Black tries to make for K R 1 with his King. White has two ways to prevent that, one by 14 B - K 5,
K - Kt 6; 15 Kt - K 3, and the other which I give as the text, and which I consider better for the student to learn, because it is more methodical and more in accord with the spirit of all these endings, by using the King as much as possible.
| 14. K - B 5 ! | K - Kt 6 | |
| 15. Kt - Kt 4 | K - B 6 | |
| 16. B - B 4 | K - Kt 6 | |
| 17. B - K 5 | K - R 5 | |
| 18. K - B 4 | K - R 4 | |
| 19. B - B 7 ch | K - R 5 | |
| 20. Kt - Q 3 | K - R 6 | |
| 21. B - Kt 6 | K - R 5 | |
| 22. Kt - Kt 2 ch | K - R 6 | |
| 23. K - B 3 | K - R 7 | |
| 24. K - B 2 | K - R 6 | |
| 25. B - B 5 ch | K - R 7 | |
| 26. Kt - Q 3 | K - R 8 | |
| 27. B - Kt 4 | K - R 7 | |
| 28. Kt - B 1 ch | K - R 8 | |
| 29. B - B 3 mate |
It will be seen that the ending is rather laborious. There are two outstanding features: the close following by the King, and the controlling of the squares of opposite colour to the Bishop by the combined action of the Knight and King. The student would do well to exercise himself methodically in this ending, as it gives a very good idea of the actual power of the pieces, and it requires foresight in order to accomplish the
mate within the fifty moves which are granted by the rules.
16. QUEEN AGAINST ROOK
This is one of the most difficult endings without Pawns. The resources of the defence are many, and when used skilfully only a very good player will prevail within the limit of fifty moves allowed by the rules. (The rule is that at any moment you may demand that your opponent mate you within fifty moves. However, every time a piece is exchanged or a Pawn advanced the counting must begin afresh.)
Example 40.—This is one of the standard positions which Black can often bring about. Now, it is White's move. If it were Black's move it would be simple, as he would have to move his Rook away from the King (find out why), and then the Rook would be