Chess | |
---|---|
by Jan Kochanowski | |
Original title | Szachy |
Country | Polish–Lithuanian Commonwealth |
Language | Polish |
Subject(s) | Chess |
Publication date | c. 1565 |
Chess (Polish : Szachy) is a poem written by Jan Kochanowski, first published in 1564 or 1565. Inspired by Marco Girolamo Vida's Scacchia Ludus , it is a narrative poetry work that describes a game of chess between two men, Fiedor and Borzuj, who fight for the right to marry Anna, princess of Denmark. The poem anthropomorphises the pieces, presenting the game as a battle between two armies, in a style reminiscent of battle scenes in the works of Homer and Virgil. [1]
In 1912, Alexander Wagner reconstructed the game described in the poem, while Yuri Averbakh found that it has three possible endings in 1967.
During his visit to the Italian lands in 1558–59, Jan Kochanowski encountered Scacchia Ludus, a poem by Marco Girolamo Vida, which describes a game of chess played on Mount Olympus between Apollo and Mercury. [2] It is possible that Kochanowski also met Vida himself. [3] Inspired by Scacchia Ludus, Kochanowski decided to create his own poem with a chess game as the main topic. [3]
Until the second half of the 19th century, Chess was often thought to be only a paraphrase of Vida's poem, rather than an independent work. [2] In his 1856 essay Chess in Poland (Polish : Szachy w Polszcze), historian Maurycy Dzieduszycki proved that Kochanowski's poem, while inspired by Scacchia Ludus, is dependent on it only to a small extent and should be considered a fully separate work of art. [2]
Chess is dedicated to "Jan Krzysztof, count of Tarnów, castellan of Wojnicz."
a | b | c | d | e | f | g | h | ||
8 | 8 | ||||||||
7 | 7 | ||||||||
6 | 6 | ||||||||
5 | 5 | ||||||||
4 | 4 | ||||||||
3 | 3 | ||||||||
2 | 2 | ||||||||
1 | 1 | ||||||||
a | b | c | d | e | f | g | h |
Tarses, the king of Denmark, has a daughter named Anna. Of the many foreigners who wanted to marry her, two men, Fiedor and Borzuj, stood out as the most interested. After the two men proclaim that they want to have a duel, Tarses proposes a game of chess instead. Fiedor and Borzuj learn the rules and after spending some time training, meet in Tarses' palace for the game.
Borzuj is chosen to play white and Fiedor black. The game, described as a battle of anthropomorphised pieces starts, comprising the biggest part of the poem. [1] Kochanowski uses the names of the pieces (which are often different from their equivalents in modern Polish) in literal sense, describing the game as a war between infantry soldiers (pawns), knights, bow-wielding priests (bishops), war elephants (rooks), queens and kings. The play is described metaphorically: Captures are referred to as killings, the pieces are said to have emotions. [1] At one point, Borzuj attempts to "resurrect" a dead knight, i.e. illegally put a captured piece on the board. When both queens are killed, the kings are said to look for new wives among their servants – a metaphor of pawn promotion.
The play advances into the endgame and Borzuj indeed promotes and gets a new queen. The match progresses to a position which seems to end with white inevitably mating in its next move (see the diagram). Fiedor sees no way to evade his loss and makes no move, despite urging comments from Borzuj and advice to resign from members of Tarses' court who watch the game. The sun sets with black still not making any move and it is decided that the players will stop the game for the night, to resume on the following day.
Later Anna, who would rather marry Fiedor, visits the room with the chessboard, guarded for the night. She also initially believes that there is no way to evade white's mate, but subsequently notices a chance for black. Anna loudly expresses an enigmatic opinion: That knights know how to fight, priests are good at giving advice, infantry doesn't hesitate to walk forward and that it's no loss to change a dear thing for someone beloved. [4] Before leaving, the princess turns the black rook to the side.
The following day, hopeless Fiedor and content Borzuj meet to finish their game. Fiedor asks the guards about the turned rook and learns about Anna's visit and her words. Borzuj pays no attention, believing she was referring to the real-life knights and priests. Fiedor starts to think deeply and understands that the princess' words are a message with a hidden hint for him: that he should not use the knight and the bishop, but sacrifice the most valuable piece his still has, the rook; before ending the game using the pawns. To get the attention of his spectators, Fiedor proclaims that he will admit loss if he won't be able to mate his opponent in the next three moves. To Borzuj's surprise, black sacrifices the rook and mates with two pawns. Fiedor marries Anna, while Borzuj leaves, declining an invitation to the wedding.
Chess is written in eleven-syllable verse. [5] It was one of the first Polish language works created by Kochanowski, who was earlier mostly writing elegies and epigrams in Latin. [6] According to prof. Edmund Kotarski of the Gdańsk University, Chess resembles a short story in the parts dealing with the human characters, while the battle of the chess pieces is a parody of heroic epos of Homer and Virgil, "following its style while presenting a plot which clearly was not monumental or grand", so that the "clash between seriousness and humour" results in humorous effects. [1] The poem was described as more humane that Scacchia Ludus which inspired it, [6] as instead of mythological gods, Kochanowski tells a story of two young men fighting for their future. [6]
Chess theoretician Władysław Litmanowicz considers Borzuj and Fiedor's playing skills as not extraordinary, but notices that the game's theory was much less advanced in Kochanowski's times compared to the modern day. [7]
The ending combination is a variation of the well-known Dilaram problem. [8] Anna's advice was most likely easily understood by the contemporary readers. [8]
In 1912, the Szachista Polski (Polish : Polish Chessplayer) magazine announced a contest to reconstruct the game described in Kochanowski's poem. It ended with only one entry sent – created by Alexander Wagner, who was one of the magazine's employees. [9] Wagner submitted his reconstruction under the pseudonym of "Wanda Reger Nelska" (an anagram of his name), so that his colleagues wouldn't be biased in judging the entries. [9] Most of the commentary in Wagner's work are simply quotations from the poem. [9]
a | b | c | d | e | f | g | h | ||
8 | 8 | ||||||||
7 | 7 | ||||||||
6 | 6 | ||||||||
5 | 5 | ||||||||
4 | 4 | ||||||||
3 | 3 | ||||||||
2 | 2 | ||||||||
1 | 1 | ||||||||
a | b | c | d | e | f | g | h |
1. d4 d5 2. c3 e5 3. e3 a5 4. b3 h6 5. a3 Na6 6. h3 Bf5 7. Be2 Qd6 8. c4 g6 9. b4 axb4 10. axb4 O-O-O 11. Nf3 Kb8 12. Nc3 Rh7 13. Nxd5 Nxb4 14. Nxe5 Nc2+ 15. Kf1 Nxa1 16. Bd2 g5 17. Qxa1 Be6 18. e4 Bg7 19. Ne3 f6 20. Nf3 Qa6 21. Qb2 Qd6 22. d5 Bd7 23. Qd4 Qb6 24. c5 Qb1+ 25. Be1 Be8 26. c6 Rc8 27. d6 f5
Borzuj touches his e4 pawn, thinking about 28. exf5?. Fiedor immediately captures the white queen with 28. ... Bxd4. Borzuj protests, as he is not aware of the touch-move rule. They eventually agree to cancel the move.
28. Qc4 Nf6 29. Ne5 Qb6 30. Rh2 h5 31. f3 Rd8 32. Bg3 f4
White contemplates whether he would rather want to lose a knight or a bishop and decides to keep the former.
33. Nf5 fxg3 34. Nxg3 Rh8 35. Nd7+ Bxd7 36. cxd7 Rxd7 37. Qc1 Qxd6 38. Qxg5 h4 39. Nf5 Qb6 40. Qf4 Rh5 41. Qc1 c5 42. Ne3 Bh6 43. Kg1 Qd8 44. Kf1 Rd2 45. Kf2 Nd5 46. Qc4 Rxe2+ 47. Qxe2 Nxe3 48. Qe1 Qg5 49. Kg1 c4 50. Qf2 c3 51. Rh1 b6
Borzuj attempts to illegally put his captured knight again on the board, which Wagner renders as 52. Na1–b3?
52. Kh2 Qg3+ 53. Qxg3+ hxg3+ 54. Kxg3 Ra5 55. Kf2 Ra8 56. Ke2 Nc2 57. Kd1 Ne3+ 58. Kc1 Nxg2+ 59. Kb1 b5 60. h4 b4 61. h5 b3 62. e5 Bg5 63. h6 Nh4 64. e6 Bf6 65. h7 Nxf3 66. e7 Bxe7 67. h8=Q+ Kb7 68. Qh3 Ne5 69. Qh5 Nd3 70. Qh3 Nb4 71. Qf3+ Kb8 72. Qe2 Bf6 73. Qe6 Bg7 74. Qd7 Bd4 75. Rh7
The play is suspended for the night after this move.
75. ... Ra1+ 76. Kxa1 b2+ 77. Kb1 c2#
In his book В поисках истины (English: Searching for Truth), Grandmaster Yuri Averbakh also reconstructed the game. [7] At the point when the play is stopped for the night, it is a "mirror reflection" of Wagner's work (with the black king on g8, black rook on h8 etc.). [7] However, Averbakh proposed three alternative ways for black to mate. The first one is the same as Wagner's. [7]
The two new variants are (starting from Wagner's reconstruction after 75. Rh7): [7]
75. ... c2+ 76. Kc1 Ra1+ 77. Kd2 c1=Q+ 78. Ke2 Qd1# (or Qd3#) and
75. ... Ra1+ 76. Kxa1 c2+ 77 Qxd4 c1=Q#
Note that the first variant would exceed Fiedor's claim that he'll mate within three moves.
Zugzwang is a situation found in chess and other turn-based games wherein one player is put at a disadvantage because of their obligation to make a move; a player is said to be "in zugzwang" when any legal move will worsen their position.
The Game of the Century is a chess game that was won by the 13-year-old future world champion Bobby Fischer against Donald Byrne in the Rosenwald Memorial Tournament at the Marshall Chess Club in New York City on October 17, 1956. In Chess Review, Hans Kmoch dubbed it "The Game of the Century" and wrote: "The following game, a stunning masterpiece of combination play performed by a boy of 13 against a formidable opponent, matches the finest on record in the history of chess prodigies."
The Plachutta is a device found in chess problems wherein a piece is sacrificially positioned in blockade to deny coverage of multiple distant squares required by the opposition. For example, two of an opponent's bishops, queen, or rooks are defending locations through an intersection square, and an enemy unit moved into that square blocks disrupts coverage in such a way that, even if captured, the previous defensive situation cannot be restored.
In the game of chess, an endgame study, or just study, is a composed position—that is, one that has been made up rather than played in an actual game—presented as a sort of puzzle, in which the aim of the solver is to find the essentially unique way for one side to win or draw, as stipulated, against any moves the other side plays. If the study does not end in the end of the game, then the game's eventual outcome should be obvious, and White can have a selection of many different moves. There is no limit to the number of moves which are allowed to achieve the win; this distinguishes studies from the genre of direct mate problems. Such problems also differ qualitatively from the very common genre of tactical puzzles based around the middlegame, often based on an actual game, where a decisive tactic must be found.
In chess, a smothered mate is a checkmate delivered by a knight in which the mated king is unable to move because it is completely surrounded by its own pieces, which a knight can jump over.
Caïssa is a fictional (anachronistic) Thracian dryad portrayed as the goddess of chess. She was first mentioned during the Renaissance by Italian poet Hieronymus Vida.
The two knights endgame is a chess endgame with a king and two knights versus a king. In contrast to a king and two bishops, or a bishop and a knight, a king and two knights cannot force checkmate against a lone king. Although there are checkmate positions, a king and two knights cannot force them against proper, relatively easy defense.
Anderssen's Opening is a chess opening defined by the opening move:
In chess, promotion is the replacement of a pawn with a new piece when the pawn is moved to its last rank. The player replaces the pawn immediately with a queen, rook, bishop, or knight of the same color. The new piece does not have to be a previously captured piece. Promotion is mandatory when moving to the last rank; the pawn cannot remain as a pawn.
The Tarrasch rule is a general principle that applies in the majority of chess middlegames and endgames. Siegbert Tarrasch (1862–1934) stated the "rule" that rooks should be placed behind passed pawns – either the player's or the opponent's. The idea behind the guideline is that (1) if a player's rook is behind their own passed pawn, the rook protects it as it advances, and (2) if it is behind an opponent's passed pawn, the pawn cannot advance unless it is protected along its way.
The rook and pawn versus rook endgame is a fundamentally important, widely studied chess endgame. Precise play is usually required in these positions. With optimal play, some complicated wins require sixty moves to either checkmate, capture the defending rook, or successfully promote the pawn. In some cases, thirty-five moves are required to advance the pawn once.
In chess, a blunder is a critically bad mistake that severely worsens the player's position by allowing a loss of material, checkmate, or anything similar. It is usually caused by some tactical oversight, whether due to time trouble, overconfidence, or carelessness. Although blunders are most common in beginner games, all human players make them, even at the world championship level. Creating opportunities for the opponent to blunder is an important skill in over-the-board chess.
In chess, a desperado is a piece that is either en prise or trapped, but captures an enemy piece before it is itself captured in order to compensate the loss a little, or is used as a sacrifice that will result in stalemate if it is captured. The former case can arise in a situation where both sides have hanging pieces, in which case these pieces are used to win material prior to being captured. A desperado in the latter case is usually a rook or a queen; such a piece is sometimes also called crazy or mad.
A joke chess problem is a puzzle in chess that uses humor as an element. Although most chess problems, like other creative forms, are appreciated for serious artistic themes, joke chess problems are enjoyed for some twist. In some cases the composer plays a trick to prevent a solver from succeeding with typical analysis. In other cases, the humor derives from an unusual final position. Unlike in ordinary chess puzzles, joke problems can involve a solution which violates the inner logic or rules of the game.
In chess, a swindle is a ruse by which a player in a losing position tricks their opponent and thereby achieves a win or draw instead of the expected loss. It may also refer more generally to obtaining a win or draw from a clearly losing position. I. A. Horowitz and Fred Reinfeld distinguish among "traps", "pitfalls", and "swindles". In their terminology, a "trap" refers to a situation where players go wrong through their own efforts. In a "pitfall", the beneficiary of the pitfall plays an active role, creating a situation where a plausible move by the opponent will turn out badly. A "swindle" is a pitfall adopted by a player who has a clearly lost game. Horowitz and Reinfeld observe that swindles, "though ignored in virtually all chess books", "play an enormously important role in over-the-board chess, and decide the fate of countless games".
Chess became a source of inspiration in the arts in literature soon after the spread of the game to the Arab World and Europe in the Middle Ages. The earliest works of art centered on the game are miniatures in medieval manuscripts, as well as poems, which were often created with the purpose of describing the rules. After chess gained popularity in the 15th and 16th centuries, many works of art related to the game were created. One of the best-known, Marco Girolamo Vida's poem Scacchia ludus, written in 1527, made such an impression on the readers that it singlehandedly inspired other authors to create poems about chess.
The opposite-colored bishops endgame is a chess endgame in which each side has a single bishop and those bishops operate on opposite-colored squares. Without other pieces besides pawns and the kings, these endings are widely known for their tendency to result in a draw. These are the most difficult endings in which to convert a small material advantage to a win. With additional pieces, the stronger side has more chances to win, but still not as many as when bishops are on the same color.
The game of chess is commonly divided into three phases: the opening, middlegame, and endgame. There is a large body of theory regarding how the game should be played in each of these phases, especially the opening and endgame. Those who write about chess theory, who are often also eminent players, are referred to as "chess theorists" or "chess theoreticians".
The queen and pawn versus queen endgame is a chess endgame in which both sides have a queen and one side has a pawn, which one tries to promote. It is very complicated and difficult to play. Cross-checks are often used as a device to win the game by forcing the exchange of queens. It is almost always a draw if the defending king is in front of the pawn.
The queen versus rook endgame is a chess endgame where one player has just a king and queen, and the other player has just a king and rook. As no pawns are on the board, it is a pawnless chess endgame. The side with the queen wins with best play, except for a few rare positions where the queen is immediately lost, or because a draw by stalemate or perpetual check can be forced. However, the win is difficult to achieve in practice, especially against precise defense.