Tempo becomes more crucial in the end game. The king must move or the piece must be captured, thus resulting in slowing down the player and taking away their tempo. The best example is when one player captures a valuable piece (such as a queen) while also putting their opponent’s king in check. Tempo has everything to do with distracting your opponent’s pieces and taking their timing away from them. White is said to have a slight edge because white always moves first to start a chess game, and thus starts ahead in tempo. Tempo – Tempo (plural: tempi) is all about the timing of your pieces to gain an initiative. In this image, the knight moved from d7 to f6 uncovering the queen’s check and creating another check with the knight. In order to achieve a double check, you will need to create a discovered check. When double check occurs, the king must move because both pieces cannot be taken at the same time. A player does not need to call out check in order for it to occur.ĭouble Check – Double check occurs when two pieces are attacking/checking the king at the same time. The king must move immediately or the piece attacking the king must be taken immediately to get away from check. Receive a 50% off coupon when you submit the form below.Ĭheck – Check occurs when a piece is attacking either the white or black king. See? Not much overall pattern there, and there are many punishment plans to know.If you’re looking to learn everything you need to know to start playing chess, you’ll want to buy my new ebook. (8) P-KB3 to protect the e-pawn: See if sacrificing your knight for the e-pawn (Damiano's Defense style) will give you a winning attack with Q-R5+. (7) Lost tempi: If 2 or more lost tempi then start looking carefully for a winning combination at each move since in all likelihood it exists or soon will exist. d5, so that White loses a tempo retreating that bishop. (6) Bc4 in the Sicilian: drive away the bishop with either. (5) Unsound minor piece for pawn sacrifice (usually at KB2): castle by hand, develop as quickly as possible, keep trading down pieces, and win the endgame from having 2 extra material points. (4) Delayed castling too long in an open position: after your own king is secure, prevent him from castling, even if it requires a pawn sacrifice, then attack the stranded king in the center with the newly opened lines. Another option: try to advance your center pawn to your 5th rank to fork that bishop with the knight 2 squares to the side (if such a knight exists). (3) Bishop blocking a central, unadvanced pawn: Just play normally and he'll have to lose a tempo eventually to get that bishop to a useful square. (2) Knight moved to B3 with no central pawns to repress the opponent's pawn advances: advance the center pawn(s) to make him lose tempi by retreating the knight. (1) Queen developed too early: Make him lose tempi by chasing the queen around with lesser valued units. Off the top of my head, here are a few examples to show what I mean: It depends completely on what type of mistake it was. After each move by your opponent, ask yourself: "What is my opponent trying to do?" If your opponent doesn’t have any of his pieces on your side of the board, then you want to improve the position of your least active piece.ĥ. If there are no forcing moves, you then want to remove any of your opponent’s pieces from your side of the board.Ĥ. You want to look at ALL forcing moves (even the bad ones) this will force you look at, and see the entire board.ģ. Look for forcing moves: Checks, captures, threats. Ø When deciding on weak squares, and weak Pawns to attack, the closer to the center the betterġ. Ø Knights are excellent pieces on weak squares. Ø Weak pawns and squares are Pawns, and squares that cannot be defended by another Pawn. Look for weak pawns, and or weak squares. Scan your opponents 5 th, and 6 th ranks (3 rd, and 4 th if your black)Ģ. A simple way to develop a middle game plan is to perform the following steps.ġ. The middle game is a very complicated part of a chess game. Now you need to formulate a middle game plan. When you have completed the Opening Principles, you are now at the middle game. Ø By move 12, you should have connected your Rooks, or be about to do so. Ø Complete your development before moving a piece twice or starting an attack. Develop your minor pieces toward the center – piece activity is the key Control the center squares – d4-e4-d5-e5Ģ. Forget about trying to "punish" people, and stick to the basics to improve.ġ.
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