3. PAWN ENDINGS

I shall now give a couple of simple endings of two Pawns against one, or three against two, that the reader may see how they can be won. Fewer explanations will be given, as it is up to the student to work things out for himself. Furthermore, nobody can learn how to play well merely from the study of a book; it can only serve as a guide and the rest must be done by the teacher, if the student has one; if not, the student must realise by long and bitter experience the practical application of the many things explained in the book.

Example 7.

In this position White cannot win by playing 1 P - B 6, because Black plays, not P × P, which would lose, but 1...K - Kt 1, and if then 2 P × P, K × P, and draws, as shown in a previous case. If 2 P - B 7 ch, K - B 1, and White will never be able to Queen his Pawn without losing it. If 2 K - K 7, P × P; 3 K × P, K - B 1, and draws. White, however, can win the position given in the diagram by playing:

1 K - Q 7, K - Kt 1; 2 K - K 7, K - R 1; 3 P - B 6, P × P. If 3...K - Kt 1; 4 P - B 7 ch, K - R 1; 5 P - B 8 (Q) mate.

4 K - B 7, P - B 4; 5 P - Kt 7 ch, K - R 2; 6 P - Kt 8 (Q) ch, K - R 3; 7 Q - Kt 6 mate.

Example 8.—In the above position White can't win by 1 P - B 5. Black's best answer would be P - Kt 3 draws. (The student should work this out.) He cannot win by 1 P - Kt 5, because P - Kt 3 draws. (This, because of the principle of the "opposition"