Patta Theoretical and Vittoria Practice 09.02.2010 - 's not a secret recipe on how to win a theoretical position of flap, because, as we all know, is not possible. Rather we testare le conoscenze del nostro avversario per verificare se conosce o meno quella posizione di patta teorica, delle volte potremmo restare "piacevolmente sorpresi" :)
Giovedì 4 Febbraio, partita di circolo, di Bianco ho affrontato una Caro-Kann ben giocata dal mio avversario e, dopo una lunga battaglia, la posizione sulla scacchiera assume i contorni di una nota patta teorica.
Muove il Bianco
Il pedone di Cavallo è un pedone molto particolare nei finali di Torre, quasi mai rappresenta un vantaggio. In questa posizione si potrebbe siglare la patta, come vorrebbero i sacri testi, ma per il Bianco giocare non comporta alcun rischio.
Analizziamo, we have a pawn advantage, but the King long way, even the black king is not particularly close, we must choose between two concrete ideas, move the pawn on b5 to our King, or take in the Tower and the pawn on b7 b8?
In this game I chose the second option (also the first option leads to a draw), so I played 1.Tb8
The Black flap with a lot of moves, if not all (!) Except the only two that put the tower into the socket) but we play with logic and select the most natural. As long as the b7 pawn is, there is no need to put behind the tower, then 2. ... Rf7 is a move giusta.
Portando il pedone in b7 si crea la minaccia tattica di torre via scacco e anche se in presa, quando viene catturata, si può promuovere il pedone. Per capirci osserviamo questo ipotetico diagramma.
Se la mossa fosse al Bianco, Tf8+ vincerebbe, poiché dopo Rxf8 si promuove a Donna con un altro finale teorico, ma vinto per chi possiede la Donna.
Questo ci fa capire che, quando il pedone bianco raggiunge la casa b7, è necessario portare la Torre del Nero dietro a tale pedone, e così è andata… dal diagramma senza frecce sono state giocate le mosse 3. b6 Tb4 4. b7 , raggiungendo questa position.
The move is that Black must avoid 1) remove the tower from behind the pawn, 2) bring the King on the 6th rank, because in both these cases, the maneuver can revert Torre-Scacco -Promotion.
There is also a third move that Black should be avoided and is the most common mistake when you do not know this final play RE7.
Logically, the move seems sensible, reasoning that the guide is "coming in c7, I eat the pawn is drawn, even if I do not because the White King rooms and when it comes to defending the pawn, I'm ... "All this reasoning collapses, because in this position, there is another trap that you can not RE7 and it is not true that if White gets to defend the pawn with the King wins. Let
after 4. RE7 ... ... ... ... you win with
5. Th8!
Now that the omelette is done! White threatens to promote the pawn and can not be taken because of TH7 + and you lose the Tower, the game is lost.
What happened? How do you draw this position? back to the diagram before RE7
happens the trap found the antidote, if the threat is Th8 play the elegant 4. ... RG7!
Bless the Black establishes a principle, not the final flap eat the pawn (the idea that it loses RE7), but this should be a flap that prevents the promotion!
The idea for Black is simple, always play Rh7-RG7 (do not come back ever since then Th8 f7 wins!), White has a unique opportunity to bring his king pawn, embark on a march that will take us to the c3 home, meanwhile the black king has ranged between h7 and g7 homes, the resulting position is as follows.
Step to Black (of course) we must save the Tower but remain behind the walker, the house is fine as that b1 b6 (b5 as well). Play 7. ... TB1
Al White does not just have to get to the house c6, then after 8. Rc4 Rh7 9. Rc5 RG7 10. Rc6 get this position
If now he could remove the White Tower from b8 win the final, but his bad luck his king has no refuge from chess after 10. Tc1 + ... the only way to escape the perpetual is closer to the Dark Tower, and here it is worth a show last possible error that might make (especially Flash). After 10. ... Tc1 + 11. RB5 Tb1+ 11. Rc4 Tc1+ 12. Rb4 Tb1+ 15. Rc3 si raggiunge questa posizione
La mossa è al Nero e non vi salti in mente di giocare 14. … Tc1+ perché dopo 15. Rb2 il Bianco vince!! Invece di Tc1, pareggia la semplice Rh7 con quanto già visto in precedenza.