Chess strategy

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Chess strategy is the aspect of chess play concerned with evaluation of chess positions and setting goals and long-term plans for future play. While evaluating a position strategically, a player must take into account such factors as the relative value of the pieces on the board, pawn structure, king safety, position of pieces, and control of key squares and groups of squares (e.g. diagonals, open files, and individual squares). Chess strategy is distinguished from chess tactics, which is the aspect of play concerned with the move-by-move setting up of threats and defenses. Some authors distinguish static strategic imbalances (e.g. having more valuable pieces or better pawn structure), which tend to persist for many moves, from dynamic imbalances (such as one player having an advantage in piece development ), which are temporary. [1] This distinction affects the immediacy with which a sought-after plan should take effect. Until players reach the skill level of "master", chess tactics tend to ultimately decide the outcomes of games more often than strategy. Many chess coaches thus emphasize the study of tactics as the most efficient way to improve one's results in serious chess play.

Contents

The most basic way to evaluate one's position is to count the total value of pieces on both sides. The point values used for this purpose are based on experience. Usually pawns are considered to be worth one point, knights and bishops three points each, rooks five points, and queens nine points. The fighting value of the king in the endgame is approximately four points. These basic values are modified by other factors such as the position of the pieces (e.g. advanced pawns are usually more valuable than those on their starting squares), coordination between pieces (e.g. a bishop pair usually coordinates better than a bishop plus a knight), and the type of position (knights are generally better in closed positions with many pawns, while bishops are more powerful in open positions ).

Another important factor in the evaluation of chess positions is the pawn structure or pawn skeleton. Since pawns are the most immobile and least valuable of the pieces, the pawn structure is relatively static and largely determines the strategic nature of the position. Weaknesses in the pawn structure, such as isolated, doubled, or backward pawns and holes , once created, are usually permanent. Care must therefore be taken to avoid them unless they are compensated by another valuable asset, such as the possibility to develop an attack.

Basic concepts of board evaluation

A material advantage applies both strategically and tactically. Generally more pieces or an aggregate of more powerful pieces means greater chances of winning. A fundamental strategic and tactical rule is to capture opponent pieces while preserving one's own.

Bishops and knights are called minor pieces. A knight is about as valuable as a bishop, but less valuable than a rook. Rooks and the queen are called major pieces. Bishops are usually considered slightly better than knights in open positions, such as toward the end of the game when many of the pieces have been captured, whereas knights have an advantage in closed positions. Having two bishops (the bishop pair ) is a particularly powerful weapon, especially if the opposing player lacks one or both of their bishops.

Three pawns are likely to be more useful than a knight in the endgame, but in the middlegame, a knight is often more powerful. Two minor pieces are stronger than a single rook, and two rooks are slightly stronger than a queen. The bishop on squares of the same color as the opponent's king is slightly more valuable in the opening as it can attack the vulnerable square f7 (for White) or f2 (for Black). A rook is more valuable when doubled with another rook or queen; consequently, doubled rooks are worth more than two unconnected rooks .

One commonly used simple scoring system is:

PieceValue
Pawn1
Knight3
Bishop3
Rook5
Queen9

Under a system like this, giving up a knight or bishop to win a rook ("winning the exchange") is advantageous and is worth about two pawns. This ignores complications such as the current position and freedom of the pieces involved, but it is a good starting point. In an open position, bishops are more valuable than knights (a bishop pair can easily be worth seven points or more in some situations); conversely, in a closed position, bishops are less valuable than knights. A knight in the center of the board that cannot be taken, however, is known as a knight outpost and threatens several fork instances. In such a case, a knight is worth far more than a bishop. Also, many pieces have a partner. By doubling up two knights, two rooks, rook and queen, or bishop and queen, the pieces can get stronger than the sum of the individual pieces alone. When a piece loses its partner, its value slightly decreases. The king is priceless since its capture results in the defeat of that player and ends that game. However, especially in the endgame, the king can also be a fighting piece, and is sometimes given a fighting value of three-and-a-half points.

Space

Other things being equal, the side that controls more space on the board has an advantage. [2] More space means more options, which can be exploited both tactically and strategically. A player who has all pieces developed and no tactical tricks or promising long-term plan should try to find a move that enlarges their influence, particularly in the center. In some openings, however, one player accepts less space for a time, to set up a counterattack in the middlegame. This is one of the concepts behind hypermodern play.

The easiest way to gain space is to push the pawn skeleton forward. One must be careful not to over stretch, however. If the opponent succeeds in getting a protected piece behind enemy lines, this piece can become such a serious problem that a piece with a higher value might have to be exchanged for it.

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White has an advantage in space. [3]

Larry Evans gives a method of evaluating space. The method (for each side) is to count the number of squares attacked or occupied on the opponent's side of the board. In this diagram from the Nimzo-Indian Defense, Black attacks four squares on White's side of the board (d4, e4, f4, and g4). White attacks seven squares on Black's side of the board (b5, c6, e6, f5, g5, and h6 – counting b5 twice) and occupies one square (d5). White has a space advantage of eight to four and Black is cramped. [3]

Control of the center

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Center squares are marked by "X".

The strategy consists of placing pieces so that they attack the central four squares of the board. A piece being placed on a central square, however, does not necessarily mean it controls the center; e.g., a knight on a central square does not attack any central squares. Conversely, a piece does not have to be on a central square to control the center. For example, the bishop can control the center from afar.

Control of the center is generally considered important because tactical battles often take place around the central squares, from where pieces can access most of the board. Center control allows more movement and more possibility for attack and defense.

Chess openings try to control the center while developing pieces. Hypermodern openings are those that control the center with pieces from afar (usually the side, such as with a fianchetto); the older Classical (or Modern) openings control it with pawns.

Initiative

The initiative belongs to the player who can make threats that cannot be ignored, such as checking the opponent's king. They thus put their opponent in the position of having to use their turns responding to threats rather than making their own, hindering the development of their pieces. [4] The player with the initiative is generally attacking and the other player is generally defending.

Defending pieces

It is important to defend one's pieces even if they are not directly threatened. This helps stop possible future campaigns from the opponent. If a defender must be added at a later time, this may cost a tempo or even be impossible due to a fork or discovered attack. The approach of always defending one's pieces has an antecedent in the theory of Aron Nimzowitsch who referred to it as "overprotection." Similarly, if one spots undefended enemy pieces, one should immediately take advantage of those pieces' weakness.

Even a defended piece can be vulnerable. If the defending piece is also defending something else, it is called an overworked piece, and may not be able to fulfill its task. When there is more than one attacking piece, the number of defenders must also be increased, and their values taken into account. In addition to defending pieces, it is also often necessary to defend key squares, open files, and the back rank . These situations can easily occur if the pawn structure is weak.

Exchanging pieces

To exchange pieces means to capture a hostile piece and then allow a piece of the same value to be captured. As a rule of thumb, exchanging pieces eases the task of the defender who typically has less room to operate in.

Exchanging pieces is usually desirable to a player with an existing advantage in material, since it brings the endgame closer and thereby leaves the opponent with less ability to recover ground. In the endgame even a single pawn advantage may be decisive. Exchanging also benefits the player who is being attacked, the player who controls less space, and the player with the better pawn structure.[ citation needed ]

When playing against stronger players, many beginners attempt to constantly exchange pieces "to simplify matters". However, stronger players are often relatively stronger in the endgame, whereas errors are more common during the more complicated middlegame.

Note that "the exchange" may also specifically mean a rook exchanged for a bishop or knight. The phrase "up the exchange" means that a player has captured a rook in exchange for a bishop or knight—a materially advantageous trade. Conversely, "down the exchange" means having lost a rook but captured a bishop or knight—a materially disadvantageous trade.

Specific pieces

Pawns

An example of visualizing pawn structures
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After 12...Re8 in Tarrasch–Euwe, 1922 [5] ...
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... and its pawn skeleton ("The Rauzer formation")

In the endgame, passed pawns, unhindered by enemy pawns from promotion, are strong, especially if advanced or protected by another pawn. A passed pawn on the sixth rank is roughly as strong as a knight or bishop and often decides the game. (Also see isolated pawn, doubled pawns, backward pawn, connected pawns.)

Knights

Since knights can easily be chased away by pawn moves, it is often advantageous for knights to be placed in holes in the enemy position as outposts—squares where they cannot be attacked by pawns. Such a knight on the fifth rank is a strong asset. The ideal position for a knight is the opponent's third rank, when it is supported by one or two pawns. [6] A knight at the edge or corner of the board controls fewer squares than one on the board's interior, thus the saying "A knight on the rim is dim!"

A king and one knight are not sufficient material to checkmate an opposing lone king (see Two knights endgame). A king and two knights can checkmate a lone king but cannot force it.

Bishops

A bishop always stays on squares of the color it started on, so once one of them is gone, the squares of that color become more difficult to control. When this happens, pawns moved to squares of the other color do not block the bishop, and enemy pawns directly facing them are stuck on the vulnerable color.

A fianchettoed bishop, e.g. at g2 after pawn g2–g3, can provide a strong defense for the castled king on g1 and often exert pressure on the long diagonal h1–a8. After a fianchetto, giving up the bishop can weaken the holes in the pawn chain; doing so in front of the castled king may thus affect its safety.

In general, a bishop is of roughly equal value to a knight. In certain circumstances, one can be more powerful than the other. If the game is "closed" with many interlocked pawn formations, the knight tends to be stronger, because it can hop over the pawns while they block the bishop. A bishop is also weak if it is restricted by its own pawns, especially if they are blocked and on the bishop's color. Once a bishop is lost, the remaining bishop is considered weaker since the opponent can now plan their moves to play a white or black color game.

In an open position with action on both sides of the board, the bishop tends to be stronger because of its long range. This is especially true in the endgame; if passed pawns race on opposite sides of the board, the player with a bishop usually has better winning chances than a player with a knight.

A king and a bishop are not sufficient material to checkmate an opposing lone king, but two bishops and a king checkmate an opposing lone king easily.

Rooks

Rooks have more scope of movement on half-open files (ones with no pawns of one's own color). Rooks on the seventh rank can be very powerful as they attack pawns that can only be defended by other pieces, and they can restrict the enemy king to its back rank. A pair of rooks on the player's seventh rank are often a sign of a winning position.

In middlegames and endgames with a passed pawn, Tarrasch's rule states that rooks, both friend and foe of the pawn, are usually strongest behind the pawn rather than in front of it.

A king and a rook are sufficient material to checkmate an opposing lone king, although it's a little harder than checkmating with king and queen; thus the rook's distinction as a major piece above the knight and bishop.

Queen

Queens are the most powerful pieces. They have great mobility and can make many threats at once. They can act as a rook and as a bishop at the same time. For these reasons, checkmate attacks involving a queen are easier to achieve than those without one. Although powerful, the queen is also easily harassed. Thus, it is generally wise to wait to develop the queen until after the knights and bishops have been developed to prevent the queen from being attacked by minor pieces and losing tempo. When a pawn is promoted, most of the time it is promoted to a queen.

King

During the middlegame, the king is often best protected in a corner behind its pawns. Such a position for either of the players is often achieved by castling by that player. If the rooks and queen leave the first rank (commonly called that player's back rank), however, an enemy rook or queen can checkmate the king by invading the first rank, commonly called a back-rank checkmate. Moving one of the pawns in front of the king (making a luft) can allow it an escape square, but may weaken the king's overall safety otherwise. One must therefore wisely balance between these trade-offs.

Castling is often thought to help protect the king and often "connects" the player's two rooks together so the two rooks may protect each other. This can reduce a threat of a back-rank skewer in which the king can be skewered with capture of a rook behind it.

The king can become a strong piece in the endgame. With reduced material, a quick checkmate becomes less of a concern, and moving the king towards the center of the board gives it more opportunities to make threats and actively influence play.

Considerations

Chess strategy consists of setting and achieving long-term goals during the game—for example, where to place different pieces—while tactics concentrate on immediate maneuver. These two parts of chess thinking cannot be completely separated, because strategic goals are mostly achieved by the means of tactics, while the tactical opportunities are based on the previous strategy of play.

Because of different strategic and tactical patterns, a game of chess is usually divided into three distinct phases: the opening, usually the first 10 to 25 moves, when players develop their armies and set up the stage for the coming battle; the middlegame, the developed phase of the game; and the endgame, when most of the pieces are gone and kings start to take an active part in the struggle.

Opening

A chess opening is the group of initial moves of a game (the "opening moves"). Recognized sequences of opening moves are referred to as openings and have been given names such as the Ruy Lopez or Sicilian Defence. They are catalogued in reference works such as the Encyclopaedia of Chess Openings . It is recommended for anyone but the chessmasters that when left with a choice to either invent a new variation or follow a standard opening, choose the latter.[ citation needed ]

There are dozens of different openings, varying widely in character from quiet positional play (e.g. the Réti Opening) to very aggressive play (e.g. the Latvian Gambit). In some opening lines, the exact sequence considered best for both sides has been worked out to 30–35 moves or more. [7] Professional players spend years studying openings, and continue doing so throughout their careers, as opening theory continues to evolve.

The fundamental strategic aims of most openings are similar: [8]

During the opening, some pieces have a recognized optimum square they try to reach. Hence, an optimum deployment could be to push the king and queen pawn two squares, followed by moving the knights so they protect the center pawns and give additional control of the center. One can then deploy the bishops, protected by the knights, to pin the opponent's knights and pawns. An opening may end with castling, which moves the king to safety, creates a stronger back rank , and puts a rook on a center file .

Apart from these fundamentals, other strategic plans or tactical sequences may be employed in the opening.

Most players and theoreticians consider that White, by virtue of the first move, begins the game with a small advantage. Black usually strives to neutralize White's advantage and achieve equality , or to develop dynamic counterplay in an unbalanced position.

Middlegame

The middlegame is the part of the game when most pieces have been developed. Because the opening theory has ended, players have to assess the position to form plans based on the features of the positions, and at the same time take into account the tactical possibilities in the position. [9]

Typical plans or strategic themes—for example the minority attack , that is the attack of queenside pawns against an opponent who has more pawns on the queenside—are often appropriate just for some pawn structures, resulting from a specific group of openings. The study of openings should therefore be connected with the preparation of plans typical for resulting middlegames.

The middlegame is also the phase when most combinations occur. [10] Middlegame combinations are often connected with the attack against the opponent's king; some typical patterns have their own names, for example the Boden's Mate or the Lasker–Bauer combination.

Another important strategical question in the middlegame is whether and how to reduce material and transform into an endgame (i.e. simplify ). For example, minor material advantages can generally be transformed into victory only in an endgame, and therefore the stronger side must choose an appropriate way to achieve an ending. Not every reduction of material is good for this purpose; for example, if one side keeps a light-squared bishop and the opponent has a dark-squared one, the transformation into a bishops and pawns ending is usually advantageous for the weaker side only, because an endgame with bishops on opposite colors is likely to be a draw, even with an advantage of one or two pawns.

Endgame

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An example of zugzwang: The side to move has a disadvantage.

The endgame (or end game or ending) is the stage of the game when there are few pieces left on the board. There are three main strategic differences between earlier stages of the game and the endgame: [11]

Endgames can be classified according to the type of pieces remaining on the board. Basic checkmates are positions where one side has only a king and the other side has one or two pieces and can checkmate the opposing king, with the pieces working together with their king. For example, king and pawn endgames involve only kings and pawns on one or both sides and the task of the stronger side is to promote one of the pawns. Other more complicated endings are classified according to the pieces on the board other than kings, e.g. "rook and pawn versus rook endgame".

See also

Related Research Articles

<span class="mw-page-title-main">Chess</span> Strategy board game

Chess is a board game for two players, called White and Black, each controlling an army of chess pieces, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to distinguish it from related games such as xiangqi and shogi. The recorded history of chess goes back at least to the emergence of a similar game, chaturanga, in seventh-century India. The rules of chess as they are known today emerged in Europe at the end of the 15th century, with standardization and universal acceptance by the end of the 19th century. Today, chess is one of the world's most popular games, and is played by millions of people worldwide.

<span class="mw-page-title-main">King (chess)</span> Chess piece

The king is the most important piece in the game of chess. It may move to any adjoining square; it may also perform, in tandem with the rook, a special move called castling. If a player's king is threatened with capture, it is said to be in check, and the player must remove the threat of capture immediately. If this cannot be done, the king is said to be in checkmate, resulting in a loss for that player. A player cannot make any move that places their own king in check. Despite this, the king can become a strong offensive piece in the endgame or, rarely, the middlegame.

<span class="mw-page-title-main">Bishop (chess)</span> Chess piece

The bishop is a piece in the game of chess. It moves and captures along diagonals without jumping over intervening pieces. Each player begins the game with two bishops. The starting squares are c1 and f1 for White's bishops, and c8 and f8 for Black's bishops.

<span class="mw-page-title-main">Pawn (chess)</span> Chess piece

The pawn is the most numerous and weakest piece in the game of chess. It may move one square directly forward, it may move two squares directly forward on its first move, and it may capture one square diagonally forward. Each player begins a game with eight pawns, one on each square of their second rank. The white pawns start on a2 through h2; the black pawns start on a7 through h7.

The endgame is the final stage of a chess game which occurs after the middlegame. It begins when few pieces are left on the board.

This glossary of chess explains commonly used terms in chess, in alphabetical order. Some of these terms have their own pages, like fork and pin. For a list of unorthodox chess pieces, see Fairy chess piece; for a list of terms specific to chess problems, see Glossary of chess problems; for a list of named opening lines, see List of chess openings; for a list of chess-related games, see List of chess variants; for a list of terms general to board games, see Glossary of board games.

<span class="mw-page-title-main">Checkmate</span> Winning game position in chess

Checkmate is any game position in chess and other chess-like games in which a player's king is in check and there is no possible escape. Checkmating the opponent wins the game.

The middlegame is the portion of a chess game between the opening and the endgame. It is generally considered to begin when each player has completed the development of all or most of their pieces and brought their king to relative safety, and it is generally considered to end when only a few pieces remain on the board. However, there is no clear line between the opening and middlegame or between the middlegame and endgame. At master level, the opening analysis may go well into the middlegame; likewise, the middlegame blends into the endgame.

In chess, a tactic is a sequence of moves that each makes one or more immediate threats – a check, a material threat, a checkmating sequence threat, or the threat of another tactic – that culminates in the opponent's being unable to respond to all of the threats without making some kind of concession. Most often, the immediate benefit takes the form of a material advantage or mating attack; however, some tactics are used for defensive purposes and can salvage material that would otherwise be lost, or to induce stalemate in an otherwise lost position.

In chess, a relative value is a standard value conventionally assigned to each piece. Piece valuations have no role in the rules of chess but are useful as an aid to assessing a position.

In chess, an isolated pawn is a pawn that has no friendly pawn on an adjacent file. Isolated pawns are usually a weakness because they cannot be protected by other pawns. The square in front of the pawn may become a good outpost for the opponent to anchor pieces. Isolated pawns most often become weaker in the endgame, as there are fewer pieces available to protect the pawn.

<span class="mw-page-title-main">Promotion (chess)</span> Chess rule

In chess, promotion is the replacement of a pawn with a new piece when the pawn is moved to its last rank. The player replaces the pawn immediately with a queen, rook, bishop, or knight of the same color. The new piece does not have to be a previously captured piece. Promotion is mandatory when moving to the last rank; the pawn cannot remain as a pawn.

In chess, the exchange is the material difference of a rook for a minor piece. Having a rook for a minor piece is generally advantageous, since the rook is usually more valuable. A player who has a rook for a minor piece is said to be up the exchange, and the other player is down the exchange. A player who wins a rook for a minor piece is said to have won the exchange, while the other player has lost the exchange. The opposing captures often happen on consecutive moves, but this is not strictly necessary. Although it is generally detrimental to lose the exchange, one may occasionally find reason to purposely do so; the result is an exchange sacrifice.

In chess, a fortress is an endgame drawing technique in which the side behind in material sets up a zone of protection that the opponent cannot penetrate. This might involve keeping the enemy king out of one's position, or a zone the enemy cannot force one out of. An elementary fortress is a theoretically drawn position with reduced material in which a passive defense will maintain the draw.

A pawnless chess endgame is a chess endgame in which only a few pieces remain, and no pawns. The basic checkmates are types of pawnless endgames. Endgames without pawns do not occur very often in practice except for the basic checkmates of king and queen versus king, king and rook versus king, and queen versus rook. Other cases that occur occasionally are (1) a rook and minor piece versus a rook and (2) a rook versus a minor piece, especially if the minor piece is a bishop.

In chess, an exchange or trade of chess pieces is a series of closely related moves, typically sequential, in which the two players capture each other's pieces. Any type of pieces except the kings may possibly be exchanged, i.e. captured in an exchange, although a king can capture an opponent's piece. Either the player of the white or the black pieces may make the first capture of the other player's piece in an exchange, followed by the other player capturing a piece of the first player, often referred to as a recapture. Commonly, the word "exchange" is used when the pieces exchanged are of the same type or of about equal value, which is an even exchange. According to chess tactics, a bishop and a knight are usually of about equal value. If the values of the pieces exchanged are not equal, then the player who captures the higher-valued piece can be said to be up the exchange or wins the exchange, while the opponent who captures the lower-valued piece is down the exchange or loses the exchange. Exchanges occur very frequently in chess, in almost every game and usually multiple times per game. Exchanges are often related to the tactics or strategy in a chess game, but often simply occur over the course of a game.

Shogi, like western chess, can be divided into the opening, middle game and endgame, each requiring a different strategy. The opening consists of arranging one's defenses and positioning for attack, the middle game consists of attempting to break through the opposing defenses while maintaining one's own, and the endgame starts when one side's defenses have been compromised.

<span class="mw-page-title-main">Checkmate pattern</span> Chess patterns

In chess, several checkmate patterns occur frequently enough to have acquired specific names in chess commentary. By definition, a checkmate pattern is a recognizable/particular/studied arrangements of pieces that delivers checkmate. The diagrams that follow show these checkmates with White checkmating Black.

<span class="mw-page-title-main">Outline of chess</span> Strategy board game

The following outline is provided as an overview of and topical guide to chess:

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References

  1. Silman, "How to Reassess Your Chess"
  2. "Positional advantage - Chess Strategy Online". www.chessstrategyonline.com. Retrieved 3 April 2018.
  3. 1 2 Evans (1958), pp. 103–04
  4. "Glossary : Initiative". Archived from the original on 2006-05-06. Retrieved 2010-02-20.
  5. "Tarrasch vs Euwe on chessgames.com". (Java needed)
  6. "The Knight". www.thechessdrum.net. Retrieved 3 April 2018.
  7. Collins, Sam (2005). Understanding the Chess Openings. Gambit Publications. ISBN   1-904600-28-X.
  8. Tarrasch, Siegbert (1987). The Game of Chess. Courier Dover Publications. ISBN   0-486-25447-X.
  9. Harding (2003), p. 32–151
  10. "Chess Masterclass: Learn to Play Chess!". Skillshare.com. Retrieved 2020-11-09.
  11. Harding (2003), p. 187ff

Bibliography

Further reading