King, insane and rider against king alone

The final King, insane and rider against king alone is a technique of chechmate of the Jeu of failures allowing a player laying out of an insane , of a riding like its king of only subduing his disponsant adversary only of a king.

Principle

This fine of part is relatively difficult, but not insurmountable. The attacker must however have a good comprehension of the interaction of the parts. The chechmate can be forced in with the most thirty-three blows whatever the starting position (provided that the defender cannot capture one of the parts immediately). The limit of the fifty blows is thus respected.

  • the material being strongly reduced, all the parts must collaborate.

  • the chechmate can be forced only in one corner of the same color of the insane one. In the example hereafter, it will be thus about the box a1 or h8.
  • an informed adversary will thus try to remain as well as possible in the center of the chess-board, at worst in a corner of the bad color: a8 or h1.
  • the rider carries out a way in “W” while oscillating around the king: e3, g4, e5 and g6.

The technique breaks up into four stages.

  1. to adapt the center
  2. To drive out the king with the band
  3. to imprison It in the good corner
  4. To restrict space and to subdue

Demonstration

The analysis was carried out with the assistance of the tables of Nalimov. From the tactical point of view, it is thus perfect.

To adapt the center

It is necessary to start by driving out the naked king of the center.
1. Rc3 Here, the king is used in order to deprive his counterpart of more possible space. 1. … Re4 the blacks try to remain in the center, the chechmate is impossible there. 2. Rc4 Re3 3. Rd5

To drive out the king with the band

the black king tries to take refuge in h1 (a bad corner).
3. … Rf3 (3… Rd3? 4. Fc5 would bring the black king closer to the “not very sure” angle) 4. Cd4+ Rf2! (4… Re3 5. Fg3 Rd3 6. Ff2) 5. Re4 Rg2 6. Re3 Rg1 7. Rf3
the corridor thus created points out the elementary chechmate with a tower.

To imprison in the good corner

the zigzag of the rider (e3, g4, e5 and g6), assistance to keep containment. To progress, the support (13 should however be very briefly released. … Rg6) and to create a cage.
7. … Rh1 8. Cf5 Rg1 9. Cg3 Rh2 10. Fc5 Rh3 11. Fg1 Rh4 12. Ce4! Rh5 (12… Rh3 13. Cg5+ Rh4 14. Rf4) 13. Rf4 Rg6 14. Cg5 Rg7 15. Fc5

To restrict space and to subdue

15. … Rf6 16. Fb4 voluntarily Wastes a time. 16. … Rg6 17. Fc3 Rh5 18. Rf5 Rh4 19. Fe1+ Rh5 20. Ce6 Rh6 21. Fb4 Rh5 22. Fe7 Rh6 23. Fg5+ Rh7 24. Rf6 Rg8 25. Rg6 Rh8 26. Rf7! Rh7 27. Cf8+ Rh8 28. Ff6#

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