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A FIRESIDE BOOK
Published by Simon & Schuster
NEW YORK LONDON TORONTO SYDNEY TOKYO SINGAPORE
FIRESIDE
Rockefel ler Center
1230 Avenue of the Americas
New York, New York 10020
10 9 8 7 6 5 4 3 2 1
Pandolfini, Bruce.
Chess thinking I Bruce Pandolfini.
p. cm.
NA Fireside book."
1. Chess-Dictionaries. I. Title.
GV1314.5.P36 1995
794.1 '03-dc20 94-36737
CIP
ISBN: 0-671-79502-3
For
Harry Fajans
and
Raymond Weinstein
ACKNOW L E DGM E N TS
•
Introduction
11
Algebraic Notation
13
Other Symbols
15
Appendices A-L
273
INTRODUCTION
•
11
ALGEBRAIC N OTATION
•
You can get more fro m t h i s book if you u nderstand algeb raic notatio n ,
w h i c h i s a way t o reco rd moves u s i n g l etters a n d n u m bers . To sta rt
with , view the c hessboard as an eight-by-eight gri d . Eve ry squ are on
the grid has its own name, de rived from the con n ecti ng files and ran k s .
Files, the l i nes of sq u ares goi ng u p and down , are lette red a t h rough
h. Ran ks, the l i nes of s q u a res goi ng across , are n u m bered 1 th rough 8 .
Squares a r e designated b y com b i n i n g lette rs a n d n u m bers ; t h e lette r i s
lowe rcase and appears fi rst . T h u s , i n the starti ng position , White's
q u een occu pies d1 and B l ack's q ueen occupies d8. A l l squ ares i n the
algeb raic system are named from Wh ite's side. The algebraic grid given
below i n d icates the names of all the sq uares . You might fi nd it h e l pfu l
to p hotocopy the grid and use it as a bookmark, so it's always there
for review.
13
OTHER S YMBO L S
•
15
THINKING
A
19
20 • BRUCE PA N D O L FI N I
Active Defense O n e that com b i nes defense with cou nte rattack .
ROOK that i s tied to defen se; one that has the CHECKING DISTANCE.
22 • BRUCE PA N D 0 L F I N I
Adva nced Pawn One that has reached its fifth ran k o r farther,
an d t h u s has crossed the frontier l i n e i nto enemy territo ry.
The name i s taken from the 1 803 novel Anastasia und das Schach
spiel, by W i l h e l m H e i n se , b u t the mate refe rred to in the book (W :
Kc7 B b7 Pb6 B: Ka7) is not the one com m o n ly s i g n i fied as the patte r n .
Any When u sed i n the l i ne sco re of a variation it means "any move , "
i n d i cati n g that it i s i rrel evant.
In KRI EGSP I E L it's a typ i cal q u estion add ressed to the refe ree , mean i n g
"are there a n y legal captu res ? "
QUESTION: How many poss i b i l ities for Arabian Mate do you see?
The name u ndou bted ly comes from the occu rrence of this mati ng
patte rn in certai n 13th-century Arabic shatranj problem s .
ANSWER: There are a total o f th ree Arabian Mates . Wh ite can mate by
either 1. Rg8# or 1. Rh7# ; a n d , if it's Black's move , B lack can give an
Arabian Mate by 1 . . . . Rh2 # .
ANSWER: I t ' s true that B l ac k shou l d n 't fol low s u i t and play 1 . . . . Bes ,
for that wou ld expose the q ueen to a free captu re (2 . Qxd7) . But
White's move (1. Be4) i s a q u een-los i n g b l u nd e r : 1 . . . . Bxh2 + ! 2.
Kxh2 Qxd2 .
32 • BRUCE PA N D 0 L F I N I
ANSWER: Black shou l d start the assa u l t aga i n st the base of White's pawn
chai n by p l ayi ng 3 . . . . cs , with the i dea of weake n i n g Wh ite's su pport
of es . By the same toke n , White wou l d l i ke to push the pawn on f2 to
fS , attack i n g Black's base; but this takes an extra move and is not
i m med i ately practical .
34 • BRUCE PA N D O L F I N I
Back Rank The ran k occ u p i ed by the eight en emy pieces in the
starti n g positi o n ; a playe r ' s last ran k . Less p recisely, either the fi rst or
eighth ran k . Also cal led BACK Row.
35
36 • B RU C E PA N D 0 L F I N I
Back Rook When fri e n d l y rooks are dou b l ed on a l i ne, the back
rook i s the seco n d o n e , the one that s u pports the i nvasion of the
forward rook . See F R O N T ROOK.
W : KgS N e4 P s a S b 4 c S (S)
8: Kg7 Bc8 Ps a6 bS c6 d7 (6)
W: Ke1 Ps d5 e4 f3 (4)
B: Ke8 Ps c7 d6 e5 (4)
A true pawn chai n con s i sts of l i n ked black and white strand s . There
are two bases, one fo r Wh ite and one for Black.
Basic Center The actual center of the board , con s i sti ng of the
fou r squares d4, dS, eS , a n d e4 .
Basic Mate Any of fou r eleme ntary checkmates that can be forced
aga i n st a lone k i n g by fou r d i fferent com b i nations of pieces .
Two rooks or a q u een and roo k can fo rm batte ries along ran ks and
fi les, and a q u een and bishop can be a batte ry on a diagonal .
BB Abbreviation fo r b lack b i s h o p .
CHESS TH I N KI NG • 43
Bind A situation in which one side's space i s greatly red u ced by the
opponent's fo rces , especially restra i n i n g pawns, maki ng it difficu lt to
rel i eve the cram ped situation by a l i be rati n g advance .
I f you h ave you r opponent i n a b i n d , avoid free i n g exchanges . Don't
re l ease the cramp u nt i l yo u can convert you r spatial edge i nto some
th i ng m o re concrete . I f you are in a b i n d , seek to exchange pieces fo r
b reath i n g room , especially you r most i neffective u n its . Make s u re to
do so, howeve r, without p rec i pitat i n g othe r pro b l e m s .
•• •• ••
•
.•
.•. !!
•
•.
·� . . .·. ·· ··
If!. �.······
,.�•··.····
!· ··
W: Ka1 Bd1 (2)
B: Kc6 BdS Ps a3 bS (4)
Bishop Pai r The advantage of havi ng two b i shops agai n st the op
position's b i s h o p and k n i ght o r two kn ights . See iwo B I S H O PS .
Black The p l aye r who goes second at the start of the game and
who has the dark-co l o red pi eces .
The dark-co l o red pi eces are refe rred to as black regard less of thei r
actual color. Fo r i n structional pu rposes it h e l ps to d i sti ngu i s h between
pi eces and squares . Pieces are white and black, squares are l i ght and
dark.
Black to Play and Win Also given as Black to move and win .
A sti p u l ation o r caption i n d i cati n g that B l ack plays a move that forces
a wi n n i n g situatio n . T h i s i s seen far less often than the conventional
WH ITE T O P LA Y AND W I N o r White to move and win .
W: Kf5 Ps b6 e7 f6 (4)
B: Kd7 Ps b7 f7 (3)
Two rooks on the seventh ran k are an awesome fo rce even when
they can 't b r i n g abo u t i m m ed i ate mate . The rooks s u p port each other
and the th reat to mate i s always the re-one rook ready to s h ift to the
last ran k , the othe r retai n i ng control of the seventh .
B locked Pawn A pawn that can 't move because the squ are i n
front o f it i s occ u p i ed b y an enemy u n it.
Board S h o rt fo r cHEsssoARD.
The name comes from Sam u e l Boden (1826-82) who in 1853 p l ayed
an offhand game i n Lo ndon (Schu lde r-Boden) that went 1. e4 es 2.
52 • BRUCE PA N D 0 L F I N I
Book P u b l i shed theo ry, mai n ly of the open i n g and sometimes the
endgame.
W: Kh1 Ps as bS cs (4)
8: Kh3 Ps a7 b7 c7 (4)
ANSWER: The d i agram i l l u strates a com mon b reakth rough com b i nation .
White starts by advanci n g the m i d d l e pawn , 1. b6. If 1 . . . . axb6, then
2 . c6 bxc6 3. a6 wi n s . O r if 1 . . . . cxb6, then 2. a6 bxa6 3. c6 does
th e tri c k .
W : Kc1 Q b3 R d 1 BgS P s a2 b 2 c 2 e 4 f2 g 2 h 2 (1 1 )
B: Ke8 Qe6 Rh8 Bf8 Nd7 Ps a7 eS f7 g7 h 7 (1 0)
Bri l l iancy A b ri l l iant com b i nation lead i ng to a q u ick victo ry. Al so,
a short game contai n i ng i nge n i o u s tactics . S i m i l ar to BREVITY.
PUTBACK.
ANSWER: White first stations the rook on its fourth rank, 1. Rd4!. An
illustrative variation from there is: 1. . . . Ra1 2. Kc7 Rc2 + 3. Kb6 Rb2 +
4. Kc6 Rc2+ 5. KbS! Rb2+ 6. Rb4, and the pawn promotes.
Camp A player's half of the board; later on, a player's main strong
hold, especially around the king.
58
CHESS TH I N KI NG • 59
W: Ka1 Ps g3 h3 (3)
B: Kc1 Pg6 (2)
ANSWER: In the diagram, White wins by advancing the h-pawn first (1.
h4), and then the other pawn (2. g4). Starting instead with the g-pawn
(1. g4?) allows 1. . . . gS !, and both white pawns are held back.
Castle To move the king and rook on the same turn. See CASTL I N G
and LOST THE RIGHT T O CASTLE. Also, a common but unofficial name for
the rook.
CASTLI NG .
Castle into Check A violation of the rules. The king may never
move into check.
Castling Playing the king and rook on the same move, which is
the only time two pieces can be moved on the same turn. Castling is
possible on either the kingside or the queenside. It is achieved by
transferring the king two squares toward the rook (to the g-file if cas
tling kingside, to the c-file if castling queenside) and then putting the
rook on the square next to the king on its other side.
Castling is permitted only if certain conditions are met. The in
tervening squares between the king and castling rook must be unoccu
pied. Both the king and the rook must not have moved in the game.
You can't castle if you're in check (it is legal, however, to castle on a
subsequent move if the king hasn't moved) or if the king must pass
through check (over a square guarded by the opponent), or if the king
is in check after completing castl ing.
CH ESS TH I N KI NG • 63
Ce nter The four squares in the very middle of the board, namely
d4, dS, es, and e4. Also the region containing this block of four as
well as the twelve squares surrounding it: c3, c4, cs, c6, d6, e6, f6, fS,
f4, f3, e3, and d3.
Central ize To move toward the center, usually to prepare for criti
cal or final stages.
In most cases the rook has the checking distance if it's at least four
squares from its target along the line of attack . The target is either the
enemy king, a passed pawn, or the complex of both. If the rook is
only three squares away, the opposing king may be able to chase the
rook without endangering the pawn, which can then proceed to
ward promotion.
66 • BRUCE PA N D O L F I N I
ANSWER: Black's rook has the checking distance from the flank,
allowing it to pester the White king into a draw. A reasonable variation
is 1 . . . . Rh8 + 2 . Ke7 Rh7 + 3 . Ke6 Rh6 + 4. Kf7 Rh7 + , forcing the
king back to the pawn's defense. Worse is 4. Kf5, when 4. . . . Rd6
wins the pawn.
Chess C lock A timing device with two clocks, one for White and
one for Black.
When it's your move, your time runs and your opponent's doesn't.
After completing your move, you can stop your clock and start your
opponent's. Then it's your opponent's turn to move and, after mov
ing, he stops his clock and starts yours.
If the defending knight can get on the circuit it can stop the pawn
from safely advancing. In the diagram the circuit consists of the
squares h7, f8, e6, and gs. Although the knight must move, it can stay
on the circuit and draw.
Clock Game A game using a chess clock to make sure the players
complete a certain number of moves in a specified period. A player
failing to make the T I M E CONTROL forfeits the game.
and HALF-OPEN F I L E .
ANSWER: After 1 . Qc8 + ! Black must abandon his queen, for 1 . . . . Qxc8
allows 2. BxdS + and mate next move.
these are quite fantastic, having unusual stipulations and bearing little
resemblance to actual competition.
W: Kf3 Ps a7 b5 (3)
B: Kb7 (1)
Coordi nate Squares Also cal led coMPAN 10N sQuAREs, coNJUGATE
SQUARES, CORRESPONDING SQUARES , RELATED SQUARES, and S I STER SQUARES. See
THEORY OF CORRESPONDI NG SQUARES .
CHESS TH I N KI N G • 77
Cor ral The trapping of a knight by a bishop along the edge. Also
referred to as CORRALLING A KNIGHT.
ANSWER: After 1. Be5!, the knight is helpless against the pending ad
vance g2-g4.
Cor respond ing Squares Also called COMPAN ION sQUAREs, coNJu
GAL SQUARES, COORDI NATE SQUARES, RELATED SQUARES, and S I STER SQUARES. See
THEORY OF CORRESPONDING SQUARES .
Cor ridor Mate A line mate by a rook or queen, given along any
file or rank when possible escape squares are guarded or obstructed.
See BACK-RANK MATE.
side promotes first; with regard to maneuvers, especial ly for the king,
figuring how many moves it takes to reach a certain square .
W: Kf1 Ps a2 d4 (3)
B: Kf3 Ps e6 f7 (3)
ANSWER: White wins by blocking the diagonal line with a pawn sacrifice,
1. dS! , and after 1 . . . . exdS 2. a4 d4 3. a5 d3 4. Ke1 , there's no catching
the a-pawn.
White's king must get to any of the pawn's three critical squares to
guide the pawn home. In this situation, with the passed pawn on its
fourth rank, the critical squares are c6, d6, and e6.
c
c
·a; c
·�m
"O
iii ::I "(ij
c Q) WL
i.iJ
.....
u. Cl �
Albert Einstein x 1 112 1 2112-112
ANSWER: White wins by cutting off the Black king with 1 . RgS ! , when
Black is dead after 1 . . . . a4 2. Kg7 a3 3. Rg3 a2 4. Ra3.
D
W : Ke3 Ps c3 h4 (3)
B: KeS Ps bS c4 (3)
A decoy becomes more valuable the farther it is from the main sec
tor of dispute, especial ly when the only defender is the enemy king.
Defender The player under attack. At the start o f the game, White
is the attacker and Black the defender. Also, any unit that protects
another unit.
ANSWER: Whoever moves wins by sacrificing the queen for the oppo
nent's bishop and then capturing the other side's queen.
defend the black c-pawn ; but by threatening both Black can save the
g a me.
attacks: one from the stationary unit and one from the moving one.
Also called DI SCOVERY.
ANSWER: It's mate after 1 . Bc3 Kf6 2 . Rd7#. Here the moving unit is
used to close the door.
GENT TH I NKING.
Double To put two pieces of like power on the same line. To form
a BATTERY. For example, to double rooks on a file.
ANSWER: Why take the bishop? You can mate in one move with 1 . Nf6#.
Doubled Pawns Two friendly pawns occupying the same file and
therefore incapable of protecting each other.
CHESS TH I N KI NG • 95
Most double attacks are really simple forks given by one unit . But a
double threat can be another story, involving several friendly units
and radically different tactics.
ANSWER: White wins with 1 . Rh2 ! , which sets up the double threat of
taking the queen and mating at a1 . I f 1 . . . . Qd4 (1 . . . . Qxh2 2 . Ra1 +
Draw A chess game that is not won by either player. There are five
ways to draw : agreement, threefold repetition, SO-move rule, insuffi
cient mating material, and stalemate. In tournament or match competi
tion each player receives half a point for drawing.
MATING MATERIAL.
move that brings about the third repetition. See RE PETITI O N O F POSITION
99
1 00 • BRUCE PA N D O L F I N I
Edge Any of the board's four outside rows : the a-file, the eighth
rank, the h-file, or the first rank. Also, an advantage .
Elements The factors that determine which side has the advantage.
There are many elements, but the five fundamental ones are SPACE,
Endgame The final phase of a chess game, after the opening and
middlegame. See ENDING.
ANSWER: Don't save the rook. Instead, throw it away to rip open the
seventh rank for an epaulet mate : 1 . . . . Rxh3+ ! 2. gxh3 Qf2#.
ANSWER: No way. Forget the rook. Mate by 1 . Nf6#. The knight check
usurps the h7 escape square.
A NSWER: White should sacrifice the exchange, 1 . Rxf6! gxf6, and follow
with 2. Qd3, menacing mate at h7. A possible conclusion is 2. . . . fS
3 . QxfS Kg7 4 . Qg5 + Kh8 5. Qh6 + Kg8 6. Qh7#.
FORK.
Fast Move A forcing move, usually a check, but also any capture
or powerful threat that requires immediate response. See Q U I ET MOVE
Fegatel lo Attack The Italian name for the FR1 m uvER ATTACK of
the Two Knights Defense, 1 . e4 es 2. Nf3 N c6 3 . Bc4 Nf6 4 . N gS dS
5. exdS NxdS 6 . Nxf7, a line of play po p u l a r with newco m e r s .
1 06
CHESS TH I N KI NG • 1 07
White cannot catch the Black pawn directly, for 1. Ke7 is met by
1 . . . . fS . The key is to gain time by first threatening to support the
a-pawn.
CAL F I N ES S E .
Finite Capable of bei n g dete r m i ned , calc u l ated , meas u red , o r de
fi n ed , as is chess itself accord i n g to game theo ry. Theo retical ly, if we
cou l d see far e n o u g h , eve ry chess situation cou l d be analyzed to its
concl u s i o n .
Fi rst Move W h i te's fi rst play, the move that starts the game .
Loosely, i t ' s also u sed to refer to B l ack's fi rst move response.
Fish S l a n g for a weak playe r; one who th i n ks he's a lot bette r than
he i s and i s the refo re a prime target fo r chess gam b l e rs and h u st l e rs .
See DUFFER, WOODPU S H E R , and PATZER.
Flank Par t i c u l a rly the two outer rows on either side of the board ;
i n c l u s ively, the adjace n t b i shop fi les as wel l . See WING.
110 • BRUCE PA N D O L F I N I
Flight Square Any square to which the king can flee fo r safety.
See ESCAPE SQUARE and L U FT.
Fool's Mate A q u ick mate with the q u een along the K1 -KR4
d i agonal .
Forced Mate A mate that can not b e stopped if the attack i s con
d u cted correctly, n o matte r how accu rate o r resou rcefu l the defense.
See MATI NG N ET.
DI RECTO R or ARBITER.
The best forks are checks because they fo rce the enemy to save
the k i ng, w h i c h may resu l t i n the abandonment of the other attacked
enemy u n i t .
Friend ly Forces The pieces and pawns of one col o r ; one side's
col lective material .
5
Frontier Line
4
a b c d e g h
Gain a Move To estab l i s h the same position but with the othe r
playe r t o m ove . To com p l ete an acti o n , seq uence, o r p l a n i n one less
move than apparently n eeded o r expected . To fo rce the opponent to
waste a m ove . Also cal l ed GAI N A TEMPO .
116
CHESS TH I N KI N G • 117
The game was played i n the Rosenwald To u rnament held at the Mar
shall and Manhattan Chess C l u b s . The appe l l ation "game of the cen
tu ry" was coi n ed b y the theo reti cian H a n s Kmoc h , who, l i ke most
peopl e , was enth ral l ed by the gen i u s of the yo u n g Fischer.
G ive Odds To start a game with the han d i cap of less material ,
a l l owi n g the opponent extra moves or t i m e , or accept i n g some othe r
n o n standard l i m itation o r sti p u l ati o n .
Gueridon Mate A mati n g position that resemb les a tab le, with
the mate del ive red by a q ueen and the two potential escape squares
diagonally beh i n d the mated k i n g b l ocked by its own forces. I t comes
fro m the F rench term gueridon, mean i n g pedestal tab l e , and i s the
same patte rn as a SWALLOW'S-TAI L MATE.
H
120
CHESS TH I N KI NG • 1 21
I l legal Move A m ove that violates the rules of the game and
therefore can't be played . See LEGAL MOVE . I f an i l legal move is played ,
it m u st be retracted .
1 24
CHESS TH I N KI NG • 1 25
I n accu racy A s l i ght error that makes it harder to ach i eve a win o r
h ol d a d raw.
1 26 • BRUCE PA N D 0 L F I N I
TI VE REASO N I N G .
I nitiative The abi l ity to attack and force the play. An aspect of the
element of TIME. The attacker has the i n itiative, the defender tries to
b l u nt it and seize it.
I n most i nte rfe rences the key is to bloc k the l i n e with a gai n of t i m e ,
particu larly b y givi ng a c h e c k . F o r the defender, getting out o f check
m u st take precedence over defe n d i n g a piece .
ANSWER: White wi n s the kn ight by i nterfering with the B lack q u een 's
defense by a bishop check at dS . Afte r 1 . BdS + Kh8, White's q ueen
can take the k n i gh t.
Not a l l i nte rpositions are p u rely defen s ive . Some conta i n an element
of cou nterattack and even a l ittl e poi so n .
J 'Adoube A French term that mean s " I adj u st" or s i m p ly "adj u st . "
Any o f those te rms are u sed t o i nfo rm t h e opponent that yo u i ntend
to straighten a piece, not move it. It's said i m med iately before touch
ing the piece i n q u estio n . See TO UCH-MOVE .
1 32
CHESS TH I N KI N G • 1 33
TIV E REASON I N G .
K
KB T h e abbreviation fo r KING-BISHOP.
Key The correct fi rst m ove of the sol ut i o n to a com posed chess
1 34
CHESS TH I N KI NG • 1 35
•• •• ••
•• •• •• ••
._ ,,
•• •• ••
•• ••
•• •fl!,····
•• •• ••
-.� . 1111. !ii
W: Kd2 (1 )
B: Kc4 PdS (2)
ANSWER: Blac k plays 1 . . . . Kd4, seiz i n g the critical opposition with the
king between the two outer critical squares, c3 and e3 . The game
m i g h t conti n u e : 2. Kc2 Ke3 3. Kd1 d4 4. Ke1 d3 5. Kd1 d2 6 . Kc2 Ke2
and Black promotes n ext move .
Killer I nsti nct The des i re to put the game away once you 've
ach i eved a wi n n i n g positio n .
T h i s i s what Bobby Fischer s u pposed ly has i n abu ndance, a n d , ac
co rd i n g to h i m , either you have it or you don't. Some chessplaye rs
are content to get a wi n n i ng game, and then they let down thei r guard ,
th i n ki n g they 've al ready won .
King The focu s of the game of chess. Each side tries to checkmate
the othe r side's k i n g . The k i n g moves one square in any d i rection but
i s not a l l owed to move i nto check. Abb reviated K.
King- B ishop For either side, the b i s hop that starts the game on
the k i ngside-f1 fo r Wh ite a n d f8 fo r B l ac k .
CH ESS TH I N KI NG • 1 37
The d i ag ram comes from a fam o u s game between Edward Las ker
(Wh ite) and S i r Geo rge Thomas in London i n 1 91 2 . Afte r 1 . Nxf6 + ,
th reate n i n g to fol l ow with a captu re o n h7, B lack retakes with the g
pawn , suddenly a l l owi n g the q u ee n to defend along its second ran k .
King-Rook Pawn The descri ptive name for either s i de's h-pawn .
Kingside The half of the board occ u pied by the k i ngs at the sta rt,
cons i st i n g of the e- , f- , g-, and h -fi l e s . I t i s cal led the ki ngside even if
the k i ngs eventually wi n d u p on the QUEENSIDE.
1 40 • BRUCE PA N D O L F I N I
a b c d e g h
Queenside Kingside
Kin gside Castl i n g Castl i n g with the k i ng-rook , toward the h-fi l e .
T h e move i s written " 0-0. " See CASTL I N G .
Each side starts the gam e with two k n ights. White's beg i n on b1 and
g1 , B l ack's o n b8 and g8. It's sym bol ized N to avoid confu s i o n with
the sym bol for k i n g , K.
You can 't expect k n i ght fo rks to be se rved to you on a plate . Often
yo u have to set them u p .
Knight Odds A typ i cal h a n d i cap, i n which the odds giver ( u sual ly
White) starts the game without the q ueen - k n i ght.
Laws of Chess The M OVES AND RULES as official ly sancti oned and
applied by FIDE, the Wo rld Chess Federatio n . R u l es fo r tou rnament
com petition in the U n i ted States are defi ned by its affi l iate , the uscF.
1 44
CHESS TH I N KI NG • 1 45
Light Pieces B i s hops and k n i ghts . Also cal led M I N O R PI ECES. Some
times, i nexactly, the wh ite p i eces .
SQUARE GAM E .
OPPOSITI O N .
OPPO S I TI O N .
along a ran k , and LONG-D I STANT DIAGONAL O PPOS ITI O N is along a d iago n al .
See OPPOSITI O N .
W : Kg2 P s c4 d5 (3)
B: Kf8 Pd6 (2)
tio n . And after 3 . . . . Ke7 4. Kg4 Kf6 5. Kf4 Wh ite has the d i rect oppos i -
tion , wh ich i s transferred fu rther u p the board after 5 . . . . Ke7 6 . Kg5
Kf7 7. Kf5 . B l ack m u st then give way and a l l ow Wh ite to outfl a n k h i m :
7 . . . . Ke7 8 . Kg6 Ke8 9. Kf6 Kd7 1 0 . Kf7, fo rci n g the gai n of the d-pawn .
Long Side The s i d e of the board with the greate r n u m ber of fi les
fro m a pawn to the edge of the board . See S H O RT s 1 DE .
Lost the Right to Castle A ph rase mean i n g that the king has
al ready m oved and can no l o n ger castle. The right to castle i s also lost
on either s i d e by movi n g the rook on that s i d e .
ANSWER: B lack wi n s after 1 . Res Rb7 2. Kd2 Rd7 + 3. Kc3 Kc8 + 4. Kd3
Rd8 + 5. Kc4 Rc8 + 6. Rc4-e nd of sto ry.
Luft A German term mean i ng "ai r" o r, figu ratively, b reath i n g space .
An escape square fo r the k i n g . When you move a pawn to create an
escape sq uare in front of you r castled k i n g you " make l u ft . " A way to
avoid back-ra n k mate s .
Man Any of the 32 chess u n its that con stitute a chess set . A sho rt
ened vers ion of the sex i st term "chessman . "
1 52
CHESS TH I N KING • 1 53
W: Kh1 Ra1 N e7 P s a4 b 3 c 2 d3 e2 f4 f 6 g2 (1 1 )
B: Kh8 Ps a5 b4 c3 d4 e3 f7 g4 g3 (9)
ANSWER: Why take the bishop when you can force mate ? Wh ite does
so by 1 . Rf7 + Kg8 2 . Bxh7 + Kh8 3. Ng6# .
W: Pb2 (1 )
B: Kh2 Qg1 Re3 Rf2 BgS Bf4 Ps g7 h6 Nd8 f8 Ps a3 b4 a5 b6 (1 6)
c7 e7
Moves and Rules The l aws of the gam e ; how to play the game ,
b u t not how to p l ay it wel l .
ANSWER: White holds with the myste rious roo k move , 1 . Ra1 ! , when
1 . . . . axb3 2 . axb3 sudde n ly opens the a-fi le fo r rook cou nte rplay.
Vaganyan eventually won after 2 . . . . Bb7 3 . Bxb7 Rxb7 4. Kf1 as S . Ke1
Kf7 6. Kd2 axb3 7. axb3 Rxb3 8. Rxa5 Rb2 + 9. Kd3 Ke7 1 0 . h4 Rb3 +
1 1 . Kc2 Bb7 1 2 . f3 Kd6 1 3 . hS h6 1 4 . Ra8 c6 1 S . Kc3 Rf7 1 6 . Kd4 eS +
1 7 . Ke4 Re7 1 8 . Ras Re7 1 9 . RxeS (1 -0) .
N
1 62
CH ESS TH I N KI N G • 1 63
Noah 's Ark Trap I n the Ruy Lopez (1 . e4 es 2. Nf3 Nc6 3 . BbS)
a fam o u s trap of the Wh ite ki ng-b ishop by Black's q u eenside pawn s .
Objective Bas i n g moves, eval uatio n s , and deci sions on the actual
facts and c i rcu mstances and not on personal considerations or for
arbitrary reaso n s . See S U BJ ECTIVE.
k i n g safety are i m portant. Afte r castl i ng, it's usually u nwise to move
the pawn s i n front of the k i n g , because the u n blocked center offe rs
poss i b i l ities for fast mat i n g attacks.
Open Position The type of pos ition l i kely to arise from an OPEN
GAM E .
OPPOSITI O N , DI STANT OPPOSITI O N , DIAG O NAL OPPOS ITI O N , and RECTANG U LAR
OPPOSITI O N .
ANSWER: Play the second m ove fi rst here, 1 . Bxf7 + ! , and Wh ite wi ns
the black q ueen by deflect i n g the k i n g .
Overworked Piece An OVE RLOADE D pi ece that can't fu lfi l l all its
p rotective com m itments .
p
P The abbrevi ation for pawn , though i n record i n g algeb raic chess
moves the sym bol i s not u sed .
Pai ring The process of assign i n g opponents and col o rs i n tou rna
ments . Al so, any part i c u l a r match u p .
1 72
CHESS TH I N KING • 1 73
ROUND PA IRINGS
1 1 :4 2:3
2 4:3 1 :2
3 2:4 3:1
I n rou n d 1 o f the above fou r-player rou nd-ro b i n the chart i n d i cates
that player 1 has W h i te agai nst playe r 4, wh i l e playe r 2 has Wh ite
aga i n st player 3 .
A n active rook i s one that can position itself for cou nterplay either
fro m beh i n d a passed pawn o r from the flan k . A passive rook , on the
other h an d , lacks cou n terattac k i n g pu nch .
Patzer A weak p l aye r. From the German , mean i n g b u ngler. See ANT,
BEG I N N E R , D U FFER, F I S H , F I S H CAKE, WOODPUSHER, and RABBIT.
CHESS TH I N KING • 1 75
Pawn O n e of the six d i ffe rent types of u n its, the pawn is the least
val uable, wo rth o n ly one poi n t . Its abbrevi ation is P.
CHAI N .
Pawn Fork A s i m u ltaneo u s attack by one pawn agai nst two enemy
u n its . See F O R K TRICK.
STRUCTU RE.
Pawn-G rabber Someone who captu res pawns that may not be
safe to captu re . Also cal led PAWN S NATCHER.
Pawn Race An actual race between black and white pawn s to see
which can p ro m ote fi rst.
I n most pawn races p romoti ng fi rst is card i nal . The fi rst side to get
a new q u een is u s u a l ly the fi rst to give check, before the other side
has time to organ ize a defe n s e .
Pawn-Snatcher A PAWN-G RA B B E R .
CHESS TH I N KI N G • 1 79
W: Kc7 B hS Ps a3 d3 e2 g7 (6)
B: Kg8 Ra8 Ps a4 d4 es (5)
CHESS TH I N KI NG • 1 81
ANSWER: Wh ite has a spectac u l a r d raw by 1 . Kb7 Ras 2. Kb6 RdS 3 . Kc6
Rd8 4. Kc7 Ra8 5. Kb7, etc .
Phase A stage o r part of a chess game with its own characte r. The
th ree mai n p hases are the open i n g , the m i dd legame, and the
endgam e .
1 82 • BRUCE PA N D 0 L f I N I
Ph i l ido r ' s Legacy has l ittle to do with Fran<;oi s-And re Dan ican Ph i l i
d o r (1 726-95) . T h e i dea actually goes back t o analys i s b y Lucena i n
1497. Ph i l i d o r ' s name got m ixed u p with i t i n Thomas Pruen's 1 804
book An Introduction to th e History and Study of Ch ess.
Ply A term u sed by com pute r chess p rogram mers to i nd i cate how
many half-moves a p rogram looks ahead . Th ree ply means that the
program looks at th ree half-moves, two fo r one side and one fo r the
oth e r.
1 86 • BRUCE PA N D O L F I N I
TION PLAY.
W: Kg2 Q b4 (2)
B: Kg8 RfS Pg7 (3)
The p roblem for the i nfe rior fo rce i n such c i rc u m stances i s how to
p revent the other side from real izing its advantage wh i le keepi n g one's
own force satisfacto rily g l u ed together.
T I O NAL CHESS.
Post Mortem Analys i s of a game i m med iately afte r its com p l etion
by the p l ayers and on lookers . Loosely, analys i s of the co ntest at any
late r poi n t .
ANSWER: After 1 . QeS + f6 2 . Qxd6 ! Qxd6 3 . c7, Black can stop the
passed pawn o n ly by givi n g u p the q ueen , which is tantamount to
s u icide .
Symbol Meaning
good move
!! bri l l iant m ove
!? a risky move worth tryi ng
?! a d u b i o u s move
? m istake
?? b l u nder
1 94
CH ESS T H INKING • 1 95
a b c d e g h
e rs the area h 1 -e1 -e4-h4; the lowe r left covers d1 -d4-a4-a1 ; the u pper
l eft covers a5-a8-d8-d4 ; and the u pper right cove rs e5-e8-h8-h4 . Al so,
anothe r name fo r SQUARE O f THE PAWN, as in QUADRANT Of THE PAWN .
Queen O n e of the six d i fferent types of chess pieces, sym bol ized
by Q. It's u s u a l ly wo rth the equ ivalent of n i ne pawn s . Al so, to PROMOTE
to a q u ee n .
Queen-B ishop File The descri ptive name fo r the c-fi l e , oc
c u p i ed by the q ueen-bishops at the start.
Queen-B ishop Pawn A c-pawn ; a pawn occu pyi ng the c-fi le,
whether i t started there o r moved there by capt u re .
Queen File The descri ptive name fo r the fi l e occu pied by the
q ueens at the start, k n own in the algebraic system as the d-fi l e .
CHESS TH I N KI NG • 1 97
SQUARE.
Queen- Pawn Game A game that beg i n s with a two-sq uare ad
vance of Wh ite's d-pawn . Also, any pos ition that typical ly ari ses from
games begi n n i ng 1 . d4, howeve r it developed .
Queen- Rook A roo k that begi n s the game on the q u een sid e; it
rema i n s the qu e e n -rook even i f it moves to the k i ngside. At the start,
Wh ite's q u ee n - rook occ u p i es a1 and B l ack's a8. Abb reviated QR.
Queenside The half of the board occu pied by the q ueens at the
game's start, i n c l u d i n g a l l the s q u a res on the a-, b-, c-, and d-fi l e s .
See KINGSIDE.
W: Kg2 Ps a2 g4 h4 (4)
B: Kh8 Ps as bS h6 (4)
Two b i s h ops complement each othe r beautifu l ly, cutti ng across the
board as a u n i fied force . When the center i s ope n , defense agai n st
thei r comb i n ed assau lt can be d i ffi c u l t .
• •• ••
•• •• •• ••
•. •,1�•. ,
•. !.'l• •,,.
•• ••
•• •• •• •• �. �
•• •• ••
W: Kg2 Ps e4 h3 h4 (4)
8: Kc5 Ps e5 h5 (3)
PIN and PI N .
ANSWER: Black wi n s with 6 . . . . Nxd5 ! , s i m ply movi n g out of the rel ative
pi n . After 7. Bxd8 B b4 + (the sti ng) 8. Qd2 Bxd2 + 9 . Kxd2 Kxd8 Black
i s a piece fo r a pawn ahead .
Remote Passed Pawn When each side has a passed pawn , the
one farthest from the mai n theater, which can be u sed as a decoy to
d ive rt the opposi n g k i n g o u t of position . Al so, any passed pawn far
enough away to worry the oppos i n g k i n g . See D I STANT PASSED PAWN as
wel l as OUTS I DE PASSED PAWN .
CH ESS TH I N KI NG • 209
The repetitions need not occ u r on con secutive moves but the posi
tion m u st be i dentical each time. The rule i s u s u a l ly i nvoked by the
i nfe rior side to avert defeat .
ANSWER: I t ' s a clear d raw after 1 . Re7 ! , when the wh ite roo k can n ot be
taken because of stalemate . No matte r where Black moves the rook,
White wi l l oppose it along the seventh ran k . For example, if 1 . . . . Rf8
then 2 . Rf7 ! . If B lack doesn 't agree to a d raw White wi l l eventual ly
force a th reefold repetition of the same position .
When the k i ngs are on a fi l e , the major piece checks along a ran k ;
i f they ' re o n a ran k , t h e check i s along the fi l e . I n al l cases, a right
triangle check d rives the e n e my king back a row, and along the edge
it gives mate .
The typi cal rol l i s w i t h two rooks, b u t a q u een and rook a r e also a
standard rol l i ng fo rce a n d , less often , so are a q u een and b i s hop o r
two b i s hops.
ANSWER: I t 's mate afte r 1 . Re5 + Kd6 2 . Qc5 + Kd 7 3 . Re7 + Kd8 4 . Qc7# .
21 4 • BRUCE PA N D O L F I N I
Rook Odds A typ i cal h a n d i cap, where the odd s-giver takes the
wh ite pieces and starts without a q ueen-rook. In some versions of
rook odds the a-pawn sta rts on a3 i n stead of a2.
Round Robin A type of tou rnament where eve ryone plays eve ry
one else.
Ru les The laws of the game, as in " m oves and r u l es , " and d i sti n
g u i s h ed from princi ples of good play. Loosely, p r i n c i p les and maxi m s .
ANSWER: White can force a wi n with 2 . Kb5 ! , when play m i ght conti n u e
2 . . . . Rd5 + 3 . Kb4 Rd4 + 4 . Kb3 Rd3 + 5 . Kc2 . Black t h e n h a s the
i n ge n i o u s resou rce 5 . . . . Rd4 ! , when 6 . c8/Q enco u nters 6 . . . . Rc4 +
7. Qxc4 stalemate ! But n ot to be outdone, Wh ite i n stead plays
6. c8/R ! , u nderp romot i n g to a roo k and th reaten i ng mate . The o n ly
reasonable way to stop that is 6 . . . . Ra4, but White then scores with
7. Kb3 ! , th reaten i ng the rook and mate at c1 .
Saving Any tactic that avoids mate rial loss, o r manages to hold a
d i fficu lt positi o n , u s u a l ly with a t i m e-gai n i ng th reat .
Scholar's Mate A mate res u lti ng from a typi cal begi n ne r ' s m i s
take in the open i ng . W h i te's q u een captu res Black's f7-pawn , s u p
po rted by a b i s h o p on c4, o r Black's q ueen captu res on f2 , s u pported
from cS . A favorite of school kids wo rldwi d e .
Two examples of it a re : (1 ) 1 . e4 e S 2 . Bc4 N c6 3 . Q hS Nf6? 4 . Qxf7# ;
and (2) 1 . e4 es 2 . N c3 Bes 3 . d3 Qf6 4 . NdS ? Qxf2 # .
S coring The way the poi nts are awarded i n tou rn aments . Al so, rec
or d i n g the m oves of a chess game .
Second I n match play, an assi stant who, before and afte r games,
h e l ps a p l aye r p repare ope n i ngs, analyze adjou rned positi o n s , study
the opponent's p l ay for strengths and weaknesses, and ove rsee offici al
tou rnament matte rs.
pawns with 1 . Bf6 ! QxhS 2 . Rxg7 + Kh8 3 . Rxf7 + Kg8 4. Rg7 + Kh8 5.
Rxd7 + Kg8 6 . Rg7 + Kh8 7. Rxb7 + Kg8 8 . Rg7 + Kh8 9 . Rxa7 + Kg8 10.
Rg7 + Kh8 1 1 . Rg5 + Kh7 12. Rxh5 Kg6 13. Rf5 .
defe n ses .
Seventh Rank The seventh ran k from either playe r ' s pe rspective .
A great p l ace to put an attack i n g rook . A rook on the seventh often
attacks a row of enemy pawns wh i l e confi n i ng the opposi n g k i n g and
genera l ly issu i n g powe rfu l th reats .
ANSWER: Wh ite seizes the absol ute seventh ran k , 1 . Rc7 ! . There i s no
d efense to 2 . Rb7 and 3 . Rb8 + .
SAC R I F ICE.
Short Castling K i n gside cast l i ng, reco rded as " 0-0, " often de
scri bed as " castl i n g s h o rt. "
224 • BRUCE PA N D 0 L F I N I
the a-fi l e . The oppos ite side, toward the h-fi l e , i s the LONG SIDE. ( N ote
that roo k-pawns have o n ly o n e s i de . )
Simpl ify To avoid com p l i catio n s and clarify the pos ition by ex
chan g i n g pi eces .
EXH I B ITI O N .
KEBAB ATIACK.
The "sq uare of the paw n " i s determi ned by visualizi ng a l i ne from
the pawn's l ocation to the promotion square, here exte n d i n g from a4
to a8. Th i s l i n e i s one side of a q uadrant, with co rners at a8, e8, e4 ,
and a4. I n order to stop the pawn , Black's k i n g , with the move , m u st
be able to enter t h i s q u ad rant.
Style A d i st i n ctive approach to cond u cti n g the open i n g and the play
of the gam e . For exa m p l e , a player with an attack i n g style often
chooses aggressive b u t ri s ky move s ; one with a solid styl e develops
q u ickly, atten d s to king safety, and takes few chances .
I t 's cal l ed swa l l ow's tai l mate beca u se the ove ra l l patte rn s u pposed ly
looks l i ke a b i rd in fl ight (you have to stretch you r i magi nation a bit).
Symmetrical Play For both playe rs , moves and plans that are
the same o r s i m i lar and that p roduce a position with essential balance .
CHESS TH I N KI NG • 235
236
CH ESS TH I NKI NG • 237
BUGHOUSE.
Tar rasch Trap Either of two traps i n the Ruy Lopez attri buted
to Tarrasch .
The fi rst occ u r red i n the game Tarrasch-Zu kertort, Fran kfu rt 1 887.
The game went 1 . e4 es 2. N f3 N c6 3. B bS a6 4 . Ba4 Nf6 5. 0-0 Nxe4
CHESS TH I N KI N G • 239
White wants to play a TU R N I N G MAN EUVER to the sixth ran k and occ u py
a CRITICAL SQUARE, b u t he can't because B lack has the OPPOS ITION .
TIER L I N E .
Text In the pri nted a n n otatio n s of a game, the text i s the moves
actually played as o pposed to the annotato r's alternate moves. I n
analys i s , the text refe rs to the m a i n l i ne , exc l u s ive of side variations
and poss i b i l ities .
QUESTION: H ow s h o u l d W h i te conti n u e ?
The playe r m u st clai m the d raw befo re playi n g the move that wi l l
b r i n g abo u t t h e th i rd repeti tion .
Newcom e rs often th i n k the r u l e means that the repetitions m u st
occu r on con secutive moves (they need not) or that a d raw can be
clai med m e rely if the same move i s played on th ree separate tu rns .
The r u l e states that eve ryth i ng about the position m u st be identical :
the same p l aye r m u st be on the move, eve ry white and black u n it h as
to occu py the same sq u ares , and each u n it m u st retain the same pow
e rs . See DRAW BY RE PETITION and REPETITION O F POSITION RULE.
TRO U B L E .
Title A recogn ition of ach i evement. The two h i ghest titles awarded
by F I DE are I NTERNAT I O NAL G RAN DMASTER and I NTERNAT I O NAL MASTER.
AND MOVE RULE, req u i ri ng a player to move (or captu re) the fi rst pi ece
touched . If a legal p l ay with the tou c h ed u n i t is not poss i b l e , the playe r
may make any legal m ove without penalty.
TO U RNAMENT.
ANSWER: After the correct 1 . bxc3 , captu ri ng toward the cente r, B lack's
bishop is trapped and lost . By taki n g away from the center, 1 . dxc3 ? ,
White abandons central control a n d a l l ows Black's bishop t o escape
to e4.
QUESTION: H ow does W h i te wi n ?
ANSWER: White can b reak the patte rn by stepping bac k , 1 . Ke4 ! . Afte r
1 . . . . Ke8 2 . Kf4 Kf8 3 . KeS ! , we a rrive at the original position but with
Black to move . I f B lack conti n ues 3 . . . . Ke8, then 4 . Ke6 takes the
opposition and wi n s ; wh i l e 3 . . . . Kf7 runs i nto 4 . KfS fol l owed by 5 .
Kg6, wi n n i ng t h e h -pawn . Anothe r wi n n i ng variation i s 1 . Kf4 Ke8 2 .
Ke4 Kf8 3 . Ke5 .
The position comes from a fam o u s game between Emanuel Las ker
(Wh ite) and Johann Ba u e r i n Am sterdam 1 889 . Las ker won by fi rst
destroyi ng the cove r in front of B lack's k i n g and then u s i n g the open
k i n gs i d e to th reaten mate with h eavy pi eces .
252 • BRUCE PA N D 0 L F I N I
•• •• ••
·- �· ·· ··
•• •• ••
•. •,1�·· ··
••. �. ·.
•• •• •• ••
, •• •• ••
W: Ka1 (1 )
B: Kc6 Pd4 (2)
Most passed pawns are associated with a set of critical square s . The
outside critical sq u a re i s the one farth est from the defend i n g king and
the refore hardest to p rotect . Usual ly, the most effective approach fo r
the attacki n g k i n g i s to head d i rectly fo r that square .
Val ue of the Pieces The relative wo rth of the pieces and pawns
based on the i r mob i l ity and powe rs , general ly u sed to dete r m i n e who
ben efits when an exchange takes place .
U s i n g the pawn as a com parative u n it, kn i ghts and b i s h ops are wo rth
about th ree pawns each , rooks about five , and q u een s about n i n e .
The k i n g has no exchange val u e , b u t i n the endgame, when it i s most
l i kely to be active, its attack i n g powe r i s wo rth abo ut fo u r pawn s . See
RELATIVE VAL U E S OF THE PIECES.
260
CHESS TH I N KI N G • 261
MOVE .
262
CH ESS TH I N KI NG • 263
W: K h 4 P s g s g4 g 2 h 3 (5)
B: Kc8 Ps a2 g6 (3)
Wal l i ng i n i s a defe n s ive endgame tactic. If you can 't stop an enemy
pawn p romotio n , o r if you ' re s i m ply l o s i n g a pawn race, try to b l ock
you rself u p by "wal l i ng in" you r k i n g so that you have no possi b l e
moves.
White The playe r who m oves fi rst and has the l ight-colored pieces .
Wing Another name fo r FLANK. The q ueen's wi ng con s i sts of the a-,
b-, and c-fi les, and the ki ng's wi ng the f- , g-, and h-fi les .
Win the Exchange To gai n a roo k (worth about five pawn s) for
a m i n o r p iece (worth about th ree pawn s ) .
266 • BRUCE PA N D 0 L F I N I
Won Game A game that with best play s h o u l d end i n vi cto ry.
WRONG COLOR.
268
CHESS TH I NKING • 269
Zeitnot A German word mean i n g "time-tro u b l e , " now u sed fai rly
widely. See TIME PRE S S U R E .
271
272 • BRUCE PA N D O L F I N I
QUESTION: Does W h i te wi n ?
MOVES A N D RU LES
273
274 • Pan d o l fi n i ' s S h o rt Chess Cou rse
l i ke the capital l ette r L . It always cove rs the same d i stance. It can j u m p ove r
friendly and e n e m y u n i t s , as if noth i n g we re in the way. Each move, t h e
k n i g h t m oves t o a s q u a re of t h e opposite color.
THE PAWN : Moves o n e s q u a re stra i g h t a h ead . Each pawn has the option of
adva n c i n g two s q u a res on its fi rst move . Captu res one s q u a re d i agon a l l y
ah ead . Does n o t captu re ve r t i cal ly.
PROMOTION: Paw n s reac h i n g t h e last ran k m u st be changed i nto a q u e e n , roo k ,
b i s hop, o r k n i g h t o f t h e same co l o r. No restrictions (you may h ave two o r
m o re q u e e n s ) .
EN PASSANT: Type of pawn capt u re . I f a pawn i s o n i t s fifth ra n k , and an enemy
pawn o n a n adjacent f i l e advances two s q u a res, the enemy pawn may be
captu red as i f i t had adva n ced o n l y one s q u a re . The opt i o n may be exer
c i sed o n l y on the fi rst opportu n i ty.
CHECK: A d i rect attack to t h e k i n g , a th reat to capt u re it next move .
IF " I N CHECK": A k i n g m u st be taken o u t of c h e c k . It m u st be moved to safety,
t h e check m u st be b l o c ked ( k n i g h t checks ca n't be blocked), or the check
i n g u n i t m u st be capt u red .
CH ECKMATE: W h e n a k i n g can't be taken out of check, the game is ove r by
checkmate. The s i d e givi n g check wi n s .
TO CASTLE: To m ove t h e k i n g a n d a roo k on the same tu rn . I t m u st b e the fi rst
move fo r both pieces. If the i nterve n i n g s q u a res a re em pty, move the k i n g
tw o spaces o n t h e ra n k toward t h e roo k and move the roo k next t o t h e
k i n g on t h e o t h e r s i d e .
YOU CAN'T CASTLE: I f yo u a re i n c h e c k o r cast l i n g i n to c h e c k , or i f yo u r k i n g m u st
pass ove r a s q u a re attacked by the enemy (pas s i n g t h rough check).
DRAWS: T h e re a re five ways to d raw : stal e m ate, ag ree m e n t , th reefo l d repeti -
t i o n , 50- m ove ru l e , and i n s u ff i c i e n t mati n g materi a l .
STALEMATE DRAW: A p l ayer i s sta l e m ated i f not i n check b u t without a l egal move .
AGREEMENT DRAW: O n e p l ayer offe rs a d raw, t h e other accepts .
REPETITION DRAW: T h e p l aye r about to repeat t h e same pos i t i o n for the th i rd
t i m e may c l a i m a d raw by i n d icat i n g the i n tended repet i t i o n . The repet i t i o n
n eed not be o n consecutive moves .
so-MOVE RULE DRAW: If 50 m oves go by without a captu re or pawn move , the
p l aye r making the 50th move may claim a d raw.
INSUFFICIENCY DRAW: If n e i t h e r p l aye r has e n o u g h mate rial to checkmate, the
game i s d rawn . For exa m p l e , k i n g vs. k i n g .
EXCHANGE VALUES: A q u ee n i s wo rth about 9 , a roo k 5 , a b i s h o p 3 , a k n i g h t 3 ,
a n d a pawn 1 .
NOTATION: A way to write d own chess move s . Pi eces are abbrevi ated . K i n g = K,
q u een = Q, roo k = R , b i s h op = B , k n i g h t = N, pawn = P ( i f necessary) . In a l ge
braic notat i o n , s q u a res a re n a m ed by co m b i n i n g a lette r (fo r the file) and
a n u m be r (fo r the ra n k) . T h e fi l es a re lettered a-h , sta r t i n g from W h i te's
l eft . The ra n ks a re n u m be red 1 - 8 , sta r t i n g from Wh ite's s i d e of the board .
Pan d o l fi n i 's S h o r t Chess Cou rse • 275
W h i te's king sta rts o n e1 and B l ack's o n e8. Some other sym b o l s :
check = + , m ate = # , captu re = x , k i n g s i d e castl i n g = 0-0, q u ee n s i d e cas
t l i n g = 0-0-0, good move = ! , bad move = ? . I f both sides sta rted by movi n g
pawns i n fro n t of thei r k i ngs two sq u a res ahead, the moves a re writte n : 1 .
e2-e4 e7-e5 (sometimes a b b revi ated 1 . e4 e5) .
THE CENTER Play fo r i t . Occu py, guard , and i n fl u ence i t . Drive away e n e m y
pieces that control it.
T H E I N ITIATIVE W h i te , havi n g the fi rst move , starts with the i n i t i ative . Be aggres
sive . Don't waste time or move s . Try to attack in ways that b u i l d yo u r gam e .
Co m b i n e defense with cou nterattac k . Do n 't b e afra i d t o gam b i t a pawn for
an ope n i n g attac k , but d o n 't sac rifice without so u n d reaso n s . Don't waste
t i m e captu ri n g wi ng pawns at the expe nse of development.
DEVELOPMENT Use a l l pieces . Move o n l y center pawn s . A i m to deve l o p a d i ffer
ent p i ece o n each t u rn . Move out m i n o r p i eces q u i c k ly. Castl e ea rly. Don't
move the same p i ece repeatedly. Develop with th reats .
CASTLING Prepare to cast l e early i n the gam e , especial ly if the center is open .
Avo i d weaknesses i n front of the castled k i ng. Castl e fo r both defe n s ive
and offe n s ive reas o n s (to safeguard the k i n g and to activate a roo k ) .
PAWNS Move both center pawns o n e o r two squ ares a h ead , p refe rably two .
Make few pawn move s . Bad pawns moves c reate wea k s q u a re s . Don't block
center pawns by movi ng b i shops in front of them . Don't move paw n s i n
front o f the castled ki ng's positi o n . Trade pawns t o avo i d loss of materi a l ,
open l i n e s , or save t i m e .
KNIGHTS Develop k n i g hts towa rd t h e center, the wh i te o n e s to f3 and c3 , t h e
black o n e s t o c 6 a n d f6 . Develop them el sewhere o n l y i f needed o r f o r a
parti c u l a r pu rpose ( e . g . move the KN to h3 to guard f2) . G e n e ral ly m ove at
least one k n i g h t before any b i s h o p s . Avo i d gett i n g k n i ghts p i n ned d i ago
n a l l y by b i shops to the k i n g o r q u ee n , o r on the e-fi l e by rooks to the k i n g .
BISHOPS Place b i s h o p s on o p e n d i ago n a l s . Use t h e m t o g u a rd ce nter s q u a res,
p i n enemy k n ights, o r defe n s ively to b reak pins. Flan k them i f p a r t of a
plan to control s q u a res of o n e color. Avo i d u n n ecessary exchanges for
k n i ghts . Use them to back u p q u ee n and k n i g h t attac ks.
ROOKS Put roo ks o n open fi les (clear of a l l pawns), half-open files (clear of
fri e n d ly pawn s), o r be h i nd adva nced f r i e n d l y paw n s . Do u b l e t h e m , so that
they s u pport each oth e r. Somet i m es deve l o p t h e m by movi ng t h e pawn in
fro n t . Use them to attac k the u n castled enemy king a l o n g t h e e-fi l e and to
pin enemy u n it s . I f feas i b l e , p l ace them on the seve nth ran k .
T H E QUEEN Don't m ove t h e q u ee n too early. Don't m ove it too ofte n . Avo i d
deve l o p i n g i t w h e re i t c a n be attac ked . D o n ' t u se i f i t wea ker u n its wo u l d
s uffi ce . U s e i t t o s e t u p m u l t i p l e attac ks, a l o n e o r i n co m b i nation with oth e r
276 • Pan d o l fi n i ' s S h o r t Chess Cou rse
Amazon 1 . d4 dS 2. Qd3
Baker Defense 1 . e4 a6
Basman Defense 1 . e4 g5
Battambang 1 . Nc3 2 . a3
277
278 • Ope n i ngs I ndex
Bird's Opening 1 . f4
Caro-Kann Defense 1 . e4 c6 2 . d4 dS
Caro-Kann Defense 1 . e4 c6 2 . d4 dS 3 . es
(Advance Variation)
Caro-Kann Defense 1 . e4 c6 2. d4 dS 3. f3
(Fantasy Variation)
Caro-Kann Defense 1 . e4 c6 2. d4 dS 3. N c3 g6
(Gurgenidze Variation)
Charlick-Englund Gambit 1 . d4 eS
Colorado Counter 1 . e4 N c6 2. N f3 fS
Damiano's Defense 1 . e4 eS 2 . N f3 f6
Dory Defense 1 . d4 N f6 2. N f3 e6 3 . e3 N e4
Dunst 1 . Nc3
Dutch Defense 1 . d4 ts
Dutch Defense 1 . f4 dS
(Reversed)
Dz in 1 . d4 Nt6 2. c4 e6 3. Nt3 a6
Elephant Gambit 1 . e4 eS 2 . N f3 dS
English Opening 1 . c4
English Opening 1 . c4 g6 2 . e4 es
(Adorjan Defense)
English Opening 1 . c4 e6 2. N f3 dS 3. g3 c6
(Kurajica Defense)
English Opening 1 . c4 N f6 2. b4
(Orangutan)
English Opening 1 . c4 cs
(Symmetrical Variation)
French Defense 1 . e4 e6
French Defense 1 . e4 e6 2. d4 dS 3. es
(Advance Variation)
Grob see S p i ke
King's Fianchetto 1 . d4 g6
Defense
King's Gambit 1 . e4 es 2. f4
Larsen Attack 1 . b3
Latvian Gambit 1 . e4 eS 2. N f3 fS
Lemming 1 . e4 Na6
Mieses Opening 1 . d3
Modern Defense 1 . e4 g6
Nimzovich Defense 1 . e4 N c6
Owen Defense 1 . e4 b6
Pirc Defense 1 . e4 d6
Polish Defense 1 . d 4 bS
Queen's Gambit 1 . d4 dS 2 . c4
Queen's Gambit 1 . d4 dS 2 . c4 e6 3. N c3 a6
(Janowski Variation)
Queen's Gambit 1 . d4 dS 2 . c4 e6 3. N c3 cs
(Tarrasch Defense)
Reti Opening 1 . N f3 dS
Richter-Veresov Attack 1 . d4 dS 2. N c3
Santasiere's Folly 1 . N f3 dS 2. b4
Saragossa Opening 1 . c3
Scotch Game 1 . e4 es 2. N f3 N c6 3. d4
Sicilian Defense 1 . e4 cs
Sicilian Defense 1 . c4 es
(Reversed)
Sokolsky Opening 1 . b4
Spike 1 . g4
Two Knights Defense see Two Kni ghts Defense (Wi l kes-Barre Variati on)
(Traxler Variation)
LUFT SHOT
MAKE LU FT SH UT-OFF
MYSTERIOUS ROOK MOVE SIMPL I F I CATION
OBSTRUCT SIMPL I FY
OBSTRUCTION SKEWER
OCCUPATION SKEWER CHECK
ON E-MOVER SLOW MOVE
OPPOSITION SMOTH ERED MATE
OUTFLAN KING SOUND
OVERLOAD SPECULATIVE
OVERLOADED SPITE CHECK
OVERWORKED PI ECE SQUARE VACATION
PARRY A CHECK SQUEEZE
PAWN FORK STRATAGEM
PAWN RACE SUCKER PUNCH
PERPETUAL CH ECK SWIMMING
PETITE COMBI NAISON SWI N DLE
PILING ON TACTI CAL F I N ESSE
PIN TACTICIAN
PIN BREAKING TACTI CS
PIN MATE TAKE
PIN OVERLOAD TAKE BACK
POI NTLESS CH ECK TEMPO MOVE
PREVENTING CASTLING TEMPORARY SACRIFICE
PREVENTIVE SACRIFICE THREAT
PROMOTION TIMING
PROTECTION TRADE
PSEUDO SACRIFICE TRANSPOSE
PUTTING THE Q U ESTION TO TH E TRANSPOSITION
BISHOP TRAP
QUEEN FORK TRAPPING
QUEENING TRAPPY MOVE
QUEEN ING A PAWN UNBLOCK
Q U I ET MOVE UNDERM I N I NG
REAR ATTACK UNPIN
RECAPTURE UNSO U N D
REFUTATION USELESS CH ECK
REFUTE VACATE
RELATIVE PI N VACATION
REMOVING TH E DEFENDER WAITING MOVE
REMOVING THE G UARD WALLING I N
REVERSE PIN WASTE A MOVE
ROOK L I FT WIN THE EXCHANGE
ROYAL FORK WINDMILL
SAVING WINDMILL ATTACK
SEESAW WITH CHECK
SELF-BLOCK X-RAY
SELF-PI N X-RAY ATTACK
SETUP CH ECK X-RAY DEFENSE
SHAM SACRIFICE ZUGZWANG
SHISH KEBAB ATTACK ZWISCH ENZUG
D. ADVICE T E CH N IQ U E S
•
299
300 • Advice Tec h n i q u e s
PROPHYLAXIS TECH N I Q U E
REVERSING THE MOVE ORDER T I M E PRESSURE
ROMANTIC TIME TROUBLE
ROOKS BELONG B E H I N D PASSED TIMING
PAWNS TRANSPOSE
ROOKS BELONG ON OPEN FI LES TRI PLE
SCHOOL OF CHESS UNDERDEVELOPED
SIMPLI F I CATION UNDEVELOPED
SIMPLIFY UNN ECESSARY PAWN MOVES
SOUND UNSOUND
SPECU LATIVE USELESS CHECK
SPITE CHECK VIOLATION OF PRINCI PLE
STYLE VISUALIZATION
STYLISTIC WASTI N G TIME
TAKE THE OPPOSITION ZEITNOT
TAKE TOWARDS THE CENTER
E. PEOP L E
•
ANALYST NN
ANT PATZER
ARBITER PAWN AND MOVE
BEG I N N E R PAWN AND TWO MOVES
B O O K PLAYER ODDS
CHESSMASTER HANDICAP
CH I LD PRODIGY PAWN-GRABBER
DUFFER PAWN-SNATCH E R
ELO RATING RABBIT
FISH RANK BEG I N N E R
FISHCAKE RATING
GAMBITEER ROMANTIC
GM SECOND
GRAN DMASTER SITZFLEI SCH
I NTERNATIONAL GRAN DMASTER STYLE
I NTERNATIONAL MASTER THEORETICIAN
I NTU ITIVE PLAYER TITLE
K I BITZER TOU RNAMENT DI RECTOR
KI LLER I NSTINCT WOODPUSHER
MASTER WOODS H I FTER
METHODICAL WOODTH UMPER
NATIONAL MASTER
301
F . GEOGRA P H Y
•
303
G . GAM E VARIATION S
•
305
H. PATTERN S
•
307
I . ADM IN IS T R ATIO N A N D
PARA P H E N A LIA
•
309
J . M OVES R U L E S
•
31 1
K . E NDING S
•
31 3
L. PAWNS
•
315
31 6 • Pawns
I
51 500
[E
Cover design b y Karen Katz Des i g n
A F i reside Book
P u b l i shed by S i mon & Schuster .....
I I
New York
9 780671 795023
· l:J.S. $ 1 5.00
ISBN 0 - 671- 79502 -3 Ca n . $20.00 04951500