Chess - From Beginner To Advanced at Warp Speed Volume 2
Chess - From Beginner To Advanced at Warp Speed Volume 2
Chess - From Beginner To Advanced at Warp Speed Volume 2
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Table of Contents
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Lesson 20: SOME AMAZING POSITIONS.
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Introduction
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Lesson 1: DOUBLE ATTACK/FORK
We will start with two basic positions which show what a fork and a
double attack is.
In the first example, White by playing 1.Qe4 attacks (forks) both Black
Rooks and one of them will be lost.
In the second example, after the same 1.Qe4 move, White creates a
double attack. One of the attacks is toward the Rook on a8 and the
other threat is checkmate with 2.Qh7. Black naturally will have to
defend against the checkmate threat, and therefore the Rook will be
lost.
Here is a famous short game that nicely shows the concept of fork.
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1.d4 Nf6 2.Nf3 c5 3.Bf4 cxd4 4.Nd4
Black now sacrifices a Pawn with 4…e5! This seems like a fork. But
why can’t the White Bishop simply capture the Pawn with 5.Bxe5?
Here is why. Black has a second fork with 5…Qa5+. This will allow
Black to win the White Bishop.
Let’s see a few examples where there has to be some “setup” done
before the actual forking move.
In the position above, White needs to first force the Black King to d7
with 1.Rg8+. Then after 1…Kd7, White will play 2.Nc5+ forking and
winning the Black Queen.
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In the next position, White again needs some creativity to imagine a
potential of a fork.
In this position, the dream would be for your Queen to jump over the
Rook on c4 and land on g4. Of course, that is not allowed by the rules.
However, White can still achieve that idea by first trading Rooks with
1.Rxc8 Rxc8 and then 2.Qg4+ winning the Black Rook on c8.
Yet in other cases, reaching the ultimate goal (to fork) requires
material sacrifice as in the following two puzzles.
The solution in first one is 1. Rg8+ Kxg8 2.Nf6+ forking the King
and Queen. If Black does not capture the Rook but instead play Kh7,
White would still play 2. Nf6 but this time it is a checkmate. In the
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second puzzle, the solution is 1.Qxf8+ Kxf8 2.Ne6+ forking the King
and Queen.
Lesson 1 – Test
1-6. Find the solution to the next six puzzles. It is White to move and
the idea is to win material.
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Lesson 2: PIN
Another powerful tool in tactics is the pin. Let’s learn about some
tricks on how to surprise your opponent with one.
Here are two examples of pins that look harmless at first appearance.
However, White can take advantage of the fact that the Black Bishop
on e6 is pinned. The first step is to attack the Knight on c5 with 1.d4.
After the Knight moves away for example 1…Nd7, White will proceed
with 2.d5 and the Bishop is lost because it is pinned.
Here is a short game which is famous trap, one that many players have
fallen for.
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1.e4 c6 2.d4 d5 3.Nc3 dxe4 4.Nxe4 Nd7 5.Qe2
White’s last move is not so great (because the Queen steps right in
front of the Bishop on f1), but it is a tricky one.
5…Ngf6 This move is a blunder. Better would have been 5…e6 for
example.
Here there is no pin at the moment. But Black can create one with 1…
Rh1+. Then after 2.Kc2, all of a sudden the Knight on c3 finds itself
in a pin and therefore 2…Qxd5 wins a free Queen.
The next example shows a combination where the pin helps even to
checkmate.
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In this position, the natural 1.Qxc6 bxc6 with 2.Rxd8 winning the
Rook does not work. Black has a great in-between move after 1.Qxc6.
1…Rxd1+ and then after 2.Kg2 bxc6 leaving White a Rook down.
On the other hand White can sacrifice the Queen on f3, by 1.Rxd8! as
after 1…Qxf3 2.Bh6 Black is in trouble.
In the position above White can win at least a Rook with 1.Qe8! Black
cannot capture the White Queen with Rxe8 as it is pinned. After 1…
Rxg7 White will respond with 2. Qxe2 with serious material
advantage.
Lesson 2 – Test
1-6. In the next six puzzles, it is Black to move and the task is either to
win material or to checkmate.
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Lesson 3: PAWN SQUARE RULE
Let’s start with King and Pawn endgames as those are the basis of all
other endgames. Pawns in endgames often become very important as
their potential to get promoted increases significantly.
When a Pawn has no Pawn from the opponent to stop its path, it is
called a passed Pawn. Once you have a passed Pawn, the other side
has two potential defensive strategies. It is either:
a) to try to make sure that the promotion square will be guarded by the
time the Pawn reaches the next to last rank.
or
b) to have his/her own Pawn promote before or right after you
promote your Pawn. We call this situation a Pawn race.
Through the following diagram, we will learn about the “Square Rule”.
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In the position above, if the Black King succeeds to step into the
“square of the Pawn” (highlighted on the diagram above) the Black
King will reach the key a8 promotion square timely.
Therefore, if it is White move here then White wins (1.a5 Ke4 2.a6
Kd5 3.a7 and the Black King arrives too late). But if it is
Black’s turn, Black makes it just in time with 1…Ke4 2.a5 Kd5 3.a6
Kc6 4.a7 Kb7.
As we know that both the King as well as the Pawn can only move one
square at the time, it becomes a very predictable race between the two
(the King and the Pawn).
Of course the only exception to that is when a Pawn is still on its initial
square and can choose to advance one or two squares as shown in the
next diagram.
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In this position, if it Black’s turn to move, the Black King can easily
catch the White Pawn on time (1...Kf4 2.a4 Ke5 3.a5 Kd6 4.a6
Kc7 5.a7 Kb7 and Black will capture the Black Pawn on the next
move). However, if it is White move then as the Pawn will advance to
a4 immediately and the King will not be able to step into the “Pawn’s
square” (1.a4 Kf4 2.a5 Ke5 3.a6 Kd6 4.a7 Kc7 and 5.a8
Queening the Pawn).
Of course all of the above positions assume that the White King too far
away to help as shown in these examples, and it is unable to keep the
Black King away from its path toward the promotion square (a8 in this
case).
For example, if the White King would be on b7 then even if the Black
King is as close as being on d5 would not help stop the promotion of
the “a” Pawn.
White would simply play 1.a4 Kc5 2.a5 Kb5 and 3.a6.
In the next example, neither King is able to “catch” the other side’s
Pawn. Therefore, it becomes a pure race between the Pawns.
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If White moves first in this position then White will win the race with
1.b5 e5 2.b6 e4 3.b7 e3 4.b8Q (White promote the Pawn first) and
after 4…e2 White can simply guard the (e1) promotion square by
playing 5.Qe5+ and win the Black Pawn.
Here the straight forward advance of the passed Pawn on the “a” file
fails as after 1.a4 Ke4 2.a5 Kd5 3.a6 Kc6 the Black King is right on
time.
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Amazingly White can still win though! White first has to play 1.d5!
sacrificing the “d” Pawn. After Black captures with 1…exd5, the Pawn
on d5 will be in the way of the King toward the b7 square.
White wins after 2.a4 Ke4 3.a5 as now the Pawn is unstoppable.
Lesson 3 - Test
1-4. In the next four puzzles, it is Black to move in all of them. Which
side is winning, or is it a draw?
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Lesson 4: CREATING PASSED PAWNS
However, there are other situations where even though it seems that
one side or the other is unable to create a passed Pawn, and yet there
is a trick to still make it happen.
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For example in the position above, White can play 1.e5 to break
through. With that little Pawn sacrifice White makes sure that either
the “e” Pawn or the one on the “f” file will get a clear path to
promotion.
The next example is a very famous and beautiful endgame position.
In this position, White has an amazing plan which can win the game,
despite the fact that the three Pawns on the Kingside face each other.
The reason is that the White Pawns are further advanced.
The only solution that gives White the win is 1.g6! Now if Black plays
1…hxg6, then 2.f6! gxf6 3.h6 and White has just created a passed
Pawn and a won game. If Black plays 1…fxg6, then 2.h6! gxh6 3.f6.
White will once again promote within a couple of moves to reach a
won position.
If it was Black to play in the same starting position, then Black wins
with 1…Kc5. If White responds with 2.g6, then 2…fxg6! 3.h6 gxh6
4.f6 and the Black King step into the “f” Pawn’s “square” with 4…
Kd6.
Lesson 4 - Test
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1-4. It is Black to move in the next four puzzles. How can Black create
a passed Pawn in all four positions to reach a winning endgame?
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Lesson 5: SIMPLE PAWN ENDGAME
Now let’s look at Pawn endgames where the other side’s King is right
in front of the passed Pawn. In such situations, the only way the
passed Pawn can be promoted is if the King can be forced to leave the
square in front of the Pawn. In these types of endgames, it is extremely
important to pay attention to know which side is to move.
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In the next position, it is Black to move.
The Black King needs to pick the middle square (of the three). The
reason is that it needs to be in a flexible position to move to the same
side as the White King when it moves to the 6th rank next to the pawn.
For example, if White plays 2.Ke6, then the response should be 2…
Ke8 or if 2.Kc6, then Kc8. Then in either case, after 3.d7+ Kd8, the
game ends in a draw after 4.Kd6 stalemate.
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Here, White has only one way to win the game which is by playing
1.Kd5!
With that move, White would gain “the opposition”. It means that the
Black King will have to give up its current position. For example, if 1…
Kc7, then White moves the King to the other side of the Pawn with
2.Ke6. Or if 1…Ke7 then 2.Kc6. The game can continue the
following way after 2…Kd8 3.d5 Kc8 4.d6 Kd8 5.d7 Ke7 6.Kc7
and White wins.
In the next position, White has to gain “the opposition” to save the
day.
The correct move is 1.Kd2! For example, 1…Kc4 2.Kc2 Kb4 3.Kb2
c4 4.Kc2 c3 and now the only good move is 5.Kc1! The rest is easy
5…Kb3 6.Kb1 c2+ 7.Kc1 Kc3 stalemate.
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Lesson 5 – Test
1-4. Find the key move for White in each of the following four
positions.
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Lesson 6: DISCOVERY
Discovered checks (or attacks) are very special double attacks. What
happens is that by moving a piece, another piece behind it can give a
check (or attack an enemy piece).
Let’s see a couple of basic examples on it.
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And now, surprisingly White can afford to place the Knight on c6 even
though it doesn’t look like a safe square. This is because 5.Nc6+ is a
discovered check (The White Queen on e2 attacks the Black King).
Therefore, the Knight is completely safe there. Moreover, White can
win the Black Queen.
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In this game, I had the Black pieces and it is my move. I sacrificed my
Queen with 1…Qxg6! When my opponent captured my Queen with
2.Qxg6, the discovered check came by the way of 2…Bd4+ and on the
following move, I captured my opponent’s Queen (with my Rook of
g8), gaining a piece in the combination.
Discovered checks can even create something amazing called the
“windmill”.
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discovered check) 7.Kg1 Rg2+ (One final time) 8.Kh1 and 8…
Rxa2+ 9.Kg1 Rxa5 and now Black is a Rook ahead!
Lesson 6 - Test
1-6. It is White to move in all of the next six positions. The task is to
gain material by using discovery.
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Lesson 7: DOUBLE CHECKS
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Black seems to have an overwhelming advantage. Amazingly, it does
not help as White checkmates first with 1.Bf6.
White wins the Black Queen after the double check with 1.Nf7+.
Lesson 7 – Test
1-6. It is White to move in all of the next six positions. How can White
either checkmate Black or win significant material?
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Lesson 8: BASIC PAWN ENDGAME
In this lesson, you will learn more cool Pawn endgame tricks.
In order to understand the above position, let’s first look at the one
below.
This is a magical position where the side that is to move loses! In other
words, it is a “mutual zugzwang” position!
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Now, let’s go back to the previous example (the first position of the
chapter). After seeing the last position, it becomes clear why 1.Ke5
here would be a major mistake. It would allow 1…Kc4, and then we
reach the previous position with White to move, which means Black
wins.
The only correct move which leads to White’s win is 1.Ke6! And only
after Black protects the d5 Pawn with 1…Kc4, then 2.Ke5 putting Black
in zugzwang!
If in this position it was Black’s turn to move, the win for White would
come easily. After Black moves back to the eighth rank, White simple
enters on g6 and wins a second Pawn on h6.
After the simple 1.Ke5, Black will reply with 1…Kf8 (just as if the
Pawns on the “h” file wouldn’t be there. Then after 2.Ke6, Ke8 3.f7+
Kf8 4.Kf6 ends the game in stalemate.
So, the problem is how the reach the same position as at the start, but
with Black to move. The solution is the White King needs to
“triangulate”. This is how it is being done. 1.Ke5 Kf8 2.Kf4 Ke8 (if
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2…Kf7, then it is mission accomplished after 3.Kf5 and it is Black to
move) 3.Ke4 Kf8 4.Ke5. Now Black is in trouble.
Black can try one last trick here with 7…Kh7. Then White has to pay
attention to not to promote the Pawn to Queen yet as that would end
the game in stalemate. However, 8.Kf6 for example secures an easy
win for White.
Lesson 8 - Test
1-4. It is Black to move in all of the next four positions. Circle the
correct evaluation of each position. Also show a sample variation why.
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Lesson 9: ELIMINATION AND DEFLECTION
However, if White first gets rid of the defender of the Rook (the Knight
on f6) with 1.Nxf6+ first, then 1…gxf6 2.Rxe8+ gives White an extra
Rook.
In some cases, it is worth to even sacrifice a Queen to eliminate the
defender, especially it that piece is guarding against a checkmate as in
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the position below.
We can see that White has a nice setup with the Knight on g5 and the
Queen on c2, aiming at the h7 Pawn. If it wasn’t for the Black King
defending it, White would be ready to checkmate with Qxh7.
So therefore the answer is 1.Re8! to “pull away” the Black Queen from
defending the h7 square.
In the next diagram, we see a very well known tactic, one that is very
often used in practical games.
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Black by first sacrificing a Rook with 1…Rg2+! wins the White Queen
in the following move.
Lesson 9 – Test
1-6. It is Black to move in all of the next six positions. How can Black
either checkmate White or win significant material?
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Lesson 10: QUEEN’S GAMBIT OPENING
When White starts a game with 1.d4, one of the most common
responses is 1…d5, just as after 1.e4, 1…e5.
Let’s see how the Queens Gambit typically develops after those
starting moves.
Here White usually plays 2.c4. This is the Queen’s Gambit, which
Black can either accept by capturing White’s Pawn on c4 or decline by
playing 2...e6. Alternatively, Black can also choose to play 2…c6 which
is called the Slav defense. Both 2…e6 and 2…c6 have the similar idea
to be able to recapture after cxd5 with a Pawn to keep better control of
the center.
2.Nf3 is a also good choice. Other moves are inferior.
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After Black captures with 2...dxc4, we have reached the “Queen’s
Gambit Accepted” (QGA).
Black’s Pawn advantage is short lived as White has various ways to win
the Pawn back.
While White could try immediately 3.Qa4+ to win the Pawn back, it
would be a wrong idea as after 3…Nc6 4.Qxc4 Qxd4, Black would still
maintain the extra Pawn.
A better approach is 3.e3 which opens the diagonal for White’s light
squared Bishop on f1, and now attacks the Pawn on c4.
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White will gain some advantages with the following move 4.a4.
Now here is Black’s problem:
b) If Black defends the (b5) Pawn with 4…c6, then White trades on b5
with 5.axb5 cxb5 and now traps the Black Rook in the corner by
6.Qf3!
c) If Black advances the pawn with 4…b4, then White can simply win
the Pawn back with 5.Bxc4.
Now let’s see how the game continues in the Queen’s Gambit
Declined (QGD) after 1.d4 d5 2.c4 e6.
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3.Nc3 Nf6 4.Bg5 White pins the Black Knight on f6.
If then White tries to win a Pawn by using the pin over the Knight on
f6 with 5.cxd5 exd5 and then 6.Nxd5, that would be falling into Black’s
trap.
After 4…Be7, White typically continues to develop with 5.e3 (or 5.Nf3
first) and then when Black castles 5…0-0 6.Nf3. Black now has two
different ways to go.
Lesson 10 – Test
1. Are the starting moves 1.d4 d5 2.c4 dxc4 called Queen’s Gambit
Accepted or Queen’s Gambit Declined?
3. Can White win a Pawn on d5 after 1.d4 d5 2.c4 e6 3.Nc3 Nf6 4.Bg5
Nbd7?
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Lesson 11: KING’S INDIAN DEFENSE
In the previous lesson, you have learned about a solid opening against
1.d4, the Queen’s Gambit. In this lesson, you will learn about the
King’s Indian defense, which is a sharper and riskier opening
approach.
1.d4 Nf6
2.c4 g6
3.Nc3 Bg7
In this position, White most often continues with 4.e4 and then Black
either castles or more often plays 4…d6 first.
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At this point, White has various good plans to choose from.
The following are some of the most popular moves after 4…d6:
The drawback of White’s aggressive early play with the Pawns is that
the development of White pieces (other than the Pawns) is neglected.
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Here, White has two main options to choose from. White can either try
to keep the center closed with 7.d5. Black should play 7…e6 to open
files as soon as possible to get active play.
After 7…Qa5 most master games continue with 8.Bd3 Qxc5 9.Qe2
(to prepare the development of the Bishop from c1 to e3) 9…Nc6
10.Be3 Qa5 11.0-0 Bg4. Both sides completed development and
have about equal chances going into the middlegame.
Let’s move on to another option that White has on the fifth move: 5.f3
which is the beginning of the Samisch variation.
This move gives White nice support to the center Pawn on e4, in
addition to preventing ideas that otherwise Black could have.
For example, if White would have played 5.Be3 right away, then Black
could have answered it with 5…Ng4.
After 5.f3, Black usually continues with 5…0-0 and then plays with
one of two game plans soon after either e7-e5 or c7-c5.
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5.Be2 often leads to the similar positions as 5.Nf3. After either
continuation, Black should castle 5…0-0 6.Nf3 and here 6…e5.
After the other move order 5.Nf3 0-0 6.Be2 e5, we would reach the
same exact position (see above) as well.
First of all, it is important to know that White cannot win a Pawn with
7.dxe5 dxe5 8.Qxd8 Rxd8 and 9.Nxe5. Black would then play 9…
Nxe4! with a discovered attack (on the Knight on e5). After 10.Nxe4
Bxe5, Black wins the Pawn back with a better position. 10.Nxf7?
would be over ambitious and not sound as after 10…Bxc3+ White
would end up losing a piece.
You now know some basic openings. It is enough for you to start
playing a decent chess game. At this point, it is much more important
to master tactics, strategy, and endgames before getting deeper into
the world of chess openings.
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Lesson 11 – Test
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4. What is Black’s surprising key move in the following position?
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Lesson 12: PASSED PAWNS
In this lesson, you will learn about tricky ways to promote your Pawn
or how to hold off the promotion of your opponent’s far advanced
passed Pawn.
In the next example, White’s Pawn is just one rank away from
promotion. However, Black’s Rook seems to be all ready to stop it.
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Nevertheless, White has a creative way to cut off the defense by the
Black Rook. The solution is 1.Ra4+, and then, regardless where the
Black King moves to get out of the check, White will play 2.Rh4 and
the Pawn on h7 becomes unstoppable.
The problem is that Black’s Bishop will get to g1 before White’s Rook
would get to h1. 1…Ba7+, followed by 2…Bg1 cutting the Rook
off from the h1 square.
The next one is a really pretty one.
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At the first glance, White seems to be in trouble as the Queen (on f3) is
pinned. However, after the brilliant Queen sacrifice 1.Qxb7+ Kxb7,
not only that White promotes its “a” Pawn, but does so with 2.a8(Q)
checkmate!
The Black Knight seems really far from the key g8 promotion square.
Yet, if it is Black to move, Black will catch the Pawn right in time with
1…Nd5+ and after the King moves, either 2…Ne7 or 2…Nf6 does the
job.
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Here, the solution is 1.e4+ followed by 2.Ke2.
Lesson 12 – Test
1-4. Find the winning move that enables the White Pawn to promote
soon or wins significant material.
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5-6. How can Black “catch” the White passed Pawn or capture it soon
after it promotes?
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Lesson 13: INTERMEDIATE MOVES
In this lesson, you will learn about an important tool that even good
players forget about from time to time. They are the intermediate or
so called in-between moves.
Generally when your opponent attacks one of your valuable pieces, you
have to protect it or move it out of danger. When your opponent
captures one of your pieces, usually you would recapture if you can,
like in the examples below.
Intermediate moves are often checks, but sometimes they are captures
or simply attack on another piece, before continuing on with the
natural move.
In the first of the two positions, the Black Queen is under attacked.
Therefore, it has to move to one of the safe squares, for example to d5
or c5.
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However, there are other situations when you can do better than
playing the natural response. Let’s see some examples of it.
In the diagram above, Black can capture the White Queen with 1…
Qxf1.
After that the natural response would be to recapture with 2.Rxf1.
However, that would be a big mistake as it allows the fork with 2…
Nc4+ and Black wins a Bishop (on e5).
1.Rxf8 first would be a major and costly mistake for White. Black
would not recapture right away, but would first capture the Knight
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with 1…Bxc6+.
Then if White moves the King out of the check, then Black simply
plays 1…Kxf8 leaving Black with an extra Bishop. 2.Rf3 doesn’t save
the game either as after 2…g4 Black is in a winning position.
If White simply moves the Queen away and captures the Pawn on a5,
then Black forces checkmate in just three moves with 1…Qe3+ 2.Kh1
Qf3+ 3.Kg1 and Qg2 checkmate.
Therefore, White needs to look for other better options. Despite the
fact that the White Queen is under attack, White is best off moving a
different piece, the Rook.
1.Rc8 looks like a real good move as it also pins and attacks the Black
Queen. However, that would give Black the opportunity to escape by
perpetual checks with 1…Rd1+ 2.Kf2 Rd2+ and so on.
The correct move is 1.Rf1+ and if 1…Ke7 2.Re1+ winning the Black
Queen.
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And let’s a final example on this theme.
But White has a better option with a nice little “in-between move”
first. 1.Qxg7+! and only after 1…Kxg7 2. Bxc6 and White wins a
Bishop.
Lesson 13 – Test
1-6. Find the best move for Black using the above learned tool.
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Lesson 14: DEFENSE
In other words, White directly protects the g2 square and solves all
problems.
Let’s see some other situations when that simple approach is not
available.
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In this example, the only way to save the game is to have the King run
away from the danger with 1.Kf1.
In the next example, White has to change the mindset from defense to
counter attack! That is the only way to avoid losing.
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The saving (and winning) combination is 1.Qxd7+ Kxd7 2.Ne5 fork.
Lesson 14 – Test
1-6. It is Black to move in all six positions. Find the best way to defend
or counter attack.
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Lesson 15: QUEEN VS PAWN
In this lesson, you will learn about important Queen against Pawn
endgames. Normally, such a huge material advantage guarantees an
easy win for the side that has the Queen. However, in some cases when
the weaker side’s Pawn is far advanced (only one square away from
promotion) it is not easy to win, especially when the stronger side’s
King is far away from the Pawn.
In fact, that is exactly the goal that White has, to force the King to d1,
so at that point the White King can start moving closer to the Black
King and Pawn.
The only way White can win this endgame is if both the White King
and Queen will get next to the Black Pawn to capture it.
There are various ways to accomplish this same goal. Here is one of
them:
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1. Qc4+ Ke1 (of course Black will not voluntarily move to d1 unless
that is the only way to avoid losing the Pawn.)
2.Qe4+ Kf2
Black has no choice but to move to d1. Otherwise, the Pawn will be
lost.
4…Kd1
Now that the Pawn is not threatening to promote, White finally has the
time to move to King closer to action.
5.Kg7 Kc2
5…Kc1 would be even worse as then the d2 Pawn would be pinned and
White could bring the King closer right away with 6.Kf6.
Now White again needs to force the Black King back to d1.
White will have to repeat this same method a few more times until the
White King gets close enough to the Black Pawn.
10.Kf6 Ke2 11.Qc4+ (To pin with 11.Qc2 is good too.)
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11…Ke1 12.Qe4+ Kf2 13.Qd3 Ke1 14.Qe3+ Kd1 15.Ke5 Kc2
16.Qe4 Kc1 17.Qc4+ Kb2 18.Qd3 Kc1 19.Qc3+ Kd1 20.Kd4 Ke2
21.Qe3+ Kd1 22.Kc3 and the Pawn on d2 is lost.
It seems like a long series of moves but if you understand the logic
behind the method, it is actually not that difficult.
The good news is that the method is exactly the same; whether the
weaker side’s Pawn is on the b, d, e or g files.
If the Pawn is on the “a”, “c”, “f” or “h” files, things can get more
complicated or in some cases the side with the Queen may not be able
to win at all even with best play.
Let’s first see what the difficulties are when the weaker side has a Rook
Pawn, which means a Pawn on the “a” or h” “file.
In this position, White cannot win. The most logical try is 1.Qg3+
forcing 1…Kh1. The problem is that even though now the Black King
is on h1 in front of its own Pawn, White cannot bring the King closer as
after 2.Kb7 it is stalemate. Therefore, White cannot make progress.
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The problem is similar also when the weaker side has a Pawn on the
Bishop file, that is on the “c” or “f” file.
Here White’s most natural try is 1.Qg3+ trying to force the Black King
to f1.
However, Black can go instead to h1 (1…Kh1). Then after 2.Qxf2, it is
stalemate!
Lesson 15 - Test
1. Can Black win this endgame? If, yes what should be the next move?
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2. Can Black win this endgame, if yes how?
3. Imagine an endgame where White has a Pawn on f7, and the King
next to it on g7. Black’s King is in the corner on a1, while the Black
Queen is on e6. Can Black win? If yes, how?
4. In endgames as seen in this lesson, when is it time to bring the King
(of the side with the Queen) closer toward the Pawn
a) When the weaker side’s King is in front of its Pawn or
b) When the weaker side’s King is in next to its Pawn (on a
neighboring file)
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Lesson 16: TYPICAL ATTACKS ON THE CASTLED KING
In this lesson, we will learn about how to start some typical attacks
against a King which has already castled.
If Black does not accept the sacrifice but plays 1…Kg8, then 2.Rh8
checkmates. If Black captures with 1…gxh6 then White till play
2.Qxh6+. Now Black no longer has the defending Pawns on the “g”
and “h” files. Therefore, the King is in trouble. After 2…Kg8, White
can checkmate with either 3.Qh7 or 3.Qh8.
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In this position, the White Queen is already clearly in an attacking
position.
If Black moves the Rook somewhere along the eighth rank, for
example 1…Ra8, then White checkmates in just two moves with
2.Qxh7 Kf8 and 3.Qxf7.
Then White should look for a way to chase the “defender” away. And
2.e5 is the answer. Here Black will have to either move the Knight
from f6, in which case White checkmates right away, or don’t move the
Knight and give it up. In either case White wins.
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In the example above, Black is up an exchange. However, with correct
play White can quickly develop a winning attack.
Lesson 16 – Test
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Lesson 17: GAINING MATERIAL ADVANTAGE
Let’s start with some positions where, the target is to win a Queen.
The next example shows another situation where the Black Queen has
no escape after it is attacked.
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Whenever you have a (White) Rook on the seventh rank, it is usually a
good sign, especially while there are still Queens in the board. In this
case White can force Black to give up the Rook to avoid getting
checkmated.
The simple 1.Qc3 is extremely powerful. Black has to play 1…Rd4 but
it means that White wins a Rook.
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In the next example, try to figure out which Black piece is getting in
trouble?
It is the Knight on g6. All White needs to do are to attack and trap it
with 1.h5.
The next example is a tricky one. It is all about pins.
Black has just captured a White Pawn on f5 with the Knight. It seems
like a smart idea as White’s Pawn on e4 is pinned.
However, White can create a pin as well by moving the Queen away
from the attack 1.Qh3! Now the Black Knight is indeed lost.
As you can see, it is important to try to look deeper into a problem and
not always believe what it first appears to be.
Lesson 17 – Test
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1-6. It is Black to move. Find a way to win material in each of the next
six puzzles.
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Lesson 18: QUEEN COMBINATIONS
Here White can force an elegant checkmate in five moves even after
Black’s best defense.
1.Qd5+ Kh8 2.Nf7+ Kg8 (If 2…Rxf7 instead, then Black gets
checkmated on the back rank after 3.Qd8+) 3.Nh6+ (This double
check is a key move in the combination to make sure that the Knight
controls the g8 square.) 3…Kh8
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The next few examples will include the “discovery” theme.
And finally here are a couple examples of the “back rank problem”
theme.
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Here are the solutions:
Lesson 18 – Test
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Lesson 19: COUNTER-TRAP
You have learned about a lot of different tricks and traps in the
previous lessons. Now let’s see some examples where one sides sets up
a trap but the other side calculates deeper and sets up a “counter-
trap”.
In this example, White clearly has a better position. White also notices
an opportunity to try to win at least a Pawn with 1.Bxh7+ and if 1…
Kxh7 then 2.Qh4+ fork. Would that be a wise idea?
Therefore, in the starting position, White should simply solve the back
rank problem at once by playing for example 1.g3 while maintaining
the advantage.
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In the position above, Black has many moves to choose from. One of
these choices is a cute looking combination with 1…Qxd4.
Lesson 19 – Test
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Lesson 20: SOME AMAZING POSITIONS.
Have fun!
In the position above, you see a curious situation. Black still has all its
pieces on the board. All White has is a one little Pawn in addition to
the King. It is like David versus Goliath!
How can White save the last Pawn? With 1.Rd1? That is a logical try
but Black will then respond with 1…Rb8, followed by 2…Rd8 and then
3…Rxd7 and save the game.
In this position, it is important to remember all the rules of chess.
Remember, White still has the right to castle to the Queenside.
However, playing 1.0-0-0 immediately does not work for the same
reason as 1.Rd1 doesn’t.
The impressive solution to the problem is 1.d8 (Q)+! Kxd8 and now
2.0-0-0 forking the Black King and Rook.
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In this position, Black has once again almost all its army on board
while White has not much left. But as the saying goes, it is “Quality
over Quantity”.
1.Re4+! Isn’t it shocking that White is giving up the last Rook? Yes!
1…dxe4 and now White’s last piece on the board, the little Pawn,
becomes the hero. 2.d4 and White checkmates Black right in the
middle of the board!
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Congratulations on finishing your training! Studying chess can
be a challenging endeavor, especially when first starting out. But
after you begin to improve and deepen your knowledge of the
game, you should not only begin to enjoy the game more than
ever before but also be winning more games and see your rating
increase.
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Содержание
Lesson 1: DOUBLE ATTACK/FORK 6
Lesson 2: PIN 11
Lesson 3: PAWN SQUARE RULE 16
Lesson 4: CREATING PASSED PAWNS 22
Lesson 5: SIMPLE PAWN ENDGAME 25
Lesson 6: DISCOVERY 29
Lesson 7: DOUBLE CHECKS 34
Lesson 8: BASIC PAWN ENDGAME 38
Lesson 9: ELIMINATION AND DEFLECTION 42
Lesson 10: QUEEN’S GAMBIT OPENING 47
Lesson 11: KING’S INDIAN DEFENSE 52
Lesson 12: PASSED PAWNS 58
Lesson 13: INTERMEDIATE MOVES 63
Lesson 14: DEFENSE 68
Lesson 15: QUEEN VS PAWN 73
Lesson 16: TYPICAL ATTACKS ON THE CASTLED
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KING
Lesson 17: GAINING MATERIAL ADVANTAGE 82
Lesson 18: QUEEN COMBINATIONS 87
Lesson 19: COUNTER-TRAP 92
Lesson 20: SOME AMAZING POSITIONS. 96
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