There so much stuff I wouldn't really know how to organize it to present it... Honestly what you read in books makes a good list, things about development, space, pawn structure etc. A lot of it you mentioned in your post.
I think many player's "core fundamentals" will be the same... still it's hard for me to generalize because there are exceptions to things.
In an effort to find our faults and improve our games why don't we list the core fundamentals of our games and duscuss them. We can learn things we didn't know from each other or point out problems in each others plans.
I'll go first.
Opening System: I don't have a broad opening system. I know and understand the first few moves of my few chosen openings and the reasons for them. I accept them as the best and then I play from there using what I believe to be the best moves given my current set of circumstances.
White: I always open with e4. I plan to play against the popular defenses against e4. I get into Spanish and Italian games alot and play against center counter, sicilian, and french defenses alot as well. I have noticed that not many people use caro-kann.
Black:
VS e4 - Sicilian, either classical, Najdorf, or Dragon, or wing it depending but always c6.
VS d4 - Nf6 either Nimzo or Queens Indian
VS C4 - Nf6 trying to transpose into Nimzo or Queens Indian like defense.
VS NF3 - Nf6 trying to play the lines of the Niumzo or Queens Indian. Sometimes I answer with d5 to block the center depending on the player.
VS all others I wing it making it up as I go along depending on the situation and what I think is best.
Middle Game:
1. Strategy: to achieve positional advantage of a safe king and a controlled center while throwing my opponents pieces into disarray. I then fight for a material advantage and try to trade down to an end game where I can promote a pawn get a queen and win.
2. Alternate Strategy: If during the process I can achieve a solid checkmate via tactics and deception I will divert from my overall strategy listed above and pursue that new objective oppourtunistically. If the possibility of a decisive blow in the middle game exists then I play for the position to do that as opposed to material and will go for the throat. It is better to be in a position to win than ahead in material in this situation as the overall strategy for the game has changed.
Tactics: Fork, Pin, Skewers, Discovery, Deflection, Decoy, Windmill, In between moves, X-Rays.
Principles:
1. Keep King safe.
2. Control the center.
3. Find open files for Rooks.
4. Maintain good pawn structure to make it to the end game alive with hope of promoting.
5. Create and control open diagonals.
6. Post pieces in the enemy camp to destroy their range of motion. Anchor them with a pawn if at all possible.
7. If there is no immediate clear objective in site other than the overall strategy of the game as listed above, Place pieces where they are defended yet control the most squares and cause the most problems for enemy movement. This usualy results in having pieces well positioned when a decisive tactical oppourtunity arises.
8. Before each move: Look for check oppourtunities that allow for piece killing and potential game wins or losses. Look at each candidate move. Find the one that you feel is best and see if it will cause any disaster, see if you can anticipate the opponents next move, bet your hand and then pull the trigger and see what happens. I find that the opponents move is only obvious some of the time. Many times it's virtually impossible to tell what they will do so I just play the position each turn and don't build elaborate plans on calculating opponents moves that rarely happen the way I plan them.
9. Bishops are better than knights in open games. Knights are better than bishops in closed games.
10. Rooks are game winners most of the time because they can control whole files and get doubled on the 7th rank. With a queen roaming around and two rooks on the 7th rank you are virtually guaranteed decisive power.
End Game: Try to get a material advantage and promote a pawn to a queen to win. My principle here is to not self destruct and kill my game. I use the king as a weapon in the end game.
98% of all of my losses come from shear blunders like hanging a piece or missing a tactic or a checkmate (either for or against). I am the unchallenged king of self destruction. I don't know how to fix this. I wish someone would tell me.
So, that's all I can really think of now and that being said I hope that some higher rated player will give me some constructive criticism and some lower rated player will find something helpful here. Maybe we can use this thread to improve.
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