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Levels 1-3 are tactics, things computers do perfectly. You should perform these tasks when it is
your turn to move. Level 4 is positional thinking, which you perform when it’s the opponent’s turn
to move. Positional judgment involves tradeoffs, so deciding what to do is more of an art than a
science.
Examples of Threats
• Simple Attacks (For example a pawn move that attacks a knight.)
• Forks (One piece attacking two pieces in different directions. All pieces can fork.)
• Skewers (A bishop, rook, or queen attacks two pieces on the same line. A line is a rank, file,
or diagonal. If the attacked piece moves, the one behind it can be captured.)
• Double Checks (One piece moves with check, while a piece behind it also gives check.)
• Discovered and Double Attacks (Your piece moves, exposing an attack by another one of
your pieces against an opponent’s piece. If the moving piece also makes a threat it is called a
double attack.)
• Pins (A pinned piece can often be successfully attacked by a pawn. It also loses control over
squares it would normally control so those squares can be used by the attacker.)
• Trapped Pieces (Pieces that have nowhere to move when attacked by pawns. Bishops are
often trapped by pawns.)
• Pawn Promotion (Safely getting a pawn through to the eighth rank is a common winning
idea.)
• Overloaded Pieces (A piece may be tied down to guarding more than one square. Moving a
piece to one of those squares forces the defender to give up the defense of the other square.
• Clearance sacrifices. A piece moves, often as a sacrifice, to let another piece occupy its
previous square and create powerful threats.
Opponent’s Plan
Ask yourself, “What does my opponent want to do?” If it is dangerous, stop it.
Piece Placement
Identify your most inactive piece and try to find a better square for it.
• Pieces that can make many moves are stronger than those with fewer choices.
• Pieces that are blocked by your own pawns or pieces are poorly placed.
• Pieces that threaten to capture the opponent’s pieces or pawns are well placed.
King Safety
• If a king lacks pawn cover, or if an attacker has more pieces than the defender in the king’s
vicinity, the king is vulnerable to attack.
• With the center files blocked by pawns a king is often safer in the middle than being castled.
• If one or more of the center files are open, the kings are safer being castled.
• If kings castle on opposite sides, the player whose pawns attack the enemy king fastest
usually wins.
• If the enemy has a queen, or two rooks, keep the king in a safe place.
• When several pieces have been exchanged, the king is usually safe from checkmate and
should be used actively.
General Concepts
• If your opponent has a bad piece, limited in its movements, do not exchange it.
• If your opponent has a piece which can move to many squares or is performing a vital
task, try to trade for it.
• If your opponent has two pieces that need to occupy the same square to be effective,
avoid exchanging them.
• After the opening stage, if your opponent lacks space for his pieces, avoid piece trades.
• The exchange of even one pair of pieces is often enough to relieve a cramped position.