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Chess Endings Made Simple
Boek
Titel: Chess Endings Made Simple
Auteur: Snape I.
Jaartal: 2003
Taal: Engels
Aantal pagina's:   144
Verkoopprijs:   € 18.00
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Contents:

006 Symbols
007 Introduction
008 1
Pawnless Endgames
008 Mating with Bishop and Knight
009 Queen vs Rook
011 Rook and Bishop vs Rook
013 Rook vs Bishop
014 Rook vs Knight
017 2
King and Pawn Endgames
017 The Opposition - Basic Theory
018 The Opposition - Triangulation
019 The Opposition - Tempo Moves
019 Key Squares
020 Promotion Tricks
021 Entering the Square
022 The Shoulder Charge
023 The Queening Square
023 Key Features
025 Practical Examples
029 3
Rook vs Pawn(s) Endgames
029 The Shoulder Charge Reprised
030 The Rook Cut-Off
031 Standard Winning Technique
031 Forcing Underpromotion
032 The Strange Case of the Rook's Pawn
032 The Strength of the King
033 Rook vs Two Connected Pawns
035 4
Rook and Pawn Endgames
035 Basic Technique of Rook Deployment
035 Lucena Position
036 Third-Rank Defence (Philidor Position)
038 Forcing the King in Front of the Pawn
038 The Frontal Defence
040 Short-Side Defence
040 The Rook's Pawn and the VanCura Position
043 The Swinging Rook
043 Rook and Two Pawns vs Rook
045 Rook and Two Pawns vs Rook and Pawn
048 Rook and Four/Three Pawns vs Rook and Three/Two Pawns
(No Passed Pawns)
050 Practical Examples
053 5
Knight Endings
053 Stopping a Pawn without the King's Support
054 Knight vs Two or Three Pawns
055 Mating-Nets
059 Knight vs Knight Endings
061 Practical Examples
064 6
Bishop Endings
064 Wrong-Coloured Bishop and Rook's Pawn
066 Frustrating Draws
066 Bishop vs Two or Three Pawns - Establishing a Blockade
067 Same-Coloured Bishops and Pawn(s)
073 Opposite-Coloured Bishops and Pawn(s)
075 Practical Examples
079 7
Bishop vs Knight Endings
079 Bishop and Pawn vs Knight
081 Knight and Pawn vs Bishop
081 Practical Examples
086 8
Queen Endings
086 Queen vs Pawn
089 Queen and Pawn vs Queen
090 The Power of the More Advanced Passed Pawn
091 Queen vs Rook and Pawn
092 9
Exercises
118 10
Answers
142 Index of Players  

Catalogue text:

Most chess-players are all too painfully aware of how many half-points and even full points they squander due to poor endgame play. However, they tend to imagine that improving their endgame play involves a massive amount of study of dry technical positions, and prefer to spend their time on other aspects of the game, perhaps in the unrealistic hope of avoiding endgames entirely. In this book, Ian Snape helps them to tackle endgames with more confidence, so that they look forward to playing them, and are more willing to simplify when this is the best course of action. The first half of the book discusses the areas of endgame theory that are most relevant to practical success. The second half features 100 exercises for the reader to solve, together with full solutions. All the exercises are taken from real games.

Review(s):

This book is:
Targeted
at those who would like to make a significant improvement in their endgame play and are willing to put in some time to do so.
Based
on learning patterns, concepts and plans rather than memorizing or calculating.
Focused
on those areas where the scope for improvement is likely to be greatest.
Personally, I find it much easier to base my moves on an understanding of the plans and concepts associated with a particular position rather than the calculation of variations. Inevitably, however, some calculation is required.
The rewards for improved endgame technique are significant. First, it is surprising how low the standard of play is in this area, often from otherwise strong players. Secondly, confidence is important in chess. A lack of confidence when approaching the endgame can result in an excess of draw offers in superior positions, especially against higher rated opponents. Conversely, if you approach the endgame with confidence not only will you play on many more positions to your advantage, but the mindset brought to the game by this confidence is likely to improve your results.
The book is split into two parts. The first part deals with theory. The second part contains 100 exercises for the reader to solve, together with the related answers. All of the exercises are taken from real games - there are no compositions.






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