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Hand Book - Level 01 - CFSL

Chess Handbook by Chess Federation of Srilanka
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0% found this document useful (0 votes)
1K views103 pages

Hand Book - Level 01 - CFSL

Chess Handbook by Chess Federation of Srilanka
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

National Chess Trainers’ Commission

The Chess Federation of Sri Lanka

HAND BOOK

Level 01

Certificate Program for Chess Trainrs


Contents
CFSL – Trainers’ Commission ................................................................................................................ 5
Symbols .................................................................................................................................................. 6
Introduction............................................................................................................................................. 7
Scope - Mission ................................................................................................................................... 7
Eligibility ............................................................................................................................................ 7
Level one licence requirements ............................................................................................................ 7
Chessboard and the Pieces ....................................................................................................................... 8
Chessboard .......................................................................................................................................... 8
Correct Orientation ........................................................................................................................ 10
Ranks, Files and Diagonals ............................................................................................................ 10
Naming the squares........................................................................................................................ 12
Chess Pieces ...................................................................................................................................... 12
Names and symbols ....................................................................................................................... 12
Movements and capturing .............................................................................................................. 15
Setting up the chessboard ............................................................................................................... 22
Relative values of pieces ................................................................................................................ 23
Special moves ................................................................................................................................ 23
Recording a chess game ................................................................................................................. 26
Check and Checkmate ........................................................................................................................... 29
The role of the King........................................................................................................................... 29
Check ................................................................................................................................................ 29
Checkmate......................................................................................................................................... 31
Some basic checkmate patterns ...................................................................................................... 31
Types of Draws ..................................................................................................................................... 34
1. Stalemate ....................................................................................................................................... 34
2. Three-fold Repetition ..................................................................................................................... 34
3. The Fifty-move rule ....................................................................................................................... 35
4. Insufficient Mating Material (Impossibility of Checkmate)............................................................. 35
5. By Mutual Agreement.................................................................................................................... 35
Most Common Tactical Motifs .............................................................................................................. 36
Double attack/ Fork ........................................................................................................................... 36
Stages of the game................................................................................................................................. 40
Opening Principles ................................................................................................................................ 41
What to do in the opening .................................................................................................................. 41
What not to do in the opening ............................................................................................................ 41
Piece development and time/tempo and the importance of the Center ................................................. 41
King Safety ....................................................................................................................................... 44
Instructive Short Games and Classics .................................................................................................... 45
Basic Knowledge of Major Chess Openings .......................................................................................... 51
Endgame Basics .................................................................................................................................... 55
Checkmating the lone king ................................................................................................................ 55
Checkmate with two Rooks............................................................................................................ 55
Checkmate with the Rook .............................................................................................................. 57
Checkmate with the Queen ............................................................................................................ 59
Pawn Endgames ................................................................................................................................ 61
The active King ............................................................................................................................. 61
Opposition ..................................................................................................................................... 61
Pawn Promotion ............................................................................................................................ 62
Pawn breakthroughs ....................................................................................................................... 64
Basic strategy ........................................................................................................................................ 65
The important role of Pawns .............................................................................................................. 65
Pawn Centers ................................................................................................................................. 65
Pawn Play...................................................................................................................................... 65
Isolated Pawns ............................................................................................................................... 65
Advanced Pawns ........................................................................................................................... 66
Pawn Islands .................................................................................................................................. 66
Backward Pawns ........................................................................................................................... 66
Pawn Storms .................................................................................................................................. 66
Pawn Chains .................................................................................................................................. 67
Doubled Pawns .............................................................................................................................. 67
Passed Pawns................................................................................................................................. 67
Pawn Structure .............................................................................................................................. 68
Pawn breaks .................................................................................................................................. 68
Space Advantage ............................................................................................................................... 68
What is space advantage?............................................................................................................... 68
Guidelines for the side which has the advantage in space ............................................................... 70
Initiative ............................................................................................................................................ 71
Open Files ......................................................................................................................................... 74
Outpost .............................................................................................................................................. 76
Chess clock usage.................................................................................................................................. 79
What is the flag? ............................................................................................................................ 80
How much time is given for a game? ............................................................................................. 80
Tournament Rules ................................................................................................................................. 82
Rules of pairings ................................................................................................................................ 82
Initial Order ................................................................................................................................... 82
Chess clocks ...................................................................................................................................... 83
Other important rules ......................................................................................................................... 83
Touch move ................................................................................................................................... 83
Pawn Promotion ............................................................................................................................ 83
Illegal move ................................................................................................................................... 83
Recording ...................................................................................................................................... 84
Electronic Devices ......................................................................................................................... 84
Basic knowledge of an Arbiter ....................................................................................................... 84
Sri Lankan Chess ................................................................................................................................... 85
History of Sri Lankan Chess .............................................................................................................. 85
Pre-CFSL era ................................................................................................................................. 85
The Inauguration of CFSL in 1972 ................................................................................................. 85
Stars of the 1970s and early 1980s ................................................................................................. 85
Vajira beats Anand twice ............................................................................................................... 86
The late 1980s - a dark era ............................................................................................................. 86
The 1990s - a new hope ................................................................................................................. 86
21st century ................................................................................................................................... 86
The structure of National Chess Competitions (National cycle) .......................................................... 87
Sri Lanka National Novices Chess Championship .......................................................................... 87
Sri Lanka Nationals Major Division (Open/Women’s) Chess Championship .................................. 87
National B (Open/Women’s) Chess Championship ........................................................................ 87
Sri Lanka National A (Open/Women’s) Chess Championship ........................................................ 87
National Champions .......................................................................................................................... 88
The importance of playing CFSL events ............................................................................................ 90
Chess Beyond The 64 Squares ............................................................................................................... 92
History of chess ................................................................................................................................. 92
FIDE (International Chess Federation) ............................................................................................... 92
The role of FIDE ........................................................................................................................... 92
FIDE Presidents ............................................................................................................................. 93
FIDE titles ..................................................................................................................................... 93
The World Champions and other notable players ............................................................................... 95
Trainer’s Role ....................................................................................................................................... 99
How to set goals and improve performance level? .............................................................................. 99
How goals increase performance levels .............................................................................................. 99
The risk level with challenging goals ............................................................................................... 100
So how to avoid setting these unnecessarily challenging goals? ........................................................ 100
How to Motivate your student? ........................................................................................................ 101
Types of reinforcement ................................................................................................................ 101
How to handle parents?.................................................................................................................... 101
Be unbiased ..................................................................................................................................... 101
CFSL – Trainers’ Commission
Rajeendra Kalugampitiya
Chairman – CFSL Trainers’ Commission

Chess is the most fast growing sport in Sri Lanka, succeeding in coming a long way especially in the last
two decades. Chess is an art which helps kids to improve logical power as well as to find their underlying,
inner strengths. Since it’s becoming more and more popular each day, we have been faced with the great
issue of providing the right knowledge to the budding chess society, a must if we were to create future
champions. Without a strong basic foundation, it is hard to develop as a long term player. This is the main
concern in developing a license program to the chess trainers in the island.
Under the leadership of Mr.Ransith Fernando who led the CFSL Trainers Commission earlier, we made the
first steps of developing a proper course sketch for level one. With the support of my colleagues of the new
trainers’ commission, our first target was to complete the course material for the first level. I would like
thank all of my team who have done a great job with their utmost sacrifices and efforts in making this
successful.
We hope this title will boost the importance of trainers’ positions in the country. License’ are necessary to
keep up the level of the trainers. Even though we have acquired a plan and materials to improve the level
of trainers, we need the support from all of the District associations, the Sri Lanka Schools Chess
Association and of course, all the trainers in the island to implement the system correctly and effectively.
I hope, you all will work hard to put a solid foundation to the Sri Lankan chess future.

CFSL Trainers’ Commission

Fide Master Rajeendra Kalugampitiya – Chairman


Mr.Vidura Koggala – Secretary
Mr.Dulan Edirisinghe – Councilor
Mr.Marlon Fernando - Councilor
International Master Romesh Weerawardane - Councilor
Dr.Lasitha Herath – Member
Mr.Nuwan Liyanage - Member
Mr.Gayan Pieris - Member
Mr.Lalantha Mudalige - Member
Mr.Sanjeewa Anuradha - Member
Symbols
+ check
++ double check
# checkmate
!! brilliant move
! good move
!? interesting move
?! dubious move
? bad move
?? blunder
+– White is winning
= equal position
∞ unclear position
–+ Black is winning
1-0 the game ends in a win for White
½-½ the game ends in a draw
0-1 the game ends in a win for Black
○ White to play
● Black to play
Introduction
Scope - Mission
As a progressive step towards developing the standard of chess in our country, the Chess Federation of Sri
Lanka have decided to take necessary steps to improve the professional standards of the trainers islandwide.

As per the recommendation of the Chess Coaching Commission, workshops will be held around the country
to educate the emerging chess trainers and to give them an opportunity to obtain a proper licence.

The whole process is intended as a mutually beneficial exercise. The Chess Federation will use this project
as a tool to regulate and to streamline the chess coaching process while creating a chess culture where even
the grassroots-level chess trainers get a much-needed opportunity to improve their professional credentials.

Eligibility
Trainers who do not have a FIDE rating and those who have not participated in a FIDE Trainer
Seminar/workshop previously.

Level one licence requirements

1. The applicant must participate in a seminar for level one chess trainers, conducted by the trainers’
commission of the CFSL.

2. The applicant must score the given pass mark of the level one trainers exam which will be held
after each seminar.

3. The applicant must provide solid proof of at least 06 months working experience as a chess
trainer. You can submit a work experience confirmation letter either from a school, a
registered academy or any other institution acceptable to CFSL. The decision as to the validity
of such proof, however, will always remain with the coaching commission and the CFSL.
Chessboard and the Pieces
What is expected of you
● To possess a comprehensive knowledge about gameplay basics.
● The ability to explain the basics with clarity.

Chessboard
A board with 8 squares for 1 side.
Total (8x8) 64 squares of alternate White (light colour) and Black (dark colour).

Players sit facing each other.

White side
1st to 4th Ranks
Black side
5th to 8th Rank

King side
e to h files

Queen side
a to d files
Center
The region of d4, d5 e4 and e5 squares is called the center.

Correct Orientation
Right hand corner squares of the players (White’s h1 and Black’s a8) should be white (light colour).

Ranks, Files and Diagonals


Ranks
The Squares that go sideways
1st to 8th: 8 Ranks.

5th Rank
Files
up and down Squares.
a to h : 8 files

d File

Diagonals
Same colour squares in (45 degrees to vertical) inclined to Files/ Ranks.

Dark Squared Diagonals


eg: a3 to c1 Diagonal

Light Squared Diagonals


eg: a4 to e8 Diagonal
Long Diagonals:
A1 to h8 Diagonal and h1 to a8 Diagonal

Short Diagonals:
a2 b1 diagonal, a7 b8 diagonal, g1 h2 diagonal and g8 h7 diagonal
Naming the squares
1st file name (simple letter) then Rank name (number)
<File name><Rank name>

e4

Chess Pieces

Names and symbols


6 Different Types of Pieces and Symbols

King K
Queen Q

Rook R
Bishop B

Knight N
Pawn

There are 32 pieces in a pieces set; 16 white and 16 Black pieces.


1 King, 1 Queen, 2 Rooks, 2 Bishops, 2 Knights and 8 pawns for 1 side.

Movements and capturing


6 types of pieces have its own ways of movements and capturing.
Movements and capturing are different only for the pawns.
Only Knight can jump over the same colour or opposite colour pieces.
Pieces cannot capture the same colour piece.
Rook
The Rook is a long range Piece.
Rook moves/ captures along the Files and Ranks.

Move Capture

Moves by Rook

Moves/captures by Rook
Bishop
The Bishop is a long range Piece.
The Bishop moves/captures only on Diagonals which consist of the same colour Squares.

Moves by Bishop

Moves/ captures by Bishop


Queen
Queen moves/ captures on Files, Ranks and Diagonals.
The Queen does what the Rook or Bishop does.
Queen is the most powerful piece.

Moves by Queen

Moves/ captures by Queen


King
King moves/ captures only one square at a time.
King is the most important Piece in a Chess game.
(Note: We learn more about King in the next chapter)

Moves/ Captures by King

Knight
The Knight always alternates jumping from a light to a dark Square and then again dark to light Square
and so on.
It jumps in a small L-shape (2 squares along a File and 1 on Rank or 2 squares along the Rank and 1 on
File).

Moves by Knight

are used to show the ‘L’ shapes. Knight moves on to squares.


Captures by Knight

Pawns
White pawns are setup on the 2 nd Rank and Black pawns are setup on 7th Rank at the beginning of a Chess
game.

Pawns move straight ahead, one Square at a time. However, a Pawn can move forward two Squares one
time from its initial position. In other words, if a Pawn is still in its starting position, you can choose to
move it one or two Squares up. Once it has moved (one or two Squares), that Pawn can only advance one
Square at a time after that.
Moves by pawns

None of these Pawns can move! Pawns, however, unlike other Chess Pieces, capture differently than the
way they move. Pawns move forward but capture diagonally.
Here White Pawn can cut the black pawn.
Pawns are the only Pieces which do not move backwards! That means that white Pawns start on the
second Rank of the Chessboard and head towards the eighth Rank, while black Pawns start on the seventh
Rank and will try to get to the other end, the first Rank.
Once a Pawn reaches the last Rank, it can become any Piece except the King. However, it cannot remain
a Pawn. It must become same colour another Piece such as Queen, Rook, Bishop, or Knight.

4 moves to promote the Pawn promotes

Setting up the chessboard

The starting position of the chess game is given below.


Initially White Queen on d1 White (light colour) square and Black Queen on d8 Black square (dark colour).

Starting position of a Chess Game


Relative values of pieces
Queen =9
Rook =5
Bishop =3
Knight =3
Pawn =1
King =infinite

Special moves

Castling
You may Castle to either the Kingside or the Queenside of the Chessboard.

Kingside Castling (Short Castling)

Before the castling

After White castling


After Black castling
The Notation for Castling to the Kingside is 0-0

Queenside Castling (Long Castling)

After White Castling

After Black castling


The Notation for Castling toward the Queenside is 0-0-0.

Permanent Restrictions for Castling


You can no longer Castle at all in the present game:
a. If the King has moved, even if it later returned to its starting position on e1 (or e8 for Black).
b. After whichever Rook has already moved, you cannot Castle to that side, even if it later returned to its
starting position on a1/h1 (or a8/h8 for Black). However, you are still free to Castle to the side on which
your Rook made no moves yet.

Temporary Restrictions for Castling


You may Castle later within that same game provided that circumstances have changed:
a. While you are in Check.
b. The Square where your King would land is under attack by an enemy Piece – this would be to move into
a Check.
c. Your King would have to cross a Square that is being attacked.

Enpassant

An En Passant opportunity occurs when a pawn advances two squares from its starting position (from c2
to c4 in this case) and lands up next to an enemy pawn.
In this situation Black has the special onetime option to capture the white Pawn just as if the pawn had
moved up only one square from c2 to c3.
Black can move the pawn from d4 to c3, behind the white pawn at c4 and remove White’s pawn from the
Chessboard!

However, it is important to remember that you only have this option immediately after a pawn moves two
squares from its initial position. If you don’t capture it straight away using En Passant, you lose that right.
Also, you may never capture by En Passant if the pawn moved up only one square.

Recording a chess game


Recording a game means writing down each and every move that is made in the game in a standard and a
universal system. It allows to make databases of nearly almost all the tournament games played around the
world. That is essential for the development of the game and also allows players to review the history of
the game’s development to date. In chess competitions, all players are required to record all the moves of
both players in order to resolve disputes about whether a player has made an illegal move and what the
position should now be after an accidental displacement of one or more pieces.

The standard recording system is called the Algebraic system and it’s described here.
Each piece is indicated by an abbreviation. In the English language it is the first letter, a capital letter, of
its name. Example: K=king, Q=queen, R=rook, B=bishop, N=knight. (N is used for a knight, in order to
avoid ambiguity.)

Pawns are not indicated by their first letter, but are recognised by the absence of such a letter.
Examples: e5, d4, a5.

Each move of a piece is indicated by


A. The first letter of the name of the piece in question and
B. The square of arrival. There is no hyphen between A and B..
○ Examples: Be5, Nf3, Rd1.
In the case of pawns, only the square of arrival is indicated.
○ Examples: e5, d4, a5.

When a piece makes a capture, an x may be inserted between a) the first letter of the name of the piece
in question and b) the square of arrival.
Examples: Bxe5, Nxf3, Rxd1.

When a pawn makes a capture, the file of departure must be indicated, then an x may be inserted, then
the square of arrival. Examples: dxe5, gxf3, axb5. In the case of an ‘en passant’ capture, ‘e.p.’ may be
appended to the notation. Example: exd6 e.p.

If two identical pieces can move to the same square, the piece that is moved is indicated as follows:

1. If both pieces are on the same rank: by


a) the first letter of the name of the piece,
b) the file of departure, and
c) the square of arrival.

2. If both pieces are on the same file: by


a) the first letter of the name of the piece,
b) the rank of the square of departure, and
c) the square of arrival.

If the pieces are on different ranks and files, method 1) is preferred.


Examples:
● There are two knights, on the squares g1 and e1, and one of them moves to the square f3: either
Ngf3 or Nef3, as the case may be.
● There are two knights, on the squares g5 and g1, and one of them moves to the square f3: either
N5f3 or N1f3, as the case may be.
● There are two knights, on the squares h2 and d4, and one of them moves to the square f3: either
Nhf3 or Ndf3, as the case may be.
● If a capture takes place on the square f3, the previous the notations of the previous examples are
still applicable, but an x may be inserted:
○ 1) either Ngxf3 or Nexf3,
○ 2) either N5xf3 or N1xf3,
○ 3) either Nhxf3 or Ndxf3, as the case may be.

In the case of the promotion of a pawn, the actual pawn move is indicated, followed immediately by the
abbreviation of the new piece. Examples: d8Q, exf8N, b1B, g1R.

The offer of a draw shall be marked as (=).

Some essential abbreviations


● 0-0 = kingside castling
● 0-0-0 = queenside castling
● x = captures
● + = check
● # = checkmate
● e.p. = captures ‘en passant’

In the course of play each player is required to record his own moves and those of his opponent in the
correct manner, move after move, as clearly and legibly as possible, in the algebraic notation (Appendix
E), on the ‘scoresheet’ prescribed for the competition.
Check and Checkmate
What is expected of you
● To have a comprehensive knowledge about the concepts of check and checkmate.
● To do your own research about checkmate patterns and expand your knowledge.

The role of the King


King is the most important Piece in a Chess game. You can lose any Piece during a game and the game will
still continue. But if you were to lose your King, it would be game over.
Therefore, it is most important to make sure that your King is safe at all times. It also King can never be
moved to a Square where your King could be captured by any of your opponent’s Pieces.
Two Kings can never move right next to each other.

Check
The king is said to be 'in check' if it is attacked by one or more of the opponent's pieces, even if such pieces
are constrained from moving to the square occupied by the king because they would then leave or place
their own king in check.
When there is a check, there are only 3 possible responses.
1. Cutting the checking Piece
2. Interposing the checking direction
3. Moving the King

Eg: In the following Diagram Black’s turn. There is a check from White Rook.

Black can cut the d7 Rook (Checking Piece) from e8 Bishop (the best move) or Black can interpose the
check by moving Knight to d6 or Moving thre King to c or e file (c4, c5, c6, e4, e5, e6).
2nd option (Interposing the checking direction) is not possible for Knight checks.
Checkmate
If no legal move to save the King When there is a check, it is checkmate- game over.
In other words, when there is a check, if checking piece cannot be captured or checking direction cannot
be interposed or no legal move for King, ends the game-checkmate.

Some basic checkmate patterns

Back Rank Checkmate


The Back Rank Mate happens when a king is trapped behind it’s own pawn shield and gets mated by a rook
or queen:

Diagram above: White plays 1.Rd8# The black king is trapped on the back rank, behind his own pawn
shield, hence the name “Back Rank Mate”. This proves that your own pieces can sometimes work against
you!
Lawnmower Mate
The Lawnmower Mate is an easy checkmate typically performed by a queen and rook (or just two rooks).
The two pieces work together to push the enemy king to the side of the board. Since it is a very
common checkmate pattern, it is one of the first checkmate methods that a beginner should learn.

Diagram above: 1.Ra8# The Lawnmower Mate is named after the alternating advance of the 2 rooks that
push the enemy king all the way to the edge of the board. It is because of this “rolling” action that the
pattern is sometimes referred to as the Rook Roller’s Mate.

Lolli’s Mate
Lolli’s Mate is a common checkmate pattern performed by the cooperation between a queen and pawn,
typically against a castled king:

Diagram above: White plays 1.Qg7# The pawn defends the queen. This pattern is fairly common. Once
the queen arrives on h6 it is often impossible to defend against the mate threat.
This pattern is named after Giambattista Lolli, an Italian chess player from the 18th century.
Smothered Mate
Smothered Mate is only possible if the enemy king is completely surrounded by his own pieces. This pattern
also features the unique jumping ability of the knight:

Diagram above: 1.Nf7# This simplified position demonstrates Smothered Mate. Note how the black king
is completely surrounded by his own pieces.
Types of Draws
What is expected of you
● To have a very clear understanding of the situations a game of chess can end in a draw.
● To understand the correct etiquette to offer/claim a draw during a game.

1. Stalemate
If the player whose turn it is to move has no legal move but is not in check, this is called a stalemate and
the game ends as a draw. This tends to happen mostly in the games of beginners.

Examples (consider it’s black’s turn to move in all diagrams)

2. Three-fold Repetition
The game is a draw if the same position has appeared or about to appear at least three times during the
game. However, a player must claim it for the draw to happen.

● The repeated positions need not occur in succession.


● The Intervening moves do not have to be the same.
● Both the players must have the same set of legal moves available in all three positions. (This is due
to Castling and En passant rights)
● The claim must be made either before making the move which will produce the third repetition (by
writing the intended move on the scoresheet and notifying the arbiter) or after the opponent has
made a move producing a third repetition.
● After a five-fold repetition, the arbiter can declare the game draw even without a claim.

3. The Fifty-move rule


If no capture has been made and no pawn has been moved for fifty consecutive moves a draw can be
claimed. The purpose of this rule is to prevent a player with no chance of winning from continuing to play
indefinitely. The 50th move must not be a checkmate.

This situation generally happens


● In the games of beginners where one player lacks the knowledge to deliver a checkmate against the
lone king.
● In the “Rook+Bishop vs Rook endgame” or similar situations where one player is pressing for a
win hoping for a mistake from the opponent.
● Once again, a draw claim must be made. However, the arbiter can intervene and declare the game
drawn after seventy five moves.

4. Insufficient Mating Material (Impossibility of Checkmate)


When neither player can give checkmate by any series of legal moves, the game is drawn. Some of the
common examples are

● King vs King
● King + Bishop vs King
● King + Knight vs King

5. By Mutual Agreement
A player may offer a draw to his opponent. If the opponent accepts, the game is declared a draw. However,
the rules of a competition may specify that players cannot agree to a draw (until after a certain number of
moves), without the consent of the arbiter.

When offering a draw, it is recommended to make your move and then to make the offer just before pressing
the clock. This way, the opponent can make a decision in his own time. If your opponent makes his next
move without saying anything, it is considered as an implied rejection of your offer.
Most Common Tactical Motifs
What is expected of you
● To have sufficient knowledge about common tactical themes.
● To have the ability to identify the simple tactical patterns that occur in student’s games.
● To learn/teach the role pattern recognition plays in chess.

In chess, a tactic refers to a sequence of moves that limits the opponent's options and may result in tangible
gain. Its importance is emphasized by the famous saying “chess is 90% tactics”, which has been attributed
to many chess masters from Teichmann to Capablanca

Following are some of the common tactical motifs.

Double attack/ Fork


This is when a move of a single piece generates two attacks at the same time.

Here in this example, the white pawn after the last move (d4), threatens to capture both the black knight
and the bishop. Black can only save one piece and the other piece can be captured by white in the next
move.

Similarly, a double attack can involve the opposing king and another piece.
Here the white knight checks the black king and at the same time attacks the black queen. When the king
is moved, white can capture the black queen next move.

Sometimes the attack may involve more than two pieces.

Moving the knight to f6 will result in a “family fork”.

Pin
A pin occurs when an attacked piece can’t move since doing so would expose another, more valuable,
target. Because of its limited (or no) mobility, you can often find a way to take advantage of a pinned piece.
In this example from the famous “opera game”, the black rook on d7 is ‘pinned’ by the white bishop. It
cannot be moved legally as it exposes the black king to a check. At the same time the black knight is also
pinned, as its movement will expose the black queen to white bishop. However, moving the knight is not
illegal but disadvantageous.

Skewer

In this position white has given a check. Once the black king moves, white queen can capture the black
queen. Skewers are related to pins, but they aren’t the same. In the case of a skewer the higher-valued piece
is first in the line of attack. Moving the skewered piece will expose a lower-valued piece (or target) behind
it.

Discovered attack
A discovered attack occurs when moving a piece reveals a strong threat from a piece hiding behind it. The
power of a discovered attack often lies in the fact that you can use it to set up a double attack.
Here, white bishop can move to h7 giving a check. This exposes the black queen to be captured by the white
rook while the black king has to get out of the check.
Stages of the game
What is expected of you
● To have the ability to recognize the different phases and moments of transition during a chess game.
● To understand the necessity of studying/teaching all three stages in relation to each other.

A chess game is arbitrarily divided into three stages.

The opening is the first part of the game where the players try to fight for the centre control, develop the
pieces and bring the kings to safety by castling.

By going through millions of past games, and analysis it’s well established which moves are good and
which moves are bad in the opening and according to the sequence of moves they are given names. All
these correct ways of playing the opening moves is called theory, and by going through theory from books
or chess databases, players can find out what moves are to play and what not to play with the ideas behind
each and every move.

Even though the above principles are better to be followed, in many popular openings these are not always
followed. Likewise, sometimes games can end in the opening itself without getting into even the
middlegame!

After the opening comes the middlegame. In the middlegame the players try to manoeuvre the pieces trying
to attack the opponent while defending himself and this stage can last for many moves with most of the
events happening during this stage.

The endgame is where there are not many pieces left on the board. Whatever the advantages a player has
obtained during the course of the game has to be converted to a victory in this part of the game.

However, it’s sometimes impossible to tell when the opening ended and the middlegame began or when
the middlegame ended and the endgame began, but it’s important to know this concept for improving one’s
chess playing strength.
Opening Principles
What is expected of you
● To have a comprehensive knowledge about fundamentals of opening play.
● To start the journey towards learning opening theory.

For learning purposes, we divide a Chess game mainly into three parts. They are Opening game, Middle
game and Endgame. In this chapter, we are going to talk about general concepts and ideas to understand
the Opening game.

For the beginners, it is more important to learn the basics ideas of Opening play very well. Generally, there
are few important principles we must follow in the opening in order to achieve general What is expected of
you.

What to do in the opening


● Control the center using pawns.
● Develop your pieces rapidly. First develop minor pieces and then major pieces.
● Keep your king in a safe position.
● Try to develop your pieces to the most active squares.
● While improving your pieces try to develop them without any disturbance to other pieces.

What not to do in the opening


● Do not play so many pawn moves without any proper idea or plan.
● Do not play the same pieces twice without good reason.
● Do not bring your king to the center.
● Do not play moves without a plan or idea.

Piece development and time/tempo and the importance of the Center


If we have a strong army, the fight is an easy job. At the beginning of the game both the players have forces
of equal strength. The only advantage white has is time because white gets to move first.

So, to create strong soldiers we should improve their positions and try to put them on better squares. Then
they can do their maximum to help us create different types of advantages.
Rapid development of pieces play a huge role in the opening. In Chess history we see a lot of excellent
examples from Paul Morphy’s games. Here, we mention a couple games which can be used to teach the
importance of time and development.
Morphy, Paul - Duke Brunswick/Count Isouar,Karl
Paris, 1858

1.e4 e5 2.Nf3 d6 3.d4 Bg4 4.dxe5 Bxf3 5.Qxf3 dxe5 6.Bc4 Nf6 7.Qb3 Qe7

In this position white decided to concentrate on rapid development of his pieces rather than grabbing the
pawn on b7 which would have led to an exchange of queens after 8.Qxb7 Qb4+.

8.Nc3 c6 9.Bg5! b5

10.Nxb5! cxb5 11.Bxb5+ Nbd7 12.0-0-0 Rd8 13.Rxd7! 13...Rxd7 14.Rd1 Qe6 15.Bxd7+ Nxd7
16.Qb8+! Nxb8 17.Rd8# 1-0

Game 2
Tal,M - Tringov,G
Amsterdam Interzonal, 1964

1. e4 g6 2. d4 Bg7 3. Nc3 d6 4. Nf3 c6 5. Bg5 Qb6 6. Qd2 Qxb2

Tal doesn't care about the pawn and just continues development. In fact, modern opening theory is full of
similar cases, where the b2-pawn is sacrificed for the sake of rapid development.

7. Rb1 Qa3 8. Bc4 Qa5 9. O-O e6 10. Rfe1 a6 (Ne7 11.Bxe7 Kxe7 12.Nd5+) 11. Bf4! attacking weak
points in the enemy camp is a key method when exploiting a lead in development

11...e5? 12. dxe5 dxe5 13. Qd6 Qxc3 14. Red1 Nd7
15. Bxf7+ Kxf7 16. Ng5+ Ke8 17. Qe6+ 1-0
King Safety
The safety of the king is the most important prerequisite in the game of chess. Therefore we should always
keep our king in a safe position to avoid mating ideas. In the opening we generally castle and keep the king
behind the shield of three pawns. We can learn about the importance of King safety by understanding what
happens to the unsafe king.

Nezhmetdinov,R - Chistiakov,A
Kharkov, 1956

1. e4 e6 2. d4 d5 3. Nc3 Nf6 4. Bg5 Bb4 5. e5 h6 6. Bd2 Nfd7 7. Qg4 Bf8 8. Nf3 c5 9. Nb5 g6 10. Bd3
Rg8 11. c4 cxd4 12. cxd5 Nc5 13. Qxd4 exd5 14. Nd6+ Bxd6 15. exd6 Qxd6 16. O-O Nxd3 17. Qxd3
Nc6 18. Rfe1+ Be6 19. Nd4 g5 20. Rac1 Kd7 21. Nf5 Qf8 22. Qb5 Rc8 23. Qxb7+ Rc7 24. Qb5 a6 25.
Qd3 Qb8 26. Nxh6 Rg6 27.Nxf7 Bxf7 28. Qf5+ Kd8 29. Rxc6 Rcxc6 30. Ba5+ Qc7 31. Qxf7 1-0
Instructive Short Games and Classics
What is expected of you
● To learn about early traps/pitfalls and how to avoid them.
● Discussing the practical side of tactical themes.
● Reinforcing what to do/what not to do in the opening phase of the game.

Game Themes/additional points to discuss

1 Fool’s Mate ● Quickest possible checkmate


● Unnecessary pawn moves in the opening
1.g4 e5 2.f3 Qh4# ● f7(f2) weakness

2 Scholar’s Mate ● f7(f2) weakness


● Pros and cons of developing of the Queen
1.e4 e5 2.Qh5 Nc6 3.Bc4 Nf6?? (g6 is early
better) ● Methods of defending the Scholar’s Mate

4.Qxf7#

3 1.e4 e5 2.Qh5 g6?? (Nc6 is better) ● Double attacks


3.Qxe5+ Qe7 4.Qxh8 +- ● Early traps/pitfalls

4 1.e4 e5 2.d4 exd4 3.Qxd4 Nc6 4.Qe3 ● Pros and cons of developing of the Queen
Nf6 5.Bc4 Ne5 6.Bb3 Bb4+ 7.c3 Bc5 early
8.Qg3 (8.Qxc5 Nd3+) 8...Bxf2+ ● Knight forks
9.Kxf2 (9.Qxf2 Nd3+) 9...Nxe4+ +- ● f7(f2) weakness

5 1.e4 e5 2.Nf3 Nf6 3.Nxe5 Nxe4 (d6 is ● The dangers of “copycat” chess
better) 4.Qe2 Nf6 ● Discovered checks
● The vulnerability of the king in the centre
5.Nc6+ +-

6 1.e4 e5 2.d4 exd4 3.c3 dxc3 4.Bc4 ● Gambits


cxb2 5.Bxb2 Bb4+ 6.Nc3 Nf6 7.Nge2 ● The importance of quick development
Nxe4 8.O-O Nxc3 9.Nxc3 Bxc3 ● The dangers of pawn-grabbing in the opening
10.Bxc3 O-O 11.Qg4 g6 12.Qd4 Nc6
13.Qg7#

7 Legall’s Mate ● The concept of a Sacrifice


● The concept of a combination
1.e4 e5 2.Nf3 d6 3.Bc4 Bg4 4.Nc3 h6 ● The vulnerability of the king in the centre
5.Nxe5 Bxd1 6.Bxf7+ Ke7 7.Nd5# ● Unnecessary pawn moves in the opening
(4...h6).
● Had black played a normal development
move like 4...Nc6 or 4...Nf6, would the same
sacrifice have been successful?

8 The Opera Game ● Classic Game (Morphy - Duke Karl/ Count


Isouard)
1.e4 e5 2.Nf3 d6 3.d4 Bg4 4.dxe5 Bxf3 ● One of the most instructive games ever
5.Qxf3 dxe5 6.Bc4 Nf6 7.Qb3 Qe7 ● The importance of quick development
8.Nc3 c6 9.Bg5 b5 10.Nxb5 cxb5 ● Keeping the initiative without grabbing
11.Bxb5+ Nbd7 12.O-O-O Rd8 pawns
13.Rxd7 Rxd7 14.Rd1 Qe6 15.Bxd7+ ● Attacking pinned pieces
Nxd7 ● Bringing rooks to the game
● Using open files

16.Qb8+ Nxb8 17.Rd8#

9 1.e4 e5 2.Nf3 Nf6 3.Bc4 Nxe4 4.Nc3 ● The importance of quick development
Nxc3 5.dxc3 d6 6.O-O Bg4 7.Nxe5 ● The dangers of pawn-grabbing in the opening
Bxd1 8.Bxf7+ Ke7 9.Bg5# ● Gambits/sacrificing pawns for quick
development

10 1.e4 e5 2.Nf3 Nc6 3.Bc4 Nd4 4.Nxe5? ● Opening traps


(Nxd4 is better) Qg5 5.Nxf7 Qxg2 ● Smothered Mate
6.Rf1 Qxe4+ 7.Be2 Nf3#

11 1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5 4.c3 Nf6 ● Controlling the centre with pawns
5.d4 exd4 6.cxd4 Bb6 7.e5 Ng4 8.h3
Nh6 9.d5 Ne7 10.d6 Ng6 11.Bg5 f6
12.exf6 gxf6 13.Qe2+ Kf8 14.Bxh6#

12 1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4 Bxc6 ● Attacking the castled king


dxc6 5.O-O Bg4 6.h3 h5 7.hxg4 hxg4 ● Sacrifices to open lines to attack the enemy
8.Nxe5 Qh4 9.f3 g3 10.Ng4 (or any) king
Qh1#

13 1.e4 e5 2.Nf3 Nc6 3.Bb5 a6 4.Ba4 d6 ● Minor pieces getting trapped in the opening
5.d4 b5 6.Bb3 Nxd4 7.Nxd4 exd4
8.Qxd4 c5 9.Qd5 Be6 10.Qc6+ Bd7
11. Qd5 c4 +-

14 1. e4 c5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 ● Minor pieces getting trapped in the opening
b5 5. Bb3 c4 +-

15 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 ● f7(f2) weakness


Nc6 5.Nc3 Nf6 6.Bc4 g6 7.Nxc6 bxc6 ● Typical combination involving the f7)f2
8.e5 dxe5 9.Bxf7+ Kxf7 10.Qxd8 +- square

16 1.e4 c5 2.c3 d5 3.exd5 Qxd5 4.d4 Nc6 ● Removing the guard


5.Nf3 Bg4 6.Be2 cxd4 7.cxd4 Bxf3
8.Bxf3 Qxd4 9.Bxc6+ bxc6 10.Qxd4
+-

17 1.e4 c5 2. Nf3 d6 3. c3 Nf6 4. Be2 ● Beware of traps in the opening


Nxe4 5. Qa4+ Bd7 6.Qxe4 +- ● Double Attack

18 1. e4 d6 2. d4 g6 3. Nc3 Bg7 4. f4 c6 5. ● Pros and cons of developing of the Queen


Be3 Qb6 6. a3 Qxb2 7. Na4 +- early
● The dangers of pawn-grabbing in the opening

19 1.e4 d6 2.d4 g6 3.Nf3 Bg7 4.Bc4 Nd7 ● Typical combination involving the f7)f2
5.Bxf7+ Kxf7 6.Ng5+ Ke8 7.Ne6 square
● Disadvantages of cramped positions

20 1.e4 e6 2.d4 d5 3.e5 c5 4.c3 Nc6 5.Nf3 ● Discovered checks


Qb6 6.Bd3 cxd4 7.cxd4 Nxd4 8.Nxd4 ● Opening traps
Qxd4
9.Bb5+ +-

21 1. e4 c6 2. d4 d5 3. Nc3 dxe4 4. Nxe4 ● Smothered Mate


Nd7 5. Qe2 Ngf6 6. Nd6#

22 1.e4 c6 2.d4 d5 3.Nc3 dxe4 4.Nxe4 ● Classic Game (Reti - Tartakower 1910)
Nf6 5.Qd3 e5 6.dxe5 Qa5+ 7.Bd2 ● Sacrificial combination
Qxe5 8.O-O-O Nxe4 ● Double check

9.Qd8+ Kxd8 10.Bg5+ Kc7 (10...Ke8


11. Rd8#) 11.Bd8#

23 1.d4 Nf6 2.Nd2 e5 3.dxe5 Ng4 4.h3 ● f7(f2) weakness


Ne3 5.fxe3 Qh4+ ● Careless development (2.Nd2) punished

24 1.d4 d5 2.c4 dxc4 3.e3 b5 4.a4 c6 ● Queen’s Gambit


5.axb5 cxb5 6.Qf3 Nc6 7.Qxc6+ Bd7 ● The dangers of pawn-grabbing in the opening
8.Qf3 +-
25 1.d4 d5 2.c4 e6 3.Nc3 Nf6 4.Bg5 Nbd7 ● Opening traps
5.cxd5 exd5 6.Nxd5 Nxd5 7.Bxd8
Bb4+ 8.Qd2 Bxd2+ 9.Kxd2 Kxd8 -+

26 1.d4 f5 2.Bg5 h6 3.Bh4 g5 4.Bg3 f4 ● f7(f2) weakness


5.e3 h5 6.Bd3 Rh6 7.Qxh5+ Rxh5 8. ● The dangers of moving the f-pawn before
Bg6# castling
Basic Knowledge of Major Chess Openings
What is expected of you
● To be able to identify main chess openings.
● Initial step towards being able to create an opening repertoire for students.

The opening is a very important phase of the game. The primary objective of the opening is to reach a
familiar middlegame position which is more comfortable to manage. Having a good knowledge of opening
theory helps you achieve this goal.

Ruy Lopez
1. e4 e5
(Also known as 2. Nf3 Nc6
Spanish Game) 3. Bb5

1. e4 e5
2. Nf3 Nc6
1.e4 Openings 3. Bc4
Italian Game

1. e4 e5
2. Nf3 Nc6
Scotch Opening 3. d4
1. e4 e5
2. Nf3 Nf6
Petroff Defence

Black’s main
defences to
1.e4
(Other than
1...e5)
Sicilian Defence 1. e4 c5

French Defence 1. e4 e6

Caro-Kann Defence 1. e4 c6
Pirc / Modern
1. e4 d6/g6
Defence

Scandinavian
1. e4 d5
Defence

1. d4 d5
Queen’s Gambit
2. c4

1.d4 Openings

1. d4 d5
London System
2. Nf3/Bf4
Indian Defences 1. d4 Nf6

Dutch Defence 1. d4 f5

English Opening 1. c4

Flank
Openings

Reti Opening
1. Nf3
King’s Indian Attack
Endgame Basics
What is expected of you
● To move on from basic checkmates to the next level of endgame play.
● To know all the important concepts regarding pawn endgames.

Checkmating the lone king

Checkmate with two Rooks


1. If one rook defends an entire file then the opposing king can’t cross it.

2. We need to use the other rook to control the next file.


3. Now using the above two steps we can force the king to the edge of the board one step at a
time until we deliver the checkmate.

4. This mate also works by forcing the king to the first or last rank.
Checkmate with the Rook
1. Use your rook to put the opposing king in a box.

2. Bring your king towards the rook to protect it.


3. If it's possible to shrink the box with the rook each turn, do it. If not, move the king closer to
the opposing king.

4. Once the opponent's king is on the edge of the board checkmate by using the rook with your
king covering the escape squares.
Checkmate with the Queen
1. Place your queen one knight move away from the opposing king.

2. Copy each king move with your queen to stay one knight move away.
3. When the opposing king reaches the edge of the board move the queen to the 2nd rank or
file from the edge to keep the king stuck there. Make sure to give the king at least two
squares to move, so that there's no stalemate.

4. Bring your king close to the opposing king to set up an assisted checkmate.

 It is not possible to checkmate a lone king with king and Knight or king and Bishop. This is
because both knight and bishop control only one colored square at a time.
Pawn Endgames
Pawn endings are very concrete – even the tiniest change in the position generally alters the shape and
outcome of the struggle.

Many pawn endings are clearly defined tempo-battles. In these endgames, speed is everything: which pawn
will queen first, will the king come in time to stop the passed pawn or get to the other side of the board in
time.

The active King


King activity is the most important factor in the evaluation of position in a pawn endgame. Well, not just
in pawn endgames – in any endgame. But in pawn endgames, where there are no other pieces on the board,
this is perhaps an especially important factor.

Opposition
Opposition is the state of two kings standing on the same file with one square separating them (“close”
opposition; three or five squares between is called ‘distant” opposition); the opposition may be vertical,
horizontal, or diagonal.

“Close” Opposition
“Distant” opposition

Pawn Promotion
Training position - 1

This is a theoretical draw. Black moves his king backwards and forwards in front of the pawn until the
white king advances to the sixth rank. Black then moves his king opposite White’s king to get the close
opposition.

If white to play; 1.Ke5 Ke8 2.Kd6 Kd8 3.e7+ Ke8 4.Ke6 stalemate.

If black to play; 1...Ke8 2.Kd6 Kd8 3.e7+ Ke8 4.Ke6 stalemate.


Training position - 2

If it is white to move, Black has the opposition, and therefore he can prevent the promotion of the pawn.

1.Ke3 Ke5 2.d4+ Kd5 3.Kd3 Kd6 4.Kc4 Kc6 5.d5+ Kd6 6.Kd4 Kd7 7.Kc5 Kc7 8.d6+ Kd7 9.Kd5 Kd8
10.Kc6 Kc8 11.d7+ Kd8 12.Kd6 Stalemate.

But if it is Black to move, white has the opposition, which enables him to squeeze out his opponent from
the area in front of the pawn, and promote it:

1...Kc5 2.Ke4 Kd6 3.Kd4 Kc6 4.Ke5 Kd7 5.Kd5 Kc7 6.d3 Kd7 7.d4 Kc7 8.Ke6 Kd8 9.Kd6 Kc8 10.Ke7
Kc7 11.d5 Kc8 12.d6 Kb7 13.d7 Kc7 14.d8=Q+ White wins.

Training position - 3

Since Black can only oppose the white king on the promotion rank, he loses because the subsequent pawn
move causes a change in the possession of the opposition:

1.Ke6 Ke8 2.d6 Kd8 3.d7 Kc7 4.Ke7 Kc6 5.d8=Q


The rule of the square
The rule of the Square is used to determine whether or not a passed pawn can queen when it is not supported
by its own king and the enemy king is chasing it.

Imagine a square having for one of its sides the path from the pawn to its queening square. If the king stands
within the square of the passed pawn, or can reach it on his move, he can stop it; otherwise, the pawn will
queen.

Black to move gets inside the square and draws (1…Kg4 or 1…Kg3 ). If it's White’s move, then after 1.b4
the side of the new square becomes the f-file, which Black’s king cannot reach in time.
If the pawn stood on b2, then because the pawn can move two squares, the square should still be constructed
from the b3-square.

Pawn breakthroughs
A breakthrough occurs when one or more pawns are sacrificed in order to create a passed pawn and promote
it.

.
White to move wins by 1.b6! cxb6 2.a6! bxa6 3.c6. Black to move has only one way to parry the threatened
breakthrough: by 1… b6! ( both 1… a6? 2.c6! and 1… c6? 2.a6! are bad).
Basic strategy
What is expected of you
● To have a clear knowledge of elementary aspects of chess strategy, especially about the role of
pawns.
● Understanding the connection between these aspects and the process of planning.

The important role of Pawns

Pawn Centers
The pawn center determines the character and the resulting plans for the ensuing battle. A strong and well-
supported pawn center confers a positional advantage on its owner. Control of the center usually means
domination of the board. A weak pawn center is a major disadvantage.

Pawn Play
One of the most important skills to possess in chess is to be able to execute effective pawn play. Pawns are
used to control the board because they are less valuable than the pieces. Pieces help, but pawns are better
suited for it. Unless there is adequate compensation, the loss of a single pawn can be decisive.

One of the basic roles of pawns is to form a barrier behind which the pieces can safely maneuver. The more
space there is behind the barrier, the more freedom there is for the pieces to maneuver. Avoid putting your
pieces in front of your pawns. By placing your pieces in front of the pawns, you block your pawns from
forming this barrier.

Don’t make pawn moves where you are weaker. Also, do not make pawn moves on the side of the board
where your opponent has the initiative.

Isolated Pawns
The isolani is one of the most important middle game structures in chess.

EVALUATION: Deciding whether an isolated pawn is a positive or a negative feature is not always easy.
Theorists disagree about whether it is intrinsically strong or weak. Its strengths or weaknesses cannot even
be considered without considering other factors (such as the initiative and development). As a static feature,
it is a weakness and the pawn will eventually be captured by the opponent. On the other hand, if the isolated
pawn is passed (especially if it is a center pawn beyond the fourth rank), it can be good (even strong). If a-
and h-pawns are isolated, they are not serious problems because the squares in front of them are not as
important as the squares in front of pawns closer to the center.

An isolated pawn cannot be protected by another pawn (because its neighboring pawns are gone), so they
must be defended by pieces. As a result, they are more expensive to protect (than if they could be protected
by pawns). However, the most critical weakness of an isolated pawn is that the square in front of it cannot
be attacked by a pawn. That gives the opponent a safe place to put a piece.

Advanced Pawns
A pawn that is capable of advancing is generally better than one that cannot advance. Likewise, it is
advantageous to have a center in which you have the only advanced pawn. An advanced pawn on the fifth
or sixth rank, if properly protected, will drive a wedge through the enemy’s position. Such a wedge can
disrupt the opponent’s ability to transfer his pieces from one side of the board to the other.

An advanced pawn also imparts a space advantage to its holder. Generally, a pawn increases in value as it
advances. A pawn that is not at risk of being captured gains about 50% in value for every rank it gets to
beyond the third rank. At that rate, a pawn on the sixth rank would be worth about the same as a bishop and
one on the seventh would be worth about a rook.

Pawn Islands
The more “pawn islands” (Capablanca’s name for the clusters of connected pawns or little pawn chains)
you have, the weaker your pawn structure is. The reason is that, for every pawn island that you have, there
is at least one pawn that is not guarded by another pawn. Therefore, the fewer pawn islands you have the
stronger the structure is. Fewer pawn islands give you more flexibility and more mutual pawn protection.

This has the most relevance in the endgame where the relative number of pawn islands is always important
and sometimes even decides the game.

Backward Pawns
A backward pawn is widely recognized as a potentially serious pawn weakness and you should avoid
creating one unless you get adequate dynamic or static compensation for it.

The pawn itself is vulnerable, it has lost some of its mobility, and the square in front of it is a potential hole
for the favorable placement of an enemy piece. A pawn is only backward if it is on a semi-open file and
does not have a friendly pawn beside or behind it, and it cannot advance. If the pawn can safely advance
before it becomes fixed, or the opponent cannot open the file for a frontal attack, the structural defect can
be tolerable.

Pawn Storms
A pawn storm (also called a pawn roller or pawn avalanche) is standard procedure when the players have
castled on opposite wings, but even when both players have castled on the same side, it can also be an
effective strategy if the center is closed.

It is risky to advance your kingside pawns because your king can become vulnerable to an attack emanating
from the center. However, if the center is closed, a pawn storm can be effective.
If you have a great positional superiority, such as control of the center or a central space advantage and
superior development, a pawn storm can be successful. It is important to be able to bring a larger force to
bear on the opponent’s king than he can bring together to defend. In fact, it is a violation of principle to
move pawns on the side of the board where the opponent has an advantage in force.

The point of the pawn storm is to create weaknesses in the opponent’s position and to open lines of attack
for the pieces. An alternative reason might be to promote a pawn.

Pawn Chains
The best pawn chains have their bases furthest back (as near to its original square as possible). The
advantage increases as the pawn chain extends further forward. The more forward the base, though, the
more susceptible it is to attack and the weaker the chain then becomes.
It is important to maintain the head of the pawn chain, but, unless there is a reason to go after the head pawn
directly, the base of the chain is usually the target. It is not always necessary to win the base pawn. Making
it move or exchanging it will weaken the chain.

Doubled Pawns
There is no clear-cut rule as to whether a doubled pawn is a weakness. Even when the doubled pawn is
clearly weak, exploiting the weakness can be difficult.

The doubled pawn can be weak if you have to guard it with pieces or if the doubling creates a means of
penetration for the enemy king in the endgame. It can be weak if the doubling cripples a pawn majority that
could have produced a passed pawn. The reason doubled pawns are weak is that they cannot defend each
other and the front pawn cannot be defended from behind by a rook or a queen. The weaknesses are the
worst when the pawns are fixed. Doubled pawns in front of the king’s position that uncover the king are
obviously bad.

Passed Pawns
A passed pawn is one that can advance to the promotion square without opposition (blocking or capturing)
from any of the opponent’s pawns along the way. The unstoppable threat to promote a pawn is the theme
of most decisive games. Queening a pawn is one of the strongest moves in the game.

An advanced passed pawn is either extremely strong or extremely weak and that strength or weakness
increases as it advances. The main question, then, when thinking about advancing, is whether the advance
will strengthen or weaken the pawn. The maxim is, “Passed pawns must be pushed.” Another maxim is,
“Rooks belong behind passed pawns.”

In the endgame, the king is the typical provider of support. The king can dislodge a blockader if it is a rook,
bishop or knight. If successful, the piece must retreat, which allows further advance of the pawn. The
strength of a passed pawn increases as the number of pieces on the board decreases. Each time a piece is
exchanged there is potentially one less piece to stop the pawn. Major pieces are poor blockaders. Therefore,
if you have a passed pawn, it is normally a good idea to exchange as many minor pieces as you can. Even
a few exchanges can seriously help your chances of a promotion.

Pawn Structure
The basic character of the whole game is determined mostly by the pawn formation. Pawn structure is the
skeleton of chess positions. The understanding of pawn structures has increased over the past 65 years more
than almost any other aspect of the game. As time goes by, theorists are discovering more and more
positions in which pawn structure is more important than even development, especially when development
is restricted by rules like “move a piece only once in the opening.”

In spite of the fact that there are hundreds of openings, there are only about a dozen basic underlying
opening pawn structures, and it pays to become familiar with as many as you can. They can all emerge out
of many openings. The handling of pawn structures separates the strong players from the weak players.

Pawn breaks
Pawn breaks are what opens lines and determines which side controls the open lines. The player with the
most levers, or potential pawn breaks, has the advantage of deciding when and where the open lines will
be.

Try to get your pieces on their best squares before making a pawn break.

Space Advantage

What is space advantage?


Having more space optically is not the same as having a space advantage. This is one of the things that
tends to confuse some people. A space advantage occurs when pawns are taking important squares from
the opponent’s pieces.
No space advantage
White has much more space, but because of the lack of minor pieces (not that rooks would change anything)
the position is a simple fortress. If we were to add seven pieces to this position, Black would no longer have
a fortress - at least not if white is to move.

White has a space advantage

White to play
1.Nxg6! fxg6 2. Bxg6! hxg6 3.h7 and White wins. The inability of Black to defend the weakness on h7
illustrates to great extent what space advantage is all about.
(Obviously this is an absurd example and if Black were to move, he would save the game with 1…Nxh6)

Michael Stean’s classic “Simple Chess” (originally published in 1978) has one of the clearest explanations
for the space advantage.

“Space is not an easily definable or recognizable concept. The visual impression you obtain by glancing at
a position and estimating who seems to have the lion’s share can be misleading. Any given pawn structure
has certain capacity for accommodating pieces efficiently. Exceed this capacity and the pieces get in each
other’s way, and so reduce their mutual activity. This problem of overpopulation is easy to sense when
playing a position – it ‘feels’ cramped. ‘’

Let’s compare the following positions.


A: White has a space advantage B: No space advantage

They do, of course represent the same position, but with two pairs of minor pieces less in the second case.

In diagram A Black pieces are terribly congested. There is no way he is ever going to be allowed to play
…b5, while alternative methods of seeking some breathing space by (after due preparation) …e6 or …f5
would compromise his pawn structure considerably. White on the other hand can build up an eventual e5
at leisure, safe in the knowledge that so long as he avoids any piece exchange, his adversary will never be
able to free his game.

Diagram B is quite a contrast. The size of Black’s forces here is well within his position’s ‘capacity’. As a
result there are no spatial problems at all and Black can very quickly seize the initiative by … a6 and …b5,
or even by …b5 as a Pawn sacrifice, e.g. 1…b5 2. cxb5 a6 3.bxa6 Rxa6 with tremendous pressure.
We see from this pair of positions that Black’s structure is very good, but his capacity is small. Visually
White has a spatial advantage in both cases, but in the second, the eye flatters to deceive. In fact, white is
grossly overextended. A vast empire requires an army of equal proportions to defend it.

The side which has an advantage in space can position its pieces better and regroup them more easily. The
side that has less space often has a problem doing that: it has too few good squares available for too many
pieces.

Guidelines for the side which has the advantage in space


1. Avoid any unnecessary exchanges of pieces, because such exchanges provide more space for the
opposing side’s remaining pieces.
2. Carefully prepare to open a file, so as to penetrate with your major pieces.
3. Try to prepare a pawn advance, in order to drive the opposing pieces even further back.
4. If the situation permits, you may try to maneuver against two weaknesses. Better lines of
communication play an important part in this.
5. It is important to think prophylactically and to prevent any attempts by your opponent to free
himself.
Initiative
Initiative is the attack. It is having the ball. It is the capacity to initiate dynamic operations. It is having the
overall control of events.

Having the initiative enables you to set the course of the game, to pursue your own plan. Having it is
normally a sign of who is in control of the game. With it, you can attack, while putting your opponent on
the defensive (which diverts him from starting a counterattack). With the initiative, deep calculation is often
not needed. By attacking your opponent's pieces and creating threats on each move, you can often create a
dangerous attack effortlessly.

When there is an imbalance in material, having the initiative can be decisive. When you have the initiative,
you are in charge; it is difficult for your opponent to develop a strategy when you are deciding the course
of the game.

Having the initiative with the pieces in the middle game is a better advantage than having the healthier
pawn structure. With the initiative, if there are complications, you are the more likely to come out on top.
If you create enough problems for your opponent, he will probably start making serious mistakes because
of time constraints.

White starts with the initiative because he has the first move. In the middle game, when you have opposite-
colored bishops, it is essential to get the initiative and put your opponent on the defensive. If your opponent
plays passively or there is a material imbalance, you should seize the initiative. If the game gets complicated
and there are a lot of checks and captures, it is generally right to make a check, capture, or even a threat, to
get or to keep the initiative. The former World Champion Alexander Alekhine claimed that a strong player
would always prefer to have an advantage with material equality and the initiative, rather than to having a
material advantage in a passive position.

Let's check the following game in order to understand this concept with a simple touch.

Magnus Carlsen- Alexander Grischuk


XXVI Super GM Linares ESP - 2009

1. e4 c5 2. Nf3 d6 3. d4 cxd4 4. Nxd4 Nf6 5. Nc3 a6 6. Be2 e6 7. O-O Be7 8. a4 Nc6 9. Be3 O-O 10. f4
Qc7 11. Kh1 Re8 12. Bf3 Bf8 13. Qd2 Rb8 14. Qf2 e5

It’s all theory up to this moment.

15. fxe5

This was a novelty for me as I couldn’t find any games with this move at that time. (15. Nde2 exf4 16. Bb6
Qe7 17. Nxf4 Be6 18.Rad1 g6 19. Qd2 Ne5 20. Be2 Rbc8 21. Bf2 h6 22. h3 Rc6 23. Bh4 g5 24. Nxe6
Qxe625. Bg3 Nc4 26. Qd4 Bg7 27. Bxc4 Rxc4 28. Qxd6 Qxd6 {1/2-1/2 Adams,M (2741)-Anand,V
(2786)/Linares 2005/CBM 106})
15…dxe5 16. Nb3 Nb4

This is the move for black in the normal set up. However, with this move, black hands over a strong
initiative to white. Carlsen was talented enough to walk away with the point.

White to play
It’s your task to find a move for white. That is, if you are white how would you continue?

17. Ba7!

(17. Bb6 {This was the common answer, but with Ba7 white drives black's rook back again. So Ba7 is much
better than the immediate Bb6} Qe7)

17...Ra8 18. Bb6 Qe7

White to play

Now again how can white maintain his advantage?


19. Rad1!

Sometimes we have to maintain the attack in a quiet way. Here white improves his rook's value by placing
it on an open file. With this move white completes his development and this rook move provides energy
through the d-file in case white gets a passed pawn.

19…Be6

Black connects his rooks.

20. Nd5

But again white enjoys his initiative advantage. The response is forced.

20…Bxd5 21. exd5 e4

For the first time black starts to attack, but white can answer this with a positive move. When you are
fighting for the initiative you should not let your opponent execute his own plans. You should force him to
respond to you always, for only then can you control the position. So you have to make threats all the time.

22. d6! Here we go!

22…Qe6 23. Nc5

Look how white is developing his pieces and making threats. He is consistently forcing black to react.

23…Qf5 24. Be2 Qxf2 25. Rxf2 Nbd5

This is a critical moment of the game. After a few exchanges both players are getting ready for the ending.
Black’s idea is to release the pressure on b7. Initiative-maintaining means in other words maintaining the
pressure.

26.a5! Yes, with this move white forces Rb8 on black and renders his rook passive.

26…Nxb6 27. axb6 Rab8

Now the simplification part. Once you are done with the middle game, if you can go to the ending with a
plus you should do so.
White to play

28. Rxf6! A surprise for Grischuk.

29…gxf6 29. Nd7 f5 30. c4 No need to play Nf6+ or Nxb8. The threat is still there and therefore there’s no
need to release the pressure. It’s better to build up the position.

30…a5 31. c5 Bg7 32. Nxb8 Rxb8

Now it’s a clear winning ending for white. But Carlsen didn’t give a single chance to his opponent. With
every move he tied up Grischuk by creating threats all over the board.

When you have the initiative, try to keep it with you. You have to keep developing threats to keep your
opponent constantly under pressure.

33. Ba6! Bf6 34. Bxb7 Rxb7 35. c6 Rxb6 36. Rc1! (36. c7?! If white is in a hurry to play c7 it would be
disastrous due to Rc6! - +) 36...Bxb2 37. d7 1–0

In a tournament game if a player can grab the initiative and maintain it until the end of game he/she is more
or less guaranteed the point. Most of the kids like to launch attacks but they don’t have any idea how to
maintain that attack.

Open Files
The reason for occupying and controlling an open file is generally to get your rooks out from behind the
pawns so they can exert their power. Specifically, the goal is to penetrate into the opponent’s position and
gain access to, and occupy, the seventh or eighth rank with a rook. From there they can attack weak pawns
and set up a mating attack.

Opening a file for your rooks is especially important if you and your opponent have castled on opposite
sides.
If there is only one open file, it is usually advantageous to control it. It is a big positional plus, often they
are the most important features in the position and they can easily decide the game. The first player in an
open position to control an open central file will generally get the initiative.

Before making exchanges, which will open a file, it is always wise to ask what advantages this will give
us. If none, then it is better to put off the exchange until further preparations have been made. This simplest
way is to begin by doubling the rooks.

To gain control of an open file, get control of its back square. Rooks belong on open files. Double-up your
major pieces on the file. To successfully control a file, there must be a square (usually on the seventh or
eighth rank) on which you can enter the enemy position. If this support point is defended by enemy pieces,
remove them by exchanging or driving them away; otherwise, the value of the open file is significantly
reduced.
If you have a queen and a rook doubled on an open file in a mating attack, especially on either the a or the
h file, it is usually best to have the rook (or rooks) in front of the queen. This is because you can use the
queen, with its added diagonal ability, to cover the king’s flight squares. Furthermore, the rook in the front
makes it easier to harass the opponent’s pieces.

Black to play

1...Re8! The rook should occupy the open file.


2.Qd2 Qe5 Doubling on the open e-file.
3.Qf4 Qc3 Black has an advantage now.
White to play

1.Ba6! Controlling the entry square c8.


1… Bxa6 2.Qxa6 Rxc1 3.Rxc1 Qa8 4.Bd6 Rd8 5.e5 Bg7 6.Rc7! Invading the 7th rank. White has a
winning advantage.

Outpost
“Outpost” is a weak square in our opponent’s position that offers an ideal place to put our pieces. If we
have secure control of such a square (preferably by means of a pawn), we can post a piece on it. Minor
pieces (especially knights) are best suited to this task. The most valuable squares for outposts lie deep in
the opposing half of the board, mainly on the 06th (or 3rd) rank.

You should reinforce and occupy your outposts. More than one outpost can often be a decisive advantage.
The best outposts to have are in the center or near the opponent’s king.

An advanced outpost can be the foundation for an attack. From an outpost, a piece controls important
squares and confines enemy pieces and pawns. Having an outpost can help to force a penetration along a
file in order to occupy the seventh rank. A backward pawn can cease to be a weakness if it is blocked by a
piece on an outpost in front of it. The initial benefit from an outpost is the control of nearby squares. The
long-term benefits are tactical.

Occupying an outpost is such a strong position advantage that usually you can make the decision to establish
a piece on an outpost purely based on general principles, without calculation. You just need to be sure that
it cannot be attacked by a piece and be exchanged, especially if you would be forced to recapture with a
pawn (which would then seal the hole)
d5 is an outpost

There are few basic conditions for a square to qualify as an outpost.

● It must be near enemy territory.


● It must be safe from an attack by a pawn.
● It must be protected – it must have an anchor; the anchor should be a pawn.
● It must be subject to effective occupation, preferably by a knight.

What do you have to do when there is an outpost?

Many players think they must put a knight to the outpost at first. It is not correct. Whenever you find a weak
square it is important to remove the defenders first. That applies here as well. When there is an outpost,
first remove the defenders to gain more control over that square. Then you may occupy the square with one
of your pieces.

Polugaevsky – Donner (1966)

White to play
What do you play here? Most of the players prefer 1.Nd5? straightaway. But it is fundamentally wrong to
put your knight in an outpost before removing the defenders first.

1.Bxf6! removing the defender.

1….Bxf6 2.Bd5 Once again white is following the basic outpost-related strategy to get the maximum out
of the weak d5 square.

2….. Bxd5 3.Nxd5 Bh4 4.Qf3 0–0 5.0–0–0 Rc8 6.Kb1 Nd7 7.Nf1 Bg5 8.h4 Bh6 9.Nh2 Nb6 10.Ng4 Nxd5
11.Rxd5! Whenever you have the chance, it is better to recapture with the piece and keep the outpost
available. White has a strong central control thanks to the outpost on d5 and which led him to the victory
in the latter part of the game.
Chess clock usage
What is expected of you
● To know about the role of the chess clock.
● To teach your students about the effective use of time.
● To understand different technicalities concerning different time controls and game modes.

In the very early days of chess, there were no time limits and players and spectators alike complained about
the length of chess matches. In that era, average games lasted for more than 9 hours to a maximum of more
than 14 hours. In the late 1800s, time limits were established and the chess timers and clocks were invented.
At the early stages hourglasses were used, and it took many years to develop the ordinary analog clocks
with a flag. Digital clocks were developed in the 1970s, and Fischer chess clocks were first introduced in
1992. Currently all international events use digital clocks and analog clocks will soon become a thing in
the past.

What is a chess clock and how is it used


According to the FIDE rules, a ‘Chess clock’ means a clock with two time displays, connected to each other
in such a way that only one of them can run at one time.

During the game each player, after completing his move on the chessboard, should ‘press’ his side of the
clock. This stops the running of his clock and starts his opponent’s clock. If a player does not complete the
prescribed number of moves/complete the game in the allotted time, ie. when the flag falls, the game is lost
by that player.

A player must be allowed to stop his clock after making his move, even after the opponent has made his
next move. The player’s move is not considered to have been completed until he has done so, unless the
move that was made ends the game.

The time between making the move on the chessboard and pressing the clock is regarded as part of the time
allotted to the player.
What is the flag?

Analog chess clock Digital chess clock

In the analog clock, ‘flag’ is suspended above the 3rd minute before 12 o’clock. As a player runs out of
time, the flag becomes elevated with the second hand until it falls at the end of time. So a fallen flag indicates
the player has reached the end of his time and the game is over.

Newer digital clocks show 0:00 when the time is over and indicates a flag like icon on the clock.

How much time is given for a game?


This can vary according to tournament regulations.

Time per game can be allocated according to various methods.

1. Sudden death method


This is the simplest methodology. Each player is assigned a fixed amount of time for the whole
game. If a player's main time expires, they generally lose the game. Time may range from 90-120
minutes for a classical game to 20-30 minutes for a rapid game and 1-5 minutes for a blitz game.

2. Over time method


Here the game time is separated into more than one timeframes. During the first part of the game,
a fixed number of moves have to be completed in the allocated time. Once that number of moves
are completed, additional time is added for both players to play the rest of moves until the game
ends.

For example, in many past tournament events 90 minutes were given to complete the first 40 moves,
and afterwards 30 more minutes were added for the rest of the game.

3. Increment methods
This was first suggested by the former world champion Bobby Fischer, and now this is the most
widely used method.
In this, a specified amount of time is added to the players main time after each move.

For example, a player is given 90 minutes for the whole game with an addition of 30 seconds per
each move. This leaves a player to have at least 30 seconds to play each move. Say, if the player
has only 1 second left in the clock after the last move, he gets 30 more seconds once the clock is
pressed, leaving 31 seconds to play the next move. But once the clock reaches 0:00, there won’t be
further addition of time.

4. Combined methods
Current FIDE standard time control is a combination of the above two and uses 90minutes for 40
moves and 30 minutes for the rest of the game with 30s addition per each move starting from move
1.
Tournament Rules
What is expected of you
● To gain a basic knowledge about how pairing works in tournaments.
● Discuss the correct interpretation of certain important rules which generally lead to disputes in
tournament conditions.
● Understanding the role of the arbiter.

Rules of pairings
Swiss manager software is currently used for all chess tournaments. This makes it easy and quick to pair
players.

In chess, the pairing rules also try to ensure that each player plays an equal or nearly equal number of games
with white and black, alternate colors in each round being the most preferable.

The pairing system used for a FIDE rated tournament shall be either one of the published FIDE Swiss
Systems.

Initial Order
1. Before the start of the tournament, a measure of the player’s strength is assigned to each player.
The strength is usually represented by rating lists of the players. If one rating list is available for all
participating players, then this rating list should be used. It is advisable to check all ratings supplied
by players. If no reliable rating is known for a player, the arbiters should make an estimation of it
as accurately as possible.

2. Before the first round the players are ranked in order of, respectively

a. Strength (rating)
b. FIDE-title (GM-IM- WGM-FM-WIM-CM-WFM-WCM-no title)
c. Alphabetically (unless it has been previously stated that this criterion has been replaced by
another one)

3. This ranking is used to determine the pairing numbers; the highest one gets #1 etc. If, for any
reason, the data used to determine the rankings were not correct, they can be adjusted at any time.
The pairing numbers may be reassigned accordingly to the corrections. No modification of a pairing
number is allowed after the fourth round has been paired.
Chess clocks
Each time display has a ‘Flag-fall’ sign, it means the expiration of the allotted time for a player.

A player must be allowed to stop his clock after making his move, even after the opponent has made his
next move. The time between making the move on the chessboard and pressing the clock is regarded as
part of the time allotted to the player.

1. A player must press his clock with the same hand with which he made his move. It is forbidden
for a player to keep his finger on the clock or to ‘hover’ over it.
2. The players must handle the chess clock properly. It is forbidden to press it forcibly, to pick it up,
to press the clock before moving or to knock it over.
3. Only the player whose clock is running is allowed to adjust the pieces.
4. A player may stop the chess clock only in order to seek the arbiter’s assistance.
5. Even if one’s flag has fallen, the game is drawn if the position is such that the opponent cannot
checkmate the player’s king by any possible series of legal moves.

Other important rules

Touch move

Only the player having the move may adjust one or more pieces on their squares, provided that he first
expresses his intention (for example by saying I “adjust”).

If a player has not said “I adjust” or something similar before touching a piece and touching the piece is not
accidental, the touched piece must be moved. For example, if a player touches one piece and states he meant
to touch another is not considered as accidental.

Pawn Promotion
The act of promotion may be performed in various ways:

● The pawn does not have to be placed on the square of arrival,


● removing the pawn and putting the new piece on the square of promotion may occur in any order.
● If an opponent’s piece stands on the square of promotion, it must be captured.

Illegal move

● If a player presses the clock without making a move, it shall be considered as an illegal move
● If a player uses two hands to make a single move (for example in case of castling, capturing or
promotion) and pressed the clock, it shall be considered as an illegal move.
Recording

● It is forbidden to write the moves in advance, unless the player is claiming a draw.
● At the conclusion of the game both players shall sign both score sheets, indicating the result of the
game. Even if incorrect, this result shall stand, unless the arbiter decides otherwise.

Electronic Devices
● During a game, a player is forbidden to have any electronic device not specifically approved by the
arbiter in the playing venue.

● However, the regulations of an event may allow such devices to be stored in a player’s bag,
provided the device is completely switched off. This bag must be placed as agreed with the arbiter.
Both players are forbidden to use this bag without permission of the arbiter.

● The regulations about electronic devices are now very strict. No mobile phone is allowed in the
playing venue and it makes no difference if it is switched on or off. If a mobile phone (even
switched off) is found with a player, his game is immediately lost and the opponent shall win.

Basic knowledge of an Arbiter


The Arbiters are the link between the organizer and the players of a tournament. The arbiters, not only
have to supervise the games ensuring the Laws of Chess are followed, but also to ensure the best conditions
for the players who should not be disturbed and will be able to play without any difficulties. Therefore,
arbiters have to take care of the playing area, the equipment, the environment and the whole playing venue.

An arbiter should have a basic knowledge of the following.

● The nature and what is expected of you of the game of chess.


● The moves of the pieces and act of moving the pieces.
● The Chess clock and recording of the moves.
● Irregularities.
● The drawn game.
● The conduct of the players.
● The role of the Arbiter.
Sri Lankan Chess
What is expected of you
● Getting to know about various important aspects of Sri Lankan chess and the role of the Chess
Federation of Sri Lanka.
● To have a clear idea about the structure of CFSL tournaments and the value of playing in them.

History of Sri Lankan Chess


Here are some of the milestones of Sri Lankan chess everyone should know about.

Pre-CFSL era
There is evidence as to a proper organizational structure and competitive tournaments even before the
inauguration of the Chess Federation of Sri Lanka. The Ceylon Open in 1959 won by B W. Atkinson is the
earliest such tournament we could find in available archives.

The Ceylon Open and the Premier (former guise of the National Championship) was held regularly in the
1960s. Christopher Parakrama and G A S Dissanayake were the most dominant players of that era.

The Inauguration of CFSL in 1972


In the year 1972, there was a worldwide chess craze due to the exploits of Robert Fischer who single
handedly took on Soviet chess dominance. The famous Fischer - Spassky match in 1972 created an
unprecedented wave of popularity for the game in the western world. This gave rise to the idea of creating
an official body to govern the game and the Chess Federation of Sri Lanka was formed in 1972.

Stars of the 1970s and early 1980s


Christopher Parakrama became the first National Champion in a championship held under the authority
of the CFSL. The Women’s National championship started in 1979, with Anoja Seneviratne claiming the
first title. In 1976, R J D Ferdinands became the first and so far the only player to win the Nationals with a
perfect score (10/10).

The late 1970s so the emergence of several talented schoolboys including the famous Aturupane brothers.
Harsha Aturupane won his first title as a 16-year-old schoolboy in 1977 and went on to become a Fide
Master with a peak rating of 2435. Harinlal Aturupane still holds the record for most national titles with
seven. Along with the USA-based Sunil Weeramantry, the stepfather of Hikaru Nakamura and a
prominent coach in the United States, he too obtained the M title. Chandana Goonatilleke, a two-time
National Champion, was the first Sri Lankan to get an international rating.

In the early 1980s two stalwarts of Sri Lankan chess, Luxman Wijesuriya and T D R Peiris, came onto
the scene. In terms of longevity and consistency, no one could rival the efforts of Luxman whose stellar
National career spanned a remarkable 26 years from 1983-2009. He won two titles (1996 and 2000) and a
countless number of podium finishes. Peiris won the first of his four titles in 1980 and the last one in 2004!,
a testament to his passion and ability.

During this era, Suneetha Wijesuriya dominated women’s chess. She finished with an amazing nine
national titles spread over the period of 1980-1997. Amarangi De Silva with four titles was her main
challenger during that time. Later Vineetha Wijesuriya matched the amazing title haul of her older sister,
in a career that spanned from 1989-2008.

Vajira beats Anand twice


In 1984 and 1985, Vajira Perera managed to shock the future World Champion twice in Asian Junior
Tournaments. Anand’s eventual ascent to the top of the world of chess offers a tantalizing view as to what
might have been, had the conditions prevailed in the country at the time happened to be more helpful for
the development of the game.

The late 1980s - a dark era


The late 80s was a dark era for the country, and the game of chess suffered as well. Competitive tournaments
became non-existent, resulting in most of the leading players giving up the game or migrating. Wijesuriya
siblings and T D R Peiris remained the only top players who made the transition to the next era.

The 1990s - a new hope


Wijesuriya siblings and T D R Peiris remained the only top players who made the transition to the next era.
The silver lining came in the form of a gold medal at the 1992 Olympiads. Suneetha Wijesuriya became
the best performer on her board with a score of 6.5 / 8 to bring glory to our country. Luxman Wijesuriya
also managed to win a gold medal for his performance at the 1995 Asian Team Chess Championship.

Despite those individual accolades, the organizational structure took a long time to recover from a late 80s
debacle, and it wasn’t until the late 1990s that chess started to grow in Sri Lanka again. To put things into
perspective, until the year 2000, all the rated players were granted direct entry to the National Chess
Championship.

21st century
Due to the active roles played by the CFSL and the Schools Chess Association, Sri Lankan Chess grew
from strength to strength in the new millennium. Leading the new generation of players was Athula Russell
(six-time National Champion). Sachini Ranasinghe (with four national titles) was the flag-bearer for the
new generation of women’s players.

This renaissance gathered pace as Romesh Weerawardena became the first Sri Lankan player to be
awarded the International Master title and Sachini followed suit with a Women’s International Master title.

In 2014, Sri Lankan National chess team created history by finishing top of their category and winning the
gold medal at the Chess Olympiad held in Tromso, Norway. This was the first time since 1982 that our
National team achieved such a significant victory at a global event.
The structure of National Chess Competitions (National cycle)
Other than organizing youth events and overseeing the international rated events, the Chess Federation of
Sri Lanka is responsible for conducting the important tournaments that constitute the “National cycle”.

It is important to encourage your students to go as far as possible in these competitions.

Sri Lanka National Novices Chess Championship


This is the first step for all unrated chess players. They can enter the national chess cycle by playing this
event which is being held regionally in almost all the districts.

The top performers of this event qualify to play the Major Division, which is the next step on the ladder.

Sri Lanka Nationals Major Division (Open/Women’s) Chess Championship


The following are eligible to play the Major Division.

● All the rated players.


● All the players who qualify from the Novices Championship.
● All the players who have competed in the Major Division at least once before.

All the rated players who have an ELO rating above a certain threshold (usually 2000 for the open event
and 1700 for women’s event) may skip the Majors and enter the National cycle at the next step.

Until recently there were five regional Major division tournaments (Colombo, Kandy, Galle, Kurunegala
& Jaffna), but recently this was expanded to two more districts (Ratnapura and Anuradhapura).

The top performers qualify to play the National B Championship.

National B (Open/Women’s) Chess Championship


The qualification for the National B Championship is granted to

● All the rated players with an ELO rating above a certain amount (traditionally 2000 for the open
event and 1700 for women’s event)
● All the players who qualify from by performing well in the regional Major division tournaments.

This event is generally the strongest Swiss-system tournament in the Sri Lankan chess calendar. It serves
as a primary selection tournament for the National A Chess Championship.

Sri Lanka National A (Open/Women’s) Chess Championship


Only 14 players are selected to play this blue-ribbon event of the Sri Lankan Chess Calendar. It’s a round-
robin event consisting of 13 rounds.
Only the defending National Champion and those with IM/WIM titles (with an ELO rating above a certain
predetermined level) qualify directly to play this event. The rest are selected according to the final ranking
list of the National B Chess Championship.

National Champions
Year Champion/s Women’s Champion

1972/73 Christopher Parakrama

1974 G A S Dissanayake

1975 R Ananthan
Not held
1976 R J D Ferdinands

1977 Harsha Aturupane

1978 L C Goonethilleke

L. C. Goonethilleke
1979 Anoja Seneviratne
C S S Pitigala

Suneetha Wijesuriya
1980 T D R Peiris
Rosana Jayasuriya

1981 Harsha Aturupane Amarangi De Silva

1982 Harsha Aturupane Suneetha Wijesuriya

1983 T D R Peiris Suneetha Wijesuriya

1984 Harinlal Aturupane Suneetha Wijesuriya

1985 Harinlal Aturupane Amarangi De Silva

1986 Harinlal Aturupane Suneetha Wijesuriya

1987 Ishan Weerakoon Suneetha Wijesuriya

1988 Harinlal Aturupane Suneetha Wijesuriya

Vineetha Wijesuriya
1989 Harinlal Aturupane
Nihara Amarawickrama

1990 Not held


1991

1992 Harinlal Aturupane Amarangi De Silva

1993 Not held

1994 Muditha Hettigama Amarangi De Silva

1995 T D R Peiris Suneetha Wijesuriya

1996 Luxman Wijesuriya Malintha Fernando

1997 Nirosh De Silva Suneetha Wijesuriya

1998 Not held Vineetha Wijesuriya

Ruchira Amarasinghe
Vineetha Wijesuriya
1999 Uddama Amarawickrama
Nirosh De Silva

2000 Luxman Wijesuriya Vineetha Wijesuriya

2001 Nirosh De Silva Vineetha Wijesuriya

2002 Nirosh De Silva Vineetha Wijesuriya

2003 Athula Russell Vineetha Wijesuriya

2004 T D R Peiris Yashodha Methmalee

2005 Athula Russell Yashodha Methmalee

2006 Athula Russell Pramodya Senanayake

2007 G C Anuruddha Vineetha Wijesuriya

2008 Athula Russell Vineetha Wijesuriya

2009 Athula Russell Sachini Ranasinghe

2010 Athula Russell Dinushki Premanath


2011 Chamika Perera Sachini Ranasinghe

2012 Isuru Alahakoon Sachini Ranasinghe

2013 Isuru Alahakoon Sachini Ranasinghe

2014 Isuru Alahakoon Dasuni Mendis

2015 Dulan Edirisinghe Dasuni Mendis

2016 Rajeendra Kalugampitiya Zainab Saumy

2017 Minul Doluweera Sayuni Gihansa Ranaweera

2018 Isuru Alahakoon Dinushki Premanath

2019 Harshana Thilakarathne Sayuni Gihansa Ranaweera

2020 Ranindu Liyanage Nethmi Fernando

The importance of playing CFSL events


With the rapid development of the game, we have seen the emergence of many chess tournaments in the
country. Playing any kind of competitive chess is generally beneficial for a chess player, but it is extremely
important to play the events organized by the Chess Federation of Sri Lanka. This is the only way that
one can win a national title.
National Youth is the biggest chess tournament cycle in the country where we select National Champions
of respective age groups. Those who perform well at the national youth and junior final events are selected
to represent Sri Lanka national youth and junior teams for international events.
To represent the Sri Lankan National team, you have to play the National cycle which consists of 4
levels, Novices, Majors, National B and National A.
The ELO rating system is handled by FIDE (World Chess Federation) and every player is ranked according
to their rating. This is the only globally recognized rating/ranking system when it comes to chess. If any
player has serious ambitions of a prolonged and successful chess career, obtaining an international rating
is a must. Therefore, all students must be encouraged to play international rated events which are held
throughout the country under the guidance of CFSL.
There is a huge difference between privately organized events and CFSL events. Despite the obvious
importance of taking part in CFSL events, we have often been disappointed with the general level of
participation, especially when compared to private events. Some parents are simply concerned by the fact
that CFSL does not issue participation certificates for regional selection events. Such thoughts represent
short term thinking on their part and it is your duty to correct their mindset.
It is really important to understand that by only playing CFSL events you get the opportunity to get involved
with Sri Lankan National teams. If a player gets selected to any of the national youth pools, CFSL will also
provide high class coaching facilities to the player.
Every player’s dream is to represent his country one day. It is your duty to encourage the students to
prioritize CFSL events and also to enlighten the parents about the value of playing such official events.
This will create the necessary platform for the kids to take that all important first step towards achieving
that ultimate dream.

The duty of the Chess Federation

The Chess Federation of Sri Lanka is recognized by the Ministry of Sports and FIDE (International Chess
Federation) as the national body responsible for the governance and development of the game of chess in
Sri Lanka.
The main responsibilities of the chess federation of Sri Lanka include but not limited to
● Spreading the game to all corners of the country.
● Improving the public perception of the game by creating awareness about the numerous benefits of
the game, particularly about the ones associated with education.
● Organizing all National level competitions and selecting players who represent Sri Lanka at all
levels.
● Improving the general standard of chess trainers as well as chess arbiters.
It is worth noting that at the start of this millennium, there were only a handful of Sri Lankan players with
an international rating. However due to the untiring efforts of CFSL in the last two decades, the game has
developed to unprecedented levels with regional events now being held in almost all the districts, which in
turn has created a strong platform for the youth players to reach their full potential. Within the last decade,
CFSL have also organized several Asian events in the island to give even more valuable opportunities to
the younger generation.
Chess Beyond The 64 Squares
What is expected of you
● Getting to know about the history of chess.
● To understand the role played by FIDE to govern the game.
● To have adequate knowledge about great players past and present.

History of chess
modern chess because it had two key features found in all later chess variants—different pieces had different
powers (unlike checkers and go), and victory was based on one piece, the king of modern chess. A form of
chaturanga made its way to Europe by way of Persia, the Byzantine Empire, and, perhaps most important
of all, the expanding Arabian empire.

The modern rules and appearance of pieces evolved slowly, with widespread regional variation. By 1300,
for example, the pawn had acquired the ability to move two squares on its first turn, rather than only one at
a time.

Chess made its greatest progress after two crucial rule changes that became popular after 1475. Until then
the counselor was limited to moving one square diagonally at a time. And, because a pawn that reached the
eighth rank could become only a counselor, pawn promotion was a relatively minor factor in the course of
a game. But under the new rules the counselor underwent a sex change and gained vastly increased mobility
to become the most powerful piece on the board—the modern queen. This and the increased value of pawn
promotion added a dynamic new element to chess. Also, the chaturanga piece called the elephant, which
had been limited to a two-square diagonal jump in shatranj, became the bishop, more than doubling its
range.

The last two major changes in the rules—castling and the en passant capture—took longer to win
acceptance. Both rules were known in the 15th century but had limited usage until the 18th century.

FIDE (International Chess Federation)


FIDE (french acronym for Fédération Internationale des Échecs) is the governing body of international
chess competition. The organization was founded in Paris, France, in 1924. Its motto is Gens una sumus,
Latin for "We are one people".

The role of FIDE


FIDE's most visible activity is organizing the World Chess Championship since 1948. FIDE also organizes
world championships for special groups such as women, juniors, seniors, and the disabled. Another flagship
event is the Chess Olympiad, a biennial chess tournament organized since 1924, in which national teams
compete.
FIDE also defines the rules of chess, both for individual games (i.e. the board and moves) and for the
conduct of international competitions.

FIDE calculates the Elo ratings of players and uses these as the basis on which it awards titles for
achievement in competitive play: FIDE Master, International Master, International Grandmaster, and
women's versions of those titles. It also awards Master and Grandmaster titles for achievement in problem
and study composing and solving.

FIDE Presidents
● Alexander Rueb (1924–1949)
● Folke Rogard (1949–1970)
● Max Euwe (1970–1978)
● Friðrik Ólafsson (1978–1982)
● Florencio Campomanes (1982–1995)
● Kirsan Ilyumzhinov (1995–2018)
● Arkady Dvorkovich (2018–present)

Arkady Dvorkovish -
Current FIDE President

FIDE titles
FIDE awards several performance-based titles to chess players, up to and including the highly prized
Grandmaster (GM) title. Titles generally require a combination of ELO rating and norms (performance
benchmarks in competitions including other titled players). Once awarded, FIDE titles are held for life,
though a title may be revoked in exceptional circumstances (for example for cheating).

Grand Master (GM)


The title Grandmaster is awarded to outstanding chess players by FIDE. Apart from the World Champion,
Grandmaster is the highest title a chess player can attain. The usual way to obtain the title is to achieve the
required title norms over 27 or more games and a FIDE rating of 2500 or more. Broadly, a norm is a
grandmaster-level performance in a FIDE-approved tournament.

The title may also be awarded directly without going through the usual norm requirements in a few high
level tournaments, provided the player has a FIDE rating of over 2300:
● Reaching the final 16 in a FIDE World Cup
● Winning the Women's World Championship
● Winning the World Junior Championship (U20) outright
● Winning the World Senior Championship outright, both in the 50+ and 65+ divisions
● Winning a Continental (e.g. Pan American, European, Asian or African) championship

International Master (IM)


The usual way to obtain the title is to achieve the required title norms over 27 or more games and a FIDE
rating of 2400 or more. Broadly, a norm is an International Master-level performance in a FIDE-approved
tournament.

There are also several ways the IM title can be awarded directly without going through the usual norm
process, provided the player has a rating of at least 2200.

Examples include
● Qualifying for the FIDE World Cup
● Finishing second in the Women's World Championship
● Finishing second or third in the World Junior Championship (U20)
● Winning (outright or shared) the World Junior Championship (U18)
● Winning the World Junior Championship (U16) outright

FIDE Master (FM)


Introduced in 1978, FM title ranks below the title of International Master but ahead of Candidate Master.
Unlike the Grandmaster and International Master titles, there is no requirement for a player to achieve
norms. The usual way for a player to qualify for the FIDE Master title is by achieving an Elo rating of 2300
or more. There are also many ways the title can be gained by players with a rating of at least 2100 but less
than 2300; for example by scoring at least 65% over a minimum of 9 games at an Olympiad.

Candidate Master (CM)


Introduced in 2002, the usual way for a player to qualify for the Candidate Master title is by achieving an
Elo rating of 2200 or more. For players rated over 2000 but under 2200, there are many other ways to gain
the title, for example by scoring 50% over 7 or more games at an Olympiad.Candidate Master ranks below
other open FIDE titles.

Women’s titles
Though the open FIDE titles are not gender-segregated, the following four titles given by FIDE are
exclusive to women and may be held simultaneously with an open title.
These are,
● Woman Grandmaster (WGM)
● Woman International Master (WIM)
● Woman FIDE Master (WFM)
● Woman Candidate Master (WCM)

Getting these titles also requires achievement of rating targets, winning norms and winning pre-specified
tournaments.

The World Champions and other notable players

Magnus Carlsen of Norway


The current World Champion
The popularity of chess has for the past two centuries been closely tied to competition, usually in the form
of two-player matches, for the title of world champion. The title was an unofficial one until 1886, but
widespread spectator interest in the game began more than 50 years earlier. The first major international
event was a series of six matches held in 1834 between the leading French and British players, Louis-
Charles de la Bourdonnais of Paris and Alexander McDonnell of London, which ended with Bourdonnais’s
victory. For the first time, a major chess event was reported extensively in newspapers and analyzed in
books. Following Bourdonnais’s death in 1840, he was succeeded by Staunton after another match that
gained international attention, Staunton’s defeat of Pierre-Charles Fournier de Saint-Amant of France in
1843.

The first international tournament was held in London in 1851. Adolf Anderssen won the London
tournament and with it the recognition as the unofficial World Champion.

The first American Chess Championship was held in New York City in 1857. The winner, Paul
Morphy of New Orleans, was recognized as unofficial world champion after defeating Anderssen in 1858.
The world championship became more formalized after Morphy retired. Anderssen was later defeated
by Wilhelm Steinitz of Austria in a match in 1866. Steinitz was the first to claim the authority to determine
how a title match should be held. He set down a series of rules and financial conditions under which he
would defend his status as the world’s foremost player, and in 1886 he agreed to play Johann Zukertort of
Austria in the first match specifically designated as being for the world championship. Steinitz reserved the
right to determine whose challenge he would accept and when and how often he would defend his title.

Steinitz’s successor, Emanuel Lasker of Germany, proved a more demanding champion than Steinitz in
arranging matches. He took long periods, from 1897 to 1907 and later from 1910 to 1921, without defending
his title. After the leading national chess federations, the British and German, failed to arrange a match
between Lasker and any of his leading challengers on the eve of World War I, the momentum for an
independent international authority began to grow.

The controversy over the championship was eased when José Raúl Capablanca of Cuba defeated Lasker
in 1921. In 1927, Capablanca was dethroned by Alexander Alekhine, the first Russian-born champion. He
was defeated by Max Euwe in 1935, but regained the crown in the 1937 rematch and remained the
champion until his death in 1946 after which FIDE assumed the authority to organize world championship
matches.

From 1948, when FIDE organized a match tournament to fill the vacancy created by Alekhine’s death, until
1975 the FIDE format worked without major problems for the chess championship. The international
federation organized three-year cycles of regional and international competitions to determine the
challengers for the World Champion and solicited bids for match sites. The champion no longer had the
power over opponents and was required to defend the title every three years.

In the post World War II era until 1972, Soviet players dominated the chess scene. Mikhail Botvinik
became the first World player to claim the title under FIDE jurisdiction. Vasily Smyslov, Mikhail Tal,
Tigran Petrosian and Boris Spassky also became world champions in this prolonged period of Soviet
dominance.

In 1972, Bobby Fischer of the United States won the world championship to change the game forever.
Fischer’s success over the Soviet machine created an unprecedented wave of popularity for the game in the
western world. His demands spurred an increase in the prize fund to $250,000—a sum greater than all
previous title matches combined. After winning the highly publicized match, Fischer insisted on a greater
say in match rules than any previous champion in the FIDE era. In particular, he objected to a rule, used by
FIDE since 1951, that limited championship matches to 24 games. FIDE dropped the rule, but Fischer
demanded further concessions. In the end he refused to defend his title; in 1975 he became the first
champion to lose it by default.

Fischer’s successor, Anatoly Karpov of the Soviet Union, reigned for 10 years but was dethroned in 1985
by a countryman and bitter rival, Garry Kasparov. Kasparov then clashed repeatedly with FIDE over the
rules governing the championship. He reluctantly agreed to defend his title under the federation’s rules
three times during 1986–90, winning each time. However, when Nigel Short of England won the right to
challenge Kasparov for the championship in 1993, he and Kasparov decided instead to play the match under
the auspices of a new organization, the Professional Chess Association (PCA). Before Kasparov defeated
Short in London in late 1993 in the first PCA championship, FIDE disqualified Kasparov and organized its
own world championship match, won by Karpov.

FIDE began holding annual “knockout” tournaments in 1999 to determine its championship. Alexander
Khalifman of Russia won the first tournament, while Viswanathan Anand of India won the second version
held in 2000. Meanwhile, Kasparov lost a title match to Vladimir Kramnik of Russia in the same year.

Following negotiations with FIDE, which recognized Kramnik as the “classical” world chess champion, he
agreed to a unification match in 2006 with FIDE’s challenger, the Bulgarian grandmaster Veselin Topalov,
who had won the 2005 FIDE World Championship Tournament. Kramnik won the match. As part of the
unification contract, the winner agreed to risk the consolidated title in FIDE’s 2007 World Championship
Tournament. Viswanathan Anand won the tournament and successfully defended the title against
Kramnik in a 12-game match in 2008. Anand defeated Topalov in 2010 and Israel player Boris Gelfand in
2012 to retain his title.

In 2013 Magnus Carlsen of Norway defeated Anand after only 10 games of a 12-game match to become,
at age 22, the youngest-ever world chess champion. He defeated Anand in the rematch in 2014, and
subsequently defended his title against Sergey Karjakin (2016) and Fabiano Caruana (2018) and remains
the undisputed world champion to date.

Ju Wenjun of China
Current Women’s World Champion

The first woman player to gain attention in over-the-board competition with men was Vera Menchik
(1906–44). She won the first Women’s World Championship, a tournament organized by FIDE in 1927,
and the next six women’s championship tournaments from 1930–39.
Improvements in playing strength ensued and led to a Soviet domination of women’s chess for more than
30 years. After Menchik’s death, FIDE held a 16-player tournament in Moscow during the winter of 1949–
50 to fill the vacancy. Soviet women took the top four places.

The Women’s World Championship has been decided by matches or elimination match tournaments
organized by FIDE since 1953. Soviet domination of women’s chess ended after Xie Jun of China won the
championship in 1991 and the rise of the three Polgár sisters, Susan, Zsófia, and Judit.

Beginning in 2011, FIDE decided on a new system for determining the women's chess championship. In
odd years a two-player match would be held, but in even years the title would be determined by a knockout
tournament among 64 players. Ju wenjun from China is the current world women's chess champion.
Trainer’s Role
The Chess Federation of Sri Lanka has started guiding coaches not only to equip trainers with the necessary
chess knowledge but also to help them find the best person out of their role.

Mainly as a chess trainer or any other sports trainer we must understand one small but very important fact.
Winning is not everything. It is impossible to create a true sporting superstar if you do not let the players
bring out their inner passion with the love for the game. After completing the academic content, now we
move into the most important part of a trainer's career ;How to understand the mindset of your student.
There is no point in teaching your student if you don’t understand them as human beings first.

You must be able to


● Recognize their interests
● Understand how they get motivated
● Device a plan in order to maintain their talent for a long term goal etc.

How to set goals and improve performance level?


It is really important to understand the level of your goal before you set it. We have often seen many
promising careers of junior players (under 12) being destroyed due to the extra pressure put on them by
their coaches and parents, especially by setting unreasonable goals. Therefore, before you set goals make
sure you understand the level of your goal.

Ask these questions.


● Is that goal achievable?
● If the goal is achievable, what makes it achievable?
● If the goal is not achievable, what makes it not achievable?

If the goal difficulty is accepted by your student, then you should aim higher. We all accept goals that we
understand and meaningful to us. It is really important to have a close relationship with your students. With
a small additional effort we can teach them the importance of setting goals and motivate them to work
accordingly.

How goals increase performance levels


● Makes the players more focused and attentive
● Makes them more energetic and motivated
● Increases the persistence of effort
● Makes them discover and use task-relevant knowledge and strategies
As mentioned earlier, even though goals drive us towards success there is a risk level when we work with
challenging goals. When you push your student beyond the limit, there is a high risk for bad results.
The risk level with challenging goals
1. Unreasonably stretched goals promote win-at-all-costs mentality and subsequent unethical
behavior.
2. Unreasonably stretched goals can improve levels of dissatisfaction.

Unfortunately, we often see many cheating incidents among small kids. Why? It happens simply because
their trainers and parents almost always ask them to win prior to the game. Why can’t we ask them to enjoy
the game instead of just winning the game? Sometimes we have even seen coaches and parents try to
maintain their ego levels by pushing the player very aggressively. Even though this approach tends to
produce short term results sometimes, such success is not permanent. Those are just temporary results.

As mentioned earlier, we have seen many youngsters give up the game at the tender age of 12/13 years.
They simply lose the interest they have for the game. The reason is quite obvious. When we prepare/expect
them to win all the time, they easily get disheartened and dispirited when they do not win. So it is really
important to set the right goals with your students.

Statistical analyses proved that during the Olympic Games, the Bronze Medalists were visibly
happier than the Silver Medalists.

Think about this!

So how to avoid setting these unnecessarily challenging goals?


It is recommended to follow the concept of “SMART” Goals. Goals are most effective when people
publicly commit to the goal.

S - Specific
M - Measurable
A - Agreed upon
R - Reasonable
T - Time bound

By creating meaningful goals, simply you will be able to push your players to their limit while they enjoy
the hard work. Once we set a clear long term goal, we must create simple and achievable sub-goals to
improve our motivation. Don’t set the goal too far.

Your student’s future lies in your hands. Therefore, don’t press them too hard. Set effective goals, and
slowly push them towards the winning line.
How to Motivate your student?
We all like to listen to good things about us. It is the same with our students as well. There are several types
of reinforcement. This is really important especially when a student has just lost a game. One single
thoughtful act from you can change the whole life of your student.

Types of reinforcement
1. Positive reinforcement
● This is the most effective way to motivate students.
2. Negative reinforcement
3. Punishment
● Punishment can lead to low morale. Behavioral changes as a result of punishment may be
unsustainable. If you use punishment as a reinforcement, apply soon after the undesired
behavior and clearly communicate the reasons for it.

We all lose games. But it is only a game and it’s all in the game. So make sure your student doesn’t give
up the game because of losing games. It is quite important to win medals and certificates. But more than
that, it is really important to help your students discover their true potential through the sport. It is our main
duty to make a wonderful human being from the royal sport of CHESS.

How to handle parents?


This undoubtedly is the hardest part of your job. Naturally, every parent thinks their kid is the best and they
want them to win all the time. Most coaches don’t explain the right thing to the parents. Instead of that,
they encourage them to have high hopes and because of this many get disappointed easily. If you treat
parents with honesty and explain matters with clarity, we can avoid most of the unnecessary problems
caused by parents at tournaments due to their lack of technical knowledge.

First let them know the importance of chess. Don’t push them towards the medals and certificates too much.
It is your responsibility to guide parents towards better sportsmanship. Make sure you share the values of
the game with parents.

Be unbiased
It is important to realize that as a trainer, you are not only teaching a sport. It is partly your responsibility
to make sure that your student becomes a good human being in the future. We have seen many coaches
receive benefits from parents and support their kids in many unethical ways. If you act like that you are not
giving a good example to your students. Remember that the kids judge you silently. Some of the coaches
favour those who come to their personal training sessions. If you work as a school trainer, you have to be
unbiased. Our main goal is to find the talent and improve it. It’s true we all need money to live. But more
than earning money we have a social responsibility to create responsible citizens with the correct mindset.
Don’t forget it. You might keep a player out of the team due to a request from a friendly parent. But that
player would be a world class player, but still doesn’t have money to buy presents for you.
Our future is in your hand. If you create corrupted players who are selfish we won’t be able to make a team
who can bring glory to our country and win a World Olympiad for the country.

Chess is not for medals or certificates. Chess gives so much to life. Let your students explore the beauty
inside the 64 squares. Always remember you are the ones who have the responsibility to put a solid
foundation for the nation’s future chess champions. Good luck to you all!

National Chess Trainers’ Commission 
        The Chess Federation of Sri Lanka 
 
 
HAND
Contents  
CFSL – Trainers’ Commission ....................................................................................
Double attack/ Fork .........................................................................................................
Space Advantage .............................................................................................................
Sri Lanka National A (Open/Women’s) Chess Championship ........................................................ 87 
National
CFSL – Trainers’ Commission 
Rajeendra Kalugampitiya 
Chairman – CFSL Trainers’ Commission 
 
 
Chess is the most fast growin
Symbols 
 
 
+  
 
check 
++  
 
double check 
#  
 
checkmate 
!!  
 
brilliant move 
!  
 
good move 
!?  
 
interesting mo
Introduction 
Scope - Mission  
As a progressive step towards developing the standard of chess in our country, the Chess Fede
Chessboard and the Pieces 
What is expected of you  
● To possess a comprehensive knowledge about gameplay basics. 
● The abi
Black side 
5th to 8th Rank 
 
 
 
 
 
King side 
e to h files 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Queen side 
a to d files

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