
Balogh & Mikhall: Mastering Queen and Pawn Endgames (PB)
The first book of the series "The modern endgame manual" is a combination of king & pawn endgames and queen & pawn endgames. The pawn endgames consist of 5 main chapters with a graduation to 35 different topics. The queen endgames consist of 3 main chapters with a graduation to 15 different topics. King and pawn endgames, compared with others, are relatively direct and can often be calculated to the end, and that's why the value of each move is much higher than in other endgames with multiple pieces on the board. Every single move can change the evaluation of the position and "perfect" play is quite possible in most of them. In the majority of pawn endgames knowledge plays the most important role and, of course, the ability to accurately calculate long lines where both sides are aiming to promote their respective pawns. Throughout the book you will find many theoretical positions, many practical ones and also how the games developed in practical play. Queen endgames are different because they revolve around a much smaller number of theoretical positions and typical manoeuvres. Therefore the real knowledge here is the ability to use - and evaluate correctly - the roles of the most important elements, such as passed pawns, centtalized queens and king marches into the opponent's camp. The material inside this book is very useful for players at every level, from the complete beginner up to GM standard! After a deep study of this book you will be able to call yourself quite an expert, something you will hopefully prove in your future games!
Content:
005 Key to symbols
007 Introduction
009 Editorial preface
PAWN ENDGAMES
013 Chapter 1. Theoretical positions with 1 vs 0 pawn
013 1.1. Opposition
020 1.2. Square of the pawns
023 Chapter 2. Theoretical positions with 1 vs 1 pawns
023 2.1. Outflanking
025 2.2. Zugzwang and Mutual Zugzwang
027 2.3. Promotional squares
028 2.4. Shouldering
035 2.5. Tricks for catching a passed pawn
037 2.6. Transposition into drawn endgame
039 2.7. Square of the pawns
043 Chapter 3. Theoretical positions with 2 vs 1 pawns
043 3.1. h+g pawns vs. h- or g-pawn
053 3.2. Blockaded pawns/Triangulation
055 3.3. h+f pawns vs. g-, h- or f- pawn
060 3.4. h+a pawns vs a-pawn
064 3.5. Proteeted passed pawn
065 3.6. Undermining
066 3.7. Connected passed pawns
067 3.8. Capture in the right moment
069 Chapter 4. Complex (4+ pawns) theoretical positions
069 4.1. Distant passed pawns
073 4.2. Connected passed pawns vs separated passed pawns
077 4.3. Connected passed pawns vs Connected passed pawns
078 4.4. Protected passed pawns
082 4.5. Theoretical positions
085 4.6. Breakthrough
091 4.7. Preventing the breakthrough
093 4.8. Zugzwang - Method for calculating the reserve tempi
098 4.9. Going behind the pawns
099 4.10. Widening the space
103 4.11. Stalemate
105 4.12. Fortress
106 4.13. Breaking the fortress / Tempo
109 Chapter 5. Practical games
109 5.1. Active king
134 5.2. Stalemate
136 5.3. Breakthrough
142 5.4. Passed pawn
160 5.5. Complex
QUEEN ENDGAMES
187 Chapter 6. Theoretical positions with Queen vs pawn
187 6.1. Queen vs one pawn
192 6.2. Queen vs more pawns
197 Chapter 7. Theoretical positions with Queen + pawn vs Queen
198 7.1. h-pawn
201 7.2. g-pawn
208 7.3. f-e pawns
210 7.4. h+g pawns
213 Chapter 8. Complex positions - Practical games
213 8.1. Stalemate
214 8.2. Mating ideas
219 8.3. Simplification into pawn end games
221 8.4. One flank queen endgames
234 8.5. Passed pawn
246 8.6. Quality vs quantity
258 8.7. Perpetual check.
263 8.8. Active queen
265 8.9. Active king