The distant opposition game.
White to play and
force his King to either f8 or h8.
Armed with the knowledge in this post, you will be able to do it every time, and stop everyone who does not know opposition theory from doing it to you.
First, what is
distant opposition?
It's when we can see that the Kings from far away will end up in a direct opposition situation like those discussed above.
How do you gain the advantage of distant opposition?
Method #1 - the simplest: leave an odd number of squares between the Kings, while the Kings are on the same file, rank, or diagonal.
[FEN "4k3/8/8/8/8/8/3K4/8 w - - 0 1"]
1.Ke2 {!}
[FEN "8/6k1/8/8/8/8/8/1K6 w - - 0 1"]
1.Ka1 {!}
[FEN "8/8/8/6k1/K7/8/8/8 w - - 0 1"]
1.Ka5 {!}
Method #2 - indirect: move your King such that the Kings form a rectangle with squares of
all the same color.
[FEN "4k3/8/8/8/8/8/1K6/8 w - - 0 1"]
1.Kc2 {!}
OK, once we have the opposition, what do we do with it?
Establish a direct opposition, then OUTFLANK the enemy K to reach your goal.
Let's see this in action from the first diagram.
[FEN "k7/8/8/8/8/8/8/K7 w - - 0 1"]
1.Ka2 {The only move that allows white to reach his goal! All other moves allow black to eternally deny access to f8 and h8. We'll see why in the next viewer.} 1...Kb8 {Black tests white's knowledge.} 2.Kb2 {! Intuition tells us to gain ground with a move like 2.Kb3?, but that's wrong. Gaining ground is not as important as gaining the opposition when the Kings eventually lock horns.} 2...Kc7 {The meeting cannot be avoided, so black steps up.} 3.Kc3 {White mirrors black's step up. He always leaves an odd number of squares between Kings, no matter what.} 3...Kd7 4.Kd3 Ke6 5.Ke4 {Direct opposition. Now what? Something about flanking, the instructor said. The best place to do it is on the g-file, between the two files housing the goal squares.} 5...Kf6 6.Kf4 Kg6 7.Kg4 Kh6 8.Kf5 {!! This is the flanking maneuver. Note that technically, black has opposition with 8...Kh7, but this does not do him a bit of good because OPPOSITION IS ONLY A MEANS TO AN END - it only matters if it helps you stand between the enemy and his goal. In this case, ...Kh7 9.Kf6 Kh8 10.Kf7 and white reaches f8.} 8...Kg7 {trying to stop the drive to f8.} 9.Kg5 {Re-takes the opposition.} 9...Kf7 10.Kh6 {Flanking again.} 10...Kg8 11.Kg6 {and black must give over.}
The natural move is 1.Kb2? but it fails against correct play.
[FEN "k7/8/8/8/8/8/8/K7 w - - 0 1"]
1.Kb2 Kb8 {!! Black has already succeeded in stopping white from reaching his goal, by taking the opposition, though white may not know it yet.} 2.Kc3 Kc7 4.Kd4 Kd6 5.Ke4 Ke6 6.Kf4 Kf6 7.Kg4 Kg6 {...and no flanking maneuver is possible.}
So what about that rectangle thingy?
Same goal, different start position.
[Event "?"]
[Site "?"]
[Date "????.??.??"]
[Round "?"]
[White "?"]
[Black "?"]
[Result "*"]
[SetUp "1"]
[FEN "8/4k3/8/8/8/8/8/1K6 w - - 0 1"]
[PlyCount "13"]
1. Kc1 {1.Kb2? leaves both Kings on dark squares, but the other two corners - e2 and b7 - are white. Reader exercise: figure out how black holds after 1.Kb2?, using the methods given.} 1...Ke6 2. Kc2 {Black, take your pick. ...Kd5 Kd3; ...Kf5 Kd3; ...Kd6 Kd2 all align the Kings on a file or diagonal, with white having opposition.} Kf7 { So coy.} 3. Kd3 {Still keeping with the rectangles. This one is all white squares.} Kg8 4. Ke4 Kh8 5. Kf4 {Yes, I could have played Kd4 getting opposition, but I want to do the flank thingy on the g-file again.} Kh7 6. Kf5 Kg7 7. Kg5 {Hey, this looks familiar. Black's defeated.}
The easy way to remember all of this is SAME COLOR = GOOD - orthogonally, it always means you have an odd number. Every other case (even the diagonal) is solved by making rectangles with same-color corners. (This is extremely useful for blitz games where you don't have time to recall all that blah blah blah above.)