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Foreword

01. Opening Play
02. Exceptions
03. Giuoco Piano
04. Ruy Lopez
05. Open Defense
06. Steinitz System
07. Classical Variation
08. Winawer Variation
09. Tarrasch Variation
10. Sicilian Defense
11. Queen's Gambit
12. Réti Opening
13. English Opening
14. Alekhine's Defense
15. Center Counter

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2. Exceptions to the First Principle

As was explained in the previous chapter, the first strategic principle points up the necessity for bringing maximum power to bear on the central squares in the shortest time. Likewise, it points out the fallacy of deviating from principle. Yet, while to toe the line with rigid obedience may be good discipline, it is wooden, unimaginative chess.

To Do or Not to Do?

Occasionally, during the opening stages of a game, an op­portunity presents itself to pick off an opponent's Pawn or to go after his King. These pursuits are in violation of principle. For it is hardly possible to go Pawn-grabbing or checkmating and, at the same time, give the required attention to proper leaves no weaknesses in its wake.

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Bringing his Queen out early, Black has violated one prin­ciple. Now he goes Pawn-grabbing and loses his Queen: 1 ... QxP: 2 Q-N5ch, P-B3; 3 BxPcA, KxB; 4 QxQ.

White hopes that Black will miss the threat of mate. But Black now plays 1 . . . Q-K2 and soon follows with . . . N-KB3 and gains time by at­tacking the White Queen.

EXAMPLES OF JUSTIFIED RISKS

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White has mismanaged his                     White's Queen has moved
forces. That is why Black can                early and moves again: 1
afford to grab a Pawn: 1 ...                    QxPch, KxQ; 2 B-R6ch, K-
P-B3; 2 B-QB4, Q-R4ch; 3 N-            Nl; 3 R-N6ch, RPxR; 4 N-
B3, QxKP, yet expect to es-                 B6 mate. Black's early Queen
cape with a whole skin.             moves justify White's.

Still a Pawn is a Pawn, and the King is the King. These are important considerations. Surely, if the target is the opposing monarch and if it can be ascertained with a rea­sonable degree of certainty that he will topple from his throne, then definitely it is correct to violate principle. Checkmate

If, however, the target is a Pawn and even if its successful capture is assured, the con­sequences of the action should be further appraised in the light of its effect on the entire position. In the quest for im­mediate material gain, the strategic plan is bound to suffer. To appraise the gain of material against loss of position requires inordinate skill.

In the opening, Pawn-grabbing expeditions or premature mating attacks are apt to boomerang. Temptation in these directions should be resisted. One thing is certain, if the op­ponent has not violated any principles, any rash action is fore­doomed. If he has violated principles, a calculated risk is justifiable.

OTHER PRINCIPLES

Besides the first strategic principle, there are other princi­ples of chess common to all openings. Their application paves the way to opening goals.

Principle of Mobility

A piece which cannot move is a useless piece.

The potential force of a Queen is nine times as great as that of a Pawn. Its actual force depends on other considera­tions. Its ability to participate in the fray is the main one. If a Queen is bottled up and an opposing Pawn threatens mate which cannot be stopped, the Pawn—in this instance—is of greater actual value than the Queen. Similarly, the value of all the chessmen is modified by their ability to participate in the fray.

Force, of itself, is potential. Enclosed in a Queen or Bishop or Rook or Knight or Pawn, it is enclosed in just another piece of wood. To unleash its powers, avenues of action are essential. These avenues are technically called mobility.

To gain maximum utility of the chessmen, diagonals should be open for Bishops; files and ranks for the Rooks; files, ranks and diagonals for the Queen; and a choice of posts should exist for the Knights; Pawns should not be hindered in their forward movement. Files, ranks, diagonals and open squares are the avenues of action for the chessmen.

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In this position, Black's Queen   Because of the awkward po-
is practically worthless. Al-                    sition of the Black men,
most any White assault is apt                 White mates in two moves:
to succeed.       QxBch, NxQ;               2 N-K6 mate.

Principle of Diversion

Forces decoyed are forces destroyed.

Often during the course of a game, a situation arises where a player threatens to gain a preponderance of force in a vital sector. To meet force equally with force in the selfsame sector is the most effective countermeasure. But this is not always possible. When it is not possible, some other means must be found to parry the threat.

The establishment of threats in another sector may be the answer. These counter threats may be of sufficient real or psychological importance to divert the enemy forces from their contemplated action, or they may defer the enemy action long enough to gain time in which to work out a permanent solu­tion against it.

As attacks in chess occur in the center or on the wings, the principle of diversion as applied works as follows: an attack on the wing is met by a counter-attack in the center or on the other wing; an attack in the center is met by a counter-attack on the wing.

Diversion is necessary only when the attack cannot be met adequately by direct means, such as an attack in the center by a defense in the center, or a wing attack by a wing defense.

EXAMPLES OF DIVERTING FORCES

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This position from an actual                   White's center is weak and
game is an example of diver-                 subject to further attack. So
sion. White's King-side attack               he diverts the play to the
is gaining momentum and                       King-side: 1 RxPch, KxR; 2
Black counters on the                                        Queen- R-Nlch, K-B3; 3 Q-N5ch, K-
side in hope of drawing off                    K3; 4 R-Klch, K-Q2; 5 Q-
White's forces from his King.                             B5ch, K-Q3; 6 Q-B5ch, K-Q2;
7 B-B5 mate.

Principle of Give and Take

Better location is compensation.

Every move in chess gives up something and takes some­thing in return. The move 1 P-K4, for instance, gives up control of the squares KB3 and Q3 by the King Pawn. In return, how­ever, the move gains control of the squares KB5 and Q5 and also frees the Bishop and Queen for future action. As control of the central squares is of greater value than loss of control of the other squares, the move 1 P-K4 adds a net plus to the position.

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GIVE AND TAKE

The move 1 P-K4 adds a net plus to the position. For con­trol of the central squares Q5 and KB5 is of greater value than loss of the control (by the King Pawn) of the squares Q3 and KB3. Every move in chess carries some minus as well as plus value.

Similarly, every move on the chessboard involves a sacrifice and a gain. It is a mistaken notion to think only in terms of gain. It is essential, however to weigh the gain against the loss in the light of immediate and future prospects.

The Move P-R3?

That practical nonentity of a move, P-R3, is not a principle; it is merely a move. It crops up, however, time and again in most games of chess and is therefore worthy of a note. Gen­erally, it is of doubtful value; for it violates the principle of rapid development. A piece might be brought into action during the time it takes to play P-R3. Moreover, it does not bear down directly on the central squares and often even causes a slight but irreparable weakness in the Pawn structure.

Oddly enough, despite these drawbacks, there is purpose in the puny P-R3. It provides an exit for the King; it prevents an enemy pin or incursion; it is a prop for a Pawn advance; it is a clearance of the square R2 for a retreat or a maneuvering point—and, most wonderful of all, it is sometimes an attacking move.

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White may play P-KR3 to prevent the pin . . . B-N5 and to restrict the movement of Black's Queen Bishop.

The actions of both White's and Black's King Knights at B3 are paralyzed because of the respective pins.

All of which confounds the issue. Is P-R3 good or bad? Unfortunately, there is no inflexible, ironclad rule, covering all cases. Adroit evasion is the answer. The move P-R3 is good when there is nothing better.

THE FOUNDATION

The Pawn skeleton forms the basic foundation of the chess opening. The original position presents a Pawn line in solid array. Each Pawn enjoys security and mobility.

As the Pawns advance towards the enemy, they are stronger because more threatening but also they are endangered and restricted. They form distinctive patterns around which the pieces rally to give character to the opening.

a—Pawn Weaknesses

IF A weakness develops in the Pawn structure, it may lead to serious difficulties. A weakness requires attention and places an added burden on the balance of the forces. It diverts force from the normal course and consequently lessens pressure in some sector. Weaknesses, therefore, should be avoided. Which are the weaknesses pertinent to Pawns?

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White's doubled Queen Bish- The opened King Rook file op Pawn is unwieldy, hard to compensates for the doubled protect. Pawn.

EXAMPLES OF DOUBLED PAWNS

The Doubled Pawn

The doubled Pawn may be weak. It often suffers from lack of mobility. As a rule, it controls only half as many vital squares as two Pawns, lined up side by side. At times, however, the doubled Pawn offers a measure of compensation in the file which its displacement has opened.

The Backward Pawn

The backward Pawn is weak. It is a Pawn which hardly participates in the fray and shirks its normal assignment. Since it is more or less fixed, it becomes an easy, lasting target.

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Black's Queen Bishop   Pawn is Black's Queen
 Pawn is backward,                  backward.

The Isolated Pawn

The isolated Pawn is weak. It is a Pawn which cannot be guarded by another Pawn. When attacked, it must be guarded by a minor or major piece. Hence it engenders a waste of force.

Over-extended Pawns

The foregoing is pertinent to single Pawns or, in the case of the doubled Pawn, to two Pawns. There are also weak­nesses which are inherent in a group of Pawns. They stem mainly from the "one-way traffic" feature of a Pawn.

A Pawn can advance; it cannot retreat. Hence every Pawn move, to a certain extent, engenders two weaknesses. Its advance brings it closer to the enemy, where it can be more readily attacked, and it is removed one step further away from its own men, where the natural protection which they afford is diminished.

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White's isolated Queen Pawn                The target is Black's isolated
requires constant protection                   Queen Pawn. Its defense di-
by forces, which otherwise                    verts Black men from more
might be used elsewhere.                       useful action.

As the Pawn cannot retreat, any weakness in its wake requires reinforcement by the rest of the forces.

Occasionally, a group of Pawns will advance in an assault. The target is big game, often the opposing King. As long as the assault is successful, it matters little whether the Pawns are strong or weak or whether the Pawns are afforded or afford protection or not. If the assault fails, however, a day of reckon­ing is at hand. The group of Pawns becomes an over-extended Pawn position. It is itself easy prey, and the men which it should shelter are at the mercy o£ enemy forces.

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... If it fails, this may be the result. White’s Pawn will be picked off one by one

The Pawn "Hole"

As a result of unskilled Pawn advances, Pawn barriers are breached and Pawn weaknesses accrue. To a lesser extent, a single bad Pawn move affects the position. If a Pawn advances so that an enemy piece can lodge in front of it or in front of some other Pawn and the enemy piece cannot be driven away by a Pawn, then the Pawn position has been punctured. The puncture is technically called a "hole."

A "hole" is a weakness in the Pawn structure. It is a haven for an enemy piece—an outpost for an enemy attack.

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Black has holes at his K4, White occupies the hole at QB4 and QR4. White should his KN6. This is a powerful exploit these.        post for the Rook.

b —Pawn Advantages

PAWNS have many weaknesses and many Pawn structures are faulty. What then may be sought to advantage in building up a Pawn structure?

Pawn Majority

At the beginning of the game, the opposing Pawn struc­tures are perfectly matched. For every White Pawn, there is an equivalent Black Pawn. As the game progresses and ex­changes take place, the Pawn position is apt to go out of balance. Pawn majorities may likely be established in different sectors. One side may obtain an extra Pawn in the center, while the other obtains an extra Pawn on the wing. Or one side may obtain an extra Pawn on the wing, while the other side obtains an extra Pawn on the other wing.

The unbalanced Pawn position often injects a new strategic plan into the game. The extra Pawn, whether it is on the wing or in the center, is a constant threat. It is a threat of a potential new Queen, which materializes when the Pawn reaches the eighth rank. While the actual Queening may take place in the endgame, opening play may account for the Pawn majority.

Technically, a Pawn majority exists when the Pawns on one side outnumber the Pawns on the other side. Actually, the majority is impotent if it can be held in check by the Pawn minority.

A mobile Pawn majority is another advantage which may be effected in the opening.

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White has a center Pawn ma-       Black's King-side Pawn major-
jority. Black has a Queen-side           ity is mobile; White's major-
Pawn majority. Chances are               ity on the other wing is fixed,
about even.                           Black should win.

The "Breaks"

Pawn chains perform various functions. They are the first line of fire. They attack and they defend.

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EXAMPLES OF THE "BREAK"

Black enjoys the "break" . . .                 White now can "break" with
P-KB4, whenever he is ready.              P-QN5, forcing open the
In doing so, he may open the                 Bishop file or weakening
King Bishop file.                                   Black's Pawn position.

In order to break through to the opposing forces, generally the opposing Pawn chain must be broken. Then pieces can penetrate on the newly opened line—file, rank or diagonal. As a rule, a vulnerable point is selected for the break, and, after due preparation, the break is effected. The ability to force open lines in the opponent's Pawn chain is technically known as the ability to "break." To enjoy the "breaks" is an advantage. In building up opening patterns, it is wise to eye the possible "breaks" in the position.

The Passed Pawn

The most dangerous Pawn on the chessboard is the one which is not impeded in its advance by an opposing Pawn. It is known technically as the "passed Pawn," meaning that it has by-passed all the opposing Pawns. Ergo, it enjoys easy access to the eighth rank, and, in turn, it will burden an op­posing piece with the duty of preventing the Pawn from Queening.

Often, in the opening melee, it is possible to obtain a passed Pawn. Such a Pawn adds a definite plus value to the position.

THE INITIATIVE

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White's King Pawn is passed. It will bear constant watching all through the game.

White's Queen Pawn is passed. It has by-passed all of Black's Pawns.

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EXAMPLES OF THE INITIATIVE

Despite the symmetrical po-                  Here the first move is good
sition, White's first move 1enough to win the Queen or
NxNch gives him a powerful                 give mate: 1 N-K7ch, K-Rl;
attack. In a critical position                    2 B×Pch, KxB; 3 Q-N5ch, K
(see next), it can even win.                    K-Rl; 4 Q-B6 mate.

According to the rules of chess, the first move is arbitrarily bestowed upon White. This seemingly insignificant fact is sufficient to give White the initiative. He is first to bring out his men; he is first to control the center. Black, on the other hand, is relegated to the role of defender.

The forces are so evenly balanced that White, with perfect play, can maintain the initiative far into the middle game. White's ambition is to translate the initiative into tangible gain. Black's aim is to reduce White's initiative to a minimum. The conflict is drawn along these lines.

IDEAL OPENING POSITIONS

The ideal position from a practical point of view is more or less of a pipe dream. It can be reached only if the opponent is oblivious of the principles of chess.

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All of White's minor pieces and his King Pawn and Queen Pawn bear on the center. White's Rooks can move to the King and Queen files.

Here White's Pawns domi­nate the center with the as­sistance of the minor men. White's Bishops bolster any center action.

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White's haphazard development gives Black control of the center, easy development, fine prospects—in short, an ideal formation.

There has been no contest in the center. White's Bishops participate in the center action from the wings, while his Pawns occupy the center.

PRACTICAL OPENING PATTERNS

During the last hundred years, patterns of play have evolved. They are called openings. Their names derive from the place or tournament in which they were first played or from the player who originated them or from the chessmaster who popularized them. The patterns are dissimilar even though their objectives are the same.

A discussion of the fundamental patterns, a knowledge of which is essential to the proper understanding of the game, will follow in succeeding chapters.

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