CHESS
LASKEE DESCRIBES A SOLUTION BY TROITZKY.
Writing in the New York "Evening Post/’ Dr Emanuel Lasker says: Troitzky has solved a remarkable problem given below. A knight in a central position can attack eight squares, and no more than four of these, at the utmost. can belong to tho domain of a castle. Yet the Russian author has shown that it is possible for a knight to capture by force a castlo which has nine flight-squares at its disposal. True, king and rook help in the task. But the rook only cuts ofi ono square, and that indirectly, and the king two, so that -no less than seven remain upon which the action of the knight alone accomplishes the success.
By A. Troitzky. Black (four pieces)
White to play and win
The beginning is to force the rook into the position where it will bo lost. That point is clearly indicated by the white pawn. Obviously, the pawn is untenable. All that remains for white to do is to derive the greatest possible advantage from its fall. White will, therefore, menace to hold it. and incidentally drive the rook, which at present is out of any possibility of harm, into the somewhat exposed position marked by the pawn. 1. Kt—Q2 ... Now Kt—lQ is threatened, and the rook is attacked. Black has. therefore, only one reply, 1. . . . E-B4ch 2. KxP ... Of course, if K—Ql, B —Q4ch. the draw would be assured. 2. . . . BxP Even, now, a draw seems doubtless. But the idea of Troitzky becomes manifest with the next move. 3. Kt—Kt3 . . . The rook is attacked. 84, Ki, 84, and QBS belong to the hostile domain. If E—B6, the Kt checks anywhere, and the rook is lost. On Kt 4, 85, and B 7 the rook is lost by a check of the Kt on Q 4 or R 5. Only one alternative remains. 3. . . . E-Ql ' The rook can. now be won, but not without the aid of the knight. If E—R6ch, K—Kt2 draws. 4. Kt—ESoh K-B-l 6. E—B3oh ... Black faust attack the rook, on Q 4 or Kt 4. Suppose 5 . . . K—Q4 6. E—B4ch ... Again, it is only the intervention of the knight which saves the white rook. After this, the black king is driven off, the black rook is captured, and the game is over.
One instinctively compares the splendid activity displayed by the weak knight with the clumsiness of the formidable rook and king, and hence the pleasure which the ending evokes.
PROBLEMS. (No. s.—By J. Smutney.) Black (three pieces).
White (seven pieces).
White to play and- mate in three moves. (No. 6.—By A. Martinez.) White: K at K eg; Q at QKtB; E’s at Q Esq, KKT2; B’s at QE3, Q 5; P's at K 6, KB2 (eight pieces). Black: K at (JB7; Q at QKt2; P’s at QBS, QB6 (four pieces). White to play and mate in two moves. SOLUTIONS OP PREVIOUS WEEK’S PROBLEMS. No. 3. 1. Qto E 6 Kto K 4 1. Qto R 6 Pto Q 4 1. Q to llfi P to E 4 2. Q to Kt 7 eh K moves 2. Q to Kt 6 ch K moves 2. Q to B 4 ch K moves 3. B or Kt mates 3. Q or Kt mates 3. Q mates accordingly. No. 4.
X. Kt to ICt6, any move; 2. Q or E dia ch mates accordingly.
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Bibliographic details
New Zealand Times, Volume XXXVII, Issue 8367, 1 March 1913, Page 10
Word Count
567CHESS New Zealand Times, Volume XXXVII, Issue 8367, 1 March 1913, Page 10
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