Chess Article #61: Stages of a Chess Game Adapted and Condensed from Wikipedia, the Free Encyclopedia Chess is an easy game to learn the moves, but a difficult game to master. Strategy is an important part of the game. First of all comes the openings, about which a great deal in now known. The best-known move, the King's Pawn opening, is the white player moving his king's pawn on e2 forward two spaces to e4. Black can reply to that move in various ways. Opening The first moves of a chess game are called the opening. A chess opening is a name given to a series of opening moves. Recognized patterns of opening moves are openings and have been given names such as the Ruy Lopez or Sicilian Defence. They are listed in reference works such as the Encyclopaedia of Chess Openings. There are dozens of different openings. They range from gambits, where a pawn, say, is offered for fast development (e.g. the King's Gambit), to slower openings which lead to a manoeuvring type of game (e.g. the R`eti Opening). In some opening lines, the sequence thought best for both sides has been worked out to 20-30 moves, but most players avoid such lines. Expert players study openings throughout their chess career, as opening theory keeps on developing. The basic aims of the opening phase are: * Development: to place (develop) the pieces (mostly bishops and knights) on useful squares where they will have the most powerful impact on the game. * Control of the center: control of the center squares allows pieces to be moved to any part of the board normally easy, and can also have a cramping effect on the opponent. * King safety: keeping the king safe from danger. Castling (see section above) can often do this. * Pawn structure: players try to avoid the making of pawn weaknesses such as isolated, doubled or backward pawns, and pawn islands - and to force such weaknesses in the opponent's position. Players think, and chess databases prove, that White, by virtue of the first move, begins the game with a better chance. Black normally tries to equalise, or to get some counterplay. Middlegame The middlegame is the part of the game after most pieces have been developed. It is where most games are won and lost. Many games will end in resignation even before an endgame takes place. A middlegame position has a structure. That structure is determined by the opening. The simplest way to learn the middlegame is to select an opening and learn it well (see examples in English opening and French defense). These are some things to look for when looking at a middlegame position: * Material: changes in the balance of material are critical. To lose a piece for nothing is enough to lose a game. If the players are evenly matched, then a rough material balance of pieces is normal. Material balance is often quite static: it doesn't change for many moves. * Development: the opening may have left one player with a lead in development. That player has the initiative, and may attack before the opponent can get his pieces out. It is a temporary asset: if a lead in development is not used effectively, it will disappear. * The centre: in the centre pieces have their greatest effect, and some (such as the knight) attack more squares in the centre than at the sides. The player who controls the centre will almost always have the advantage. * Mobility: a position is mobile if the pieces can get where they need to. Almost all middle game positions have some limitations to mobility. Look for open files for the rooks, and open diagonals for the bishops. Outposts are what knights need, places where they can't easily be dislodged. * King safety: where is the king? Ideally, a king should be castled, and kept behind a screen of pawns. Many other things may happen in practice. If a king is weak, it may be put under direct attack. * Pawns: they provide the skeleton of a position. They move slowly, and may become blocked for many moves. Everything takes place round the pawns. Different openings produce different pawn structures. In this way openings influence the whole game (Philidor: "Pawns are the soul of chess"). FEN: rnbq1rk1/ ppp1npbp/ 3p2p1/ 3Pp2n/ 1PP1P3/ 2N2N2/ P3BPPP/ R1BQ1RK1/ King's Indian, main line Here is an example from the borderline between opening and middlegame. In the diagram above, White will operate mainly on the Queenside, and Black on the Kingside. White, to play, may wish to cope with Black playing 10. ... Nf4. He can do this by playing 10. g3, or by playing 10. Re1 so that if 10. ... Nf4 11. Bf1 will preserve the bishop (in this position an important defensive piece). Or maybe White will plough ahead with 10. c5, the key move on the Queenside. ChessBase shows that the number of tournament games with these choices were: 10. Re1 2198 10. g3 419 10. c5 416 The database also shows that the overall results were significantly better for 10. Re1. What the player does is note the features on the board, and formulate a plan which takes the features into account. Then the player works out a sequence of moves. Of course, in practice, the opponent is interfering with the plan at every step! Endgame The endgame (or end game or ending) is the part of the game when there are few pieces left on the board. There are three main strategic differences between earlier parts of the game and endgame: * Pawns: during the endgame, pawns become more special. In the endgame, one thing players try to do is to promote a pawn by advancing it to the eighth rank. * Kings: may become strong pieces in the endgame. The king may be brought towards the center of the board. There it can support its own pawns, attack the opponent's pawns, and oppose the opponent's king. * Draws: in the endgame, a game may be drawn because there are too few pieces on the board to allow a player to win. This is one of the main reasons for games to be drawn. All endgame positions can be put into two camps. On the one hand are positions which may be won by force. On the other hand are positions which are drawn, or which should be drawn. The ones that are drawn for certain may be legally drawn (mate could not happen) or drawn by chess experience (no sane defence could lose). All endgames in master chess revolve around the borderline between winning and drawing. Generally, once a 'textbook' drawn position is reached the players will agree a draw; otherwise they play on. Endgames can be studied according to the type of pieces that remain on board. For example, king and pawn endgames have only kings and pawns on one or both sides and the task of the stronger side is to promote one of the pawns. Other endings are studied according to the pieces on board other than kings, e.g. rook and pawn versus rook endgame.========== The blind-chess mailing list View list information and change your settings: //www.freelists.org/list/blind-chess List archives: //www.freelists.org/archives/blind-chess =========