Site hosted by Angelfire.com: Build your free website today!

 End-game composition 
 by GM Pal Benko 









 (20) Basic Endgame Course 
  King & Rook vs. King & (1 or 2) Pawn(s) 
 Position # 10 
   Pensacola, FL, 19.03.2001  

***

  [A.J. Goldsby I]  

***

  Position Check:  White - King on b8,  Rook on c7;  
  Black - King on b4,  Pawns - a6, and c6.
  


End-game Composition by GM Pal Benko, 1980. 


White to move and win. 

This problem first appeared in the magazine,  'Chess Life.'

ref. the book, "Winning Chess Endings,"   by  GM Yasser Seirawan
(Chap. # Four (4), pg. # 71; Diagram # 78.)

A very interesting problem, but one that is worth studying, because it shows 
many of the ideas that are common in this type of end-game. 

(This was a fun problem to give to computers during the 1980's 
and the early 1990's. They always failed to solve it correctly! 
It is also a good problem for a Master to tie his brain into knots!) 


1. Rb7+!
A nice check. 

(Taking the pawn looks natural, but is a mistake.) 

No matter where Black's King goes, it interferes with one of his pawns. 

  [ White should NOT play:  1.Rxc6? a5; 2.Rb6+ Kc4; 3.Ra6 Kb4; 4.Kc7 a4
     5.Rb6+
Kc3; 6.Kc6 a3; 7.Ra6 Kb2; "="  when it is an obvious draw. ].  

 

1...Kc3;  
The Black King goes forward. 

Black must avoid two pitfalls here: 
# 1.)  Trapping his King on the edge of the board; & 
# 2.)  Blocking his most important pawn. 

  [ Black should not play:  1...Ka5??; 2.Kc7 c5; 3.Kc6 c4; 4.Kc5 c3
    5.Rb1
c2; 6.Ra1#.  

    The move 1...Kc4!?;  may transpose back to the main line of the solution here. ].  

 

2. Kc7!, (Maybe even - '!!') 
It is very important to try to activate the King! 

Piece activity is of PARAMOUNT IMPORTANCE!!!! 
(Especially in this position.) 

  [ It looks like White can fork ('split') the Pawns with his Rook and win one, 
    but a long analysis should convince you this is an error. 
    2.Rb6
a5!; 3.Rxc6+ Kb3; 4.Kb7 a4;

  The analysis position after 4...a4.  (eg_15_pos-1.jpg, 14 KB)
(Inverted Diagram.)

{Analysis Diagram.} 

    This shows that the RP is the correct pawn to push! 

    It can also clearly be seen - using the counting method - that the White King is 
    simply too far away. 5.Kb6 a3; 6.Rh6 a2; 7.Rh1 Kb2; 8.Rh2+ Kb3; 9.Rh3+ Kb2
    10.Rh2+ Kb3; 11.Rh3+ Kb2; 12.Rh2+ Kb1; 13.Rh1+ Kb2; 14.Rh2+, ("=") etc. 
    The game is drawn. ].  

 

2...a5;  
Black advances the QRP. 

   [ If Black plays: 2...c5; 3.Kc6!, Piece activity is of the utmost importance here. 
      
(If White wastes too much time - especially with grubby pawn snatches - he  
        will not be able to win the game:  3.Rb6?! a5; 4.Ra6 c4; 5.Rxa5 Kd2;   
        6.Rd5+
Kc2
; 7.Kb6 c3; 8.Ka5 Kb2; 9.Rb5+ Ka2; 10.Ka4 c2;    
        11.Rc5
Kb1; "="
)    3...c4; 4.Kc5! a5; 5.Rh7!,  The best.   ( White can also   
        win with: 5.Ra7!? Kb3; 6.Kd4 a4; 7.Rb7+ Kc2; 8.Kxc4 a3; 9.Rh7 a2;    
        10.Rh2+
Kb1
; 11.Kb3 a1N+; 12.Kc3!, "+/-"  albeit much more slowly. )    
     5...a4; 6.Rh3+ Kb2; 7.Kxc4 Kc1; Black cannot save his RP. 
      
(For example: 7...a3; 8.Rh2+ Kb1; 9.Kb3 a2?; 10.Rh1#.   
     8.Rh2! Kd1; 9.Kb4, "+/-"  with a simple win for White. ].  

 

3. Ra7!,  
"White gains a tempo by pulling back the Black King." - GM Y. Seirawan. 

   [ White should not play: 3.Kxc6? a4; 4.Ra7 Kb3; 5.Kd5 a3; 6.Kd4 Kb2
      7.Kd3
a2; 8.Rb7+ Kc1; 9.Rc7+ Kb2; 10.Rb7+ Kc1; 11.Rc7+ Kb2; "=" 
     in many of these lines, this theme will be repeated over and over again. White 
     will not be able to spare a single tempo to grab the Black QBP. ].  

 

3...Kb4;  
An experienced end-game player would realize several things here: 
# 1.)  Time (speed!) is of the essence. Black can NOT afford to waste a lot 
of time. He must try to shove in ONE pawn as quickly as possible. There is 
NOT enough time to push in BOTH pawns!!! 
# 2.)  In a case like here, where you have two pawns, the further advanced 
one is the key in the attempt to draw. 
# 3.)  The pawn that is the farthest away from his opponent's King is the 
one the most difficult for the stronger side to deal with.  
# 4.)  The RP gives Black some stalemating possibilities. 

This is why the experienced player would realize automatically the RP is the 
better of the two pawns here and the one Black should concentrate all of his 
energies on. 

   [ Black cannot save both pawns. it is bad to even try, i.e.,  3...c5!?4.Kc6!,  
      (Apparently, White can also win with: 4.Rxa5 c4; 5.Kc6 Kb2; 6.Rb5+ Ka3   
       7.Rc5 Kb3; 8.Kd5 c3; 9.Kd4 c2; 10.Kd3, "+/-")     4...c45.Kc5! Kb3;    
    6.Kd4
c37.Kd3 a48.Rb7+ Ka29.Kxc3, "+/-"  and White wins easily. ].  

 

4. Kd6!!
Seirawan writes: "Typical Benko, and right on the mark." 

White does not grab either pawn, but instead brings his King into the fray.

   [ After the continuation: 4.Kxc6?! a4; 5.Kd5 a3; 6.Kd4 Kb3; 7.Kd3 Kb2!
      8.Kd2
a2; 9.Rb7+ Ka1; 10.Kc2, "=" 

   Analysis Diagram - the position after 10. Kc2.  DRAW!!  (eg_15_pos-2.jpg, 14 KB)
(Inverted Diagram.)

 {Analysis Diagram.} 

     it's a draw. (STALEMATE!)  This variation shows why it is important NOT 
     to capture the BP. ].  

 

4...a4
Black continues to push his more valuable pawn.    

5. Ke5!

White brings his King powerfully into play. 
(And avoids any nasty checks by Black.) 

   [ As we have already seen, White only draws by capturing the BP: 
      5.Kxc6?
a3; 6.Rb7+ Kc3; 7.Kc5 a2; "="  ].  

 

Now Black continues to push his most important pawn.
5...a3
6. Kd4 Kb37. Kd3 Kb28. Kd2! a2;  

9. Rb7+ Ka3;  
Forced. 
(If Black traps his King in the corner, he will be mated.) 

   [ 9...Ka1?; 10.Kc2 c5; 11.Rd7 c4; 12.Rd1#.  This variation shows why it 
     was so important to leave the Black QBP on the board. If White had 
     captured it, Black would have been stalemated when White played Kc2! ].  

 

10. Kc2! a1N+
This is forced. 

Now a position has arisen that I have given to many of my students ... nearly 
all of which have FAILED to find the win!! 

I even gave this position to a Master at the Pensacola Chess Club - who was 
rated over 2300 at that time - and he too failed to solve this position correctly. 
(At least on his first try.) 

   [ After: 10...a1Q?; 11.Ra7+ Kb4; 12.Rxa1, ("+/-")  White will, of course, 
     win the game easily. ].  

 

11. Kc3, (Almost - '!') 
The natural and correct square for the White King. 

   [ The line: 11.Kd3? Nb3; 12.Rc7 c5;  gives Black some distinct 
     drawing chances. ].   

 

11...Ka212. Rb2+!,  
This check is clearly the most precise. 

   [ Once again, after: 12.Rc7 Kb1; 13.Rxc6 Nc2; White has some 
     (slim) hopes of drawing. ].   

 

12...Ka313. Rb6 Ka2;  
This is forced. 

   [ 13...c5??; 14.Ra6# ].  

 

14. Rxc6 Kb115. Rh6 Ka216. Rb6!, ("+/-") 
Black can resign, White will checkmate him or win the Black Knight. 

A truly enjoyable composition.  

AND ... it teaches MANY valuable lessons for the END-GAME!!! 

Copyright (c) A.J. Goldsby I;   
  (c) 1999, (c) 2000, (c) 2001.  © A.J. Goldsby, 2002.  

 1 - 0 


I believe this end-game composition is one of  Benko's very  best  efforts!

  As beautiful an end-game composition/problem as you are likely to ever see.
 Additionally, it has so few pieces, but is VERY complex. True chess art!! 


This is the complete version of this game as it exists on my hard drive in my endgame database,
I have NOT shortened it for publication! If you would like a copy of this endgame
 - in the ChessBase format -
to study on your own computer, please  drop me a line.


If you enjoyed this position, and would like to study  ANOTHER 
Rook-and-Pawn endgame, ("The LUCENA Position");  click HERE


 Click  HERE  to return/go to my  "Geo-Cities"  web site.
 (My Home Page.)

 Click  HERE  to return/go to my  "Geo-Cities"  web site.
 (Chess Training Page.)

 Click  HERE  to return to the page with my  "Endgame List." 
 (This was the page you were on before coming here.) 

 Click  HERE  to go to, or return to, my  "Games4" Home Page.

 (Or  ...  You could also press the back button on your web browser.) 

***

 (Page posted on my web-site, January 25th, 2002.)


 Copyright, (c) A.J. Goldsby I 

  © A.J. Goldsby, 1994 - 2004.   Copyright © A.J. Goldsby, 2005. All rights reserved. 

 counter