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OVER THE CHESS BOARD., Issue 10423, 18 September 1897, Supplement
OVER THE CHESS BOARD.
[CONnUMED BY .1. W. Melxob, B.Sc.]
Socdtion of ProblemNo.23S." Key-move: Q-KB.
PROBLEM.No. 240. 'F. R. GITTINS. ■■ Blacks pieces.
White 11 pieces. White to play and mate in two moves. SLOW PLAY. The approaching congress to be held at Auckland during the Christmas holidays has elicited from our esteemed contemporary ' Al' the following paragraph advocating an increase on the present time limit, whioh now stands at fifteen, moves per hour: We hope that at the next New Zealand Chess Congress the time limit will be altered to at least twenty moves an hours. The majority of the competitors do not utilise nearly all the time at their disposal, and the few who do could easily play more rapidly if they cared to do so. In some openings the first six or seven moves are so well knownthat.no time need be wasted over them, and the time economised in playing quickly,moves which are obvious, or perhaps even compulsory, would always ensure ample time for the study over the board of a difficult or intricate position. Three minutes is ample time-for the consideration of most moves, the more so because good players do not play simply move by move, but think out a sequence of moves -there is a design and a more or less continuous stategy, the replies being anticipated. Slow play doe 3 not prevent gioss blunders; the score sheets of any tournament will amply, prove that even slow players make fatal blunders, whilst the brilliancy prize nearly always falls to the lot of a rapid player, blow play is the curse of chess, and transforms a fascinating pastime into a dull, dreary, analytical study. If a slow player is handicapped by haviri"only an average of three minutes to consider eao.fi move, the quick player is far more handicapped when he has to waste hour? in watching bis opponent^poring over the board; he foresees his opponent s move more often than not, and his reply is ready. Twenty moves an hour in reality is but ten moves an hour if a player utilises his opponent's time. We would recommend slow players to play by correspondence. A game between a New Zealand chessist and another in, let us say, Iceland, might easily last a lifetime, and if unfinished could be concluded wherever they may happen to go, provided it is the same place.
The writer has played a goodly number of game 3 at the fifteen moves and faster rates per hour, and, while never using the limit, must confess to a feeling of security in knowing that if at any time during the course of the game a position should arise demanding careful and prolonged study, a reasonable amount of time i 3 available for that purpose. But this only applies to tough match games, which are certainly not pastimes.- Nor is it likely that in a vis-a-vis game—match or otherwise either player will occupy more time than he thinks is necessary. Then why increafe the time limit ? I. G unsbers; also has spoken strongly in favor of the fifteen move 3 per hour for important contests. " There are painters in oil and water colors who paint pictures for a shilling, producing them at an astoundiDg rate—perhaps five or six per day. It is a rather clever performance of its kind, and it is a wonder we have not had a claim put forward by these artists to rank as the champion painters at the pace, and challenge Sir John Millais or Sir Frederick Leighton to a contest of painting thirty or forty inches per hour, or a dozen pictures a day. The fast and slow players of chess stand in exactly the same relation to each other. The facts regarding fast and Blow play may be summarised as follows : The stronger the player the faster he can play. The faster the play the worse the plav. Therefore, the stronger the player the slower he will play, and the slower the pace the better the play. There must, of course, be a reasonable medium in all things, and for practical purposes it has been found that for second-rate tournaments or matches twenty moves per hour is a fair rate, whereas for first-class contests ffteen movesper hour is not one whit too jast. Then why play faster ?" Chess will never become an exhition game in the sense of billiards or cricket. If the New Zealand Chess Association cannot arrange a first-class chess tournament why should they not make one as near " first-class " as possible. For telegraphic matches we would be at one with o.ur contemporary in advocating a very material increase in the number of moves per hour. For there is ample time in the interval between the sending of a move and the receiving of a reply to get a good inkling of what is coming, and to bi prepared accordingly. Telegraphic ches3, from the player's point of view, is usually marked by a sickenin" monotony. Take the last telegraphic match in Dunedin. The writer sat seven and a-half hours at his board, fifty-two minutes of which were actually used by bis clock in making twenty-five moves. Suppose at the very widest extreme the telegraphy used one hour, the time limit, thirty moves per two hour-?, leads one to ask : "Where did the other three and a-half hours go?" Nor was this .the only board where hours were unaccounted for. Yes, please let us have the time limit for. telegraphic chess increased, and also let us have a strict supervision of the clocks of each player. END GAME. This position occurred in a game played in the recent cable match England v. America, at board 9, between Messrs Cole (white) for England and Teed (black) for America.
Position after Black's 55th move, Black i pieces. ■*
White 5 pieces. White to play. The question now is can the Q R P be queened ? CiearJy if it advances at once b takes it off and Black will capture the two
CHESS APHORISMS. When you see that you are about to be mated upset the board accidentally. Many players cannot remember the position ; and, if they ean, dispute it. One man's word is as good as another's. If you are mated and you have a pawn on itß seventh square you can claim to make it a king, and the laws of the game do not provide for this manoeuvre. In this way you may have several kings, and the chances are against all being mated at once. If jou cannot win by superior play, pretend to go to sleep between each move. This often worries an opponent, and. makes him play below his real strength. With some players a bad move is better than a good one. They know how to reply to a good move, but a bad one them; they think that there is some deeplaid scheme, and fail to unravel it Do not let your opponent study a position .quietly. Laugh, sing, talk, whistle, or anything else whioh will divert his atten-
.Mob. If he gets nasty tempered, apologise. . U you losd'a game, make a point of saying you are out of form.
Kt , you * m a B ame . f'on'fc be jubilant. Make believe that you are ao used to it that it is really monotonous. " When in difficulty of any kind," says Jaines.Mason,.i«,h.aye..courage. Not bigoted, reoklesa;pourage;*ut;,'tlie «two o'clock in the morning' sort—the courage and fortitude to do and suffer that of which you are afraid. And if you are afraid, why—may not he be atraid also? Make the equation. Always play your game as if these fearful factors exactly oancel each other. This is a habit which can be acquired, and it is the nerve of. the What is more important?" -> '■■'■. hj ?■ %\\ /Always • jgraicefnlly when your position is hopeless.*MSome players are too idiotic to do this—and occasionally they If you have made a bad move, take it back quickly, and say "J'adoube," or words to that effect. .If you are playing/with a lady—beware ! She you may mate her.: It is safest to play for a draw.
CHESS NOTES. Mr R. A. Cleland (Otago) has been asked to adjudicate in th&-o*maru-Christchurch match now proceeding. This fixture commenced last' Saturday evening, fourteen players a aide, and at rising Oamaru had secured one win. The Canterbury Club representatives are Messrs Hookham, Anderson, Searell, Milner, Smith, Cant, Scott, Maling, Wigram, Worsley, Clutten, Spiller, Lane, and Joyce. Oamaru is playing Messrs Clayton, Banks, Canon Gould, Messrs Lee, bkeet, Bolton, Earl, Jaekman, M'Donald, Burns, Dr Garland, Messrs Davis, Mowbray, and Patterson. Considerable progress was made, most boards showing over twenty moves. .-.•.. ...... ...
white pawns and draw. The problem was solred as follows :— White. Black. White BKrl.-56B-Kt4 K-Q4 61B-K3 PR3 57B-B5 B-B2 62 K-Kt6 IC-KC 58B-Ktfi B-Ktsq G3B-B5 K-B6 S9P-R5 B-B5 64 K-Kt 7 Resigns 60 PR 6 B-Kt sq resigns.
OTAGO'CLUB'S TOURNAMENT. « T £ e 4 61 } owing is a S ame Played between Mr 0. Balk (white) and Mr Moody (black) :— White. .Black; '-••■: White. Black. 1 P-K 4 P-K 4 2Kt-KB3 Kt-B3 3B-QB4 P-Q 3 16Q-QB4 P-QR3 17 P-Q R 4 Q-KKU 18 R-B 2 P-QB4 4Q-Q •-, B-K3-. ii,19 P-Q5 B-Kt5 5.P-Q B3 : \X,t-B 3 > \ 20 Kt-Q2 Q-K2 6 Kt-Kt5' P-Q4 121 Kt-K 4 R-K B 4 7PxQP "Ktxp" 8 P-K B 4 PxBP 22 Kt x B Q x Kt 23 RxKBPB-KR4 9;KtxBP KxKt- '<:. 24 R x R P x R lOQ.R5ch P-Kt3" 25 B-B 4 Q-K B 11 B x Kt ch K-Kt 2 12 Q-B 3 R-B sq 26R.Ksq R-Ksq 27 R-K 6 B-Kt3 13 P-Q 4 P.Q3 28B-R5ch K-R3 14 B x Kt P x B IBQxP BQ2 19 K-R 4 mate
OVER THE CHESS BOARD., Issue 10423, 18 September 1897, Supplement
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