CHESMAYNE
Sacrifice
Kushan gold dinar representing Kanishka-I the Great
(100-126 AD).
Obverse: King Sacrificing at Altar.
Reverse: Four Armed Shiva.
All sacrifice refers back to or is symbolically
related to the primordial sacrifice of
There are two kinds of
sacrifice: the calculative and the intuitive.
01 A calculative sacrifice is
where a MP/mp is given for an
immediate gain (to capture
a MP/mp of greater value).
02 An intuitive sacrifice is
more involved as the actual gain is not instantly obvious. Benefits may include a long term attack opportunity or an
overall improvement in your position and mobility of your
MPs/mps.
The surrender or destruction
of something prized or desirable for the sake of something considered as having
a higher or more pressing claim - the MP/mp surrendered - give up, or permit
injury or disadvantage to, for the sake of else - to offer or make a sacrifice. To give up material in order to achieve a tactical or positional advantage. The surrender of material
in order to gain some advantage, such as an attack, superior mobility, or a
larger amount of material.
Sacrifices and Combinations: it is
impossible to say when the opening
finishes and the middle game
commences, for there is no clear dividing point. Generally, the middle game is that part of
the game which follows development
when most MPs/mps are still on the board.
Sacrifices and combinations make up a large part of the middle game
where you plan to defeat
your adversary. Having mastered the
basic movement of the MPs/mps, it is important to develop a feel for how the
MPs/mps combine together. Even at a
very low level of play, the loss of a MP/mp (which is usually caused by a
tactical oversight) usually means the loss of the game. Various
typical tactical themes and ideas which you should be aware of are listed below
and demonstrate how these concepts can combine to produce powerful tactical
combinations:
01 Double attack :doa.
02 Discovered attack :dca.
03 Discovered check +DC.
04 Deflection :def.
05 Decoying :dy.
06
Removing the defender :rd.
07 Blockading :bl.
01 Double attack: a double attack
involves, as its name implies, the creation of two simultaneous threats. They consist of threats to capture material or, in more
complex examples, there may be a threat of checkmate, accompanied by a
threat to a MP. The fork is a simple example of a
double attack.
02 Discovered attack: in a discovered attack
a MP moves to expose a threat from a MP behind it and meanwhile creates a
further threat of its own. The
discovered attack is in fact, a form of double attack.
03 Discovered check (+DC): a discovered
+CH is a discovered attack where the primary attacking threat consists of a +CH to your opponent’s KI. A strong form of discovered +CH is a double check (+DO),
where the MP/mp which moves to clear a line to the opponent’s KI also delivers
a +CH first. A +DO (double) can only be
met by moving the KI, which can make it a very strong attacking device.
04 Deflection: if an opponent’s
MP/mp is preventing a line of attack which would be beneficial if carried out,
it is sometimes possible to deflect the MP/mp from this particular defensive
duty. This is often executed with the
aid of a sacrifice. In a deflection, an opponent’s
MP/mp can often be deflected from a particular defensive task. Sometimes it is possible to simply remove
the defending unit by capturing
the MP/mp. This usually involves a
sacrifice.
05 Decoying: a decoy is a device for luring
an opponent’s MP/mp to a vulnerable
cell. This may be a cell which
blocks an escape route for the KI, or perhaps a cell where the MP/mp is exposed
to capture in the ensuing play.
06 Kali (
Blockading:
blockading manoeuvres are used mainly for one of two
reasons:
07 To oblige your opponent to
place a MP/mp in an inconvenient cell which blocks an escape route for the KI.
08 The second use is to oblige
your adversary to block a file,
rank or a diagonal on which there
exists a potential threat.
09 Latin: ‘Age hoc’, ‘attend to
this.’