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White to Play

Pete Tamburro on

Published in Chess Puzzles

Welcome to the third week of chess summer school. This week is devoted to scary king and pawn endings. Why are they scary? It’s because one little mistake and you lose or draw instead of win. Today’s rather simple position contains that little drop of poison. How do you win it? BTW, in endgames, you have to see it all the way to the … end!


Solution:

If you counted out and saw you promoted first, then you didn’t win: 1.a6 h3 2.a7 Kg1 3.a8Q h2 4.Qa1+ Kg2 5.Qb2+ Kg1 6.Qc1+ Kg2 7.Qd2+ Kg1 8.Qe1+ Kg2 9.Qe2+ Kg1 10.Qg4+ Kh1 and White either stalemates Black by staying on the g-file or releases the king to go to the g-file and queen next move. A bishop or rook pawn draws if it gets to the 7th rank and the opponent’s king is not in the neighborhood. What does win? Ironically, it’s when your pawn queens after the other fellow! The maneuvers with the king are very instructive, especially the last king move. Make a mental note! 1.Kf5 Kg2 2.Kg4 h3 3.a6 h2 4.a7 h1Q 5.a8Q+ Kg1 6.Qa1+ Kg2 7.Qb2+ Kf1 8.Qc1+ Kg2 9.Qd2+ Kf1 10.Qd1+ Kg2 11.Qe2+ Kg1 12.Kg3 and mate to follow shortly.

 


Send questions and comments to PTamburro@aol.com.

 

 

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