Chess Book

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Avatar of Ash_Peck21

This is where people write things they now about chess and want to know about chess! Have fun!!

Avatar of TheGreatOogieBoogie

Just off the top of my head in no particular order:

1.Develop minor pieces

2.Castle (queenside can be stronger because of the immediate occupation of the d-file by a rook)

3.connect the rooks (move the queen somewhere)

4.Move the least active piece to the most forward available square.  If that fails due to tactical or any reason it isn't an available square.

5.Combine attack with defense if possible.

6.See if you can leave a piece en prise, if no adventageous way of doing so exists then protect it.

7.Analyse checks, captures, and threats first.

8.Double pawns are generally weak and objects of attack, but can still contain latent resources (e.g., c7-c6-d6 structure keeps a white piece off d5, e3 + e4 pawns keep a knight off d4 or f4 if a Ne6-Nd4/Nf4 is planned while also having open d and f files to work with, etc)

9.Bishops defend weak squares

10.Advancing pawns is good for attack, but bad for defense

11.Advanced pawns are weak if they can't be supported by pieces.

12.Moving pawns with an open center is a bad idea. 

13.In an open center development and initiative are more important than in a closed center.

14.Bishops are typically stronger in an endgame especially with pawns on both sides.

15.Pawn chains and knights planted on a central outpost restrict bishops

16.A bishop without a counterpart in an attack means you're effectively playing with an extra piece (their bishop can't counter your bishop without the counterpart due to the bishop's diagonal mechnaic)

17.In endings with opposite colored bishops king activity and initiative matter a great deal, otherwise even two pawns up may be drawish.

18.Good thing about two bishops is you could always trade one for an important piece.

19.Rook on the seventh and knight can force a draw

20.Doubled rooks on the seventh can force a draw at least

21.Avoid falling into the absolute seventh while taking advantage if you can use it.

22. The e and f or g and f vs. f is quite favorable in an endgame.

23.Outside passed pawns are invaluable, especially since they divert the king allowing your king to raid pawns on the other side.

24.Don't prematurely advance in rook endings or else you'll fall into a Philidor position (forced draw and no pawn to check)

25.Always watch for a short side defense or Vancura position when appropriate.

26.With a or h pawns keep Bahr's rule in mind, especially if we're sacrificng material and calculating if we can keep the opponent off c1/c8 or f1/f8 in time.

27.In Bahr's Rule positions if the attacker's pawn is in the defenders territory it's a draw, since he's close enough to either blockade the side pawn or entomb the opponent in front of the passed pawn.

28.Defend to the bare minimum necessary to maximize attacking resources.

29.Trade pawns when doing worse in an endgame

30.In an endgame trade away from the center generally, in the middlegame usually trade pawns towards the center.

31.Centralize queens in an endgame if possible.

32.Trading an active for passive rook is a horrible idea... unless you enter a pawn ending that wins by force (therefore the principle of simplification takes precedence over the rule of rook activity, related to 33...)

33.It isn't what leaves the board that matters, but what stays on.

34.Place your pawns on the opposite color to your bishop to maximize mobility.

35.Passed pawns should be blockaded.

36.A central pawn should be restrained, blockaded, and if possible executed!  Also applies to a pawn center (d4 + e4)

37.With an isolated pawn trade heavy pieces and keep minor pieces.  Opposite when fighting the isolated (or otherwise weak) pawns.

38.With a closed center attack on the side where the opponent is weak.

39.Always play in the center if you can.

40.Pants a bishop in an endgame (deflection) to promote.  Calculate how to set it up.

41.Pawns in the crosshairs to force weaknesses and advancement.

42.Four vs. three usually win whereas three vs. two typically draw (connected pawns on one side assuming king activity is equal)

43.Play g4 or g5 in endings when possible if trying to win to avoid exchanges and play g5 or ...g4 or even gxh5/gxh4 if possible, the inferior side should prevent this with h5 or h4 if possible. Rule ultimately related to candidate passed pawns (in this case a candidate passed e-pawn)

44.Knights are the best blockading piece and suited for outposts, queen is the worst blockader usually.