I have ordered one, watch this space for soon to seen pictures of me wearing it (with my chess hat!) and parading along a catwalk at a fashion show in Paris.
I was going through an old scrap book of chess cuttings from ‘The Scotsman’ dated from the mid to late 1800’s. I came across this printed a few weeks apart.
This is how the problem should have been seen.
White to play and mate in two. (give it go, it’s a goodie) solution at the bottom.
Clue:
The first move is not a check. They rarely are in these puzzles.
The original setting must have driven the Victorian solvers mad.
This was before radio and even crosswords and these problems were very popular.
This is how the problem first appeared.
There are a handful of mates in three moves but no checkmate in two moves. Finding those mates in three would have made the solvers think they are close.
Can you imagine after two frantic weeks of trying to solve it you are then informed that the diagram was printed upside down. (these days one would seek financial compensation.)
We start with this by an unknown composer from ‘The Scotsman’ 1893. (this one is sound.)
White to play and mate in two moves. it was given as ‘...an aid to our novice players.’
Solution:
1. Kg2 and any Black move allows a Knight checkmate.
Moving on, now skip through this game.
Bobla45 - beatlemania RHP 2019
Header
FEN
2b3k1/p4qp1/1pr1ppNp/3p4/3P1P1P/1PPQ1R2/P5P1/6K1 w - - 0 36
PGN
[FEN "2b3k1/p4qp1/1pr1ppNp/3p4/3P1P1P/1PPQ1R2/P5P1/6K1 w - - 0 36"] 36. h5 Qc7 37. Qb5 {White is going for Knight tricks. Qxc6 and Ne7+} 37... a6 {Black has missed the threat.} 38. Qxc6 {Much better than Ne7+ first as that just won the exchange.} 38... Qxc6 {Black had to take it. If Qd8 the White plays Qxc8 with the same idea.} 39. Ne7+ Kf7 40. Nxc6 {And White is a whole rook up. Black plays on to see they can trap the Knight.} 40... a5 41. Na7 Bd7 42. a4 Ke7 43. Nb5 {The Knight is home and dry. 1-0.}
You get the idea of this weeks theme. Setting up Knight Forks. One more RHP example.
abeehilmorst - spats RHP 2018
This is from one of the most common setting (pattern) for this idea to work.
This is the bones of the pattern. 1.Qxa8 Qxa8 2.Nc7+ and Nxa8
Header
FEN
r2qkb1r/1p2nppp/p2p4/3NpP2/8/2P5/PP3PPP/R2QKB1R w KQkq - 0 1
PGN
[FEN "r2qkb1r/1p2nppp/p2p4/3NpP2/8/2P5/PP3PPP/R2QKB1R w KQkq - 0 1"] 1. Qa4+ {Note that 1...Qd7 fails to 2.Qxd7+ and Nb6+ and Nxa8} 1... Nc6 2. g3 {I like this move. Black is now convinced the f1 Bishop is going to g2.} 2... b5 {OOPS! 2...Be7 was the move.} 3. Bxb5 {The Bishop was sitting on f1 waiting for 2...b5 to appear.} 3... axb5 4. Qxa8 Qxa8 5. Nc7+ Kd7 6. Nxa8 {A quick check, preferably before playing3.Bxb5 that the Knight can get out. Yes it can 1-0.}
Here is an example from a master game. Black sets a trap based on the fact the good player (Tarrasch) will spot the Knight fork and fall in with their carefully laid plan.
Siegbert Tarrasch
(er....that is not Tarrasch.....Russ)
I know but Ed Sheeran might have the copyright on all of the Tarrasch pictures.
S. Tarrasch - J. Berger, Breslau 1889
Black has just played the trap 32...Rb8-c8
Can you see a shot here that ends with the Knight checking on the square e7.
Try and get into the habit of Checking all Checks in every position, this sparks ideas. But also get into the habit of wondering why your opponent has left you a good move.
Header
FEN
2rq2k1/5ppp/3p4/p1pN4/2QnP3/1P3P2/P5PP/3R3K w - - 0 1
PGN
[FEN "2rq2k1/5ppp/3p4/p1pN4/2QnP3/1P3P2/P5PP/3R3K w - - 0 1"] 1. Rxd4 cxd4 {So far so good, Black wanted this to happen. The move Rb8-c8 was a trap!} 2. Qxc8 {Tarrasch did not play this he played 2.Ne7+ Qxe7 3.Qxc8+ Qf8 4.Qxf8+ and won the ending.} 2... Qxc8 {We are now looking at the trap being sprung.} 3. Ne7+ Kf8 4. Nxc8 {White is piece up but....} 4... d3 {...always look that one move deeper.} 5. Kg1 {The Knight is too slow and the King cannot get into the promotion square.} 5... d2 {That is a Black win.}
One more RHP example, this is good.
Recircc - Arayn RHP 2021
Header
FEN
rnbq2r1/1p1kbQ2/2pp1p2/p5p1/3NP3/2N1B3/PPP2PPP/R3K2R w KQ - 0 12
PGN
[FEN "rnbq2r1/1p1kbQ2/2pp1p2/p5p1/3NP3/2N1B3/PPP2PPP/R3K2R w KQ - 0 12"] 12. Qe6+ Kc7 {White is just a pawn up but now takes advantage of the Black King's position.} 13. Ndb5+ {A pseudo piece sac.} 13... cxb5 14. Nd5+ Kc6 15. Nxe7+ {Better than Qxe7. Now White has won the piece back.} 15... Kc7 {Only move.} 16. Nd5+ {White now sets up the main Knight fork.} 16... Kc6 17. Qxg8 Qxg8 18. Ne7+ Kc7 19. Nxg8 {White is a whole Rook and the Knight is no danger of being trapped. 1-0.}
An old feature where we look at a game from a previous blog (this one was 8 yeas ago) These wee gems of creativity should be played over every now and then to cheer you up.
Here we recall that infamous game where White takes 9 (yes nine) pieces on the trot. (six pawns, a Rook, a Bishop and a Knight) and after taking the 9th piece resigns.
CountBatou - Sydrian RHP 2011
This game starts with 1.g4. The Grob', named after a Swiss lad called Henry Grob. Some opening books call it 'The Spike' which was the name of Henry Grob’s dog.
Header
PGN
1. g4 d5 {As good a reply as any. 1...g5 the Double Grob is a valid move.} 2. c3 e5 3. Qa4+ Nc6 4. Na3 a6 5. Nb5 {White is playing for tricks from an undeveloped position, always very risky.} 5... Bd7 6. Bg2 axb5 {White is now a piece down and the fun begins. Start counting, most of you will need two hands.} 7. Qxb5 {One.} 7... Ra5 8. Qxb7 {Two.} 8... Qa8 9. Qxc7 {Three.} 9... Bc5 10. Bxd5 {Four.} 10... Ra7 11. Bxc6 {Five. Now change hands.} 11... Bxc6 12. Qxe5+ {Number six is with a check.} 12... Re7 13. Qxg7 {Seven.} 13... Bxf2+ 14. Kxf2 {Eight.} 14... Bxh1 15. Qxh8 {Nine captures on the bounce.} 15... Qg2+ {White played 16.Ke1 and resigned before....} 16. Ke1 Qxg1 {Amazing and I do not know about you but I enjoyed seeing it again.}
The mate in two by Gibson solution.
1.Qf1. Every Black move now allows checkmate next move.