Riki Hakulinen
60 pieces of simple chess advice
15 pieces of advice of the opening, middlegame, endgame, and practical chess.Introduction
This is a collection of 60 pithy pieces of chess advice to keep in mind. Some of these are generalizations, and every position's needs must be judged on a case-by-case basis: the point of such guidelines is to get you to ask the right questions about the position, and to find the winning ideas.
Practical advice
- Don't switch repertoires right before an important tournament.
- Calculate how much time you have per move before playing a tournament.
- In longer games with increment, don't compare times with your opponent.
- Converting takes much more time OTB than online — leave enough time for it.
- Look for general ideas on your opponent's clock in speed chess.
- Mental energy can be more important than time in long games.
- Don't be afraid to make practical decisions in rapid and blitz. Time is a resource.
- Bring food and drink for classical games.
- Turn off every visual aid online (legal moves, arrows, etc.) to help with improvement and OTB play.
- Stay calm when worse; anger and frustration destroy logical thinking.
- Always assume your opponent sees everything you do, except when desperate.
- When worse, complicate. When better, simplify.
- Don't give up too early — "easy wins" are drawn or lost all the time.
- When winning, ask yourself "How can I possibly lose/draw?" and solve those issues: reverse when losing.
- Two healthy extra pawns are generally winning.
Opening
- You probably underestimate how important development is.
- Control the center, control the game.
- Keep your king safe; an open king allows tactical ideas and attacks.
- Two central pawns (c-f) next to each other on the 4th rank are very strong.
- Castling is committal: sometimes delaying it is good.
- Sometimes (rarely) the king is the safest in the middle.
- Don't be afraid to return sacrificed material (e.g. gambited pawns) for a good position.
- Grab central pawns, beware of poisoned flank pawns.
- Pawns on the 5th rank can be strengths, but also weaknesses.
- Don't spend more than a third of your time on the opening.
- Don't move the same piece twice except for very good reasons. Tempi matter.
- Avoid unnecessary flank pawn moves.
- Moving two pawns one square apart (e.g. the e- and g-pawns) always leaves weak squares between them (e.g. f3).
- If there is a diagonal both players want their bishops on, gets yours there first.
- Develop your kingside first to prepare castling.
Middlegame
- Opposite-colour bishops favor the attacker.
- Knights and queens coordinate well together when attacking.
- Open positions favor bishops; closed positions favor knights.
- Rooks aren't great in the middlegame. If you think you can win in the middlegame, look for exchange sacrifices.
- Pawn structure matters more in the endgame. Look for an attack when yours is damaged.
- Knights change the color of square they attack every time they move.
- Bishops are very slightly better than knights, but the needs of the position come first.
- A queen is slightly better on the color of square that your central pawns are not on, in the same way that bishops are.
- When in doubt, improve your worst piece.
- When there is only one open file on the board, do your best to control it.
- Don't be afraid to move pieces backwards!
- A bishop on f1 or f8 can be a very strong defender.
- After castling long, Kb1/...Kb8 is often a powerful prophylactic move.
- When considering trading down into an endgame, see whose king is better positioned.
- When your opponent is playing on the flank, open the center.
Endgame
- King activity is paramount; a king is worth roughly 31⁄2 pawns as a fighting piece.
- When better, trade pieces; when worse, trade pawns.
- A king cannot win two connected passed pawns on its own.
- Queen endgames often end in draw by repetition,
- Always look for simplifications into winning pawn endings.
- Bishops like pawns on both sides of the board; knights on one.
- A rook cannot stop two passed pawns on the 7th rank, whether they're connected or not.
- A healthy extra pawn is often winning in king-and-pawn endgames.
- A rook on the seventh rank can be extremely powerful due to opposing pawns being there.
- Look for pawns that cannot be defended if attacked.
- Opposite-color bishop endgames have a strong drawing tendency.
- Pay close attention to Zugzwang — it's why most beginners struggle with endgames.
- Protected passed pawns often decide pawn endgames.
- Two passed pawns one square apart (e.g. on f3 and h3) can't be captured by a lone king unless it is directly between them.
- Always look for ways to sacrifice one or more pawns to generate an advanced passed pawn.
Ín conclusion...
I hope these pieces of chess advice helped you! I might write another such article if there is demand. Remember, though, that rules are made to be broken... but only with good reason.
Thanks for reading! Please leave a like if you enjoyed the post.
— Numerot
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