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101 Chess Endgame Tips
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Titel: 101 Chess Endgame Tips
Auteur: Giddins S.
Uitgever: Gambit
Jaartal: 2007
Taal: Engels
Aantal pagina's:   112
Verkoopprijs:   € 16.00
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Popular chess author Steve Giddins presents 101 ideas that are vital to successful endgame play. By absorbing and understanding these concepts and methods, you will ensure that you will spot them when they are possible in your own games.

This is an ideal book to read without using a chess set, as the abundant diagrams guide you through the analysis and illustrate the key points. All types of endings are covered, including both simple technical situations and more complex strategic battles. The tips include both pithy rules of thumb and general thinking methods. The examples are drawn from an immense variety of sources and based on Giddins's experiences as a player, coach and pupil.

Steve Giddins is a FIDE Master from England who plays regularly in international events and has frequently contributed to the British Chess Magazine. This is his fourth book for Gambit. He has gained a reputation as a writer who provides useful, no-nonsense advice on topics of genuine practical importance.

Introduction

The endgame is probably the most neglected part of chess, especially from the point of view of the average player. There are several reasons for this. In the first place, many players take the superficially logical, but fallacious, view that it is better to study openings, since if one misplays the opening badly enough, one will not even survive into an ending. This may be strictly true, but only of very bad open­ing play. It does not need too much knowledge to enable one to play the opening reasonably well, and once one has achieved this, there is no good argument for ignoring endgames any longer.

Secondly, many players believe that endings are boring. I firmly believe that this is completely untrue, and, on the contrary, the endgame is the best and most enjoyable part of chess. I hope in this book to show why this is the case.

Thirdly, the traditional three-hour playing sessions in club and league chess have tended to militate against reaching very many endgames, and when one did get one, the chance to play it out was usually lost, due to the intervention of that dread figure, the adjudicator. Thankfully, this is one aspect of local chess which has changed for the better in recent years, and the replacement of adjournments and adjudication by quickplay finishes means that endgame technique is now more important than ever.

In writing this book, I hope to give the average player a good introduction to many important ideas and techniques in endings. The positions given include many basic, theoretical endings, and also a significant number of more complex positions, which illustrate more general points of tech­nique. I hope that this material will not only improve the reader's endgame play per se, but also stimulate further study. The material I can cover in a book of this size is of necessity limited, but there is a wealth of fine books on the endgame, and any player who wishes to study further has no lack of opportunity to do so.

Important Endgame Principles

Many important endgame principles are illustrated in the ensuing examples, but it will be useful here to summarise the main points of endgames:

  • Material matters in endgames. This may sound trite, but it is an important point. Whereas in the middlegame, sacrificing material to open lines and activate pieces is a standard device, it is much less common in the endgame. While we shall see that tactics and combinations have their role in the endgame, it is usually only in rook (and some queen) endings that piece activity is more im­portant than an extra pawn or two. So, within reason, it pays to be a miser in the endgame.
  • In similar fashion, pawn-weaknesses tend to grow in importance in endings. In the middlegame, it is frequently a good idea to accept an isolated or doubled pawn, in order to activate one's pieces and/or open lines. In the endgame, the simplified positions and (normally) absence of queens tend to make such dynamic play much more difficult to achieve, and consequently static weaknesses tend to be more important.
  • We shall see much in this book on the subject of the 'principle of two weaknesses'. One weakness is frequently not enough, and the key to winning many positions is to create a second weakness in the defender's position, so as to stretch the defence to breaking point.
  • The other cardinal endgame principle which I shall emphasize time and again is 'do not hurry'. The endgame usually has a somewhat slower and less dynamic tempo than most middlegames, and this means that careful and slow manoeuvring is often the order of the day. Numerous good positions are spoilt by the player rashing things, when a small piece of preliminary care would have eliminated all of the opponent's counterplay.
  • Finally, it is important to have the right attitude to the endgame. There is a rather dreadful song, from the Hollywood musical Camelot, called How to Handle a Woman, the crux of the advice being "love her, simply love her". I don't know about women, but this is certainly the right way to approach the endgame. As I said above, the endgame is the best part of chess, containing a wealth of depth and beauty, and the more one studies it, the more apparent this becomes. Regardless of any specific knowledge it may convey, if this book helps the reader to appreciate and develop a love for endgames, it will have done its job.

Steve Giddins,

Rochester, November 2006

Content:
006 Introduction

007 Symbols

007 Bibliography

007 Acknowledgements

Kings and Pawns

008 Tip 1 - Defying Euclid

009 Tip 2 - The Gentlemanly Art of Shoulder-Charging

010 Tip 3 - A Royal Pas de Deux

011 Tip 4 - The Breakthrough

012 Tip 5 - More Pawn Breakthrough Ideas

013 Tip 6 - Don't Forget about Stalemate Resources

Knights

014 Tip 7 - Simplifying into a King and Pawn Ending

015 Tip 8 - Knights Hate Rook's Pawns

016 Tip 9 - Deflections

017 Tip 10 - Pawns on the Same Side

018 Tip 11 - Space is Important in Knight Endings

019 Tip 12 - In the Footsteps of the Master

020 Tip 13 - Exploiting a Positional Advantage

021 Tip 14 - Activity is King

Bishops

022 Tip 15 - Barrier Reefs (Part 1)

023 Tip 16 - Barrier Reefs (Part 2)

024 Tip 17 - Bishop and Wrong Rook's Pawn

025 Tip 18 - King at the Rear

026 Tip 19 - Good Bishop versus Bad

027 Tip 20 - How to Manufacture a Passed Pawn

028 Tip 21 - The Principle of Two Weaknesses

029 Tip 22 - Not-so-Distant Passed Pawn

030 Tip 23 - The Crippled Majority

031 Tip 24 - Pawns Don't Move Backwards

032 Tip 25 - The Power of Two Passed Pawns

033 Tip 26 - The Power of Connected Passed Pawns

034 Tip 27 - Barrier Reefs (Part 3)

035 Tip 28 - Pawn Placement

Knight vs Bishop

036 Tip 29 - Knight vs Bad Bishop

037 Tip 30 - The Agile Knight

038 Tip 31 - Knights are Better than Bishops at Attacking Weak Pawns

039 Tip 32 - Knights are Better than Bishops at Attacking Weak Pawns (Part 2)

040 Tip 33 - Bishop vs Knight on an Open Board

041 Tip 34 - Fischer's Classic

042 Tip 35 - Knight on the Rim

043 Tip 36 - The Triumph of the Two Bishops

Rooks

044 Tip 37 - Know the Basics

045 Tip 38 - The Importance of King-Shelter

046 Tip 39 - Know the Basics, Part 2

047 Tip 40 - Know the Basics, Part 3

048 Tip 41 - When Two Extra Pawns Don't Win

050 Tip 42 - Pawns on the Same Side

052 Tip 43 - Defence from the Side

053 Tip 44 - The Strength of the Rook at the Side

054 Tip 45 - The Strength of the Rook at the Side (Part 2)

055 Tip 46 - Karpov's Masterclass

056 Tip 47 - Shoulder-Charging

057 Tip 48 - Keep the Furthest Pawn

058 Tip 49 - Passed Pawns Mean Counterplay

059 Tip 50 - The Exception that Proves the Rule

060 Tip 51 - More Chances with a Knight's Pawn

061 Tip 52 - Never Forget about Stalemate

062 Tip 53 - Triangulation

063 Tip 54 - New York 1924 Revisited

064 Tip 55 - Don't Get in a Huff

065 Tip 56 - The Active Rook

066 Tip 57 - Another Active Rook

067 Tip 58 - Yet Another Active Rook

068 Tip 59 - When Similar is Not the Same

069 Tip 60 - Seizing Space

070 Tip 61 - The Weakness of Weak Pawns

Queens

071 Tip 62 - Evading the Checks

072 Tip 63 - King Safety is the Key

073 Tip 64 - King Safety is the Key (Part 2)

Strategy and Technique

074 Tip 65 - Exchanges to Realize a Material Advantage

075 Tip 66 - Rooks are Better than Knights - Usually!

076 Tip 67 - When Two Pieces are Better than One

077 Tip 68 - The Value of Knowing Your Theory

078 Tip 69 - Drawing with Rook vs Rook and Bishop

079 Tip 70 - When Two Rooks Beat a Queen

080 Tip 71 - Transforming an Advantage

081 Tip 72 - Centralizing the King

082 Tip 73 - Transforming an Advantage

083 Tip 74 - The Perils of Passivity

084 Tip 75 - A Lesson in Not Hurrying

086 Tip 76 - Positional Alchemy

087 Tip 77 - The Importance of Calculation

088 Tip 78 - Concrete Play

089 Tip 79 - Schematic Thinking

090 Tip 80 - Bad Bishops are Often Good Defenders

091 Tip 81 - The Principle of Two Weaknesses Revisited

092 Tip 82 - Pawn-Structure Subtleties

093 Tip 83 - More Breakthroughs

094 Tip 84 - The Master at Work

095 Tip 85 - Workmanlike Technique

096 Tip 86 - A Two-Bishops Masterclass

097 Tip 87 - Appearances can be Deceptive

098 Tip 88 - Overcoming the Blockade

099 Tip 89 - Squeeze Play

100 Tip 90 - The Power of the King

101 Tip 91 - Calculate Your Way to Victory

102 Tip 92 - Fighting for Space

103 Tip 93 - The Importance of Playing On

104 Tip 94 - The Outside Pawn-Majority

105 Tip 95- Too Brutal

106 Tip 96 - The Minority Attack

107 Tip 97 - Attacking the King

108 Tip 98 - The Power of Zugzwang

109 Tip 99 - Passed Pawns are the Key

110 Tip 100 - Don't Forget Combinations!

111 Tip 101 - Positional Draw






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