THE ATTACK AGAINST THE KING WITH CASTLES ON THE SAME SIDE (I)

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THE ATTACK AGAINST THE KING WITH CASTLES ON THE SAME SIDE (I) In the case where both players have castled on the same wing, realizing the attack against the kings is more difficult. To start an attack, some premises should be fulfilled in order to justify the attack. This aspect is valid in general for starting all attacks; what differs from case to case are the necessary premises. In the case of castles on the same side, before starting an attack against the opposite king, it is necessary for the attacker to have an advantage obtained either after realizing his own strategic plan or as a result of the opponent s incorrect play. Generally, the advantages that justify starting an attack against the opposite king castled on the same side, are: 1. A local superiority of forces resulting either from the development advantage or from realizing a strategic plan of creating this local superiority of forces (using, for example, the space advantage) 2. The superiority in the center usually offers a better freedom for the pieces and creates the possibility for more pieces to arrive more quickly at the conflict zone. 3. Weaknesses in the pawn structure around the castle. Advancing, exchanging or losing the pawns of the castle usually leads to a weakening the castle. This aspect is important especially when the opponent is able to bring pieces into that zone. In general, even when the premises exist, the attacker doesn t have an easy task. He has to pass the dam built of the opposite pawns and other pieces that protect the king. The attacker will try to force the retreat or exchange of the defending pieces and he will try to push away or to weaken the castle pawns. Here are some methods used for weakening the king s protection: 1 Destroying the pawn structure of the castle by a piece sacrifice. 2 Forcing a castle pawn to move, in order to create weaknesses. 3 Opening and occupying some files and diagonals for attack. 4 Attacking the opposite king laterally (for example by entering the 7 th and 8 th rank) and from the center. 5 The pawn assault. This method is used more frequently when the center is blocked, otherwise the opponent may benefit from the weaknesses created by advancing the pawns from our own castle. In the following game, we will see how the principles mentioned above should be applied. Ragozin,V - Veresov,G Moscow, 1945 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 g6 6.Be2 The classical line of the Sicilian Dragon is less popular nowadays, but it was for many decades the main line in the Dragon. Introduced in the 30 s by the Russian master Rauzer, the Rauzer system (also known under the improper name of "Yugoslavian system") based on the set up f3, Be3, Qd2, 0 0 0 was evolved later in the 50es due to the Soviet players Bogoliubov, Krogius, Estrin, Geller and Polugaevsky. 1

Only then did the Yugoslavian grandmasters start to play the line, so the name "Yugoslavian system" is completely inappropriate. The difference between the two systems is huge. In the classical line, White makes the castle kingside and tries to obtain a space advantage on his own castle s side; the play usually has a positional character. In the Rauzer System, White castles queenside and Black castles kingside, resulting in very dynamic positions in which White attacks on the kingside (advancing the h-pawn, sometimes sustained by the g-pawn), while Black attacks on the queenside. 6...Bg7 7.0 0 0 0 8.Be3 Nc6 It might seem strange that this line was in fashion at the end of XIXth century while the Dragon was born a few decades later. This paradox is a consequence of a transposition. Bird, Lasker or Tarrasch also met this position, but through another move order: 1.e4 c5 2.Nf3 Nc6 3.d4 cxd4 4.Nxd4 g6 5.Nc3 Bg7 6.Be3 Nf6 7.Be2 0 0 8.0 0 d6, namely what we now call the Accelerated Dragon". Ragozin had good experience in the Dragon, playing this opening both as White and Black. 9.Nb3 This typical retreat in the Classical Dragon has two reasons: avoiding the trades in a position in which White has a space advantage, but especially avoiding the freeing breakthrough in the center d6-d5. 9...Be6 10.f4 White's main idea is to grow the space advantage on the king-side, preparing an attack over the black monarch. Black's counterplay is usually developed on the queenside and in the center, where Black is waiting for a favorable moment to play d6-d5 or e7-e5. 10...Qc8 This move introduced by Tartakower is Black's main option. It is more frequently played than its alternatives 10...Na5 (with the idea Bc4), 10...Rc8 or 10...a5. From c8 the black queen oversees both the queenside and the kingside. 11.Qe1 With the idea Qh4, but also freeing the square d1 for Ra1. Also possible were 11.Kh1 and 11.h3. Here Ragozin's game deviated from the one mentioned above. His opponent Gavril Veresov, a classic of the Dragon and a strong correspondence chess player later, adopted the line. 11...Ng4? For Black it is better to organize a counterplay on the queenside with 11 a5 with the idea a4. In the game Ragozin Arnlind, played 10 years later in the final of the Correspondence World Championship (won by 2

Ragozin) the game continued with 12.Rd1 (12.a4 weakens the b4-square, giving Black the possibility to obtain equality with 12...Nb4 13.Nd4 Bc4=) 12...Bg4. Black has no suitable position for his bishop, therefore this change is normal. ( 12...a4 13.Nd4 a3 14.b3 ) 13.h3 Bxe2 14.Qxe2 a4 15.Nd4 Nxd4 16.Bxd4 Qc6= and even though White retains a space advantage in the center, we can say that Black solved the opening problems, not an easy thing against a theoretician like Ragozin. An interesting alternative is 11...Nb4!? putting pressure on the c2-pawn and preparing Bc4. 12.Bxg4! Bxg4 QUIZ Find the best continuation for White 3

13.f5! Through this move, Black is forced to weaken his own pawn structure around the castle, otherwise he loses the bishop on g4 after h3-bh5, g4. Weakening the king s protection and the possibility for White to quickly create a superiority of forces on the kingside creates the premises for an attack against the black king. 13...gxf5 14.h3! f4 The only move. After 14...Bxh3?! 15.gxh3 fxe4 16.Qg3 f5 (16...Qe6±) 17.Nxe4!+- White obtained decisive advantage in the game Lubensky-Gorenstein, UKR ch 1947. If Black withdraws the bishop 14...Bh5, then there follows 15.exf5 threatening the strong move g4, which forces Black to play 15 f6, after which the position is full of weaknesses. 15.Rxf4 Bh5 16.Nd5 As a result of Black s mistake on the 11 th move, White obtains a threatening attack position on the kingside. With the exception of the knight on b3, the pieces can quickly move to the kingside to create a superiority of forces (Qh4, Raf1). Black s weakened position and White s superiority in the center are additional arguments for White s success. 16...Qd7 Winning a pawn with 16 Bxb2 costs Black two tempi, an aspect which in the case of a king attack is usually fatal. After 17.Qh4! Bg6 (17...Bxa1 18.Qxh5 Bg7 19.Rh4 f5 20.Nd4! Rf7 21.Qxh7+ Kf8 22.Bh6 Ke8 23.Bxg7+-) 18.Raf1 Be5 19.Nd4, White s attack cannot be stopped, the superiority of forces being too great. 17.Qh4 The white queen occupies an attacking position, allowing the rook on a1 to come into the game. 17...Bg6 18.Raf1 The white superiority of forces on the kingside increases with each move. 18...Rac8 19.c3! The only white piece that still doesn t take part in the attack is the knight on b3. Through his last move, White prepares the transfer of the knight to the kingside via d4. 19...Rfe8 20.Rg4 b5 21.Nd4 Nxd4 22.Bxd4 Black cannot avoid now the exchange of the bishop on g7, which weakens the protection of his king even more. 4

22...Rc4 23.Bxg7 Kxg7 QUIZ How can White destroy the black king s protection? 5

24.Rxg6+!! Eliminating the main defender of the black king decides the result of the game rapidly. 24...fxg6 25.Rf7+!! The second rook is sacrificed to estrange the king from the h7-pawn. 25...Kxf7 26.Qxh7+ Ke6 26...Kf8 27.Nf4!+- 27.Qxg6+ Ke5 QUIZ Find the winning way for White. 6

28.Qg7+! Kxe4 29.Nf6+! exf6 30.Qxd7 White has recovered the sacrificed material and he is going to take Black s weak pawn. The result of the game is decided. 30...Re5 31.Qxd6 Kf5 32.Qd7+ Kg6 33.Qxa7 Re2 34.Qa3 Rf4 35.Qd6 Black decides to put an end to his misery. 1 0 CONCLUSIONS: This game is a very instructive example of the way in which the attacking premises appear and how the attack should be done, in the case of castles on the same side. As a consequence of the Black s 11 th move, White provoked the weakening of the black king s position, obtaining in this way the first premises for starting the attack. Then there followed a rapid mobilization of the pieces on the kingside in order to create superiority. Remarkable is the fact that all the pieces answered Present! at the call for the attack. The last phase of the attack consisted of a total destruction of the opposing king s protection, which came under fire from the queen and the knight. To avoid checkmate, Black lost important material. 7