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Download The Chigorin Defence Move Move Jimmy Liew Pdf

4 Symbols x capture + check ++ double check # checkmate 0-0 castles kingside castles queenside!! brilliant move! good move!? interesting/probably good?! dubious? bad move?? blunder Ch Championship 1-0 the game ends in a win for White - the game ends in a draw 0-1 the game ends in a win for Black (n) nth match game (D) see next diagram Below diagrams: + Show how to win/gain an advantage = Show how to draw Easy Medium Hard Preface What others call life is, for chess-players, nothing more than a mere pause between one game and the next. VIKTOR VARAKIAN (character in a story) As has been said so often, strategy dictates what to do and tactics takes charge of doing it, in other words, how to do it. Tactics refers to a wide range of actions and manoeuvres that are used to put into effect our plans and counter the opponent s ideas. In other words: concrete moves and sequences of play. The struggle on the chessboard is governed by strategy, which is the H.Q., the great brain in the background, which inspires and directs the action. In this book we shall be talking about calculation, threats, counter-threats, attack, defence and counterattack. Even though tactics are involved in all aspects of chess, when players refer to tactical play, they have in mind a sharp style, especially the kind of struggle that involves sacrifices and combinations. Following the same tendency, the term strategic or positional play is given to the kind of game in which almost no complications exist and more static considerations are predominant: the occupation of open files, pressure on weak points, prophylaxis, positional attacks, the accumulation of small advantages, etc. We shall follow this general trend, and talk about tactics in the sense of sharp, dynamic play, with an undoubted emphasis on combinative play. Starting from three main themes (the double attack, the role of pawns and the attacking the castled king), I have sought to develop a theory regarding decisive attacking (or drawing) combinations a theory which is intended to bring classical ideas up to date and which is based on the dynamic use of active pieces (and their contact with the opposing pieces), open lines and spatial and positional superiority. Is this a new discovery? No. It is nothing more or less than the approach and tone of modern competitive chess. In this work we study the factors that favour combinative possibilities, the techniques involved in attacking the castled king and also thematic combinations. Allow me to expand on a point from the previous paragraph. The double attack underlies the vast majority of combinations, and the role of the pawns, about which one could never say enough. Both these important matters are discussed extensively in these pages. Pawns are essential in the game of chess, not because Philidor said so, or because numerous theoreticians have repeated it ever since, but because everyday chess demonstrates

Download The Chigorin Defence Move Move Jimmy Liew pdf

5 it to us with tangible signs and proofs. Thus all contacts between pawns, structural characteristics, aspects of pawn promotion, etc., are covered here. Let us not forget two things: 1) all weaknesses in chess have something to do with pawns; 2) the only possible way to inject new life into the game is for a pawn to reach the final square of his file. The great chess-players play an ever more intense, ultra-dynamic form of chess, and the struggle to gain the initiative has reached unimaginable heights. Never in the history of chess have there been such rich struggles as in the last few decades. All of this cannot help but be favourable to chess and enrich the quality and complexity of the struggle over the chessboard, but there is also a counterweight to this. Now that we are so accustomed to opening systems that appear to violate traditional chess principles, it is easy to lose sight of the fact that those principles still have a good deal of validity. The opening of the following game gives us an idea of some of the excesses in theoretical experimentation: 1 e4 c6 2 d4 d5 3 e5 Bf5 4 h4 Na6 5 g4 Bd7 6 h5 f6 7 f4 Nh6 8 Bh3 c5 9 f5 e6 (D). Hypermodernism is a thing of the past. Even futurism, if such a thing exists, is anachronistic. This is hyperfuturism! This game, contrary to what might be thought, was not played by two amateurs but by two respected GMs: John van der Wiel and Stuart Conquest, in the European Team Championship (Batumi, 1999). Let us pause in our humble reflections to consider the process by which the players managed to reach this interesting position. Out of a total of 18 moves, 13 were made by pawns! White has only developed one piece, moving his king s bishop to the edge, where it protects his pawns on g4 and f5 and, as is to be expected, it is restricted by them. Black has an appreciable advantage as regards piece development, because he has already mobilized three pieces, in spite of having allowed himself the luxury of moving one of them twice (3...Bf5 and 5...Bd7, a not uncommon manoeuvre in the Advance Variation of the Caro-Kann Defence), while both knights, in flagrant revolt against classical principles, have been developed on the edge of the board. A masterly avant-garde strategy? Perhaps, though in this game, White ended up winning in 49 moves after a complicated struggle. Let us now talk about the question of competition. The greatness of a man lies in firing the arrow, not hitting the target, wrote the Cuban poet Lezama Lima. Many years earlier, World Champion Emanuel Lasker had expressed a similar idea, although more prosaically: Man is responsible for his work, but not for its results. The times in which we live, however, do not confirm such fine declarations of principle. What is the use, nowadays, of playing a magnificent game, if in the end we lose? The young chess-player who has just entered the arena must harden himself against all kinds of adversaries and circumstances. In order to play chess well, there is nothing which can take the place of practice. Dozens of manuals and monographs do not suffice to teach a player many of the qualities which are required for success in competitive chess, qualities which can only be acquired in the day-today struggle over the chessboard: fighting spirit, concentration, tenacity, the ability to adapt to new situations, persistence in defence, control of the attack, handling material advantage, struggling against disadvantages of whatever kind they may be. Concentration, fighting spirit. Yes, I know, I m repeating myself. But no matter how often it is repeated, it will not be often enough. The player must adopt the correct combative attitude, which only he can learn, or perhaps his trainers or clubmates can instil into him. But his best teachers, those who will best give him the correct combative attitude are, without doubt, the opponents he encounters. The support of technical knowledge is, however, fundamental. Manuals, technical publications, playing through master games, these are all essential tools for acquiring an appropriate base of knowledge. For it is also perfectly obvious that setting out to play completely lacking in theoretical knowledge is not the same as doing so bursting with such information. The player who studies opening theory, endings, strategy and tactics, is in a greatly superior position to that of the player who attempts to sit down at the board and fight unarmed. We live in a sophisticated world. No one can ignore the huge transfer of information brought about by new technology. But just as important as the information

8 1: Glossary of Attacking and Strategic Terms A pawn that cannot receive support from neighbouring pawns, because it has been left behind by them and the square directly in front of it is a weak point. ADVANTAGE In chess an advantage can be of two kinds: material or positional. It can happen that one side has one type of advantage and the other side the other. If one player has both types of advantage, his superiority may well be decisive. ATTACK A systematic offensive against the enemy position. It can take many forms, but the main ones are the direct attack (against the king) and the positional attack (to weaken the enemy position and create invasion points for the attacking pieces). BACK-RANK WEAKNESS A very important tactical motif. It occurs when the back rank has very little protection from the enemy major pieces, and the king has no flight-squares available. In the next diagram you can see an example of a tactical sequence based on the weakness of White s back rank. The black pawn on d6 and the white pawn on f3 are both backward pawns. The d5- and f4-squares would be strong squares for an enemy piece to settle, as it could not be attacked by a pawn. BAD BISHOP A bishop that is obstructed by friendly pawns fixed on squares of its own colour, particularly central pawns. Note that a bad bishop is not necessarily a bad piece. BAYONET ATTACK Originally used by Schlechter in reference to the move 12 g4 in the Møller Attack (a line of the Giuoco Piano), this term evolved to describe similar attacks involving the move g4 (or even...g5 by Black). It is also associated with the move b4, and indeed is the name of an important line of the King s Indian Defence that features this move. Reshevsky Fischer Palma de Mallorca Interzonal 1970 White has just played 1 Kh1-g1? (the correct move was 1 Qb5), and now Fischer exploits the weakness of White s back rank: 1...Qd4+ 2 Kh1 2 Rf2 Re1#. 2...Qf2! 0-1 There is no defence. 3 Qb5 is met by 3...Re1, winning. BLOCKADER A piece that takes on the task of blocking a passed pawn. The best piece for this task is the knight and after that the bishop. The queen and the rook are less good in this role because, among other reasons, they can be attacked by pieces of lesser value. BACKWARD PAWN

10 1 Bg7! Bb7 If 1...Qxg7, 2 Rh8+ Qxh8 3 Qe7#. 2 Re1 bxc5 3 dxc5 Kd7 4 Qe7+ Qxe7 5 Rxe7+ Kc8 6 Bxf6 a5 7 d7+ Kc7 8 d8q Even more conclusive was 8 Rg7!. COMBINATION A forcing manoeuvre, generally with a sacrifice of material, seeking to achieve a specific purpose. Combinations are classified in many ways. If they are classified by theme, the most common are: double attack (and the fork), pin, deflection, discovered attack, decoy, interference, removing the guard, clearance, self-blocking. There is a somewhat academic debate about whether a combination necessarily involves a sacrifice, as well as what truly constitutes a sacrifice. Consider the following case. It turns out that the white queen s move was anything but innocent: not only did it threaten mate on h6, but it was also preparing this attack on the black queen, which besides gaining the c-file paves the way for the rook to invade on c Qd7 There is no alternative: the queen has to keep protecting the f5-pawn. 3 Nxh6 A further pseudo-sacrifice, as the knight is taboo. 3...Bc5 If 3...gxh6 then 4 Rc7 Qxc7 5 Bxc7 Rd1+ 6 Kh2, and Black is completely lost, because of the control White exerts along the diagonals and because the a5- knight has no time to get back into play. Neither is 3...Qd2 any use, in view of 4 Qxf5+ Bg6 5 Bg8+! Kh8 (5...Kxh6 6 Bf4+ Qxf4 7 Qxf4+) 6 Qxg6 Qxc1+ 7 Kh2 and Black has to give up the queen in order to avoid mate. 4 Nxf5 Bf7 There is no defence: White attacks with an advantage in both material and position. 5 Bb1 1-0 COMPENSATION A situation in which one side has some advantages in exchange for being material down. There are many kinds of dynamic or positional compensation. Ufimtsev Furman Gorky 1950 The white bishops are extremely powerful, since they move about at ease on two open diagonals, while four black pieces remain lined up on their back rank. Of course, the queen and rook occupy open files and they cannot be said to be poorly situated. But they would be better placed further up the board, which would give them a greater range of influence. On the other hand, the a5-knight is out of the game. White has a problem: the f5-pawn is attacking two white pieces. 1 Qf4! In a sense this is a sacrifice, but a trivial one, as the punishment for taking the g4-knight would be instant mate: 1...fxg4? 2 Qxh6#. 1...Kh7 2 Rc1 CONNECTED PASSED PAWNS Two or more passed pawns on neighbouring files, capable of supporting each other. COUNTERATTACK When under attack, rather than merely parrying the opponent s threats, it may be possible to launch an attack of our own that is, a counterattack. Judging whether to defend or counterattack requires good calculation and judgement, and may require a material sacrifice. If the attacker s pieces end up looking misplaced, then the counterattack may prove devastating. DECOY A tactical device to draw an enemy piece to a particular square or line. The idea is that the piece will be vulnerable, or obstruct other enemy pieces. 041b061a72


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