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