What are Weaknesses in Chess?

What are Weaknesses in Chess?

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One of the most important concepts in chess are weaknesses and understanding how to identify them and use them to your advantage. You also need to try and create as little as possible in your own position and to get rid of them if you have any. 

What is a weakness though? In short, a weakness is a square, or squares, on the board that is controlled by your opponent, and you have little to no chance of reclaiming it. This is mainly due to the lack of pieces that can effectively defend or fight for that square. In many cases, this occurs when pawns that could have guarded or controlled the square have already moved past it, and of course can't move back to defend it . The weaknesses can be King safety, pawn structures, active/inactive pieces, weaknesses in certain colored squares, and hanging pieces. 

Now, the base of many weaknesses are pawn structures. What is a pawn structure? Well, it is pretty much what is sounds like. A pawn structure consists of pawn chains, which consist of pawns occupying a diagonal, so therefore, every pawn is defended by the pawn below it. All pawn chains have a base, which is the only pawn not defended by other pawns, and a head, which is the most advanced pawn. 

For example:

The pawns at g2, f3, and e4 all form a pawn chain. The g2 pawn is the base, and the e4 pawn is the head. 

Pawn chains are really secure, but the strength of the chain all comes down to the security of the base. If you want to undermine your opponents pawn chain, it's good to go for their base, but remember you have your own base to defend as well! 

Pawn chains often lead to opposite side attacks, as you will see in the following example. The pawns are pointing in different directions, and this can lead to strong attacks for both sides. This happens when the chains are blocking each other, which is the most common situation. 

These type of structures are full of potential and will bring you a dynamic attacking game. In closed positions, though, it is important to try and stop your opponent's counterattack, instead of just trying to succeed on your side of the board. 
One weakness to pawn structures are called pawn islands. A pawn island is basically a group of pawns separated from the other for at least one file. 
For example:
In that position, Black has three pawn islands and White only has two. The fewer islands you have, the better. After you have learnt a little bit more about pawn chains, it's a bit easier to understand. Less islands means less chains, less bases, and less weak pawns. 
Another weakness to pawn structures are isolated pawns. Isolated pawns are pawns that are alone on the board - no pawns in adjacent files to protect them. Because of this, they can become very weak, especially in the endgame. 
An example of an isolated pawn: 
In that position, the isolated pawn can actually be a strength in a middlegame, but in an endgame, it is a weakness in White's position. 
When you are playing with an isolated pawn, you should avoid trading pieces, because isolated pawns are a weakness in the endgame. Isolated pawns will become weak when if you remain passive, so dynamic play is the key. 
If you are playing against isolated pawns, you want to try to force exchanges as much as possible, because as previously mentioned, they are huge weaknesses in endgames. 
The last main weakness I'm going to cover are doubled pawns. Doubled pawns are a pair of pawns that occupy the same file, as shown below. 
The pawn that is more advanced restricts the pawn below it. Doubled pawns are very weak, especially in the endgame, as they are easily attacked. However, in order to create doubled pawns, exchanges must be made. Remember to keep in mind before exchanges if you are helping your position or helping your opponent. 
If you have doubled pawns and your opponent doesn't have serious damages in his pawn structure, you probably would be better off in the middlegame, not the endgame. In the middlegame, doubled pawns can actually control important squares, as shown in the example below. 
If you are in a middlegame, doubled pawns increase the possibility of placing rooks on open files, therefore activating your rooks. 
To recap: 
  • If you want to undermine your opponent's pawn structure, target their weakest pawn - the base. 
  • When you have a weak pawn, don't trade into an endgame. Try to prolong the middlegame as much as possible. 
  • Active play and correct piece placement can make up for weaknesses in your structure. 

One important thing to remember is that it's not enough that your pieces can't defend something (another piece, a square, a file, etc.) but the opponent has to be able to use it, either to win the weak piece on that square, or often as infiltration to attack something close by. 

For example: 

So, other than pawns, you often consider which pieces can cover important squares. 

Usually squares in the center or around the King, but also any infiltration squares where the opponent can attack surrounding weaknesses. 

The last thing you want to weaken is your KING. Remember, as mentioned previously, it's not a weakness if your opponent can't capitalize. But you have to make sure you keep your king safe. 
Often people rush to trade their opponent's fianchettoed bishop for example. In some KID, KIA, and Pirc games, you can get structures like this: 
The tricky consideration is that whenever you trade bishops of the same color...maybe the person with the weakened King is you!
Remember to do these things before you make a move: 
  1. Be on the lookout for ALL of your undefended pieces and pawns. 
  2. Be aware of the enemy pieces that are targeting your pieces. For example, if you have one piece defending another, and the enemy has two attacking it, make sure your piece is safe. 
  3. The same goes for enemy pieces. Always look at vulnerable enemy pieces. 
  4. Finally, look at your opponent's best move. Your opponent wants to wipe you off the board, so be ready for their best response. 

It may be a lot to think about, but if you want to improve, make sure you are playing time controls in which you have the time to think about it, such as daily.