Logic at last

 I have read quite some endgame books. I learned a few techniques along the way, yet I always felt dissatisfied. 

The main cause seems to be that most books start with calculus where I need 2x3. They start with technique while I need to know what we are actually trying to achieve. They tell a story but start in the middle. Leaving you guessing about the beginning.

But now we know how skill is acquired. It starts with logic! The logic of system 2 is where system 1 gets its education from. So where does logic begin? Logic starts at the end! Because at the end you can find the purpose on which you can build your logic.

Where does the endgame start? It starts at the end. And the end is queening a pawn. That is the purpose of all that endgame stuff. That is where the logic starts. How do you queen a pawn? You must create a passer first.

Now everything starts to fall in the right place. Between the passer and the promotion squares we have a special set of squares. And I will give these squares a special name: the Path to Promotion (PtP). I don't know yet whether I actually need a special name, but to avoid confusion with the PoPLoAFun system I will try to avoid terms as LoA and Target for PtP and promotion square. The obligation to prevent the pawn from queening is a new form of Function. This immobilizes the defenders, thus becoming the third duck.

Between the passer and the promotion square, the battle is fought with pieces. Hence there will emerge specific tactics and patterns that belong to the battle of promotion. Now the purpose becomes clear and the role of the pieces becomes clear. The battle of the PtP exists of freeing the path for the attacker, and blockading the path for the defender.

And upfront we even start to think about the techniques that belong to the PtP battle, we must first ask: how do you create a passer?

Now I have formulated the logical base of endgames, it seems to be so obvious and evident that it feels a bit embarrassing that I didn't noticed it before. But hey, when a former world champion starts an endgame book with K+B+N vs K you can't blame me!

Comments

  1. Sorry for the deleted comment: I found too many errors in it, even after spell checking it multiple times.

    While looking through my book collection for endgame strategy, I “rediscovered” the following general “rules” for the endgame in Basic Chess Endings, by GM Reuben Fine (original) [in descriptive notation], and an updated [algebraic] edition revised by GM Pal Benko. GM Fine gave 15 “rules”, expanded by GM Benko to 20.

    Here are those 20 “rules.”

    [F] = Fine
    [B] = Benko

    [B] 1. Start thinking about the endgame in the middlegame.
    [B] 2. Somebody usually gets the better deal in every exchange.
    [F] 3. The king is a strong piece: Use it!
    [F] 4. If you are one or two pawns ahead, exchange pieces but not pawns.
    [F] 5. If you are one or two pawns behind, exchange pawns but not pieces.
    [F] 6. If you have an advantage, do not leave all the pawns on one side. If you are one pawn ahead, in 99 cases out of 100 the game is drawn if there are pawns on only one side of the board.
    [B] 7. A distant passed pawn is half the victory.
    [F] 8. Passed pawns should be advanced as rapidly as possible.
    [F] 9. Doubled, isolated, and blockaded pawns are weak: Avoid them!
    [F] 10. The easiest endings to win are pure pawn endings.
    [F] 11. Passed pawns should be blockaded by the king; the only piece that is not harmed by watching a pawn is the knight.
    [F] 12. Two bishops vs. bishop and knight constitutes a tangible advantage.
    [F] 13. Bishops are better than knights in all except blocked pawn positions.
    [F] 14. Do not place your pawns on the color of your bishop.
    [F] 15. The easiest endings to draw are those with bishops of opposite colors.
    [F] 16. Rooks belong behind passed pawns. {The Tarrasch “rule”}
    [F] 17. A rook on the seventh rank is sufficient compensation for a pawn.
    [B] 18. Not all rook endings are drawn!
    [B] 19. Perpetual check looms in all queen endings.
    [B] 20. Every move in the endgame is of the utmost importance because you are closer to the moment of truth.

    GM Fine gave the following justification for his book in the Introduction.

    The great importance of the ending has often been recognized, especially in recent years [written in 1941!]. Yet even masters have had to learn practically everything from bitter experience because the standard material available has been scattered in a thousand different, and often inaccessible, places.

    Because of the lack of similar material, I have tried to do two things in this work. In the first place the standard positions which come up time and again have been given at great length. Every experienced player simply must know these: they are as indispensable to further proficiency in the endings as a knowledge of the scales is to the performance of a symphony in music, or the mastery of the alphabet to the reading of novels. In the second place I have at the same time tried to make this a useful book of instruction for the more advanced phases of the ending. With this in mind I have given a large number of rules which are at times incorrect from a strictly mathematical point of view, but are nevertheless true by and large and are of the greatest practical value.

    . . .

    While it is manifestly impossible to present more than a small portion of the endings which come up in practical play, I have tried to solve this problem by the use of typical positions.


    I’m still looking for an overarching statement on endgame strategy. . .

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