II. MARCO TEÓRICO
II.2. AUTOCONCEPTO
II.2.1 Principales teorías del autoconcepto
This endgame is quite simple. There are only a few positions and ideas to study .
Pawn on the 7th (2nd) rank
Normally, the queen wins against a pawn on the 6th (3rd) rank without any problems. Positions in which the pawn is already on the last but one rank are of noticeably greater practical importance. Here, the file on which the pawn is standing plays an important part.
There is another important winning rule: if the queen is in front of the pawn, the position is always won.
Knight or central pawn
Under normal circumstances, the queen wins easily against a central pawn or a knight pawn.
Diagram 16-1
The winning method is simple: the queen either gives checks or attacks the pawn, thus coming closer to the opposing king and forcing it to occupy the square in front of the pawn. Then the white king moves one step closer . . .
1.�e8t �f2 2.�a4 Or 2.1i*'d7.
2 • • • �e2 3.1i*'e4t �f1 4.1i*'d3t �el 5.1i*'e3t �dl
Now the white king is free to approach.
6.@b7 �c2 7.'f1e2 Or 7.1i*'e4t.
7 .•. �c1 8.1i*'c4t �b2 9.1i*'d3 �c1 10.1i*'c3t �dl 1 1.�c6 @e2 12.1i*'c2
Or 1 2.1i*'c4t.
12 ... �el 13.1i*'e4t �f2 14.'f1d3 �e1 15.'f1e3t
�dl 16.�d5 �c2 17.1i*'e4t �c1 18.1i*'c4t �bl 19.�d3t �c1 20.'f1c3t �d1 21.�e4 �e2 22.�e3t
�d1
23.�d3+-White wins the pawn and the game.
Queen against Pawn
There are seldom any difficulries.
Diagram 16-2 1 .�e4t �f2 2.�d3 �el 3.�e3t �fl!
An unexpected resource. White cannot take the pawn. because of stalemate! Our king is [00 close!
But this gives White another powerful idea: play for mate!
4.�f.3t �el 5.�g2! dl� 6.�f2#
Rook pawn
With either a rook or a bishop pawn. the winning method described above does not work. since there is also a stalemate defence.
Hence many endings of this sort finish in a draw.
The win only becomes possible if the white king is near enough [0 help its queen deliver mate or win the pawn.
Diagram 16-3
1763
The white king is outside of the winning zone: as
ds-e4-e 1 . But a little trick enables the king [0 come closer.
1.�b6!
The only path [0 a win. If 1 ."lWe4? �b2 2."lWb4t
�c2 3."lWa3 �bl 4."lWb3t. then 4...�al !=.
l...�b2 2.�a5t �cl 3.�hlt �b2 4.�g2t �bl 5.�a4
The king is heading to b3.
5 •.. al�t
6.�b3+-Diagram 16-4 Black cannot defend against the mate.
We shall also frequently see similar mating attacks in endgames with the bishop pawn.
8
'-D
Here, the white king is ourside of the winning zone:
a4-c4-d3-e3-e 1 . The posirion is drawn, although Black still has to play very carefully, since the white king is not so far away.
l.�b4t �a2 2.�c3
If 2.�d2, then 2".>!1bl ! (bur not 2".>!1a l ? 3.�c1 t+-) 3.�d3 and then either:
a) 3".>!1b2 4.�e2 'kt>al!= (if 4".>!1b l??, then 5 .>!1c4 c1�t 6.>!1b3-+ is another important mating position)
b) or the immediate 3".>!1a l =.
2 ... �bl 3.�b3t >!1al!
An important stalemate defence.
4.�xc2 stalemate.
Diagram 16-6
The black king is on the wrong side of the pawn. So the winning zone is here: a5-d5-e4-g4-g1 . 1 .�d4t �e2 2.�c3 3.�d3t >!1cl
Black does not yet have a stalemate defence.
4.�c4
Black wants to bring his king to the correct side.
If l ...'kt>e2, then 2.�b2 'kt>dl 3.>!1f2, continuing as in the main variarion.
2.�alt
But not 2. >!1f2? >!1b l =.
2 ... �d2 3.�b2 �dl 4.�f2! �d2 After 4".c1 WI there comes 5.WIe2#.
5.�d4t �cl 6.�e2 �bl 7.�b4t �a2 7".>!1c1 8.>!1d3 >!1dl 9.�d2#
8.�d2+-1 5 8
Queen against Pawn
You do not have to memorize the winning zones. It is enough if you understand the methods described above.
If the king is far away from a rook pawn or a bishop pawn, the win is impossible. If it is close by, you must check out the specific variations.
Pawn on the 6th (3rd) rank Diagram 16-8
1 965
With a pawn on the 6th rank, White's task is even easier, since there is no threat of a stalemate. But there are some positions known to theory which are drawn, because the pieces of the stronger side do not so much help each other as get in each other's way.
1.�f6!
The pin on the diagonal leads to an elementary win.
l...�b3
l ...�c2 2.�d4+-2.�d4
Or Z.l!Ig6+-.
2 ... c2
Black has no way to improve his position, and White will bring his king closer.
3.�a1+-The queen blocks the pawn.
The positions in the test will help you gain a better understanding of the subject of the lesson. In each case, you must also give YOut evaluation of the position (+-or = or -+).
8 7 6 5 4 3 2
a b c d e f g h Example 7
+-\0 �
Exercises
> Ex. 16-1«
8 7 6 5 4 3 2
8 7 6 5 4 3 2 1
8 7 6 5 4 3 2
a
a
b c
b c d
d
* * 6
e f g h
e f g h
a b c d e f g h
1 60 8 7 6 5 4 3
1
8 7 6 5 4 3 2
8 7 6 5 4 3 2
a b c d e f g h
a b c d e f g h
a b c d e f g h
Exercises
Solutions
Ex. 16-1 Evaluation
+-( 1 point) White forces the black king to occupy the square in front of the passed pawn, then the
Or 5.1M'c2 It>al 6.1M'a4t+-.
5 ... l!?b3 6.W1b5t �c2 7.W1c4t �d2 8.W1b3 1...lt>el! drawing. 1 ...lt>cl? would allow white to play 2. 1M' a2! and return to the main line.
Ex. 16-2 The white queen blocks the pawn! (Winning
Evaluation = rule). See Example 7.
1. .. W1xc7 stalemate.
See Example 4.
Ex. 16-4 Evaluation
+-( I point) It is important that Black still has a second pawn, so that the stalemate defence does not work. (Without the h-pawn the position would be drawn!)
1.W1b3t �al 2.W1c2!
But not 2.1M'xh3?? It>b2=.
2 • • • h2 3.W1cl# Only this tactical trick wins! 1 .1M'd4t? It>e2 2.1M'c3 It>dl 3.1M'd3 It>cl 4.lt>d4 1t>b2 leads to a draw, as in Example 4 and Ex. 1 6-7.
1. .• �d3
Or 1...cl1M' 2.1M'g5t It>d3 3.1M'xcl+-.
2.W1g5!+-1 62
And then 1M' cl and the queen blocks the pawn (Winning rule).
11
H
Solutions
Ex.
16-9
Evaluation
=
(l point)
1...'it>c3!=
(2 points) If 1 ...'it>d1?, then 2.'it>d4 c1Wl 3.';!{d3+-. See Ex. 1 6-5.
2.Wla3t 'it>d2 3.Wlb2 'it>dl 4.Wld4t
After 4.'it>d4 comes 4 ... c1Wl= and the white queen is under attack!
4
•••'it>c1 S.'it>e4 'it>bl=
Ex.
16-10
Evaluation
+-(l point) I .Wlxa5 blWl is drawn.
I .Wlc4t achieves nothing after l ...'it>a l .
l...'it>al 2.'it>e6!
(l point) With a transition to a won pawn endin�!
2
•••blWl 3.Wlxbl t 'it>xbl 4.'it>dS 'it>c2 5.\!;>c4!
'it>d2 6.'it>bS 'it>c3
7.'it>xaS+-Ex.
16-11
Evaluation
+-(1 point)
(l point)
l.Wlb3t 'it>al 2.Wldlt 'it>b2 3.Wld2t 'it>bl 4.'it>b4!
Or 4.'it>a4!.
4
. • .a1Wl
5.'it>b3+-See Example 3.
Ex.
16-12
Evaluation =
1.'it>c8!
(l point)
(1 point) (2 points) To achieve a draw, White must get his bishop pawn to the 7th rank. Fortunately, the black king gets in the way of checks on the c8-h3 diagonal.
l .'it>c7? loses to l...Wld5-+.
I .We7? is hopeless: l ...Wlc2 2.Wd6 Wld3t 3.We6 Wlc4t 4.wd6 Wld4t 5.We6 Wlc5 6.wd7 Wld5t-+ (see Example 7).
1...'it>e4 2.c7 'it>dS 3.'it>b7 Wlb3t 4.'it>a7 Wla4t S.'it>b7 Wlc6t 6.'it>b8 Wlb6t
Or 6 ... Wld6 7.wb7 Wle7 (7 ... Wld7 8.wb8=) 8.'it>a8! Wc6 9.c8Wlt <;!{b6 10.Wlb8t= (see Ex.
16-7)
7.'it>a8!=
See Ex. 1 6-3.
Scoring
25 points and above· ··· ··u •• u •• u ... Excellent 2 1 points and above·· ··· ··· ··· .. Good 1 5 points ··· ··· · ··· ··· · ··· ·· ··· .. Pass mark