OPENING TIPS: tip111
(Fine) 7. Castle as soon as possible, preferably on the king’s side.
(Fine) 7. Castle as soon as possible, preferably on the king’s side.
You must think for both sides. I would guess that the vast majority of decisive mistakes in club play are not misjudgements (like, “I thought my attack would be faster than yours”) but oversights (“Oops – missed that one.”). If you never try to work out what your opponent might be doing, you will never find out until it is too late.
7. The easiest endings to win are pure King+Pawn endings.
* The struggle of Bishop(s) against Knight(s) is crucial: the Bishops are not always better but in all positions you must strive to make your minor piece(s) better, or make the position suit them more.
Rules are meant to be broken (or, at least, checked to see if they apply in the actual position in front of you!)
(Lasker) 4. Do not pin the adverse King Knight (ie. by Bg5) before your opponent has castled.
(Nimzowitsch) 1. Development is to be understood as the strategic advance of the troops toward the frontier line (the line between the fourth and fifth ranks).
4. If you are one or two pawns behind, exchange pawns but not pieces.
“Play a move which improves your position no matter what.” – SILMAN
(Nimzowitsch) 5. Liquidation, with consequent development or disembarrassment.