Doubled pawns

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White's pawns on the b-file and on the e-file are doubled.

In chess, doubled pawns are two pawns of the same color residing on the same file. Pawns can become doubled only when one pawn captures onto a file on which another friendly pawn resides. In the diagram, the white pawns on the b-file and e-file are doubled. The pawns on the e-file are doubled and isolated.

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In most cases, doubled pawns are considered a weakness due to their inability to defend each other. This inability, in turn, makes it more difficult to achieve a breakthrough which could create a passed pawn (often a deciding factor in endgames). In the case of isolated doubled pawns, these problems are only further aggravated. Several chess strategies and openings are based on burdening the opponent with doubled pawns, a strategic weakness.

There are, however, cases where accepting doubled pawns can be advantageous because doing so may open up a file for a rook, or because the doubled pawns perform a useful function, such as defending important squares. Also, if the opponent is unable to effectively attack the pawns, their inherent weakness may be of little or no consequence. There are also a number of openings that accept doubled pawns in exchange for some prevailing advantage, such as the Two Knights Variation of Alekhine's Defence.

Tripled and quadrupled pawns

Tripled pawns
Kavalek vs. Fischer, 1967
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Position after 19...fxe4
Quadrupled pawns
Kovacs vs. Barth, 1994
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Final position, Black to move, draw

It is possible to have tripled pawns (or more). Tripled pawns are sometimes referred to as an Irish Pawn Center. [1] The diagram shows a position from Lubomir KavalekBobby Fischer, Sousse Interzonal 1967. The pawns remained tripled at the end of the game on move 28 (a draw).

Quadrupled pawns occurred in the game Alexander AlekhineVladimir Nenarokov, 1907, in John van der WielVlastimil Hort, 1981, and in other games. The longest lasting case of quadrupled pawns was in the game Kovacs–Barth, Balatonbereny 1994, lasting 23 moves. [2] The final position was drawn, demonstrating the weakness of the extra pawns (see diagram).

Types of doubled pawns

from Berliner
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Different types of doubled pawns

There are different types of doubled pawns (see diagram). A doubled pawn is weak because of four considerations:

  1. lack of mobility
  2. inability to act as a normal pawn
  3. likelihood that it cannot be exchanged for an opposing normal pawn
  4. vulnerability to attack, as the front pawn cannot be defended from behind by a rook

The doubled pawns on the b-file are in the best situation, the f-file pawns are next. The h-file pawns are in the worst situation because two pawns are held back by one opposing pawn, so the second pawn has little value ( Berliner 1999 :18–20). See Chess piece relative value for more discussion.

See also

Related Research Articles

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<span class="mw-page-title-main">Pawn (chess)</span> Chess piece

The pawn is the most numerous and weakest piece in the game of chess. It may move one vacant square directly forward, it may move two vacant squares directly forward on its first move, and it may capture one square diagonally forward. Each player begins a game with eight pawns, one on each square of their second rank. The white pawns start on a2 through h2; the black pawns start on a7 through h7.

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In chess and other similar games, the endgame is the stage of the game when few pieces are left on the board.

This glossary of chess explains commonly used terms in chess, in alphabetical order. Some of these terms have their own pages, like fork and pin. For a list of unorthodox chess pieces, see Fairy chess piece; for a list of terms specific to chess problems, see Glossary of chess problems; for a list of named opening lines, see List of chess openings; for a list of chess-related games, see List of chess variants; for a list of terms general to board games, see Glossary of board games.

The zwischenzug is a chess tactic in which a player, instead of playing the expected move, first interposes another move posing an immediate threat that the opponent must answer, and only then plays the expected move. It is a move that has a high degree of "initiative". Ideally, the zwischenzug changes the situation to the player's advantage, such as by gaining material or avoiding what would otherwise be a strong continuation for the opponent.

In chess, a tactic is a sequence of moves that each makes one or more immediate threats – a check, a material threat, a checkmating sequence threat, or the threat of another tactic – that culminates in the opponent's being unable to respond to all of the threats without making some kind of concession. Most often, the immediate benefit takes the form of a material advantage or mating attack; however, some tactics are used for defensive purposes and can salvage material that would otherwise be lost, or to induce stalemate in an otherwise lost position.

In chess, a relative value is a standard value conventionally assigned to each piece. Piece valuations have no role in the rules of chess but are useful as an aid to assessing a position.

In chess, a passed pawn is a pawn with no opposing pawns to prevent it from advancing to the eighth rank; i.e. there are no opposing pawns in front of it on either the same file or adjacent files. A passed pawn is sometimes colloquially called a passer. Passed pawns are advantageous because only the opponent's pieces can stop them from promoting.

In chess, an isolated pawn is a pawn that has no friendly pawn on an adjacent file. Isolated pawns are usually a weakness because they cannot be protected by other pawns. The square in front of the pawn may become a good outpost for the opponent to anchor pieces. Isolated pawns most often become weaker in the endgame, as there are fewer pieces available to protect the pawn.

In chess, a backward pawn is a pawn that is behind all pawns of the same color on the adjacent files and cannot be safely advanced. In the diagram, the black pawn on the c6-square is backward.

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In chess, the exchange is a situation in which one player exchanges a minor piece for a rook. The side which wins the rook is said to have won the exchange, while the other player has lost the exchange, since the rook is usually more valuable. Alternatively, the side having a rook for a minor piece is said to be up the exchange, and the other player is down the exchange. The opposing captures often happen on consecutive moves, although this is not strictly necessary. It is generally detrimental to lose the exchange, although occasionally one may find reason to purposely do so; the result is an exchange sacrifice. The minor exchange is an uncommon term for the exchange of a bishop and knight.

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In chess, connected pawns are two or more pawns of the same color on adjacent files, as distinct from isolated pawns. These pawns are instrumental in creating pawn structure because, when diagonally adjacent, like the two rightmost white pawns, they form a pawn chain, where the pawn behind protects the one in front. When attacking these chains, the weak spot is the backmost pawn because it is not protected by any other pawn.

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 move or other poor decision, severely worsening the player's position by allowing a loss of material, checkmate, or anything similar. It is usually caused by some tactical oversight, whether it be from 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.

The opposite-colored bishops endgame is a chess endgame in which each side has a single bishop and the bishops reside on opposite-colored squares. Without other pieces besides pawns, 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 not as many as when bishops are on the same color.

In chess endgames with a bishop, a pawn that is a rook pawn may be the wrong rook pawn. With a single bishop, the result of a position may depend on whether or not the bishop controls the square on the chessboard on which the pawn would promote. Since a side's rook pawns promote on opposite-colored squares, one of them may be the "wrong rook pawn". This situation is also known as having the wrong-colored bishop or wrong bishop, i.e. the bishop is on the wrong colored squares in relation to the rook pawn. In many cases, the wrong rook pawn will only draw, when any other pawn would win. A fairly common defensive tactic is to get into one of these drawn endgames, often through a sacrifice.

<span class="mw-page-title-main">Outline of chess</span> Overview of and topical guide to chess

The following outline is provided as an overview of and topical guide to chess:

References

  1. Silman, Jeremy (2010). How to reassess your chess (4 ed.). New In Chess. p. 244. ISBN   978-1-890085-13-1.
  2. longest quadrupled pawns

Bibliography