Last time I showed a few games which only use one major piece.
Bristol league alumnus Chris Russell has contributed a further mini-game which he has used with great success in coaching: King, Queen and 8 pawns vs. King, 2 Rooks and 8 pawns. A queen vs. two rooks does come up from time to time in games, and depending on the position, can be much better for either side. The rooks like to be co-ordinated, and the queen likes more open positions and some loose targets. In the scenario with 8 pawns on their starting ranks – Chris notes that the queen has a slight edge because she can keep attacking pawns early on, and the rooks find it hard to establish the right battleground for them – but there’s not much in it.
Since writing the first article, I’ve also discovered that Chess.com has several training games of exactly this nature. I tried the ‘Queen vs. Queen with two extra pawns’ game (you have 5 pawns, the computer has 3) and surprisingly I ended up losing the first two games…
Once I had snapped out of that I managed to press the advantage for a bit and ended up drawing the next two. Fifth time lucky, I triumphed – but I had to calculate a queen trade very carefully. It just shows how hard these ‘winning’ positions are to convert! Anyway, this time let’s see a few other types of mini-game:
Classic mini chess
I started playing this as a youngster; it is arguably a streamlined chess game, reducing down to one of each major piece. Apart from being a shorter game, I like this one for coaching for a couple of reasons. Firstly there is an immediate way to blunder checkmate, so it doesn’t take much to explain the link between a general strategy and checkmate. Let’s take a look [n.b. the board is 5×5, pieces set up with R,N,B,Q and K on a- to e- files; and pawns in front of them, which can only move one square per move, unlike regular chess]:
Blunder! (You have given your opponent both control and access to the square right in front of your king!) It is forced mate in four:
2.ed – threatening Qe2+ and mate on e4. Black can prolong this with cd (answered by cd) or Nc3 (answered by bxc3) but mate will come on e4 soon enough.
The other thing mini-chess should teach well is that pawns are powerful weapons – where they are only three moves away from queening from the start, strategies for promotion should quickly become apparent.
(It can also teach you about zugzwang – but that’s a bit advanced!)
Push or defend
For this one you’ll have to imagine a solid line between the a and b file. One pawn starts on the a file and can freely wander to the other end. Once it is promoted, you win the game.
However, the other side is trying to checkmate you. Try this one: (White doesn’t have a king in these games, just some pieces to attack with. Here it is Qh1, Rg1, Pf2. Black has the pawn on a7 – which will promote in 5 moves unless Black uses up some moves to avoid checkmate: Kg8, Rf8 and pawns on f7,g7 and h7.)
This should teach the basic importance of time, and having your own plans (counterplay). As an attacker it should force you to think about forcing moves, and see which threats really are threatening.
This one I recommend for absolutely all levels of chess – and was surprisingly inspired by a method for cutting cake fairly! I remember a puzzle from years ago about cutting cakes that are not uniform – different amounts of icing, toppings, corners etc – a potential minefield for any cake cutting scenario. The question was how can two people can ensure a cake is cut fairly between them, using only a knife? (n.b. you are not told anything about the shape or design of the cake).
The answer was pretty simple: One person makes the cut, and the other one gets to choose their piece. This encourages the cutter to cut as fairly as possible.
Okay, its not perfect – it’s a little unfair on the cutter. However, the same approach actually works much better for chess training:
One person sets up an endgame, and the other person chooses their colour.
Why does this help? Two reasons – it gets you to try to evaluate positions. As you set the board up, you will be thinking through all the various parts of the position. Material, time, and quality. Two connected past pawns? Maybe that’s equal to a bishop? Maybe they’re not, maybe they’re easily better. The point is it’s up to you, and you can modify the position until you think it’s equal.
The second reason I like it (except that it trains endgames, which let’s be honest we all need to do more of!) is that when you lose with the side that you picked, you are forced to re-evaluate. Psychologically it’s much harder to ignore the flaws in your thinking when it’s you who chose the position!
Mike is a regular pretender in Bristol’s top division and can also be seen propping up local tournament ladders. He writes a regular column for the Bristol Chess Times and plays a solid 20 openings a season.