BASIC SET OF STRATEGIES AND TACTICS IN PLAYING CHESS
OPENING GAME
THE TYPE OF OPENING GAME IS VERY DIVERSE, BROADLY IN PART IN 5 LARGE GROUPS:
1. OPEN GAME
2. CLOSED GAME
3. HALF-OPEN GAME
4. HALF-CLOSED GAME
5. WING-ING
THE TYPES OF OPENING GAMES ARE:
OPENING OF THE KING'S PIECE
1. CENTRAL GAME
2. DANISH GAMBIT
3. ELEPHANT OPENING
4. VIENNA GAMES
5. KING GAMBIT
6. KING'S GAMBIT REJECTED
7. FALKBEER COUNTERPOINT GAMBIT
8. GRECO COUNTERPOINT GAMBIT
9. PHILIDOR DEFENSE
10.PETROFF DEFENSE
11. SCOTTISH GAME
12. PONZIANI OPENING
13. HUNGARIAN DEFENSE
14. GIUOCO PIANO
15. GAMBIT EVANS
16. DEFENSE OF TWO HORSES
17. FOUR-HORSE GAME
18. RUY LOPEZ
19. FRENCH DEFENSE
20. SICILIA DEFENSE
21. CARO KANN DEFENSE
22. ALEKHINE DEFENSE
23. COUNTER-CENTRAL DEFENSE
24. NIMZOVICH DEFENSE
25. DEFENSE OF YUGOSLAVIA
OPENING OF THE MINISTER'S PIECE
26. GAMBIT MINISTER
27. GAMBIT MINISTER REJECTED
28. SLAV DEFENSE
29. GAMBIT ALBIN COUNTERPOINT
30. MINISTER GAMBIT RECEIVED
31. NIMZOINDIA DEFENSE
32. DEFENCE OF HINDIA MINISTER
33. DEFENSE OF THE KING'S INDIES
34. GRUENFELD DEFENSE
35. GAMBIT BLUMENFELD COUNTERPOINT
36. BUDAPEST DEFENSE
37. GAMBIT BENONI COUNTERPOINT
38. GERMAN DEFENSE
IRREGULAR SPECIAL OPENINGS
39. RETI OPENING
40. CATALAN SYSTEM
41. UK OPENING
42. OPENING BIRD
THE CORE MIDDLE HALF GAME
THE CORE MIDDLE HALF GAME OF THE MIDDLE HALF IS THAT THE PLAYER MUST DIRECT TO THE MAIN GOAL OF THE GAME WHICH IS TO KILL THE OPPONENT'S KING.
IN THIS GAME OF CHESS, WHOEVER CAN, CALCULATE MORE THEN HE WILL WIN BESIDES HAVING TO CONTINUE TO BE AWARE OF THE POSSIBILITY OF SACRIFICIAL SACRIFICES GIVEN BY THE OPPONENT. THAT IS, CALCULATING YOUR OWN STEPS AND THE OPPONENT'S STEPS AS FAR AS POSSIBLE IN THE MATCH.
SOME REQUIREMENTS FOR KILLING THE OPPOSING KING:
1. ENERGY FACTOR
ALL THE POTENTIAL OF CHESS PIECES THAT EXIST, CHESS PLAYERS MUST MAKE THE MOST OF THE STRONGNESS OF THE CHESS FRUIT AS MUCH AS POSSIBLE TO PREPARE FOR VICTORY, IN CASE OF EXCHANGE MUST BE CAREFUL IN DOING SO, TO MAINTAIN QUALITY.
IN ORDER TO KEEP IT FROM LACKING POWER IN THE FINAL STAGES OF THE GAME.
2. TIME FACTOR TEMPO INITIATIVE
IT SHOULD BE USED AS EFFICIENTLY AS POSSIBLE. MAKE AN ATTACK AS SOON AS POSSIBLE, OR DEFEND QUICKLY IF YOU HAVE AN ATTACK. NEVER MOVE ONE PIECE OF CHESS IN A ROW AND REPEAT ITSELF BECAUSE THIS WILL CAUSE US TO LOSE A VERY VALUABLE TEMPO TIME.
3. WIGGLE ROOM FACTOR
A CHESS PLAYER MUST TRY TO GIVE SPACE FOR HIS CHESS PLAYERS FREELY, AND NARROW THE WIGGLE ROOM OF HIS OPPONENT'S CHESS FRUIT, LEST IT OCCUR INSTEAD BLOCKING FROM OTHER CHESS PIECES SO THAT THEIR POTENTIAL CANNOT BE UTILIZED.
HOW TO PLAY WITH WHITE SIDES:
1. HOW TO CONTROL
NAVEL
2. HOW TO TAKE ADVANTAGE OF YOUR DEVELOPMENT
THE SUPERIOR
3. HOW TO TAKE ADVANTAGE OF YOUR ADVANTAGE
IN MOBILITY
4. HOW TO TAKE ADVANTAGE OF POSITION OPENING
CARELESS OPPONENT
5. HOW TO TAKE ADVANTAGE OF COUNTERATTACKS
CARELESS BLACK
6. HOW TO TAKE ADVANTAGE OF THE STEP
WEAK BLACK PIECES
7. HOW TO TAKE ADVANTAGE OF ERRORS
OPPONENT'S ESTIMATES
8. HOW TO USE THE DEFENSE
Irregular
9. WHITE OPENING ERRORS SHOULD BE AVOIDED
HOW TO PLAY WITH BLACK SIDES:
1. HOW TO TAKE OVER THE INITIATIVE
# LOSS OF INITIATIVE DUE TO WEAK OPENING
LOSS OF INITIATIVE DUE TO TOO
MANY MOVE THE MINISTER'S STEPS
LOSS OF INITIATIVE DUE TO GREEDY PLAY
LOSS OF INITIATIVE DUE TO ITS DEVELOPMENT
BLOCKED AND REPEATED
# LOSS OF INITIATIVE DUE TO UPSET; AHAN ESTIMATE
2. HOW TO PLAY AGAINST GAMBIT
# HOW TO SEIZE THE INITIATIVE
# HOW TO OBTAIN EXCESS MATERIAL PIECES
3. HOW TO DEFEND AGAINST WHITE ATTACKS
THE TERRIBLE
MANOEUVRING IN A CROWDED, JOSTLING POSITION
INSISTENCE
# DEFENSE WITH COUNTERATTACKS
DEFENSE AGAINST A VICIOUS ATTACK
# KING AS A WARRIOR
RECOVERY FROM A DIFFICULT POSITION
4. HOW TO TAKE OVER AN ATTACK
# TAKE ADVANTAGE OF WHITE DEVELOPMENT ERRORS
# TAKE ADVANTAGE OF THE WHITE DEVELOPMENT
NEGLECTED
# TAKE ADVANTAGE OF WHITE PLAN ERRORS
5. HOW TO TAKE ADVANTAGE OF AN UNUSUAL OPENING
# THE PROGRESS OF THE KING'S PIECE
# THE PROGRESS OF THE MINISTER'S PAWN
# IRREGULAR OPENING
6. BLACK OPENING ERRORS SHOULD BE AVOIDED
THE DANGERS OF MINDLESS DEVELOPMENT
COOK COOK
# DANGER OF NEGLECTING A CENTRAL SWATH
DANGERS OF A POORLY PLANNED OPENING
THE LAWS OF STRATEGY OF THE OPENING GAME OF CHESS:
Demanded maximum body condition, ability in terms of analysis, tenacity, accuracy, persistence to move a goal, recognize character, variety and various alternatives of the opening step in addition to being aware of possible complications and sacrifices, to avoid all tricks and mistakes, know how to act if the opponent makes mistakes in the opening, and can set traps and traps.
1. in stepping the opening, try to master the central plot, choose the opening that has been mastered well.
2. if you cannot control the central plot, prepare an attack through the wings, in return for your defeat in seizing the central plot
.3. In moving the chess fruit, try not to block the steps of other chess pieces, which is potential according to the opening step you choose, a heart-hearted and calculating move makes your game better, careless steps can be fatal.
4. Try to give a foothold for your chess pieces on the best plot for the future of your chess tournament.
5. avoid repeating one piece of chess repeatedly, this will give the opponent time to seize the attack and seize the initiative due to slow development.
6. Avoid stepping up the minister too early in the opening, because this will make it difficult for you to protect the chess pieces that are the highest value.
.7. do rokade as soon as the opportunity has come, the danger is to ignore the rokade and let the king's position remain in the middle. You should do a short skirt unless circumstances do not allow a new long skirtade, in addition, you should continue to be aware of the possible weakness of your rokade position weakness.
LAW OF STRATEGY MIDDLE ROUND OF CHESS
1. avoid the existence of weak pawns, namely stacking pawns, remote pawns, underdeveloped pawns and hanging pawns unless they produce other profit profits. 2. If you want to step with a pawn pay attention to the plot that we will seize and also the plot that will be weak. 3. Do not place seeds on plots that can easily be expelled by the opponent's pawns or used as a jump only. 4. If we are already short rokade and our opponent has not rokade be careful bypinning the opponent's knight on the f6 or f3 plot because our opponent can expel our bishop with pawn pieces and launch an attack on the position of our king. 5. in the exchange of seeds who hits first will lose the tempo.
6.Do not open the line or diagonal if we are still behind in the development of . 7. In a depressed position try to exchange seeds as much as possible. 8. Avoid seed exchange if the development of our seed seeds is better and has a wider freedom of movement . 9. But if we win the material is to exchange seeds as much as possible and play aggressive. 10. Look for a weak plot of the opposing side and take advantage of the opportunity.
11. try to get more wiggle room. 12. Make a weakness in the opponent's position even weaker and make a weakness elsewhere. 13. before we repel the seeds of the opponent investigate first whether the seeds will not move to the more dangerous plots. 14. Each step should contain a direct or indirect threat. 15. place our seed in such a way that it emits such working force and is not easily expelled by the opponent.
16.Do not be afraid or hesitate to open the line or open diagonal to launch an open attack for attack. 17. To be able to launch an attack successfully requires the harmonious development of seed seeds and can occupy an important plot of the front line of outpost. 18. Many chess experts rate the strength of a knight on a strong plot in the opponent's area equal to the strength of a rook of. 19. 19. Do not place the knight on a marginal plot without any intention of purpose because on the edge plot, the working power of the knight is very limited.
20. Try to master the open or half-open line with the rook, the diagonal open with the bishop and the strategic plot with the knight. 21. If we gain the advantage of pawns in one wing and our king is on another wing, try to advance the excess pawns of the piece under the protection of other chess seeds especially bishop and rook to produce free pawns in the opponent's area, build a strong base in the opponent's area and seize more wiggle room for our other chess pieces. 22. Put pressure on the opponent's position and wherever possible prevent the opponent from making a good move, but do not let our own position become bad.
23. do not be too quick to accept the sacrifice of the other party, take into account the profit and loss and the intention.
24. do not forget that a sacrifice does not necessarily force the other party to immediately be able to rhyme it but can be started with an intermediate move and only received in the next step.
25.smooth attack on the part where we are stronger.
26. center attacks on static unity of opponents.
27. counterattack is the best defense.
28. be as good as possible to put our pawns on swaths of different colors with our bishops as we have what is called a good bishop.
.29. instead try to make the opponent's bishop into a bad bishop by blocking the opponent's pawns of work moving towards a swath of different colors with the bishop.
30. Try to change our bad bishop and keep good bishop.
31. A pair of bishops is stronger than a pair of knights or an bishop and a knight.
32. if we have a pair of bishops, try to make the game open operating on both wings and move the pawns forward under the protection of the bishop to threaten the position of the opponent's knight.
33. advance pawns on swaths of plots controlled from afar by our bishops to help the bishop's work
34. In a closed position the knight is stronger than a bishop.
35. the strength of the knight is diminished by the reduction of seeds on the board.
36.on the contrary, the strength of the fort increases with the reduction of seeds on the board.
37. The fort should be played actively primarily to: occupy the open line [vertical], operate on the seventh row [horizontal], and limit the freedom of movement of the opposing king.
38. pay attention to the arrangement of pawns by getting closer to the final game phase.
39. Try to get excess pawns on the wing of the minister after both sides rokade short, free pawns that are located farthest from the opponent's king are more profitable.
40. always look for a planing plan that makes the most sense and can be realized, then devise a strategy of how and what is needed to achieve that goal [organizing] and finally find the order of steps according to the strategy that has been determined to carry out the plan [executing].
LAW OF STRATEGY OF THE FINAL GAME OF CHESS:
1. the king must actively take part in the final game, especially if there are only pieces of pawns.
2. in the final game with pawns we must pay attention to the square law and the principle of opposition.
3. in the final game with pawns on one wing we have to advance our pawns that are not faced with the opponent's pawns.
4. in the final game with pawns on both wings we must immediately launch an attack on the wing where we gain material advantage.
5. the best rook must be placed in the opponent's free pawns both for attack and for defense.
6. block the opponent's free pawns with the king or other seed.
7. free pawns that are located farthest from the opponent's king win.
8. The function of free pawns is not only promotion, but to master strategic plots in the opponent's area, seizing wider wiggle room, sacrificed with the intention to divert opponents to the wrong majors.
9. free pawns get stronger with reduced seed on the board.
10. two free pawns side by side on the sixth row without the help of the king win against the rook one.
11. bishops are stronger against pawns than knights, especially in open positions and there are pawn pieces on both wings.
12. bishops plus pawns are stronger against the fort than knights plus pawns.
13. in an open position the bishops is stronger against the rook than the knights.
14. bishops plus rooks are stronger than knights plus rooks.
15. Queen plus knight are stronger than queen plus bishop.
16. in the end game of pawns plus bishops against pawns plus bishops of different colors are usually fishy although in one has the advantages of pawns.
17. In general, bishops are stronger than knights, especially in open positions and there are pawn pieces on both wings.
18.Free pawn edge a or h although assisted by bishops can not win against the opponent's king if the opposing king can break into the promotion plot and bishops of different colors with promotional plots.
.19. our king and pawn cannot win against the opposing king if our king is wedged on the edge of the f or c line so as to face the opponent's king or face the promotion of his own pawns.
20. The king cannot be turned off by a pair of knightss or a bishop and a knight but can be turned off by a pair of bishops.
21, in the final game of the pawn plus king we must pay attention to the principle of close opposition and long-range opposition and step up
our king in front of our free pawns and not behind him.
22. in the final game with the queen we must be aware of the occurrence of pat [stalemate] eternal checkmate.
23. activate the officer's own fruit, this applies to all types of end games.
.24. try to tie or limit the fruit of the opposing officer, especially knight in the final game.
25. avoid situations where knight can be exchanged for bishop to get profitable end games of pawns and forts.
26. take advantage of the advantage of bishop against knight this is affirmed by the presence of the rook, to force the opponent to make allowances for leniency.
27. establish a chain of pawns and try to pawn the opponents who survive vulnerable to attacks by bishops and our fortifications.
28. stack the king.
29. maintain the initiative and try the opposing side that survives to play an active balance game that is as animated as possible.
30. Offer a rook exchange to get the final game earned between bishops and knights.
THE COMBINATION CAN BE DIVIDED INTO THREE GROUPS:
1. combination to major mat
2. combination to majors gaining advantage
3. combination to the remis major
Combination games prioritize concentration in a limited series of steps. This usually happens if one party forces the other party to make a certain step step or it can also occur at a time when both are unable to choose the desired step well, resulting in the occurrence of choosing a step that forces each other. A person who is deft in combination is usually a person who is clever and quick to see the fallacy of his opponent's move and can draw an advantage from it with a step step that in the same view is impossible to do.
THE PURPOSE OF THE COMBINATION
A. COMBINATION TACTICS IN A GENERAL SENSE
COMBIONASIS THAT HAPPEN TO ARISE AND COMBINATIONS
ORGANIZED ACCORDING TO THE PLAN
1. COMBINATION OF COMBINATIONS MADE AGAINST THE KING
2. INDIRECT COMBINATION COMBINATIONS
DONE TO THE KING
B. COMBINATION OF COMBINATIONS AGAINST THE KING
1. COMBINATION COMBINATION THAT IMMEDIATELY TURNS OFF
2. COMBINATION COMBINATIONS THAT ARE NOT IMMEDIATELY DEADLY
3. COMBINATION COMBINATIONS THAT CHANGE THE ARRANGEMENT
4. HORIZONTAL COMBINATION COMBINATION
.C. COMBINATIONS OF COMBINATIONS THAT ARE NOT DIRECTLY DONE
AGAINST THE KING
1. COMBINATION COMBINATION TO SEIZE SOMETHING SEED
2. COMBINATION COMBINATIONS THAT ARE AT ONCE INTENDED
TO TWO SEEDS
3. COMBINATION COMBINATION OF A BOND
4. COMBINATION COMBINATION WITH ELIMINATING
BARRIER BARRIER
5. COMBINATION COMBINATION ADDRESSED TO SEED SEEDS
OPPONENTS WHO HAVE MANY TASKS
6. COMBINATIONS OF COMBINATIONS THAT USE
BARRIER BARRIER ON OPPONENT
7. DESPERADO COMBINATION
8. COMBINATION COMBINATIONS THAT SLOWLY PRESS
FIGHT TO DEATH
D. COMBINATION OF COMBINATIONS OF STREAKS
E. COMBINATION COMBINATIONS PERFORMED AT THE END
GAME
1. COMBINATION COMBINATIONS THAT SPAWN FREE PIECES
2. COMBINATIONS OF COMBINATIONS THAT ADVANCE PAWNS AS WELL AS
SACRIFICING A HEAVY PAWNS
3. COMBINATION OF PROMOTIONAL COMBINATIONS
.VARIOUS FORMS OF COMBINATION GAME EXAMPLES:
1. DIVERSION
2.INTERMEDIATE STEPS
3. FISHING TRAP
4. LINE EMPTYING
5. LANE EMPTYING
6. DAMAGING THE ARRANGEMENT OF PAWNS
7. DOUBLE ATTACK / DOUBLE ATTACK
8. PINS / PINNING TECHNIQUE
9. KNIGHTS FORKS
10. OPEN ATTACK
11. DISCOVERED ATTACK
12. DISCOVER CHECK
13. DICOYING
14. MAGIC PAWNS
15. DEFENSIVE REMOVAL
16. TRAP
17. PAWN PROMOTION
18. DISAPPEARANCE
19. NAIL
20. INFLUENCE
21. DIFFERENT THEME
22. TOWARDS PROFIT
23. POSSIBLE ATTACK
24. GOOD FINAL ROUND
HOW TO WIN THE GAME OF CHESS QUICKLY, WHEN:
1. OPPOSING KING IS OPEN TO ATTACK
THE KING'S POSITION IS SO UGLY, CAUGHT IN THE MIDDLE, IGNORING ROKADE, SO KING HUNTS, SO YOU CAN HUNT HIM DOWN AND KILL HIM.
# THE OPPONENT'S POSITION IS SO WEAK, AS A RESULT OF IMPROPER PAWN STEPS, VARIOUS OPPORTUNITIES AWAIT YOU TO TAKE ADVANTAGE OF THIS OPPORTUNITY
YOUR OPPONENT MAKES THE MISTAKE OF GETTING INTO A COMPLICATION WITHOUT ENOUGH PROTECTION
YOUR OPPONENT MAKES A MOVE THAT IS TOO EARLY IN THE OPENING, THUS OPENING HIS KING TO A DEVASTATING ATTACK
.3. THE OPPOSING MINISTER DOES NOT PLAY A ROLE OR IS IN DANGER
# THE MINISTER DID NOT PARTICIPATE IN THE RUNNING GAME BECAUSE HIS POSITION WAS TOO FAR FROM THE BATTLEFIELD DUE TO CARELESS, MANY REPEATED MINISTERIAL STEPS OR PLAYING GREEDY AND GREEDY BY EATING TWO FORTS
DEVELOP THE MINISTER TOO EARLY AND ATTEMPT TO OBTAIN TACTICAL VICTORIES, RESULTING IN THE DIFFICULTY OF SCREENING THE HIGHEST-VALUE CHESS PIECE WHEN THREATENED BY AN OPPONENT
HOW TO PLAY CHESS PERFECTLY:
1. EIGHT BAD LANGKLAH THAT SHOULD BE AVOIDED CHESS PLAYERS:
IGNORE THE PROGRESSION OF YOUR CHESS FRUIT
# PIECES THAT BRING DISASTER
# OPEN YOUR KING TO AN OPPONENT'S ATTACK
LEAVING THE KING'S POSITION IN THE MIDDLE, IGNORING
ROKADE
# MAKE TOO MANY MINISTERIAL GESTURES
IN THE OPENING
# WEAKNESS OF YOUR ROKADE POSITION
# GET PINCHES
FAILURE TO PROTECT CHESS AGAINST
ARREST
# IGNORING THE ARRESTS THAT LEAD TO
CHECKMATE MAT
# UNDERESTIMATING THE OPPONENT'S AMCAMAN, USUALLY IN REPLY
WITH COUNTER THREATS
# FAILED TO WIN THE GAME
A COLLECTION OF ENLIGHTENING MOTTOS IN THE GAME OF CHESS : CHESS IS LIKE LOVE LIKE MUSIC, HAS THE POWER TO MAKE PEOPLE HAPPY. MANY BECAME KINGS OF CHESS, BUT NONE RULED CHESS.
WHOEVER WANTS TO TAKE A POINT FROM ME, SHOULD WIN THREE INNINGS OF THE PARTY AGAINST ME. ONE IN THE OPENING PHASE, ONE IN THE MIDDLE HALF, AND ANOTHER IN THE FINAL PHASE OF THE GAME.
THIRTY RIGHT STEPS PEOPLE NEED TO WIN, BUT JUST ONE WRONG MOVE IS ENOUGH TO MAKE A LOSS.
IN THE GAME OF CHESS LIES AND HYPOCRISY ARE NOT ABLE TO LAST LONG. THE CREATIVE COMBINATION OF STRIPPING AWAY LIES AND CRUEL BLOWS THAT UNFORGIVINGLY CULMINATING IN THE SHAHMAT WILL ACCENTUATE WITH REAL ALL THOSE HYPOCRITICAL CONTRADICTIONS.
EVERY STRONG PLAYER SHOULD HAVE A COMPLETE KNOWLEDGE OF THE OPENING THEORY, BUT A GRNDMASTER SHOULD HAVE MORE THAN WHAT IS SPREAD ABOUT THE LATEST READING OF THE OPENING THEORY. HE MUST HAVE HIS OWN IDEA AND SPECIAL VARIANTS THAT HE HAS DUG HIMSELF AS WELL.
CHESS IS JUST LIKE ANY OTHER SPORT EVEN THE SAME AS ALL ACTIVITIES THAT ARE NOT SPORTS: SUCCESS WILL COME IN PEOPLE WHO ARE MORE ACTIVE, MORE SKILLED AND HAVE A WIDER KNOWLEDGE.
EXCESS PAWNS ARE LIKE MONEY IN THE BANK. THE PERSON WHO SAVES HIS MONEY IN THE BANK IS LIKE A CHESS PLAYER WHO MAINTAINS HIS EXCESS PAWNS AND HE WILL BENEFIT TO BE ABLE TO WIN THE BATTLE IN THE FINAL ROUND.
PLAY LIKE A GRANDMASTER
1. POSITIONAL JUDGEMENT
2. PLANING
3. COMBINATIONAL VISITION
4. CALCULATION AND PRACTICAL PLAY
RECOGNIZING THE POTENTIAL INTELLIGENCE AND MISTAKES OF CHESS PLAYERS:
LOSS OF CONCENTRATION, USUALLY CONCENTRATION IS LOST BECAUSE HE UNDERESTIMATES HIS OPPONENT AND THINKS THIS IS EASY AND I CAN PLAY IT WITHOUT THINKING OR MY OPPONENT HAS MADE A MISTAKE AND I WILL EASILY PUNISH HIM.
2. FORCE A VARIETY OF STEPS, SOMETIMES ON THE BOARD HE SEES A GOOD AND BEAUTIFUL STEP AND HE IS FIXATED ON THE STEP WITHOUT THINKING AGAIN ABOUT THE RISKS THAT WILL COME TO HIM.
3. MISPERCEPTION, SOMETIMES BECAUSE HE TAKES HIS OPPONENT LIGHTLY, HE FORGETS THE POSITION OF THE FRUIT. OR HE THOUGHT THERE WOULD NEVER BE A PAINFUL ATTACK ON HIS POSITION.
4. FEAR AND ANXIETY, AFFECTING HIS FIGHTING POWER, THINKING POWER AND PHYSICAL.
EACH OPENING WILL PRODUCE A DIFFERENT TYPE OF GAME AND SUITS THE CHARACTER OF THE PLAYER.
TWO TYPES OF PLAYERS:
1. POSITIONAL TYPE PLAYER
2. ATTACKING TYPE PLAYERS
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