Chess For Beginners - 2 in 1 - The Complete and Easy-to-Read Guide For Newbies On How To Play Chess
Chess For Beginners - 2 in 1 - The Complete and Easy-to-Read Guide For Newbies On How To Play Chess
2 Books in 1
The Complete and Easy-to-Read Guide for Newbies
on How to Play Chess. Learn The Best Openings,
Strategies, Tactics, and Fundamentals to Make Your
First Checkmate Quickly.
Robert Johnson
CHESS FOR BEGINNERS
Robert Johnson
Table of Contents
INTRODUCTION
CHAPTER 1: THE LANGUAGE OF CHESS
The Advantages of Chess
CHAPTER 2: HOW TO PLAY CHESS?
Equipment for Playing Chess
How to Place the Pieces On the Chessboard?
The Course of the Game
CHAPTER 3: THE SPECIAL RULES OF CHESS
En Passant
Castling
Kingside Castle & Queenside Castle
When You're Not Allowed To Castle
Promotion
CHAPTER 4: BASIC CHESS STRATEGIES
CHAPTER 5: HOW TO BECOME A GOOD CHESS PLAYER?
First-Move Advantage in Chess
Chess Strategy – How to Predict Your Opponent's Moves
Playing Chess Improves Mental Clarity
CHAPTER 6: EXERCISES FOR BEGINNERS
CHAPTER 7: HOW TO CHECKMATE?
Win, Lose or Draw
CHAPTER 8: COMPETITION CHESS RULES
Basic Rules
The Touch-Move-Rule
The Fifty-Move Rule
The Rule Statement
CHAPTER 9: HOW TO ORGANIZE A CHESS GAME?
CHAPTER 10: CHESS NOTATION
CHAPTER 11: HOW TO WIN A CHESS GAME?
Revisiting Chess Notation
Avoid the “Three Common Accidents”
CHAPTER 12: VISUAL GAME
Visualizing Active and Inactive Piece
Predicting Your Opponent's Plans
Look Before You Leap
Play as Your Opponent
Basic Mental Checklist
Strategic Considerations
CONCLUSION
Introduction
I want to teach you how to do well in all three Chess's game stages, which
are the opening, the middlegame, and the endgame. Firstly, what is a
beginning, a middlegame, or an endgame?
The opening is generally the first ten or so moves of a game. Here both
players are trying to get their pieces out and trying to grab space on the
board.
If I told you to try to memorize all of that, you'd probably either want to
punch me in the face or start screaming at me. If you managed to remember
that, then either you're a genius or have a photographic memory. And that
was just one of the variations. You'd have to learn another 10 of those just
to get anywhere.
In general, any decent chess player can play a solid opening without any
problem - even if they are playing against an opponent who is a lot stronger
than them. There are a few opening attacks and opening traps which people
use to trick beginners into losing quickly. Still, once you learn the rules of
playing a good opening and you learn how to avoid falling into the common
opening traps, you'll be able to get through the door without any problems.
Spending ages trying to learn lots of opening tricks and pitfalls so you can
trick your opponents isn't going to help you much either, as once you come
up against decent chess players, they are not going to fall for your opening
tricks, and you'll just end up with worse positions.
So, our plan is straightforward. We're not going to spend too much time
discussing the opening because we could improve at Chess a lot faster by
spending our time learning the endgame or learning tactics, and we're not
going to waste time trying to learn opening theory. Instead, I'm going to
teach you the principles of opening play so that you understand how to play
well in the opening, and you'll be able to do well in all opening situations.
I'll then show you an opening plan to use in all of your games to play a
solid opening. I'll then show you some of the common opening attacks and
traps so you can avoid falling for them yourself (and you can use them
against your friends if you know they suck at Chess). Finally, we'll take a
look at some of the most popular chess opening plans, so you have a bit
more choice if you decide you want to try a different opening plan and so
that you know what's going on when you watch your friends play chess
games.
Chapter 1: The Language of Chess
A definitive objective of the game is to get the king of your adversary. It is
claimed that Chess is good for improving concentration, improving
memory, developing computing skills, helping with attention span, and
developing patience.
3. Pieces
At the start of the game, each player has 16 pieces: a King, a Queen, two
Towers, two Bishops, two Knights, and eight pawns. The figure below
shows the six types of parts. Symbols usually used in diagrams have also
been indicated under each part.
Note: Amateurs often use the term the Lady to refer to the Queen, and
children the Horse to refer to the Rider.
The rooms are in a castle. At the corner of the castles, there are always
Towers. Each player, therefore, places a Tower at each corner of the
chessboard.
Following the Tours, there are the stables: we, therefore, put our two
Riders there.
In the middle of the castle are the King and the Queen. The Queen is
very elegant; she likes to stand on a square the color of her dress: the
White Queen on the white square, the Black Queen on the black
square. We can also notice that the D souls occupy the column f.
To amuse the King and the Queen, the Fools are placed at their side.
Finally, the pawns defend the castle: we, therefore, put the eight pawns
in front of the other pieces on the second row.
The Ladies being placed initially on column d, we call the four columns of
a to d the queen wing and the four columns of e to h the king wing. It is
important to remember these terms because we will use them often in more
advanced courses.
1. Moving parts
The two players take turns moving one of their pieces (castling). If a piece
moves to a square occupied by an opponent's piece, that piece is taken and
removed from the chessboard. A piece cannot be placed on a square
occupied by a piece of its camp. Only the Knight can jump over the other
pieces.
2. The movement of the Tower and the Bishop
The Tower moves horizontally or vertically, as many squares as it wants. In
the diagram below, we have indicated in color all the spaces where Tower
e4 can go. The Tower cannot go to a square occupied by a piece of its camp,
nor jump on top of another piece. In the diagram, the black tower in b7
cannot go to either g7 or h7. The Tower can take an opponent's piece by
going to the square occupied by this piece. In the diagram, the Rook in b7
can take the White Knight in b2.
A game of Chess can have three outcomes: White winning, Black winning,
or a draw. A game is drawn in the following cases:
By mutual agreement between the two players. Please note, a draw by
mutual agreement may be subject to conditions in individual
tournaments, such as being authorized only after 20 strokes.
If one of the players has no legal move, but his king is not in check.
We say that this player is pat. For example, black is pat in the position
opposite if they have the trait
In case of insufficient material to allow the mast. This is the case, for
example, if only the two kings remain on the chessboard, or in the
positions with the king against king + a bishop or king against king +
a knight.
If the same position occurs three times on the chessboard.
If the two players have each played 50 consecutive moves without
pushing a pawn or taking a piece.
How to read and rate a game of Chess: it is essential to keep track of your
games or analyze those of the champions.
Win, trade, and lose material: to know if giving a coin against your
opponent is good or bad. Basic tactical combinations: so as not to lose coins
stupidly and not to miss an opportunity to win those of your opponents.
Chapter 3: The Special Rules of Chess
En Passant
En passant was an unusual move in the fifteenth century when Pawns began
moving two squares forward instead of one on their first move. When a
Pawn advances two squares, it can jump over the square an enemy Pawn is
protecting—many players probably regarded this as unfair.
To illustrate, here's a real-life war situation: A soldier (let's call him X) is
waiting in place, pointing a gun at a particular area, while the enemy soldier
(Y) knows his opponent's target. Is it possible for soldier Y to pass by
without getting shot? Soldier Y can take the chance of running past soldier
X, but it's a gamble: He might get away with it, or he might get shot.
There's an essential caveat behind this particular move. If your opponent's
Pawn moves two squares forward (cheating its death), you can capture it,
but only on that move. If you decline the en passant capture, you will not
have a chance to capture the Pawn again—unless a new en passant situation
arises.
As you can see in the diagram below, White's Pawn protects the c6 and e6
squares. Black moves their Pawn to e5, over the square White's protecting.
White may or may not choose to capture the Pawn. Let's say they do. When
capturing a Pawn with the en passant rule, you must capture it the way a
Pawn captures, diagonally one square forward. It may look a bit strange, but
Pawns do not capture horizontally.
Should you always choose en passant? No! If your opponent doesn't know
this rule and foolishly gave up a Pawn, sure. Otherwise, you must think
strategically if the en passant capture is beneficial to your position. Take a
look at the next example:
White's Pawn is yet again defending the c6 and e6 squares. Black moves to
c5—going over the square White is defending. Should White capture the
Pawn here? This depends on White's plan. If White wants to keep Black's
pieces a little more passive, capturing en passant isn't the best idea since
this would allow Black to recapture the Pawn and develop their Knight. So
what would be the benefit of capturing the Black Pawn? The d5 square
would become free (unless Black captures with the Pawn instead of the
Knight) for White's Knight to leap there. Chess is a complicated game!
There are a lot of variables to consider.
Castling
The purpose of castling is to get your King to safety. As mentioned earlier,
all pieces but the King have more substantial positions in the center. Why
would you want to leave your King where all the commotion is? Leaving
the King, there can place it in a lot of danger. The King is never 100 percent
safe, but in drawing it away from the center, you can protect it with a
fortress of Pawns standing guard. At the same time, castling can also help
one of your Rooks advances toward the center of the board.
What makes castling an exciting and unusual move? It is the only
circumstance in which the King can move two squares, and a Rook can
jump over another piece (the King).
King Is in Check
In this scenario, Black is ready to castle the King, but White develops the
Bishop with a check! You are not allowed to castle when you are in check
—though I honestly have no idea why. Remember: If you move your King
out of check here, you won't be able to castle for the rest of the game. On
the other hand, if you block the attack, you can still castle on the following
move!
Going Through/Into Check
In this position, White is not able to castle on either the kingside or the
queenside. Yet, neither side has pieces between the King and Rooks; the
King is not in check, and the King and both Rooks have not yet moved—so
what's the problem? There are, in fact, two. White can't castle queenside
because Black's Rook is protecting the d1 square, so this would be going
"through check." White also can't castle on the kingside because Black's
Bishop is protecting the g1 square, so this would be going "into check."
Promotion
Promotion is Pawn's ability to transform into a Queen, Rook, Bishop, or
Knight when it reaches the other side of the board. Therefore, never
underestimate the power of the Pawn! Ninety-nine percent of the time, you
will want to promote it to a Queen—but there are some rare exceptions.
What I've noticed throughout the years is that many kids are in a huge rush
to get their Pawns to the other side, and they end up giving them away for
free because they didn't think carefully enough before making a move. If
you are thinking about promoting, make sure no enemy piece can capture
you!
Promotion, Before
Promotion, After
Chapter 4: Basic Chess Strategies
The game of Chess can be classified into three distinct stages. The first
stage is the opening, where calculated opening moves are made to have the
upper hand over the opposition. The second stage is the middle stage, where
the players play for control and position in the board by the attack, counter,
and defense. The last stage is the endgame, where the Kings come into play
where saving the King becomes the motive and strategy to Checkmate, the
opponent.
In the process of the game, pieces will be captured by both parties. Each
player loves to capture more pieces than his rival to dominate the game. As
we indulge in overthinking, we may place our piece in danger of capture by
mistake. Such an inviting capture is known as 'En Prise' or 'In Taking.' But,
in some cases, players voluntarily place their pieces for intake as a part of
their strategy to trap the opponent when he captures the piece.
Following are the top ten tips that will lead you to a victory in a game of
Chess:
1. Be more cautious of the moves taken by the opposition than your
moves
Make sure you always take time to think about the following questions once
your opponent makes a move
What is the reason behind moving that piece?
Is there any risk to my piece or any piece of the opposition?
Should I be cautious of any other danger which I did not see coming?
What can be the Strategy of my opposition?
After answering all the questions, make your move to reply to the questions
by spoiling the opponent's plan.
2. Make sure to reply with the best move each time
While contemplating your move, ask yourself the following question:
Can this piece be moved from this place to a better place?
Can improved effectiveness of a piece lead to a better position?
Is this move capable of tackling the tactics of the opponent?
Is the new position safe for this piece?
Is the new position safe from attack if a pawn is moved?
Is the piece worthy of the move, and will the opposition chase it?
Emanuel Lasker, a former Chess champion, has an advice for all the Chess
enthusiasts out there. He said, “When you see a good move, wait- look for a
better one!” Despite it being a great movie, it may not be the right time to
make that move.
3. Play with a plan
As a chess player, it is imperative to make moves according to the action
plan. Moving around the chessboard without any precise plan will only lead
to defeat as the opponent will not face the challenge from your side. Each
piece should be moved according to a plan and played together as a team.
Just like an orchestra that plays the same tune, chess pieces should play for
the same plan.
Plan causes a unity of the chess pieces. It is more impactful to attack the
King of the opposition together as an army than attacking as a single piece
captured in a losing cause. The strategy can be to capture a particular area
of the board to dominate the game. The plan can differ from person to
person, but it should be a well thought out plan.
4. Knowledge of each piece
The pieces' value should be considered in some pieces each player has in
the game before trading a piece. The player who has the total value of the
pieces over the other has the upper hand.
The pawn is considered the least useful piece as it has just a point value,
and also, it cannot be moved backward, unlike other pieces that can be
moved in the desired direction according to the movements of the pieces.
Hence, this estimation of the total value to know the players' position is a
fair assessment. The value of three pawns will equal the worth of one
Bishop or Knight. The Knight has the unique power to jump over other
pieces. The Bishops move along the diagonal squares. The Bishop in the
black square can move only on the black square and likewise for the Bishop
in the white square. But, Bishop can move faster than the Knight.
The Rook has the power of moving around the length of the board in a short
time. The value of a single Rook is equal to five pawns. The opponent's
Rook can be captured using a combination of Bishop and Knight.
The Queen's worth is equal to nine pawns, which is equal to the value of a
pair of Rooks. The Queen can move in any direction across the squares of
the board.
The King is the piece around which the game is played. It has no value or
worth since it cannot be captured or traded in the game process.
5. Well-development of the pieces
The time factor is considered to be a vital element to take control of the
game. The faster the pieces are developed, the better the player's chance to
dominate the game's proceedings. Control of the board is only possible with
quickly well-developed pieces brought into the play.
As a beginner, the players may waste time moving the pawns and capturing
the board's spaces. But, the game cannot be controlled by just making the
pawn movements. Please use other pieces to attack more valuable pieces of
the opponent, even when they are at a distance, due to their reach. The more
vital pieces should be brought into action as soon as possible by removing
the pawns that are in the way. Also, make sure that the valuable pieces do
not face any danger in the process, as the opponent will keenly watch all
your moves to eliminate the more vital pieces quickly. The pawns can be
moved according to the plan after the valuable pieces come out for the play.
It is a common temptation to the players to bring the Queen into the play.
The Queen is the critical piece, which can win you the game. It is essential
to make use of it only when it is the right time and place. If the Queen is
lost in the game's initial stage, it will be a significant loss for the player and
the opponent's most excellent trade. Make the moves when it is the best to
attain the desired place to attack in few moves. The calculated moves will
save the time of the player and the opposition.
6. Control the center
The four squares of the center should be controlled to dominate the game.
Firstly, when a piece is in the center, it can make more movements than in
any other board position. For example, a Knight in the center can play more
in eight distinct positions than a Knight in a corner, moving to only two
positions on the whole board.
Being in the center also facilitates the advantage of faster movement. A
piece can be taken to the opponent's territory quickly when the center is in
your control. The player who first captures the center can launch the attack
first as the pieces' travel is more manageable.
7. Safeguard the King
The ultimate aim in the game of Chess is to Checkmate the King of the
opposition. Sometimes we get so occupied with defeating our opponent that
we forget that our opposition is also playing with the same aim.
Always ensure the safety of the King by castling it on the board. The pawns
around the King are the lifesavers. Such pawns' movement should be
minimal as the King will be in danger once pawns are moved away. Apply
the same strategy to attack your opponent by forcing the movement of the
pawns surrounding the King.
8. Timing of trading the pieces
Full use of a trading opportunity should be made when a lower value piece
can be traded in exchange for a higher value piece of the opponent. But,
such changes do not arise if you are playing against a skillful opposition.
So, in most cases, only an exchange of equal value is possible, and the
decision should be made on whether the capture is worth the loss or not.
Without a clear-cut benefit, do not risk the exchange of pieces when you
edge over the opponent. The attack is weakened by having lesser pieces in
play, and the defenders face a threat.
Trading should not be carried on when there is not much place to move
your pieces in the opponent's area. Only when the spaces open up it is
beneficial for the player to attack.
The pawn formation of the opponent can be affected by the trading done by
the player. A situation where you can get a piece when your opponent is
eligible for only a double pawn is advantageous in your cause.
9. Work on the endgame
Concentration on the endgame should always be in the mind of the player
from the very first move. Every move should be played with the
determination to acquire the desired endgame result. For instance, a Knight
and Bishop are considered to be similar in the initial stage. At the endgame,
Knight would move slowly compared to the Bishop, which strikes with a
single move. So, if a decision has to be made on a Bishop's trading in place
of a Knight, then think about the pieces' effect during the endgame.
Pawn structure is also a critical element when it comes to the endgame.
Usage of a pawn to capture a piece of the opposition will lead to exposure
of file, which opens up Queen and Rooks' movement. It may result in a
double pawn that either party cannot defend. The endgame has to be well
fought in this case.
Both the short-term and long-term goals should be considered while making
a move to emerge as a winner.
10. Concentration
A lapse of concentration is what the opposition is looking to exploit to
dominate the game. A move that would cause trouble will be played,
making use of the lapse in concentration. It is essential to be alert all time to
have the game in control. If you are distracted, you may also make a move
that you will regret after the game.
11. Avoid unnecessary risk
Aggression is seen as a winning quality as far as a health plan supports it.
But, if the aggressive move is made without a plan, you will land yourself
in trouble. Unnecessary risks, rather than helping you win the game, may
lead you to a sorry loss. Calculated risks will help you, while reckless
moves will only help the opponent to dominate the game.
12. Avoid unnecessary checks
The Checks given to the opponent's King should put the opponent in
danger. The Checks should be backed with a valid plan that will help to
control the game. The unnecessary Checks will be a waste of time for the
player and the opposition when the Check does not threaten. But, in that
time, you can try a productive move that will lead to a checkmate.
13. Seizing the open files
Always make sure of occupying the open file when an opportunity arises.
The player who seizes open files is always in an advantageous position over
the opponent. Such a file that is seized will help in the endgame during the
checkmate.
Chapter 5: How to Become A Good Chess Player?
Chess is perhaps the most seasoned game ever. Played by everybody from
antiquated kings to the present online players, millions appreciate the game.
Nations like Russia have consistently seen Chess as an approach to show
knowledge, while others have utilized it to unite individuals. A game
representing history and virtuosity is a lot to learn from individuals
depending on how they play.
1. How Do They Respond to Mistakes?
One of the most exceedingly terrible emotions in Chess is the point at
which you lose a vital piece. If this happens early, odds are you will need to
work the whole game to move back. This is one of the most crucial
occasions for the mindset of a chess player. Not having the option to
overlook the mistake will crush your capacity to return. In these
circumstances, give extraordinary consideration to how the other player
responds. Does he quickly give indications of outrage and hatred? Does he
get over it or show no feeling by any means?
Other than an underlying response, observe how their procedure changes.
Probably my best shortcoming is that I become excessively forceful when
I'm losing because I feel on edge to even the playing field. The best chess
players can keep their cool and change their technique without losing
center. These are the sorts of individuals you take a stab at and the ones that
I attempt to gain from. When your organization commits a critical error,
you need individuals who can convey under strain and not freeze.
2. How Does Time Affect Their Play?
In Chess, there is a wide range of approaches to play with time. A few
games can give players hours to figure; others can be under 5 minutes.
Something to search for is if the individual you're going toward plays
diversely dependent on the time given. The best can think for quite a long
time without getting occupied. While long and short games both need a
portion of similar abilities, they fuse a wide range of procedures.
Can the other individual respond rapidly and not get bothered? One of the
keys to being extraordinary in Chess and business is adjusting to specific
situations. The adjustments in time uncover that capacity.
3. Do They Let You Win?
Following the time, you're talking with somebody, and you request that the
person in question play Chess with you, observe how the person in question
goes about it. A typical situation is the candidate will play in a minimalist
way and let you win.
Giving you a chance to win isn't what you need to see. To test this, make an
idiotic move at the start of the game and check whether the person exploits.
What you need is for the interviewee to try their hardest to beat you. That is
because the best individuals in your organization need to win, and that
should be pervasive even in the main chess game you play.
10-1
10-2
10-4
10-5
Position after 44…Kb4. What is White's winning move?
________________________
10-6
10-7
Position after 40…g5. How can White save himself?
________________________
10-8
10-9
White to move. Who should win the game?
________________________
10-10
10-11
Black to move. How does he win the game?
________________________
10-12
10-13
Can Black (to move) win this position?
________________________
10-14
10-15
How can Black promote his pawn?
________________________
10-16
10-17
How can Black put White in zugzwang to win the game?
________________________
10-18
10-19
Position after 33…Kf6. What is White's winning strategy?
________________________
10-20
Figure 14: With White's knight imposing a check from d6, Black's king
must move to a safe location, potentially sacrificing the bishop on f7 in the
process. The check can be one of the most effective ways of forcing an
opponent to make an unfavorable trade.
More patient players may prefer to slowly reduce an opponent's forces
while pursuing a long-term positional advantage. While this strategy
generally runs a lower risk in the early and middle games, the longer the
game drags on, the more opportunities your opponent may have to force a
stalemate.
A stalemate occurs when the player whose turn is to play is not in check
and has no legal moves available. When a stalemate occurs, the match
immediately ends in a draw. This can be incredibly frustrating if you've
spent dozens of moves with an upper hand, only to have your victory swept
away and replaced with a draw.
Figure 15: Black may seem to hold an advantage here, but they've let
victory slip through their grasp by allowing White to draw in a stalemate
since White has no moves available that would not put their king into
check.
Apart from a stalemate, draws in Chess are exceedingly rare but not
impossible. Conditions under which a draw can occur include the rule of
threefold repetition. The same board position has occurred three
consecutive times from a particular player in a single match. The fifty-move
rule is also a condition in which each player makes 50 moves (total of 100)
without a capture or pawn movement or when a situation arises where
checkmate is impossible for either player. Additionally, either player may
offer a draw to their opponent at any time during a game. Such an offer can
be accepted or declined at the other player's discretion.
Strategy 1: Fool's Mate
Now that you've obtained a thorough understanding of how Chess is won
and lost, we're ready to dive into the first of several beginner's strategies. To
begin, let's get acquainted with the fastest possible method of winning a
chess game—referred to as mate in two or Fool's Mate.
While Fool's Mate requires a particular set of circumstances and isn't an
exceptionally reliable route to victory, it does illustrate some helpful
strategic fundamentals. Learning about it now will also help you avoid
falling prey to this common trap laid out to catch beginning players.
To achieve Fool's Mate, you must be playing Black. This is somewhat
unusual, as White is generally considered to have a very slight advantage
over Black when making the first move. However, when White opens with
the abysmal start of f3, Black can attempt to initiate this strategy.
Figure 16: In just a single turn, Black has asserted a robust positional
advantage over White. From here, a single blunder from White could seal
their fate.
Beyond only leaving White's king open to attack, f3 is a weak opening
move because it fails to provide development opportunities for any piece
apart from the king itself. Since the king is relatively weak in the opening
anyway, this is a significant blunder.
When Black responds at e5, it demonstrates a strong understanding of
opening strategy and positional play. From here, Black's kingside bishop
and queen can both take to the field immediately. Opening with a pawn
towards the board's center also allows Black to set up a strong defensive
wall in the play's center. Of course, if White makes the mistake of playing
g4 following turn, these long-term advantages will cease to matter.
Figure 17: The Fool's Mate has been played to completion. After White
moves their pawn to g4 on the second turn, Black responds with a decisive
checkmate.
Once again, White has made a blunder on multiple levels. Building a
defensive pawn formation on the edges of the board is rarely worth the
investment. More importantly, the only piece capable of blocking an attack
on the king has given up its ability to do so. Black can quickly swoop in
with Qh4# to end the game.
While Fool's Mate shows some keen opportunistic play from Black, it's
ultimately more of a case study in what not to do from White's perspective.
Being caught in this situation can leave a novice player feeling quite
embarrassed, but it's merely part of learning the game. Now that you've
studied the fastest complete game possible, it's time to examine some more
in-depth chess strategies for different play phases.
Chapter 8: Competition Chess Rules
Regardless of when, with whom, or where you play Chess, introductory
principles continue as before. The equivalent goes for competitions and
rivalries, where players must play on a chessboard and deliberately move
their pieces to checkmate the rival player's the best. Notwithstanding, some
uncommon guidelines are set up during rivalries and competitions to more
readily sort out the game. The FIDE Board sets these principles, and they
exist principally to manage the length of the game and maintain a strategic
distance from player questions. Peruse on to get familiar with the
opposition decides that you may experience when playing an opposition or
competition.
Basic Rules
Fundamental rivalry rules are equivalent to an ordinary chess game. You
should utilize just one hand to move a piece, and you should take it off
when you have made the fitting move. Whenever you have moved a piece,
it is unlawful to turn around a move. If a player manor, he/she should
initially move the ruler with one hand, and afterward, move the rook with a
similar hand. When a pawn is advanced, and pieces are moved likewise,
players cannot contact those pieces again to turn around the moves. Be that
as it may, on the off chance that the advancement isn't conclusive, at that
point, another piece can make any legitimate move.
In a game, the player who effectively checkmates a rival's above all else
will be proclaimed the victor, and the game finishes. The player needs to
guarantee that all the moves he/she makes are substantial and legitimate.
Nonetheless, if a rival accepts that he/she will, at last, lose the match, they
have the authorization to leave and let the other player win.
The game is a draw when a player has no other legitimate moves left, and
his/her lord isn't under control. At this stage, the game will arrive at an
"impasse." This will quickly end the game, as long as the move that
prompts the impasse was legitimate. The game likewise finishes in a draw
when the opportunity arrives that neither one of the players can checkmate
the rival's best, nor can he/she make further legitimate moves. At such a
point, the game has arrived at a "dead position." This will end the game;
neither can guarantee triumph.
The game likewise finishes in a draw if pieces have been moved to an
indistinguishable situation on the load up, in any event, multiple times.
Another draw circumstance results if the two players have made fifty moves
sequentially without moving any pawns without catching any pieces. How
about we take a gander at some essential rivalry rules you will experience.
The Touch-Move-Rule
During a competition or rivalry, if a player contacts a piece with his/her
hands in a way that shows they need to make a move, at that point,
regardless of what occurs, they should move that piece. Be that as it may,
this is just allowable if the move is legitimate. However long the player
doesn't move the piece onto another square, the piece can be moved to some
other open square. On the off chance that a player accidentally brushes
against a piece, at that point, it doesn't consider a deliberate move.
If the player contacts an adversary's piece, at that point, if the move is
lawful, he/she should catch it with their piece. On the off chance that the
move isn't lawful, at that point, he/she should catch one of the rival's first
pieces on the board, as long as the move is legitimate. If the players can't
settle on whether they contacted their piece or one of their opponents, they
will be expected to contact their piece. The catch of the adversary's piece
will be repealed on the off chance that one player contacts more than one
chess piece. At that point, he/she should catch everyone in legitimate
moves. An exemption is made with the unlawful castling move, in which
case the ruler needs to move if it can. In any case, the rook won't be
permitted to move.
When the player is castling, he/she should contact the ruler first on the off
chance that the player contacts the rook first or the two pieces
simultaneously. He/she should utilize the rook first and continue with
castling. This is conceivable just if the moves are lawful. If the player can
finish a two-square move with the ruler without contacting the rook, at that
point, the person in question must move the rook in the right moves that
will make it a legitimate move. Something else, the entire castling will be
viewed as unlawful, and it must be removed.
When a player effectively moves the pawn to the eighth position, if the
player takes his/her hand off the piece, that point, it can presently don't be
elevated to an alternate piece. Notwithstanding, the move will likewise not
be viewed as legitimate except if the player advances his/her piece before
moving it to the following square. Essentially, when a player chooses to
make a move, the Touch-Move decide states that the player should lawfully
move the piece before contacting some other chess pieces. This can be a
slight test for most players. Players must remain watchful while playing in
opposition and make legitimate individual moves.
If a player needs to change a piece on the board, he/she should initially
report "j'adoube," a French expression signifying "I change." A player is
carefully restricted from contacting different pieces on the board if it's not
his/her turn, and he/she should stand by until their chance to make a move.
The above table shows some essential chess symbols and their meanings.
You will notice that a checkmate can be represented with a # or written out
as mate in the table. So when you see “mate” and #, they mean the same
thing.
Also, the last six symbols on the table are not used to annotate games –
instead, you can use them to comment on the movie's quality. In other
words, those symbols are an economical way of describing the quality of a
chess move.
So if you are reading a chess notation document and you come across a sign
like Qg5!!, what it means is that the queen was moved to the g5-square and
the person annotating the game believes it is an excellent move.
Chess notation in action
One of the best ways to understand and get familiar with chess notation is
to review an annotated game. While doing so, don’t pay much attention to
the quality of the moves. You should be more interested in understanding
the game's notation.
That being said, let’s see notation in action.
One e4
The above notation simply shows that White moved his pawn to the e4-
square. Remember, when annotating pawn moves, you don’t precede the
square's coordinate where the piece is landing with a symbol of the piece.
So, in the above move, we didn’t write Pe4; instead, we wrote e4.
Notice that there is a “1” before the move; it merely means that the move
recorded is White’s first move in the game.
1…e5
The three horizontal dots mean this is Black’s first move, which follows
White’s first move. The e5 in the annotation means that Black is moving his
pawn from e7 to e5.
2 Nf3 Nc6
This annotation paragraph means that the two players, White and Black,
just moved their knights for the first time. In chess, this first knight move is
referred to as “developing the knight.” The “2” that precedes the symbol
shows you that the move is both White and Black’s second moves of the
game. White moves his knight to f3 while Black moves his knight to c6.
See the image below.
3 Bb5 a6
This paragraph shows that White moved his bishop from f1 to b5, while
Black moves his pawn from a7 to a6. With Black’s move, his pawn on a6 is
incidentally attacking the white bishop on b5. Again, the “3” preceding the
move indicates that it’s White and Black’s third move of the game.
4 Nxc6
The knight on b5 captures the bishop on c6. Remember that the “x,” when
used in annotation, depicts capture.
4…dxc6
The three horizontal dots (…) in the annotation show that Black moves a
piece after White has done so. The above paragraph shows that Black
captured White’s bishop that is sitting on c6. We would have used d7 to
represent the pawn that did the capturing, but since the pawn is already
sitting on the seventh rank, we only needed to use only “d.” For instance, if
black had used the b7 pawn to recapture the bishop on c6, the annotation
would have been “4…bxc6”. The reason remains the same – the b7 pawn
moved from the seventh rank.
5 0-0
The above paragraph shows that White just made his 5th move. In this
movie, White performs a castle along the kingside. This move helps to keep
White’s king in relative safety.
5…Bg4
Following White's castling move, black develops his bishop – this means
that he moved his bishop for the first time in the game from c8 to g4.
Six h3 h5!?
8 Kxe5 ??
For his eighth move, White uses his pawn on f3 to capture Black’s pawn on
e5. Notice that there is a double question mark on this move, meaning that
White just committed a blunder. The blunder is that he just made it easy for
Black to deliver a forced checkmate to his king.
8…Qh4!
Black returns White’s move by moving his queen to h4. The recorder
comments, stating that the move is a good one. Notice that Black’s queen
and rook are now on the same h-file. On his following move, Black may
checkmate White’s king.
Nine f4
For his ninth move, White moves his f-pawn to f4, creating a small
breathing space for his king.
9…g3!
Black responds to White’s ninth move by moving his pawn on g4 to g3. The
move is an interesting one, according to the comment.
10 Nf3
For his tenth move, White moves his knight from e5 to f3. It is now the turn
of Black to make a move. If Black mistakenly moves his queen to h2-
square, Black will capture the queen. But Black has another intention.
10…Qh1 mate
Responding to White’s tenth move, Black moves his queen from h4 to h1,
and that’s checkmate. Can you notice that it is a checkmate? Look at
White’s king and see that he has no escape. If White’s king tries to capture
Black’s queen on h1, Black’s rook is sitting comfortably on h8 waiting – so,
there is no way out for White. The game is over for him.
This last move can also be written as 10…Qh1 #. The hash at the end of the
statement is the same as “checkmate.”
Chapter 11: How to Win A Chess Game?
Chess is a game between two players, in which their goal is to utilize their
chess pieces so that the opponent’s King will have nowhere to go
(‘checkmate’). However, winning a chess game is not as simple as knowing
how each piece moves. Winning involves analyzing the opponent’s moves
and making a move that your opponent cannot counter.
Figuring out how to play chess goes past understanding the principles.
Technique and strategies are both critical to playing better chess. Long haul
vital plans spin around thoughts, for example, the material lead,
advancement of your assault, King security, and spacing the board.
Arranging out the development of your clerics is regularly a pivotal system
to utilize for accomplishing checkmate.
Essential chess strategies are present moment, constrained arrangements
that can rapidly change the course of the game. Forks, sticks, and skewers
are among the most well-known strategic themes.
Chess technique is the part of chess playing concerned with assessing chess
positions and defining objectives and long-haul plans for future play. This
qualification influences the promptness with which an arrangement should
produce results. Until players arrive at the ability level of ‘ace,’ chess
strategies will generally determine the results of games more frequently
than methodology does. In this way, numerous chess mentors underscore
the investigation of strategies as the most proficient approach to improve
one's results in a genuine chess play.
Chess methodology is the thing that makes chess such a lovely game. After
the remembered opening moves are played, and every player begins to
unfurl their arrangement, the genuine chess starts to happen. Everybody
likes to concentrate on opening hypothesis and learn end game systems;
however, the center chess game is the place most games are won and lost.
Numerous games will end in concession even before an endgame happens.
Beneath it, you will discover a considerable lot of techniques and strategies
that each chess player ought to have in his collection. This is perhaps the
most extraordinary territory of the game that most players battle with
because there are such a significant number of things to see that it can get
overpowering. To learn from the recordings, ensure heaps of training pieces
follow it to prepare the eye to see things a lot quicker.
In this scenario, White has just castled, and Black just moved its Bishop to
d6. Unfortunately for Black, that square is being guarded by White’s
Queen, and Black placed the Bishop in a square without getting it defended.
White’s Queen will capture Black’s Bishop because the former does not see
the threat of being captured.
The Piece That You Lost Is More Important than What You’ve
Captured
Each chess piece is assigned a value, depending on its usability and purpose
in the game. Although being able to capture one of your opponent’s chess
pieces is better than not capturing anything at all, capturing a piece that is
considered less valuable than what you’ve lost is not a consolation. Losing
a more critical piece implies that you’ve also lost a more significant
‘power’ than what the opponent has lost. For example, even if you’ve
captured the opponent’s Knight, you’ve lost one of your Rooks; you are at a
disadvantage because Rooks can move farther than compared to the Knight.
To better visualize this scenario, take a look at this image:
In the situation above, White’s Queen just moved out the range of Black’s
Bishop by going to d2. Unfortunately, that square is within the range of
Black’s e4 Knight. Even if the c1 Bishop and the King guard white’s
Queen, Black still gains the material advantage by getting to capture
White’s Queen in exchange for its Knight.
Strategic Considerations
1. If it is not closed, do I hold the middle (is it possible to take it still?).
2. May I develop some more until the attack?
3. In foundation growth, am I farther ahead (do I have time to exchange
tempo for more accessible (valuable pieces?)?
4. May I have the initiative (they have to respond instead of thinking)?
5. May I build traction (they are losing/retreating space)?
Is there a priority for this move? Do not spend your time doing something
that will never come into action. It can just allow priority steps. Example:
Do not create protections on the left if the right is targeted!
Is this move repeatable? If the enemy is willing to make a pass, it would
only make you pull it down and not put pieces forward. You switch to allow
them free base growth (in other words, you say to them, go ahead and move
again; I will miss my turn).
Does it have existing responsibilities for the piece I am going to move to?
This is a simple error to make. Piece (A) defends piece (B), then attacks a
piece of bait (you assume the enemy has made a mistake), or you have
either chosen to walk away without a thought. Piece (B) is then uncovered,
and it is caught by your rival, potentially outnumbering you on that hand
and catching you down in your trousers.
Does it provide a safe and unblockable escape for this move? Do not be
safe once you continue to be safe throughout. This is an easy error to make,
as well. You will find that if you place your knight near a corner, they just
have two squares to run to, quick to get captured! Any piece will get stuck,
making it easier for your opponent to choose. When you start digging
behind the opponents' pawn walls, it is often easy to get stuck or get caught
between your pawn wall and the opponents.
Do make not only sure your getaway, but also make sure that none of the
pieces from the opponents are in a position to obstruct your escape in their
following move!
This is a terrific move; is there a better one? You might have a successful
pass but see first whether you can verify or set a leader trap. Pay careful
attention to pins (cannot switch without bringing in Check/danger King or
Queen) and forks (attack two with one). Is there a clear place where you
might use a minor piece (Bishop or Knight) as bait to attract their Queen or
King?
Conclusion
You have gained a basic understanding of chess openings, and you now
know how to properly start a chess game and improve your chances of
winning.
When it comes to chess, a strategy is the name of the game. Throughout the
whole game, one is continually evaluating moves, both for their short-term
benefits and their long-term place, within your overall strategy. From the
opening to the endgame, the strategic plan helps you beat your opponent,
allowing you to create a checkmate.
This game doesn’t just provide strategic mental stimulation; it also has a
long history dating back to before the 6th century. As a part of the social
fabric of many cultures, it has stood the test of time, tying together
humanity with a game of strategy.
So, what should you do with the little information you have gotten so far?
You should put the information into practice. Get yourself a chessboard and
get familiar with all the components of the board. Try and memorize all the
squares, ranks, and files. Once you are done doing that, the following thing
you should do is to arrange the chess pieces on the board correctly.
Start by playing with yourself, and you will need to play the White and
Black pieces yourself. This is a great way to perfect a new skill you just
learned. The more you practice with an actual chessboard, the more you
will master how the different pieces move on the board. Make use of forks,
pins, and the many other techniques we have talked about.
If you cannot get your physical chessboard immediately, another right way
to practice what you have learned is downloading a chess game on your
mobile phone. There are many free mobile chess games you can download
and start playing immediately. Just visit the app store for your mobile
operating system, type ‘chess’ into the search bar, and download one of the
games that will pop up in the search results. Make sure you read reviews
before choosing the one to download.
Some online games will allow you to pair with another player online. Once
you have paired with someone, you can compete with this person and win
virtual points. Participating in such competitions is a great way to sharpen
your skills.
However, when you are just starting, I would recommend that you shun
online competitions entirely. You need to learn on your own first before
engaging in competitions. Many mobile chess games allow you to play with
the system as your opponent, and that’s one of the easiest ways to learn how
to play chess.
Open the game you have downloaded, select the option that allows you to
play with the system, choose a side, either White or Black, and then start
playing. When doing so, you should not only pay attention to what you are
playing, but you should also pay attention to the moves that the system is
making against you. You will learn a lot from the system’s moves. Keep
practicing and improving your skills, and don’t forget that chess can be
quite addictive.
Remember, it is left for you to leverage this foundation and turn yourself
into a chess master.
As you play more, you will grow inquisitive, and this is what will make you
try to seek out more information on how to surmount a particular challenge
you face.
Chess is a complex game, and mastering it takes a lot more than just
reading about it. Playing, losing, and learning are the best ways to improve
your game. So, pick out your favorite openings and read about them several
times to make sure you fully understand the theory behind them and
remember the sequence of moves that comprise them. Do not forget to put
what you have learned to practice by playing games.
By now, you know how important it is to create a strategy right from the
beginning of a match and follow it through to a devastating conclusion.
Take your chess skills to the following level by knowing what NOT to do
and make sure the win is in your pocket.
The various opening moves and tactics, along with robust middle-game
evaluations, endgame follow-through, can get you to a win. But along the
way, you have to use a plan and follow it to the end. No plan when playing
chess puts you in a position of weakness with your opponent, and a sound
plan can put you in a position of strength. While you have to react to your
opponent’s moves, remember they are also attempting to execute their plan
to a successful conclusion. To get that checkmate, you just have to execute
yours better!
CHESS OPENING FOR
BEGINNERS
Robert Johnson
Table of Contents
INTRODUCTION
CHAPTER 1: OPENING OBJECTIVES
CHAPTER 2: OPENING CATALOG
CHAPTER 3: THE BEST CHESS OPENINGS FOR BEGINNERS
CHAPTER 4: THE 4 BEST STRATEGIES FOR BEGINNERS
Battery Attack
Queen and Bishop's Battery
Queen and Rook's Battery
Queen and 2x Rooks - Battery
2x Rooks- Battery
Discovered Attack
Discovered Check
Fork Attack
Relative Fork Attack
Absolute Fork Attack
Pin Attack
Relative Pin Attack
Absolute Pin Attack
Skewer Attack
Relative Skewer Attack
Absolute Skewer Attack
Forks
Pins
Skewers
Discovered Check
Threading
Double attachment
Nailing
CHAPTER 6: EXERCISES
CHAPTER 7: MORE CHESS OPENINGS
Danish Gambit
Slav Defense
Vienna Game
CHAPTER 8: UNUSUAL REPLIES AND OTHERS
CHAPTER 9: LEARNING FROM THE MASTERS
Paul Charles Morphy VS Stanley Kipping
Paul Charles Morphy VS Henry Edward Bird
CHAPTER 10: ADDITIONAL CHESS OPENINGS
Damiano’s Opening [C40]
Latvian Gambit [C40]
Petrov's Defense [C42]
Game #91: Odegaard, Karl Erik - Bhave, Prakash [C50] USA, 1993
CHAPTER 11: CHESS STRATEGY
Evaluating Board Position
Material
Creating a Game Plan
CHAPTER 12: BASIC MATING PATTERNS
Two Pawn Checkmate
Bishop and Knights Fianchetto Checkmate
Smothered Checkmate
CONCLUSION
Introduction
If you begin in the wrong direction, you can easily get lost forever — and
lose everything you have in the process. That is for ordinary travel, and so
is it for the game of chess. That is why you need to know the best chess
opening moves. And the best ones are those that ensure you do not make
your chess arrangement weak; you do not make yourself vulnerable to your
opponent. They are also those moves that make you a threat to your
opponent’s pieces.
Whereas any beginning of a chess game is generally referred to as opening,
formal use is usually about the set of moves you make in a particular
sequence at the start of the game, which is generally referred to as openings
by White, or defenses by Black. Do you know what will amaze you? It is
said that you have at your disposal well over a thousand chess openings! Of
course, that is quite a long sequence pushing up to the middle game.
Importance of Careful Chess Openings
First of all, you need to know that the player with the white pieces is the
one that makes the very first move in chess. And if you are the first player,
you must begin with robust and secure moves. Whites, as the game
initiators, are believed to have an advantage over the blacks. Statistics seem
to back this belief when you observe that whites win the chess game 52-56
percent of the time. And as the player with the black pieces, you find
yourself, kind of, trying to counter the moves made by the white. Therefore,
you must balance the impact; or rather neutralize the effect of the white
moves.
How to Develop Good Openings?
If you want everyone to know you are a novice, begin to make opening
moves that are redundant or even dangerous. But if you want to establish a
good game for yourself, move your chess pieces to squares where they are
most helpful to you. As you make a move right from the onset, ask yourself
— what impact will this move have on the game? Will my pieces are safe,
or will I be exposing some of them? Is this move the most threatening to my
opponent at this juncture? If so, go on and utilize that chance to weaken
your opponent.
Here are some helpful suggestions for a chess opening:
Begin with The Knight
a) Move your white knight to c3 or f3
b) Move your black knight to c6 or f6
c) Alternatively, move your white knight to d2 or e2
d) Alternatively, move your black knight to d7 or e7
In both numbers c and d, you will have to sacrifice both the king’s and
queen’s pawns. This move is mainly intended to develop your bishop.
You can follow these moves on the chessboard diagram below. The knights
and the first moves' results are shown in blue, while the pawns to be
sacrificed in the alternative moves are shown in red.
The tendency is to leave the queen to rest during the opening and only
begin to move it after into the game. You also do not hasten to move your
rooks at the beginning.
You Can Do a Fianchetto
What you do here is create room for your bishop to move to the 2nd rank
and remain adjacent to your knight. Here is how you do it:
g3
This means moving the knight pawn from g2 to g3. Note that you do not
indicate any symbol when you are showing the movement of a pawn.
However, when you are moving other pieces, you always indicate the
particular piece's symbol before indicating the move.
In our case, when you move your knight pawn to g3, you create room for
your bishop to move diagonally from f1 to g2. You demonstrate that
maneuver as g3, then Bg2, of course, ‘B’ being the bishop's symbol.
In the above chessboard, the King was initially at e1, his home square. Then
in castling, he moved two squares to the right – call that g1. The Rook,
which was initially on its home square, h1 then moved to the King’s inside
at f1, which happens to be the King’s left side; and that move is
intentionally designed to protect the King. It took the Rook two squares to
get to the King’s inside.
Castling long is symbolized: O-O-O. Have a look at this demonstration:
Let’s follow the moves that constitute castling long. The King has initially
been at e1. Then he moves two squares to the left; to c1. The Rook was
originally at a1, and it moved to the King’s inside to protect him. It took the
Rook three squares to reach the right side of the King at d1.
Ever heard of the saying, it takes two to tangle? Well, in chess, it takes a
King and a Rook to the castle. If one of them is missing or has moved from
the home square, castling can’t be accomplished.
Chapter 1: Opening Objectives
Objectives are the little tasks that you work to achieve within your process
of getting to your overall goal. They are like segments of the entire plan and
achieving or completing each segment gets you a step closer to the primary
goal. In chess, this comes with five main areas of focus that ensure you get
to the checkmate as soon as possible:
1. Establishing Material Advantage
The first thing that should be in your mind at the beginning of the game is
winning more material. This is usually the first objective for the task of
winning. As soon as the game starts, the first thing is to make sure you have
more pieces left on the board.
The idea of material advantage is that the person with more pieces can
generally force someone into a defensive position and remain with extra
materials to mount offenses that the opponent is in no position to defend.
During games with very advanced players, someone can surrender in the
early stages of the game when they realize that they have lost the material
advantage. They believe that unless you are playing with someone likely to
make a mistake down the line, there is a very undeniable possibility that the
person with more pieces will win.
2. Proper Piece Development
After establishing material advantage now, piece development aims to make
sure your pieces have essential roles to play. Having pieces is one thing.
Using them is something else. Here it is all about placing the pieces where
they will maximize their potential. It’s all about location when it comes to
Piece development.
Piece development is a team effort game. In most cases, it is always best to
have your pieces working together rather than alone. Once in a while, your
opponent may make a mistake that allows you to make a lucky take, but this
barely happens when playing people who know exactly what they are
doing. While setting your pieces, always look at the team role they play.
Always avoid lone players. Coordination of all your pieces when
developing is essential. On some occasions, in your attempt to develop one
piece towards achieving its full potential, you may hurt another piece.
Take, for example in a situation where you can jump your knight to two
different squares. One of these squares gives your knight its best possible
potential. The other offers the knight an okay role, not so impressive but
better than its current role. There is, however, a small problem. The position
that gives the knight more value also blocks the queen. In this case, you
have to consider the coordination between the queen and the knight. In your
attempt to improve the knight's position, you shouldn’t render the queen
useless. It's better to have an okay knight plus a functional queen than a
mighty knight and a blocked queen.
Stages of Piece Development
Undeveloped – in this stage, a piece has no particular role to play. It’s
all about its possible roles to come.
Underdeveloped – a piece has been awarded a role for playing, but the
role is minor. As much as it is doing something, it could always do
better. At this point, the goal is to move it to a better position.
Properly developed – a piece has been given a role that suited it. It is
not considered to be underinvestment or a waste of power.
Perfectly developed – the piece is in a position where it can do the
most damage to an opponent. Its resting position forces the opponent
into making submissive moves.
Developing a piece needs one to be aware of all the roles that pieces can
and play on the board. These roles include:
Defense – these undermine your opponent’s attempts to attack your
territory and capture your pieces. Some are purposefully set to keep
the king from being too exposed.
Restriction – these pieces' location on the board restricts the
movement of an opponent’s piece. A piece could be restricting the
movement of more than one piece, which increases your material
advantage as your opponent has less functional pieces.
Attack – to increase your control, you need to focus on attacking your
opponent and forcing them into negative defensive roles. The more
someone is playing a defensive match, the less they pay attention to
mounting an attack.
Multiple – these are the best pieces ever. Having pieces set to
accomplish more than one task is the best way to achieve an advantage
over your opponent.
When selecting the order, you should develop, you need to consider the
current value each piece has. If a piece has no role or is underdeveloped,
that piece gets priority in development. Focus on having all your pieces
playing at least some role and, to some extent, developed. As tempting as it
would keep developing a piece to its maximum potential first, don’t. It’s
better to have all your pieces in the initial development than have some just
doing nothing on the board.
As you advance in your game and also start playing more advanced players.
You will notice that no one is making mistakes, and it’s challenging to
attain a material advantage over your opponent. Piece development also
becomes trickier as they are also fully aware of the objective. Now, you
have to focus on accumulating minor advantages. Hoping or anticipating
your challenger to make a mistake won’t work with more advanced players.
Achieving the objective of piece development will require you to: focus on
your least active pieces on the board; keeping your opponent from
achieving the same goal by neutralizing all his attempts and also taking his
most substantial pieces off the board; attaining all the strategic squares for
your pieces and exchanging your opponent’s pieces as much efficiency as
you can.
3. Conquering the Center
The chess center's center refers to the four innermost squares on the
chessboard and the immediate surrounding squares. Having control over the
center in a chess game is of utmost importance. Centrally places pieces
have more flexibility and wield more power in a game. Take, for example in
the case of a knight. Compare a knight situated at the side and a knight
situated in the center. The knight on the side loses the ability to cover some
extra squares in terms of movement. He can only move toward the inside,
whereas the knight at the center can move in all directions.
Pieces and pawns covering the center pose a more significant threat to the
opponent as one piece can place multiple roles while in the center compared
to any other point in the board. This goes a long way into facilitating your
material advantage and guarantees proper piece development. Achieving
central control is not an easy task, especially when playing a more advanced
opponent, as they are fully aware of the need to control the center and play
towards the same goal. So how do you get to control the center before the
other person does so?
When starting the game, you should consider the center as a goal. Viewing
it as a goal on its own enables you to focus your attention on getting there.
You cannot have divided attention when trying to control the center as your
opponent won’t make the same mistake. You need to give it your whole at
first. This doesn’t mean that you completely ignore all the aspects of the
game. Keep in mind that chess is a game of very many possible moves, and
not keeping an eye on the entire board or the objectives of your opponent
can be costly. Focus, but don’t focus too much on one thing that you ignore
the bigger picture.
Move your pieces towards the center at all times unless there is a reason not
to. If you are threatened on the flank side, deal with that. If a piece plays a
role in the outer files and ranks, it’s okay to let it keep doing so. Develop as
many pieces towards the center as you can. When it comes to dealing with
the fact that both of you are targeting the same thing, that is the center. This
means that you won’t just find empty squares. There will be pieces already
in the square or heading towards the center. Your task here will be to keep
them from doing so. Chase their pieces away from the center. Apply as
much pressure as you can to ensure they opt-out. When it comes to pawns,
you need to keep in mind the pawns' two locational values. Flank vs. Center
pawns. When the opportunity presents itself, always make sure to exchange
center-located pawns for flanks.
In other cases, you may have enemy pieces who aren’t located at the center
but are posing a threat to the center. For example, a directly open bishop
that has access to an entire long diagonal. Or a knight that can get to the
center with one move. These are the ones you should target first when
mounting attacks. Taking out these pieces enables you to occupy the center
unchallenged. This is very important as getting to the center and then
turning to play defensive roles can be a severe waste of strategic
positioning.
Always remember that central pieces are the best-developed pieces. These
pieces have control of a large number of squares on the board. While at the
center, a piece can be a defender, an attacker, or even a restrictor. These
pieces also can escape danger easily and quickly with single moves as they
have multiple options in terms of direction. Having a piece at the center can
be good at posing a danger or mounting a double defense. A bishop
controlling a long diagonal can defend on one end and then slide directly to
do the same on the opposite side of the board without losing its dominance
on the board.
4. Guaranteeing King Safety
As we have seen before, chess is all about the king. If the king falls, so does
your game. When it comes to king safety, we have to focus on
understanding the check rule. The king at any time cannot be in check. A
king is in check if it’s in danger of capture. King safety is an essential role
in strategizing your game. Looking at the king's safety here is not just about
your king but also the enemy’s king. How safe is my king, and how can I
challenge the safety of their king? You want your king as safe as possible,
and they're as exposed as possible, and that’s most definitely their goal.
5. Pawn Structure
Pawns may not seem important as they don’t have much power in a chess
game, but this cannot be further from the truth. Pawns play just as important
roles as the other players on the board. Without pawns, some of the other
pieces lose some of their value. The best way to maximize your pawns'
potential is to make sure that they are arranged in the most optimal way
possible. By optimal, I refer to each pawn's ability to accomplish a goal,
such as protecting each other and other functions. One important thing to
consider when dealing with the structure is to avoid incapacitated pawns.
As you know by now unless capturing pawns move straight ahead. This can
be problematic when you have pawns behind each other.
Chapter 2: Opening Catalog
Studying the openings is very important to start the game right away.
Missing the opening means being forced to remedy the initial mistake, not
fully develop one's pieces, giving the opponent an advantage. We have seen
how difficult the endings with few pieces are, this to tell you that the
opening is, even if it does not seem, also very complicated. I can certainly
not show you that a small part of all its complexity by showing various
game hypotheses. I will illustrate a series of general principles that must be
followed as faithfully as possible. Even if it is not easy to apply them, your
opponent will try to prevent you from developing because he too has your
usual problem and your usual goal. WIN.
Here I list the two openings that I will discuss.
A) Opening of Re1) and 4
B) Opening of Donna1) d4
All the other openings are rarely played, but this does not mean that they
are not good, indeed in many games, you will also see great champions
playing different openings. I understand that in high-level tournaments,
about 30% of the openings occur with 1) e4, another 30% occurs with 1)
d4, 15% occurs with 1) Cf3, and another 15% with 1) c4. What is missing
to reach 100% are other openings even less used, but not without surprises,
even positive ones, since they are not very well known and, consequently,
analyzed from a theoretical perspective.
A curious thing that I want to point out is that many openings have a proper
name. Let me explain by giving you some practical examples. “Apertura
Grob” - “Apertura Rèti” - “Spanish Part” - “Italian Part” - “Hungarian
Defense” “Two Horses Opening” - “Four Horses Opening” and many other
names. All these names can be dedicated, as in the case of the first two, to
great champions of the past who theorized/played/studied them, or they can
be due to the chess "school" that codified them first or even to the scheme
that is on the chessboard. To form.
Opening of D 1) And 4
This opening is, as mentioned pastly, widely used for two reasons. The first
reason is that it allows you to conquer part of the center of the board. The
second reason is that it allows two pieces, which otherwise could not do so,
to enter the game at the following move. These pieces are the bishop on f1
on the diagonal f1-a6 and the queen on d1 on the diagonal d1-h5. One thing
to note is that the pawn on e4 is NOT defended, and therefore you will need
to be careful and provide for its defense in subsequent moves.
Black's response to this move is generally 1) ..., e5, but you can respond just
as strongly with 1) ..., c5 or with 1) ..., e6 and with other moves like 1) ...,
d6 or 1) ..., Cf6 or with others. Let us try to analyze some of these possible
responses of blacks very superficially.
A) e4, e5
The answer 1) ..., e5 is good because it allows blacks to develop a pawn,
bring it to the center, and prevent a possible advance of the white pawn.
Also, in this case, free the diagonal of the Bishop and that of Queen. As you
can see, black is symmetrical to that of white, now the question to ask is
which move can be right for white, and the answer is 2) Cf3, 2) Cc3, 2)
Ac4, and at least three others or four.
Here it is impossible to face all the various existing combinations so that I
will show you only two of these possible continuations.
Spanish Match
1) e4, e5; 2) Cf3, Cc6; 3) Ab5, etc.
Now let's see a possible continuation 3)…, a6; 4) Aa4, Cf6; 5) 0-0, Ae7; 6)
etc., etc.
Below I report the scheme of this game, and as you can see, with very few
moves, the game is already very complex.
7. Opening of Donna 1) d4
This opening is also, as past mentioned, widely used for two reasons. The
first reason is that it allows you to conquer part of the center of the board,
the second reason is that it allows two pieces to be able to enter the game at
the following move. These pieces are the bishop on c1 on the diagonal c1-
h6 and the queen on d1 on the d1-d3 column. One thing to note is that the
pawn on d4 unlike the past opening [1) e4] is defended by the queen, even
if, in the following moves we will try to defend the pawn on d4 with the
knight on f3.
Black's response to this move is generally 1)…, d5, but it can be answered
just as strongly with 1)…, Nf6 or with 1)…, f5 and with other moves like
1)…, b5. Let us try to analyze some of these possible responses of blacks
very superficially.
A) d4, d5
Answer 1) ..., d5 is good because it allows black to develop a pawn and
bring it to the center, also in this case it frees the diagonal of the bishop and
part of the column of Donna. As you can see, the response of black is
symmetrical to that of white.
Queen's Gambit Rejected
1) d4, d5; 2) c4, e6 etc.
Now we see a possible continuation 3) Cc3, Cf6; 4) Ag5, Cbd7 5), etc.
Below I report the scheme of this game, already very complex.
Queen's Gambit Accepted
1) d4, d5; 2) c4, dxc4
Now we see a possible continuation 3) Cf3, Cf6; 4) e3, Ag4; 5) Axc4, e6;
6) etc., etc.
Below I report the scheme of this game, already very complex.
B) d4, Cf6
The answer 1)…, Nf6 is good because it allows black to develop the knight
that controls the d5 and e4 squares.
Indian Defense
1) d4, Cf6; 2) c4, e6
Now we see a possible continuation 3) Cc3, Ab4; 4) a3, etc. Below I report
the scheme of this game, already very complex.
Here I have made a quick and easy overview of the openings, but you
should know that there are about 50-60 coded and studied openings. So, I
give you some advice, study at least one opening of white, which you will
use in case you have to play with white and at least one answer of black for
the two most used openings in case you have to play with black.
8. Behavior of 2 great champions at the opening
At the beginning of this lesson, I gave some advice if possible always play
the usual and well-tested openings, which you have studied. Now let's see
how two great champions of the past played in the opening game.
Karpov Anatoly vs Kasparov Garry
Moscow - 31st World Championship 10/09/1984 Match no.1
Sicilian opening Scheveningen - Keres attack
1) e4, c5; 2) Cf3, e6; 3) d4, cxd4; 4) Cxd4, Cf6; 5) Cc3, d6; 6) g4, h6; 7)
h4,
Cc6; 8) etc.
Moscow - 31st World Championship 17/09/1984 Match No. 3
Sicilian opening Taimanov
1) e4, c5; 2) Cf3, e6; 3) d4, cxd4; 4) Cxd4, Cc6; 5) Cb5, d6; 6) c4, Cf6; 7)
Cc3, a6; 8) etc.
Moscow - 31st World Championship 09/24/1984 Match 5
Sicilian opening Scheveningen
1) e4, c5; 2) Cf3, d6; 3) d4, cxd4; 4) Cxd4, Cf6; 5) Cb3, a6; 6) Ae2, e6; 7)
or-
o, Ae7; 8) etc.
Moscow - 31st World Championship 28/09/1984 Match n ° 7
Defense Tarrasch
1) d4, d5; 2) c4, e6; 3) Cf3, c5; 4) cxd5, exd5; 5) g3, Cf6; 6) Ag2, Ae7; 7)
or-
o, oo; 8) etc.
Moscow - 31st World Championship 05/10/1984 Match n ° 9
Defense Tarrasch
1) d4, d5; 2) c4, e6; 3) Cf3, c5; 4) cxd5, exd5; 5) g3, Cf6; 6) Ag2, Ae7; 7)
or-
o, oo; 8) etc.
Now, after seeing how Karpov started these five games, let's see how his
opponent, Kasparov, responded when it was his opening turn.
Kasparov Garry vs Karpov Anatoly
Moscow - 31st World Championship 12/09/1984 Match No. 2
West Indian Defense
1) d4, Cf6; 2) c4, e6; 3) Cf3, b6; 4) g3, Ab7; 5) Ag2, Ae7; 6) oo, oo; 7) d5,
exd5; 8) etc.
Moscow - 31st World Championship 21/09/1984 Match 4
West Indian Defense
1) d4, Cf6; 2) c4, e6; 3) Cf3, b6; 4) g3, Aa6; 5) b3, Ab4 +; 6) Ad2, Ae7; 7)
Ag2, Ab7; 8) etc.
Moscow - 31st World Championship 09/26/1984 Match 6
West Indian Defense
1) d4, Cf6; 2) c4, e6; 3) Cf3, b6; 4) g3, Aa6; 5) b3, Ab4 +; 6) Ad2, Ae7; 7)
Ag2, oo; 8) etc.
Moscow - 31st World Championship 03/10/1984 Match n ° 8
West Indian Defense Catalan variant open
1) d4, Cf6; 2) c4, e6; 3) g3, d5; 4) Ag2, Ae7; 5) Cf3, oo; 6) oo, dxc4; 7)
Dc2, a6; 8) etc.
Moscow - 31st World Championship 08/10/1984 Match 10
West Indian Defense
1) d4, Cf6; 2) c4, e6; 3) Cf3, b6; 4) Cc3, Ab7; 5) a3, d5; 6) cxd5, Cxd5; 7)
and3,
Cd7; 8) etc.
I showed you how two great champions of the past started playing, but this
does not mean that they always opened with these openings, it just means
that they studied a type of opening and then verified how well their
opponent was able to respond to their attack. Seeing how prepared the
opponent was, they decided whether to change the type of opening or insist
on the one just used.
Chapter 3: The Best Chess Openings for
Beginners
Possessing a successful opening can help you establish the speed and Tone
of the game. Your opening will give away your personality into your
competition and vice versa. Therefore, it provides you ample chance to play
following your competitor's style. You may wonder, "What great an
opening could perform"? Allow me to say here in this stage that lots of
games are completed in a matter of moments as a result of strong openings.
Sometimes all you need is a hard opening to grab your competitors off
guard and then push the game in your favor. Thus, you must be aware of
different openings in chess to use them from the competitor and understand
what to anticipate when your opponent plays with a particular one.
Keeping this in mind, I've picked some of the very significant chess
openings and describe them in this report. These are the very best chess
openings for both black and white in the novice phase into the elite level.
Use them wisely.
Here Would Be the Best Chess Openings For Novices In 2020:
1. Ruy Lopez
2. Italian Game
3. Sicilian Defense
4. French Defense
5. Caro-Kann Defense
6. Pirc Defense
7. English Opening
8. Alekhine
9. Queen's Gambit
10. Modern Defense
11. King's Indian Defense
12. King's Indian Attack
13. Dutch Defense
1. Ruy Lopez
Moves: 1. e4 c5
This opening is popular among the Black gamers when White moves the
king pawn to e4. The main reason is that the opening provides the Black
participant a chance to retort quite ardently to White's opening. This
technique perhaps can neutralize any competitive introduction of the White
participant, which is the reason for its popularity. The c5 is a far better
response to e4 than every other movement and may be utilized to black's
benefit if the upcoming moves are performed right.
This defensive posture was regarded as a dreadful opening if it was detected
originally and wasn't utilized in several games initially. These days, the
Sicilian is among the most usual chess openings being broadly used across
different tournaments' performance levels.
4. French Defense
Moves: 1. e4 e6
The French Defense is an opening that favors the Dark players. Though this
opening provides a way for the White player to contact the middle, it
compels the white pawn in the electronic lineup. It pressurizes the White
player to perform with his following move sensibly, which is accustomed to
the Dark player's benefit.
5. Caro-Kann Defense
Moves: 1. e4 c6
This is another opening that the Black Players prefer since it features a
powerful retort into the White's e4 opening. Even though it gives good
defense into the Dark player, it isn't quite as popular as the French defense.
This opening has gotten a lot of variants because of its discovery.
Two players detected the opening, specifically Horatio Caro, a British
participant, and Marcus Kann, an undercover participant in 1886. Though
this isn't a lively opening, unlike many others, this may win massive favors
for your Black player if supported with a well-defined pawn structure.
6. Pirc Defense
Moves: 1. c4
This is just another opening that may work wonders for your White
Participant if played correctly. The English have experienced many
experiments through the last few years, and there are many mixtures of
following moves. When the white player plays it carefully, he will have the
ability to adopt an offensive strategy from the Dark player by opening up a
lane to the queen.
For many practical purposes, this can be called a reversed Sicilian defense
for simple comprehension. But this opening is much livelier than the
Sicilian defense since there is a lot of scope for innovation and
improvement; this particular element of unpredictability associated with
this opening is thought of as another among the most effective openings.
8. Alekhine's Defense
Moves: 1. e4 Nf6
Rather than the other openings we’ve seen today, Alekhine's defense wasn't
found long ago. It's, in reality, a contemporary opening and was just found
in the year 1921. This defense can also be considered a hypermodern
defense and a beneficial opening for Black gamers since it allows them to
start an aggressive assault.
Under this opening, the White player is motivated to move his Pawns
forward to create a wide pawn formation. This extensive pawn formation is
readily employed by the Dark to benefit and may become the foundation for
starting an aggressive assault.
Another reason why the Dark gamers prefer this movement is that the Fact
can nullify each of the pre-determined moves that form part of White's
opening. This kind of play also eliminates all resemblance into the plank,
which can be advantageous to competitive players.
9. Queen's Gambit
Moves: 1. d4 d5 2. c4
This is among the earliest openings in Chess and is regarded as a
competitive opening, ideally suited to the White players. Even though it
may seem like favoring the Dark participant in the beginning due to the lack
of pawn for its White, this opening is known to have given the White
participant enough floor to start an offensive assault.
But a prominent point about this opening is that it also gives the Dark
player chance to react to White's moves using a competitive strategy. Hence
it cannot be wholly considered an opening that will benefit only the White
player. Numerous games hold sufficient evidence to how this opening can
reap the Dark player, too, in the event the following moves are played
correctly.
10. Modern Defense
Moves: 1. e4 g6
This opening has been utilized to capture the opponent off guard in certain
games, even though it isn't used regularly. This opening sets out to
encourage the Dark player but ends up supporting the White player to gain
an edge over the Dark player. As in Alekhine's defense, the white pawns are
motivated to proceed forward to establish a sound pawn structure in the
middle.
This paves the way for the Dark to assault round the middle. Exactly enjoy
the Alekhine's defense. This opening exerts some benefit and restores
balance in the game. Since White won't forecast the upcoming movements
of Black, this opening may be employed by Black to establish an aggressive
assault.
At Precisely the Same time, this opening helps White embrace an offensive
strategy since there's sufficient chance for White to create a reliable center.
Having a solid center makes it possible and easy for White to establish an
aggressive assault against the Black. Even though it has several virtues, the
players prefer this opening it inclines to complicate the game, and
frequently, players have been left with no thought about what
This lack of predictability and clarity Related to this Opening is the most
important cause of its lack of popularity.
11. King's Indian Defense
Moves: 1. d4 Nf6 2. c4 g6
This is another famous chess opening and can be just another Instance of
hypermodern gameplay. This opening makes it possible for White to get
control over the center together with his pawns. At precisely the same time,
the Dark player can also be given enough chance to challenge the middle
control exerted by White. It's been a constant favorite among professional
gamers since it's a lively introduction and contains much scope for
advancement.
Another Extra benefit of choosing this opening for Black Is that you're
given a chance to come up with your bishop, knight and additionally castle
your troops at the start of the game itself. You may understand the
importance of castling your troops early to the game in an after the post I
wrote >>Chess rules for castling<<
12. King's Indian Attack
Moves: 1. Nf3 d5 2. g3
The mirror opposite to Black's King's Indian Defense is that the King's
Indian Attack. As you may have figured, this opening favors the White.
Openings like the French Defense, Sicilian defense are popular among the
Black gamers since these openings violate the symmetry from White's
openings. However, this opening is effective at retorting any defensive
strategy embraced by Dark and allows
This opening can lead to competitive middle games at which both the
players shed a lot of pieces. An intriguing component of this King's Indian
attack is that it does not need to be used as an opening. It may be adopted as
a strategy throughout this game too.
Ideally, White may embrace this strategy to squelch any Defensive motions
of Black. The twin aims of the opening/strategy are as follows: To enable
White to create their bits. To result in a round against the black king. This
requires exceptional strategies in the Dark player to neutralize these
competitive moves in the White.
13. The Dutch Defense
Moves: 1. d4 f5
The Dutch defense is regarded as the very competitive retort by Black to
White's opening. This opening gives Black the chance to start an assault on
White's kingside throughout this game. But this attack leads to the f7 square
of this shameful getting an easy target to its White. This disadvantage is
readily overcome by castling the king.
This is one opening that promotes competitive moves out of both Players
and makes the game even more intriguing and exciting. Despite its multiple
advantages, this opening may also be a double-edged sword for shameful
since you open yourself up from a fast checkmate if you are not attentive
and playing against an expert White. These are a few of the widely used
openings. I am confident that you’re amazed and motivated after studying
these intriguing openings. I'm confident you're waiting to test them out on
another game. The value of a fantastic opening can never be stressed
enough. A fantastic opening can most surely alter this game's destiny;
hence, you must understand these several openings.
Chapter 4: The 4 Best Strategies for Beginners
We will be discussing the following basic chess tactics and how they can be
used to make your game better:
Battery Attack
Discovered Attack
Discovered Check
Fork Attack
Pin Attack
Skewer Attack
There are many more tactics in chess, but to understand and learn the more
complex chess tactics, you will need to know these basic tactics, and these
tactics will be taught to you with the help of simple and understandable
animated diagrams. Now let us take a look at the aforementioned basic
chess tactics.
Battery Attack
Battery attack is of a two-kind attack, which comprises of Queen along with
Bishop or Rook. In the first kind of attack, the Queen and the Bishop are
placed side by side on the Diagonals. In the second kind, the queen is with
the rook on the Straights or Ranks or Files.
As the strength of a household battery is increased when an extra cell is
added, this tactic aims to strengthen the army attack with extra pieces.
Discovered Attack
The two different units of the two opposing players are against each other,
but the King of either player is not attacked.
One unit comes into play when the other unit is pulled out of the way. Only
then the unit can attack the opponent, and such is the case of the discovered
unit.
From the image below, we can understand that Bishop is the uncovered unit
or can be called a discovered unit in this scenario.
Discovered Check
Unlike Discovered Attack, in Discovered Check, the King is in danger. The
discovered unit attacks the enemy King in this case.
Since the black should save the King according to the diagram, the
discovered unit has enforced a Check that leads to the Black Queen's
sacrifice to save the King. Simultaneously, when the white Bishop checks
the King, the Queen is under the radar of the White Knight.
Fork Attack
In this case, a single unit can attack two rival units in one move.
Two Chess Tactics as Relative Fork and Absolute Fork, are explained below
with images.
Pin Attack
This attack comes into play when a lesser important piece or pawn is ahead
of an important piece.
There are two types of Pin Attack in the form of Relative and Absolute Pin
Attack.
Skewer Attack
The identification of an attack is done through an essential piece before a
lesser important piece or pawn.
The Relative and Absolute Skewer Attacks are mentioned briefly below.
Relative Skewer Attack
The attack is launched on a valuable unit to capture the lesser valuable unit
just behind the valuable unit. This attack facilitates the movement of
essential pieces that hindered the lesser valuable piece or pawn's attack.
The white Bishop looking to capture the Black Knight should first threaten
the black Rook.
Forks
A Fork is when a Knight, Bishop, Rook, or Queen attacks two pieces on
different squares at the same time. In the image below, a Knight has forked
a Queen and a Rook. Notice the “fork” shape the arrows make.
The opponent can move either the Queen or the Rook, but he can’t move
both! You’ll notice that the Queen and Rook are protecting each other, but it
doesn’t matter. You remember that the value of a Queen is 9 points and a
Rook is 5 while a Knight is only 3 points. So, White will gladly make that
trade any day.
While my favorite piece to fork with is the Knight. You can also fork with
Bishops, Rooks, and Queens. Here are a few examples.
A Bishop Forks two Rooks.
Pins
A Pin is when your piece traps (or pins) your opponent’s piece between it
and the opponent’s King. In the example below, Black’s Rook would love
to move down and eat up the White Queen, but it can’t because moving
down would put the King in Check, which is illegal. The Rook is pinned.
Since two pieces are attacking that square, White’s Queen can move up and
take the Rook. Since the Black King can’t attack back, White takes a free
piece. Oh yeah!
Skewers
A Skewer is when your piece attacks two opponent pieces through each
other. See the image below. The difference between a skewer and a pin is
that the Queen in this situation is not pinned to the Rook. It can move and if
your opponent is smart, he will move it. But one of those pieces is going to
die. It’s called a Skewer because it’s like a shish-kebab that skewers through
two pieces of grilled chicken.
Discovered Check
A Discovered Check is not technically a Fork, Pin, or Skewer, but it’s in the
same family of awesome moves and I wanted to share it with you because
it’s just as powerful. I also call it the Peekaboo Maneuver. Discovered
Check is when a piece that could attack the opponent’s King is blocked by
one of your own pieces. When you move the blocking piece out of the way,
your opponent discovers he’s in check. In the picture below, the White
Rook is pointed toward the Black King, but White’s own bishop blocks it.
Threading
I think this strategy is easier to do than to explain. First of all let's say that if
for the double attack the best piece is the knight, for the enfilade the
strongest piece is the queen. This strategy consists of attacking an
opponent's piece that is placed in the same line of action (column,
crosspiece, diagonal) as another opponent's piece.
In practice, if we attack an opponent's Bishop with a Queen, and behind that
Bishop there is another Bishop, our opponent will still lose a piece because
he will move the first Bishop but the second will be captured.
Example: White: Queen f3 Black: Bishop f5 and Bishop f8.
The white queen threatens a bishop, and the bishop moves (to get out of the
way of the attack), but offers another piece to the white queen. This move
can be saved, however, if you have these pieces White: Queen f3 Black
pieces: Bishop f5, Bishop f8 and pawn e7. Let's assume that white has
moved and now it's black's turn to defend. How can he free himself from
this entanglement? Just push the pawn from e7 to e6 so that it defends and
supports the bishop f5.
Double attachment
Nailing
Nailing could be said to be the reverse process of threading. Here again, the
strongest piece is the Queen, but there is nothing to stop the Bishop and
Rook from nailing. Nailing occurs when one's own piece attacks an
opponent's piece and the latter cannot move because it is defending its own
king.
1. D (5) to N (E7) White can threaten the knight with the pawn so black will
move the night and no longer be guarding B4.
Q (A4) The queen will check the king and be close to taking the bishop,
black has no choice but to concede the bishop
2. R (D7) to K (C8)
R (D5) to K (B7)
R (E5) to B (D6)
R (H5) This allows white to take a pawn without losing the ability to keep
the pressure on black
3. R (F8) to R (xF8) White’s rook forces a check and puts pressure on the
black’s rook, which leads to a threat on the king by the white bishop
R (xF8) to K (A7) When the rook checks, the king is forced to move in only
one direction.
B (xE3) The bishop will take the knight and check the king, both gaining a
piece and avoiding checkmate at the same time
4. R (F5) to N (ED7) This allows the white to pressure the black knight,
forcing it to withdraw or risk losing a piece.
Q (F2) to R (G8) White puts pressure on the opposite knight forcing black
into a position where it is weak on defense.
E5 R (xG5) This allows white’s pawn to move and allows for the most
beneficial exchange
E (xD6) to R (xF5)
D (xE7) to R (xF2)
K (xF2) This is not necessary but only works out in white’s favor. This
leaves the board-wide open for white to proceed in several different ways
5. Q (B3) to K (H7) White will check the king leaving black no choice but
to move it
R (H1) to Q (H5) White can use the rook to check the king, forcing black to
use the queen to block
R (xH5) to G (xH5) If done correctly, white will exchange a rook for a
queen. The white knight is crucial in this play as it makes the easiest way to
avoid check impossible.
6. N (F6) to K (F8) This move will allow white to put pressure on both
rooks and possibly allow for checkmate
N (xD7) to K (G8)
N (F6) This will force black into a situation where black has no choice but
to surrender a rook
7. R (H3) to K (G8)
E7 to D5
E (xD8) to R (xD8)
Q (xC5) to B (xH3)
G (xH3)
8. R (H8) to K (xH8)
Q (xF8) to K (H7)
Q (xG7)
9. R (H7) to K (G8)
R (CG7) to K (F8)
B (D6) to B (H6)
R (H8) to R (E7)
The Danish Gambit is named for the nation of Denmark, not the delicious
sweet Danish pastries. Although White is inviting Black to gobble up a
couple of pawns, perhaps a double entendre is at play.
The opening is most strongly associated with a Danish chess master, Martin
Severin From. From was active as a player in the mid-to-late 19th century
but is better remembered as an analyst and administrator, from writing an
essay on the sequence of moves now known as the “Danish Gambit” while
playing in an extreme 1867 tournament in Paris. Perhaps he penned it as a
ruse to distract attention from his play, as he came equal last out of the
thirteen entrants. In a way, this makes From’s achievement in immortalizing
the Danish Gambit even more remarkable – it’s one thing to popularize an
opening thanks to winning a tournament with it. Still, it is undoubtedly even
more challenging if the player has performed poorly.
An interesting quirk of this 1867 tournament was that it used a different
scoring system to today’s players are most familiar with. Almost universally,
present-day chess tournaments award 1 point for a win, and both players get
½ a point for a draw and 0 points for a loss. Chess has been scored this way
for such a long time that it’s hard to imagine an alternative, but other scoring
systems exist. In Paris 1867, it was 1 point for a win, 0 points for a draw, and
0 for a loss. Drawing a game was as bad as losing.
This system may hint at a solution to modern chess's scourge; at the top level
especially, there are far too many draws. When playing with the Black
pieces, emerging with a draw is considered a satisfactory result in contests
between elite grandmasters, so they often try to lead the position towards a
drawish end rather than play sharp lines and risk a loss. There’s also the so-
called “grandmaster draw” — a draw by agreement where, early in the
game, both players agree to shake hands and share the point before things
even get interesting. Such a safety-first approach is not great for the game’s
followers who want to see the danger, excitement, and decisive results.
The problem of excessive drawing is not restricted to chess. In football
(soccer), goals are difficult to score, and it is tempting for teams to adopt a
defensive mindset rather than press forward for a win. But spectators hate 0–
0 draws, and indeed don’t particularly enjoy draws of any kind. Competition
is meant to be about the thrill of victory and the agony of defeat, not the
melancholy of a draw.
To combat the drawing tendency, the Football League in England tried
something drastic for the 1980/81 season when they increased the value of a
win from 2 points to 3 points. Draws remained worth 1 point and 0 points for
a loss. A team became better off if they won one game and lost one game (3
points total) than if they drew two games (2 points).
Placing additional value on wins concerning draws had the desired result.
The number of drawn matches across the first division season fell to 25.5%
of games played, compared to 29.0% in the preceding season. Observing the
improvement, other national football leagues quickly followed suit, and
today and the 3 / 1 / 0 system is ubiquitous.
Could chess embrace such a radical departure? There would be many
naysayers, but 3 / 1 / 0 is already in use at the annual Bilbao Chess Masters
tournament. It attracts some of the world’s very strongest players, and the
scoring system does seem to have the desired effect. By giving more points
for a win, it stimulates more aggressive chess and fewer draws.
Even though the Danish Gambit is today decried as “unsound” by the
experts, Martin Severin From may have been correct in recommending it,
given the way the 1867 Paris tournament scoring system heavily penalized
draws. Since the Danish Gambit sees White offering Black the chance to go
a pawn ahead in the material in exchange for White’s fast development, the
position immediately becomes unbalanced. One side or the other is more
likely to emerge with a win. If 3 / 1 / 0 ever becomes more widespread, we
may see a revival of interest in more dangerous openings such as the Danish
Gambit.
Slav Defense
The Vienna Game looks relatively non-threatening. Rather than use the
second move to attack an enemy soldier with the more common 2. Nf3,
White defends one of its pawns by playing 2. Nc3. It is a fundamentally
solid opening that can develop in many directions, both aggressive and
quiet. One idea is to follow up with 3. f4 in the King’s Gambit (the “Vienna
Attack”). Other lines see simple developing moves and the beginnings of a
long-term positional game.
The Vienna Game received its name thanks to several strong Viennese
players who worked on its development. Vienna was an important cultural
center during the Enlightenment; Mozart played his music there and held
many strong chess tournaments. Wilhelm Steinitz – the first official world
chess champion – gained one of his most important early victories by
winning the Vienna City championship in 1861. Steinitz was also one of the
opening’s most ardent advocates.
The city of Vienna hosted the debut of a most extraordinary invention in
1770. Wolfgang von Kempelen claimed to have invented an automaton that
could play a formidable chess game against a human opponent. The
machine consisted of a man's life-size model in Ottoman robes, complete
with moving arms and head. This figure sat at a cabinet with a large
chessboard on top and three doors at the front. The Austrian court
assembled at Schönbrunn Palace to witness the machine’s first game, and to
the astonishment of all, this “Mechanical Turk” easily won. The Turk after
traveled to the Café de la Régence in Paris and played against the world’s
best player, François-André Danican Philidor, as well as the prominent
statesmen Napoleon Bonaparte and Benjamin Franklin.
If you hadn’t guessed, it was a trick. Steam Age technology was not capable
of the complex calculations required to play chess. The Turk concealed a
strong chess-playing human operator inside the cabinet, who directed the
moves to the model’s arms via interior levers. Kempelen employed
elaborate misdirection to prevent the secret from being discovered. The
base of the machine contained dummy gears and cogs, which appeared to
be driving the operation. It also made a clockwork-like sound. The Turk
survived inspection many times.
As interest in the Mechanical Turk grew, Kempelen became increasingly
reluctant to expose his creation to further scrutiny. He would lie about it
being under repair. He even wholly dismantled The Turk until ordered by
the Emperor to rebuild it. It may seem unbelievable to us that the
Mechanical Turk could fool onlookers like this. Still, it was the early
industrial revolution, and all manner of new gadgets were hissing and
spinning out hitherto impossible deeds. A chess-playing machine wouldn’t
have seemed entirely out of the question to 18th-century minds.
The first (real) chess-playing computer programs were not developed until
the middle of the 20th century. Initially, computers could now play chess at
all was remarkable enough, but these first programs could be defeated even
by weak human players. However, the machines became better and better
over the following few decades. They became able to evaluate millions of
possible positions every second and began to pose a serious threat to even
the best humans.
In the 1990s, the world’s best player, Garry Kasparov, took on IBM’s
specially built chess supercomputer Deep Blue. Under the spotlight of
global media attention, the first six-game match in 1996 saw Kasparov
defend humanity's honor by triumphing with three wins, two draws, and
one loss. But in a rematch the following year, Deep Blue came out the
victor – much to Kasparov's upset.
Since that contest, chess programs have continued to get even more robust,
while our brains seem much more confined to the limits of our biology.
These days, a game between a professional grandmaster and freely
available software running on an ordinary laptop computer would be an
abject humiliation for the human. Having begun in Vienna as a hoax, the
machines have finally prevailed.
Chapter 8: Unusual Replies and Others
1. d4, b6
Unusual openings are played against the players who memorize openings
and play, which is one reason why we have learned general opening
principles first.
Unusual openings are played to confuse players that they’re playing some
different opening he doesn't know.
Just following our general principles,
2. c4, Bb7; 3. Nf3, e6; 4. g3
We can play g3 in this position without being afraid of exchanging on f3.
Bxf3 will be just met with exf3 followed by Bg2 and normal development,
which will only give black a disadvantage of not having a double bishop.
If black plays Nf6 here, the opening will get converted to Queen’s Indian
Defense.
F5; 5. Bg2, Nf6; 6. O-O, Be7; 7. Nc3, O-O; 8. Bf4
It is just a Queen’s Indian Defense with f5, this type of conversion in
openings happens most of the time.
Ne4; (d6; Ng5, Bxg2; Kxg2, Qd7; d5)
This variation will be better for white since white has found some light
square weakness on black’s camp, which a white knight can occupy.
9. Rc1, d6;
White can play c5 in this position to open the a2 – g8 diagonal to create any
threat on e6 or to close the diagonal of black’s white bishop.
In most of the unusual openings, just managing to develop your pieces will
be more than enough. Sometimes, the opponent may tempt you by giving
away of attack. For Ex: From the above diagram after Ne4, it is tempting to
play Nb5 to attack c7. However, this will be useless since the opponent will
simply play d6 and defend the threat and create a square for his knight on
d7.
b6 with g6
1. d4, b6; 2. c4, Bb7; 3. Nf3, g6; 4. g3, Bg7; 5. Bg2
Black creates a double fianchetto bishop on b7 and g7. Black didn’t control
the center with pawns, which is a bad thing for the opponent. However, he
will eventually play d6 > e5 or e6 > d5 after the game. e6;
Allowing a square for g8 knight to e7 and also controlling d5 (central
square)
6. O-O, Ne7; 7. Nc3, O-O; 8. e4
Now we can understand that white is better at this position, having a
reliable center and useful pieces of activity. Players usually tend to make
mistakes after finishing the opening, especially opening, which they are not
most aware of.
d6; 9. Re1, Nd7
Now that we have the right pawn center, we need to make sure that it is
indestructible. The opponent may try to break it with e5 or d5, or c5 to
make things normal.
10. Bg5
Nf6 with Nc6
1. d4, Nf6; 2. c4, Nc6; 3. Nf3
It is a general principle that we should not block c pawn in the Queen Pawn
opening. But in this case, black has played Nc6 directly, blocking c pawn.
Playing d5 instead of Nf3 makes our pawn vulnerable after in the game.
Nf3 controls e5 square so that white can play d5 now.
This opening can often turn into Semi-Slav or King’s Indian system.
d6; 4. Nc3, e5; 5. e4
Just converting the line into King’s Indian or Old Indian defense set up.
Always try to convert the opening lines to the lines we know to make sure
that we don’t make any mistakes in the opening.
b5
1. d4, b5?!
In almost every opening, we would have played c4. Black played a move
that will stop c4 directly. It is not recommended to exchange a center pawn
for a flank pawn, so c4 is impossible. However, blacks didn’t try to control
the center now. Let’s try to have reasonable central control.
2. e4
This move not only controls the center but also attacks the pawn on b5.
Bb7!;
Counter-attacking the e4 pawn, we can continue like Bxb5, Bxe4, Nf3,
followed by Nc3 and castle.
This variation will allow white pieces to get developed rapidly. However, a
central pawn is exchanged for a flank pawn.
3. Nd2
Protecting e4 also enables the threat Bxb5 again. Nc3 will be met with b4,
and it will be better for black.
a6;
Black should protect the b5 pawn, which will also lose a tempo. B4 also a
playable move in this position instead of a6.
4. Ngf3, Nf6; 5. Bd3, e6; 6. O-O
We can see that white has developed many pieces compared to black and
also castled.
Playing e5 gives nothing to white, so O-O has been played just to develop
the rook and safeguard the king.
Be7
Just preparing to castle.
7. a4, b4; 8. c4!
White is trying to break the black’s pawn structure; bxa4 will leave the c4
square back to white. Black chose to play b4 to protect the pawns from
being isolated. White regains the move c4 and controls the center with an
additional pawn, which will give a reward in the long run.
Chapter 9: Learning from the Masters
Chess is a learning game, and you will find that you will make several
mistakes along the way, but to truly get better, you are going to need to take
the time to not only go through the games of masters but also to analyze
them and think about why they made certain moves. Once you can
understand why masters make certain moves, you will automatically begin
to think like them.
Even though some of their moves may seem completely unorthodox, these
grandmasters made them because they managed to predict how the game
would go in the following several moves.
3.Nxe5!
Correctly played, merely winning a pawn.
3...fxe5
The best move under the circumstances was probably 3...Qe7.
4.Qh5+
Crushing in all lines.
4...Ke7
On 4...g6 5.Qxe5+ White will win the Rh8 and extricate the queen with
careful play.
5.Qxe5+! Kf7
Forced.
6.Bc4+ Kg6
On 6...d5 7.Bxd5+ Kg6 8.h4 h6 9.Bxb7+-.
7.Qf5+
Forcing Black's king to a dark-square.
7...Kh6
8.d4+
A discovered check. Not that it matters here, but 8.d4 is superior to 8.d3+
because it gains superior control over the center.
8...g5 9.h4
Opening the h-file for the rook, the final insult.
Latvian Gambit [C40]
1.e4 e5
A double king pawn opening. Both sides have a share of the center, and both
can expect to develop quickly.
2.Nf3
Knights before bishops.
2...f5
The Latvian Gambit, offering a pawn in exchange for rapid development in
the center with ...d5.
3.Nxe5
Considered to be White's best move, capturing a pawn and pressuring f7, the
weakest square in Black's camp.
3...d6?
A natural-looking move, expecting to drive back the knight and open up a
path for Black's light-squared bishop, but a clean mistake. Correct is
3...Qf6, which we will see in the following game.
4.Qh5+
The move that Black overlooked.
4...g6
Indeed not 4...Ke7? 5.Qf7#
5.Nxg6
The point. Capturing the knight allows Qxh8.
5...Nf6
An innovative resource, attacking the queen rather than capturing the knight.
6.Qh4
Maintaining the pin on the h-pawn.
6...Rg8
Breaking the pin, forcing the Ng6 to move.
7.Nxf8 Rxf8 8.d3
White emerges ahead two pawns with easy development ahead.
Latvian Gambit [C40]
1.e4 e5
A double king pawn opening. Both sides have placed a pawn in the center
and activating their queens and kings' bishops.
2.Nf3
The natural developing move for the knight, often a prelude to the
development of the light-squared bishop and then castling.
2...f5
The Latvian Gambit, offering the f-pawn with the aim of greater central
control.
3.Bc4
3.Nxe5 is considered more substantial, but this move initiates some
complications that will please some players.
3...fxe4
A pawn trade brings the knight to the center but frees up g5 for the black
queen.
4.Nxe5
With the obvious pressure on f7.
4...Qg5
Ignoring White's threats but now threatening both the Ne5 and capture on
g2.
5.d4
Defending the Ne5 and with a discovered attack upon the Qg5.
5...Qxg2
Stepping out of the attack and now pressuring the Rh1.
6.Qh5+
Ignoring the attack on the rook to deliver a powerful check.
6...g6
After 6...Ke7 7.Qf7+ Kd6 8.Bf4 Qxh1+ 9.Bf1 and White's mating attack
will succeed.
It's a quick mate after 6...Kd8 7.Nf7+ Ke8 8.Nd6+ Ke7 9.Qe5+ Kd8
10.Nf7#
7.Bf7+!
Black is winning after 7.Nxg6 Qxh1+ 8.Bf1 hxg6 9.Qxh8 Kf7.
7...Kd8
8.Bxg6
Sacrificing the Rh1.
8...Qxh1+ 9.Ke2
And now offering the Bc1.
9...Qxc1 10.Nf7+
Here's just some of White's compensation for all of the sacrificed material.
10...Ke8
Black must walk into a powerful discovery.
Avoiding 10...Ke7? 11.Qe5#
11.Nxh8+
Winning back the rook with the check.
11...hxg6
Avoiding yet another mating trap.
Not 11...Ke7 12.Qe5+ Kd8 13.Nf7#
12.Qxg6+ Kd8
It's also a quick checkmate after 12...Ke7 13.Qxe4+ Kd6 14.Nf7#
13.Nf7+
The attack continues, even though White has only two active pieces. Note
that except for the queen, all of Black's pieces remain "in the box."
13...Ke7
Avoiding the discovered check, but inviting White to try Nc3-d5.
14.Nc3
Bringing up the reinforcements.
14...Qxa1?
Much too greedy, finally falling for one of White's many opening traps.
Black can play on with 14...Qxc2+ 15.Ke1 c6.
15.Nd5+
It's mate in three!
15...Ke8 16.Nd6+
Double check!
16...Kd8 17.Qe8#
Latvian Gambit [C40]
1.e4 e5 2.Nf3 f5
The Latvian Gambit.
3.Nxe5 Qf6
In the last game, Black blundered here with 3...d6, allowing 4.Qh5+.
Instead, Black uses the queen to drive back the advanced Ne5.
4.d4
Rather than immediately retreat the knight, White correctly takes the
opportunity to defend it and to take useful command over the center.
4...fxe4?
Correct first to drive back the knight with 4...d6.
5.Bc4
An active post for the bishop, threatening Nf7.
5...Nc6
There's no point in trying 5...Nh6 6.Bxh6 gxh6 7.Qh5+ Ke7 8.Nc3+-.
6.Bf7+!
Even more potent than 6.Nf7.
6...Kd8
6...Ke7 walks into a game-ending queen fork. 7.Nc3 Nxe5 8.Nd5+.
7.Bxg8 Rxg8
Is Blackout of trouble?
8.Bg5!
Game over. Pinning the queen, and on 8...Qxg5, White ends the game with a
pretty knight fork: 9.Nf7+.
Petrov's Defense [C42]
1.e4 e5 2.Nf3 Nf6
Petrov's Defense.
3.Nxe5
The most common move, capturing a pawn.
3...Nxe4?
Already a losing move. Black should first play 3...d6 driving back the Ne5.
4.Qe2
Quickly exploiting the now open e-file.
4...Nf6
Capitulation.
Black must instead try 4...d5 when after 5.d3 Qe7 6.dxe4 Qxe5 7.exd5
White emerges a clear pawn ahead with a comfortable advantage.
5.Nc6+
A discovered check that already nets Black's queen.
Game #88: Roemling, Sven (2181) - Lehmann, Lothar (2012) [C43]
Leipzig, 2005
3...Nxe4
Capturing on e4, relying on the pawn on e5 to lessen the power of Qe2.
4.Bd3
White expects to gain time against the knight.
4...d5
Protecting the advanced piece.
5.Nxe5
Recovering the pawn, threatening Qe2.
5...Bd6
Both sides are ready to castle.
6.0–0
Removing the king from the open file and playing Re1.
6...0–0
With the same reasoning, safeguarding the king and preparing ...Re8.
7.c4
To undermine d5 and in preparation for Nc3.
7...Bxe5
Exchanging the bishop for the advanced knight. Also playable is 7...c6,
protecting d5.
8.dxe5 Nc6
Targeting e5.
9.cxd5 Qxd5
Defending the knight and loading up on the e5-pawn.
10.Qf3
Two attacks upon a now-pinned Ne4.
10...Nxe5?
A losing move.
Black must instead play 10...Bf5 11.Qxf5 Qxd3 12.Nc3 Nc5 with chances
for both sides.
11.Qxe4
Winning a piece
11...Qxd3 12.Qxe5 1–0
Game #89: Langlois de Septenville, Anne - Goulon, Paul [C50]
France8, 1996
8.Bxf6
Leaving the knight well placed in the center of the board.
8...gxf6 9.Qd2
Steering the queen towards the newly created hole on h6.
9...f5
Hoping to prevent the queen from reaching h6 with ...f4 and enabling
defense with ...f7-f6.
10.Qh6
With the immediate threat Nd5-f6 with its support of Qxh7 checkmate.
10...f6
Two attacks on f6, and now two defenders.
11.Nh4
The knight heads for g6.
11...Rf7
Avoiding the fork.
12.Ng6+
Starting a mate in three moves!
12...Kg8
13.Nxf6+
Distracting the queen from the key f8 square.
13...Qxf6 14.Qf8#
The Rf7 is pinned!
Legal's Mate [C50]
1.e4 e5 2.Nf3 d6
Philidor's Defense, defending e5 but not the main choice because Black
quickly locks in the dark-squared bishop.
3.Bc4
Aiming for f7, considered the weakest pawn in Black's structure because
only the king defends it.
3...Nc6
Substantial development with influence on d4 and e5.
4.Nc3
4.d4 is undoubtedly better, and herein lies a fundamental question... to play
for the trap or develop as precisely as possible?
4...Bg4
Breaking the time-honored rule: "knights before bishops."
5.h3
Putting the question to the bishop.
Surely not 5.Nxe5 with the threat Bxf7 and Nd5 checkmate! 5...Nxe5
winning the knight and defending the bishop!
5...Bh5
White gains on all replies, an excellent illustration of why ...Bg4 was
premature. On the capture, White can bring the queen powerfully to f3.
And retreats of the bishop back towards c8 involve an evident loss of
time.
6.Nxe5
Legal's trap. The knight was pinned to the queen, not the king, and can still
move!
6...Bxd1
Black cannot resist capturing the queen, but now White mates in two.
On 6...Nxe5, White gains a pawn with 7.Qxh5 Nxc4 8.Qb5+ picking up the
knight.
7.Bxf7+
Check, with support from the Ne5.
7...Ke7
The only legal move.
8.Nd5#
A beautiful checkmate.
Game #91: Odegaard, Karl Erik - Bhave, Prakash [C50]
USA, 1993
1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5
The Giuocco Piano
4.d3
Supposedly, the slow variation, although this game may convince you
otherwise. White aims to develop the dark-squared bishop quickly but
delaying the idea of playing d4.
4...Nf6 5.Nc3
Solid development. White intends Bg5 and Nd5, and should Black prevent
that idea with ...h6, White will instead play Be3, a tempo ahead in the
Canal Variation.
5...0–0
Remarkably enough, a mistake. Much better is ...d6, intending to answer
Bg5 with ...h6 without compromising the king's sanctuary.
6.Bg5 h6
Now putting the question to the bishop involves a weakening of the black
king's fortress.
7.h4
Ambitious. Not fully sound, however, since Black can now continue with
...d6. The best move here is Nh4, sustaining the pin and inviting Black to
play ...g5.
7...hxg5?!
Better is 7...d6!
8.hxg5 Ng4
The correct idea, pressuring f2.
On 8...Nh7 9.g6! Ng5 10.Nd4! exd4 11.Qh5+-.
9.g6 Nxf2?
Falling into White's trap.
Black has a win here with 9...Bxf2+! 10.Ke2 d5!–+.
10.Nxe5!
Winning in all lines.
10...Nxd1
Who could resist capturing the queen, but it now mates in five moves.
Capturing the knight invites Damiano's quick checkmate. 10...Nxe5
11.Rh8+! Kxh8 12.Qh5+ Kg8 13.Qh7#
Capturing the rook requires that White exhibit unusual care. 10...Nxh1
11.gxf7+! (Not the obvious looking 11.Qh5 Qh4+! 12.Qxh4 Bf2+
13.Qxf2 Nxf2 with play for both sides.) 11...Rxf7 12.Bxf7+ Kf8 13.Qh5
Qh4+ 14.Qxh4 Bf2+ 15.Qxf2 Nxf2 16.Kxf2 Nxe5 17.Bb3 Emerging up a
single pawn with clearly superior development.
11.gxf7+ Rxf7 12.Bxf7+ Kf8
13.Rh8+ Ke7 14.Nd5+ Kd6 15.Nc4# 1–0
Four Knights' Game [C55]
1.e4 e5 2.Nf3 Nc6 3.Nc3 Nf6
The Four Knights Game.
4.Bc4
A common mistake, White should instead play 4, Bb5.
4...Nxe4! 5.Nxe4 d5
Hardly a win, but indeed not the position that White wants to play. The
exchanges aid the defense, and Black will emerge with a stable position.
Max Lange [C56]
1.e4 e5 2.Nf3 Nc6 3.Bc4 Nf6
The Two Knights' Defense.
4.d4
This line is known as the Max Lange Attack.
4...d6?
Much too passive. Necessary is 4...exd4.
5.dxe5
Giving Black a problem... how to recover the pawn?
5...dxe5
On 5...Nxe5 6.Nxe5 dxe5 7.Bxf7+ winning at least a pawn. 7...Ke7
8.Qxd8+ Kxd8 9.f3.
6.Qxd8+
Overloading the Nc6, which wants to recapture but needs to defend the e5-
pawn.
6...Nxd8
White wins a pawn either way 6...Kxd8 7.Bxf7.
7.Nxe5 Nxe4
Needed to maintain material equality.
8.0–0
With a clear position advantage and the immediate threat of Re1.
Chapter 11: Chess Strategy
Chess strategies are based on theoretical principles and permanent factors
present in the position. It would be best if you used chess tactics to
implement your strategies. Here are the most common forms of tactical
attacks used by chess players:
Forks – This type of chess tactic involves an attack against two enemy
pieces. Forks can be done by all of your chess pieces, even the kings
and the pawns. Here, you should attack two enemy pieces at the same
time. For example, your pawn stands at d3, and your opponent's rooks
are on c5 and e5. You can execute a fork by pushing the pawn to d4,
which attacks both rooks. Since your opponent can only move one
piece at a time, you will be able to capture one of his rooks.
Pins – Pins can only be done by pieces that move along files and
diagonals. With this tactic, you will use a bishop, a rook, or a queen to
attack an enemy piece and prevent it from moving. It involves three
pieces: the attacking piece, the pinned piece, and the guarded piece.
For example, a knight is blocking a diagonal that leads to the king.
You may pin this knight against its king if you can attack it using a
bishop; the poor knight will not move since the bishop will kill the
king. There are two types of pins:
Relative Pins – With this type, the pinned piece can still move.
Absolute Pins – With absolute pins, the guarded piece is a king.
Because of that, the pinned piece is not allowed to move.
In general, the value of the guarded piece is higher than the attacked piece.
It means a player will lose material if he moves the pinned piece.
Skewers – Similar to pins, only pieces that move along files and
diagonals can accomplish this tactic. It also involves three pieces: the
attacking piece, the attacked piece, and the guarded piece. However,
skewers involve a different principle: the value of the attacked piece is
equal to or higher than that of the guarded piece. It means a player
may be forced to move the attacked piece to minimize loss of material.
For example, your opponent’s king is on e8, and one of his rooks is on
h8. You can skewer the enemy pieces by placing a queen or rook on
a8, b8, or c8. You will gain material since the opponent is required to
move his king, letting you capture the undefended rook on h8.
Overloading – With this tactic, you will force an enemy piece to do
multiple tasks simultaneously. Since your opponent can only make one
move per turn, you may gain material by overloading his pieces. For
instance, your opponent’s queen is defending a knight on a5 and a
bishop on d4. You can overload the queen by attacking the knight and
the bishop simultaneously. If you can capture one of these pieces, the
opponent will be forced to recapture using his queen, which will leave
the remaining piece undefended.
Discovered Attack – This tactic has some similarities with pins and
skewers. Only queens, rooks, and bishops can do it. Discovered
attacks involve three pieces: the attacking piece, the blocking piece,
and the attacked piece. You own the long-range piece and the one
blocking it. For example, your queen is on a diagonal that leads to an
undefended enemy piece. However, one of your knights is blocking
the diagonal. You can execute a discovered attack by moving your
knight away; this action will allow your queen to threaten the enemy
piece.
You will gain more significant benefits from this tactic if you can make an
attacking move using the blocking piece. Since your opponent can only
make one move at a time, executing two attacks simultaneously can earn
you a decisive material advantage.
Discovered Check – This is a discovered attack in which the attacked
piece is the enemy king. Your opponent will be required to defend
against the check so that you can make a free move or a decisive
capture using the blocking piece.
Chess strategy involves evaluating chess positions and setting objectives
and plans for subsequent play. If you want to win games convincingly, you
should know how to develop concrete game plans before and during the
game. Players who play without planning and preparations are bound to
experience terrible losses most of the time. You can significantly increase
your chances of winning by knowing how to form a strategy based on a fast
and logical assessment of the positional elements.
The strategic element of chess positions can be categorized into two areas:
static and dynamic. Static elements are likely to persist for some time, such
as King’s safety, pawn structure, bishop pair, and queen’s existence. On the
other hand, dynamic elements are transient elements such as development,
center control, initiative, diagonals and files, piece placement, etc. A correct
assessment of position is essential to the success of the planning process.
Pawns 1 point
Knights 3 points
Bishops 3 points
Rooks 5 points
Queens 9 points
The player with more powerful pieces generally has a bigger chance of
winning. Strategies and tactical moves are aimed at capturing enemy pieces
while preserving your own. Material value, however, is only superficial.
Such factors should modify material advantage as mobility, coordination,
position, and type of position. Each piece takes on a different level of
relevance depending on which phase of the game you’re in. Knights and
Bishops are similarly ranked at 3 points, but a Knight enjoys tight positions
in the Middlegame. Bishops, in turn, are slightly stronger in open positions
during the Endgames.
Pawn Structure: Pawns play an essential role in every game of chess. They
protect your pieces, control the center in the early stages of the game, and
shield your king from your opponent’s vicious attacks. Pawns, however, are
slow-moving pieces. This makes pawn structure more or less permanent or
static. A disrupted pawn connection can significantly weaken your position.
Since pawns can only move forward, doubled pawns, backward pawns,
island pawns, or isolated pawns are generally considered severe flaws in
your position. Connected pawns usually indicate a strong position.
Space: The side with more control over spaces on the board enjoys an
advantage. Having more space means having more options for
implementing strategies and tactics.
Control of the Center: Controlling the center means positioning your pieces
to attack the central squares. Control of the center is vital for several
reasons. It gives your pieces more mobility and increased capability to
attack and defend. Since tactical battles are often waged around the central
area, the player with center control enjoys a decisive edge.
Weak Squares and Open Lines: Weak squares are unprotected and open for
occupation or control by the opponent. A weak square or hole can be
exploited to gain an advantage. On the other hand, open lines allow long-
range pieces like Rooks, Bishops, and Queens to exert pressure on the
center and the opponent’s side of the board.
Initiative: The player with the initiative dictates the tempo of the game. He
is generally the attacker, while the opponent is the defender. Having the
initiative forces your opponent to abandon his attack plans and thus disrupt
his strategy momentarily.
The advantage in Development: This element is essential in the opening
phase of the game. You can gain an advantage in the development by
bringing your pieces out as early as possible. Keep in mind that your pieces
can only help you win the game if placed on good squares or are well-
developed.
King’s Safety: The King’s role changes as the game transitions from one
phase to the following. The King is stronger when there are few pieces on
the board, especially true in the endgame. Hence, the King becomes a
significant attacking piece in the closing stages. A player whose King is
performing a role appropriate to the game stage has a better position than a
player whose King is performing an inappropriate role.
The following game fragments are taken from high-level games. You can
learn how to make your evaluation by studying the detailed analysis for
each position.
Karpov–Kasparov
Moscow 1985 Watch (16)
Black has a one-pawn lead in terms of material but what tilts the game in
his favor is the Knight on d3. The Knight, defended by the light square
Bishop, radiates tremendous influence from this position. White can blame
it on the weak d3 and d4 squares, which allowed Black to move forward
without impediment. White’s pieces are tied and have limited opportunities
for attack. Black has the upper hand in this position, and the cleverly placed
d3 Knight will prove to be pivotal in the outcome of the game.
Two significant pieces back rate mate: so far, this has been the most
comfortable likely mate in the game of Chess; this often happens in the end
stages of the game, the most advantageous side cuts its opponents, King,
from rank 7 with one major chess piece and delivers a mate with the more
strengthened one. This a general mating pattern and also very essential. It is
also safe to know that if your opponents' King is hooked in the chessboard
center, the more promising side could walk him into the Rank eight into the
position sustained by identical checks with the rooks, therefore mating on
the back Rank.
Two Pawn Checkmate
This happens when one side has two pawns, and the other side had
absolutely none. The opponent has no place to move in the other positions:
your King completely protects d7 and f7; d8 and f8 are also protected by
the e7 pawn, which visibly can't be attacked. If your opponent were to
move, your piece would feel uneasy because it can be seen as a stalemate,
which can also be called a draw. Therefore, it is best to move your piece
and mate in one: 1.d7.
Diagonal checkmate: This is when the setup queen and bishop line up in the
same diagonal, proven to be very impactful. This setup is even very much
more robust; every player should also be very mindful of this setup when
they are on the defensive side. This same type of mate is possible if your
queen and Bishop are in a diagonal line b1-h7, double hit on the weak h7
square, which is mostly protected by the King chess piece unaccompanied.
Back rank checkmate: This is a standard matting pattern that is very strong
and impactful; all payers use it as a severe threat or weapon. Its pawn
blocks the black's King on rank 8, and every check by the leading chess
piece would be a very lethal move. We should at every instance be able to
point at any possible threats from the back Rank even when there isn't any
immediate checkmate insight; these positions could change very quickly, so
an excellent practice is essential to be able to create a survival plan in the
endgame where all main pieces would be present.
Chess teaches patience: After a few games, the baby learns that making
strikes except entirely searching at the entire board and noticing the place
critical pieces are inclined will end up with her losing these integral pieces.
They will study that the lack of patience will most likely reason them to
cease up in checkmate.
Chess will improve authorities' functioning: The National Center for
Learning Disabilities states: "Executive feature is a set of intellectual
strategies that helps be part of the past ride with a new action. People use it
to feature activities such as planning, organizing, strategizing, paying
interest to and remembering details, and managing time and space." Chess
lets youngsters exercise all the sides of government functioning and
motivate (winning) to have interaction in all these facets. Therefore,
children who have problems with authorities functioning will make these
skills higher.
Chess is a healthy distraction from present trauma that kids may also be
experiencing. If her mother and father are going through a harmful divorce
or has witnessed excessive violence, concentrating on Chess will furnish a
significant respite from the affliction surrounding her life. Chess will teach
them that they choose to distance themselves from their anguish thru
healthful skills such as Chess or unhealthy escapes like capsules and
alcohol.
Chess teaches a method that creates wondering about two or three moves in
toughening as a substitute for focusing solely on the subsequent omit of
your chess piece. These adjustments the everyday concentration of solely
questioning about what will show up in the following 5 seconds. This
instructs young adults to look past the first cross and the instantaneous
future. This is an enhancement to their planning skills.
Chess is a splendid board recreation for mothers and fathers to play with
their children. The recreation's nuances will decorate your connection with
your toddler as you instruct him or he teaches him how to play effectively.
This is a recreation for sharing and teaching strategies, learning about
mistakes, and being exceptional in a quiet, considerate way.
The endeavor of Chess is now no longer only an idle amusement. Several
very treasured features of the mind, recommended in the path of human life,
are to be received or bolstered by using its potential, to come to be habits,
equipped on all occasions. For existence is a shape of Chess, in which we
have regularly pointed to gain, and opponents or adversaries to contend
with, and in which there is a sizable range of appropriate and unwell events,
that are, in some degree, the effects of prudence or the want of it. By
enjoying Chess, then, we can also learn:
1. Foresight, which appears a little into futurity, and considers the
penalties that can also moreover attend an action: for it is continually
happening to the player, "If I go this piece, what will be the
advantages of my new state? How can my opponent use it against me?
What one-of-a-kind strikes can I make to help it and to guard myself
against his attacks?
2. Circumspection, which surveys the whole chessboard, or scene of
action, the family contributors of the pretty a few pieces and
situations, the dangers they are respectively uncovered to, the quite a
few chances of their supporting every other; the possibilities that the
adversary might also additionally make this or that move, and assault
this or the other piece; and what one of a sort capability can be used to
keep away from his stroke, or turn its penalties towards him.
3. Caution, not to make our strikes too hastily. This habit is best received
by looking at strictly the criminal tips of the game, such as, if you
contact apiece, you have to pass it somewhere; if you set it down, you
want to let it stand.
Conclusion
Golden Rules have a special place in my heart. I was introduced to them by
my first coach Zlatko Bašagić, who unfortunately passed away last year.
Zlatko was a well-known coach in former Yugoslavia. I have him to thank
for the success in my chess career, particularly my achievement in
becoming World Junior Champion in 2002. Even though 20 years have
passed since I was first introduced to the Golden Rules, I still remember
them like yesterday. Every time we analyzed my games, he was always
ready to jump in with game checks: ‘’What do the Golden Rules say about
this movie?’’ Often, he asked this question when I made a lousy move and
was violating the well-known list of chess axioms. He said that it was
important for every player, from amateurs to World Champions, to know
and consider the Golden Rules in every step of the game. These rules don’t
necessarily apply in all situations, but they provide a general game plan of
how things should look during a game.
1. In the opening, don’t play multiple moves with the same piece. Every
move in the opening should be connected with the development of a
new piece.
Your primary goal should focus on developing your minor pieces and
freeing the squares required to bring your king to safety by castling. To
achieve this goal, you should not waste precious time in the opening by
moving the same piece more than once.
2. Don’t play with your queen too early.
As mentioned in the first rule, your objective is to develop minor pieces and
castle ASAP. Playing with your queen early on in the game is not
recommended. You will end up wasting precious time. Another significant
drawback of moving the queen too early might result in an attack by the
opponent’s minor pieces. Your opponent will develop his pieces with
tempo, and this is not something you want to allow.
3. Castle ASAP
The castling move was introduced in the 14th century. Until this move was
introduced to chess, games were usually much shorter than today. This is
because the king was often attacked or even mated in the center of the
board. With the castle move, you usually bring the king to safety where it is
protected by the pawns, far away from the center where all the action
usually happens at the beginning of a game. Another benefit of castling is it
allows you to bring the rook into play from the board's edge.
White correctly developed his minor pieces and is ready to castle on the
king-side.
4. Fight for the central squares (e4, d4, e5, d5)
It is not a coincidence that moves 1. e4 or 1. d4 is considered the best
option for White. We fight for the central squares so we can have space to
develop our minor pieces. Think of your starting moves as giving your
minor pieces some air to breathe. The more breathing space they have, the
better. Try to create difficulty for your opponent by taking central squares
away from him to complicate his development.
5. Put the rooks on open or half-open files
Similar to minor pieces, the rooks also need breathing space. Better yet,
they need the freedom to participate in the battle on the board actively. They
are best placed on an open file.
Both White and Black rooks are placed correctly – both on an open file
where they are most active.
6. In an open position, the bishop is better than the knight.
In an open position, bishop activity is more significant than knight activity
because it covers more squares than the ‘’slowish’’ knight.
7. The bishop is better than the knight when the pawns are on both
wings (flanks).
Because the bishop is controlling more squares and can do damage on both
sides of the board at the same time, it makes it superior to the knight when
pawns are on both wings.
8. The knight is more potent in a closed/locked position.
If the position is blocked, then bishops are usually limited by pawns. Since
bishops can’t jump over pawns while knights can, knights become superior
pieces in blocked positions.
12. You should always be able to explain why you played an individual
move.
When you play chess, you should always have a plan. For example, in the
beginning, you plan to take as many central squares as possible while
developing your minor pieces to castle eventually. This should hold even in
a middlegame. It would be best to plan what you want to do or what you
want to stop your opponent from doing. Then you should follow this plan.
Always keep in mind that I will be there after the game to ask why you
played a particular move. Better have your answer ready ☺ .
13. The materially superior side should try to exchange pieces (but not
pawns!).
If you are two pawns up in a middlegame and you have an option to
exchange all the pieces (except pawns and continue being two pawns up in
a pawn endgame), then that would be a dream come true. Since pawn
endgames with an extra pawn(s) are most often winning positions, it is
something to strive for.
14. The materially inferior side should try to exchange as many pawns
as possible.
Doesn’t it make sense? Well, let’s look at another example. You are in a
middlegame and are facing a challenging position with a whole minor piece
down. Being a piece down is no fun, but what would happen if you could
exchange all the pawns and stay in a bare king against an opponent’s king
and a minor piece? It does not matter whether it’s a bishop or knight; the
position would be a dead draw because there isn’t enough material to win
the game.
15. When you have finished developing minor pieces, move the queen to
connect the rooks.
Remember rule number 2, which states you should not move your queen
too early. Now is finally time for you to move it. When your minor pieces'
development is completed, it is time to connect both rooks by developing
the queen. Rooks gain more power if they are connected because they
defend one another.
17. Try to change bad (inferior) pieces for the good (superior) pieces.
Try to keep superior pieces and don’t exchange them for weaker ones.
Amateurs blindly take or exchange the first piece they see. My advice to
you is to take things slowly. Calm down and think about the situation.
Evaluate your piece activity and potential compared to that of your
opponent’s. Only then should you decide whether the capture would be
beneficial.
Of course, if you conclude that your opponent’s piece is more active and
has better potential, then it is definitely in your best interest to swap it off
the board.
The knight on d5 is better than his colleague on d7.
Black to move should play 1… Nf6 or 1… Nb6 and exchange it.
18. Rooks belong to the 7th rank.
Rooks are ideally placed on the seventh rank. There they are the most active
because it allows them to attack the opponent’s pawns and the king. A fair
comparison of strength is reflected in the saying that ‘’In the endgames, the
rook placed on the seventh rank is worth a sacrificed pawn.’’