Chess Beginners Guide
Chess Beginners Guide
MICHAEL TOWNES
Table of Contents
Introduction
Chapter 1. Getting Started
Chapter 2. 21 Essential Tactics to Build your Strategy
Chapter 3. Master These 6 Chess Openings to Elevate Your Game
Chapter 4. The Middlegame Concepts Every Beginner Should Definitely Know
Chapter 5. Endgame
Chapter 6. The 5 Effective Tips That Can Transform a Rookie Into the Next Master
Bonus Chapter. The 17 Golden Rules
Conclusion
Introduction
People say, "I cannot play chess," and I just look at them and think that is
not possible.
Chess has existed for centuries, and during this time, the sharpest minds and
greatest chess players have developed theories about the game and openings
and shared them with the world. As a result, every chess player can access
this valuable knowledge and improve their game by learning centuries'
worth of theoretical analysis.
At the end of the day, style matters and what you might do in specific
situations matters too. I believe Chess is a discipline masking as a game.
Remind yourself that no one plays perfect games, not even professionals, so
we learn from our mistakes. This gives you power, knowing that you can
learn from your failures and turn them into successes. With fortitude, with
tenacity, with determination, you can overcome pretty much anything.
Chess gives you this opportunity every single time you play.
What is Chess
Chess is a board game that has captivated the interest and passion of
millions of people all over the world. Its beauty comes from its inherent
simplicity and complexity. Yes, you read that right. Chess is both simple
and complex; even positions with a few pieces left on the board may
involve deep plans. Because of this, you need to know how to analyze chess
positions and identify their significant elements. The ability to evaluate a
chess position is important if you want to improve as a player.
Chess is simple because its rules are easy to understand. The main goal of a
player is to attack the enemy king and prevent it from escaping. To do this,
chess players often try to achieve a material advantage. Attacking the
enemy king becomes easier if you have more pieces than your opponent.
On the other hand, Chess is considered complex because it involves mental
calculations and serious preparation.
In general, a player cannot touch any piece during the game unless he will
make an official move. This rule requires players to formulate plans and
calculate moves without moving the pieces. Players may have serious
preparation if they want to join chess tournaments. They have to choose the
openings that they will use and sharpen their tactical skills. It would be
extremely difficult to win in chess tournaments without sufficient
preparation.
Aside from all of the benefits of being a regular player, playing Chess is
fun! It is an internationally played and understood game that people of all
cultures and backgrounds can gather around together. Two people who don't
even speak the same language can engage in a game of Chess. Chess can
easily increase your social circle, getting you out there and meeting new
people. Take your chess set to the park or a cafe and invite someone to play
a game with you. You can join a community chess club and make some new
friends there as well. If that is not an option, there are many websites where
you can play with virtual opponents at your own time and convenience.
You see, there are no good excuses to avoid becoming a chess player.
Playing Chess will enhance your life in ways not even described here. The
possibilities of what you can do when you stimulate your mind are endless.
It is never a waste of time to learn something new. You never know what is
around the corner in life and what opportunities or challenges may come
your way tomorrow. Learning to play Chess will add to your list of skills
and abilities, increase your competitive edge, and make you smarter!
Do not rush your opponent: "Hurry up!" "We don't have all
day!" "Move it or lose it!" While chess tournaments follow strict
and rigid schedules, it is proper etiquette not to rush an opponent
during a game. Neither player at the table should take too much
time to make a move, of course, but all players need to be given a
reasonable amount of time to decide which piece to move.
Chess Language
Over the years, chess jargon has been developed to help communicate
certain ideas across. Some examples are:
Rank: A row of squares from one end of the board to the other.
Back rank: The 8th rank for the white or the 1st rank for the
black file, i.e., a column of squares from one end of the board to
the other.
X-ray: The umbrella term refers to the pin or the skewer used
either as offense or defense.
There are other terms, but these are the ones you can keep in mind.
Chapter 1. Getting Started
If you have a board in front of you, clear the pieces off, and let's set it up
together.
First, you want to make sure the board is oriented the right way. You can
tell if the board is in the right direction if the square on your close right-
hand corner is White. Here's a phrase to help you remember it: "White on
the Right."
If you have a Chessboard in front of you, go ahead and touch the White
square in the lower right-hand corner now. If you don't have one, point with
your finger at the corresponding square on the screen.
Next, set up your King and Queen. How do you know which goes on what
square? Here's a way to remember it: "Queen on her Color."
For example, if you're playing White, the White Queen goes on the central
White square. The Black Queen goes on the central Black square.
You can check if it's done right by seeing if the Queens are across from
each other directly. If they are, they're set up correctly. See the image
below.
If you have a board, go and place your Queen on her color now. If you don't
have a board, point your finger at the square where the White Queen would
go.
Next, the Pawns are the easiest to remember. They all go in the second row.
They're the front lines in your Chess army.
The Knights are between the Bishop and the Rook. I usually imagine a
Knight on a horse standing in front of the drawbridge of a castle. This
reminds me that only the Knight is next to the Rook.
Finish the setup and place the Rooks in the correct position now.
That's it. You're done! It's important to remember to set up the board the
same every time. If you set up the board incorrectly and don't realize it until
you are several moves into the game, you may have to start over.
The main things to remember from this exercise are White on the right and
Queen on her color, and the rest will fall into place.
How to Name Individual Square
You will use the following standard symbols in reading or recording chess
games:
K King
Q Queen
R Rook
N Knight
B Bishop
x Captures
+ Check
++ or # Checkmate
ep. En passant
O-O Castling on the King's
side
O-O-O Castling on the Queen's
side
There is no symbol for a pawn, and the move is recorded as e4. Now, take a
look as the Black responds by moving a pawn to e5:
e4 e5
e4 e5
Nf3
In the next diagram, the Bishop is ready and about to capture the Knight on
c6. The capture will be recorded as Bxc6+ since it will also result in a check
to the Black's King.
The King, Queen, Bishop, Knight, Rook, and Pawn are very symbolic
pieces, each with its own set of rules, movements, and uses.
What many do not realize, however, is that even if they have experience
playing the game, that is why these pieces are called names.
Chess pieces, when the game was first performed in India, were based on
all war elements. Infantry and cavalry, elephants, and chariots were all
represented by infantry, Bishop, rooks, and knights. These pieces played the
game and tried to dominate the army of other players.
As the game expanded in East Asia, the pieces changed somewhat, but they
kept their military themes. The most critical part of this stage, instead of
being named King, was usually called general.
Even when the game was finally relocated to Europe, the game went
nowhere until the pieces were redesigned with a court theme instead of the
famous military version.
Each part of the game has a specific role. When you decide to learn the
sport on your wooden chess set, you will find it easier to understand what
each of them can do. So, take those chess pieces, and we'll look at each one.
There are six different types of Chess. Each piece looks different and
should be placed correctly on the board.
Rook
The two pieces, which look like castles, are Rooks, and in the next part,
they go on the chessboard and are positioned on the bottom row in each
corner, so they are in the outermost squares of that row. Rooks move as
much as they want to move forward or sideways, so only near columns or
rows, not diagonally. Besides, Rooks cannot skip any piece (in fact, only
one can). Record a part with your Rooks, landing directly on the same
square of the opposite section.
Bishop
Bishops stand by knights. The tops of these pieces are usually in the form of
a hat worn by a bishop (imagine that!). Bishops move like rooks, and that is
because they can shift any amount of spaces, but they move diagonally
along the length of rows/columns, such as Rooks move. Bishops are given
the liberty to move as many places as they want, but only in one position
diagonally. Thus, the bishops have their limitations because they always
rest on a square of the same color in which they started the game. However,
their scope is proven to be an asset.
Knights have the most unusual moving conditions of any chess piece. They
are limited to the movement of one or two spaces vertically, one
horizontally or one space vertically and two spaces horizontally, making
their final movement "L" (that is what it looks like). This unique movement
pattern has both a disadvantage and an advantage for both the player and
the opponent. It allows for a unique and meaningful design, which cannot
always be avoided, but this can also be a problem. Just try and create more
when you retire.
Queen
The Queen is sitting next to the King, and if the board is set correctly, it
should be in her color. Probably the most remarkable piece on the
chessboard (at least in terms of movement), the Queen can shift in any
jurisdiction and wherever you choose. Of course, as in other parts, the
Queen cannot jump from other parts, so her power is limited.
When the board is set correctly, both sides should mirror each other. This
means that your Queen must be directly above the Queen of her opponent,
your King from their King, and so on at the base of the chessboard.
Knight
Beside are the knights, who usually look like horses and stand near the
rooks. How the knights move is a little harder. They are "L." Moves. You
can travel one space and then multiple spots toward every path.
Or you can travel both directions from two distances and more than one. It's
the main piece on the board that can avoid another track, but the recordings
are still the same, you must land on the same square as your opponent's
track.
Pawn
You have eight points and are the smallest (and probably the weakest) parts
of the screen. You have to put them in the second row from the bottom to
the end. The first time you move on the board, you can go one or two places
ahead. After that, it can just move each space in turn. When using the Pawn
to take the opponent's piece, you must move one place diagonally.
There is something that makes pawns exceptional, and it is the manner they
move. Another reason that is unusual is that if you receive one of the top
squares of the page, you can claim any part you want. For example, you can
call him a queen and have more queens in the game as a compelling
strategy.
In the next step, we will work the pieces from the bottom row, working
from the inside to the outside.
King
Your King is the largest piece on the chessboard and goes to the Bishop on
your right. The King moves in any direction, but only one row at a given
time, making it a relatively weak piece in terms of movement but still the
strongest part on the chessboard with the least time since the King's capture,
and this is how you can win the match.
Aggressive players will derive great joy from regularly imposing Check—
the condition under which a king is threatened but can escape by moving
away or blocking with another piece. An opponent forced into Check has no
choice but to respond defensively, making it difficult for them to mount a
counterattack. However, this strategy carries a high risk: placing too much
focus on an opponent's King may leave you vulnerable to an unforeseen
ambush.
With white'sKnight imposing 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.
The 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 especially frustrating if you've
spent dozens of moves with an upper hand, only to have your victory swept
away and replaced with a draw.
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. Each player makes 50 moves (a total of 100)
without a capture or Pawn movement or when a situation arises where a
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.
Check and Checkmate
Sometimes a chess game will go to a tie or a draw. You need to know about
these draws if you want to avoid them. The most widely recognized
approaches to draw are concurrence with your adversary; an impasse, where
one player can't make a legitimate move in his turn; or when there aren't
sufficient pieces on the board for one player to checkmate the other. If you
remain unaware of them, your opponent could push a game that you could
have won easily into a draw. Here are five reasons why that may happen:
The two players can agree to draw and halt the game: This is one
of the easiest ways to draw a game. According to this method, both
players mutually agree to a draw. This only happens when both
players feel that they have no chance of winning. Such a situation
arises when a player feels that he can win only if his opponent messes
it up. When you play on a professional platform, you know that your
opponents' chances of making a silly mistake are highly unlikely. This
is when you offer an option to draw the game. This way, both of you
end up with one point each. There are many instances where the
players call it a draw because of the cash prize involved. Some
tournaments offer both players' cash prize if the game ends in a draw.
This is why a lot of tournaments end with a draw because it benefits
both players. However, the players are not allowed to call a draw even
before the game begins.
Now that you have seen the various situations under which a draw might be
offered, let's look at some tips that can help you out in these situations.
Such tips will allow you to claim a draw without antagonizing or hurting
your opponent's sentiments. It is up to you to reject or accept the claim of a
draw. However, you could do it with some grace so that you don't offend
your opponent. These tips will help you draw a game with ease and tact.
You should claim a draw only during your turn. There are two main
reasons why you should make this offer only during your turn. They
are:
2. When you claim your opponent's turn, he will doubt your claim
and start analyzing the reasoning behind it. He will look at your
weak points and as to why you claimed the draw. Hence, it
could lead to him making an aggressive move, making the game
worse for you.
Plan your move first; not many players understand how these claims
for a draw are made and forget about the clock. Hence, they forget to
stop the clock and lose precious time. This is why most beginners lose
time even before their opponent has a chance to accept or reject the
claim for a draw. The ideal way to claim a draw is to make your
move, then make the offer to draw and immediately click the clock so
that the opponent has to think over the offer during his turn and not
during yours. This way, you don't waste time, and your opponent
doesn't take advantage of your offer by not letting you play while he
considers the offer. If your opponent continues playing without
replying to your offer, it is a clear sign that he has rejected your offer
to draw.
2. You can learn a lot from your opponent, especially if you are
a beginner or if he is a stronger player than you. If you offer
a draw to end the game, you lose out on information and tips
that you could have learned from your opponent if you had
continued the game. Your growth as a player is also
important, and the only way you will grow is if you play as
many games as possible and observe your opponents during
those games. If you can't observe your opponents, you will
not grow.
Reject offers politely. When your opponent offers you a draw, and
you feel like you could win and want to reject the draw, make sure
you do so politely. Don't make an unnecessary fuss about his offer. He
might have offered the draw just to benefit from it rather than distract
you. Hence, make sure you react politely to your opponent's offer to
draw. Suppose your opponent constantly harasses you with offers. In
that case, you can get in touch with the tournament director or
organizers to resolve the problem rather than responding rudely.
These tips will certainly be useful to you when you have to deal with
withdraws in a tournament. They will help you deal with withdraws
diplomatically and amicably. Therefore, make sure you follow them
whether you offer a draw or if you are being offered a draw. These small
reactions go a long way in how people perceive you and will give others the
idea that you don't let emotions cloud your judgment.
Resign
It is clear that no one likes to lose a game, but sometimes resigning is all
about recognizing the superiority of your opponent and acknowledge that
his/her position is so solid that only through a massive mistake he/she could
face a loss. Somehow, it is also a way to show respect to your opponent by
assuming such an error will not occur.
The big question is: when is the right time to give up and let your opponent
win?
I understand you may be already familiar with sayings such as "it is never
too late to resign" or "no one as ever won a game by resigning." Anyway, a
player should not continue a game in totally pointless positions. Such
behavior could both be disrespectful toward the other player and towards
yourself since you are wasting your energy and time. Energy and time that
you could use to prepare your next game.
Contrarily some positions that look dead lost to us could not be clear for our
opponent, who may not notice the clear advantage and give us the
possibility to turn a clear loss into a draw or even a win. Such positions can
be missed not only by a beginner but also by more expert players. In the
past, it has already happened that top players are so convinced about their
opponent's ability that they resign in a favorable situation that could lead to
a draw or a win.
As a golden rule, I would say that, unless the advantage position of your
opponent is so simple and clear that it would be impossible to be missed, do
not resign too early, and keep playing. Remember to respect your opponent,
but if you see the position unclear, then you should always keep playing.
Special Rules
Castling
He is in Check
Promotion is when you move your Pawn to the opposite end of the board.
In this case, you can promote the Pawn to a Knight, Bishop, Rook, or
Queen. It doesn't matter if you already have one of those pieces. You can
even have double Queens. The promotion takes place after moving it onto
the final square but within the same turn.
En Passant
To identify a certain square, one would first say the file followed by the
rank. For example, if someone wants to identify the square in the bottom
left corner, one would say a1. One would call the square in the top right
corner h8.
There are various types of notations in Chess, depending on the spoken
language and whether you are playing against a real person or a computer.
The most universally used notation is algebraic, as everyone understands
this. The algebraic notation uses one letter and one number for each square
and a chess piece letter.
The board numbering and lettering is biased towards the white side as this
is always the starting side and goes as such:
Starting on the bottom left corner and working horizontally across the
board are the letters "a" through to "h"—these are known as "files."
Starting in the same square and working vertically up the board are
the numbers "1" through to "8"—these are known as "ranks."
Thus, as you face the board from the white side, the bottom left-hand
square is "a1".
K for King
Q for Queen
B for Bishop
N for Knight
R for Rook
The letters that represent pieces are always capitalized, and the square
letters are in lower case.
If a piece captures another piece, the notation includes an "x" in front of the
square the capture was made on, i.e., Bxe5 denotes that a Bishop captured a
piece on square e5. If a pawn is responsible for the capture, the notation
includes the file from which the Pawn started on, i.e., exd5 denotes that a
pawn on file e captured a piece on d5.
Chapter 2. 21 Essential Tactics to Build your
Strategy
Tactics play a major character in all chess games and are the essential
elements of any strategy. A strategy is a general game plan, sentences about
where you need to be at any point during the match. The tactic is used to
implement a strategy. Your opponent will not sit and watch you lead your
strategy without objections. The tactic is used to force your opponent to
accept your moves. The tactic shows one or more moves to gain a short-
term advantage. These are fundamental steps in advancing a general
strategy.
The middlegame is the central phase of the chess game. It is the stage of a
chess game that begins after the opening and ends when there are only a
few pieces left on the board (at which point you enter the endgame phase).
We must try to bring attacks on the enemy king, exploit the opponent's
mistakes in the opening phase to make the game turn to our advantage, or
prepare for a favorable ending. In the mid-game, two fundamental aspects
of Chess come into play: strategy and tactics. The strategy consists of
placing the pieces in the best possible position taking into account several
factors, including:
The open file: A column is said to open if there are no pawns on it; it
is said to be half-open if there are only pawns of the opposing player.
(With appropriate attacks, it is easy to transform a semi-open column
into an open column.)
The structure of the Pawns: The pawn structure can make the
difference in a pawn finish. In the figure on the side, we see that
Black has two pawns in the same column. This situation is called
"doubled" and is a disadvantage because the pawns on the same
column cannot help each other. In this case, it could be advantageous
for the white, which has no impediments, to change all the pieces to
arrive at an endgame of pawns.
21 Tactics
1. Fork
In this case, a single unit can attack two rival units in one move.
Two Chess Tactics such as Relative Fork and Absolute Fork are explained
below with images:
Relative Fork Attack: The Relative Fork Attack is an attack made
by one unit on two or more pieces of the opponent in a single tactic
that excludes the rival King. It is up to the opponent to decide which
piece he wants to rescue and which piece will face the attack. The
following diagram shows how a single move of White's Queen can
put the Rook and the Knight of the Black in danger.
Absolute Fork Attack: In the case of Absolute Fork Attack, the King
of the enemy is attacked along with another piece, or Pawn of the
opponent in a single move. Since the opponent should save his King
as the King is checked and leave other pieces in danger.
The image shows that the white Queen can attack the Black King and the
Rook simultaneously.
2. Pins
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.
In this scenario, the black Queen should be pinned to the black King due to
the white Rook.
3. Skewer
The Relative and Absolute Skewer Attacks are discussed briefly below.
According to the image, the Rook should be exposed to danger to save the
King from Check. The white Queen would easily capture the Rook once the
King is off the way.
4. 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, such as in 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.
5. Windmill
In the diagram above, the white Bishop will start the ball rolling by moving
to expose a discovered attack on Black's Queen, which is a sacrifice of the
White Queen. If Black refuses the sacrifice, then he either loses his Queen
or is mated in three.
Bf6 Qxh5
Rxg7+ Kh8
White is a queen down, but now the stage is set for one of my favorite
tactics, a series of repeated discovered checks from the Bishop on f6.
Ensure you set this up on a board to appreciate all the captures the Rook is
free to make. This series of moves where the same piece exposes a
discovered check over and over again as it moves backward and
forwards while capturing pieces is known as a windmill attack (also
See-Saw)
Rxf7+ Kg8
Rg7+ Kh8
Rxb7+Kg8
Rg7+Kh8
Rg5+Kh7
Rxh5 Kg6
Rh3Kxf6
Rh4
At the end of that sequence, White has recovered the Queen and is now
three pawns up, with a simple win to complete at master level.
6. Interference
To turn the game around, a player may sometimes need to make sacrifices.
Interference is a tactic that involves placing a piece between the attacking
piece and its defender. The move places the interfering piece under threat of
capture, but the sacrifice has to be made to weaken the opponent's defensive
set up and gain material advantage.
Here is a diagram showing how interference works:
In this setup, white looks ready to promote the Pawn with a8 but could not
because Black's Be4 guards the square. Black's d8 Rook is also defended by
the other Black Rook on d1, effectively preventing white's b8 Rook from
capturing the d8 Rook.
If Black elects to capture the Knight with R8xd5, White can proceed with
the Pawn's promotion on a8.
If Black chooses to use the Bishop to capture the Knight with Bxd5, White's
Rook can capture the nearby Black Rook with Rxd8. The move will pin the
Bishop to Black's d1 Rook. White's Rook would then capture the Bishop
and eventually promote the Pawn. In the endgame, White is left with a
Queen-Rook combination against Black's lone Rook. A worthy sacrifice,
indeed!
7. Overloading
With this tactic, you will force an enemy piece to do multiple tasks at the
same time. 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.
8. Deflecting
This is where deflection comes in. The best move for White is to move his
c1 Rook to c8, pinning the black Queen and overworking it because of its
guard duty for g7. Black's only move is to capture the Rook. With the guard
gone, white can proceed with his earlier plan of moving to g7 and win the
game.
9. Decoy
The Decoy Tactic in Chess is commonly used when you want to lure your
opponent's piece to a specific square. To force your opponent to go to that
square and abandon its present position, you will have to sacrifice a
material piece. The decoy tactic may be used to gain material advantage or
positional advantage that will allow you to make more powerful attacks in
subsequent moves.
To illustrate how the decoy tactic works, take a look at the following
diagram:
White will decoy the Black King with Qd8+. The White Queen is
unprotected and the King, in this situation, has no option but to capture the
attacking Queen with Kxd8. White will then press on with Bg5 to expose
the enemy King to a Double Check—from White's d1 Rook and the Bishop.
White moves its King to e8 to escape the threat. The Rook then goes for the
kill with Rd8#!
10. X-Ray Attack
If you've ever broken a bone, then you were probably X-Rayed. The X-
Rays passed through you and helped to take a photograph of the bone
inside. Well, an X-Ray attack is also aiming through one piece to attack a
piece behind it. So, that's a little bit like a pin, which can be more damaging
because the difference is that you are attacking a piece that is more
valuable than the piece behind it. So, when the valuable piece at the front
moves away to save itself, then you can capture the piece behind it.
In the above diagram, White has just played Rh8+, the black King can save
itself, but now white will win a queen in exchange for a rook.
An X-Ray attack is like the opposite of a pin. In a pin, the piece at the front
can't easily move away or get the more valuable piece behind it. However,
with an X-Ray attack, the piece at the front is so valuable that it pretty
much has to move away.
In a lot of books, you'll see X-Rays called skewers. In the rest of this book,
I'll refer to them as skewers. Queens, rooks, and bishops can carry out
skewers.
The "Pin" is mightier than the sword. You need to keep a lookout for any
piece with another piece behind it for both pins and skewers. In almost
every game, a pin will happen at some point. Sometimes it just leads to an
annoying bit of pressure, but the longer a pin goes on, the more chance of
extra attackers arriving. Try to have more pieces attacking than defending if
you are the one doing the pinning.
The best of all is if you can attack a pinned piece with a Pawn, then you can
quickly gain material.
In the example above, Black has two pieces defending the pinned Knight on
f6, but this pin isn't about numbers of attackers; it's about how low valued is
a piece you can attack the Knight with. In this case, our strong central
pawns go for the kill:
Even if Black captures our Pawn with their d-pawn, we just recapture with
our d-pawn, ensuring that we'll win the Knight for a pawn.
11. Zugzwang
In Chess, there is no way for a player to forfeit their turn. This explains why
games could end in a stalemate because one player can never say "pass."
This is what Zugzwang is. Simply put, if it is your turn to move, you MUST
make a move.
Similar to the example above, if Zugzwang can cause the game to end in a
draw, it can also be used by one player to force the other into occupying a
position that will allow them to win the game.
Another general rule that is being applied in this example is that in a king
and pawn endgame if the Pawn can move to the 7th rank without being
checked by the enemy king, he is in a winning position. In this situation,
even if Black's King is close to White's Pawn, it is being guarded.
Eventually, this led Black's King to move away from the Pawn, removing
the Check and allowing the latter to promote.
To see how in-between moves look like in an actual game, take a look at the
image below.
In this image, we assume that you are playing as White. Your opponent just
made a move with his Queen, and he captured your own Queen in d2. It is
your turn to make a move. Given this situation, it is also natural to capture
Black's Queen immediately before it gets away. However, there is another
move that White can make in order to gain some advantage. The move is
shown below.
Instead of immediately capturing Black's Queen, even if it can be done
safely, white played a forcing move by snatching his opponent's Pawn on e7
and initiating a check. This is what an in-between move is. Black may have
gotten a checkmate by moving its Queen to c2, but he is forced to move the
King to h8 and avoid the Check. After the opponent does so, you can now
make the obvious capture to your opponent's Queen. With this move, white
gets an additional pawn and corner the opponent's King.
Such is the power of the in-between move, which is why it's important to
always keep an eye out for these opportunities. This move can even be
made even if the opponent is not looking to trade and you do not want them
to defend the piece that you are aiming to capture.
12. Undermining
Undermining is also referred to as removing the defender or removal of the
guard.
In Chess, the stalemate is the term used to indicate the situation in which a
player does not have available legal moves that can be made while not
being in Check. The stall determines the immediate end of the game with
the result of a draw.
Often, during the endgames, the player in disadvantage of material or
position can try to find a deadlock to avoid defeat.
In some chess variants, such as the Chess "vinciperdi," the stalemate does
not necessarily determine the conclusion of the game in parity. Depending
on the type of variant, the stalemate can determine the victory of the player
with less material (in case of even material, there is a flap again) or of the
one that is being stalled.
History
The stall rule has undergone a somewhat convoluted evolution. In the
predecessors of modern Chess (such as shatranj), the stalemate assigned the
victory to the opponent of the player who underwent it, this rule lasted for
some time even in modern Chess. According to "A History of Chess"
(Oxford University Press, 1913) by H.J.R. Murray, the current rule in
Britain was that the stalemate resulted in the victory of the player who
suffered. The current rule that associates the stall with the flap was
generally adopted during the nineteenth century.
Assuming as an example that the black King is the one who suffers the
stalemate, the situation of the different rules over the centuries has been as
follows:
A move that led to the stall was considered illegal (early 20th
century in the Far East)
If the stalemate meant the defeat of the player who cannot move, the
outcome of some endgames would be different. In these situations, the
stalemate can be forced by the attacking player but can also sometimes be
an important defensive resource.
The final King and Pawn against King would always be won
(unless he could capture the Pawn) since, if the Pawn cannot be
taken or promoted, the defending King ends up suffering the
stalemate (diagram 1).
Two knights and a king can force the stall against a single king so
that the final would no longer be a theoretical draw.
A player can force the game to a draw if they can only move to that same
exact position three times. This is when one player keeps on checking the
other, but they can only make one move because doing otherwise can cause
them to get checked. This can also be called a perpetual check.
In this image, it can be seen that Black is close to losing the game by simply
looking at its remaining pieces. At the moment, white's King is in Check.
However, the King can get out of it by simply moving the piece to h2.
Black, on the other hand, can only move to h4 and check the King again, as
doing any other move will cost him the game. Since White cannot move the
King on any other square aside from h2 and g1 to get out of Check, this
becomes a loop. Once both players made the same move three times, the
game ends in a draw due to White's King being in perpetual Check.
Everyone who wants to learn Chess must be familiar with these rules and
possible outcomes. Not only will it teach them how to play the game
correctly, but it will also give them an idea of what to avoid so that their
efforts to win the game will not end in a draw.
15. Underpromoting
In the majority of cases, people promote their Pawn by exchanging it for the
Queen (for obvious reasons—the Queen is the most powerful). However,
there are also instances where it is better to promote the Pawn and exchange
it with a piece of lower rank—this is often referred to as under-promotion.
16. Queen Sacrifice
The following example was taken from a game between Paul Morphy and
Karl Von Braunschweig played in 1858. This is one of the most famous
queen sacrifices in chess history.
There have been numerous instances of brilliant piece sacrifices throughout
chess history, some more spectacular than others. Some Grandmasters like
Mikhail Tal have even made a name for themselves for their regular
spectacular and entertaining piece sacrifices. Generally speaking,
sacrificing pieces should be considered if the positional compensation is
good enough.
Lisitin-Zagoriansky 1936
Black is unable to defend both in one move & eventually, he will lose
material.
18. Trapping a Piece
This is yet another important tactic that you can use to gain material. You
can perform trapping of pieces by using a group of pawns to guide your
own pieces and delivering attacks.
In the first diagram shown above, Black, in an earlier move, had the
opportunity to exchange his Bishop for the White Knight on c3, but he
didn't utilize it. Now, White is going to teach him a bitter lesson. It is the
turn of white to play.
White plays 1 c5. Black cannot use his Bishop to capture the white Pawn on
c5, and as there is another white pawn on d4 protecting it. The other box,
the a5-square available to the black Bishop, is also being protected by the
white Pawn on b4. In this situation, Black's only option would be to lose his
Bishop to a pawn, which is a net loss of 2 points, if we want to talk in terms
of material gains or loss.
19. Support Mate
For example, the white Queen checkmates the black King with the support
of the Knight.
The pattern is quite similar, although the rear position checkmate might not
seem much like our first case.
If possible, add all these 6 Openings, rather drop one than forcing 6
Openings written poorly, otherwise if a lot of words are needed, add a little
story introduction to these openings:
1. e4 e5
2. Nf3 Nc6
3. Bc4
Sometimes referred to as the Italian Bishop. These games are very often
sharp attacking games with White trying to focus on the poorly defended f7
square (only the King defends it at the start of the game).
Also, note how white has started developing an attack while, at the same
time, preparing to defend with a castle kingside at any moment. A hallmark
of high-level Chess is accomplishing several goals with just one move.
Black, on the other hand, will usually try a strong counterattack in order to
try and prove White was overzealous in their efforts. While more modern
variations such as the Ruy Lopez have gained popularity, it is still worth
examining this opening as there are great attacking chances for both sides.
The two main variations branch depending on how black decides to respond
after white moves their Bishop. After 3...Bc5, we reach a position known as
the Giuoco Piano, and after 3...Nf6, we instead reach a position called the
Two Knights Defense. We will be exploring each one separately.
Opening 2. Ruy Lopez
It can be said that the Ruy Lopez is the go-to option for many professional
chess players when it comes to the Open Game (1 e4 e5). Unless black
plays with perfection, it can be very tough for them to achieve equality.
This is one of the key reasons why many black players choose to use the
Sicilian Defense in response to 1. e4 instead.
1. e4e5
2. Nf3Nc6
Named after the great chess player Paul Morphy during the 1800s, this is
the most popular response for White. This move forces white to clarify their
intent with the b5 move. If he wishes to trade Bishop for Knight, Black has
taken no steps to prevent this exchange. If white retreats back to c4, Black
has won a tempo back from White by forcing him to move his Bishop
twice.
The most common line is called the Closed Defense and goes as follows:
4. Ba4Nf6
5. O-OBe7
Ba4 from White to retreat away from the attacking Pawn, note that Black
can still, at any time, kick the Bishop away with the move b5. In some
variations, the white Bishop may find itself trapped in the corner, and care
must be taken to allow room to escape a possible b5 pawn thrust by Black
at any moment. Nf6 increases black's central pressure by attacking the e4
Pawn, as well as supporting that d5 move black has in the back of their
mind. White castles away to safety; Black develops his Bishop and prepares
for a kingside castle of his own.
The Queen's Gambit is one of the oldest studied openings with well over
500 years of written history to support it. Another gambit opening, which, if
you remember from the King's Gambit, means some kind of sacrifice in
material for a positional advantage.
1. d4 d5
2. c4
Right away, White is telling Black that he intends to fight for the middle in
a serious way. He is offering an undefended wing pawn on c4 in exchange
for that ever-tempting double pawn center of d4 and e4. The difference is,
unlike the King's Gambit that takes place on the relatively undefended
King's side, this gambit takes place on the Queen's side, and that means the
Queen can get involved much more readily if the need arises. Because of
this difference, it is not a true gambit, as Black can't actually hold on to
their Pawn on c4 after the exchange, which we will cover below. Just like
the King's Gambit, the Queen's Gambit has two main line variations
depending on whether or not the offer on c4 is accepted by black, and they
are called Queen's Gambit Accepted and Queen's Gambit Declined. We will
cover each variation in some detail.
1. d4 d5
2. c4 dxc4
The Queen's Gambit Accepted has been reached after these sets of
moves. As I promised you earlier, this was not a "true" gambit, and I told
you that Black couldn't hold on to their current pawn advantage. Let me
3. e3 b5?
4. a4 c6?
5. axb5cxb5?
6. Qf3!
After that dazzling queen move, Black is going to lose a piece. This isn't the
main line, but I wanted to show you how black's best chances are to accept
that the Pawn isn't going to stay around and play objectively good Chess
instead.
5. Bxc4c5
6. O-O
This position leaves both players with solid chances. White has regained its
missing Pawn and has developed their pieces to effective spaces. Black, on
the other hand, managed to get through the opening with equality in terms
of development and space and should feel satisfied with his chances of
going into the later stages of the game.
1. d4 d5
2. c4 e6
By moving his Pawn to e6, Black is able to defend his central Pawn,
holding on to his control of the center. In addition, this allows black the
option to develop his dark-squared Bishop along the a3-f8 diagonal, also
getting him one step closer to eventually castling to safety kingside.
While this is a solid and defensible position for Black to play from, and
indeed many players with the black pieces have found success here, white
will try to prove that Black's light-squared Bishop does not have an
effective square to find a meaningful place in the game. Black, on the other
hand, will try to either release the Bishop, trade it off, or find a useful
supportive outpost for it and try to use it in the end game.
Another option for Black to try is 2...c6, which is called the Slav Defense;
we will examine it from Black's point of view in an upcoming chapter.
3. Nc3Nf6
4. Bg5Be7
5. Nf3
White develops his queen-side Knight to its ideal square behind the c4
Pawn where it can exert great control over the middle of the board. Black
takes the opportunity to get his kingside knight into the game and help
prepare his kingside castle. White tries to take advantage of Black's last
move by creating a pin on Black'sKnight onto the Queen. Black is forced to
develop his dark-squared Bishop to e7 to free black'sKnight from this pin
(now, if the black knight moves, the bishops will face off instead of leaving
the Queen exposed).
White then develops their knight to a good square and helps solidify the
Bishop's position on g5 against a potential discovered attack from the
knight against the previously undefended bishop. A discovered attack is
when the movement of one of your pieces will expose an attack from
another piece behind it. These maneuvers are an excellent tactic to watch
out for as it can come as a real shock to an unsuspecting opponent (or you if
you get caught in one yourself!).
Opening 4. French Defense
The French Defense is a fairly recent opening that began to see more
prominent play in the early 1800s. This is a bit of a slower start compared
to some of the more flashy openings and can lead to some very technical
closed games.
1. e4e6
2. d4d5
White gets his classical double pawn center, but black intends to fight back
from the very start with an early pawn advance on d5 supported by his first
move e6.
White has several responses. The most popular is 3. Nc3 to protect the
attacked e4 pawn.
Finally, there is the exchange variation that can be tried after 3. exd5, which
leads to a symmetrical pawn structure, with each player having a pawn on
d4 and d5, respectively. The exchange variation leads to a position that is
objectively equal for both sides, and either side will have to try to
unbalance the position if they hope to achieve a win instead of a draw.
Opening 5. Sicilian Defense
Easily the most popular and statistically successful opening for black to the
nearly universally played 1. e4 from white. While visually similar to the
English Opening: Reverse Sicilian, this is a much older opening with a full
and rich history. Indeed, enough has been said on the Sicilian to fill several
books in their entirety with this opening alone. Let's start by analyzing the
opening move from black c4; just like in the Reverse Sicilian for white,
black aims to control the center of the board from a flanking wing pawn,
keeping their important d and e pawns for a potential break in the middle
later. Again, if black could ever trade their c pawn for white's d pawn, he
could see that as a slight advantage over white, as he could then have a
central pawn majority over the white player. As we have seen before, the
advanced c pawn also provides a great outpost for black's queen-side knight
that is a major factor in how the game usually plays out.
There are two main line variations to the Sicilian Defense, called the Open
and Closed Variations. Let's take a look at the Open Sicilian first:
Open Sicilian Defense
1. e4 c5
2. Nf3d6
3. d4
4. d4cxd4
5. Nxd4Nf6
6. Nc3
Black has achieved one of his goals of exchanging his c pawn in for white's
d pawn. Black continues to develop the king-side knight now that white
can't disturb it with their e pawn because of the d6 pawn protecting the e5
square for us. White continues development with Nc3.
In this position, black will try to prove that his central pawn majority is
winning and has a clear advantage. White, on the other hand, has a
significant lead in piece development, as well as more control over the
center of the board, which he will argue, giving him more than fair
compensation for his d pawn.
Closed Sicilian
2. Nc3Nc6
And here, black will develop similarly to in the open Sicilian but not always
in the same order. Black has goals they wish to accomplish and not a rigid
attack plan requiring a strict move order.
We want that knight on c6, and usually, we want our bishop to fianchetto on
g7 (Notice how the black pawn chain is otherwise in the way for black to
put their bishop on a meaningful square. Fianchetto is a great way to solve
this problem!). We get our queen-side knight into the game on its favorite
square now as well. This is a great example of why knights like to be
behind pawns. Look at the difference between the two knights on the c file.
Notice how black's c pawn has contributed to his plan in a significant way.
White would love to be able to play moves like c3 and d4 and grab some of
that juicy center, but right now, his knight on c3 is in the way! This is one of
the major draws for players who enjoy playing flank openings such as the
English and the Sicilian.
Let's see what is considered to be the main line, but again this move order
can vary significantly:
3. g3 g6
4. Bg2Bg7
5. d3 d6
Both white and black have the same idea here: My pawns are in the way,
and I need to get my king-side bishop into the game somehow. Once again,
fianchetto is the answer, and in this case, both sides will usually opt for this
strategy, as they are both being walled in by their pawn chain. White's pawn
on e4 is still on the way—for now. White can at any time open a discovered
attack with a cheeky move like e5, both attacking black's pawn chain
(assuming it is played after d6 from black) and disrupting the scope of
black’s bishop. Both sides solidify their pawn structure by creating pawn
chains in turn 5 with d3 and d6, respectively.
From here, both sides will develop their last pieces and castle, and we have
reached a stable and about equal position to start a mid-game. Both sides
have great chances here, and many fantastic positional games have been
reached from this opening.
The Slav Defense is one of the main ways black can play against the
Queen's Gambit. If you remember from our discussion during the Queen's
Gambit Declined, one of the problems black could face quite often was
having his light-colored bishop end up trapped behind the pawn chain.
Another possible weakness of traditional defenses when it comes to the
Queen’s Gambit Declined is that the traditional black’s pawn structure is
left with clear targets for white to focus on during the mid-game. The Slav
Defense is an attempt to deal with these issues as black.
The main line looks like this:
1. d4c5
2. c4c6
4. Nc3e6/dxc4/a6
5. a4Bf5
The next possible choice is the pawn exchange with dxc4. White is happy
to trade their wing pawn for a central pawn, the main point of the Queen's
Gambit. The usual follow up here would be 5. a4 to stop black from trying
to reinforce the advanced pawn on c4 with the move b5. The typical next
move for black is to develop the bishop to f5, preventing white from
pushing the pawn to e4 next turn.
The last option for turn 4 a6 plays into the same idea for black: an early b5
play to add increased pressure onto the queenside. Black aims to follow up
very shortly with b5, and even if white tries to hold on to his space
temporarily with a move like c5, after b6, we see that black is going to start
tearing down that center one way or another.
One of the reasons players have begun to favor a6 is because it does not
create that problem for the light-squared bishop becoming inactive. Black
can keep the c8-g3 diagonal open and find scope for the bishop soon.
Chapter 4. The Middlegame Concepts Every
Beginner Should Definitely Know
There are some openings that can take years to handle with mastery. See,
for example, the Sicilian Defense, which is, in my opinion, one of the most
valid defenses against 1.e4 but at the same time one of the most
complicated to play due to its infinite variations that can arise. If you do not
have time to study such an opening thoroughly, then I suggest you choose a
more compact opening.
Develop Your Strength First
Before proceeding with a targeted attack on your opponent, make sure you
have distributed your forces well within your line-up. Remaining pieces at
their starting positions means to stay with pieces that do not actively
participate in the battle. Develop your strength!
Do Not Stop
If you are analyzing a position and proceeding with the calculations, do not
stop too early but go deep. Try to see that for the next 3 or 4 moves,
everything will be fine. One of the greatest advantages you can have
towards your opponent is this depth of calculation that can guarantee you
victory in many cases.
Have a Plan
Some players often forget that playing a game of chess means planning.
Sometimes it's okay even to play move by move, but it's also good to
occasionally draw a picture of the situation, understand what the
weaknesses of the opponent are and what yours are so as to know how to
formulate a plan of attack or defense.
Our first example uses the Rook and a Queen jointly to give checkmate.
This same routine could be carried through with any two important pieces.
Any two important pieces readily checkmate a lone King from the border of
the board. While the King is prevented by one piece from moving far from
the border, another can go to the same position or file as the King to give
checkmate.
A check by Black's knight will spell the end for White, as White's King
does not have any strategy to escape.
Chapter 6. The 5 Effective Tips That Can
Transform a Rookie Into the Next Master
Do you ever ponder about the number of chess players on the planet?
All things considered, 700 million individuals on the planet share a similar
love called chess; a large number of them even share the light of chess
information with others, spreading and building up this Indian game.
1. Chess Pieces
What you should consistently remember is that each chess piece is worth
and a piece of our 16-trooper armed force
In spite of the fact that the pawn has just 1 point, it is the indispensable
piece of a decent opening since it is significant in Chess. It is where you
ought to acquire your pieces and set them in assaulting positions. So, the
continuation of the center game and endgame relies upon it.
To begin a decent opening, you should begin with a pawn and step by step
open up your game by moving the pieces in the middle where they will
have unlimited oversight of the most extreme number squares.
Here you can see that White pieces have a preferred position because of the
pawns in the focal squares (c4-d5-e4-f3). In the event that you control
focus, your odds are enormous for a superior game on the grounds that here
you have more control of the board than your adversary, for instance, in the
event that we take a knight.
In the event that you have made the inside, your next stride ought to utilize
pressure (recall your adversary is attempting to take control) on the middle.
So you should compel your rival to move away from the inside
The king, during which the opening and middlegame stage is frequently a
weight since it must be safeguarded, then becomes a significant and
forceful piece in the endgame, and the amateur ought to understand this and
use his king however much as could reasonably be expected.
In the endgame, you ought to be quiet and investigate your moves for not
showing up a well-thought trap.
Bonus Chapter. The 17 Golden Rules
These rules don’t necessarily apply in all the situations, but they provide a
general game plan of how things should look like 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. In order 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 important 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 normally
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 edge of the board.
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): The 1. e4 and 1. d4
moves are considered the best options for White. It is not a
coincidence that. 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 in order to complicate his
development.
7. The bishop is better than the knight when the pawns are on both
wings (flanks): Because the bishop is controlling more squares and is
able to 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 stronger in a closed/blocked 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.
10. Don’t put the knight on the edge of the board: The knight’s
activity usually suffers if they are located on the edge of the board. In
this case, it only controls four squares. If they are closer to the center,
i.e., on c3, then they end up controlling eight squares! “A knight on
the rim is dim.”
11. In an endgame, you should not put the rook in front of the
pawn—either yours or the opponent: Generally, the best place to
put your rook in an endgame is behind the pawn. If it is your pawn, it
will be much easier for you to push it down the board. If it is the
opponent’s pawn, that’s still the best way to control it while still
staying active with the rook.
12. 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 extra pawns are most often
winning positions, it is definitely something to strive for.
Of course, if you come to the conclusion 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.
By reading this book, you have gained a basic understanding of chess, and
you now know how to properly start a chess game and improve your
chances of winning.
When it comes to chess, 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 is what helps you to 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
construction of many cultures, it has stood the test of time, tying together
humanity with a game of strategy.
You have to note that this is just an introductory book on chess. Every point
we have presented to you up to this point in this book are those we deem
important to you as a beginner. There is no need to fill your head with more
information that may end up leaving you more confused than you were
before you picked up this book to read.
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 next thing you
should do is to arrange the chess pieces on the board correctly.
Start by playing with yourself; 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. While playing, make sure you
apply all the techniques you have learned in this book. Make use of forks,
pins, and the many other techniques we have talked about.
If you cannot get your own physical chessboard immediately, another good
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, this book has given you the basic foundation you need; it is left
for you to leverage this foundation and turn yourself into a chess master.
That being said, there are tons of materials you can find on some of the
moves, techniques, tactics, defense methods, etc., that we have introduced
in this book.
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.
Obviously, chess is a very 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 next level by knowing what NOT to do and
make sure the win is in your pocket.
The various opening moves and tactics, along with strong 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!
Lastly, whenever you are playing, don’t feel shy to refer back to any section
of this book for clarifications on how best to make a move. This book is
like a reference guide for beginners, so you should be able to refer to it
from time to time.