1001 Chess Ideas

By Webmaster Frank

Material--Zugzwang

Majors

The major or most poweful pieces, Queens and Rooks.

Material Advantage

MATERIAL--The side with the most pieces usually wins but not always.

Material Conservation

Minors

The minor or least powerful pieces, Bishops, Knights and Pawns.

Mitrofanov's Deflection

Mitrofanov's Deflection--A sacrifice is offered and accepted, in accepting the sacrifice the gift giver's King is checked. The gift taker eventually loses. The fact that a check is involved with a sacrifice makes the sacrifice all the more tempting, nonetheless one should beware of Greeks and chessplayers bearing gifts--they may turn out to be Trojan horses.

Mobility

PIECEMOB--The ability of a piece to move determined by counting the number of squares that are open for the piece to move into.

Movekeep

A piece is moved but control of the important lines or squares under influence of that piece is maintained.

MOVEKEEPAT--A piece is being attacked and thus must move but even so maintains control of its important lines and squares.
See example 1

Noah's Ark

Only Move

1--Only legal move possible.
See example 1.
See example 2.
See example 3
See example 4.
See example 5.
See example 6
See example 7.
See example 8
See example 9

Openings

You need to view complete games in order to understand the positions that arise as a result of that particular opening. To do so, we recommend the following sites:

Chess Live--Very large database of complete games.
Chess Games--Games database with many extras.
Chessops--Move by move explanations of openings.

1) Opening Attacks

FRIED LIVER ATTACK
PGN example 1.
See Example 1.
More Examples--Online

2) Opening Traps

a) IDIOT'S MATE
To see this opening click here.

b) PINTRAPQP
To see this opening click here.

c) OPSPHILBODEN--Opsphilboden.Philidor's Defence: Boden's Mate
PGN example 1.

d) BISHOP'S OPENING
See example 1

e) PHILLIDOR'S DEFENCE
See PGN example 1.

FOOL'S MATE
To see this opening click here.

OPS--Openings

Opposition

The King moves near the enemy King so that only one square separates the two Kings. After this is done the King that does not have to move is said to have the opposition. This move, even though it may seem to be a subtle move, by forcing the enemy to move, can be very powerful. 1) OPP--Regular Opposition--When Kings are separated by one square. The idea of regular opposition is that the enemy King is deprived of 3 squares into which it would ordinarily be able to move if it were not for the proximity of your King.
See example 1.
See example 2.
See example 3.
See example 4.
See example 5.
See example 6.
See example 7.
See example 8

2) DOPP--Distant Opposition--When Kings are a distance from each other but they are aligned and an odd number of squares separate them.
See example 1.

3) NOPP--Knight's Jump opposition--When Kings are in such a position that if one of the Kings were a Knight it would be checking the other.
See example 1.

4) VOPP--Vague Opposiiton--When Kings are a distance away from each other and not aligned and not in Knight's Jump Opposition but are on the same color squares.

5) OPOUT--Move the King out of opposition.
See example 1.
See example 2

Overworked Piece

Over Protection

The idea that if a strongly posted piece is protected more than it is being attacked, the pieces that are doing the overprotecting will themselves be well placed.

See Examples

Paralysis

The King cannot move to a particular square due to an enemy piece controlling that square. This may enable the another enemy piece--or even the same piece for that matter--to mate the King. Similar to "Entombment" but in "Entombment" a friendly piece is blocking the square.

Pin

A piece or pawn is prevented from moving because if it moves a piece behind it can be captured. A good general rule in chess is to pin an enemy piece whenever possible and then attack it immediately. If possible the attacking piece should be a pawn, if this is not possible attack with another piece. If the piece being attacked is protected several times it may be a good idea to capture the pinned piece which is then replaced by another of the enemy's pieces, then capture this piece and the next piece and so on. Alternately one can attack the protecting piece, thus weaking the pinned piece. The pinned piece or pawn is dealt with in unique ways.

A) The pinned piece or pawn is dealt with in unique ways.
1) PINP--Pinned Pawn
see example 1
See example 2

2) PINN--Pinned Knight
See example 1.

3) PINB--Pinned Bishop

4) PINR--Pinned Rook
See example 1

5) PINQ--Pinned Queen

B) There are only 3 pieces that can actually pin, we call these pieces pinners.

1) PINNERB--Bishop
See example 1.

2) PINNERR--Rook
See example 1

3) PINNERQ--Queen See example 1.

C) OBJECT--The object of the pin is the piece that would be captured by the pinner if the pinned piece moves. They are each to be given special consideration.

2) OBJECTQ--The Queen is subject to special care since if we lose it, our game may also well be lost.

D) There are different kinds of pins:

1) ABSP--Absolute Pin refers to the King. When a piece is pinned to it, that piece cannot move under any circumstances.
See example 1.

2a) SELFPIN--Self pin Where a piece is interposed between an attacking piece and a piece being attacked thus pinnig the interposed piece.
See example 1
See example 2
See example 3
See example 4.

2b)SELFPINB--Where a piece is in front of another piece and both pieces are in front of yet another piece. These pieces are aligned with an enemy's piece. When the front piece moves the rear piece becomes pinned. We call this Self Pin Type B.
See example 2.

2b)SELFPINC--Where a piece is in front of another piece and both pieces are in front of yet another piece. These pieces are aligned with an enemy's piece. When the rear piece moves the front piece becomes pinned. We call this Self Pin Type C.
See example 2.

3) 2PIN--Double Pin, a piece is pinned against two different pieces. See example 1.

E)PINMOB--Often a pinned piece can still move.

1) DIAGMOB--Diagonal Mobility: The pinned piece can move diagonally but not vertically or horizontally.
See example 1.

2) VERMOB--Vertical Mobility: The pinned piece can move vertically but not diagonally or horizontally.

3) HORGMOB--Horizontal Mobility: The pinned piece can move horizontally but not vertically or diagonally.

4) IMMOB--Cannot move, immobile.

F) Attacking a pinned piece. The logical thing to do to a pinned piece or pawn is to attack it!

1) PAPP--Pawn Attack on Pinned Piece. The best piece to use to attack a pinned piece is the pawn since if it has to be given up when capturing the pinned piece has the least value.

2) PIPP--Piece Attack on Pinned Piece
See example 1

3) MAPP--If a pinned piece is defended several times, it may be a good idea to exchange the pinned piece with one of your own pieces, thus putting a new enemy piece in pin. This can be done several times if necessary, the idea being that the resulting final pinned piece would be weaker than the original piece.

4) NAP--The idea here is to attack a pinned piece knowing that it can be defended but in so doing the enemy's overall position is put into a defensive posture and thus compromised.

G)PIN BUSTING--Turnabout is fair play!
See example 1.

H) Miscellaneous Ideas

PINGUARD--A piece guarding the pinned piece.

PINGUARDATT--Attacking the Pinguard is often a good idea.

5)POBJECTATTPG--Atacking the object of the Pin when it is a Pinguard is also a good idea often.
See example 1.

Pin, Attack & Harvest Techniques

Pin Combos

Very often we can combine other ideas with the pin for devastating effect on our enemies. For example:

K&F--Knife And Fork, the knight and another piece acting together. The knight forks 2 pieces, the other piece pins the pawn that would otherwise capture the knight.
See example 1
RABID--Rook and Bishop acting together on the long diagonal.
See example 1

PINSKEWER--A piece is pinned and on the skewer at the same time! See example 1.

Points

Each piece is asigned a point value. This system assumes the Pawn has a value of one point. If so, then the pieces would have values as listed below. The fallacy is that while these values may be true on average, they vary by posiiton. Notations as to these variations are given in the list.

1) PAWNVALUE=1. As the pawn advances its pawn value increases so that a passed pawn on the 7th rank is well worth a Rook.

2) KNIGHTVALUE=3. The placement of the Knight is of great importance. Locked up in a corner far from the field of action, the knight has little value. Looming near the King, and ready to Mate, the Knight can be more valuable than the Queen, since the Knight can deliver a smothered mate, which no other piece can. Remember the words of the famous chessplayer, Richard II who said, with the help of Shakespeare's eloquence, "My kingdom for a horse!" The general rule is that the more advanced in rank a Knight is, the more valuable it is. In fact, if you are the exchange down, a good strategem is to advance the knight as far as possible to compensate for the point loss.

3) BISHOPVALUE=3. Here again placement is important. A Bishop in a game with many pawns on its color has less value that a Knight, since the Knight is free to hop around while the Bishop is restricted or "bad." When there are few or no pawns on the Bishop's color the Bishop is more valuable than the Knight since it has greater range. Such a Bishop is considered to be "good." A Bishop on a long diagonal has an even greater value. Such a Bishop may well be considered to be worth a Rook.

4) ROOKVALUE=5. The Rook realizes its maximum value when placed on an open file or when it is advanced to the 7th or 8th rank.

5) QUEENVALUE=9. In my opinion, in most instances it is better to have the two Rooks than the Queen although this varies from position to position, so think long and hard before making such a trade.

Positional Advantage

The positions of the pieces as they are brought out in the game is very important. As we play and see how our opponent is able to bring about combination after combination with ease we may think he is lucky since his pieces seem to be at just the right places. But this is not luck! Careful thought about where we place our pieces will bring about what others think of as "luck."

LDP--Long Diagonal Placement of Queen and Bishops are desireable. A bishop on the long diagonal can have the equivalent in value of a rook.
See example 1

Positioning

1)POS--Simple Positioning: A piece moves into position.
See example 1.

2)POSCHECK--A piece gives check as it moves into posiiton. This saves a tempo and annoys the hell out of your opponent and thus should be done whenever possible.

3) FP--Forced Positioning: The enemy is forced to move piece or pawn to an unfavorable square.
See example 1
See example 2

a) FPC--Threat of capture

b) FPT--Threat to another piece

c) FPCH--Checks and Forces King into position.
See example 1.
See example 2.
See example 3
See example 4.
See example 5.
See example 6.
See example 7

d) FPSAC--Forces With Sacrifice.

e) FPCHSAC--Forces With check and Sacrifice.

f) FPD--Forcing piece or pawn to defend King
See example 1.

Pressure Points

Putting pressure on these Bishop 2 points creates practical tactical possibilities.

B2--Is prominent in Bishops Opening, Chopped Liver Attack and so forth.

Protection

1) PROTECTOR--When a piece or pawn "A" prevents the capture of another piece or pawn--"B"-- of the same color due to the fact that the capturing piece would then itself be captured then "A" is the "protector."

2) PROTECTION--When a piece or pawn "A" prevents the capture of another piece or pawn "B" of the same color due to the fact that the capturing piece would then itself be captured then "B" is under Protection.
See example 1
See example 2
See example 3

3) INDIRECT PROTECTION--When a piece or pawn appears to be suspended in midair without protection but is, in fact, protected because if that piece or pawn were to be captured, an enemy piece or pawn of equal or greater value could then be captured or the enemy King could then be mated, then that piece or pawn is indirectly protected.
See example 3

4) FIG LEAF: When a piece is in front of another piece and the piece in front is protected by a piece or pawn but the piece behind it is not protected by any other piece or pawn and capture is only prevented by "Blocking," that piece is weak and protected by a "Fig Leaf."

Queen Alignment

1)QAV--Queen Aligns Vertically with King. This is in effect an X-Ray attack against the King
See example 1.


Rook Placement

1) MORF--Move Rook to an open file. This is the first commandment of chess.
See example 1.

2) ROOK7 is Rook heaven. Placing a Rook on the seventh rank will result in an excellent game. See also "Scissors."

3) ROOP--Rook behind passed Pawn: Movement of the Rook here is recommended whether is be your own pawn or your opponent's.

Run

"He who fights and runs away lives to fight another day." This is not always true in life nor in chess. Very often pursuing the running piece will bring it down!

1) RUN--Run, run away!
See example 1.
See example 2
See example 3.
See example 4

2) RUNPURSUIT--Chase down the piece and you may win it!

3) RUNKEEP--A piece can run away from an attack but keep control over a crucial line.
See example 1.

Safeseat

Safeseat--A spot where a piece can sit without being immediately attacked by an enemy piece or pawn.
See example 1

Skewer

SKEWER--See X-RAY.

Technique

TECHNIQUE is the correct playing of the pieces and pawns. The correct playing of the opening moves, the correct deployment of pieces in the middle game, the correct playing of endgame positions all come under the heading of technique.

Tempo

A move that saves time.

Threat

A move makes a specific threat.

1)
Mating Threat.
See example 1.

Transportation

The ability of a chess piece to move quickly from one place to another is a great advantage. If lines are open for the piece and it can go where it wants to go without trouble this is one thing, in fact it is one of the things that we endeavor for when we play positionally, for our pieces to be where they are needed asap. But if a piece is distant from the point where want it to be and we cannot move it in one fell swoop to its intended destination, we can use several techniques to get it there.

1) TRANSTEMPTHREAT--Transportation with tempo, gaining the tempo by making threatening moves.

2) TRANSTEMPCHECK--Transportation with tempo, gaining the tempo by checking the enemy's king.

3) TRANSTEMPSAC--Transportation with tempo, gaining the tempo by sacrificing a piece or pawn.

4) TRANSTEMPCAP--Transportation with tempo, gaining the tempo by capturing.

Trapping Pieces

One tactical idea in chess that is often neglected is the concept of trapping pieces. Especially in the opening when there are many pawns and pieces available it can be easily done.

1)NOAH--Noah's ark trap is so called because it is almost as old as Noah himself--and no fair asking what old Noah and young Canaan were doing in his tent that night!

2)2BQTRAP--Here both Bishops are enlisted to trap the enemy Queen. Example 1 actually did occur in an internet game played by Webmaster Frank who was Black.
See example 1

Unguarding

UNG--Unguarding is where a piece or pawn moves away from a piece or pawn it was protecting leaving the piece unguarded.
See example 1

FUNG--Forced Unguarding. Here a piece or pawn is forced to move away from the piece or pawn it was protecting.
See example 1

Ventilation

VENTILLATION--A pawn is moved because one of the players is threatening a mate on the opponent's first rank. The idea of the move is to let the King escape such an attack.

Waiting Move

WAIT--A move that does nothing but uses up our obligation to move. This is done to force the enemy to move and to get him into trouble.
See example 1.
See example 2.
See example 3
See example 4

Weakside

The Weakside is the side of the King that is least protected.

WEAKSIDEAT--A piece is moved to the enemy's weakside.
See example 1.

Windmill

WINDMILL--Is a repitition of checks that result in material gain or mate.
See example 1.
See example 2

X-Ray Attack

X-RAY--When a piece is attacking another piece that has a piece interposed.
See example 1.
See example 2.
See example 3.
See example 4.

Yin And Yang

The Chinese symbol of Yin and Yang--which consists of a circle with black and white areas flowing together with a black dot in the white field and a white dot in the black field--symbolizes the duality of the universe. The universe consists of an equal amount of matter and antimatter. Computers show us that all mathematical functions, including logic can be reduced to two elements.

Albert Einstein developed two opposing theories, quantum theory and relativity. Relativity tells us that energy consists of waves but quantum theory tells us that energy consists of particles. How do we reconcile the two? One way is to posit the the existence of an additional dimension. Yin and Yang symbolizes the interconnection of these two theories through this extra dimension.

The chess board consists of two elements, black and white and the pieces are also black and white. The board itself symbolizes quantum theory and the pieces with their movements symbolize the wave nature of the universe.

And the extra dimension that transcends the board and the pieces is the dimension of mind.

The game of chess and the ideas represented by the board and pieces are suitable elements of deep meditation.


Yin and Yang and chess--both symbols of the universe and the forces of the universe.

Zugzwang

Zugzwang: Sometimes the requirement to move is an onus and causes us to lose a game.
See example 1
See example 2




Click here for: Attack--Mate

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