Showing posts with label HTRYC 3rd ed Lists. Show all posts
Showing posts with label HTRYC 3rd ed Lists. Show all posts

Saturday, June 23, 2012

Four Rules of Material Gain (HTRYC 3rd)

1. If you have a material advantage, find a plan that enables you to use the extra wood (using the extra material to overpower the opponent or trade all the pieces and go into a winning endgame).

2. When you make a successful strike into the opponent's camp and win material, you must often pull your army back towards the center and reorganize your forces (prevents counterattacks).

3. When you take material, you put pressure on your opponent to justify his sacrifice!  This induces a certain element of panic which can easily send his brain spinning off into the void.  A good basic rule goes as follows: if you are in an uncomfortable position (or just want to go all out for the win) and you are offered an unclear sacrifice, you should contain your fear and scarf up the offered meal, saying "give me proof or lose!"

4. When up material you have the added defensive resource of giving material back to stop his attack.  While the opponent scrambles to regain his lost wood, you quietly improve your position.  When he finally recreates a material balance, you should have succeeded in either equalizing a difficult position, grabbing the initiative, or gaining some sort of positional advantage that will serve you well in the later stages of the game.

Exercises
white to play
black to play
black to play

Friday, June 01, 2012

Sacrifice (HTRYC 3rd)

Sacrifice - The voluntary offer of material for the purpose of gaining a more favorable advantage than the material investment.  Unlike a combination, a sacrifice is not a cut and dried affair, and there is usually an element of uncertainty associated with it.  Though a combination always has one or more sacrifices, a sacrifice need not be associated with a combination.

In his Material Loss and Sacrifice chapter, he notes a few moves from a few games
Selesniev-Alekhine, Triberg 1921, move 20...Rb4
Reshevsky-T.Petrosian, Zurich 1953, move 25...Re6
Taimanov-Karpov, Moscow 1973, beginning with move 17...Rc4

Weak Squares (HTRYC 3rd)

You can create weak squares (for your opponent) with a pawn move, a piece exchange (forcing opponent to double up pawns) or by creating a threat, thus forcing your opponent to defend it while at the same time creating a weak square.

Once you've created the weak square, you need to get a piece to "nest on it."

Tuesday, May 22, 2012

"Bad" Pawns Can Be "Good" (HTRYC 3rd)

Isolated, backward or doubled pawns are often weak; however it is also true that sometimes they are not - other factors outweigh their potential weakness.

Doubled Pawns
a doubled pawn gives its owner an extra open file for coverage of critical squares that would not be possible if the pawns were un-doubled and 'healthy'.

Said Brent Larsen of this game, "In this variation, many endings are won with the aid of the seemingly humble [doubled] center pawns."

A pawn is only weak if the enemy forces can get to it.

Isolated Pawns
an isolated pawn is potentially weak because no other pawn can help defend it.  Since now pawns can stand by its side, the square directly in front of it also tends to be vulnerable.  However, it can control squares that might turn out to be useful homes for your pieces; there are open files on either side of an isolated pawn - a place for your rooks which can strive for activity.

An isolated pawn doesn't have to remain on a sickly square; it can advance and become a 'battering ram.'

If you advance and subsequently trade an isolated pawn, then the supposed weakness was nothing more than an illusion.

The most common type of isolated pawn tends to be the d-pawn.

Piece activity is key when trying to make use of an isolated pawn.  Don't trade pieces when you have an isolated pawn - you need them to defend and advance the 'iso.'  If you have an 'iso' and no minor pieces, try to swap rooks and queens.

Backward Pawns
the weakness or strength of a backward pawn depends on the following questions:
1. It is sitting on an open file?
2. How well is it defended?
3. Is the square directly in front of it adequately defended by pieces?
4. Is it serving a useful purpose defending the pawns that have gone ahead of it?
5. Can it successfully advance, thereby ridding itself of the 'backward' label?

If a backward pawn can safely advance then its weakness will turn out to be more illusory than real.

Passed Pawns
passed pawns are usually thought of as huge assets, offering great chances in an endgame, but they can also be a disadvantage.

You don't want a passed pawn if it can be blockaded, unless you have play elsewhere and the passed pawn acts as endgame 'insurance.'  The best blockader of a passed pawn is a knight, since its strength is no diminished by having a pawn in front of it.

Center (HTRYC 3rd)

The first responsibility of the owner of the big [pawn] center is to make it indestructible.

Conversely, the responsibility of the player facing the pawn center is to apply constant pressure to it, and to try to prove it to be a weakness instead of a strength.

A center is only good because it restricts the opponent's pieces.  If it has to advance and give the enemy pieces good squares, then its whole purpose has been negated.

Friday, May 18, 2012

Space (HTRYC 3rd)

Space, as defined by Silman, is the "player's territory usually determined by the positioning of one's pawns."  It's the area of property behind the pawns.

The reason it's important: if you have more territory, you also possess more room in which to move around.

  1. the side with less space should initiate exchanges so that he will have more room in which to move around.
  2. alternatively, the side with more space should avoid exchanges and instead focus on increasing the space advantage.
However, there is a "dark side of space"
  1. the further a pawn advances the less space it can potentially control
Other rules
  1. in closed positions with locked centers you must attempt to get open lines on the wings by breaking with pawns

Tuesday, April 24, 2012

The Anti-Knight Technique (HTRYC 3rd)

The correct technique for battling knights: if you take away all their advanced support points, the knights will be ineffective and the bishops will have an excellent chance of winning out.  Because of this, you must make some decisions before you trade off into a B v. N position.  Ask yourself the following questions whenever you face the possibility of creating this type of imbalance:

  1. Is the position open or closed?  If it's closed I may prefer to own the knights.  If it's open the bishops may be a good bet.
  2. Will there be support points available for his knights.  If there are, then other questions arise:
    • can his knights get to them?
    • if the knights do get to these squares, does it matter?  in other words, if his support point is on the queenside but all the play is taking place on the kingside then you would actually encourage him to stick hi knight on that far away post!
    • can the bishops reach similar or superior squares?
Be sure to answer these questions before the trade.

Monday, April 16, 2012

Rules for Knights (HTRYC 3rd)


  1. Knights need advanced support points to be effective.
  2. Knights are very useful pieces in closed positions.
  3. Knights are the best blockaders of passed pawns.
  4. Knights are usually superior to Bishops in endings with pawns on only one side of the board (due to their ability to go to either color)
Rules for less experienced players (regarding Knights)
  1. Knights on the first and second ranks are purely defensive and are usually on their way to greener pastures;
  2. A Knight on the third rank is useful for defense and is ready to take a more aggressive stance by jumping to the fifth;
  3. A Knight on the fourth rank is as good as a Bishop and is well poised for both attack and defense;
  4. A Knight on the fifth rank is often superior to a Bishop and constitutes a powerful attacking unit;
  5. A Knight on the sixth rank is often a winning advantage.  It spreads disharmony in the enemy camp to such a degree that the opponent will sometimes feel compelled to give up material to rid himself of it.
Note 1: Rule for Knights on 4th, 5th and 6th ranks means they are on unassailable points.
Note 2: A support point (for the Knight) is only useful if it is in an area of the board where action is taking place.

Misc. Items
Example of a plan involving Knights: You recognize you have Knights; you decide to make them better; you find or create weak squares in the opponent's camp and you get your Knights to these weak squares.

Tuesday, April 03, 2012

Rules for Bishops (HTRYC 3rd)

Rule 1: If you have a bad Bishop, you must correct it in one of the following ways
1. Trade it for an enemy piece of equal or greater value
2. Make it good by getting your central pawns off its color
3. Make it active by getting it outside the pawn chain


Rule 2: Bishops are usually strongest in open positions


Rule 3: In an endgame, with passed pawns on both sides of the board, Bishops tend to beat out Knights because they utilize their greatest strength: its long-ranged abilities

Rules for Combinations (HTRYC 3rd)

"If these factors do not exist, then a combination cannot exist either.  At least one of these factors must be present if a combination is to work"

  1. Open or weakened King.  Also includes Stalemated King
  2. Undefended pieces (this does not include pawns)
  3. Inadequately defended pieces
Only look for a combo when one or more of these appear.  If they do not, then don't look for a combo.

Silman's Thinking Technique (HTRYC 3rd)


  1. Figure out the positive and negative imbalances for both sides.
  2. Figure out the side of the board (K vs Q) you wish to play on.  You can only play where a favorable imbalance or the possibility of creating a favorable imbalance exists.
  3. Don't calculate!  Instead, dream up various fantasy positions, i.e., the positions you would most like to achieve.
  4. Once you find a fantasy position that makes you happy, you must figure out if you can reach it.  If you find that your choice was not possible to implement, you must create another dream position that is easier to achieve.
  5. Only now do you look at the moves you wish to calculate (called candidate moves).  The candidate moves are all the moves that lead to our dream position.