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.