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Thought Process Maza

  • knightdreamer
  • on Sat, 7/18/2009 9:42pm.

Michael Maza System

1)    Make a physical movement. Initially I shuffled my legs but found that they got tired in long games. Now I shift around in my chair, move my arms up and down, or wiggle my toes (5 seconds; total time: 5 seconds).

2)    Look at the board with Chess Vision, the ability developed by going through the micro-level drills described in a previous chapter (10 seconds; total time: 15 seconds).

3)    Understand what the opponent is threatening (20 seconds; total time:35 seconds).

4)    Write down the opponent’s first move on my score sheet (5 seconds; total time: 40 seconds).

5)    If the opponent has a serious threat, then respond. If not, calculate a tactical sequence. If no tactical sequence exists, implement a plan (70 seconds; total time: 110 seconds).
    A    Improve the mobility of the Pieces
    B    Prevent the opponent from castling
    C    Trade off pawns
    D    Keep the Queen on the board

6)    Write down my move (5seconds; total time: 115 seconds).

7)    Imagine the position after I make my intended move and use Chess Vision to check the position. If Chess Vision does not locate any problems, make the move and press the clock. If Chess Vision does locate a problem, go back to step 1. (10 seconds; total time:125 seconds).

8)    Make sure that I have pressed the clock.

    I force myself to implement these plans very quickly. No ‘long thinks’ are allowed. I very rarely spend more than five minutes on a position and, as a result, win approximately 10% of my games because my opponent gets into time trouble. At the class level, spending time creating a complicated plan is often counterproductive. While you are executing a longwinded plan you or your opponent will almost certainly make a tactical error which will drastically change the evaluation of the plan.

    My belief, this system could take anyone that is tactically savvy to 2000 or possibly higher if he meets some requirements. The player MUST have a killer tactical base. I would assume somewhere close to 1000 puzzles that are 2-3 movers. He should be able to solve each puzzle instantly or within 2 seconds and finish them all in a day.
    I am also of the opinion that it would be very difficult to achieve a rating much higher than master with this thought process. Once you get out of class play, games are decided less often by tactical ability (players are not making tactical blunders) and positional play takes greater precedence.

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  • 2 years ago

    FirebrandX

    I think Silman's list is the most effective for overall chess strategy move-by-move.

  • 3 years ago

    knightdreamer

    The 8 Question method (I think this is Purdy's System)

    1) What type of pawn structure is it?
        A) No pawns; Play with pieces are important
        B) Centre is blocked; break on the flank (learn various basic pawn centre)
    2) What is good and what is bad about my position?
        A) Neutralize opponents advantages and profit from yours.
    3) Which pieces do I exchange, and which to keep?
    4) Which side of the board should I play on?
        A) Simple Trick; Side with more pieces or where they have best chances.
    5) What is my Dream Position?
        A) If I were allowed to move several moves in a row, which would they be? Find weak spots in opponent’s position and insecure position of king will aid in prompt plan.
    6) What does my opponent want to do?
    7) Tactics
        A) Here is where you crunch moves for the first time
    8) Candidate Moves

  • 3 years ago

    knightdreamer

    The simplist Thought Process that i have introduced to children is three step.

    1) Look

    2) Think

    3) Move

    Here is the break down of the three steps.

    1) Look

    a) Clear the lines of pieces in your head. Picture each piece on the board and where it can move on a open board. You can look to see where it can move from each of those locations (usually involving more than half the board with each piece). This will allow your subconscious to start to connect the dots as far as seeing patterns.

    b) Understand your opponents move.

    2) Think

    a) Look for a Tactical Shot. If you have done enough puzzles and performed a adequate LOOK process then you will recognize them. You could mentally take note of any Seeds of Tactical Destruction (Dan Hiesman).

    b) No tactic, then you must do positional improvement. Put your pieces on better squares. The easiest is to find your worst piece and make it better or increase your mobility (the number of squares you control on the board).

    3) Move

    a) Picture your move in your mind's eye. Do a blunder check which involves looking at all forcing moves (checks, captures and threats) and calculating them to their quintessential point (no forcing moves remaining).

    b) Make the move with confidence and double check you hit the clock.

  • 3 years ago

    knightdreamer

    Silman’s Thinking Technique

    1)    Figure out the positive and negative imbalances for both sides.

    2)    Figure out the side of the board you wish to play on. You can only play where a favorable imbalance or the possibility of a creating a favorable imbalance exists.

    3)    Don’t Calculate! Instead, dream up various fantasy positions, I.e., the positions you would most like to achieve.

    4)    Once you find a fantasy position that makes you happy, you must figure out if you can reach it. If you find that your choice was not possible to implement, you must create another dream position that is easier to achieve.

    5)    Only now do you look at the move you wish to calculate (called candidate moves). The candidate moves are all the moves that lead to our dream position. This will be discussed fully in Part Three of this book.

    Imbalances

    1)    Superior Minor Pieces (the interplay between Bishops and Knights).

    2)    Pawn Structures (a broad subject that encompasses doubled pawns, isolated pawns, etc).

    3)    Space (the annexation of territory on a chess board).

    4)    Material (owning pieces of greater value than the opponent’s).

    5)    Control of Key file or Squares (files and diagonals act as pathways for your pieces, while squares act as homes).

    6)    Lead in Development (more force in a specific area of the board).

    7)    Initiative (dictating the tempo of a game).

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