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Efstratios Grivas

MONSTER
YOUR ENDGAME
PLANNING
VOLUME 1

Chess
Evolution
Cover designer
Piotr Pielach
Monster drawing by Ingram Image

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First edition 2019 by Chess Evolution

Monster your endgame planning. Volume 1


Copyright © 2019 Chess Evolution

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Printed in Hungary
TABLE OF CONTENTS
Key to symbols ...............................................................................................................5
Foreword .........................................................................................................................7
The Endgame.................................................................................................................11
The Golden Rules of the Endgame ...........................................................................15
Evaluation — Plan — Execution ............................................................................... 17

CHAPTER 1. PAWN ENDINGS

Pawn Power .................................................................................................................. 21

CHAPTER 2. MINOR PIECE ENDINGS

Bishop Power ................................................................................................................ 41


Knight Power ...............................................................................................................59
Good Bishop vs Bad Knight .....................................................................................77
Good Knight vs Bad Bishop .....................................................................................97
Mixed Pieces Power ...................................................................................................121

CHAPTER 3. MAJOR PIECES ENDINGS

Rook — Strategical Exploitation ............................................................................ 141


Rook — Material Exploitation .................................................................................159
Queen Power .............................................................................................................. 177
Queen & Rook Power ............................................................................................... 199

CHAPTER 4. MIXED PIECES ENDINGS

Rook & Bishop Power............................................................................................... 219


Rook & Knight Power .............................................................................................. 237
CHAPTER 5. VARIOUS PIECES ENDINGS

Combined Power ....................................................................................................... 257

Index of Games ..........................................................................................................277


Index of Openings (ECO Classification) ............................................................. 281
KEY TO SYMBOLS

= Equality or equal chances


 White has a slight advantage
 Black has a slight advantage
 White is better
 Black is better
+– White has a decisive advantage
–+ Black has a decisive advantage
 unclear
 with compensation
 with counterplay
 with initiative
 with an attack
 with the idea
 only move

N novelty
! a good move
!! an excellent move
? a weak move
?? a blunder
!? an interesing move
?! a dubious move
+ check
# mate
The ‘Rule of the Three Weaknesses’
can be helpful to evaluate nearly any endgame:

1. One weakness = slightly better ().

2. Two weaknesses = clearly better ().

3. Three weaknesses = winning (+-).

Remember this important rule;


it will help you to make the correct decisions,
even when you are still in the middlegame — in the endgame for sure!
FOREWORD

The MYEP series offer training on Today we have shorter time-controls


a vital subject, the choice of the ‘best’ and there isn’t really enough time to
available endgame plan. As is com- dig on the subtleties of each ending.
monly accepted, a correct Evaluation
of the position, a strong Plan and an You have to know and to repeat
accurate Execution are the three im- knowledge; don’t be carried away by
portant factors that separate ‘the ex- the usual myth of the ‘chess talent’. As
pert from the amateur’. I repeatedly wrote and proved ‘talent
is the excuse of the failed’.
In a  way, efficient training on the
three above mentioned concepts can ‘Unfortunately’, the modern chess
help a chess player mature and lead player is entitled and forced to work
him to new successful paths. more than his predecessors. The mod-
ern chess trainer as well needs to pre-
The today Author has at his disposal pare more delicate themes, under-
powerful databases, tablebases, ana- stand them and teach them as well
lysed material, books and by adding to his students. So, there is plenty of
his knowledge, you will get what you room for everything and for every-
are looking for! body who is thirsty for knowledge.

The endgame is the phase of the game Knowledge is the key word. And
that it has been extensively analysed knowledge is absorbed sub-con-
and formed to concrete conclusions, sciously; it is impossible to remember
although in nearly all the books I do everything you study. So, it is highly
know, very little space is dedicated to important to work with good material
forming plans. and good trainers in order to improve
and get higher in the Chess Olympus
I think this is because of space limita- Mountain.
tions and because it’s a difficult theme
that doesn’t looks too interesting for Nowadays the help of the Silicon
the readers. But a modern chess play- Monster (chess analysis engines) is
er cannot really choose what he likes quite valuable, as it can save an author
or prefers — this has nothing to do countless hours of analysis and check-
with openings! ing. But still the role of the qualified
8 MONSTER YOUR ENDGAME PLANNING. VOLUME 1

trainer remains important; he knows With this book-series I have sought to


where the truth is — he knows what to provide a training guide that will be
keep and what to throw away... helpful mostly to players in the 1500–
2200 range — corresponding to a low-
I do not like to claim that everything er club level up to those with aspira-
I  wrote is perfect and completely tions for a FIDE title.
sound; I always think of the surprise
factor; I just try to present my thoughts Of course, the books may well also be
honestly and with responsibility. useful for players weaker than 1500,
or for those stronger than 2200, but
this is a decision these players should
HOW TO DEAL WITH make for themselves!

THE BOOK In this book there are 78 tests, each


based around a game. In each of these
tests, the starting point is the first dia-
Back in 2007 I  published my fi rst gram. There is an evaluation of the di-
English language book on planning agrammed position, which helps the
(Modern Chess Planning — Gambit), reader to understand some important
which was later translated and pub- facts about the position itself.
lished in the Greek, Spanish and Ira-
nian languages, making it a best-sell- A presentation of three possible plans
er. In 2019 I published a two-volume follows. Then the reader must decide
series called ‘Monster Your Middle- which is the most valuable/best plan.
game Planning’ and now it was time The best plan receives a maximum of
to do the same on the Endgame! All 50 points. The other, less good, bad
four books are published by ‘Chess or indifferent plans normally receive
Evolution’. some points or none at all, depending
on their actual value and correctness.
The format is the same as in MYMP, Some of the plans receive no points at
with 13 thematic chapters, where in all; they are just bad!
each of them 6 tests are included (in
each volume). Each theme is analysed After completing the work on each
by modern concepts and tips, which test, the reader must take a  look at
will drive the reader to the right path. the solution, where he can find the
For me solving the tests is not the answers. In the solutions, the game
most important feature. Understand- is analysed until its end, so the read-
ing them and learning how to do the er can better understand why the re-
job in an over-the-board game is far warded plan was the ‘best’ in the posi-
more important and what counts at tion and how it worked out. There are
the end of the day! a few examples where the best avail-
9

able plan was overlooked, but these As one might notice from the
are exceptions and the games are nev- score-table, expectations are a  little
ertheless quite interesting. higher than usual for the categories
listed, as in this book the evaluation
By this point, you will have received of the position is given by the author
some very good training. But then, beforehand, and this is a great help for
it will do no harm to measure your the reader. A correct evaluation of any
‘strength’ on this subject. The max- position is one of the most significant
imum score is 3.900 points and you factors in chess, but that could be the
should divide your total score by 1.5: subject for another book.

Total Points Planning Strength It is now time for you to work and
train on that important chess con-
2400–2500 Grandmaster
cept, the plan. Have fun and train
2300–2399 International Master well!
2200–2299 FIDE Master
2000–2199 Candidate Master Sharjah, 2019
1800–1999 National Master Efstratios Grivas
1600–1799 National A’ Category
1400–1699 National B’ Category
1200–1399 National C’ Category
0–1199 Should try harder!
ACKNOWLEDGMENT DEDICATION

I  would like to thank Mr. Manolis This series is dedicated to my parents,


Kotsifis for being the first tester and Father Georgios Grivas, who died on
proofer of the book, advising me with 2010 and Mother Katina Griva-Bou-
some important thoughts and sugges- li, who died on 2015. Finally I under-
tions. stood what means to be an orphan...
THE ENDGAME

150 years ago the quality of played end ay (a division of Random House) in
games was quite low, as chess-players hardback. The book used the now ob-
were reaching it quite rarely! solete descriptive chess notation and
used the old system of using the ab-
As strategy and manoeuvres were breviation ‘Kt’ to stand for knight in-
starting to overcome tactics, more stead of the more modern ‘N’.
and more endgames were suddenly
seen. So, a need for endgame materi- In a 1984 interview, Fine said that it
al was essential. took him three months to write the
book. He said that organising the ma-
‘Basic Chess Endings’ (abbreviated terial gave him no trouble, but it was
BCE) is a book on endgames which hard work coming up with example
was written by Grandmaster Reuben positions. He created many of the ex-
Fine and originally published on Oc- amples.
tober 27, 1941.
There was a Hardback Limited Edi-
It is considered the fi rst systemat- tion of 500 signed by Ruben Fine sold
ic book in English on the endgame by USCF in the 1940s. The hardback
phase of the game of chess. It is the edition was reprinted at least as late
best-known endgame book in English as 1960. The copyright was renewed
and is a classic piece of chess endgame in 1969 as the book went through
literature. many paperback impressions. It went
through ten printings in paperback
The book is dedicated to World by 1981.
Champion Emanuel Lasker, who died
in 1941 (the year the book was pub- The original book contains 573 pages
lished). It was revised in 2003 by Pal and 607 diagrams of positions. Many
Benko. other positions were given by listing
the location of the pieces rather than
‘Basic Chess Endings’ was written showing a  diagram. The 2003 revi-
by Reuben Fine in only four months sion contains 587 pages with 1330 po-
and was published in 1941 by McK- sitions, most with diagrams.
12 MONSTER YOUR ENDGAME PLANNING. VOLUME 1

Of course many other good books from a checkmated position. By 2005,


followed, mainly those of Yuri Aver- all chess positions with up to six piec-
bakh, Vasily Smyslov and Paul Keres. es (including the two kings) had been
But all of them had some analysis solved — this is what we call today the
flaws as well — it was rather difficult Nalimov Tablebases.
to be accurate...
The tablebases of all endgames with
up to six pieces are available for free
COMPUTER download, and may also be queried
using web interfaces. They require
EVOLUTION more than one terabyte of storage
space.

The computers’ evolution changed By August 2012, tablebases had solved


everything in the way we learn and chess for every position with up to
analyse endgames today, at least in seven pieces (the positions with a lone
some important degree. king versus a king and five pieces were
omitted because they were considered
Nowadays chess players have access to be ‘rather obvious’) — this is what
to many good and accurate endgame we call today the Lomonosov Table-
books, mainly because of the table- bases. The size of all tablebases up to
bases, which changed our endgame seven-man is about 140 TB.
vision.
The solutions have profoundly ad-
These tablebases contain the vanced the chess community’s under-
game-theoretical value (win, loss, or standing of endgame theory.
draw) of each possible move in each
possible position, and how many Some positions which humans had
moves it would take to achieve that analysed as draws were proven to be
result with perfect play. winnable; the tablebase analysis could
find a mate in more than five hundred
Thus, the tablebases act as an oracle, moves, far beyond the horizon of hu-
always providing the optimal moves. mans, and even beyond the capability
Typically, the database records each of a computer during play.
possible position with certain pieces
remaining on the board, and the best For this reason, they have also called
moves with White to move and with into question the 50-move rule since
Black to move. many positions are now seen to exist
that are a win for one side but would
Tablebases are generated by retro- be drawn because of the 50-move rule.
grade analysis, working backwards
13

Tablebases have enhanced competi- First of all we will separate endgames


tive play and facilitated composition into two categories:
of endgame studies. They provide
a powerful analytical tool. SOS Tip 1 — Endgame Categories
Of course we can expect the 8-pieces 1. Tactical — Tactical complex end-
version but I feel that it will be a bit games must be treated as a middle-
delayed! game.
2. Strategical — Pure Endgames.
Chess players tend to think that the-
ory only applies to openings. This is
a  very wrong attitude, as logic and As in the middlegame our thoughts
practice have proven that theory are busy with calculation based on
counts for every part of a game. the specific characteristics of the po-
sition.

ENDGAME THINKING But more often in our games, as prac-


tice proves, we have so-called strate-
gical endgames; the endgames where
‘To learn and to play endgames even computers have difficulties to
well the chessplayer must love end- find the best move. These are the end-
games’ — Lev Psakhis. games that do not rely on calculation.

Different kinds of endgames have It is known from the time of Jose Raul
specific characteristics and rules. Ev- Capablanca that in strategical, posi-
ery serious player must know many tional endgames we have to think by
typical positions and main principles plans, schemes. Variations and calcu-
of all types of endings. lation plays a secondary role.

That knowledge should help us during First we have to understand where


the game, but it is not enough to be to put our pieces; to find an idea for
a good player, not yet. There just too improving position. After, we start to
many different endings, some of them form a plan. This is what we call ‘end-
with two or more pieces, some very game thinking’.
complex.
Thinking correctly, in the right order,
To be comfortable and play well will significantly simplify the process
those complex endings requires spe- of calculation...
cific knowledge and specific ways of
thinking. We will call it ‘endgame
thinking’.
14 MONSTER YOUR ENDGAME PLANNING. VOLUME 1

SOS Tip 2 — Endgame Thinking Every player has to spend a few min-
utes, if the clock allows, just to relax,
1. Piece placement. and to calm down your emotions in
2. Plan forming. order to look differently at the posi-
tion. This investment of time will pay
3. Do not rush! back later in the game.

So, how to approach ‘endgame think- I am well aware that this advice was
ing’, how to switch the right button in given before World War II, when they
our brain. The Russian master Sergei had very different time controls.
Belavenets, great chess thinker, gives
the following great advice: So do not waste your time, just switch
on the button in your brains, just re-
‘After tactical complications, when member that positional endgames re-
our brains have been busy with cal- quire ‘endgame thinking’ by schemes,
culation of beautiful variations, the by plans.
exchange of pieces might follow, and
some kind of prosaic endgame aris- And do not forget to respect your op-
es... ponent’s ideas. The art of endgame
play is how to achieve your plan and
subdue the opponent at the same
time. And this series is here to help
understand it!
THE GOLDEN RULES
OF THE ENDGAME

The endgame is the moment of truth. 8. Passed pawns should be advances


It is the phase of the game where we as rapidly as possible.
will try to reap the seeds of our effort, 9. Doubled, isolated and blockaded
regardless of whether that is the full pawns are weak: Avoid them!
point of victory or the half point of 10. The easiest endings to win are
the draw. pure pawn endings.
11. Passed pawns should be block-
In the endgame the significance of aded by the king, the only piece
errors increases, as the opportunities that is not harmed by watching
for correcting them are few. a pawn is the knight.
12. Two bishops vs bishop and knight
The following rules are considered to constitute a tangible advantage.
be the Golden Rules of the Endgame. 13. Bishops are better than knights
They were recorded by GMs Reu- in all except blocked pawn posi-
ben Fine and Pal Benko, two of the tions.
world’s greatest experts in this field: 14. Do not place your pawns on the
colour of your bishop.
1. Start thinking about the end- 15. The easiest endings to draw are
game in the middlegame. those with bishops of opposite
2. Somebody usually gets the better colours.
deal in every exchange. 16. Rooks belong behind passed
3. The king is a strong piece: Use it! pawns.
4. If you are one or two pawns 17. A rook on the seventh rank is suf-
ahead, exchange pieces but not ficient compensation for a pawn.
pawns. 18. Not all rook endings are drawn!
5. If you are one or two pawns be- 19. Perpetual check looms in all
hind, exchange pawns but not queen endings.
pieces. 20. Every move in the endgame is of
6. If you have an advantage, do not the utmost importance because
leave all the pawns on one side. you are closer to the moment of
7. A distant passed pawn is half the truth.
victory.
Of course there are plenty of other 6. Outside protected passed pawns
guidelines for dealing with the end- are usually decisive.
game. One of them goes as: 7. Try to promote a passed pawn.
8. If your opponent has a  passed
1. Activate you king. pawn, try to blockade that pawn.
2. If you have more pawns than 9. Bishops are generally stronger
your opponent, exchange pieces than knights.
not pawns. 10. Bishops of opposite colour in-
3. If you have fewer pawns than you crease the chances of a draw.
opponent exchange pawns not 11. Be aggressive with your rooks;
pieces. if you choice is between de-
4. Try to create a passed pawn. fence and counter-attack, always
5. Protected passed pawns are very counter-attack.
strong. 12. Rooks belong behind passed
pawns.
13. Know the basics.
EVALUATION
— PLAN —
EXECUTION

The most important element in mod- In every position you must know
ern chess practice is probably correct where you are (evaluation), where you
planning. The plan is associated with want to go (plan) and how you will go
evaluation and execution, three valu- there (execution). So simple, but we
able concepts that cannot be separat- tend to forget this procedure in the
ed and which most of the time deter- heat of the battle.
mine the fate of our positions.
Nowadays, chess games between de-
During my training sessions I do ask cent players are full of small plans of
from my trainees the famous EPE different types and ideas, based on
procedure, as below: purely strategic and tactical motives.
The one who will eva-luate, plan and
SOS Tip 1 — EPE execute better than the oppo-nent
earns the first option to win the game.
1. Evaluation (strategical & tactical)
2. Plan (ours and our opponent’s) A closer examination of games played
between strong players will prove that
3. Execution (calculation & move) there is some harmony among their
moves, some central idea that guides
That’s the right order, although many the movements of their forces. This
trainers/authors do not really follow is what we call a plan. A good chess
it — they prefer to teach first to move player refuses to act without any plan,
and then to think. With this way they even if this plan sometimes turns out
have some success but they will nev- to be mistaken in the long run.
er have a GM or a player near such
strength. First of all, it is important to identify
the most important strategic and tac-
Chess is a mind game — it asks you to tical elements of each particular po-
think to find solutions, even if these sition. According to the needs of that
solutions are more or less obvious. certain position, we should create our
18 MONSTER YOUR ENDGAME PLANNING. VOLUME 1

plan and stick to it. Games where only the rule. Nowadays, with the open-
one plan is used are rarely seen these ing theory having gone very far, the
days. We are usually obliged to create choice of a certain opening very much
several small plans, which of course depends on a plan we would like to
are just parts of our main goal: win- use!
ning!
Some general advice could be present-
Many weak players are not able to ed to the reader as follows:
construct an acceptable plan. This has
nothing to do with intelligence, but SOS Tip 2 — Planning
just with basic chess education. Now-
adays, with so many books, electronic 1. Notice and understand the main
help and trainers available, anything merits and disadvantages of each
can be learned and, by constant prac- side.
tice, it can be understood and assim- 2. Notice the immediate threats of
ilated. Without basic chess education both sides, but especially of your
and knowledge we can’t go very far. opponent!
So, the first step is to understand the
basic strategic and tactical elements 3. Determine what is (are) the main,
that govern our game. most significant target(s) and how
the plan should be executed.
Plans are necessary and can be found 4. Examine what will be the oppo-
in every phase of a chess game. From nent’s reaction to your plan.
the early opening till the late end-
game, chess players create the neces- 5. Examine what your opponent’s
sary plans, derived from such varied possible main plan is (can be) and
factors as the occupation of an im- how you should react to it.
portant square to an aggressive at- 6. If you can choose among two or
tack. more good plans, opt for the one that
you think can bring most benefits.
More common are the plans we
draw right after the end of the open- 7. Follow your plan. Do not change it
ing phase, but this is of course not without a really good reason.
CHAPTER 1.

PAWN ENDINGS
PAWN POWER

Pawn endings are fundamental to the game, in the sense of selecting or re-
education of an aspiring chess player. jecting certain continuations.

The reason is obvious: no matter When dissatisfied with a prospective


which other type of ending we en- ending we will often opt for unclear
counter, there will always be mo- complications or serious material or
ments when the possibility of a tran- positional concessions. In the end,
sition (through exchanges) to a pawn our evaluation of the endings that
ending will force us to properly eval- may arise will affect the entire course
uate its positive or negative properties of the battle.
and accordingly make our decision.
In comparison with other types of
Many games never reach the end- endings, very few games actually
game. However, every good chess reach a pawn ending. Based on this
player, even in the heat of the battle, fact, many chess players tend to un-
must consider the endings that can derestimate its rich content and sig-
possibly arise in the course of the nificance.
game.
It would be wrong to assume that per-
Our opening moves must take into fect knowledge of its technical side is
account the consequences they may easy to master and that, consequently,
impose on a future ending. its study is ‘unimportant’.

Doubled, isolated, immobilised The pawn ending lurks behind every


or passed pawns, strong and weak position and its proper knowledge
squares (in general, all the positional and evaluation can prove very useful
elements, positive or negative), must to our decision-making process.
be considered and evaluated.
Pawn endings have their own specif-
Anticipation of a favourable ending or ics, which set them apart from oth-
fear of an inferior one will often in- er types of endings. Their main char-
fluence our decisions in the middle- acteristic is the significant role of the
22 MONSTER YOUR ENDGAME PLANNING. VOLUME 1

king, which transforms himself from he can be directed to either flank,


a  subject of protection by the oth- usually to attack enemy pawns.
er pieces to the most useful piece in
combat. The king also executes complex ma-
noeuvres, aiming to occupy or defend
As a rule, the active participation of critical squares, or to force the oppo-
the king in the proceedings decides nent to move himself, i.e. to create
the outcome of a pawn ending. Also, a zugzwang position.
the worth of pawns is greatly in-
creased, thanks to their unique abili- Behind the ‘simplicity veil’ that cov-
ty to promote to any other piece. ers pawn endings, quite often one can
discover true gems and fantastic op-
Consequently, the basic aim in a pawn portunities!
ending is to create a passed pawn and
promote it. The main elements of pawn endings
education can be classified as follows:
The ‘transformation’ of the pawn
can be considered as an original way SOS Tip 1 — Pawn Endings Ele-
of gaining material! Such a  drastic ments
change in the material balance be-
tween the opponents is usually suffi- 1. Opposition: Close Opposition
cient to cease further resistance. — Distant Opposition — Knight Op-
position.
The threat of promotion, or even that 2. Rules: Promotion Square — Pro-
of creating a passed pawn, is a power- motion Count — Advance of Sepa-
ful weapon in itself. rated Passed Pawns.
In pawn endings the king is the main 3. Squares: Critical Squares — Corre-
motivating power, guiding and coor- sponding Squares.
dinating the advance of the pawns. As 4. Technique: Triangulation — Break-
a rule, the king heads for the centre, through — Passed Pawn — Outside
from where, as the position dictates, Passed Pawn — Protected Passed
Pawn.
CHAPTER 1. PAWN ENDINGS 23

EXERCISE 1 with my king to attack them. Black


cannot defend them, as my passed
▷ Kanmazalp Ogulcan & protected c-pawn deprives him.
▶ Darini Pouria I  feel that in general I  should leave
B22 Ankara 2011 my h-pawn on h3, allowing my king
to enter the h-fi le in an appropriate
35...c6 moment (after some pawns exchang-
es) and attack the black h-pawn. So,
8 -+-+-+-+ good seems to be 36.f4 f6 37.g4 c7
7 +-+-+pzpp 38.g5 and so on.
6 -+k+p+-+
5 +pzP-+-+- PLAN B
4 -zP-mK-+-+
3 +-+-+-+P
As in Plan C, I  think that good is
36.g4 f6, but now I should go for 37.h4
2 -+-+-zPP+
d7 38.g5, when I should prevail, as
1 +-+-+-+- my king would be able to attack the
a b c d e f g h kingside opponent pawns, ‘helped’ by
the c5-pawn.
EVALUATION PLAN C

This endgame looks like a draw to me, With the use of the g-pawn I will cre-
as there is hardly any entrance for my ate the desired breakthrough and
king on the kingside, so there is lit- potential entrance for my king. So,
tle hope to benefit from the protected I  should start with 36.g4 f6 (36...
passed c-pawn... As in similar cases d7, loses to 37.g5 c6 38.e5 d7
the protected passed pawn is ‘operat- 39.h4 e7 40.h5 d7 41.f3) and now
ing’ as a decoy (it hardly queens!) and I should go directly for 37.g5, when
I am obliged to find the desired and I should be on the right track.
accurate breakthrough on the king-
side.
Choose Your Plan

A B C
PLAN — EXECUTION
PLAN A

Obviously I must create weaknesses


on the kingside and then penetrate
24 MONSTER YOUR ENDGAME PLANNING. VOLUME 1

EXERCISE 2 PLAN — EXECUTION


▷ Shirov Alexei PLAN A
▶ Timman Jan
C80 Wijk aan Zee 1996 I  have prepared the obvious 49.g5
and I should of course go for it. After
49...d6 50.h4 xc6 51.f5 d6 (51...
48...xe7 gxf5 52.h5 d6 53.g6 hxg6 54.h6+-),
I can play 52.f6. This is considered to
8 -+-+-+-+ be won for me due to my passed and
7 +-zp-mk-+p
protected f-pawn. My king will then
6 -+P+-+p+ travel to the queenside to collect the
5 +-+-+-+- black c-pawn and the rest should be
4 -+-+-zPP+ easy, as to pawn endings principles.
3 +-+-+-+-
PLAN B
2 -+-+-+KzP
1 +-+-+-+- I think that I cannot win with 49.g5,
a b c d e f g h which is not good and instead I would
have to go for the ‘quick race’ by 49.h4
d6 50.f5 (50...xc6 51.fxg6 hxg6
EVALUATION 52.h5+-) 50...gxf5 51.g5, when this
should be the end of the game.
As according to my calculations this
ending is lost for my opponent and PLAN C
I  just have to play the fi nal touch,
which I have prepared long ago. It is As in Plan B, I think that 49.g5, can’t
true that I will lose my c6-pawn, but win but I can win by playing the natu-
this will not affect the outcome of the ral 49.f3 d6 50.e4 xc6 51.e5
game, as my kingside pawns are pret- d7 52.f6 c6 53.h3 c5 54.e5 c6
ty quick. 55.h4 c4 56.d4, when I do not see
a defence for my opponent.

Choose Your Plan

A B C

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