Andy
Soltis' Grandmaster
Secrets: Endings is
the first of such books. Soltis uses a "Socratic
Dialogue" between a teacher (Noah) and his
student (Pat) to make his points. The Introduction
quotes the publisher as saying "The problem
with endgame books" is usually that they
are "terribly designed and poorly written."
Soltis adds that the information is "often
arcane, the type too small, the wording confusing"
and so forth. In the first Chapter, Noah tells
Pat that "70% of the information [in endgame
books] is impractical." We will get very
used to these claims, and begin to wonder what
those terrible generic endgame books are, since
most of our authors claim that they're avoiding
everyone else's errors!
This is a very popular book
and deservedly so, in that the reader is truly
entertained as he is introduced to a range of
endgame concepts. My main objection is that Pat
is constantly told that he doesn't need to know
concrete endings, and is given a lot of simplistic
generalities, some of which I don't even think
are true. It is claimed that Grandmasters don't
know that many positions by heart, something that
my experience strongly contradicts. As to the
value of learning concrete theory, one of the
first positions I looked at in the book (I always
look at rook-and-pawn endings first) was the following:
White: K-f5; R-h7; P-e5 Black: K-e8; R-a1. Soltis
gives 1.Kf6! Re1!, and explains: "Not 1...Rf1+?
2.Ke6 K-moves 3.Rh8+ followed by Ke7 and e6, again
headed to Lucena."
I was amazed at this, because it is so well known
that Black is drawing. For just a second, I even
wondered if Soltis had discovered something new.
But the reality is that one should know some positions
by heart, or you might not realize that 1...Rf1+
2.Ke6 Kf8 3.Rh8+ Kg7 draws (4.Ra8 Re1 5.Kd6 Kf7
or here 5.Re8 Ra1 etc.). Maybe Pat should memorize
those standard positions after all.
Later, Soltis is listing differences
between middlegames and endings, and states that
in the former case, "space counts,"
whereas in the latter, "Control of more space
than your opponent is relatively unimportant."
But looking at the examples from his own book,
or examples from any of the ending books listed
here, one quickly realizes that the side with
space tends to have the winning chances in a clear
majority of cases. And this is not the only example.
There are three "Commandments" in the
book, one of which is "Never Shalt Thou Hurry,"
where "hurry" is "anything that
rushes into a significant change in the number
of pawns or pieces." (Saying that you shouldn't
rush into any decision is quite a different matter.)
But in endings, one very often has just one chance
to make such exchanges, and a counter-Commandment
might be "grab your opportunities before
they disappear." Such generalities are limiting
enough; at least they should be true.
Technicalities aside, I still like
this book a lot for novices and players who know
a little, but not much, about endings. In other
words, most players. The book has an encouraging,
upbeat, and entertaining style, and it covers
a great number of useful positions. It is also
very nicely laid out, with a unique "horizontal"
presentation that makes studying easier. In conclusion,
Soltis has an excellent concept here: have fun
while you learn. Just be wary of generalities,
and learn some concrete theory on the side.
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