The Art and Craft of Planning in Chess
The Art and Craft of Planning in Chess
The Art and Craft of Planning in Chess
Introduction
The middlegame is the most difficult part of the game of chess. Just how do we choose the right plan in the middlegame?
What is the best move? How do we improve our position? How do we turn our opponent's position to bad? Very little has
been written on the middlegame and not much has been said on how to estimate whether the plan we choose is going to be
successful or not. This webpage hopes to improve the reader's chess performance by teaching him how to plan in chess!
Planning in Chess
Most players are so busy thinking up their own moves and concentrating on their own plans that they pay little or no
attention to what their opponent is doing and soon find themselves in a hopeless position. To overcome this fault, one must
remember that in chess it is not the best move that you must seek but 2 best plans - your opponent's plans and then yours.
Each time after your opponent moves, forget about your own plans for a while and concentrate on his move. What is his
plan? What does he intend to do? The earlier you become aware of your opponent's intentions, the easier will it be to meet
them in the best possible way.
Fred Reinfeld once said, "The 3 strongest moves in chess are checks, capture and pawn promotion." They are strong in that
if you answer them insufficiently, you lose material. It is therefore important to always run through their possibilities. If
your opponent can make one of these 3 moves, there's a pretty good chance they will be included in his plan. Is there a
check? Can he capture one of your pieces? Can he create a dangerous passed pawn? Any of these 3 can show up while
you're in the middle of the game so don't forget to check for them first.
"It is not a move not even the best move that you must seek
but a realizable plan"- Znosko Borovsky
Meeting Captures
Few mistakes can be more costly in chess than failing to guard against captures. Often times a player is so pre-occupied
with long-range problems that he misses an innocent-looking capture that wins the game instantly. Why are captures
overlooked? Probably because they turn up in positions that seem simple and routine; the players are less alert.
If players acquire the belief that almost every chess positions no matter how simple, has tactical possibilities, then they are
on their way to overcoming the tendency to overlook captures. What features of the position might have helped players see
the danger ahead? The features are King at the center, tangled pieces, open lines, etc. almost similar to the T.H.I.E.F.S.
signals discussed earlier. Players must be quick to recognize these signals.
Once the signals are recognized and the threat of capture is seen the player has to decide how to meet the capturing
threat.There are various ways of meeting the threat of capture. The various methods are A.A.C.C.I.D.M.P.
A llow Capture & counter-attack
A llow capture & capture something else
C apture the attacker
C apture something else with your attacked man
I nterpose
D efend the attacked piece
M ove away or
P in the attacker.
When the threatened capture would cost you material, you must select one of the various methods above which you believe is
best in the circumstance. There are a number of circumstances in which capturing is advisable. The most important are :
when up in material, to gain material or mate, to gain tempo, to preserve initiative, to create a weakness or positional
advantage, to get rid of an attacking piece, to get rid of an obstructing defender & for endgame considerations (always
capture with a view of the endgame).
The Pawn Capture. When one captures a pawn it is necessary to estimate the loss of time and compensation one concedes
to the opponent in the process. The decision is particularly critical when our position is still insufficiently developed. A
center pawn should be taken only when tactical calculation shows that the opponent's immediate threats could be warded
off and no difficulties in development of the pieces are to be expected.; a flank pawn should be taken only when winning it
does not involve a great loss of time or help the opponent open attacking lines with advantage.
Endgame Play
Chris Ward explains in easy steps how to handle typical endgame situations. Filled with practical test positions- using your
king, which pawns are most important, keeping your pieces active, making things difficult for your opponent and traps to
avoid. Chris Ward is a young International master on the verge of the Grandmaster title. He has an impressive track record
as a trainer. In 1995 alonehis pupils won a total of 10 British Championships in a variety of age groups .
Sacrificing
Caution must be exercised when sacrificing where there is no chance of mate; if the result is but the gain of a pawn or a
loss of a positional advantage on another part of the board. SACRIFICE TO EXPOSE KING There are many ways in
which a piece sacrifice may be used to break up a castled king position. SACRIFICE ON R7 When a bishop sacrifices on
this square it is known as Greek gift or classic bishop sacrifice. DECLINING THE GREEK GIFT Declining the Greek gift
usually leads to a strong attack as the rook pawn is missing. In a few cases, declining the sacrifice will refute it, especially
if the bishop cannot retreat. GREEK GIFT: HELPFUL FACTORS Factors that make a Greek gift more likely to work
include a bishop on the c1 -h6 diagonal (makes it less likely for the king to escape to h6) ,a pawn on K5 (stops a knight
from going to f6) and on rook on K1 which may later join the attack. GREEK GIFT: DEFENCES AFTER NN5+ After
NN5+, the defender has several defensive tries. Moving to h8 usually loses quickly. Running back with the king to g8 can
be good if h7 can later be defended. Escaping to h6 is often impossible if there is a white bishop on the c1 -h6 diagonal,
because of a powerful discovery. Moving to h6 can sometimes be O.K., especially if there is no bishop. Moving to g6 can
sometimes be the only move, but can sometimes escape. Other common sacrifices include GRECOS mate which involves a
sacrifice on h7, followed by a queen check on h5. Sacrifices on g7 can be dangerous, as the N pawn is the worst pawn to be
missing. Sacrifices on f7 can be dangerous, especially with a bishop on the long diagonal. Sometimes the capture of a pawn
that has moved to KR3 is possible, especially if 2 pieces are attacking that square. A sacrifice sometimes happens after the
defender has played P-KN3 , usually when it is defended only once. If it defended twice, sometimes a double sacrifice on
that square may be possible. An exchange sac on B3 is a possibility on this square. A knight sacrifice may happen here.
Chess Notation
There are many types of chess notation, but the simplest
one is the one we will use. First, turn your chess (or checker)
board so that the right hand corner of the board, as you and
your opponent face it, is the light color square. If the squares
are white and green, then the right hand corner of the
chessboard is white. If the squares of the chessboard are red
and black, then the right hand corner is red. When setting up the
chessboard, right is light!
Next, set up your chess pieces. If you don't know how, I
recommend that you purchase a cheap chess set (usually
$5.00 from Wal-Mart) and follow the directions. You may
have a friend that can help, or you can borrow a chess book
from the library. When setting up your chess pieces, remember
to place the queen on her own color. This means the white
queen goes on the fourth square from the left on the back
row nearest to the person playing the white chess pieces.
This will be a white square. The black queen will be on the
fourth square from the right of the person playing the black
chess pieces - a black square.
We now have to label the ranks (rows of squares running
left to right) and the files (rows of squares running "up and
down" or from one chess player to the other) on the
chessboard. Ranks are labeled with numbers, and files are
labeled with letters. You can actually write the numbers and
letters on the chessboard much like the board game "Battleship".
Your ranks are numbered from the white side of the
chess board to the black side. The row with the white queen
and the other white chess pieces on it (not pawns) is rank #1.
The white pawns are on rank #2. The black queen and the
other chess pieces are on rank #8.
The chess files are lettered "a" through "h". As the chess
player playing the white pieces looks at the chess board, the
white queen is on the "d" file, while the white king is on the
"e" file.The bishop to the right of the king is on the "f" file,
while the bishop to the left of the queen is on the "c" file of
the chess board.
Just as in "Battleship", chess squares have a first name and
a last name. The first name of each chess square is the letter
of the file they're in, and their last name is the number of the
rank they are on. This helps us correctly identify the movements
of each chess piece. Since the letter is given first when naming
a chess square, what name would you give to the chess square
on which the white queen starts the game? That's right, d1,
because she sits on the intersection of the "d" file and the first
rank. The black queen sits on d8 to start the game. Chess
notation is dependent on this system.
When we notate or write down the moves of a chess game,
we simply write down the name of the square that the chess
piece WAS on and the name of the square that the chess
piece is GOING TO. If we were to move the white pawn in
front of the white king two spaces ahead, the move would
read e2 - e4. The hyphen means the word "to". This signifies
that whatever chess piece was on e2 now has moved to e4.
This system of chess notation has proven to be the least
confusing to my beginning chess students over the years.
A typical layout of a notated game will look like this:
Betty Jo Bob
White Black
1. e2 - e4 e7 - e5
2. f1 - c4 b8 - c6
3. d1 - h5 g8 - f6
4. h5 x f7 #
The "#" sign means checkmate (chess game over). Sometimes
a "++" sign is used and means "game over" also. A single
"+" means check (king is attacked by an enemy chess piece).
The white queen has checkmated the black king in the above
chess game. She has threatened to take the black king (check),
and he is unable to escape from his position on the chessboard
(mate). The king cannot take the white queen for the king
would then be in check (threatened) by the white bishop.
A king can never put himself in check in a game of chess!
In the short form of chess notation , we will add the letters
B, N, R, Q, and K before the chess notation to identify which
chess piece is being moved. Each letter replaces the first move
and hyphen in the chess notation. The bishop uses the letter B,
the knight uses N, the rook uses R, the queen uses Q, and the
king uses K. No capital letter in chess notation indicates a pawn
is being moved. Moving the white knight from g1 to f3 in chess
short form notation would read Nf3. When a capture takes place,
we use the letter "x". For example, exd5 means that the pawn
on e4 just took the piece or pawn on d5.
So, you should now be equipped to read and understand
the next lesson on chess, and begin writing down (notating)
your own chess games as you play them. Taking the time
and effort to write down your chess moves will accelerate
your learning tenfold!
When you notate a chess game, you can go over it by yourself,
with a friend, or pay to have it analyzed by an experienced
chess teacher. As your knowledge grows, you can review
your own chess games learning where your mistakes lay and
why they are mistakes. A notated chess game offers continual
lessons that otherwise would have been lost forever!
Double Parked
Did you ever have someone block your car with theirs?
Or have you ever known anyone to stop in the middle
of a doorway to start a conversation with someone
forcing you to stop and ask to be excused so that you
could get through? Then you can relate to this tip.
One of the most obvious signs of an inexperienced
player is the common blunder Bd3 before d4 for
the white pieces (Bd6 before d5 for the black pieces).
White: A. Nimzovich GM
Black: S. Alapin GM
Karlsbad, 1911
4...Nxd5?!
5. Nf3
Practicing his principles, developing a new piece with each move while
avoiding an immediate 5. Nxd5 which would once again equalize.
5...c5
Not positionally sound at this time. 5...c5 is a worth while move, but not
at the expense of losing significant tempo. Better was Nxc3 followed by
c5.
6. Nxd5!
An accurate retort. The reason Nimzo plays this is because black can't
equalize with exd5 because then the inevitable isolated d5 pawn would
be a problem. If 6...exd5 then 7. Bb5+! (striving to exchange the light-
squared bishops to make black's defensive task of the future d5 pawn
harder) Nc6 8. 0-0 Be6 9. Re1 Be7 10. Be3 and white would have good
play against the coming d5 isolated pawn. Therefore, the next move is
positionally forced unfortunately.
6...Qxd5 7. Be3
9. Be2!
9...Qxg2??
Yuk! The queen is the only piece black has developed. From standard
opening principles we know that the queen isn't a good piece to develop early.
So that's a problem he has to deal with already. But now he moves the queen
a seond time instead of developing a new piece and getting his king to
safety! For this, he should surely be punished.
10. Bf3!
Nimzo activating his bishop without loss of tempo, protecting his rook, and
attacking the black queen again all in one swift stroke!
11...e5?
This pawn was also moved once already too! Why move it again? It
attacks the d4 knight, but as Nimzovich shows, not even attacking a knight
can stop him from developing. 11...Be7 should be the only move considered.
12. 0-0-0!!
Loses on the spot. Once again the only move to be considered was 13...Be7.
14. Bf6!!
Once again, a brilliant shot! This opens the d-file and the bishop itself
influences d8. Isn't this insane? White's lost a knight for a pawn and another
pawn earlier. He's down a full piece and now he sacrifices another. Both a
pawn and the queen can take this. In order to be a good chess player you
must calculate variations. Sure, anyone can load up a Fritz or Chessmaster
and see that this move is their recommendation, but for YOU to do this
you needed to calculate and do the hard work to play a move like this. Why
can't black take the bishop? 14...gxf6? 15. Bxc6+ (eliminating defender of d8)
bxc6 16. Qd8 mate. Also 14...Qxf6 must be calculated, 15. Rhe1+ Be7
16. Bxc6+ Kf8 17. Qd8+!! Bxd8 18. Re8 mate. How many people could
really see this when some computer recommended Bf6? I bet quite a few
club players even would miss Qd8+ leading to mate even if that position was
handed to them! However, to see that while you're at move 14 sacrificing
a bishop is very hard for some people unless you're an experienced master
who has a feel for what the position requried and can calculate the details.
Wow. The master of teaching principles showing he's mastered using them
too! This is just one game that shows the importance of development and
this was between two Grandmasters! What is a Grandmaster was pitted up
against a typical club player? The next game I go over is a master vs.
an amateur.
Note: These players play chess at my chess club and indeed one is a master
and the other is an amateur. However, as they've requested not to mention
their names all that's really important is that one player plays like a master
and the other like an amateur.
White: Master
Black: Amateur
This is the Ruy Lopez. So far both sides have developed with the best of
opening principles. This opening retains white's development initiative the
longest. This is the best way to threaten the black e-pawn (development
with attack principle). White can attack the e-pawn in many different ways
such as 3. d4 the Scotch, however this develops a piece. Note that this
is more of an annoying threat that is constantly lurking as opposed to an
immediate one because Bxc6 cannot be played immediately to win the pawn
since Bxc6 dxc6 Nxe5 Qd4! threatens the black knight and the e4 pawn.
However, the Bxc6 threat must be attended to and watched the entire time.
3...Ne7?!
An amateur move. This reinforces the c6 knight in case of Bxc6 but the best
move is 3...a6 which has proven to be a wing pawn advance that doesn't lose
time in the opening due to attacking the bishop and forcing it to move as well
for the 2nd time.
4. 0-0
The master castles here to gain total freedom of opportunity for his undertakings
in the center.
4...d6
A good defensive move. This blocks in the f8 bishop, but it's pretty much
forced after Ne7.
5. d4
5...Bd7
The best defensive move was played by the amateur. He saw the d5
threat. 5...exd4 was way too giving. As it is, black has a cramped but
solid game.
6. Nc3
6...f6?
7. dxe5!
Opening principles galore. Tempting, but not the best, is 7. d5?!. This is
in direct accordance with the principle that you must open the game when
you have a lead in development.
7...Nxe5 8. Nxe5!?
Very important exchange. This frees the d1-h5 diagonal for the queen
to take into account black's weakening f6. The master's experience is
shining through in many colors.
8...fxe5
This looks a little amateurish, but it's the best. The pawn formation is
better after this capture, and after 8...dxe5 9. Bc4 and black has
even more problems than with the d-capture. Also, the other "semi-
alternative" 8...Bxb5 loses to 9. Nf7! when black's forced to eliminate
the possibility of castling and then white recaptures the bishop.
9. Bc4
9...Qc8!
10. Qf3!?
10...Be6
11. Bxe6
The master is forced to make this unhappy exchange. 11. Qe2, 11. Bb3
and 11. Be2 all lose a tempo for white. As Nimzovich stated, "Exchange
with the subsequent gain of tempo."
11...Qxe6
Now it seems that black has neutralized white's attack! There's nothing
concrete here for white. The only pieces developed are the queen and
knight. In fact, white's only slightly better hear. Black has no weaknesses
and his position is solid. However, white has a lead in development and a
better bishop therefore a slight plus.
12. Nd5
Why does the master move a piece for the second time instead of developing
with 12. Bg5 or something like that? The master has his reasons! As a matter
of fact it's probably the best move. The reason is because he wants to force
the knight exchange. After 12...Nxd5 and 13. exd5 the pawn on d5 disrupts
black's piece communication! In essence his camp is divided now into
two parts.
12...Nxd5
This seems forced. After 12...0-0-0 13. Bg5 Re8 14. Qb3 (Threatening
Nb6+ winning the queen) then 14...Nxd5 and 15. exd5 is forced anyway.
Therefore, either way the exchange of knights will be forced disrupting
the black piece communication.
The error that loses the game. Much better was 13...Qd7 when the
game would most likely continue with 14. Qe4 Be7 15. Bd2 0-0 16. Rae1
Qf5!? (here white only has small advantage due to good bishop and
e4 square) 17. Qxf5 Rxf5 18. Re4 Raf8 19. f3 and the white rook can
travel anywhere on the board.
14. Qb3
This protects c2 and attacks b7. This forces black to make a decisive
weakening move.
14...b6
After the text Black has a disadventageous pawn position which considerably
weakens c6 and the c-pawn. Before we awfulize black's play let's examine
the alternatives. 14...0-0-0 15. Be3 Kb8 16. Qa4 a6 17. b4! with a big attack.
Or 14...Rab8 15. Qa4+ and white wins the a-pawn. Therefore Black's
response seems best. Now that a static disadvantage has been created, the
master can ignore it and play for a different goal for a while.
15. Qb5+
15...Kf7
The best square. Black hopes for 16. Qd7+ Be7 17. Qxc7? Rhc8! completing
development.
16. f4!
The master prepares Qd7+ by opening lines for attack to use ALL the
force in the attack. The master saw the immediate Qd7+ wouldn't be as
potent because how much damage can a queen do by herself? Therefore,
black continues development!
16...exf4
The other alternatives are just as bad as this! 16...Kg8? 17. fxe5 dxd5
18. d6! threatening Qd5+. If 16...Qxc2?? 17. Qd7+ Be7 18. fxe5+ Kg8
then 19. Qe6 is mate. Lastly, if 16...e4 17. f5! Qf6 18. Qc4 Qe7 then
19. Be3 and white can prepare the final crushing blow whenever it
pleases him.
It's good that the amateur is thinking about flight squares for his king.
For instance if 18...Qxc2?? then 19. Qe6 mate and the king has no where
to go. A better alternative probably was 18...Re8.
19. Bd2!
19...Qxc2??
20. Bc3
21...Kh7
Hi everyone! Welcome back to "Chess Battle Strategy". In this article we will study the basics of the principles involved in attacking
the castled king and how to employ them in our own games. You will learn about ideas like "When your position warrants an attack",
"What factors we should take into consideration in planning the attack", "How to lure king defenders away", and "How to spot
combinations." The attack is one of the most exciting aspects of chess. Until the 20th century, almost ALL high-level chess games
were played in order to impact the audience with the most beauty and most viscious attacks possible. Who wouldn't get pleasure from
making a sound sacrifice who nobody expects for a decisive attack that leaves your opponent breathless? :) However, to burst a few
bubbles, we must note that many attacks were "incorrect" in that day and age because the position did not warrant the attack. In other
words, not until Steinitz came along with new positional ideas did! we find out how to perform the most successful attacks. It's
illogical to think we can put most of our major pieces on the queenside and then attack the opponent's king on the other side of the
board with a knight and a bishop. There is much planning that needs to be involved. For instance all our pawns, open files, major
pieces, minor pieces need to work together to be the most effective. Chess is a team game!
What kind of position warrants an attack on the king and what factors should we take into account when planning for an attack?
1. You must have (or be able to create) a lead in development on the side of the board that the opponent's king is on. In other words
you must have more attackers than he has defenders otherwise he can defend everything you throw at him. A queen is the most
powerful chess piece on the board, but she cannot hassle a king who has a whole army defending him.
2. Also, you must have a space advantage. If you have a space advantage, by default your opponent has less space. And if you have a
space advantage you automatically have more active pieces. What I mean by space is the amount of squares you control on the
opponent's side of the board (i.e. the first four ranks for white or the last four four black). Why are open files so important? Because a
rook back in the barracks can attack many squares in the opponents territory. A knight outpost? Aha! Space. Open bishop diagonals?
More space in the opponent's territory!
3. You must have better center control. You must control the center squares by balancing the pressure on the center or by influencing
it MORE than your opponent. The reason? Because if you don't control the center squares your opponent can simply place pieces
there where they stand actively and can both attack AND defend. So that brings easy defense and counterattack into the mix.
Something that can easily spoil a good looking attack. Therefore you must at the very "least" control the center AS much as your
opponent. The most dominating attacks have the attacker dominating the center as well! And that's no accident. Strive to control the
center!
4. You must ask yourself if you can create open lines by advancing pawns on the kingside. Pawns are the most effective attackers.
None of the flashy pieces can stand in their way. A good old-fashioned pawn storm always brings fright into the defenders eyes.
"Where do I place my pieces? How can I stop them from being driven back? How do I stop him from opening a file at my king?"
Those are some of the questions the scared defenders ask when confronted with a flow of peasants coming at his majesty. If you're
castled on the same side as your opponent you must ask yourself if any pawn moves will weaken your own king. If so, then your
attack will be primarily executed with your pieces (i.e. Rook lifts are more common).
These principles are of "paramount" importance in executing a successful attack. Let's see how they work in action in games and how
we can put them to work in our own games. This first game is a recently-played one by one of the best attackers in history (arguably
THE best). This, of course, is Garry Kasparov. No stranger to any of we chess enthusiasts. He "had" to have been a successful
positional player in order to play all the dominating attacks he's been known for.
Before we examine this great game, a word about combinations. When I initially read Silman's "Rules of Combination Recognition" I
was skeptical at the simplistic view. But in my tournament practice I have found that I've done those same things unconsciously!
Undefended pieces are subject to double attack. For instance a queen could attack a piece while making a mating threat for instance.
Rule 2: Look for inadequately guarded pieces (Equal attackers and defenders)
Here's where the tactics decoy and deflection come about. If you can "lure" a piece away from a pieces defense when there's equal
pressure, then you should be able to win it!
This means looking for when we can create an open king situation (usually via sacrifices) or when the king has very few defenders.
Whenever a king is currently wide open, checks are possible. Aside from checkmate, the check is the most serious threat in the game.
Therefore, as long as many checks are possible so are tactics involving the double attack. Sometime we need to sacrifice a piece in
order to get the king to the opened situation. Once it's there however we can use all the tactics associated with the open king to get our
material back and in greater amounts!
If one or more of these rules is present there's "got" to be a combination in the position no matter how hidden. I admit I have been
unconsciously using a system like this all throughout my tournament career without even realizing it! Kudos Mr. Silman and many
other writers who originated when a combination can exist.