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SUN ZI ART OF WAR ( SUN ZI BINGFA )

SUN ZI ART OF WAR ( SUN ZI BINGFA )  adalah karya militer klasik tertua sejauh ini di dalam kesusastraan China. ini adalah karya tulis yang ...

Senin, 31 Januari 2022

BASIC SET OF STRATEGIES AND TACTICS IN PLAYING CHESS

 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

2. YOUR OPPONENT DEVELOPS HIS UGLY CHESS PIECES
     GET USED TO SEEING AND LOOKING FOR OPPORTUNITIES TO TAKE ADVANTAGE OF THE UGLY DEVELOPMENT OF YOUR OPPONENTS
     # WHO IS HINDERED / BLOCKS YOURSELF
     #. REPEATED DEVELOPMENTS LEAD TO SLOW DEVELOPMENT.
     DEVELOPMENT THAT IS TOO FAST BUT DOES NOT PUT IT ON THE BEST AND MOST EFFECTIVE PLOT
      # PUTTING ON THE RIGHT PLOT, BUT AT THE WRONG TIME
      # MAKE A DANGEROUS PAWN MOVEMENT OR JUST THROW AWAY A VERY GOOD OPPORTUNITY, TO PRESS YOUR OPPONENT, AND DESTROY THE BUILDING HE MADE

.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

4. WITH UNEXPECTED STEPS
      UNEXPECTED MOVES OR SURPRISES ARE THE BEST WAY TO BEAT YOUR OPPONENT QUICKLY
      THE RECKLESSNESS OF OPPONENTS WHO ARE TOO ENGROSSED IN ATTACK BUT IGNORE THE DEFENSE
      SOMETIMES YOUR OPPONENT HAS COME OUT OF THE PLAN THAT HAS BEEN ORIGINALLY ARRANGED, SUDDENLY YOU MAKE A MOVE THAT WOULD HAVE DESTROYED HIS PLAN.                                                                                                                                      YOUR OPPONENT FEELS SAFE THEN WITH A WRONG MOVE, HE LEAVES HIMSELF OPEN TO AN ATTACK THAT CAN WIN THE GAME. IT SHOULD BE AT THE RIGHT TIME WHEN YOU ARE LATE MAYBE YOUR OPPONENT HAS BEEN ABLE TO REGAIN CONTROL OF THE GAME.
        # YOU MUST NEVER FORGET THE DEFENSE, WHAT HAPPENS TO YOUR OPPONENT CAN HAPPEN TO YOURSELF
5. WITH A POWERFUL STEP
        THE RIGHT TACTICS CAN RESULT IN AN AMAZING POSITION DUE TO THE MISTAKES OF THE OPPONENT BEING CAUGHT
         VARIOUS TECHNIQUES FOR MAKING DEADLY FINAL BLOWS
         YOU HAVE TO PRACTICE A LOT, PRACTICE SOLVING PROBLEMS, ALSO PRACTICE PLAYING A SPECIAL PARTY PARTY, STUDY ITS PRIVILEGES AND WEAKNESSES.

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

2. PLAY WITH MATERIAL ADVANTAGE OVER OPPONENTS
       # THE MOST POWERFUL STEP NEXT TO CHECKMATE MAT IS THE SUCCESSFUL PROMOTION OF THE MINISTER, WHY EXCESS PAWNS CAN PLAY A VERY IMPORTANT ROLE IN THE MASTERY OF THE GAME
       HOW TO SIMPLIFY THE GAME TO WIN:
           A. MINISTER EXCHANGE
           B. WITH THREAT TACTICS
           C. IMPOSING WEAKNESSES ON THE OPPONENT'S POSITION
            D. RESPOND AT THE RIGHT TIME
3. BRILLIANT COMBINATIONS AND SACRIFICES
4. CHECK MAT PRACTICALLY

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.



ONE FAMOUS PHILOSOPHER ADMITS THAT HIS PLEASURE IN CHESS IS A PARADOX. IN THEORY, A PHILOSOPHER SHOULD ADMIRE CHESS BECAUSE THERE IS NO PLACE FOR PROFIT AND BECAUSE CAUSATION AND LOGIC ARE SUPERIOR. BUT AFTER REPEATEDLY DOING HIS STRONGEST STEPS HE COULD FIND, IT TURNED OUT THAT THE REASON WAS INCONSEABLE. IN CONCLUSION HE RECOGNIZED CHESS BECAUSE OF UNCERTAINTY. FOR HIM CHESS CONTAINED AN UNEXPECTED BEAUTY BEFORE.

EDWARD LASKER ONCE INTERVIEWED SEVERAL FAMOUS PEOPLE, ASKING WHY THEY BECAME CHESS ADDICTS. TWO WELL-KNOWN U.S. BUSINESSMEN GAVE THE SAME ANSWER. BECAUSE CHESS GREATLY LIMITS THE ELEMENT OF FATE AND EMPHASIZES THE IMPORTANCE OF PLANNING.

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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