THE CAMELOT MIDDLEGAME
Until
recently, there were few recorded games of Camelot available for study.
Therefore, any thorough analysis of the Camelot middlegame (as well as the
opening and the endgame) depends upon an increased level of game play. The
recorded games on this website undoubtedly can provide some middlegame ideas,
but much further study is needed.
In Camelot, the
determination of how much, and sometimes even if, one side has a material
advantage over the other in the middlegame is often difficult. The reason
for this is that the value of a Knight relative to the value of a Man changes
during the game. As pieces are removed from the board, the relative value
of a Knight decreases.
For a discussion of this critical issue of determining the value of a Knight vs.
the value of a Man, go
here.
In the Camelot middlegame, the trading down of material to reach a winning
endgame is of prime importance. That trade-down action can be quantified.
Go
here
to see the details of that quantification.
Following are two
brief thoughts on the Camelot middlegame; the first, from 1930, is a description
of middlegame objectives,
the second is a modern example of middlegame complexity from World Championship
play.
This
middlegame advice is from the chapter on Camelot from the 1930 book Games
For Two by Mrs. Prescott (Emily Stanley) Warren.
The capture of an
enemy’s piece does not ordinarily occur until each side has utilized several
moves in positioning for attack or strengthening defense. Positioning is
accomplished by a plain move to an adjacent vacant space, or by a canter over a
friendly piece or pieces one at a time in order to reach a certain space, which
may afford better advantage of location or aid in “filling in.”
Ordinarily, methods of attack include a massed group gradually moving forward
toward some portion of the opponent force. The point of attack selected
for this purpose is usually the weaker of the opponent’s wings in case one of
the wings is rendered less strong than another by the opponent’s moves.
Such an attack invariably includes either one or two of the player’s Knights,
either entirely distinct from a wing reserved in solid formation for resistance
although for the moment remaining inactive, or with some connection with the
inactive wing, permitting cantering support, or the possibilities of a Knight’s
charge through the lines.
One illusion which
often possesses a player in his first few games is the thought that by gaining
the edge of the board he may creep down the side lines towards his opponent’s
fortress and accomplish the winning of the game by such a simple, obvious,
uninteresting method. Such tactics never succeed against a capable
opponent unless a considerable portion of the enemy has been captured, or so
separated as a result of previous attack that the way is open and clear.
The reason that such a method of reaching the goal is not practical is that one
or more of the pieces creeping along the edge is susceptible to a compelled jump
(by the sacrifice of an enemy piece) into a position where either a plain jump
or a Knight’s charge will capture it. Furthermore, the process of
positioning and creeping down the sides requires so many moves that, in the
interim, the opponent has ample time for an undisturbed program of attack,
thereby enabling him to damage the main body of one’s forces beyond repair.
Outflanking the enemy can rarely be accomplished save by a definite attack and
at least partial annihilation of the enemy’s wing.
Two things in the
course of a game should be carefully watched: the point which an enemy’s Knights
may reach, and the possibility (often by a sacrifice of one or more pieces) of
the opportunity to break in with a counter attack which will do severe damage.
In fact, before making any move throughout the game, a good player will
carefully observe every point which may be reached by an opposing Knight, in
order that he may, if possible, avoid incurring risk from an enemy’s Knight’s
charge.
No beginner can
expect, in his first few games, to form more than the briefest conception of the
great possibilities for success or hazard which may be incurred.
Beginners, in their first few games, are sure to leave numerous “holes” or
vacant places, which if once reached by the enemy will permit capturing of
several pieces. As the player becomes more expert, he leaves such holes
with great discrimination.
Broadly speaking, the game becomes a
campaign of various minor engagements, in which a player’s definite program is
varied and changed by his own strategy, influenced always by the type of attack
of his opponent.
WCF
Camelot
World Championship
2002-2003
3rd Match Game
Michael Nolan
vs. Dan Troyka
Position after:
1.E6-E8 H11-F9
2.H6-F8 E11-E9
3.G6-G8 C11-E11
4.C6-E6 J11-H11
5.G8-H8 G11-G9
6.I6-G8 Ill-G11
7.E6-G6-I8-I6 F11-H9
8.J6-H6 D11-F11
9.E8-E6 F11-D9
White to move.
10.E7-G5!
Variation 1
10......
G9xE7xC7xE5xE7
11.I7-G9xI11xI9xG9 F9xH9
12.H8xH10xH12
G11xI13
13.I6-G6-E6xE8xC10 E11-C9xC11
14.G7-G9
D10-F8xH10
15.G5-I7-G7-G9
(In the actual game, Black resigned here)
15......
F10xH8xF8
16.F7xF9xD9xF11xH9xH11 Wins 2M
Variation 2
10......
G9xE7xC7xE5xE7
11.I7-G9xI11xI9xG9 F9xH9
12.H8xH10xH12
G11xI13
13.I6-G6-E6xE8xC10
E11-C9xC11
14.G7-G9
D10-F8xH10
15.G5-I7-G7-G9
H10xF8xH8
16.H7xH9xF11xF9xD11xB11 Wins 1K+1M
Variation 3
10......
G9xE7xC7xE5xE7
11.I7-G9xI11xI9xG9 F9xH9
12.H8xH10xH12
G11xI13
13.I6-G6-E6xE8xC10
E11-C9xC11
14.G7-G9
D10-F8xH8
15.H7xH9xF11xF9xD11xB11 Wins 1K+3M
Variation 4
10......
G9xE7xC7xE5xE7
11.I7-G9xI11xI9xG9 F9xH9
12.H8xH10xH12
G11xI13
13.I6-G6-E6xE8xC10 E11-C9xC11
14.G7-G9
F10xH8xF8
15.F7xF9xD9xD11xF9xH11 Wins 3M
Variation 5
10......
G9xE7xC7xE5xE7
11.I7-G9xI11xI9xG9 F9xH9
12.H8xH10xH12
G11xI13
13.I6-G6-E6xE8xC10 D10xB10
14.G7-G9
F10xH8xF8
15.F7xF9xD9xF11xD11 Wins 2M
Variation 6
10......
G9xE7xC7xE5xE7
11.I7-G9xI11xI9xG9
F9xH9
12.H8xH10xH12
G11xI13
13.I6-G6-E6xE8xC10
D10-F8xH8
14.H7xH9xF11xF9xD9xF11xD11 Wins 2K+4M
Variation 7
10......
G9xE7xC7xE5xE7
11.I7-G9xI11xI9xG9
F9xH9
12.H8xH10xH12
D10-F8xH8
13.H7xH9xF11xD11xF9xF11xH11 Wins 2K+3M
Variation 8
10......
G9xE7xC7xE5xE7
11.I7-G9xI11xI9xG9 D10-F8xH10
12.F6xD8xD10xF12 H11-F11xF13
13.G7-I9
H10xJ8
14.G5-I7-G9
F9xH9
15.H8xH10xF12xF14 Wins 1K
Variation 9
10......
G9xE7xC7xE5xE7
11.I7-G9xI11xI9xG9 D10-F8xH10
12.F6xD8xD10xF12 G11xE13
13.I6-I7
G10-G11
14.I7-G9xI11
H11xJ11
15.G8-G9
F9xH9
16.H8xH10xF12xD14 Wins 2M
Variation 10 (Analysis by Chaxx 1.12)
10......
G9xE7xC7xE5xE7
11.I7-G9xI11xI9xG9 D10-F8xH10
12.F6xD8xD10xF12 G11xE13
13.I6-I7
H11-G11
14.I7-G9xE11
E10xE12
15.H6-F8xF10xH12 Wins 2M
Variation 11
10......
G9xE7xC7xE5xE7
11.I7-G9xI11xI9xG9
D10-F12-H10xF8
12.F6xD8xD10xF12xH10xH12 F8xF6xH4
13.G7-I5
H4xJ6
14.I6xK6 Wins 2K for 1M
Variation 12 (Analysis by Paul Yearout)
10......
G9xE7xC7xE5xE7
11.I7-G9xI11xI9xG9
D10-F12-H10xF8
12.F6xD8xD10xF12xH10xH12 F8xF6xH4
13.H6-F8xD10
E10xC10
14.G8xE10
F10xD10
15.I6-I7
G10-F11
16.H7-H9 Wins 1M
Variation 13
10......
G9xE7xC5
11.I7-G9xI11xI9xG9
D10-D8xD6
12.E6xC6xC4
F9xH9
13.H6-F8xD10xF12xH10xH12 Wins 2K+3M
Variation 14
10......
G9xE7xC5
11.I7-G9xI11xI9xG9 F9xH9
12.H8xH10xH12 D10-D8xD6
13.E6xC6xC4
G11xI13
14.H6-F8xD10xF12 Wins 2K+2M
Variation 15
10......
G9xE7xC5
11.I7-G9xI11xI9xG9
F9xH9
12.H8xH10xH12
D10-F8xH8
13.H7xH9xF11xD11xF9xF11xH11 Wins 3K+4M
Variation 16
10......
G9xE7xC5
11.I7-G9xI11xI9xG9 F9xH9
12.H8xH10xH12
G11xI13
13.G7-G9
D10-F8xH8
14.H7xH9xF11xD11xF9xF11 Wins 3K+2M
Variation 17
10......
G9xE7xC5
11.I7-G9xI11xI9xG9 F9xH9
12.H8xH10xH12
G11xI13
13.G7-G9
D10-F8xH10
14.G5-I7-G7-G9
F10xH8xF8
15.F7xF9xD11xF11xH9xH11 Wins 3K
Variation 18
10......
G9xE7xC5
11.I7-G9xI11xI9xG9 F9xH9
12.H8xH10xH12
G11xI13
13.G7-G9
D10-F8xH10
14.G5-I7-G7-G9
H10xF8xH8
15.H7xH9xF11xD11xF9xF11 Wins 3K
Variation 19
10......
G9xE7xC5
11.I7-G9xI11xI9xG9 F9xH9
12.H8xH10xH12
G11xI13
13.G7-G9
D10-D8xD6
14.E6xC6xC4
F10xH8xF8
15.F7xF9xD11xF11xH9 Wins 2K+2M
Variation 20
10......
G9xE7xC5
11.I7-G9xI11xI9xG9 F9xH9
12.H8xH10xH12
G11xI13
13.G7-G9
F10xH8xF8
14.F7xF9xD11xF11xH9 Wins 2K+1M
Variation 21
10......
G9xE7xC5
11.I7-G9xI11xI9xG9 D10-F12-H10xF8
12.G8xE8xC10
E11-G9xI7xI5
13.D7-F5-H5xJ5 E9-D9
14.C10xE8
F9xD7xF5xH5
15.H6xH4 Wins 1K for 1M
Variation 22
10......
G9xE7xC5
11.I7-G9xI11xI9xG9 D10-F8xH10
12.H6-F8xD10xF12 H11-F11xF13
13.G7-I9
H10xJ8
14.G5-E7-G7-G9 F9xH9
15.H8xH10xF12xF14 Wins 1K+1M
Variation 23
10......
G9xE7xC5
11.I7-G9xI11xI9xG9 D10-F8xH10
12.H6-F8xD10xF12 G11xE13
13.H8-I9
H11-H9xJ9
14.G8-G6-I8
J9-J8 (Best)
15.D7-F5-H5-J7xJ9 Wins 1K
Variation 24
10......
G9xE7xC5
11.I7-G9xI11xI9xG9 D10-F8xH10
12.H6-F8xD10xF12 G11xE13
13.H8-I9
H10xJ8
14.D7-F5-H5-J7xJ9 Wins 1K
Variation 25 (Analysis by Chaxx 1.12)
10......
G9xE7xC5
11.E6-G6-E8-C6
D10-D8xD6xB6
12.H6-F8xD10xF12
H11-F11xF13
13.I7-G9xE11xE9xG9xI11xI9xG9 Wins 3M
Variation 26 (Analysis by Chaxx 1.12)
10......
G9xE7xC5
11.E6-G6-E8-C6 C5xC7xE7
12.I7-G9xI11xI9xG9 D10-F8xH10
13.F6xD8xD10xF12 G11xE13
14.I6-I7
H11-G11
15.I7-G9xE11
E10xE12
16.H6-F8xF10xH12 Wins 2M