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Notes on Silman's first book on imbalances

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Answer
Imbalance   A dynamic or static difference in a position  
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Use of imbalances   To identify your responsibilities to your position  
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The seven imbalances   Minor pieces, pawn structure, space, material, files and squares, development, and initiative.  
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Imbalance planning shortcut   Identify the imbalances you want to use, and make them better than the ones your opponent wants to use.  
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Imbalances vs. calculation   Never calculate without understanding the imbalances in the position.  
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First rule of minor pieces   Bishops and knights are both worth three points. You must manipulate the position to make one more powerful.  
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Second rule of minor pieces   Bishops are best in open positions where pawns don't block their diagonals.  
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Third rule of minor pieces   Bishops are strong in endgames where both sides have passed pawns, because they are faster than knights  
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Fourth rule of minor pieces   A bad bishop is one on the same color as your center pawns.  
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What to do with a bad bishop   Trade it, move the pawns, or move it outside the pawn chain (it's still bad, but active)  
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Fifth rule of minor pieces   A bishop's weakness is that it is stuck on one color.  
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Sixth rule of minor pieces   Knights love closed positions with locked pawns  
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Seventh rule of minor pieces   A knight on the rim is dim  
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Eighth rule of minor pieces   Knights need support points: secure, advanced homes  
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Knight on the first rank   Purely defensive and innefective  
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Knight on the second rank   Purely defensive and worth less than a bishop  
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Knight on the third rank   Can be defensive or can jump forward  
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Knight on the fourth rank   Fully equal to a bishop  
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Knight on the fifth rank   An attacking unit slightly better than a bishop  
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Knight on the sixth rank   More effective than anywhere else, worth a rook  
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Knight on the seventh/eighth rank   Less effective than sixth due to fewer controlled squares  
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Ninth rule of minor pieces   Knights are more effective in endgames with the pawns on one side (where color shifting beats range)  
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Tenth rule of minor pieces   Steinitz's rule: to defeat knights, you must deprive them of support points.  
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When king safety is important   If your opponent has pieces aimed in his direction  
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The essence of bishop vs. knight   Fighting over support points  
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Effort and imbalances   You have to work to make them real advantages for you, or they will go away.  
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Fixation in Chess   Blinds you to possibilities  
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Two things to expect of your opponent   That they will see your threats and that they will make the best move.  
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When to play tactics   When you can force it.  
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When to play positional   When you can't force a tactic (but gather your forces and keep an eye on tactics)  
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Backward pawn   A pawn on an open file with no pawn next to or behind it.  
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When to attack   When your position is good even after they defend.  
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Single bishop vs. pawns   Force the pawns onto the bishop's color  
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When to create a plan   As soon as possible  
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First rule of the center   A full pawn center gives territory and control of central squares  
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Second rule of the center   If you have a full pawn center you must strive to make it indestructible  
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Third rule of the center   Every pawn move leaves weak squares in it's wake (don't advance too early).  
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Fourth rule of the center   You must attack your opponent's strong pawn center  
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Fifth rule of the center   If center pawns get traded, it leaves open files for rooks to control  
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Sixth rule of the center   If the center is locked, play switches to the wings  
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Seventh rule of the center   If the center is locked, play to where your pawns point (that's where you have more space).  
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Which pawn to push   Generally the one next to your most advanced pawn.  
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Eighth rule of the center   An open center allows piece attacks, a closed center requires pawn attacks (to open files for rooks).  
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First rule of space   When you have more space, exchanges are generally a bad idea.  
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Second rule of space   When you have less space, an exchange or two can open up your other pieces.  
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Third rule of space   Space is a long term advantage. You can take your time to exploit it.  
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Checks and one move attacks   Are useless without follow through. If they are inneffective do not fear them or use them (unless they aid your position).  
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Goal of each move   Positive base and increase the advantages of your position  
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Positional concessions to block threats   A last resort  
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After each opponent move…   Ask why the made that move.  
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Where to look for attacks   In the center.  
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For every threat assume…   that your opponent will see it  
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Before developing your pieces   Develop a plan, and develop your pieces around that plan  
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Keeping your opponent honest   If you see a way to win material and can't see a refutation, go for it.  
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Forward movement   Doesn't always help your position.  
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Space and mobility   A space advantage cramps your opponent. Look to keep his pieces restricted.  
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How to take advantage of space   Eventually you must break into your opponent's position. Locking things up will ruin your advantage.  
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Closing open files   Only do it if you can't take advantage of the file.  
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When to castle   Before the center opens up.  
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Negative of doubled pawns   Lack of flexibility, and one or both (usually lead) is open to attack.  
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Positive of doubled pawns   Open files for rooks, and increased square control  
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Negative of isolated pawns   Cannot be defended by another pawn, and open to attack if on an open file.  
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Positive of isolated pawns   It may give you a half open file  
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To attack an isolated pawn   Control the square in front of it, trade off the minor pieces , keep the queen to keep king off defense, and attack with one or two rooks and a pawn.  
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Isolated queens pawn   If on the fourth rank it give space for pieces and open files for rooks. Calls for dynamic piece play.  
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Negative of backward pawns   A backward pawn is weak if it is on an open file and cannot advance. The square in front of it is it's weakness  
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Positive of backward pawns   They defend the advanced pawn in front of them.  
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Hanging pawns   Two pawns (traditionally c and d) next to each other but not other pawns.  
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Negative of hanging pawns   If static they can be attacked by pieces. Attack them at all costs.  
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Positive of hanging pawns   The control important squares, given territory, and two half open files for rooks.  
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Negative of passed pawns   Can be blocked and become static, and if a knight blocks it the knight is powerful  
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Positive of passed pawns   Endgame insurance, and the threat of advancing it if the square in front of it is controlled by its owner. That square is incredibly important.  
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Weak pawns   Pawns are only weak if you can attack them or control the weak squares they create.  
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Fear of ghosts   Fear of attacks that may or may not be real. Determine if they are real, and ignore them otherwise.  
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Attacking weak pawns   Block and contain them first.  
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Play in closed positions   Where you have more space. Expand that space  
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Pre move question one   Does this move allow any checks?  
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Pre move question two   Does this move allow any captures?  
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Pre move question three   Does this move allow any attacks?  
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First rule of material   Material beats initiative if you can neutralize your enemy's pluses and equalize the game.  
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Second rule of material   Material advantages want to be active, that's when they're an advantage.  
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Third rule of material   The exchange is only an advantage if the rook has an open file  
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Fourth rule of material   Gaining material often uncoordinates your pieces. Bring them back together, tight and safe.  
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Fifth rule of material   Material is a long term advantage. Take your time with it. (Actually part of fourth rule).  
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Two sides of planning   Maximize your advantages, minimize your opponent's.  
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Winning positions   Aren't won. Your opponent can still have play you need to watch for  
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Rooks and passed pawns   Rooks belong behind passed pawns  
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Small material advantages   Require playing for other advantages, and using the material advantage as endgame insurance.  
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When facing two bishops   Trade for one of them, leaving them one bishop  
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Static imbalance   A positionally motivated imbalance. It is long term and can be used immediately or later in the game.  
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Dynamic imbalance   An intangible and short term imbalance. It must be used quickly, to trade for a static imbalance or for a quick knock out.  
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Development imbalance   A dynamic imbalance of having more pieces out than your opponent.  
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First rule of development   You must attack to make use of the imbalance or it will go away as your opponent develops.  
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Second rule of development   A developmental advantage is stronger in an open game because the central files allow for easier penetration  
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Third rule of development   A central king is a prime target for an attack when you have a lead in development. Keep it from castling.  
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Fourth rule of development   A closed position will generally give the player behind in development a chance to catch up, as long as the central pawns can't be busted open.  
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Fifth rule of development   You don't need to mate when you have the developmental advantage. Just get a static advantage out of it.  
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Initiative   Control of the game. It can be based on static factors (attacking a weak point) or dynamic ones (a lead in development). Initiative is dynamic.  
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Initiative in open games   Usually goes to the first person to dominate a central file  
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Games with attacks on opposite wings   Follow your plan with unerring devotion. Some defense is okay, but total defense surrenders the initiative.  
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Minority attack   A pawn attack on the side where you have fewer pawns, trying to undermine your opponent's pawn majority.  
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Defense and offense   When defending, try to make a move that also furthers our own plans.  
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Games with multiple imbalances   The imbalances can interact, voiding some of the rules.  
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Opponent backed up against the wall   Take away any and all potential counter play before going in for the kill.  
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When your opponent can't be active   Don't rush things. Let him sit there and suffer while you increase your advantage and block his counterplay.  
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When you have an advantage   Don't forget to look for ways to get new advantages.  
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Poorly defended pieces   Prime targets  
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Rule #1   The position beats the rules  
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If you're playing on the wing   Your opponent probably has play on the other one  
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Pawns and minor pieces   Make your pawns conform to the minor pieces you have.  
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Imbalances in the opening   Once one is created, all developing and pawn moves should address that imbalance in some way.  
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Fianchettoed bishops   Want their diagonals to stay open. Only allow them to close if you get compensation.  
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Central pawns and rooks   Advancing the pawns will give you files for the roks.  
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First rule of rooks   Use your pawns to blast open files, in both open and closed positions.  
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Second rule of rooks   Don't open a file if you think that the opponent will take it away from you.  
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Third rule of rooks   Only open files that help your other positive imbalances.  
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Fourth rule of rooks   Open files are only useful/threats if they have penetration points. Take them away or open them up as needed.  
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Stopping your opponent's play   Can give you time to create your own play at leisure.  
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The Mindless Kinghunter   Goes after the king when he has no attack.  
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Decentralization   Moving away from the center. Should be viewed with suspicion  
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Undefended pieces   Are nasty tactical surprises waiting to happen  
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Defending against wing attacks   Counter attack in the center  
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Retreating   Is okay if it accomplishes an important goal  
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Picking a side   Pick one and concentrate on it.  
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The Mandatory Kinghunter   If the position does call for a king attack, you must go for it.  
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Open positions and timing   You must attack quickly in an open position or your opponent will.  
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First rule of mental toughness   Always expect your opponent to see your threat and make the best reply.  
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Second rule of mental toughness   Always play to win against everyone.  
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Third rule of mental toughness   If you have a good plan, don't let your opponent scare you off of it.  
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Fourth rule of mental toughness   Play with confidence. Everyone makes mistakes, everyone can be beaten.  
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Fifth rule of mental toughness   If you're losing, tighten everything up and hang on like grim death. Make him play perfect and work for the point.  
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Sixth rule of mental toughness   If you're opponent is under time pressure, don't play at his pace. That negates your advantage.  
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