. Deduct three points for 1 6 . . . Rxa8 or any other move which allows White to consolidate by 1 7 Bf2 . If White now replied 1 7 Ra2 Black would have a profusion of good moves. Two more points if you intended 1 7 . . . Nb3 or 1 7 . . . Qe4 or 1 7 . . . Rd8 with the first named perhaps being the best, e.g. 1 7 . . . Nb3 1 8 Bd2 Rd8 1 9 Rg l c3 ! 20 Rg3 Qd5 or 20 . . . Qe5 .

1 7 exd4 17 ••.

Qc3ch

Two points. Now if 18 Kd l Qxd4ch 1 9 Kc2 Qxa l with many threats, the main one being 20 . . . Qa2ch.

18 Ke2 18 ...

Qxal

One point. Two extra points if you realized that 1 9 Nc7 fails against 19 . . . Qxd4 20 Be3 Qb2ch ! 2 1 Kf3 (21 Kel c3 and the pawn marches through) 2 1 . . .Qe5 22 Na6 Qh5ch followed by mate.

19 Qg2

19

•••

Qa2ch!

Four points. The most exact. Now 20 Kf3 or 20 Bd2 lose back the piece to 20 . . . Rxa8 or 20 . . . c3 and after 20 Ke3 White receives short shrift by 20 . . . Qb3ch 2 1 Ke2 (21 K/4 Nd5ch and 22. . . RxaB) 2 1 . . .Qd3ch 2 1 Ke l Ne4.

20 Kel 20 ...

Qbl

Two points. Again a forcing move. 2 1 Qg5 Qe4ch and 2 1 Ke2 Qd3ch are both unpleasant, so . . .

21 Kd2 2 1 ...

Ne4ch

Test Your Opening, Middlegame and Endgame vol. II Two points. One point for 2 1 . . . Rd8 which wins also.

22 Ke3 22 ...

Qd3ch

One point.

23 Kf4 23 ...

g5ch

One point.

24 Ke5 24 ...

1 33

of your point awards and see how you grade at the end of the game.

Kapfenberg, 1 970 White: D. Velimirovic Black: L. Stein Sicilian Defense 1 e4 c5 2 Nf3 Nc6 3 d4 cxd4 4 Nxd4 Nf6 5 Nc3 d6

Rd8

Two points. Also two for 24 . . . f6ch 25 Kxe6 Qxd4 which is j ust as good. Now after 25 Qxe4 Rd5ch 26 Qxd5 Qf5ch wins easily.

White resigns. Now Total Up Your Points: 3 5 -40 - International Master 28-34 - Master 2 1 -27 - Expert 1 4-20 - Class A 7- 1 3 - Class B Below 7 - need more study

Test No. 28 You have White. Your consultation partner is the Yugoslav grandmaster Drashko Velimirovic, and your opponent is the late Soviet grandmaster Leonid Stein. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves. Whenever you have made a Black move, STOP ! and try to work out White's reply. Keep track

Start Your Test Now! 6 Bc4 Three points. White has a variety of choices here, and also worth three are 6 Be2 and 6 Bg5 . Though less used, 6 Bb5 also earns three points. 6 Be3 and 6 g3 are considered less strong, and earn two points each. Others, like 6 Nxc6, tend to dissipate White's opening edge, and merit no points.

6 ... 7 Be3

e6

Two points. Often used is the sharp 7 Bb3 , which earns three points. The quieter 7 0-0 and 7 a3 merit a point each. Nothing for others.

7 ...

Qc7

1 34

Test Your Opening, Middlegame and Endgame vol. II 8 Bb3

1 1 ...

b5

Only two points because of strong hint last move, and the because Black's last contains a masked threat against the Bc4. 8 Qe2 can be met by 8 . . . Na5, and does not score, nor does 8 Bd3 , clogging up the d-file. Moving either Knight to b5 only helps Black (after 8. . . Qb8) get in a later a 7-a6 with tempo, and does not score. No credit for others. . . .

8 9 Qe2 •••

a6

Two points. White enters a system of play which later became associated with the name of the player of the White pieces. The Velimirovic is a certain piece and pawn set up for White, the outlines of which will become clear (we can't tell you the set up yet without giving moves away ! ) . The prosaic 9 0-0 earns two points, while other moves do not score.

9.. 10 g4 ! .

Na5

Three points. This move is the key to White's kingside attack, and should be played either now or following 0-0-0 (which also earns three points) . Preparing IO g4 with I O Rg l (one point) is much less accurate, partly because g4 is a safe square for White's pawn and partly because the Rh 1 may be needed l ater on another file.

1 0 ... 1 1 0-0-0 Two points.

h6

1 2 f3 Two points. The e-pawn is under threat (. . . b4) and if you made a move which allows Black to win it, deduct two points. 1 2 g5 (no points) 12 . . . hxg5 13 Bxg5 is the wrong idea because if White ever plays g5 he wants to recapture with the h-pawn. 12 a3 (no points) is also unthematic, and in this instance it is answered easily with 12 . . . Nxb3ch 1 3 Nxb3 d5 14 exd5 Bxa3 15 dxe6 Bxe6 and if 16 Nd5 Nxd5 17 Rxd5 Bxb2ch 18 Kxb2 Bxd5 .

1 2 ... 13 Na4

b4

One point.

13 ... 14 Kbl

Nd7

Two points for this or for 1 4 h4. Black cannot now play 14 . . . Nc5 because of 1 5 Nxc5 dxc5 16 Ba4ch !

14 . 15 h4 ..

Be7

Test Your Opening, Middlegame and Endgame vol. II Two points. The logical method of proceeding with the attack. 1 5 Bxe6 (no points) is usually playable in this sort of position, but here it just fails because the slightly artificial placing of White's pieces allows Black a tactical resource: 15 . . .fxe6 16 Nxe6 Qc4 ! (attacking the undefended Queen) 17 Nxg7ch Kf7 1 8 Qxc4 Nxc4 (a second point - attacking the undefended Bishop) 19 Bd4 Bf6 20 Bxf6 Nxf6, and with Black's King in safety his piece is worth more than White's three pawns. Had you considered 1 5 Bxe6 and rejected it because you had seen this variation, take two bonus points.

15 ... 1 6 h5

g6

Two points. Blocking the kingside in this manner is much better than by 16 g5 (no points) 16 . . . h5 because then White could never break through and Black could probably even castle kingside. On 16 f4 (no points) Nc5 1 7 Nxc5 dxc5 1 8 Ba4ch Kf8 and . . c4 Black has an excellent game. .

16 ... 1 7 c3 !

g5

Having Four points. clarified the kingside situation in such a way as to inhibit . . . 0-0, White is now ready to open up the position and take advantage of Black's King being stuck in the center. 1 7 f4 (deduct two points) 17 . . . gxf4 18 Bxf4 e5 costs White a piece, while 1 7 Bxe6 (deduct two

135

points) is even worse than in the earlier note because White now gets only two pawns for the piece.

1 7 ... 18 Rel

bxc3

Two points. 1 8 Nxc3 (no points) 18 . . . Nc5 favors Black.

18 ... 19 Rxc3

Nc5

One point.

19 ... 20 e5!

Bd7

Three points. The only move. If now 20 . . . dxe5? 2 1 Nxc5 Bxc5 22 Nf5 ! , etc. 20 Rhc l (no points) 20 . . . Qb7 leaves White without a good move.

20 ... 21 axb3

Naxb3

One point for this or for 2 1 Nxb3 , which is also good for White after 2 l . . .Bxa4 22 exd6 Bxd6 23 Nxc5 Bxc5 24 Bxc5 .

21 ... 22 exd6

Qb8

One point.

22 ... 23 bxa4

Nxa4

One point.

Bxd6 23 (See next diagram) •••

1 36

Test Your Opening, Middlegame and Endgame vol. II No points for this obvious move.

28 ... 29 Bd4ch

Bb5

Again no points. The only move to consider.

29 ... 30 Qe l

Kg8

Two points. Preventing . . . e5 and at the same time preparing for a possible Qc3.

24 Rb3 Three points. An intelligent way to keep the initiative. 24 Rhc l (two points) is also strong and Black cannot reply 24 . . . Bxa4 because of 25 Rc8ch Qxc8 26 Rxc8ch Rxc8 27 Qxa6. After the text Black cannot play 24 . . . Qd8 because of 25 Nf5 exf5 26 Bd4 dis. ch.

24 ... 25 Nf5!

Bxa4

Two points.

26 ... 27 Bc5ch

Kf8

Two points. Not 27 Nxe6ch Kg8 ! If now 27 . . . Bxc5 then 28 Rxb8ch Rxb8 29 Qe5 wins.

27 ... 28 Rxb4

Rh7

Bb4

Three points. 25 Bd2 (deduct a point) 25 . . . a5 26 Nb5 (26 Na2? Bxa4) 26 . . . Bxb5 27 axb5 Bxd2 28 Qxd2 a4 probably wins for Black.

25 ... 26 Ng7ch

30 ... 31 Bf6!

Kxg7

Three points. Now Black i s i n very serious trouble. 3 1 Be5 (one point) followed by 3 2 f4 is an alternative plan which would probably also be successful, but the text weaves the start of a mating net.

31 ... 32 Bxe5

e5

Again, an obvious move.

32 ... 33 Bf6

Qe8

Two points. Black cannot possibly accept the exchange of Queens without leaving himself

Test Your Opening, Middlegame and Endgame vol. II effectively a Rook down in the ending.

33 ... 34 Qc3

Qe6

One point.

34 ... 35 Qd4

Rc8

One point.

35 ... 36 Rb6

Be2

Two points for this.

36 ... 37 Rel !

Qe8

Three points. The quickest way to finish the game because it takes advantage of Black's back rank weakness. 37 Re l ? (deduct two points) allows 37 . . . Bd3ch.

37 ... 38 Kxcl

Rxclch

No points.

38 ... 39 Rd6

137

You have Black. Your consultation partner is the Soviet theoretician and master Radchenko. Your opponent is Gendlek. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing Black's moves. Whenever you have made a White move, STOP ! and try to work out Black's reply. Keep track of your point awards and see how you grade at the end of the game.

U.S.S.R., 1970 White: Gendlek Black: Radchenko Queen's Fianchetto Defense 1 e4 b6 2 d4 Bb7 3 Bd3

Bxf3

Two points.

39 ... 40 Kc2

Qel ch

No points.

40 ... 41 Kb3

Qe2ch Resigns

Now Total Up Your Points: 60-64 - Grandmaster 55-59 - Master 50-54 - Expert 42-49 - Class A 3 5 -4 1 - Class B 25-34 - Class C Below 25 - need more study

Test No. 29

Start Your Test Now!

3 ...

f5

Five points. Black's first two moves made enough concessions in the center to call for this somewhat outlandish flanking stroke. Against the sequence I d4 Nf6 2 c4 b6 3

138

Test Your Opening, Middlegame and Endgame vol. II

Nc3 Bb7 it is well known that White can effectively build up the center with f2-f3 and e2-e4. In this game f2-f3 would also be good for White if he were permitted to play it. Alternatives that deserves some consideration are: 3 . . . d5 and 3 . . . g6 (two points) and 3 . . . d6 and 3 . . . e6 (one point).

4 exf5 4 •••

Bxg2

One point. 4 . . . Nf6 (deduct two) prevents White's next move, but leaves Black with an utterly hopeless game after 5 Nf3 (or 5 j3 followed by g4).

5 Qh5ch 5 ...

g6

No credit; forced.

6 fxg6 6 ...

Bg7

Two points. 6 . . . Nf6 (deduct four points) allows 7 gxh7ch dis. ch Nxh5 8 Bg6 mate.

7 gxh7 dis. ch Kf8 7 ..•

No credit.

8 hxg8(Q)ch Kxg8 8 ... Again no credit.

9 Qg4 9 •••

Bxhl

No credit for this obvious move.

10 h4 Qf8 10 ... (See next diagram)

Four points. Black has a small but important material advantage, but he cannot hold onto it. The threat of h4-h5-h6 can hardly be parried, but by careful play Black can ensure that while White puts this laborious plan into action his own development is being completed in readiness for the next phase of the game. 10 . . . QeS (no points) 1 1 Bg6 Qf8 would be a disaster. Two points for 10 . . . Bd5 if you saw at least as far as 1 1 h5 Be6 ! 12 Qg2 Rxh5 1 3 Qxa8 Bd5, when Black's counter­ play may be adequate: Schmit­ Vitolinsh, Latvian Championship, 1 969, was eventually drawn after 14 Qxa7 Nc6 1 5 Qa4 Rh l 1 6 Kfl Nxd4 17 Bc4, but 1 7 Nd2 has been suggested as stronger.

1 1 h5 1 1 ...

Qf6

Two points. The only way to minimize the impending loss of material.

12 h6 12 ...

Rxh6

Test Your Opening, Middlegame and Endgame vol. II Three points. 1 2 . . . Qxd4 (one point) 1 3 Qxg7ch Qxg7 14 hxg7 Kxg7 produces a position in which the heterogenous material balance traditionally favors the two minor pieces. The text leaves Black with his active Bishop pair and the disappearance of his Rook is not really of much consequence. Had Black played 10 . . . Qe8 1 1 Bg6 Qf8 1 2 h5 Qf6 13 Be3 would have tied him up in knots.

13 Bxh6 13 ...

Qxh6

No points; obvious.

14 Nd2 14 ...

Bd5

Three points. Other retreats of this Bishop put it on a less useful diagonal than a2-g8 and either prevent the development of Black's Knight (14. . . Bc6) or discourage it because of the then reduced scope of the Bishop (14. . . Bb l). l 4 . . . Nc6 (one point) is less accurate, because after 15 c3 Black would need to attend to the safety of his d-pawn.

15 0-0-0 15 ...

Nc6!

Three points. The invitation to 1 6 Qxd7 should not be accepted, because 1 6 . . . Rd8 gives Black considerable play for the pawn ( 1 7 Qxc 7 Bxd4). Two points for 1 5 . . . Be6.

16 Ngf3 Rf8 16 ... (See next diagram)

139

Two points. Completing his development with a gain of tempo by threatening the Nj3, which is en prise because of the pin on the Nd2. Other moves lose the initiative because of the dangerous 1 7 Rg l , and do not score.

1 7 Nh4? 17 ...

Be6

Three points. In attempting to deploy his Knight to a less vulnerable square White has achieved the opposite. He should have played 17 Kb l and if 1 7 . . . Rf4 1 8 Qg3 Nxd4 1 9 Nxd4 Rxd4 20 Qxc7 gives an unclear position. 17 . . . Rf4? (deduct one point) and 17 . . . Rxf2 (no points) both allow 18 Qxd7 threatening Nf5.

18 Qg3 18 ...

Rf4

One point.

19 Nhf3 19 ...

Bg4

One point.

20 Be2 20 ... One point.

21 Bxf3

Bxf3

1 40

Test Your Opening, Middlegame and Endgame vol. II 2 1 ...

Nxd4

One point.

22 Kbl 22 ...

1 c4 g6 2 Nf3 Bg7 3 d4 Nf6 4 Nc3 0-0 5 e4 d6 6 Bel e5 7 0-0 Nc6 8 d5 Ne7 9 b4

Nxf3

One point. White resigns since on 23 Nxf3 Black's 23 . . . Qf6 threatens mate on b 2 as well as the Knight. Give yourself a bonus point if you had noticed this final coup. Now Total Up Your Points: 3 1 -34 - Master 26-30 - Expert 20-25 - Class A 1 5 - 1 9 - Class B 1 0- 1 4 - Class C Below 10 - need more study

Test No. 30 You have Black. Your consultation partner is the Yugoslav grandmaster Svetozar Gligoric. Your opponent is ex­ world champion Tigran Petrosian. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves. Whenever you have made a Black move, STOP ! and try to work out White's reply. Keep track of your point awards and see how you grade at the end of the game'. ,

Zagreb, 1970 White: T. Petrosian Black: S. Gligoric King's Indian Defense

9 ...

Nh5

Three points. Active play on the kingside is the order of the day when the center is closed and White has a spatial advantage on the queenside. Only one point for the passive 9 . . . Ne8, which still prepares the thematic break .. .j7j5, but which leaves Black's pieces rather congested. Two points for 9 . . . a5 ! ? after which play might continue 10 bxa5 ( 1 0 Ba3 axb4 1 1 Bxb4 Nd7 1 2 a4 Nc5 is unclear) 10 . . . Rxa5 1 1 Nd2 c5 12 Nb5 Ra6 13 Bb2 Nd7 with a roughly even position.

10 Nd2 10 ...

Nf4

One point.

1 1 a4 1 1 ...

f5

Two points. The logical thrust without which the King's Indian is rarely at ease. Attempting

Test Your Opening, Middlegame and Endgame vol. II t o hold back White's advancing pawns only succeeds in producing holes in the queenside, e.g. l l . . .b6 (no points) 1 2 c5 ! bxc5 1 3 bxc5 dxc5 1 4 Ba3 with a terrific bind.

1 2 Bf3 12 ...

g5!

Three points. Since White has been obliging enough to supply a target for Black's advancing pawns, you should have no taking about compunction immediate advantage of the situation by threatening 1 3 . . . g4. 1 2 . . . Kh8 (one point) will come in useful later on, but when one has the initiative one should hold onto it rather than play a move which is not yet necessary. 1 2 . . .fxe4 (deduct a point) is a gross positional error because it gives White a strong central square for use by his minor pieces.

13 exf5 1 3 ...

Nxf5

Three points. Capturing with the Knight is the most incisive way to continue the attack. If you played the meek 1 3 . . . Bxf5 ( 14 N2e4!) you deserve no credit.

14 g3 14 ...

.

1 4 . . . Nh3ch (deduct a point) is bad on account of 1 5 Kg2 (15. . . Nd4 16 Bg4) and 14 . . . Nd3 (two points) is only good enough for equality after 1 5 N2e4.

1 5 gxf4 15 ...

Nxf3ch

Three points for this move which emphasizes the weakness of the light squares near the enemy King. White cannot play 1 6 Nxf3 because of 16 . . . g4 1 7 Nd2 exf4 with a very strong attack. Two points for 1 5 . . . exf4 which maintains the tension but gives White the option of playing 1 6 Bb l , after which his chances of survival would be better than in the game, but deduct two points for 1 5 . . . gxf4 which allows White to consolidate his material advantage in a variety of ways, and leaves Black without the dangerous weapon which the g-pawn has become.

16 Qxf3

Nd4 ! !

A beautiful and profound sacrifice which earns eight points. The threat is 15 . . . Nxf3ch 16 Nxf3 Nh3ch followed by 1 7 . . . Bg4. If White now plays 1 5 Bg2 Nh3ch 16 Bxh3 Bxh3 1 7 Re l his kingside is a ' sieve, and 1 5 Be4 is bad on account of 1 5 . . . Nh3ch 16 Kg2 g4 followed by . . Ng5.

141

16 ...

g4 !

142

Test Your Opening, Middlegame and Endgame vol. II

Three points. Immediately setting White problems concerning the future of his Queen. If now 1 7 Qd3 exf4 1 8 f3 (otherwise 18. . .j3 followed by . . . Qh4 and . . . Qh3 is killing) 1 8 . . . Bf5 1 9 N2e4 gxf3 (threatening both Knights) 20 Rxf3 Bxc3 2 1 Qxc3 Bxe4 22 Rxf4 Qg5ch 23 Qg3 Qxg3ch 24 hxg3 Rxf4 25 Bxf4 a5 26 bxa5 Rxa5 27 Re l Bg6 28 Re7 Rc5 and Black should win the ending.

1 7 Qhl 17 ...

exf4

One point.

18 Bb2 18 ...

Bf5

Black's Three points. greatest asset is the fact that his advanced pawns at g4 and f4 exert considerable restraint on White's kingside. With White so tied up, the most logical strategy is to slowly build up the pressure without allowing White any opportunity to free himself. The text serves this aim, developing a piece while keeping a watchful eye on e4, and the chance of a later . . . Bd3ch if White's King is ever driven to fl . 1 8 . . . Qh4 (two points) is also a step in the right direction, though it is less accurate than the text because there is some doubt as to the best square for the Queen, but there can be no doubt about the best square for the light-squared Bishop. 1 8 . . f3 (no points) allows 1 9 h3 Qh4 20 Nd l Bxb2 2 1 Nxb2 and Black's game starts to crumble. .

19 Rfel

19 ...

fJ !

Four points. I n contrast to the last note, this move succeeds when White's King Rook is on e 1 instead of fl (so that the f-pawn is not protected) and Black has a Bishop on f5 (. . . Bd3ch is in the works) because on 20 h3 Qh4 2 1 Nd l Bxb2 22 Nxb2 g3 ! i s deadly. If now 20 Nxf3 gxf3 2 1 Qxf3 , 2 1 . . .Qh4 ! is very strong. Other moves tend to permit 20 Nd l , exchanging off the Bishops, whereas after the text, 20 Nd l allows 20 . . . Bxb2 2 1 Nxb2 Qf6 22 Ra2 Rae8 and White can hardly move.

20 N2e4 20 ...

Qh4

Two points. By threatening 2 1 . . .Qh3 , which would leave White completely sewn up, Gligoric forces a· reply which further exposes White's King.

21 h3 21 ...

Be5

Three points. Continuing to mount pressure. 22 hxg4 is now completely out the question because of 22 . . . Qxg4ch 23 Kfl (if 23 Ng3 Bxg3 24 fxg3 Qxg3ch 25 Kfl Bd3ch) 23 . . . Bxc3 24 Bxc3 (24 Nxc3 Bd3ch) 24 . . . Bxe4 winning. 2 1 . . .gxh3 (no points) allows 22 Qxf3 , cutting open the straight­ jacket, and 2 1 . . .Rae8 (no points) helps White to consolidate by 22 Ng3 .

22 Re3

Test Your Opening, Middlegame and Endgame vol. II

1 43

having sacrificed material one should play with direct threats whenever possible. The text threatens 26 . . . Bf3ch and White's next move is thereby forced.

26 Nd2 26 ...

22 ...

gxh3!

Four points. This is the start of a sequence that regains Black's sacrificed material . 22 . . . Bf4 (two points) keeps White tied up, but it is not as purposeful as the text. The same can be said of 22 . . . Rae8 (two points). White cannot now play 23 Rxf3 because of 23 . . . h2ch 24 Kf1 (24 Kg2 Bxe4) 24 . . . Bxe4 25 Rxf8 ch Rxf8 26 Qxe4 h l (Q)ch.

23 Qxf3 23 ...

h2ch

Two points.

25 Kg2 25 ...

27 Qel 27 ...

Rae8

Bg4

Two points for this, but deduct two for 23 . . . Bxe4 because after 24 Rxe4 Rxf3 25 Rxh4 Bxc3 26 Bxc3 Rxc3 27 Kh2 ! Black has the worst of the double Rook and pawn ending. Nothing for 23 . . . h2ch because after 24 Kh l Bg4 White can play 25 Qg2.

24 Qhl 24 ...

Bd4

Two points for this or 26 . . . Rae8. The text cannot be answered by 27 Qxh2 because of 27 . . . Rxflch ! nor 27 Rae l because of 27 . . . Qh4 !

Qh5

Three points. 25 . . . Rae8 (two points) also keeps up the pressure, but it is a good principle that

Three points. This is stronger than 27 . . . Bxe3 (one point) which would let White's Queen into the game. Now 28 N2e4 is answered by 28 . . . Bxc3 ! 29 Bxc3 Rxe4 30 Rxe4 h l (Q)ch ! 3 1 Qxh l Bf3ch, and 28 Rxe8 simply by 28 . . . Rxe8 and 29 . . . Rf8 .

28 N3e4 28 ...

Bxb2

One point.

29 Rg3 29 •••

Be5

144

Test Your Opening, Middlegame and Endgame vol. II

Three points. 29 . . . Bxa l (no points) exchanges a valuable attacking piece for an undeveloped Rook, and the Bishop still has work to do on the kingside. Other moves allow 30 f3, which is not possible after the text due to 30 . . . h l (Q)ch 3 1 Qxh l Qxh l ch 32 Rxh l Bxg3 and Black has a won ending.

30 Rla3 30 .•.

Kh8

Three points. 30 . . . Bxg3 (one point) releases too much of the tension.

31 Khl 31 ...

Rg8

Three points. Black's last move should have provided you with enough of a clue to make this one easy, but 3 l . . .Bxg3 still earns a point.

32 Qfl 32 ...

Bxg3

Two points.

33 Rxg3 33 ...

Rxe4

Two points for this final blow, and a bonus point if you had intended to play this (in reply to 3 3 Rxg3) when making your last move. White resigned in view of 3 4 Nxe4 Bf3ch 3 5 Rxf3 Rg l ch 36 Qxg l hxg l (Q)ch 37 Kxg l Qxf3 . Now Total Up Your Points: 65-69 - Grandmaster 60-64 - International Master 54-59 - National Master 49-53 - Expert 44-48 - Class A

30-43 - Class B 1 5-29 - Class C Below 1 5 - need more study

Test No. 31 Your have Black. Your consultation partner is the Hungarian master Polgar. Your opponent is the Icelandic student Angantysson. Start your test after the first diagram. Cover this page with a sheet of notebook paper and lower it line by line. Grade yourself by guessing Black's moves. Whenever you have made a White move, STOP ! and try to work out Black's reply. Keep track of your point awards and see how you grade at the end of the game.

Dresden, 1969 White: Angantysson Black: Polgar Four Knights Game 1 e4 e5 2 Nf3 Nc6 3 Nc3 Nf6 4 d4 Bb4 5 Nxe5 Nxe4 6 Qg4 Nxc3 7 Qg7 Rm 8 a3

Test Your Opening, Middlegame and Endgame vol. II Start Your Test Now!

8 ...

Nxd4!

Five points. This move was at one time thought to be inferior due to some analysis by Krause, but as well shall see the tactics to which it leads are very favorable to the second player. Two points for the more usual move 8 . . . Ba5, which leads to equality after 9 Nxc6 dxc6 IO Qe5ch Qe7 l l Qxe7ch Kxe7 1 2 Bd2 Bf5 1 3 Bxc3 Bxc3ch 14 bxc3 Bxc2 15 Kd2 Bg6. Deduct three points for any move other than these two, and be warned this is a cut and thrust game where Black's initiative will be the main key to success. You will often be penalized for insipid moves which allow White to consolidate.

9 axb4 9 ...

Two points. The idea is not only to win back material but to strand White's king in the center. Other moves allow White to consolidate with IO Bd3, e.g. 9 . . Qe7 IO Bd3 ! d6 1 1 0-0 soon results in Black's King being in serious trouble in the center. Deduct two points therefore if you chose any move other than the text. .

1 0 Kd2 10 ••.

Nxal

You get a generous point for this obvious capture, but in future there will be no credit for moves which are forced.

1 1 Kxc3 1 1 ...

Four points. The first short skirmish is over, and we can see that Black has two advantages, namely his material and the exposed nature of White's King. In contrast, the Black knight on a I is in permanent danger of capture, and Black's development is so bad that his King is shortly going to be faced with threats from all of White's pieces which can be developed with gain of tempo. Black must therefore keep the initiative at all costs. The text satisfies this aim as does l l . . .c5 (two points) to a lesser extent, but l l . . .d6 or l l . . .d5 (deduct two points) allows 1 2 Bb5ch c6 1 3 Nxc6 bxc6 1 4 Bxc6ch Bd7 1 5 Re 1 ch , winning.

12 Bc4 12 .••

Nxc2ch

a5 !

1 45

axb4ch

Two points. 12 . . . Qe7 (deduct two) loses to 1 3 bxa5 when Black is helpless against the threat of 14 Nxf7 Rxf7 1 5 Bxf7ch Qxf7 16 Re l ch.

13 Kd3 13 ...

d5

Two points for this move if you chose it last move instead of 12 . . . axb4ch. You also earn two points because the order of playing these two moves is unimportant. No alternative does anything but lose because of the weakness of Black's f7 square, so deduct three points if you failed to find the correct move.

14 Bb5ch 14 ...

c6

146

Test Your Opening, Middlegame and Endgame vol. II No points.

15 Nxc6 15 ...

Bf5ch

One point for finding this move, but a bonus of three points if you looked ahead and after 16 Ke2 bxc6 17 Bxc6ch Bd7 1 8 Bxa8 you intended to play the killing 1 8 . . . Qe7ch ! rather than 1 8 . . . Qxa8? (19 Bh6).

16 Kd2 16 ...

bxc6

One point.

17 Bxc6ch 17 ... Ke7 No points.

18 Bxa8 18 ...

Qxa8

Ke 1 or 20 Ke2 Qxa8; if 20 Kxc2 Qc8ch 2 1 Kd l ( 21 Kd3 Qc4ch etc., or 2 I Kb I Qf5ch 22 Ka2 Rxa8ch, etc. ) 2 1 . . .Qxc l ch 22 Ke2 Qd2ch 23 Kf3 Nd4ch and White soon loses his queen.

19 Qg5ch Ke6! 19 ... Three points. Courageously using the King in defense so that the extra few moves that it will take White to restore material equilibrium can be used by Black to regroup his pieces for the continuance of the attack against the enemy King. 1 9 . . . Kd6 (no points) 20 Qxf5 Nb3ch 2 1 Kd l Nxc l allows White to draw by perpetual check, e.g. 22 Qf4ch Kd7 23 Qf5ch Kd8 24 Qf6ch.

20 Ret ch 20 ...

Be4

One point.

21 f3 21 ...

One point for this move, which is not the strongest. Deduct a point for 1 8 . . . Nb3ch if you meant to reply to 1 9 Kd l with 1 9 . . . Nxc l ? which loses to 2 0 Qg5ch, e.g. 2 0 . . . f6 2 1 Qxf5 Qxa8 2 2 Re i ch etc. ; or 20 . . . Ke8 2 1 Bc6ch Bd7 22 Re i ch. However, award yourself four bonus points if you saw 19 Kd l Bc2ch ! ! winning a piece after 20

Rg8 !

Two points for this move which recaptures the initiative that Black gave up a few moves ago in the interest of material gain. 2 1 . . .Qa4 (deduct a point) just chases the King into safety after 22 fxe4 Qc2ch 23 Ke3 d4ch 24 Kf3, as does 2 1 . . .Nb3ch (deduct one) 22 Kd l Qa4 23 fxe4 ! Nd4 dis. ch (24. . . Nc5 dis. ch 24 Ke2 Nxe4 25 Kfl ) 24 Kd2 Qc2ch 25 Ke3 .

22 Qh6ch Rg6 22 ... One point.

23 Qh3ch

Test Your Opening, Middlegame and Endgame vol. II 23 ...

f5

Two points. Black uses the move that nullifies the check to support the e4 square, so that after 24 fxe4 dxe4 his Queen will be free to roam the board. 23 . . . Kd6 and 23 . . . Ke7 both leave Black's king in the lurch, but 23 . . . Kf6 (one point) is not a bad idea because with a haven on g7 Black's King can sit and laugh at his opposite number being chased around.

24 Ke2 24 ...

Nc2

Three points. We have already mentioned the importance of the initiative, so this move should come as no surprise. By recentralizing his Knight with gain of tempo, Black prevents 25 Kf2 and thus leaves White's King in the soup. 24 . . . Bc2 (deduct two points) will have appealed to the materialists, but then Black's King must endure 25 Kf2 dis. ch followed by 26 Qxh7. 24 . . . Qa6ch (deduct a point) 25 Kf2 Kf6 26 fxe4 dxe4 27 b3 is clearly good for White.

25 fxe4 25 ...

dxe4

One point. None of you I'm sure will have chosen 25 . . . Nxe l ?? (26 exf5ch) so there is no need to state a substantial penalty for that move.

26 Qb3ch Qd5 26 ... Two points. Forcing the exchange of Queens into a favorable ending (27 Qxc2? Rxg2

147

ch). Four more bonus points if you played instead 26 . . . Kf6 ! which is soon decisive; after 27 Rd l Rxg2ch 28 Kfl e3, White is defenseless when he runs out of checks; Queen moves lose the exchange, while 27 Kf2 e3ch ! and 27 Kfl Qa6ch 28 Kf2 Nxe l are also hopeless.

27 Qxd5ch Kxd5 27 ... No points.

28 Rdl ch Ke5 28 ...

Two points. The King belongs on his own side because that is where Black's pawn majority lies and 28 . . . Ke6 (one point) is therefore better than moving to the Queen's wing, although it is not so good as the text, which forces White's next move (in order to prevent 29. . .f4) and thereby prevents White from playing h3 when his h-pawn is attacked by Black's Knight.

29 g3 29 ...

Nd4ch

1 48

Test Your Opening, Middlegame and Endgame vol. II

Two points. If you wanted to exchange Rooks and did not notice that 29 . . . Rd6 loses at once to 30 Bf4ch, you should play through the rest of this game for enjoyment only!

30 Kf2 30 ...

Nf3

Three points. Black must take precautions against 3 1 Bf4ch Kd5 32 Be3 , and the text is the most forceful way of doing this. Deduct three points if you played anything that allowed this pellucid win, but if you played 30 . . . Ne6 (threatening nothing) you do not lose points despite the fact that it allows 3 1 Rd7 which could make life difficult.

31 Bf4ch 31 ...

Ke6

This is no better or worse than the alternative, and there is no credit for either of these moves. The ending is quite difficult for Black to win after 32 Rd6ch Ke7 3 3 Rd5 Nxh3 34 Rxf5, but with best play it would still be possible.

32 Rd8? 32 ...

Nxh3

Two points.

33 Rb8 33 ...

Kd5!

Three points. 33 . . . Ng4ch (one point) is not so strong for a reason which will soon become apparent.

34 Rxb4 34 ...

Rc6

Three points. Black is going to tie down White's King before advancing the passed e-pawn, and the text puts some nasty 2nd and 1 st rank threats in the air. The reason that 34 . . . Ng4ch is inferior to the text is that after 34 Ke2 Rc6 35 Kd2, Black has great difficulty making headway.

35 Rb7 35 ...

Ng4ch

One point for this or 35 . . . Rc2ch.

3 6 Kel 36 ...

e3

Two points. the Rook's pawn is of no significance, and if you stopped to save it by 36 . . . h6 you should deduct two points because 37 Rd7ch would have cut off Black's King from the kingside. Here White lost on time, but his game is lost after 37 Rxh7 Ke4 . Now Total Up Your Points: 55-60 - Grandmaster 50-54 - Master 45-49 - Expert 38-44 - Class A 30-37 - Class B 20-29 - Class C Below 20 - need more study

Test No. 32 You have White. Your consultation partner is Efim Geller, a world title contender for many years. Your opponent is Hans Ree, at the time champion of Holland. Start your test after the first diagram. Cover this page with a

Test Your Opening, Middlegame and Endgame vol. II sheet of notebook paper and lower it line by line. Grade yourself by guessing White's moves. Whenever you have made a Black move, STOP! and try to work out White's reply. Keep track of your point awards and see how you grade at the end of the game.

Beverwijk, 1969 White: E. Geller Black: H. Ree Pirc Defense 1 NfJ g6 2 e4 Bg7 3 d4 d6

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