Two knights endgame

From Wikipedia, the free encyclopedia
Chess kll45.svg Chess nll45.svg Chess nll45.svg Chess kdl45.svg

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 (on opposite-colored squares), or a bishop and a knight, a king and two knights cannot force checkmate against a lone king (however, the superior side can force stalemate (Mednis 1996:41), (Averbakh 1993:14)). Although there are checkmate positions, a king and two knights cannot force them against proper, relatively easy defense (Speelman, Tisdall & Wade 1993:11).

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b3 white king
c2 white knight
d2 white knight
a1 black king
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Checkmate position, but it cannot be forced from the position with the c2 knight relocated to e2 (Seirawan 2003:17). The knight on d2 could be on c3 or a3 instead, and the white king could be on a3 instead.

Paradoxically, although the king and two knights cannot force checkmate of the lone king, there are positions in which the king and two knights can force checkmate against a king and some additional material (Troitzky 2006:197–257). The extra material of the defending side provides moves that prevent the defending king from being stalemated (Averbakh 1993:14). The winning chances with two knights are insignificant except against a few pawns.[1] These positions were studied extensively by A. A. Troitsky. (See Troitsky line.)

If the side with the knights carelessly captures the other side's extra material, the game devolves to the basic two knights endgame, and the opportunity to force checkmate may be lost. When the defender has a single pawn, the technique (when it is possible) is to block the pawn with one knight, and use the king and the other knight to force the opposing king into a corner or nearby the blocking knight. Then, when the block on the pawn is removed, the knight that was used to block the pawn can be used to checkmate (Dvoretsky 2006:280).

Checkmate possibilities[]

Chess kll45.svg Chess nll45.svg Chess nll45.svg Chess kdl45.svg

In general, two knights cannot force checkmate, but they can force stalemate. Three knights can force checkmate(Fine 1941:5–6), even if the defending king also has a knight (Dvoretsky 2011:283) or a bishop (Müller & Lamprecht 2001:403).

Edmar Mednis stated that this inability to force checkmate is "one of the great injustices of chess" (Mednis 1996:40).

Unlike some other theoretically drawn endgames, such as a rook and bishop versus rook, the defender has an easy task in all endings with two knights versus a lone king. The player simply has to avoid moving into a position in which he or she can be checkmated on the next move, and always has another move available in such situations (Speelman, Tisdall & Wade 1993:11).

Two knights[]

In the corner[]

Keres
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h8 black king
e6 white knight
g6 white king
f5 white knight
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Two knights cannot force checkmate

The player with the lone king has to make a blunder to be checkmated in this position, 1.Ne7 or 1.Nh6 immediately stalemates Black. White can try instead:

1. Nf8 Kg8
2. Nd7 Kh8
3. Nd6 Kg8
4. Nf6+

and now if Black moves 4...Kh8?? then 5.Nf7# is checkmate, but if Black moves

4... Kf8

then White has made no progress (Keres 1984:2–3).

Berger
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g8 black king
d6 white knight
e6 white knight
g6 white king
8
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Draw with either side to move

Johann Berger gave this position, a draw with either side to move. With White to move:

1. Nf5 Kh8
2. Ng5 Kg8
3. Ne7+ Kf8! (Black just avoids 3...Kh8? which leads to a checkmate on the next move with 4.Nf7#)
4. Kf6 Ke8

and White has made no progress. With Black to move:

1... Kh8
2. Nf7+ Kg8
3. Nh6+ Kh8
4. Ng5

gives stalemate (Guliev 2003:74).

On the edge[]

abcdefgh
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c8 black king
f8 white king
c4 white knight
d4 white knight
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White can also try for a mate on the edge of the board

There are also checkmate positions with the inferior side's king on the edge of the board (instead of the corner), but again they cannot be forced ("Chess program Wilhelm". Archived from the original on December 8, 2008.CS1 maint: unfit URL (link) + "Nalimov Engame Tablebases". AutoChess.). In the position at right, White can try 1. Nb6+, hoping for 1...Kd8?? 2.Ne6#. Black can easily avoid this with, for example, 1... Kc7. This possible checkmate is the basis of some problems (see below).

Examples from games[]

Benko vs. Bronstein, 1949
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g4 white knight
g3 black knight
d2 white king
f2 black pawn
g2 black king
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In this position from a 1949 game[2] between Pal Benko and David Bronstein, Black underpromoted to a knight. Black did not promote to a queen or any other piece because White could fork Black's king and his newly promoted piece (e.g. 104...f1=Q 105.Ne3+) immediately after the promotion.

104...f1=N+
105. Kc3 Kf3.

White made the humorous move

106. Nh2+

forking Black's king and knight, but sacrificing the knight. Black responded

106... Nxh2

and a draw was agreed (Benko 2007:133). (A draw by threefold repetition could have been claimed on move 78 and at other times.)

Karpov vs. Korchnoi, 1981
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c6 black king
f6 white knight
g6 black knight
h6 white pawn
f5 white knight
g5 black knight
d4 white king
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66
55
44
33
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Position after 80. Nf5

Another example is the eighth game of the 1981 World Chess Championship match between Anatoly Karpov and Viktor Korchnoi.[3] Black forces a draw by

  • 80... Nf7!
  • 81. h7 Ng5!
  • 82. Ne7+ Kb7
  • 83. Nxg6 Nxh7
  • 84. Nxh7 draw (Mednis 1996:41)

Three knights[]

Three knights and a king can force checkmate against a lone king within twenty moves (unless the defending king can win one of the knights) (Fine 1941:5–6). Also, a complete computational retrograde analysis revealed that they can force checkmate only on the edge of the board.[4][5]

Two knights versus a pawn []

Chess kll45.svg Chess nll45.svg Chess nll45.svg Chess kdl45.svg Chess pdl45.svg

In some positions with two knights versus a pawn, the knights can force checkmate by gaining a tempo when the pawn has to move.

Troitsky line[]

The Troitsky line
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b6 black circle
g6 black circle
c5 black circle
f5 black circle
a4 black circle
d4 black circle
e4 black circle
h4 black circle
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Troitsky line positions when White has the two knights and Black the pawn.
Müller and Lamprecht 2001
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g6 black pawn
g5 white knight
h3 white knight
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Black loses no matter where the kings are. (Müller & Lamprecht 2001)
Kling & Horwitz 1851.
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g3 white king
d2 white knight
f2 black pawn
f1 white knight
h1 black king
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White to play and win.

1. Kh4 Kg2 2. Kg4 Kg1 3. Kh3 Kh1 4. Ng3+ Kg1 5. Nf3#

The pawn does not move; it assists mate by blocking the king's escape.

Even though two knights cannot force checkmate (with the help of their king) against a lone king (with the exception of positions where White wins in one move), decreasing the material advantage and allowing the defending king to have a pawn can actually allow for a forced checkmate. The reason that checkmate can be forced is that the pawn gives the defender a piece to move and deprives him of a stalemate defense (Müller & Lamprecht 2001:19–20). Another reason is that the pawn can block its own king's path without necessarily moving (e.g. Kling & Horwitz position right).

The Troitsky line (or Troitsky position) is a key motif in chess endgame theory in the rare but theoretically interesting ending of two knights versus a pawn.

The line, assuming White has the two knights and Black the pawn, is shown left.

The Russian theoretician Troitsky made a detailed study of this endgame and discovered the following rule:

If the pawn is securely blockaded by a white knight no further down than the line, then Black loses, no matter where the kings are.

— Karsten Müller and Frank Lamprecht, Fundamental Chess Endings 2001

An example of the application of this rule is given in the diagram Müller and Lamprecht right; "... the position would be lost no matter where the kings are". (Müller & Lamprecht 2001)

However, the checkmate procedure is difficult and long. In fact, it can require up to 115 moves by White, so in competition often a draw by the fifty-move rule will occur first (but see this article and Second Troitsky line section for the zone where the win can be forced within fifty moves).

Troitsky showed that "on any placement of the black king, White undoubtedly wins only against black pawns standing on [the Troitsky line] and above" (Rabinovich 2012:88).

John Nunn analyzed the endgame of two knights versus a pawn with an endgame tablebase and stated that "the analysis of Troitsky and others is astonishingly accurate" (Nunn 1995:265). He undertook this checking after the very ending occurred in a critical variation of his post mortem analysis of a game he lost to Korchnoi in the 1980 Phillips and Drew Tournament in London. Neither player knew whether the position was a win for the player with the knights (Korchnoi).

Even when the position is a theoretical win, it is very complicated and difficult to play correctly. Even grandmasters fail to win it. Andor Lilienthal failed to win it twice in a six-year period, see Norman vs. Lilienthal and Smyslov vs. Lilienthal. But a fine win is in a game by Seitz, see Znosko-Borovsky vs. Seitz (Giddins 2012:26).

Examples[]

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f7 white king
h7 black king
f5 white knight
d3 black pawn
d2 white knight
8
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White to move wins

This diagram shows an example of how having the pawn makes things worse for Black (here Black's pawn is past the Troitsky line), by making Black have a move available instead of being stalemated.

1. Ne4 d2
2. Nf6+ Kh8
3. Ne7 (if Black did not have the pawn at this point, the game would be a draw because of stalemate)
3... d1=Q
4. Ng6#

If Black did not have the pawn move available, White could not force checkmate.

abcdefgh
8
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a7 black king
e5 white king
f5 black knight
a3 white pawn
b1 black knight
8
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66
55
44
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Black to move wins in 115 moves

The longest wins require 115 moves; this is one example starting with 1... Ne7[citation needed].

Pawn beyond the Troitsky line[]

Chéron, 1955
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c4 white knight
g3 black pawn
a2 black king
c2 white king
g2 white knight
8
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66
55
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White wins with either side to move.

In this study by André Chéron, White wins even though the pawn is well beyond the Troitsky line (Müller & Lamprecht 2001:20).

Black to move is quicker. With White to move, he must maneuver to give the move to Black, as follows. 1.Kc3 Kb1 2.Kd2 Ka1 3.Kc1 Ka2 4.Kc2 (White then maneuvres to get the same position with vertical instead of horizontal opposition) 4...Ka1 5.Kb3 Kb1 6.Nb2 Kc1 7.Kc3 Kb1 8.Nd3 Ka1 9.Kc4 Ka2 10.Kb4 Ka1 11.Ka3 Kb1 12.Kb3 (Now White has enough time to bring the blockading N in to generate a mating net in time) 12...Ka1 13.Ne3 g2 14.Nc2+ Kb1 15.Na3+ Ka1 16.Nb4 g1=Q 17.Nbc2#

Averbakh & Chekhover, position #251
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a8 black cross
b8 black cross
c8 black cross
d8 black cross
a7 black cross
b7 black cross
c7 black cross
d7 black cross
e7 black cross
a6 black cross
b6 black cross
c6 black cross
d6 white knight
e6 black cross
f6 black cross
g6 black king
b5 black cross
c5 black cross
d5 black cross
e5 white king
f5 black cross
c4 black cross
d4 black cross
e4 black cross
f4 black cross
h3 black pawn
h2 white knight
8
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Drawing area marked with "×"

White to play draws. Black to play loses. (Averbakh & Chekhover 1977:119–120).

In the situation with Black's rook pawn blockaded on h3, if the black king can enter and remain in the area marked with crosses in the adjacent diagram, the game is a draw. Otherwise, White can force the black king into one of the corners not located in the drawing zone and deliver checkmate. Black cannot be checkmated in the a8-corner because the knight on h2 is too far away to help deliver mate: Black draws by pushing the pawn as soon as White moves the knight on h2. White to play in the diagram can try to prevent Black to enter the drawing zone with 1.Ke6, but Black then plays 1...Kg5 aiming to attack the knight on h2. White is compelled to stop this with 2.Ke5 which allows Black to return to the initial position with 2...Kg6, and White has made no progress (Averbakh & Chekhover 1977:119–120).

Topalov versus Karpov[]

Topalov vs. Karpov, 2000
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g4 black pawn
b3 white king
d3 white knight
e2 white knight
b1 black king
8
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White won after 74. Ne2, even though the pawn was past the Troitsky line.

Anatoly Karpov lost an endgame with a pawn versus two knights to Veselin Topalov[6] although he had a theoretical draw with a pawn past the Troitsky line; because of its rarity, Karpov seemed not to know the theory of drawing and headed for the wrong corner. (Depending on the position of the pawn, checkmate can be forced only in certain corners (Troitzky 2006).) In this "rapid play" time control, the position in the game was initially a draw, but Karpov made a bad move which resulted in a lost position. Topalov later made a bad move, making the position a draw, but Karpov made another bad move, resulting in a lost position again.[7]

Wang versus Anand[]

Wang vs. Anand, 2009
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c6 black king
a5 white king
c3 white pawn
f3 black knight
g3 black knight
8
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Position after 61. Kxa5

This position from a blindfold game between Wang Yue and Viswanathan Anand leads to an example with a forced win even though the pawn is past the Troitsky line.[8] The game continued

61... Kc5,

blocking the pawn with the wrong piece. Black should have played 61...Ne4 62. c4 Nc5!, blocking the pawn on the Troitsky line with a knight, with a forced win. The game continued:

62. c4 Ne4
63. Ka4 Nd4
64. Ka5.

Black still has a theoretical forced win in this position, even after letting the pawn advance past the Troitsky line:

64... Nc6+
65. Ka6 Kd6!!
66. c5+ Kc7

and Black has a forced checkmate in 58 more moves (Soltis 2010:42). However, the actual game was drawn.

Second Troitsky line[]

abcdefgh
8
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b6 black cross
g6 black cross
a5 black circle
c5 black circle
d5 black circle
e5 black circle
f5 black circle
h5 black circle
8
77
66
55
44
33
22
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abcdefgh
Second Troitsky line

Karsten Müller asked for the "second Troitsky line", which corresponds to where the knights can win without the fifty-move rule coming into effect. If Black's pawn is blocked by a white knight on or behind one of the dots, White can force a win within fifty moves. If the pawn can be blocked on or behind one of the Xs, White can force a win within fifty moves more than 99 percent of the time.[9]

More pawns[]

Fine & Benko, diagram 201
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c5 black king
d5 black pawn
e5 black pawn
b2 white king
d2 white knight
e2 white knight
8
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66
55
44
33
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abcdefgh
White to move wins in 96 moves
Fine, ECE #1778
abcdefgh
8
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c6 black pawn
d6 black pawn
e6 black pawn
f6 black king
c3 white knight
e3 white king
f3 white knight
8
77
66
55
44
33
22
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abcdefgh
White to move wins in 87 moves
Lomonosov Tablebases
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8
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e6 black king
g4 black knight
b2 white pawn
c2 white pawn
h2 white pawn
b1 white king
h1 black knight
8
77
66
55
44
33
22
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abcdefgh
Black to move wins in 146 moves

Two knights can win in some cases when the defender has more than one pawn. First the knights should blockade the pawns and then capture all except one. The knights cannot set up an effective blockade against four connected pawns, so the position generally results in a draw. Five or more pawns usually win against two knights (Fine & Benko 2003:101).

Example from game[]

Motwani vs. I. Gurevich
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e6 black king
c5 white king
d5 black knight
e5 white pawn
f5 black knight
d4 white pawn
8
77
66
55
44
33
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abcdefgh
Position after Black's 72nd move

In this 1991 game between Paul Motwani and Ilya Gurevich, Black has blockaded the white pawns. In ten moves, Black won the pawn on d4. There were some inaccuracies on both sides, but White resigned on move 99 (Speelman, Tisdall & Wade 1993:114).

Position of mutual zugzwang[]

Troitsky
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h8 black king
f7 white king
f5 white knight
d3 black pawn
d2 white knight
8
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66
55
44
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abcdefgh
White to move draws; Black to move loses

There are positions of mutual zugzwang in the endgame with two knights versus one pawn. In this position, White to move draws but Black to move loses. With Black to move:

1... Kh7
2. Ne4 d2
3. Nf6+ Kh8
4. Ne7 (or 4.Nh4) d1=Q
5. Ng6#

With White to move, Black draws with correct play. White cannot put Black in zugzwang:

1. Kf6 Kh7
2. Kf7 Kh8
3. Kg6 Kg8
4. Ng7 Kf8
5. Kf6 Kg8
6. Ne6 Kh7! (but not 6...Kh8? because White wins after 7.Kg6!, which puts Black to move)
7. Kg5 Kg8
8. Kg6 Kh8

and White has no way to force a win (Averbakh & Chekhover 1977:106).

Checkmate in problems[]

The possible checkmate on the edge of the board is the basis of some composed chess problems, as well as variations of the checkmate with two knights against a pawn.

Angos, 2005
Angos, 2005
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d8 white knight
g8 black king
b7 black knight
d7 white knight
g6 white king
8
77
66
55
44
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abcdefgh
White to move and mate in four

In this problem by Alex Angos, White checkmates in four moves:

1. Ne6! Nd8
2. Nf6+ Kh8
3. Ng5 Nany (Black is in zugzwang and any knight move must abandon the protection of the f7-square)
4. Nf7# (Angos 2005:46).
Berger, 1890
Berger, 1890
abcdefgh
8
Chessboard480.svg
e8 black knight
g8 black king
d6 white knight
e6 white knight
g6 white king
8
77
66
55
44
33
22
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abcdefgh
White to move and mate in four

A similar problem was composed by Johann Berger in 1890. The solution is:

1. Nf7! Nd6
2. Nh6+ Kh8
3. Ng5

followed by

4. Ngf7# (Matanović 1993:492–93).
de Musset, 1849
Alfred de Musset, 1849
abcdefgh
8
Chessboard480.svg
b8 black knight
e8 black king
g8 white king
h7 white rook
e5 white knight
g4 white knight
8
77
66
55
44
33
22
11
abcdefgh
White to move and mate in three

In this composition by Alfred de Musset, White checkmates on the edge of the board in three moves with:

1. Rd7 Nxd7
2. Nc6 Nany
3. Nf6# (Hooper & Whyld 1992).
Sobolevsky, 1951
P. Sobolevsky, Shakhmaty v SSSR, 1951
abcdefgh
8
Chessboard480.svg
f7 black king
h7 white knight
f6 white bishop
g6 white knight
h3 white king
g2 black knight
h2 black bishop
8
77
66
55
44
33
22
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abcdefgh
White to move and win

In this study composed by Sobolevsky, White wins by checkmating with two knights:

1. Nh8+ Kg8
2. Kxg2 Bf4
3. Ng6 Bh6!
4. Ng5 Bg7!
5. Ne7+ Kh8
6. Nf7+ Kh7
7. Bh4! Bf6!
8. Ng5+ Kh6[10]
9. Ng8+ Kh5
10. Nxf6+! Kxh4
11. Nf3# (Nunn 1981:6).
Nadanian, 2009
Ashot Nadanian, ChessBase, 2009[11]
abcdefgh
8
Chessboard480.svg
h8 white rook
d7 black knight
g7 black rook
d6 white knight
g6 black knight
h6 black pawn
g5 black king
h5 white pawn
d4 white knight
f4 black pawn
h3 white king
8
77
66
55
44
33
22
11
abcdefgh
White to move and win

In this study composed by Ashot Nadanian, White wins by checkmating with two knights:

1. Rg8!! Rxg8

If 1...Re7, then 2.N6f5! Re1 3.Rxg6+ Kxh5 4.Rxh6+ Kg5 5.Nf3+ and White wins.

2. Ne4+ Kxh5
3. Ne6

and checkmate on the next move, due to zugzwang; two white knights deliver four different checkmates:[12]

  • 3... Rany 4. Ng7#
  • 3... Ndany 4. Nf6#
  • 3... Ngany 4. Nf4#
  • 3... f3 4. Ng3#

History[]

The first known composition where two knights win against one pawn is, according to Lafora, by Gioachino Greco in 1620.[13] In 1780, Chapais did a partial analysis of three positions with the pawn on f4 or h4 (Troitzky 2006:200). In 1851 Horwitz and Kling published three positions where the knights win against one pawn and two positions where they win against two pawns (Horwitz & Kling 1986:64–68). The analysis by Chapais was revised by Guretsky-Cornitz and others, and included by Johann Berger in Theory and Practice of the Endgame, first published in 1891. However, the analysis by Guretsky-Cornitz was incorrect and the original analysis by Chapais was in principle, correct (Troitzky 2006:200). Troitsky started studying the endgame in the early 20th century and published his extensive analysis in 1937 (Mednis 1996:43). Modern computer analysis found it to be very accurate (Nunn 1995:265).

Master games with this ending are rare — Troitsky knew of only six when he published his analysis in 1937. In the first four (from c. 1890 to 1913), the weaker side brought about the ending to obtain a draw from an opponent who did not know how to win. The first master game with a win was in 1931 when Adolf Seitz beat Eugene Znosko-Borovsky (Troitzky 2006:197–99).[14]

Horwitz & Kling, 1851
abcdefgh
8
Chessboard480.svg
d4 black pawn
b3 white king
d3 white knight
b1 black king
g1 white knight
8
77
66
55
44
33
22
11
abcdefgh
White to move checkmates in six moves: 1.Ne2 Ka1 2.Nb4 Kb1 (2...d3 3.Nc3 d2 4.Nc2#) 3.Nc2 d3 4.Na3+ Ka1 5.Nc3 d2 6.Nc2#
Horwitz & Kling, 1851
abcdefgh
8
Chessboard480.svg
g6 white knight
f5 white knight
h3 black pawn
e2 white king
g2 black king
h2 black pawn
8
77
66
55
44
33
22
11
abcdefgh
White to move wins by setting up Stamma's mate: 1.Ngh4+ Kg1 2.Nf3+ Kh1 3.Ke1 Kg2 4.Nxh2!! Kxh2 5.Kf1! Kh1 6.Kf2 Kh2 7.Ne3 Kh1 8.Nf1 h2 9.Ng3# 1-0
Pollock vs. Showalter, c. 1890
abcdefgh
8
Chessboard480.svg
a7 black pawn
a5 white knight
c4 white knight
g4 black king
f2 white king
8
77
66
55
44
33
22
11
abcdefgh
White to move. Pollock refused to continue and agreed to a draw six moves later, but White has a winning position (Troitzky 2006:197).

See also[]

  • Checkmate
  • Chess endgame

Notes[]

  1. ^ Haworth, Guy McC (2009). "Western Chess:Endgame Data". CentAUR.
  2. ^ Benko–Bronstein
  3. ^ Karpov vs. Korchnoi
  4. ^ "37. Bundeswettbewerb Informatik 2018/2019: Die Aufgaben der 2. Runde, Aufgabe 3B" (PDF). BWINF. Bonn. 2019. p. 7.
  5. ^ "37. Bundeswettbewerb Informatik 2018/2019, 2. Runde: Lösungshinweise und Bewertungskriterien, Aufgabe 3" (PDF). BWINF. Bonn. 2019. pp. 37–46.
  6. ^ Topalov vs. Karpov
  7. ^ Müller article
  8. ^ Wang vs. Anand
  9. ^ The second Troitsky line
  10. ^ There is no apparent win after 8...Kg7, based on analysis by Houdini 2.0. Yet according to Nalimov tablebases - White does win by force.
  11. ^ "ChessBase Christmas Puzzles: A tale of seven knights". ChessBase. 2009-12-29. Retrieved 6 February 2010. Broken link
  12. ^ "Solutions to 2009 Christmas Puzzles". ChessBase. 2010-02-02. Archived from the original on 6 February 2010. Retrieved 6 February 2010. Broken link
  13. ^ C.R. Lafora (1965). Dos caballos en combate. Madrid: Aguilera, p.39.
  14. ^ Znosko-Borovsky vs. Seitz

References[]

  • Angos, Alex (2005), You Move ... I Win!: A Lesson in Zugzwang, Thinkers' Press, Inc., ISBN 978-1-888710-18-2
  • Averbakh, Yuri (1993), Chess Endgames: Essential Knowledge, Cadogan, ISBN 978-1-85744-022-5
  • Averbakh, Yuri; Chekhover, Vitaly (1977), Knight Endings, Batsford, ISBN 0-7134-0552-X
  • Benko, Pal (2007), Pal Benko's Endgame Laboratory, Ishi Press, ISBN 0-923891-88-9
  • Dvoretsky, Mark (2006), Dvoretsky's Endgame Manual (2nd ed.), Russell Enterprises, ISBN 1-888690-28-3
  • Dvoretsky, Mark (2011), Dvoretsky's Endgame Manual (3rd ed.), Russell Enterprises, ISBN 978-1-936490-13-4
  • Fine, Reuben (1941), Basic Chess Endings, McKay, ISBN 0-679-14002-6
  • Fine, Reuben; Benko, Pal (2003), Basic Chess Endings (1941) (2nd ed.), McKay, ISBN 0-8129-3493-8
  • Giddins, Steve (2012), The Greatest Ever Chess Endgames, Everyman Chess, ISBN 978-1-85744-694-4
  • (2003), The Manual of Chess Endings, Russian Chess House, ISBN 5-94693-020-6
  • Hooper, David; Whyld, Kenneth (1992), The Oxford Companion to Chess (s2nd ed.), Oxford University Press, ISBN 0-19-866164-9 Reprint: (1996) ISBN 0-19-280049-3
  • Horwitz, Bernhard; Kling, Josef (1986), Chess Studies and End-Games (1851, 1884), Olms, ISBN 3-283-00172-3
  • Keres, Paul (1984), Practical Chess Endings, Batsford, ISBN 0-7134-4210-7
  • Matanović, Aleksandar (1993), Encyclopedia of Chess Endings (minor pieces), 5, Chess Informant
  • Mednis, Edmar (1996), Advanced Endgame Strategies, Chess Enterprises, ISBN 0-945470-59-2
  • Müller, Karsten; Lamprecht, Frank (2001), Fundamental Chess Endings, Gambit Publications, ISBN 1-901983-53-6
  • Nunn, John (1981), Tactical Chess Endings, Batsford, ISBN 0-7134-5937-9
  • Nunn, John (1995), Secrets of Minor-Piece Endings, Batsford, ISBN 0-8050-4228-8
  • Rabinovich, Ilya (2012) [1927], The Russian Endgame Handbook, Mongoose, ISBN 978-1-936277-41-4
  • Seirawan, Yasser (2003), Winning Chess Endings, Everyman Chess, ISBN 1-85744-348-9
  • Soltis, Andy (January 2010), "Chess to Enjoy: EGTN", Chess Life, 2010 (1): 42–43
  • Speelman, Jon; Tisdall, Jon; Wade, Bob (1993), Batsford Chess Endings, B. T. Batsford, ISBN 0-7134-4420-7
  • Troitzky, Alexey (2006), Collection of Chess Studies (1937), Ishi Press, ISBN 0-923891-10-2 The last part (pages 197–257) is a supplement containing Troitsky's analysis of two knights versus pawns.

External links[]

  • Grandmaster and endgame specialist Karsten Müller wrote a helpful two-part article on this endgame called The Damned Pawn (in PDFs):
  1. Part 1 about the Troitsky line and the technique
  2. Part 2: the second Troitsky line solved the winning line taking into account the 50-move rule, and more winning techniques and drawing zones.
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