The Essence of Good Chess
The incomparable Fred Reinfeld is back in print! This new 21st-century edition is presented in modern algebraic notation in a double-column format, with more diagrams and a refresher course for beginners.
"How to be a Winner at Chess" is among the very best introductory chess books ever produced, bar none. In it Reinfeld manages to capture the essence of good chess in a most readable, enjoyable easy-to-grasp format.
"how to be a Winner at Chess" Is designed for the average player who knows the moves and rules but not much more. Warning! - you have to be able to read! Let Fred Reinfeld, the master wordsmith and instructor take you to the next level - in short turn you into a winner.
About the Author
Fred Reinfeld (1910-1964) was for many years among the strongest chess player in the Country. Even now as an author, he stands alone, the most succsessful and profilic chess writer of all time, with over hundred books to his credit.
Content: 007 Preface
008 Foreword
010 Editor 's Introduction
013 Introduction
014 Chapter 1. Haw ta End 1t All
014 Checkmating
014 Three Tests for Checkmate
016 Checkmate
017 More Checkmates
020 Chapter 2. Dan t Give Up the Ship
020 Resigning
020 When to Resign
021 When Not to Resign
021 Ripe for Resigning
023 Chapter 3. What's 1t Warth?
023 The Values of the Pieces
023 Even Exchanges
024 Relative Values
025 Cruising Range
026 The "Lowly" Pawn
026 More Comparative Va lues
026 Bishop vs. Knight
028 Winning Material
030 Chapter 4. The Three Strongest Moves
030 1. Checks
030 Priority of Check
031 Forking Check
032 Removing the Defender
034 The "Discovered" Check
035 Double Check
037 Chapter 5. The Three Strongest Moves
037 2. Capturing Threats
037 How to Win Material
038 Removing the Defender
043 The "Double Attack"
045 Pinning Attacks
047 Chapter 6. The Three Strongest Moves
047 3. Pawn Promotion
047 The Power of Pawn Promotion
047 A Pawn Gives Checkmate!
048 Promotion by Capture
049 Remove the Blockader!
050 How Pawn Promotion Wins Material
051 Watch for Passed Pawns
052 Pawn Promotion Wins Many aGame
053 Looking Ahead
054 Chapter 7. "How Do 1 Get Started? "
054 Five Rules for Opening Play
054 Simple Plans Are Best
054 Five Basic Rules
055 Control the Center
056 Develop Quickly
058 Develop Effectively
059 Protect Your King
061 Avoid Premature Queen Moves
062 Summary
062 Chapter 8. "What Do 1 Do Now?"
062 Two Basic Rules for the Middlegame
062 Give Your Pieces Mobility
065 Make Your Piece Cooperate
069 Chapter. The Endgame Is the Payoff
069 Five Basic Rules for Endgame Play
069 Know the Elementary Checkmates
070 Have Your King Play an Active Role
072 Utilize Passed Pawns
073 Post Rooks on the Seventh Rank
074 Simplify When You Have a Material Advantage
077 Chapter 10. 'Tau Can t Move That Piece!"
077 Winning by Pinning
077 The Irritating Pin
078 How Pins Work
081 Double Play
083 Chapter 11. "Give Till It Huris!"
083 Winning by Sacrificing
083 How Sacrifices Work
085 Sacrificing the Queen
089 A Chess Refresher
089 The Basic Rules of Chess
089 How the Pieces Move
091 How the Pawn Moves
091 How the Pieces Capture
092 More ab out the Pawn
093 More about the King
094 How to Record Moves
096 Standard Chess Symbols |