Timber by EMSIEN-3 LTD

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This is a tough one. White to play and win. 1.Kg4? Be7! will not work.

1.Kf4! Bf6 2.Ke4 Be7 3.Ke5 Bg5 4.Ke6 Bh4 5.Kf5 Bf2 (5… Kc8 6.Kg4 Bf6 7.h4 Be5 8.d7+ Kd8 9.Kf5 +-) (5… Be7 6.dxe Kxe7 7.Kg6 Kf8 8.Bc4 +-) 6.Kg4 Bc5 7.d7 Ke7 (7… Be7 8.h4 Bf6 9.h5 Ke7 10.Kf5 Kf7 11.h6 Bd8 12.Bc4+ Kf8 13.Kg6 +-) 8.h4 Bd6 9.Kf5 Bc7 10.Kg6 Kf8 11.Kh7 Bd8 12.h5 Bh4 13.h6 Bd8 14.Bc4 Ke7 15.Kg6 1-0

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Not too hard, but very elegant – Ellison 1969 (Understand this and you will have learnt something about Pawn endings!). White to play – What is the result with best play?

Wallace – Ellison 1969 is a splendid example of king manoeuvrings which should be in all the textbooks. White starts by advancing on the Q-side, 1. Kb2 Kd6, but an immediate 2 Kb3 would allow 2…Kc5 and it is Black who will win. White must proceed indirectly: 2 Ka3! Black must still play 2…Kc5 to prevent a further advance, and now 3 Kb3 pushes him back. If 3…Kd6 then 4 Kb4 and the Black c-pawn will soon fall, hence 3…Kb6 (see 9a), and White will get no further on the Q-side (4 Kb4 c5+). But by pushing Black back to b6, White has gained room to advance in the centre: 4 Kc2 Kc5 5 Kd3 Kd6 6 Ke4 (see 9b), Can Black ignore the threat to his g-pawn and play 6.-.Kc5? No, he will be one move too late (? Kf5 Kxc48 Kxg5 Kxc3 9 Kxf4 K” 10-12 g7 c3 13 g8Q). So Black must play 6…Ke6, and White can advance his

leading c-pawn: 7 c5. The Black g-pawn is still threatened, hence 7…Kf6, and now White goes back to the Q-side: 8 Kd4 Ke6 9 Kc4 (see 9c below). If Black now tries 9..,Ke5, hoping for l0 Kb4 Kd5, there will follow l0 Kb3! Kd5 l1 Kb4 (or 10,..Kc6 11 Ka4) and While will soon turn Black’s position. To keep him out, Black must play 9…Kd7, and 10 Kb4 Kc7 l1 Ka5 Kb7 12 c4 Ka7 gives 9d. Now Black’s g-pawn is doomed, hut after 13 Kb4 Ka6! 14 Kc3 Ka5 he has one last throw (see 9e): an immediate 15 Kd4 allows the counterattack 15…Kb4 16 Ke5 Kxc5 17 Kf5 Kd4! 18 Kxg5 Ke3 19 K~ Kxf3 20 95 Ke3 2l-23 g8Q flQ, and both sides have promoted. White must make yet another Q-side probe to gain a tempo, 15 Kb3! Ka6 16 Kb4! Kb7 17 Kc3. and at last Black is left without resource.

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7An easy one. White to play and win.

1.a5 h3 2.g4+ Kh4 3.a3 h5 4.g5 fxg 5.a4 g4 6.Kf4 g3 7.hxg mate

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6What is the result if
a) White is to play?
b) Black is to play?

Same result – The outside passer wins… but White must be precise! 1.h4 Kf5 (1….f5 2.Kf3 +- 1….f6 2.Kf3 Kf5 3.Kg3 Ke4 4.h5 Kf5 5.Kh4 Ke6 6.h6 Kf7 7.Kh5 +-) 2.Kf3 Ke5 3.Kg4 Ke4 4.h5 f5+ 5.Kh3!! – only this wins (5.Kg5? f4! 6.h6 f3 7.h7 f2 – and the Q ending is drawn) 5….Ke5 6.Kg3 Ke6 7.Kf4 Kf6 8.h6 Kg6 9.h7 Kxh7 10.Kxf5 – and wins

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5White to play and win. A straightforward one.

1.Re3! Ng1 2.Kf5! (2.Kf4? Kd4!) 2….Kd4 3.Kf4 +-

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4 White to play and win

1.f3 exf 2.Kf1! f2 3.e4 dxe 4.Kf2 e3+ 5.Ke1 e2 6.d5 cxd 7.Kxe2 d4 8.Kd2 d3 9.c6 bxc 10.Kxd3 c5 (10… Kb7 11.Kc4 Ka8 12.Kc5 Kb7 13.Kd6 c5 14.a8=Q+ Kxa8 15.Kc7 +/-)  11.Kc4 Kb7 12.Kd5! c4 13.Kd6 c3 14.a8=Q+ Kxa8 15.Kc7 c2 16.b7+ +- The mate at the end is a nice touch.

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3 White to play and win

1.Ba5 Kb3 2.Bc3! Bxc3 3.a5 and wins
1.Ba5 Kd3 2.Bc3 Kxc3 3.a5

More mundane is
1.Ba5 Kd5 2.Be1 c4 3.Ke2 Kc5 4.Kd1! Kb6 5.Kc2 with Bc3 to follow.

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This is a seemingly simple, but often frustrating puzzle. A very nice pawn problem. White to play and win.

1.Kg3? Kg1 2.Kxh3 Kf2+ 1.c3? b5= 1.c4 a5 2.c5! a4 3.b4 axb 4.axb3 h2 5.c6! b5 6.c7 b4 7.Kg3 Kg1 8.c1=Q wins

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1 A wonderful composition, with incredibly rich content, given the very limited material available.Computers think for a very long time before solving that one, but a human can make it in little time.Try it.

White to play and Win:

1.Kc5 { Threatening to trap the knight, so Black’s reply is forced. } 1…Nc7 2.Kd6 Ne8+ 3.Ke7 Ng7 ( 3…Nc7 4.Kf7 { and the pawn promotes. } ) 4.Bg6 { Black’s knight is totally  dominated by Bishop+King, but the Black King still has a move to do. Here comes the ingenious zugzwang idea: } 4…Kg8 5.Bf7+ Kh7 6.Kf6 Kh8 7.Ke5 ( 7.Kg6? Ne6 { and Black draws easily. } ) 7…Kh7 8.Ke4! { A small triangulation to pass the move to Black. } 8…Kh8 9.Kf4 Kh7 10.Kg4! Kh8 11.g6 { …and the knight which escaped from a8, is trapped on the other corner of the board. }

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Work your way towards Chess improvement

Drills is a new feature of this site. Drills comprises of 9 endings which is essential to know for a intermediate chess player. It helps your Endgame point of view if you understand the 9 endings from the category Drills. However answers are provided just after the position.

Here you go! http://coolchessgm.com/category/drills




Training Positions

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76,132 Studies by Harold van der Heijden - A mind-boggling effort by the author that took him 3 years of hard work (in perfecting...