By John Walker
This is a easy primer if you know the way to play chess and are trying to find to enhance. every one 'thing' is defined in an easy-to-follow lesson, that is through workouts that permit the reader to ascertain that she or he has totally understood the concept that. subject matters contain: the fundamental checkmates; crucial endgame wisdom; strategies and combos; middlegame subject matters; ordinary checkmating styles; starting play.
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Extra resources for 64 Things You Need to Know in Chess
The third don 't: Don't begin to attack un til you have most of your pieces developed. You will only be beaten back and waste time. Schnitzler countered Black's bad plan with the do. The do: Develop aggressively if you can. If you can develop a piece with a threat you may gain time. We can see how this all works if we play on a few moves. 5 1i'g5 begins to attack before the other pieces are developed and the queen will be going out of her way, wasting time pinching the g2-pawn. 6 00 is aggressive development: it brings a piece into play and gains time by attacking the queen.
Normally it seems that stalemate is only likely to arise when one player has just his king and perhaps a pawn or two left on the board. Yet the above example shows that you should be alert all the time. Often a stalemating move will come completely out of the blue. Stalemate! Vezzosi is a queen, bishop and two pawns ahead but White's king has no legal move and his pawns are all blocked. Draw! In our next position Murey (playing Black) caught Titenko with just such a stun ning move in Moscow 1963.
Let's play a few moves and see why Black can draw. 1
64 Things You Need to Know in Chess by John Walker