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- Good Chess Guidelines for Beginning & Amateur Players
-
-
- First, a quick primer on the relative values of the pieces. These values only
- have meaning when deciding whether or not to trade pieces. One is not
- necessarily winning just because one has more material. Having said that,
- here it is:
-
- Pawn = 1 Knight = 3 Bishop = 3.25 Rook = 5 Queen = 9
-
- The King is never actually captured, and thus is not listed. The Bishop,
- while slightly more valuable than a Knight in most cases, is often traded on
- an equal basis with the Knight. Two Bishops, however, is almost always better
- than Two Knights, as the advantage of the Bishops is additive. In fact, one
- place they are definitely superior is in the endgame. You can force checkmate
- with Two Bishops vs. a lone King, but cannot _force_ checkmate with two
- Knights vs. a lone king. Also, in chess parlance, the Pawn is not considered
- a "piece" - Pawns and pieces are usually referred to as separate things.
- Knights and Bishops are considered minor pieces, Rooks and Queens major pieces.
- If you hear someone say he is "a piece up", that generally means he is a minor
- piece ahead in material. If he were a Rook or Queen up, he would usually
- specify which. If you've managed to trade your Knight or Bishop for a Rook,
- you are said to be up the Exchange. Trading a Bishop for a Rook is called
- being up the minor Exchange, and trading a Knight for a Rook is called being
- up the major Exchange, though most often no distinction is made between the
- two, as the difference is small. Having defined a few terms, on to the
- guidelines.
-
- 1. Start with moving a center pawn 2 squares forward. This occupies and
- controls the center, meanwhile opening lines for your pieces to get into play
- (in chess parlance, we say the pieces are "developed" when brought into play).
- This also allows you to keep the side (or "wing") pawns intact so your King
- has a safe place to castle later. This rule is here because center-pawn
- openings are both the easiest to play and to understand, and should be
- concentrated on by the beginning player. It does not mean other choices are
- bad, they're just not good ones for beginning players.
-
- 2. Make only as many Pawn moves as is necessary in the opening to effectively
- develop the rest of your pieces or as necessary for defense. This is usually
- no more than four in the early opening phase of the game. The end of the
- opening phase is generally considered to be reached when all the pieces have
- been developed and the King has castled.
-
- 3. Get all your pieces developed as quickly as possible. One piece will not
- accomplish anything by itself, and you basically can't do anything until you
- do this first.
-
- 4. Develop Knights before Bishops. People will give many reasons for this,
- but as William Lombardy, a US GrandMaster, once told me, those other reasons
- are basically so much hot air. The real reason is that Knights move more
- slowly than Bishops, and take longer to get where they're going. A Bishop
- can travel long range and be developed almost instantly to the desired
- square. While I think the other reasons may have some minor impact, I think
- he's essentially correct.
-
- 5. Develop Knights toward the center (not the edges). Remember, "A Knight on
- the rim is dim." This because it only has half the scope there as in the
- center. You can prove this buy putting a Knight in the center of the board,
- and counting the squares it attacks (you should get eight), and then putting
- it on the side, and counting how many squares it covers (four). Since this
- placement has a larger effect percentage-wise on the Knight than any other
- piece (try it - and notice what happens to the Rook!), and the Knight is also
- a slow moving piece, this rule actually applies to almost all pieces, but
- _especially_ the Knight.
-
- 6. Castle early for King safety and to develop the Rooks, usually immediately
- after the development of Knights and Bishops, sometimes even before both
- Knights and both Bishops have come into play, depending on necessity. If you
- can wait until the Knights and Bishops are in play, however, this gives you
- the choice of deciding on which side to castle, though sometimes there is
- only one good choice, as one wing or the other may already be weakened, in
- which case delaying would give no benefit. See items #1 and #21.
-
- 7. Do not move a piece twice in the opening. Doing so delays getting your
- other pieces developed and delays castling.
-
- 8. Do not bring the Queen out too early. It is a valuable piece, and
- therefore an easy target for lesser pieces. If you bring it out too early,
- you are likely to find yourself moving the Queen over and over to get it to
- safety (repeatedly violating guideline #7), and delaying the development of
- your pieces while your opponent essentially takes one free turn after another,
- developing his. If you need to move it so your King can castle queenside,
- generally moving it up to the second rank just to get it out of the way is ok.
- Moving it farther than this before you've finished development is usually
- inviting trouble.
-
- 9. Control the center squares. Traffic generally has to run through the
- center of the board in one way or another. Control the center of the board,
- and you usually will have more freedom to put your plans into effect than
- your opponent, as your pieces will have more scope & power from the center of
- the board, being able to get to any spot on the board relatively quickly.
-
- 10. Keep one or more Pawns in the center. This helps you achieve #9 above, as
- one way to control the center is by occupying it, and Pawns are the most
- difficult piece to budge.
-
- 11. Place your pieces on open lines (open lines are lines of movement that are
- unobstructed by pawns). Place Bishops on open diagonals, Rooks on open files
- (files are columns, ranks are rows).
-
- 12. Coordinate your pieces to work together. One common way to do this is to
- double pieces up, such as putting a Queen and Bishop on the same diagonal, or
- putting two Rooks on the same file or rank. They support each other's
- movement along the diagonal, file, or rank in question, and are essentially
- twice as powerful this way.
-
- 13. When protecting a piece, use the least valuable piece available to do so.
- Especially, protect Pawns with Pawns (forming a Pawn chain). Why tie up a
- valuable piece to protect a Pawn if it's not necessary? Not only does using
- less valuable pieces for protection free up the more powerful pieces, but the
- less valuable pieces are less likely to be scared away or dislodged from their
- defensive posts.
-
- 14. Avoid isolated Pawns if possible. Isolated pawns are those that can no
- longer be protected by an adjacent pawn (because there are no pawns on the
- adjacent files). Isolated pawns generally occur as a result of Pawn captures
- being made, so carefully look at the resulting Pawn structure when you have
- the choice of capturing with a Pawn or another piece. Isolated pawns are weak
- because they are subject to attack and must be defended by other pieces.
-
- 15. Especially avoid doubled isolated Pawns. Doubled Pawns are two pawns of
- the same color on the same file. The Pawn in back is weak because its
- movement is inhibited by the Pawn in front. This is not terribly weak by
- itself. However, doubled isolated Pawns are _very_ weak, as they both cannot
- be supported by other pawns and cannot move freely, a bad combination.
-
- 16. Make moves that threaten, when possible. These moves limit your
- opponent's choices, and basically allow you to call the shots, as your
- opponent usually must respond to your threat before proceeding with his own
- threats. Alternately, do not get carried away with making your own threats to
- the point that you overlook your opponent's threats. Being the one who is
- calling the shots is called having the initiative.
-
- 17. Don't make pointless threats. This includes checks. Checking or
- attacking something simply for the sake of doing so has no value. If the
- threatened piece can simply move away with no detrimental consequences, and
- there is no advantage to you in making the move in the first place, then the
- threat is pointless. Doing this can even force your opponent to make a good
- move. Pointlessly threatening a Knight on the rim just forces your opponent
- to move it back towards the center of the board, for example. However, if
- the Knight is trapped there, then attacking it would allow you to win the
- piece.
-
- 18. When ahead in material, exchange pieces. For example, if the total value
- of your pieces on the board (see relative values listed above) is 16, and the
- total value of your opponents pieces is 11, this is roughly a 3 to 2 edge.
- Trade Rooks, however, and now the total value of your pieces is 11, your
- opponent's pieces have a total value of 6. This is almost a 2 to 1 edge,
- which is obviously better.
-
- 19. When behind in material, don't exchange pieces. This is essentially #18
- looked at from the other side of the coin.
-
- 20. When you are attacked, try to exchange the attacking pieces to reduce the
- power of the attack. This takes precedence over #18 & #19, as the safety of
- the King is more important than anything else.
-
- 21. Don't weaken Pawns in front of your castled King. Generally this means
- don't move them unless you absolutely have to. Once moved forward they become
- easier targets for attack.
-
- 22. Try not to leave your pieces in positions where they are loose
- (undefended). Loose pieces become targets for attack, and are more likely to
- be lost than pieces that are defended.
-
- 23. Avoid creating holes in your position. A hole is a square that can no
- longer be defended by a Pawn. Since a Pawn is the most useful piece when it
- comes to threatening another piece to move, this would mean a piece can lodge
- itself in this hole and be extremely hard to drive away. This is especially
- bad if the hole is near where your king is hiding out.
-
- 24. Bring your King into action in the endgame. Once the danger of the middle
- game is over and there are very few pieces on the board, the King need not
- cower in the corner anymore. He instead becomes a powerful attacking piece.
-
- 25. Find your opponent's weaknesses and exploit them. This may be anything
- from a set of doubled or isolated pawns to a vulnerable King position to
- something as esoteric (and beyond the scope of this file) as a weak square or
- a lack of development. To understand how to exploit these weaknesses, play
- over master games, and watch how they do it. Games of the old masters
- (Morphy, Tarrasch, Nimzovitch, Lasker, & Capablanca, for example) often
- illustrate these concepts better than modern games, as they are simply easier
- to follow and more straightforward in their style of play.
-
- 26. Don't sacrifice a piece without clear reason, like a DEFINITE checkmate.
- Only masters are justified in making speculative sacrifices, and even they
- will not generally do so. Speculative sacrifices fail much more often than
- they succeed. If your name is Mikhail Tal, you can ignore this one.
-
- 27. Always assume your opponent will make the best move. Assume he will be
- fooled, and you will eventually set yourself up for trouble. Only by
- determining the best moves for _both_ sides can accurate analysis be done.
-
- 28. Do not follow any of these preceding guidelines blindly or mechanically.
- Analysis always supersedes these guidelines. If your analysis says you have
- checkmate in three moves no matter how your opponent replies (you are said to
- "have mate in three"), then all the guidelines go out the window. Obviously,
- it doesn't matter if you have to put your Knight on the rim to deliver
- checkmate. If you see a _specific_ reason to break a guideline, such as mate
- or the win of material, particularly of a piece or more, and you believe your
- analysis is sound and the benefits outweigh the negatives of breaking that
- guideline, then by all means break it. These guidelines are simply to help
- you win, and are not hard and fast rules for every situation. This leads us
- to #29...
-
- 29. Be careful when grabbing material, as it can be used as a way of luring
- your pieces into positions where they will be useless to prevent an onslaught
- against your King, or even in preventing your pieces from ever developing and
- getting into the game. But as Bobby Fischer once said (paraphrased), "If you
- can't see a good reason not to take a piece, then take it." Simply put, don't
- get greedy over material at the expense of the safety of your King, but don't
- refuse outright gifts, either.
-
- 30. And fittingly last, if you are playing a game and are a Rook down or more,
- with no attack, passed pawn (a Pawn whose passage is unopposed by other pawns
- and thus is a serious threat to promote to a queen), or other significant
- compensation, against a knowledgeable player who is not likely to blunder
- badly enough for you to get back in the game, graciously resign and get on
- with the next game. There are exceptions to this, especially with timed play
- and/or when tournament prize money is on the line at the amateur level, but it
- is generally a sign of good sportsmanship to admit when you've been defeated
- and congratulate your opponent. This almost always occurs at the master
- level, regardless of circumstance - few would be caught dead playing drearily
- on until the inevitable mate is delivered. It should _always_ occur when the
- games are friendly. Also, if you are the victor, be gracious about winning,
- don't gloat, and compliment your opponent on the things he did right.
-
- Please make this file freely available. If you find this file useful, please
- let me know by sending me (Joe Brooks) mail either through the FidoNet CHESS
- echo, or at one of the following addresses:
-
- FIDONet net-mail address - 1:2609/202
- Internet e-mail address - joe.brooks@newhor.uu.holonet.net.
-
- Other freely available chess tutorial files by me to look for are:
-
- NOTATN2.TXT - A tutorial on the three common forms of chess notation -
- algebraic, coordinate, and descriptive.
-
- ENPASNT2.TXT - An explanation of the chess move known as "en passant".
-
- RATINGS2.TXT - An explanation of chess ratings & how to get one.
-