Efstratios Grivas

MONSTER YOUR ENDGAME PLANNING

VOLUME 1

Chess Evolution Cover designer Piotr Pielach Monster drawing by Ingram Image

Typesetting i-Press ‹www.i-press.pl›

First edition 2019 by Evolution

Monster your endgame planning. Volume 1 Copyright © 2019 Chess Evolution

All rights reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, electrostatic, magnetic tape, photocopying, recording or otherwise, without prior permission of the publisher.

ISBN 978-615-5793-15-8

All sales or enquiries should be directed to Chess Evolution 2040 Budaors, Nyar utca 16, Magyarorszag e-mail: [email protected] website: www.chess-evolution.com

Printed in Hungary TABLE OF CONTENTS

Key to symbols ...... 5 Foreword ...... 7 Th e Endgame ...... 11 Th e Golden Rules of the Endgame ...... 15 Evaluation — Plan — Execution ...... 17

CHAPTER 1. ENDINGS

Pawn Power ...... 21

CHAPTER 2. MINOR PIECE ENDINGS

Bishop Power ...... 41 Power ...... 59 Good vs Bad Knight ...... 77 Good Knight vs Bad Bishop ...... 97 Mixed Pieces Power ...... 121

CHAPTER 3. MAJOR PIECES ENDINGS

Rook — Strategical Exploitation ...... 141 — Material Exploitation ...... 159 Power ...... 177 Queen & Rook Power ...... 199

CHAPTER 4. MIXED PIECES ENDINGS

Rook & Bishop Power ...... 219 Rook & Knight Power ...... 237 CHAPTER 5. VARIOUS PIECES ENDINGS

Combined Power ...... 257

Index of Games ...... 277 Index of Openings (ECO Classifi cation) ...... 281 KEY TO SYMBOLS

= Equality or equal chances  White has a slight advantage  Black has a slight advantage  White is better  Black is better +– White has a decisive advantage –+ Black has a decisive advantage  unclear  with  with counterplay  with  with an attack  with the idea  only move

Nnovelty ! a good move !! an excellent move ?a weak move ?? a !? an interesing move ?! a dubious move + #mate Th e ‘Rule of the Th ree Weaknesses’ can be helpful to evaluate nearly any endgame:

1. One weakness = slightly better ().

2. Two weaknesses = clearly better ().

3. Th ree weaknesses = winning (+-).

Remember this important rule; it will help you to make the correct decisions, even when you are still in the middlegame — in the endgame for sure! FOREWORD

Th e MYEP series off er training on Today we have shorter time-controls a vital subject, the choice of the ‘best’ and there isn’t really enough time to available endgame plan. As is com- dig on the subtleties of each ending. monly accepted, a correct Evaluation of the position, a strong Plan and an You have to know and to repeat accurate Execution are the three im- knowledge; don’t be carried away by portant factors that separate ‘the ex- the usual myth of the ‘chess talent’. As pert from the amateur’. I repeatedly wrote and proved ‘talent is the excuse of the failed’. In a way, effi cient training on the three above mentioned concepts can ‘Unfortunately’, the modern chess help a chess player mature and lead player is entitled and forced to work him to new successful paths. more than his predecessors. Th e mod- ern chess trainer as well needs to pre- Th e today Author has at his disposal pare more delicate themes, under- powerful databases, tablebases, ana- stand them and teach them as well lysed material, books and by adding to his students. So, there is plenty of his knowledge, you will get what you room for everything and for every- are looking for! body who is thirsty for knowledge.

Th e endgame is the phase of the game Knowledge is the key word. And that it has been extensively analysed knowledge is absorbed sub-con- and formed to concrete conclusions, sciously; it is impossible to remember although in nearly all the books I do everything you study. So, it is highly know, very little space is dedicated to important to work with good material forming plans. and good trainers in order to improve and get higher in the Chess Olympus I think this is because of space limita- Mountain. tions and because it’s a diffi cult theme that doesn’t looks too interesting for Nowadays the help of the Silicon the readers. But a modern chess play- Monster (chess analysis engines) is er cannot really choose what he likes quite valuable, as it can save an author or prefers — this has nothing to do countless hours of analysis and check- with openings! ing. But still the role of the qualifi ed 8 MONSTER YOUR ENDGAME PLANNING. VOLUME 1 trainer remains important; he knows With this book-series I have sought to where the truth is — he knows what to provide a training guide that will be keep and what to throw away... helpful mostly to players in the 1500– 2200 range — corresponding to a low- I do not like to claim that everything er club level up to those with aspira- I wrote is perfect and completely tions for a FIDE title. sound; I always think of the surprise factor; I just try to present my thoughts Of course, the books may well also be honestly and with responsibility. useful for players weaker than 1500, or for those stronger than 2200, but this is a decision these players should HOW TO DEAL WITH make for themselves!

THE BOOK In this book there are 78 tests, each based around a game. In each of these tests, the starting point is the fi rst dia- Back in 2007 I published my fi rst gram. Th ere is an evaluation of the di- English language book on planning agrammed position, which helps the (Modern Chess Planning — ), reader to understand some important which was later translated and pub- facts about the position itself. lished in the Greek, Spanish and Ira- nian languages, making it a best-sell- A presentation of three possible plans er. In 2019 I published a two-volume follows. Th en the reader must decide series called ‘Monster Your Middle- which is the most valuable/best plan. game Planning’ and now it was time Th e best plan receives a maximum of to do the same on the Endgame! All 50 points. Th e other, less good, bad four books are published by ‘Chess or indiff erent plans normally receive Evolution’. some points or none at all, depending on their actual value and correctness. Th e format is the same as in MYMP, Some of the plans receive no points at with 13 thematic chapters, where in all; they are just bad! each of them 6 tests are included (in each volume). Each theme is analysed Aft er completing the work on each by modern concepts and tips, which test, the reader must take a look at will drive the reader to the right path. the solution, where he can fi nd the For me solving the tests is not the answers. In the solutions, the game most important feature. Understand- is analysed until its end, so the read- ing them and learning how to do the er can better understand why the re- job in an over-the-board game is far warded plan was the ‘best’ in the posi- more important and what counts at tion and how it worked out. Th ere are the end of the day! a few examples where the best avail- 9 able plan was overlooked, but these As one might notice from the are exceptions and the games are nev- score-table, expectations are a little ertheless quite interesting. higher than usual for the categories listed, as in this book the evaluation By this point, you will have received of the position is given by the author some very good training. But then, beforehand, and this is a great help for it will do no harm to measure your the reader. A correct evaluation of any ‘strength’ on this subject. Th e max- position is one of the most signifi cant imum score is 3.900 points and you factors in chess, but that could be the should divide your total score by 1.5: subject for another book.

Total Points Planning Strength It is now time for you to work and train on that important chess con- 2400–2500 cept, the plan. Have fun and train 2300–2399 International Master well! 2200–2299 FIDE Master 2000–2199 Candidate Master Sharjah, 2019 1800–1999 National Master Efstratios Grivas 1600–1799 National A’ Category 1400–1699 National B’ Category 1200–1399 National C’ Category 0–1199 Should try harder! ACKNOWLEDGMENT DEDICATION

I would like to thank Mr. Manolis Th is series is dedicated to my parents, Kotsifi s for being the fi rst tester and Father Georgios Grivas, who died on proofer of the book, advising me with 2010 and Mother Katina Griva-Bou- some important thoughts and sugges- li, who died on 2015. Finally I under- tions. stood what means to be an orphan... THE ENDGAME

150 years ago the quality of played end ay (a division of Random House) in games was quite low, as chess-players hardback. Th e book used the now ob- were reaching it quite rarely! solete descriptive and used the old system of using the ab- As strategy and manoeuvres were breviation ‘Kt’ to stand for knight in- starting to overcome tactics, more stead of the more modern ‘N’. and more endgames were suddenly seen. So, a need for endgame materi- In a 1984 interview, Fine said that it al was essential. took him three months to write the book. He said that organising the ma- ‘Basic Chess Endings’ (abbreviated terial gave him no trouble, but it was BCE) is a book on endgames which hard work coming up with example was written by Grandmaster Reuben positions. He created many of the ex- Fine and originally published on Oc- amples. tober 27, 1941. Th ere was a Hardback Limited Edi- It is considered the fi rst systemat- tion of 500 signed by Ruben Fine sold ic book in English on the endgame by USCF in the 1940s. Th e hardback phase of the game of chess. It is the edition was reprinted at least as late best-known endgame book in English as 1960. Th e copyright was renewed and is a classic piece of in 1969 as the book went through literature. many paperback impressions. It went through ten printings in paperback The book is dedicated to World by 1981. Champion , who died in 1941 (the year the book was pub- Th e original book contains 573 pages lished). It was revised in 2003 by Pal and 607 diagrams of positions. Many Benko. other positions were given by listing the location of the pieces rather than ‘Basic Chess Endings’ was written showing a diagram. Th e 2003 revi- by in only four months sion contains 587 pages with 1330 po- and was published in 1941 by McK- sitions, most with diagrams. 12 MONSTER YOUR ENDGAME PLANNING. VOLUME 1

Of course many other good books from a checkmated position. By 2005, followed, mainly those of Yuri Aver- all chess positions with up to six piec- bakh, and Paul Keres. es (including the two kings) had been But all of them had some analysis solved — this is what we call today the fl aws as well — it was rather diffi cult Nalimov Tablebases. to be accurate... Th e tablebases of all endgames with up to six pieces are available for free COMPUTER download, and may also be queried using web interfaces. Th ey require EVOLUTION more than one terabyte of storage space.

Th e computers’ evolution changed By August 2012, tablebases had solved everything in the way we learn and chess for every position with up to analyse endgames today, at least in seven pieces (the positions with a lone some important degree. versus a king and fi ve pieces were omitted because they were considered Nowadays chess players have access to be ‘rather obvious’) — this is what to many good and accurate endgame we call today the Lomonosov Table- books, mainly because of the table- bases. Th e size of all tablebases up to bases, which changed our endgame seven-man is about 140 TB. vision. Th e solutions have profoundly ad- These tablebases contain the vanced the chess community’s under- game-theoretical value (win, loss, or standing of endgame theory. ) of each possible move in each possible position, and how many Some positions which humans had moves it would take to achieve that analysed as draws were proven to be result with perfect play. winnable; the tablebase analysis could fi nd a mate in more than fi ve hundred Th us, the tablebases act as an oracle, moves, far beyond the horizon of hu- always providing the optimal moves. mans, and even beyond the capability Typically, the database records each of a computer during play. possible position with certain pieces remaining on the board, and the best For this reason, they have also called moves with White to move and with into question the 50-move rule since Black to move. many positions are now seen to exist that are a win for one side but would Tablebases are generated by retro- be drawn because of the 50-move rule. grade analysis, working backwards 13

Tablebases have enhanced competi- First of all we will separate endgames tive play and facilitated composition into two categories: of endgame studies. They provide a powerful analytical tool. SOS Tip 1 — Endgame Categories Of course we can expect the 8-pieces 1. Tactical — Tactical complex end- version but I feel that it will be a bit games must be treated as a middle- delayed! game. 2. Strategical — Pure Endgames. Chess players tend to think that the- ory only applies to openings. Th is is a very wrong attitude, as logic and As in the middlegame our thoughts practice have proven that theory are busy with calculation based on counts for every part of a game. the specifi c characteristics of the po- sition.

ENDGAME THINKING But more oft en in our games, as prac- tice proves, we have so-called strate- gical endgames; the endgames where ‘To learn and to play endgames even computers have diffi culties to well the chessplayer must love end- fi nd the best move. Th ese are the end- games’ — Lev Psakhis. games that do not rely on calculation.

Different kinds of endgames have It is known from the time of Jose Raul specifi c characteristics and rules. Ev- Capablanca that in strategical, posi- ery serious player must know many tional endgames we have to think by typical positions and main principles plans, schemes. Variations and calcu- of all types of endings. lation plays a secondary role.

Th at knowledge should help us during First we have to understand where the game, but it is not enough to be to put our pieces; to fi nd an idea for a good player, not yet. Th ere just too improving position. Aft er, we start to many diff erent endings, some of them form a plan. Th is is what we call ‘end- with two or more pieces, some very game thinking’. complex. Th inking correctly, in the right order, To be comfortable and play well will signifi cantly simplify the process those complex endings requires spe- of calculation... cifi c knowledge and specifi c ways of thinking. We will call it ‘endgame thinking’. 14 MONSTER YOUR ENDGAME PLANNING. VOLUME 1

SOS Tip 2 — Endgame Th inking Every player has to spend a few min- utes, if the clock allows, just to relax, 1. Piece placement. and to calm down your emotions in 2. Plan forming. order to look diff erently at the posi- tion. Th is investment of time will pay 3. Do not rush! back later in the game.

So, how to approach ‘endgame think- I am well aware that this advice was ing’, how to switch the right button in given before World War II, when they our brain. Th e Russian master Sergei had very diff erent time controls. Belavenets, great chess thinker, gives the following great advice: So do not waste your time, just switch on the button in your brains, just re- ‘Aft er tactical complications, when member that positional endgames re- our brains have been busy with cal- quire ‘endgame thinking’ by schemes, culation of beautiful variations, the by plans. of pieces might follow, and some kind of prosaic endgame aris- And do not forget to respect your op- es... ponent’s ideas. Th e art of endgame play is how to achieve your plan and subdue the opponent at the same time. And this series is here to help understand it! THE GOLDEN RULES OF THE ENDGAME

Th e endgame is the moment of truth. 8. Passed pawns should be advances It is the phase of the game where we as rapidly as possible. will try to reap the seeds of our eff ort, 9. Doubled, isolated and blockaded regardless of whether that is the full pawns are weak: Avoid them! point of victory or the half point of 10. Th e easiest endings to win are the draw. pure pawn endings. 11. Passed pawns should be - In the endgame the signifi cance of aded by the king, the only piece errors increases, as the opportunities that is not harmed by watching for correcting them are few. a pawn is the knight. 12. Two bishops vs bishop and knight Th e following rules are considered to constitute a tangible advantage. be the Golden Rules of the Endgame. 13. Bishops are better than knights Th ey were recorded by GMs Reu- in all except blocked pawn posi- ben Fine and , two of the tions. world’s greatest experts in this fi eld: 14. Do not place your pawns on the colour of your bishop. 1. Start thinking about the end- 15. Th e easiest endings to draw are game in the middlegame. those with bishops of opposite 2. Somebody usually gets the better colours. deal in every exchange. 16. Rooks belong behind passed 3. Th e king is a strong piece: Use it! pawns. 4. If you are one or two pawns 17. A rook on the seventh rank is suf- ahead, exchange pieces but not fi cient compensation for a pawn. pawns. 18. Not all rook endings are drawn! 5. If you are one or two pawns be- 19. looms in all hind, exchange pawns but not queen endings. pieces. 20. Every move in the endgame is of 6. If you have an advantage, do not the utmost importance because leave all the pawns on one side. you are closer to the moment of 7. A distant is half the truth. victory. Of course there are plenty of other 6. Outside protected passed pawns guidelines for dealing with the end- are usually decisive. game. One of them goes as: 7. Try to promote a passed pawn. 8. If your opponent has a passed 1. Activate you king. pawn, try to blockade that pawn. 2. If you have more pawns than 9. Bishops are generally stronger your opponent, exchange pieces than knights. not pawns. 10. Bishops of opposite colour in- 3. If you have fewer pawns than you crease the chances of a draw. opponent exchange pawns not 11. Be aggressive with your rooks; pieces. if you choice is between de- 4. Try to create a passed pawn. fence and counter-attack, always 5. Protected passed pawns are very counter-attack. strong. 12. Rooks belong behind passed pawns. 13. Know the basics. EVALUATION — PLAN — EXECUTION

Th e most important element in mod- In every position you must know ern chess practice is probably correct where you are (evaluation), where you planning. Th e plan is associated with want to go (plan) and how you will go evaluation and execution, three valu- there (execution). So simple, but we able concepts that cannot be separat- tend to forget this procedure in the ed and which most of the time deter- heat of the battle. mine the fate of our positions. Nowadays, chess games between de- During my training sessions I do ask cent players are full of small plans of from my trainees the famous EPE diff erent types and ideas, based on procedure, as below: purely strategic and tactical motives. Th e one who will eva-luate, plan and SOS Tip 1 — EPE execute better than the oppo-nent earns the fi rst option to win the game. 1. Evaluation (strategical & tactical) 2. Plan (ours and our opponent’s) A closer examination of games played between strong players will prove that 3. Execution (calculation & move) there is some harmony among their moves, some central idea that guides Th at’s the right order, although many the movements of their forces. Th is trainers/authors do not really follow is what we call a plan. A good chess it — they prefer to teach fi rst to move player refuses to act without any plan, and then to think. With this way they even if this plan sometimes turns out have some success but they will nev- to be mistaken in the long run. er have a GM or a player near such strength. First of all, it is important to identify the most important strategic and tac- Chess is a mind game — it asks you to tical elements of each particular po- think to fi nd solutions, even if these sition. According to the needs of that solutions are more or less obvious. certain position, we should create our 18 MONSTER YOUR ENDGAME PLANNING. VOLUME 1 plan and stick to it. Games where only the rule. Nowadays, with the open- one plan is used are rarely seen these ing theory having gone very far, the days. We are usually obliged to create choice of a certain opening very much several small plans, which of course depends on a plan we would like to are just parts of our main goal: win- use! ning! Some general advice could be present- Many weak players are not able to ed to the reader as follows: construct an acceptable plan. Th is has nothing to do with intelligence, but SOS Tip 2 — Planning just with basic chess education. Now- adays, with so many books, electronic 1. Notice and understand the main help and trainers available, anything merits and disadvantages of each can be learned and, by constant prac- side. tice, it can be understood and assim- 2. Notice the immediate threats of ilated. Without basic chess education both sides, but especially of your and knowledge we can’t go very far. opponent! So, the fi rst step is to understand the basic strategic and tactical elements 3. Determine what is (are) the main, that govern our game. most signifi cant target(s) and how the plan should be executed. Plans are necessary and can be found 4. Examine what will be the oppo- in every phase of a chess game. From nent’s reaction to your plan. the early opening till the late end- game, chess players create the neces- 5. Examine what your opponent’s sary plans, derived from such varied possible main plan is (can be) and factors as the occupation of an im- how you should react to it. portant square to an aggressive at- 6. If you can choose among two or tack. more good plans, opt for the one that you think can bring most benefi ts. More common are the plans we draw right aft er the end of the open- 7. Follow your plan. Do not change it ing phase, but this is of course not without a really good reason. CHAPTER 1.

PAWN ENDINGS

PAWN POWER

Pawn endings are fundamental to the game, in the sense of selecting or re- education of an aspiring chess player. jecting certain continuations.

The reason is obvious: no matter When dissatisfi ed with a prospective which other type of ending we en- ending we will oft en opt for unclear counter, there will always be mo- complications or serious material or ments when the possibility of a tran- positional concessions. In the end, sition (through exchanges) to a pawn our evaluation of the endings that ending will force us to properly eval- may arise will aff ect the entire course uate its positive or negative properties of the battle. and accordingly make our decision. In comparison with other types of Many games never reach the end- endings, very few games actually game. However, every good chess reach a pawn ending. Based on this player, even in the heat of the battle, fact, many chess players tend to un- must consider the endings that can derestimate its rich content and sig- possibly arise in the course of the nifi cance. game. It would be wrong to assume that per- Our opening moves must take into fect knowledge of its technical side is account the consequences they may easy to master and that, consequently, impose on a future ending. its study is ‘unimportant’.

Doubled, isolated, immobilised Th e pawn ending lurks behind every or passed pawns, strong and weak position and its proper knowledge squares (in general, all the positional and evaluation can prove very useful elements, positive or negative), must to our decision-making process. be considered and evaluated. Pawn endings have their own specif- Anticipation of a favourable ending or ics, which set them apart from oth- fear of an inferior one will oft en in- er types of endings. Th eir main char- fl uence our decisions in the middle- acteristic is the signifi cant role of the 22 MONSTER YOUR ENDGAME PLANNING. VOLUME 1 king, which transforms himself from he can be directed to either fl ank, a subject of protection by the oth- usually to attack enemy pawns. er pieces to the most useful piece in combat. Th e king also executes complex ma- noeuvres, aiming to occupy or defend As a rule, the active participation of critical squares, or to force the oppo- the king in the proceedings decides nent to move himself, i.e. to create the outcome of a pawn ending. Also, a position. the worth of pawns is greatly in- creased, thanks to their unique abili- Behind the ‘simplicity veil’ that cov- ty to promote to any other piece. ers pawn endings, quite oft en one can discover true gems and fantastic op- Consequently, the basic aim in a pawn portunities! ending is to create a passed pawn and promote it. Th e main elements of pawn endings education can be classifi ed as follows: The ‘transformation’ of the pawn can be considered as an original way SOS Tip 1 — Pawn Endings Ele- of gaining material! Such a drastic ments change in the material balance be- tween the opponents is usually suffi - 1. : Close Opposition cient to cease further resistance. — Distant Opposition — Knight Op- position. Th e threat of , or even that 2. Rules: Promotion Square — Pro- of creating a passed pawn, is a power- motion Count — Advance of Sepa- ful weapon in itself. rated Passed Pawns. In pawn endings the king is the main 3. Squares: Critical Squares — Corre- motivating power, guiding and coor- sponding Squares. dinating the advance of the pawns. As 4. Technique: — Break- a rule, the king heads for the centre, through — Passed Pawn — Outside from where, as the position dictates, Passed Pawn — Protected Passed Pawn. CHAPTER 1. PAWN ENDINGS 23

EXERCISE 1 with my king to attack them. Black cannot defend them, as my passed ▷ Kanmazalp Ogulcan & protected c-pawn deprives him. ▶ Darini Pouria I feel that in general I should leave B22 Ankara 2011 my h-pawn on h3, allowing my king to enter the h-fi le in an appropriate 35...c6 moment (aft er some pawns exchang- es) and attack the black h-pawn. So, 8 -+-+-+-+ good seems to be 36.f4 f6 37.g4 c7 7 +-+-+pzpp 38.g5 and so on. 6 -+k+p+-+ 5 +pzP-+-+- PLAN B 4 -zP-mK-+-+ As in Plan C, I think that good is 3 +-+-+-+P 36.g4 f6, but now I should go for 37.h4 2 -+-+-zPP+ d7 38.g5, when I should prevail, as 1 +-+-+-+- my king would be able to attack the abcdefgh kingside opponent pawns, ‘helped’ by the c5-pawn. EVALUATION PLAN C

Th is endgame looks like a draw to me, With the use of the g-pawn I will cre- as there is hardly any entrance for my ate the desired breakthrough and king on the kingside, so there is lit- potential entrance for my king. So, tle hope to benefi t from the protected I should start with 36.g4 f6 (36... passed c-pawn... As in similar cases d7, loses to 37.g5 c6 38.e5 d7 the protected passed pawn is ‘operat- 39.h4 e7 40.h5 d7 41.f3) and now ing’ as a (it hardly queens!) and I should go directly for 37.g5, when I am obliged to fi nd the desired and I should be on the right track. accurate breakthrough on the king- side. Choose Your Plan

ABC PLAN — EXECUTION

PLAN A

Obviously I must create weaknesses on the kingside and then penetrate 24 MONSTER YOUR ENDGAME PLANNING. VOLUME 1 EXERCISE 2 PLAN — EXECUTION

▷ Shirov Alexei PLAN A ▶ Timman Jan C80 Wijk aan Zee 1996 I have prepared the obvious 49.g5 and I should of course go for it. Aft er 49...d6 50.h4 xc6 51.f5 d6 (51... 48...xe7 gxf5 52.h5 d6 53.g6 hxg6 54.h6+-), I can play 52.f6. Th is is considered to 8 -+-+-+-+ be won for me due to my passed and 7 +-zp-mk-+p protected f-pawn. My king will then 6 -+P+-+p+ travel to the queenside to collect the 5 +-+-+-+- black c-pawn and the rest should be 4 -+-+-zPP+ easy, as to pawn endings principles. 3 +-+-+-+- PLAN B 2 -+-+-+KzP 1 +-+-+-+- I think that I cannot win with 49.g5, abcdefgh which is not good and instead I would have to go for the ‘quick race’ by 49.h4 EVALUATION d6 50.f5 (50...xc6 51.fxg6 hxg6 52.h5+-) 50...gxf5 51.g5, when this should be the end of the game. As according to my calculations this ending is lost for my opponent and PLAN C I just have to play the fi nal touch, which I have prepared long ago. It is As in Plan B, I think that 49.g5, can’t true that I will lose my c6-pawn, but win but I can win by playing the natu- this will not aff ect the outcome of the ral 49.f3 d6 50.e4 xc6 51.e5 game, as my kingside pawns are pret- d7 52.f6 c6 53.h3 c5 54.e5 c6 ty quick. 55.h4 c4 56.d4, when I do not see a defence for my opponent.

Choose Your Plan

ABC