Naroditskys_Chess_Speedrun_Key_Takeaways
Naroditskys_Chess_Speedrun_Key_Takeaways
The Speedrun by Daniel Naroditsky is a great way to learn and understand chess. Daniel
takes his time and explains every though process that makes him play the moves he plays. If
you ever wanted to understand how a Grandmaster comes up with their moves this is the
video series you want to watch.
With other 30 hours of videos the series has a huge amount of important information. With
this list I want to highlight the pieces of information that stood out to me as a quick
reference for the future. I hope you find this as useful as I do!
If you have to decide which piece should do a task, in general, the less valuable one should
do it.
Why? Because the more valuable figures can be forced to move away more easily.
If, for example, the queen were responsible for defending a knight, it would be less solid
than if a pawn were to defend the knight. As soon as the queen is attacked by another piece,
she must move to avoid being taken herself. Thus, it may have to leave the knight
undefended.
If your opponent does something, it does not mean that you always have to react to it.
If it doesn’t require immediate attention, we can just continue with our plan.
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1... d5 2. Nf3 Our pawn is already defended, no reason not to keep developing
2. exd5 Just because we can does not mean we have to take the pawn
Pawn Hooks
A hook is a pawn next to your opponents king that is not on its initial square.
This can be used in two ways. It can be used as a target for a piece sacrifice or as a hook for
one of our pawns to attack.
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1. h4 Here the pawn on g6 is the hook we want to attack Rac8 2. Ng5 If the pawn were to
move now we would have checkmate with Queen and the Knight attacking
h7 Bd6 3. Bxd6 Qxd6 4. h5 Qf4 5. Nh3 Qh6 6. hxg6 fxg6 7. Rxe6 By attacking the hook Daniel
pressured the opponent into introducing another weakness
A successful attack depends on two things. The number of pieces with which you can attack
the enemy king and the number of weaknesses around the enemy king.
With this rule of thumb we can find out if it makes sense to attack the opponent’s king. If
your pieces are all on the other side of the board and each 3-4 moves away from attacking
the king, it makes little sense to attack The same is true if the king is safely behind his
pawns and surrounded by his own pieces.
Here, the hooks can also play a role again. Often we can exploit a hook to force weaknesses
around the king which we can then use for an attack.
Sometimes the best position for a piece is where it doesn’t look optimal at first glance.
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1. Bc4
The Bishop on c4 does not look very impressive right now. It is blocked by its own pawns.
But it points to the opponents king and even x-rays the king and queen. This piece has a lot
of potential energy. It might now look impressive right now but once the position opens up
it will have a lot of kinetic energy, helping out in a possible attack.
That is the difference between potential and kinetic energy. A piece with potential energy
needs something to happen before their kinetic energy is released. So you don’t always have
to move a piece to make it good, sometimes other pieces have to move instead to let a piece
release its kinetic energy.
In most endgames you will have very few pieces left. It will be hard to checkmate with those
alone. That is why the key to winning endgames is to promote your pawns.
The first step to promote your pawns is to identify (potential) passed pawns. These are
pawns that cannot be attacked by your opponents pawns. If you don’t have any passed
pawns the goal should be to create one.
Once you have a passed pawn the goals shifts to push it safely up the board up to its
promotion square. Don’t push too early before you’re not ready to defend it. Once you
promoted the pawn to a Queen checkmating your opponent should be easier.
In this game Naroditsky shows an example from a game of Siegbert Tarrasch and Oldrich
Duras:
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Duras has an excellent knight on d5. Tarrasch has two knights to choose from to remove the
black knight from d5. The knight on e5 and the knight on c1. Of course Tarrasch chooses the
knight on c1 to do this. The knight on e5 is on an active square and perfectly placed. On the
other hand the knight on c1 is barely doing anything and looking rather bad. This is why
Tarrasch chooses the c1 knight for the task.
This concept can be used to create good squares for your pieces. It applies when a pawn of
your opponent is covering a square that you would like to use for one of your pieces. To get
rid of that pawn and to use the square for our purpose we undermine the opponents pawn
with one of our own pawns.
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1... b5 2. c5 Nd5
In this game black would really like to move their knight into d5. But that covered right now
by whites pawn on c4. Luckily black can undermine the pawn on c4 with the pawn on b4,
carving out the d5 square for their knight.
This concept can be used when one of your pieces is in the way of the pawn you want to
advance.
A perfect illustration of this can be seen in the game Daniel Naroditsky vs Abhijeet Gupta:
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1... a6 2. Kg2 Be7 3. Rh1 Rxh1 4. Kxh1 Qa7 5. Nf1 b5 6. Qd1 cxd4 7. cxd4 Nxd4 8. Be3 Bc5
Abhijeet has three attackers on the pawn on d4. If one of whites defenders has to move then
he can take the pawn. From the concept of using the least valuable piece should perform the
task we know that the white queen is the most vulnerable of the defenders. Thus, Abhijeet
makes a square on a7 for his queen before vacating the b6 square to advance his pawn. With
the white queen having to retreat black can pick up the pawn and ultimately win against
Daniel.
Pushing your pawns in front of your king can be scary. They can fuel the fire that
overwhelm your opponent, but they can also leave weaknesses in front of your king that
your opponent can exploit. As the saying goes: “you can’t make an omelet without breaking
some eggs”.
In the speedrun he gives this rule of thumb: Does your opponent have enough pieces ready
to counter-attack your king.
This ties in with the factors that determine if an attack can be successful from earlier. You
can create weaknesses in front of your king with the goal of attacking your opponent, as
long as your opponent does not have enough pieces to exploit those weaknesses. Otherwise,
your opponent might succeed with their counter-attack.
Then it is important to remember that the pawn structure is not set in stone.
Sometimes it even can be good to sacrifice the pawn to make way for one of your pieces.
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In this game a knight on e5 would be very powerful. Thus, Daniel sacrifices the pawn that
keeps the knight from using that square to get access to it.
You have to reevaluate your tactical justifications when your opponent makes a move.
Otherwise, you might miss when a tactical reason for something no longer is valid.
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1. Bxc3 h6 2. g4
White can take the pawn because black cannot take the bishop as it would lead to backrank
mate. But this changes after h6.
When you control the center you have more space for your pieces. Because of this you can
put those pieces on better /more active squares.
With your more active pieces it because easier to create an attack against your opponent.
But sometimes you have to give up something to transform your advantage into something
tangible. You don’t automatically win the game because your pieces are well-placed. You
have to convert those advantages into something that will win you the game.
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1... Nf2+ 2. Bxf2 White has to take the knight Rfxf2 3. Rge1 White has to create space for
their king, otherwise checkmate would follow Rxh2+ 4. Kg1 Rxa2 Black is three pawns up
Pieces (excluding the king and queen) can be categorized into three classes:
Type 1 undefended pieces: A piece that is not protected by any other piece or pawn
Type 2 undefended pieces: A piece that is only defended by one other piece
A defended piece: A piece that is protected by a pawn or at least two other pieces
The queen is excluded from this because it does not matter if the queen is defended or not.
If the queen is attacked by any other piece it does not matter if she’s defended or not, you
have to deal with the attack either way. That’s why the queen has to be regarded as
undefended.
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In this position, for white, there is one undefended piece (the queen) and two type 2
undefended pieces (both bishops). Noticing this we can exploit this and win a piece by
removing the defenders of the type 1 undefended pieces.
Plans that involve more than three moves are often not realistic. That’s why short plans
should be preferred. But the rule is not set in stone.
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1. h3 Bh5 2. Na3 Be7 3. Bg5 h6 4. Bxf6 Bxf6 5. Nc4 O-O 6. Be2 Qc7 7. Ne3 Ne7 8. Nd2 Bxe2 9.
Qxe2 Bg5 10. a4 Rad8 11. Ndc4 Bxe3 12. Nxe3 Qc6 13. Qc4 Nc8 14. Nd5
In this position during the speedrun the plan was to bring the knight on b1 to d5. This plan
involved the knight jumping to a3, c4, c3 and finally d5. That’s 4 moves for the plan. But
Naroditsky didn’t just blindly go through with this plan. If the plan is a general goal you
want to achieve while still reacting to what your opponent is doing, even longer plans can
be valid.
This is a distinction of how you deal with a tactical threat. You can either deal with it by
removing the symptom or remove the cause of the tactic. By removing the symptom the
tactical threat is still present but cannot be exploited. In contrast, by removing the cause the
tactic simply isn’t possible any longer.
In this position black wants to move their knight from the backrank. Therefore, they have to
deal with the threat of knight e7 forking the king and queen. They can move a rook to e8 to
remove the symptom or move the king to remove the cause of the tactic.
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Space and time in chess behave similar to money in the real world. Money has no inherent
value, it is just a piece of paper. But we can use our money to buy things that have value.
Space and time are the same. Just because you have more space on the board doesn’t mean
you automatically win the game. Space and time are only good if you can transform them
into something tangible that has value, cash them in if you will :)
So use trading your space advantage into something tangible like winning pawns can be a
valid way to play.
So if you can choose what factor to exploit in your opponents position pick the one that is a
dynamic factor.
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In this position there are static and dynamic factors in black position. Black hasn’t castled
yet, but that’s a dynamic factor. They are ready to castle could do it next move.
A static factor in the position in the weak backwards pawn on d6. That pawn cannot
advance right now as it would hang the pawn on e5. So the pawn will stay there for some
more moves.
So if we as white would have to choose what to prioritize, we would look for ways to exploit
the fact that black hasn’t castled yet as that factor is the more easily solvable for black. The
pawn will still be weak in a couple of moves, so we can come back to that later.
Wishlist method
The wishlist method is a way to come up with moves. The basic principle is: make a wishlist
of the things you want to accomplish in a position, and then figure out ways to achieve them.
This method opens up ways to think about the position in a more oriented way where you
focus on what’s important in a position.
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1. Nc7
In this position we would like to get a rook to the 8th rank, basically winning the game. How
can we achieve this? With the wishlist method we could come up with Nc7. The knight
cannot be taken by the rook as the queen defends it. Black is lost in this position.
Be flexible
You have to admit when a plan of yours does not work out the way you intended it to be.
Stubbornly trying to force a plan though that does not work will not help you. You have to
realize when a plan does not work out and try to come with a better one. This ties in with
dynamic and static factors. Factors can change so noticing when they do and reacting to it is
important to not chase ghosts that do not exist.
When your opponent spends a lot of time playing on the side of the board you want to
attack in the center. This is because playing on the side of the board does not strengthen
your center. So often there are weaknesses that you can exploit when you notice this.
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Is a pin dangerous?
As a rule of thumb: if the pinned piece is defended by a pawn it is not that dangerous.
This rule is a byproduct of the types of undefended pieces classification method described
above.
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Rooks are good in an open position. They are more mobile than knights and bishops. This
means if you’re up an exchange your goal should be to open up the position to amplify the
strength of your rook(s).
Concept of inaccessibility
A weak square in your position is only a weak square if your opponents pieces can access
that square.
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1. f4 Nh8 2. Bf2 Ng6 3. Bg3 Ne7 4. Bf2 Kh8 5. Bg3 Ng8 6. Bf2 Qf7 7. Bg3 Nf6 8. Bf2 Ne4
In this position white wants to prevent black from opening up the center with e5. Therefore,
white plays f4, creating a beautiful outpost on e4 for the black knight. But the knight needs
at least 8 moves to access the outpost. So for all intents and purposes that outpost in not
accessible for the black knight, so we don’t have to worry about creating that weak square.
What if we do it anyway?
This is the Sam Shankland question. When our opponent seemingly prevents us from doing
something we have to ask ourselves: what happens if we do it anyway?
Asking this question can help us realize that we missed something when we initially ruled it
out and help us notice tactics that can make it possible to play.
Opening principles tell us to develop our pieces actively. But we shouldn’t force this for
every piece if there are better alternatives available. Bringing out your bishop to e2 is a
valid way to get read to castle.