Something I noticed many years ago looking at lower level junior games is that passed pawns in the ending are worth much more than at higher levels. Children will often panic and make unnecessary sacrifices instead of calmly working out how best to stop them.
One of my private pupils recently won an Under 9 tournament and had managed to record two of his games which he brought in to show me. His round 1 game, in which he had the white pieces, had several points of interest, two of which involved passed pawns.
Let’s take a look.
1. e4 e5 2. Nf3 Nc6 3. Nc3 Nf6 4. Bc4
Stop here! In lesson after lesson I tell my private pupils not to play this move order, partly because Black might reply with 4.. Nxe4. We often tell the Richmond Junior Club intermediate group the same thing. But every week, every tournament this is what they play. It’s what they know and feel comfortable with, and they don’t want to change. If they really want to play a Giuoco Pianissimo, I tell them, remember PNBPNB: e4, Nf3, Bc4, d3, Nc3, Bg5 in that order. But they never do it. Or, better still, learn a different opening. You’ll only make significant progress if you gain experience of playing different types of position. But most of them never do.
4.. Bc5 5. Ng5
Stop again! In lesson after lesson I tell my pupils not to play Ng5 in this sort of position if their opponent can castle. In lesson after lesson I explain why. But they still play it, hoping that their opponent will fail to see their threat. I guess the only answer is proactive parental involvement: going through their opening repertoire the evening before the event. In this game Black was strong enough to get the next few moves right.
5.. O-O 6. d3 h6 7. Nf3 d6 8. O-O Bd4
A position which has arisen quite often in low level games. On my database Black scores close to 75% after the normal 8.. Nd4 in this position, although White’s OK after either Be3 or h3. In this game, though, Black decides to trade his two bishops for the two white knights.
9. Be3 Bxc3 10. bxc3 Bg4 11. h3 Bxf3 12. Qxf3 a6 13. d4 exd4 14. cxd4 b5 15. Bd3 Nb4 16. e5 dxe5 17. dxe5 Nxd3 18. cxd3 Qxd3
The first blunder of the game. Two moves ago White played e5 to threaten the black knight. Black plays a couple of trades first, and then forgets that his knight is en prise. capturing a pawn instead. This is a very typical type of mistake at this level and age. Children will just look at the last piece that’s moved rather than the whole board, and, because their concentration is not very good, they will forget what happened a couple of moves ago if there have been some intermediate moves.
White doesn’t notice, or possibly decides, mistakenly, that he’d rather win a rook than a knight.
19.. Qxf3 20. gxf3 Rfe8
Black sees the attack on the rook so moves it to safety. Now, finally, someone spots that the knight on f6 can be taken. 20.. Nd7 would have offered even chances: Black will have a pawn for the exchange and is quite likely to pick up another one in the near future.
21. exf6 Re5 22. Bd4 Re6 23. fxg7 Rg6+ 24. Kh1 Rd8
White should be winning now with his extra piece, but instead he makes an understandable (at this level) oversight.
It’s natural to protect the bishop rather than moving it again, but now Black could have played Rgd6 (PIN AND WIN!), regaining the piece with a position that should be winning. White failed to ask himself the MAGIC QUESTION “If I play that move, what will my opponent do next?”, and Black failed to look for all forcing moves (use a CCTV to look at the board: looking for Checks, Captures and Threats leads to Victory), instead choosing to prepare to push his passed pawn.
25.. Rc8 26. Rg1 Rxg1+ 27. Rxg1 c5 28. Bc3 b4 29. Bd2 Rd8 30. Bxh6 c4 31. Bg5 Rc8 32. h4 c3 33. h5 Kxg7 34. h6+
34. Be7+ would have won one of the dangerous black pawns.
34.. Kh7 35. Rg4 c2 36. Rg1 f6 37. Bf4 Rd8
An inaccuracy, allowing White to get his rook behind his passed pawn. (RBBPP – Rooks Belong Behind Passed Pawns: the other day I lost a drawn ending by failing to follow my own advice, which I’ve been teaching for the past 45 years or so.)
38. Rg7+ Kh8 39. Kg2
Missing 39. Rc7 with an easy win.
White’s still winning, but has to play 40. Be3 Rc4 (otherwise 41. Rc7) 41. Bc1 here. You have to calculate accurately when your opponent has a passed pawn. Instead, White overlooks a tactic, which Black does well to notice.
40. Kg3 Rxf4 41. Kxf4
He doesn’t have to take the rook here: Rc7 is a drawn rook ending. At this level, though, they usually move first and think later.
41.. c1Q+ 42. Kf5 Qh1 43. Kg6 Qb1+ 44. Kxf6 a5 45. Rd7 Qb2+ 46. Kg6 Qc2+ 47. Kf6
White has some threats of mate or perpetual check as well as a passed pawn, but as long as Black calculates accurately he’ll win easily. For instance, 47.. Qxa2 48. Rd8+ when Black can either play 48.. Qg8 and win the pawn ending or 48.. Kh7 and run with his king. But instead he panics and returns his queen at the wrong time. Another recurring mistake at this age/level is to trade off the last pieces without calculating the pawn ending first. There’s a lot about this in CHESS ENDINGS FOR HEROES.
47.. Qh7 48. Rxh7+
No doubt played without thinking, as one does. At this level I’d expect nothing else, but White can gain a vital move by trading on g8 rather than h7: 48. Rd8+ Qg8 49. Rxg8+ Kxg8 50. Ke5 a4 51. Kd4 b3 52. axb3 axb3 53. Kc3 Kh7 54. Kxb3 Kxh6 55. Kc3 Kg5 56. Kd3 Kf4 57. Ke2 and White wins by a tempo.
48.. Kxh7 49. Ke5 Kxh6 50. Kd4 a4 51. Kd3
This loses a tempo, but shouldn’t affect the result: 51. Kc4 b3 52. axb3 axb3 53. Kxb3 Kg5 54. Kc3 Kf4 55. Kd2 Kxf3 and Black just gets back in time to draw.
51.. b3 52. axb3 a3
A fatal miscalculation. Instead 52.. axb3 is an immediate draw. Of course if White’s king was on e3 instead of d3 he’d have been quite correct. I’d guess he’d seen the idea before but chose the wrong moment to use it.
53. Kc2 a2 54. Kb2 a1=Q+ 55. Kxa1 and White had no trouble promoting a couple of pawns and checkmating his opponent.
A game with many mistakes which are very typical for young players at this level.