Professional Documents
Culture Documents
Tournament Games
Volume 2
Sam Cicero
Sam Cicero has asserted his right under the Copyright, Designs and Patents
Act, 1988, to be identified as the author of this work.
All rights reserved. No part of this book may be reproduced in any form,
stored in any retrieval system, or transmitted in any form by any means,
electronic, mechanical, photocopy, recording, or otherwise, without prior
written permission of the author.
This book is only licensed for the purchaser’s use. It may not be given away
or resold without the author’s permission. If you wish to share the ebook with
friends, please buy additional copies for their use. This will support my work
on the book.
Cover:
The cover shows a position from the game Pelletier - Gelfand, Zurich Chess
Challenge Blitz, 2017. Gelfand now played 21…Qh2+!!, which leads to mate
in 4.
Dedication
Thinking Techniques
Spotting tactics and checkmates is a basic skill that all good players need.
This skill can be improved by working through puzzle books, and there are
many of these available. The books by Heisman [3] and Nunn [6] are two
good recent examples of such books. The older book by Averbakh [1] is at a
more advanced level, but it is also excellent. Averbakh makes the interesting
observation that the double attack, if broadly defined, is the basis for most
tactical combinations.
Purdy [8] offers a simple thinking aid for spotting combinations, including
checkmates. His concise rule is:
“In any position, present or future, look around for all possible checks, all
jump-checks, and particularly all jump-mates.”
In Purdy’s system, “jump-moves” are moves that would be possible if every
piece could jump over anything in its way and could not be captured. Purdy
gives examples of how to use this rule for improving tactical vision.
Calculating variations accurately is an essential skill, and this is covered in
various books. Kotov’s book [5] is the pioneering text in this area. His book
has been the subject of criticisms and extensions since it was published. The
books by Nunn [7] and Soltis [10] offer more recent advice, while
Hendriks [4] offers a different view of this area.
Symbols
The game scores use standard algebraic notation. The following symbols are
also used.
x capture
+ check
# checkmate
! good move
!! brilliant move
? bad move
?? blunder
1–0 White wins the game
0–1 Black wins the game