1 The tree of posible moves branches so rapidly, one can rarely
2 search to mate. Which branch of the tree leads to an advantage?
3 This necessitates the use of search heuristics - or shortcuts
4 which direct our attention to certain aspects of a position
5 while ignoring the rest. The application of these heuristic is
6 what distinguishes between players of different levels.
7 Grandmasters choose not to use their "masterly" analytic abilities
8 so much but rely more on search heuristics. The results are they
9 typically find the best move, and take less time to do it. Below
10 are some of the heuristics that I compiled which should be
11 considered when playing chess. These rules were taken from various
12 publications, including MY SYSTEM by Nimzowitsch, the Father
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16 **** THE FOUR ELEMENTS ****
18 FORCE - SPACE - TIME - PAWN STRUCTURE
21 * Don't trade ATTACKING pieces for defensive ones unnecessarily.
22 * You must have an advantage in some element in order to ATTACK.
23 * The major aim of most ATTACKS is to provoke a pawn weakness.
24 * Apply the force count, count ATTACKING pieces vs defensive ones.
25 A three + count in your favor constitute condidtions for an ATTACK.
26 * ATTACK where you have a perponderence of force, unless imploying
27 a minority attack, striving to create backwardness on an open file.
28 * ATTACK towards the direction your pawns are pointing.
29 * A superior position in the center justifies an ATTACK on the flank.
32 * DEFEND economically, too many pieces can get in each others way.
33 * Don't create pawn weaknesses, but if necessary, minimize the weakness.
36 * The person who is ahead in FORCE will win 90% of the times.
37 * When you are ahead in FORCE, the key principle is "exchange pieces".
40 * Seek to increase your SPACE control.
41 * DON'T trade pieces, your pieces are worth more - let him stay cramped.
42 * Open the position by forcing pawn exchanges.
43 * Focus your attack on a pawn.
46 * Don't lock or close the position.
47 * Open the position by forcing pawn exchanges.
50 * Exchange in order to seize (or open) a file without loss of time.
51 * Exchange to destory a good defender.
52 * Exchange in order not to lose time by retreating.
53 * Exchange when you are ahead in force!
54 * Exchange when your opponent has a pawn weakness.
55 * Exchange when you have a passed pawn.
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58 RULES OF BISHOPS (worth 3 points)
59 * BISHOPS are best in open positions.
60 * BISHOPS are most effective when on open diagnals.
61 * BISHOPS are best against passed pawns.
63 RULES OF KNIGHTS (worth 3 points)
64 * KNIGHTS are best in closed positions.
65 * In order for KNIGHTS to be effective, they must be centrallized.
66 * KNIGHTS are best when you have connected passed pawns.
68 RULES OF ROOKS (worth 5 points)
69 * ROOKS belong on open files.
70 * The ultimate goal of ROOKS, are to invade the 7th and 8th rank.
72 RULES OF QUEENS (worth 9 points)
73 * QUEENS should stay home (opening) and centrallized (middlegame).
76 RULES OF KINGS (worth 3 1/2 points)
77 * Activate you KING towards the endgame.
80 RULES OF PAWNS (worth 1 point)
81 * PAWN structure determines the nature of your plan of action.
82 * There are three types of PAWN Structures, Weak-Solid-Dynamic.
83 * Center PAWNS are more important than flank PAWNS.
84 * PAWNS should not be on the same color as your Bishop in the endgame.
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87 RULES OF PAWN STRUCTURE
89 * PAWN ISLANDS are weak because they need protection of the pieces.
90 They become weaker and weaker as the number of pieces diminish.
91 * When playing with PAWN ISLANDS, protect them or trade them.
92 * When playing against PAWN ISLANDS, "Trade Minor Pieces".
95 Isoloni (Weak/Dynamic)
96 * ISOLATED PAWNS become weaker and weaker as the number of pieces
97 on the board diminishes.
98 * When playing against ISOLATED PAWNS, "Trade Minor Pieces". You
99 want to play a major piece endgame.
100 * When playing against ISOLATED PAWNS, you should Blockade them.
103 * When playing with DOUBLED PAWNS, you should push the most forward.
104 * When playing against DOUBLED PAWNS, you want to Blockade them.
106 Backward Pawns (Weak)
107 * When playing with BACKWARD PAWNS, you should try to advance it.
108 * When playing with BACKWARD PAWNS, you should try and trade the
109 Bishop which is blocked by the BACKWARD PAWN.
110 * When playing against the BACKWARD PAWN, you should first...
111 Restrain it - Blockade it - (1)
112 * After blockading the BACKWARD PAWN, systematiclly bring in
113 support of the blockader. Rotate pieces in and out of the
114 pivoting point to confuse the defense. (1) then Destroy it.
116 Passed Pawns (Dynamic)
117 * PASSED PAWNS must be pushed!
118 * When playing with the PASSED PAWN, you should "Trade Pieces". When
119 the number of pieces on the board diminishes, the PASSED PAWN
120 increases in strength.
121 * When playing against the PASSED PAWN, you should Blockade it.
124 * SPLIT PAWNS become weaker and weaker as the game progresses.
125 * When playing against SPLIT PAWNS, you should not concern yourself
126 with them in the middlegame -- just place your pieces effectively.
127 * When playing against SPLIT PAWNS, you should "Trade Minor Pieces".
129 Screened Backward Pawns (Weak)
130 * When playing with SCREEN BACKWARD PAWNS, you have less space.
131 * When playing against SCREEN BACKWARD PAWNS, advance on the side
132 of the backward pawn.
134 Hanging Pawns (Dynamic)
135 * When playing against HANGING PAWNS, you should "Trade Minor Pieces".
136 They get weaker and weaker as the number of pieces on the board
138 * When playing against HANGING PAWNS,you should force your opponent
139 to move his "c" pawn, then Blockade the pawn on the "d" file.
142 * The Base of a PAWN CHAIN is called the Theater of War, therefore...
143 * In order to attack a PAWN CHAIN, attack it's base with a pawn.
144 * Attack the new base with many pieces until a weakness elsewhere
145 appear, then attack this weakness with great vigor, returning
146 to the original weakness in the endgame.
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149 If you add to or modify this document, please send it to me
150 so I can learn something new in chess! I have a lot of room