How not to beat Andrew Greet

An account of our Christmas simul

Genial Cornish giant Andrew Greet came to show us how it was done before Christmas, and I’m sorry it’s taken me this long to catch up and do some notes. Bob Jones was generous and prompt in his
transcription of the games to PGN, so please don’t blame him!

Having watched Gary Lane wipe the floor with us a few times, I thought I had a view about how it was done, but clearly personal style has a bearing too: Andrew seemed much less inclined to go for broke and played quite conservatively in the openings, content to go for a solid position with a bit of an edge and wait for us to self-destruct. In most cases, he didn’t have too long to wait!

It’s often thought that top players have a vast depth of opening theory and a capacity for lightning calculation. I’m sure they do, but you don’t need all that to beat us! I guess my game followed
established theory for the longest — 7 moves — after which Andrew produced a move I hadn’t seen before, but which has been seen recently among the elite. And as for calculation, there were rather few
tactics around, and Andrew generally let them go — except against Keith, when perhaps he wished he hadn’t! Keith made a determined effort to attack Andrew’s King, but it was White’s centralised and
active pieces who were best able to make use of the newly opened lines and spaces, a story that was repeated in my game. Other common faults by the home team were making unnecessary concessions (Richard,
Sean, Robin) and in particular making up new unsound moves in the opening (Brian, Bob) — there’s really no need to do this, and I expect if you wanted to play a main line of theory (like Simon) then Andrew would be the first to dodge. Freddie perhaps did best for longest, although Richard was last to finish.

Click on […] to see games list.

Queen against Pawn

Not much of a contest? Well, this can be tricky if the Pawn is nearly a Queen itself – as might happen if you had a Pawn each and both were racing to promote. If your Pawn became a Queen, could you still win by stopping the opponent’s Pawn? This sheet tells you how – if it can be done at all.

Case 1. Centre Pawn on the Sixth

If White can blockade the Pawn by putting the Queen or the King in front of the Pawn (say, d1) White will win, of course.

Even if the Queen and the King are both distant, White still wins.

Bring the Queen in with checks and make the Black King blockade or lose the Pawn; then bring in the King.

1. Qd5 d2 2. Kd7 Kc2 3. Qc4+ Kb1 4. Qd3+ Kc1 5. Qc3+ Kd1

Now White can move the King:

6. Ke7 Ke1 7. Qe3+ Kd1 8. Ke6…

The King creeps forward until it gets within range (Case 2)…

Case 2. Centre Pawn on the seventh

With the White King close, White wins by attacking the Pawn with the King.

1. Qc3+ Kd1 2. Ke3 Ke1 3. Qxd2+ Kf8 4. Qf2#

Case 3. Rook’s Pawn on the seventh

With the White King distant, a Rook’s Pawn (a-Pawn or h-Pawn) draws:

1. Qb4+ Ka1

…and White has no time to move the King closer because of stalemate.

Case 4. Knight’s Pawn on the seventh

With the White King distant, b-Pawn (or g-Pawn) loses.

White wins as in case 2: there is no stalemate trap.

Case 5. Bishop’s Pawn on the seventh

With the White King distant, a c-Pawn (or f-Pawn) draws:

1. Qb3+ Ka1!

…BUT…

Case 5b. Bishop’s Pawn on the seventh

With White King not so distant, and on same side as the Black King, White wins (just!) by threatening mate:

1. Kc2 f1=Q 2. Qd2#

Other squares can also work: Kc1 and Ke3 in the diagram above.