Notes on the first part of Nimsowitsch's My System
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The seven elements of chess strategy | The center, open files, play on the 7th and 8th ranks, the passed pawn, the pin, discovered check, the pawn chain, and exchanging.
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Center | The four squares in the center: e4, d4, e5, d5
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Development | Strategic march of the troops toward the border (between 4th and 5th rank).
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Developing pawn moves | Pawn moves are not developing in themselves, but they can be a move that helps development.
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Demobilising | Pawn moves can demobilize pieces. Your pawns need to be placed to prevent that.
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Wasted pawn moves | Any pawn move that does not support your center or attack your opponent.
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The ideal in the opening | A lead in development.
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Developmental exchanges | Exchange with a gain of tempo, allowing you to develop with an attack that forces a double piece move by your opponent.
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Pawn grabbing | There is no time for pawn grabbing in the opening. Develop instead.
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Central pawn grabbing | Take any central pawn if it can be done without danger.
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Open file | A file is open if you have a major piece on in and your pawns are not in front of the major piece.
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Peacefully opening files | This occurs when you have a strong central piece your opponent must take. The pawn recapture opens a file.
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Why open files | To use that file to penetrate your opponent's position, specifically the 7th and 8th ranks.
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Block of granite | A pawn both protected by another pawn and blocking an open file.
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Protected | Only a pawn can protect without complaint over a long period of time.
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The evolutionary attack | Thin out the ranks of defenders by driving them away, exchanging them, or cutting them off.
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The revolutionary attack | Exchanging a piece for a pawn to gain access to the 7th or 8th rank.
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The order of attack | Pile on attackers, try to thin off defenders, and then consider a revolutionary attack, an indirect attack, or an outpost
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The indirect attack | Limited advance along a file to give it up in favor of another file.
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Outpost | A piece (usually a knight) protected by a pawn and on an open file in enemy territory.
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Effect of an outpost | It constitutes a base for new attacks, and provokes a weaking of the defense of the file.
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Flank outposts | Flank outposts should be occupied by a major piece with good attack radius.
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Exchanging outposts | Outposts are frequently exchanged, and should be replaced with as good or better a piece (or a passed pawn).
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Flank files | a, b, g, and h
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Central files | c, d, e, and f
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7th rank case 1: absolute | Control of every square on the seventh rank and an advanced passed pawn almost always win.
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7th rank case 2: double rooks | Two rooks on the seventh rank can force a draw, but watch out for defended squares on the seventh rank that can stop this.
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7th rank case 3: rook + knight | A knight in opposition to a king (on 8th behind 7th rank rook) can check it back and forth IF there is a corner or blockage that allows a R+N mate.
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7th rank case 4: marauding | Doubled rook continually checking can fork pieces off the 7th rank if the other rook is defended.
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7th rank case 5: 8th rank (start) | Get the king out of the corner and into something like Rh7, Rg7, Kf8
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7th rank case 5: 8th rank (attack) | Gain of material by forking or skewering, mate by breaking king contact with the rooks, or intermezzo captures that threaten mate
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Passed pawn | A pawn with no enemy pawn in front of it on it's file or either adjacent file.
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Pawn majority rule | Every sound, uncompromised pawn majority (two files away from an enemy majority) is capable of generating a passed pawn.
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Candidate passed pawn | The pawn in a pawn majority with no (enemy?) pawns in front of it.
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Candidate rule | The candidate pawn takes precedence in trying to create a passed pawn. Push it and use the other pawns to support it.
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Blockade | Physically stopping an opposing passed pawn with a piece.
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Pawn roller | A compact, advancing mass of pawns in the center.
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First reason to blockade | To stop the pawn from advancing and either opening up lines or promoting.
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Second reason to blockade | Blockaders are defending from frontal attacks by the pawn they are blockading.
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Weak square | A square in front of a pawn that can be occupied, and the occupier cannot be easily removed.
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Third reason to blockade | The blockaded pawn can block your opponent's pieces.
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Main function of the blockader | To immobilize the passed pawn.
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Secondary function of the blockader | To threaten into the opponent's territory.
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Elasticity | A blockader is elastic if it is justified in leaving it's post.
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First justification for elasticity | An immediate gain is possible.
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Second justification for elasticity | It can return in time to blockade on another square after the pawn advances.
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Third justification for elasticity | If it has a deputy that can take over the blockade.
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Effective deputies | Effective deputies of blockaders have safe squares of their own.
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Defending a blockader | Over defending a blockader gives it more elasticity.
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Strong blockaders | Weaker pieces are more effective blockaders because they can't be pushed away by an attack from an even weaker piece.
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Replacing a blockader | When attacking a defender you may want to force an easier to attack deputy to take it's place.
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Isolated pawns | Get the king in front, get his king out from behind (perhaps with zugzwang), then flank the pawn
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Strength of attacks | Weakest to strongest: frontal, side(?), flanking
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Flanking's weakness | Only useful against immobile targets
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Reserve blockading square | The first unprotected square in the pawn's line of advance
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Kings in a pawn advance | Attacker strives for the lead, defender tries to prevent this with the reserve blockading square.
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Privileged passed pawns | Passed pawns that are linked, protected, or distant
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Ideal linked passed pawns | Ideal linked passed pawns are on the same rank, because in that position they cannot be blockaded
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Advancing linked passed pawns | Do it at a moment when the enemy cannot form a strong blockade. Then advance the trailing pawn after breaking any weak blockade
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Plugging the gap | With advancing linked pawns, the king is often strongest filling the gap left by the leading pawn.
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Protected passed pawn | Can be protected by an unpassed pawn. Their strength is that they are immune to attacks from kings
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Distant passed pawn | Distance is from the center. It can be used to distract the enemy king and take him away from another area of play.
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Danger of distant passed pawns | They can be played too soon. Make sure you can take advantage of a distraction before sacrificing.
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When to advance passed pawns | When they cannot be strongly blockaded, when they will protect valuable squares, it clears space for a piece to move behind it, or the advance makes a good sacrifice
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Sacrificing passed pawns | Must be done to create maximum loss of time for your enemy
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First reason to exchange | To occupy or open a line without loss of time
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Second reason to exchange | To get rid of a defender. It may defend a square, not a piece.
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Third reason to exchange | To retreat without losing time. This is usually in response to a counter attack.
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Fourth reason to exchange | When we are ahead on material.
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Zeroth element of the endgame | The passed pawn
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First element of the endgame | Centralization
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Second element of the endgame | Aggressive rooks and activity in general
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Third element of the endgame | Consolidating isolated forces
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Fourth element of the endgame | General advance
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Fifth element of the endgame | Materialization of files
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What to centralize | The king (at the start of the endgame), the pieces, the queen (preferably protected by a pawn)
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Why centralize | It allows the centralized piece to attack either side
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Shelters | Squares (often behind pawns) to hide you king from piece attacks
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Bridge | A pair of shelters allow king movement when under attack
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Defending endgame rooks | Weak because of lack of mobility, which gives enemy king more mobility.
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Attacking endgame rooks | Can attack multiple ways, one pinning down the defending rook.
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Value of aggressive endgame rook | It is worth (intelligently) sacrificing a pawn to go from defensive to active.
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Where to put the endgame rook | Behind the passed pawn, whether it is yours or theirs
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Non-rooks in the endgame | Same principle: be aggressive, not defensive
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Advancing endgame pawn | Fill in behind with a piece/king
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General advance | A slow, combined advance of your pieces in the endgame
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Knight-pawn interaction | Knight protected by pawn can attack blocking pawns in chain or move once to defend allied pawns in chain.
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King-pawn interaction | King can plug holes in pawn chains and hide behind pawns
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Queen-pawn interaction | Centrally posted queen can defend widely separated pawns.
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Endgame files | Easier to exploit with less work than midgame files
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How to exploit endgame files | Maintain them and a way will open
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The strategy of pins | The effect a pin has on a position can be used as a strategic weakness to attack.
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Partial pin | A pin where the pinned piece can move along the line of the pin.
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Protection of a pinned piece | It is an illusion. You can place your pieces on "protected" squares
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Attacking a pinned piece | Several attacks with pieces, finish it off with a pawn.
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Exchanging pins | It is often advisable to exchange for the pinned piece to pin a better piece or to make a partial pin complete.
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Danger of challenging pins | It can open up a position. Do it if it forces the attacker (bishop) to a bad spot. Watch for an open center which can make that a good spot.
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When to ignore a pin | When the center is open and moving pawns to the center can give us activity.
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Double challenge a pin | Bring a knight around to cover the escape square that continues the pin. This is slow, so only use it with a closed center.
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Tacking a pin | Manouvering to keep open the option of challenging, exchanging, or double challenging it.
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The corridor | The line from the pinning piece through the pinned piece to the piece it is pinned to.
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Breaking a pin | Placing a protected piece in the corridor of the pin
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Connecting a pin | Creating contact between the pinned piece and the piece it is pinned to.
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Escaping a pin | The piece behind the pin moving away.
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Techniques for pins in the opening | Challenging, exchanging, double challenging, and tacking
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Techniques for pins in tactical situations | Breaking, connecting, and escaping
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Discovered check vs. pin | A discovered check is like a pin where the pinned piece is the attacker's.
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Little man | The "pinned piece" in a discovered check
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First action of the little man | Take anything not protected by the king.
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Second action of the little man | Attack anything, even from a defended square.
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Third action of the little man | Switch to any spot he wants.
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Treadmill | Repeated discovered checks with captures in between.
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Double check | Discovered check where moving piece also checks. The king must move.
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Pawn chain | A diagonal line of black and white pawns defending each other
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The base of a pawn chain | The pawn at the back of the chain (the least advanced pawn with an enemy pawn blockading it).
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Cost of a pawn chain | Creating the pawn chain gives up the opportunity to open a file.
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Benefit of a pawn chain | Opens up two attacks: ahead and in the direction of the chain.
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Attacking in the direction of the chain | The lead point attacks into enemy territory, and the enemy pawns clog up his position
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Attacking forward of the chain | Attack the base of the chain with a pawn, then flank the new base with the rook that was supporting the attack.
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Purpose of the pawn chain | To restrain the enemy. It is a blockading issue.
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When to attack the pawn chain | As soon as possible
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Surprise attack of the pawn chain | Attack the base pawn with another pawn, then attack the new base.
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After the pawn chain is destroyed | Advance the pawns that had been restrained
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When to exchange for a pawn in a chain | To replace it with a weaker blockader
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Siege of the base, step 1 | Attack the fixed base with multiple pieces.
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Siege of the base, step 2 | Post attackers aggressively to impede enemy development
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Siege of the base, step 3 | Maintain the pressure at least until weakness show in the enemy position.
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Siege of the base, step 4 | Attack the new weakness as energetically as possible
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Siege of the base, step 5 | Allow the base pawn to become an endgame weakness
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Siege of the base, step 6 | Never forget that you too have a base pawn to defend.
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Transference and pawn chains | If the base is too strong, advance a pawn to create a new, weaker base.
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