Hand Book - Level 01 - CFSL
Hand Book - Level 01 - CFSL
HAND BOOK
Level 01
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.
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.
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).
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).
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.
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
King K
Queen Q
Rook R
Bishop B
Knight N
Pawn
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 by Queen
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
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.
Special moves
Castling
You may Castle to either the Kingside or the Queenside of the Chessboard.
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.
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.
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:
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.
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.
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.
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.
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.
● 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
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.
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.
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.
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
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.
4.Qxf7#
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+ +-
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
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#
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 +-
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
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
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.
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.
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.
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 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:
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.
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
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. ‘’
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.
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.
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
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)
White to play
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
20. Nd5
But again white enjoys his initiative advantage. The response is forced.
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.
Look how white is developing his pieces and making threats. He is consistently forcing black to react.
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.
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
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.
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
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
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.
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 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.
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?
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.
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.
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:
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.
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 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.
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”.
The top performers of this event qualify to play the Major Division, which is the next step on the ladder.
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).
● 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.
National Champions
Year Champion/s Women’s Champion
1974 G A S Dissanayake
1975 R Ananthan
Not held
1976 R J D Ferdinands
1978 L C Goonethilleke
L. C. Goonethilleke
1979 Anoja Seneviratne
C S S Pitigala
Suneetha Wijesuriya
1980 T D R Peiris
Rosana Jayasuriya
Vineetha Wijesuriya
1989 Harinlal Aturupane
Nihara Amarawickrama
Ruchira Amarasinghe
Vineetha Wijesuriya
1999 Uddama Amarawickrama
Nirosh De Silva
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 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).
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
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
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 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.
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.
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.
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.
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!









