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Shortest Proof Games – Part 2
Peter's Problem World with FIDE Master of Chess Composition Peter Wong

New terms introduced here are also added to Peter's Glossary of Chess Problem Terms.
 

The genre of shortest proof game (SPG) was introduced in the previous column.  Here we will look further into this problem type by considering some lengthier examples with more elaborate ideas.

Many of the popular SPG themes are paradoxical in nature, involving surprising manoeuvres or deceptive diagram positions.  Therefore it helps to “expect the unexpected” when dealing with this kind of composition, and naturally it is also useful to become familiar with these oft-seen themes, and thereby know what sorts of effects are achievable.

108. Martin Hoffmann
Die Schwalbe 1990
6th Hon. Mention








SPG in 8

 

 

In Problem 103, Black has made at least three moves by the pawns and two by the king, out of the seven available.  So only two moves remain for use by the missing rook, bishop, and pawn, to assist in their own captures.

White’s choice of capturer cannot be any first-rank piece, because it would have insufficient time to return to its original square after the captures.  The main role thus falls on the missing g-pawn.

To facilitate its own capture, this pawn also has to promote first, and such an occurrence – the sacrifice of a promoted piece – is termed the Frolkin theme1.g4 h5 2.g5 Rh6 3.gxh6 e5 4.hxg7 Ke7 5.gxf8(Q)+ Kf6! 6.Qg7+ Ke6 7.Qg6+ fxg6.

Instead of an immediate 5…Ke6, the black king executes a tempo move with 5…Kf6!, motivated by the need to use up the extra time available.

103. Mark Kirtley & Michel Caillaud
StrateGems 1999
Commendation








SPG in 7
2 solutions

In the second solution, it’s White who plays a tempo move, and the Frolkin promotion also changes.

1.g3! e5 2.g4 Be7 3.g5 Bf6 4.gxf6 h5 5.fxg7 Ke7 6.gxh8(N) Ke6 7.Ng6 fxg6.


 

104. Pascal Wassong
Phénix 1992








SPG in 12

All of Black’s moves in Problem 104 are visible from the diagram, and their order is strictly determined already, not being affected by White’s play.

Since no captures are involved, it seems that White can play 1.f3, and then simply mark time by shuffling a piece back and forth, e.g. Nh3-g1, for the remainder of the game.  However, such a game would take a single move too long, because the shuffling piece will finish on the wrong square after Black’s final move.

Instead, the solution requires White to make a tempo-losing trek, which is akin to the triangulation manoeuvre familiar in endgames.  1.f3 e5 2.Kf2 Bc5+ 3.Kg3 d6 4.Qe1 Kd7 5.Qf2 Kc6 6.Qd4 Kb5 7.Qe3 Ka4 8.Qf2 b5 9.Qe1 Bb6 10.Qd1 c5 11.Kf2 Nc6 12.Ke1 Rb8.

After shifting the king to make room, White plays the thematic queen seven times only to return it to its original square, for no purpose other than to use up an odd number of moves.
 

 

Black’s doubled pawns in position 105 indicate that a capture has occurred on f6, but White’s solely missing b-pawn cannot have made so many captures to reach that square directly.  Therefore this pawn must have promoted, and the new piece either sacrificed itself on f6, or replaced another piece that did.

The former option would be too slow to be viable, because …exf6 has to be played early to allow Black’s pieces to develop.

So White must have sacrificed an original piece, and promoted to an equivalent one, before the latter moved to its counterpart’s square as an impostor.  This is the Pronkin theme, impressively rendered with a knight in one solution, and a bishop in the other.

105. Dmitry Pronkin
Die Schwalbe 1985
1st Prize








SPG in 12.5
2 solutions

1.Nc3 Nf6 2.Nd5 Ne4 3.Nf6+ exf6 4.b4 Qe7 5.b5 Qa3 6.b6 Bc5 7.bxa7 b6 8.axb8(N) Bb7 9.Na6 0-0-0 10.Nb4 Rde8 11.Nd5 Re6 12.Nc3 Rd6 13.Nb1, and

1.b4 Nf6 2.Bb2 Ne4 3.Bf6 exf6 4.b5 Qe7 5.b6 Qa3 6.bxa7 Bc5 7.axb8(B) Ra6 8.Ba7 Rd6 9.Bb6 Kd8 10.Ba5 b6 11.Bc3 Bb7 12.Bb2 Kc8 13.Bc1.

Black also varies the play nicely across the two phases, especially the change from castling to non-castling.


 

106. Andrey Kornilov & Andrey Frolkin
Die Schwalbe 1988
3rd Prize








SPG in 14

Problem 106 effects a splendid exchange of places between two like pieces.  If we count the moves required by Black’s pieces to reach their current positions, we find that all of the stipulated fourteen moves have been accounted for.  That implies the missing d7-pawn and a8-rook had no time to move, and were captured on their initial squares.

Also, Black’s development depends on an early removal of the d7-pawn (to free the queen), a fact that determines White’s starting moves, 1.Nf3 f5 2.Ne5 f4 3.Nxd7 f3 4.Nb6 Qd5.

Black must wait for a white knight to return to g1 via h3, before closing the door on that option with …Bh3.  And now if White were to capture the rook with 5.Nxa8, the knight would take too long to get back: 5…Qh5 6.Nb6 g5 7.Nd5 Bg7 8.Nf4 Bc3 9.Nh3 Bxh3??

To resolve the problem of having both to allow Black to play …Bh3 in time and to capture Black’s rook, White allocates the first task to the other knight:

5.Nc3 Qh5 6.Ncd5 g5 7.Nf4 Bg7 8.Nh3 Bc3 9.Ng1 Bh3 10.Nxa8 e6 11.Nb6 Ne7 12.Nc4 Rf8 13.Na3 Rf4 14.Nb1 Rc4.

Thus the two knights have swapped their identities in the diagram position.


 

White apparently has castled queen-side to arrive at position 107, but appearances can be deceiving…

Black needs to promote the a-pawn, shift the new queen to h5, and also capture five white pieces along the way, including the trapped c1-bishop.  These objectives largely dictate White’s play as well for the first half of the game:

1.Nf3 a5 2.Nd4 a4 3.Nb3 axb3 4.a3 Ra4 5.Ra2 bxa2 6.e3 axb1(Q) 7.Bd3 Qxc1 8.0-0 Qxd1 9.Re1 Qh5.

So White has in fact castled on the king-side, to enable Black’s queen to get to h5 as soon as possible.  White now sets out to castle artificially on the queen-side, and the king’s trip is assisted in turn by Black, with a well-timed interference on g4:

107. Thomas Brand
Die Schwalbe 1995
2nd Hon. Mention








SPG 14.5

10.Kf1 Rg4 11.Ke2 d6 12.Kd1 Rg3+ 13.Kc1 Bg4 14.Rd1.


 

Problem 108 is for you to solve.  This short game involves a type of clearance manoeuvre that is quite hard to visualise.

Hint: White’s missing rook was captured by Black’s queen on f1.

The solution will appear next month.

 

108. Martin Hoffmann
Die Schwalbe 1990
6th Hon. Mention








SPG in 8

102. Mark Kirtley
Problem Paradise 1999








SPG in 7
2 solutions

 

Solution to Problem 102 in the previous column:
 

1.b3 Nf6 2.Bb2 Nh5 3.Bf6 gxf6 4.c3 Bh6! 5.Qc2 Bg7 6.Qg6 hxg6 7.d3 Rh7, and

1.c3 Nf6 2.Qc2 Nh5 3.Qg6 hxg6 4.d3 Rh6! 5.Bg5 Rh7 6.Bf6 gxf6 7.b3 Bg7.


A change of tempo play, performed by the black bishop in the first part, and the black rook in the second.


Return to Peter's Problem World


Tactics, Tactics, Tactics...

 


 



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