CHESMAYNE

chonoci-01
just the way U are
The Opening :&O

Level-01 Traditional Western Chess Openings A to Z
Example
game: both players start (see the diagram below), by putting a PA in the middle of the board (on file E). A-PA5 moving E02/E04 and B-PA4 moving E07/E05. Then A-KT2 is developed
to F03,
threatening B-PA4. :B must do something about
this threat. B-PA4 cannot move as it is blocked from
moving forward. However, :B has several ways to defend B-PA4. How many different ways can
you find below?
RO2
|
KT2
|
BS2
|
QU1
|
KI
|
BS1
|
KT1
|
RO1
|
8
|
PA8
|
PA7
|
PA6
|
PA5
|
|
PA3
|
PA2
|
PA1
|
7
|
|
|
|
|
|
|
|
|
6
|
|
|
|
|
PA4
|
|
|
|
5
|
|
|
|
|
PA5
|
|
|
|
4
|
|
|
|
|
|
KT2
|
|
|
3
|
PA1
|
PA2
|
PA3
|
PA4
|
|
PA6
|
PA7
|
PA8
|
2
|
RO1
|
KT1
|
BS1
|
QU1
|
KI
|
BS2
|
|
RO2
|
1
|
A
|
B
|
C
|
D
|
E
|
F
|
G
|
H
|
|
Diagram
below, :B defends/protects B-PA4 by developing B-KT2 to C06. Now A-PA4 moves up into the action as
well with D02/D04. After these first few
moves we now have a complicated position in the center of the board. :A is now attacking
B-PA4 twice (with A-KT2 and A-PA4), while :B is only defending B-PA4 once with B-KT2. :B must do something about this threat on the
next move. What move would you make
next if you were :B?
RO2
|
|
BS2
|
QU1
|
KI
|
BS1
|
KT1
|
RO1
|
8
|
PA8
|
PA7
|
PA6
|
PA5
|
|
PA3
|
PA2
|
PA1
|
7
|
|
|
KT2
|
|
|
|
|
|
6
|
|
|
|
|
PA4
|
|
|
|
5
|
|
|
|
PA4
|
PA5
|
|
|
|
4
|
|
|
|
|
|
KT2
|
|
|
3
|
PA1
|
PA2
|
PA3
|
|
|
PA6
|
PA7
|
PA8
|
2
|
RO1
|
KT1
|
BS1
|
QU1
|
KI
|
BS2
|
|
RO2
|
1
|
A
|
B
|
C
|
D
|
E
|
F
|
G
|
H
|
|
Now look at the position again (above), but this time
focus on A-PA4 on cell D04 which has just
moved up into the fray (above). :B is attacking A-PA4 twice, with B-PA4 on cell E05 and with B-KT2 on cell C06. :A is defending A-PA4 twice also, with A-KT2 and A-QU1. :B can now make some exchanges to ease the tension here.
In the diagram below :B captures A-PA4 with B-PA4 and :A recaptures (takes back) with A-KT2 - the only good move! It would have been a bad mistake for :A to take-back with A-QU1 instead. Do
you see why? A little bit of advice: if you have
a choice of two or more captures on the same cell it is almost always right to start with the weaker piece - in this case the weaker MP is A-KT2. A-QU1 is the stronger MP in this example.
Now :B could, if s/he chooses
trade/exchange KTs ie, swap B-KT2 for A-KT2. Exchanges like these shown here happen in
every game of chess.
RO2
|
|
BS2
|
QU1
|
KI
|
BS1
|
KT1
|
RO1
|
8
|
PA8
|
PA7
|
PA6
|
PA5
|
|
PA3
|
PA2
|
PA1
|
7
|
|
|
KT2
|
|
|
|
|
|
6
|
|
|
|
|
|
|
|
|
5
|
|
|
|
KT2
|
PA5
|
|
|
|
4
|
|
|
|
|
|
|
|
|
3
|
PA1
|
PA2
|
PA3
|
|
|
PA6
|
PA7
|
PA8
|
2
|
RO1
|
KT1
|
BS1
|
QU1
|
KI
|
BS2
|
|
RO2
|
1
|
A
|
B
|
C
|
D
|
E
|
F
|
G
|
H
|
|
However, :B decides not to exchange
KTs in this example
(see diagram below). Instead s/he develops B-BS1 to C05. This move creates an entirely new threat. A-KT2 is attacked twice (by B-KT2 and B-BS1), but only defended once (by A-QU1). :A must do something about this
immediately. :A could initiate an exchange of KTs or
move KT2 to a safe cell. S/he can
defend A-KT2 yet again - for
a third time if desired! Do you see
how this can be done with either A-BS1 or A-PA3?
RO2
|
|
BS2
|
QU1
|
KI
|
|
KT1
|
RO1
|
8
|
PA8
|
PA7
|
PA6
|
PA5
|
|
PA3
|
PA2
|
PA1
|
7
|
|
|
KT2
|
|
|
|
|
|
6
|
|
|
BS1
|
|
|
|
|
|
5
|
|
|
|
KT2
|
PA5
|
|
|
|
4
|
|
|
|
|
|
|
|
|
3
|
PA1
|
PA2
|
PA3
|
|
|
PA6
|
PA7
|
PA8
|
2
|
RO1
|
KT1
|
BS1
|
QU1
|
KI
|
BS2
|
|
RO2
|
1
|
A
|
B
|
C
|
D
|
E
|
F
|
G
|
H
|
|
Now
look at this position below. :A has just moved QU1 to cell H05. A-QU1 is attacking B-PA1 and PA3 and B-BS1 at the same time. The two PAs
are defended, B-PA1 and 3. However, B-BS1 is not defended (subject to capture on the
next move), so :B should defend or move B-BS1 on the very next play.
RO2
|
|
BS2
|
QU1
|
KI
|
|
KT1
|
RO1
|
8
|
PA8
|
PA7
|
PA6
|
PA5
|
|
PA3
|
PA2
|
PA1
|
7
|
|
|
KT2
|
|
|
|
|
|
6
|
|
|
BS1
|
|
|
|
|
QU1
|
5
|
|
|
|
KT2
|
PA5
|
|
|
|
4
|
|
|
|
|
|
|
|
|
3
|
PA1
|
PA2
|
PA3
|
|
|
PA6
|
PA7
|
PA8
|
2
|
RO1
|
KT1
|
BS1
|
|
KI
|
BS2
|
|
RO2
|
1
|
A
|
B
|
C
|
D
|
E
|
F
|
G
|
H
|
|
Try not to develop
MPs/mps in front of your other pieces. In the example below both :A and :B have made this error/mistake/blunder. :A has stuck BS2 in front of A-PA4 which needs to be moved if A-BS1 is to come into the field
of action. :B has stuck QU1 in front of B-BS1 so that s/he can not now
develop this MP. Don’t forget that all
of these rules are only guidelines to help you survive
the first few moves of the game. There will be many occasions when you will
want or, need to break these three basic rules - perhaps to win
a MP/mp, or even to achieve ++CM. It
is important that you learn/understand the basic rules first, before the
exceptions to the rules. Rules are made
to be broken but - the mature player knows when to break the rules!
RO2
|
KT2
|
BS2
|
|
KI
|
BS1
|
KT1
|
RO1
|
8
|
PA8
|
PA7
|
PA6
|
PA5
|
QU1
|
PA3
|
PA2
|
PA1
|
7
|
|
|
|
|
|
|
|
|
6
|
|
|
|
|
PA4
|
|
|
|
5
|
|
|
|
|
PA5
|
|
|
|
4
|
|
|
|
BS2
|
|
|
|
|
3
|
PA1
|
PA2
|
PA3
|
PA4
|
|
PA6
|
PA7
|
PA8
|
2
|
RO1
|
KT1
|
BS1
|
QU1
|
KI
|
|
KT2
|
RO2
|
1
|
A
|
B
|
C
|
D
|
E
|
F
|
G
|
H
|
|
Lastly, one final point. For the past five centuries or more, the
best players of Level-01 in the world have studied the best ways of starting a
game of traditional chess. These experts/masters/grandmasters have each spent decades studying the game and
have written tens of thousands of books to help you play the game. Most of these books you will find obnoxious
and expensive to study from at the moment.
However, if you look under ‘books’
in this dictionary you will find lots of ideas to help you choose a suitable
book/books to help you on your way to glory in the field of chess.
Don’t make things up yourself - listen to some of these teachers/eggheads
- either from books or, on the WWW.
The Origin of the opening
Over the last 500+ years or so the best players in the world have worked
out the best ways to open a traditional game of chess. All the good openings
have names. Some are named after the
people who played or wrote about them, some after a country where they were
played, some have names which describe the opening in a particular way. The mps
are used to carve out territory. The
side that controls the midfield will usually win the game - but not always. One of the best ways to open :L01
is as
follows…….
B$A and B$B
are the important areas. During the
opening phase you develop
your MPs/mps to strong positions in preparation for the middle game. RO1,
RO2, BS1
and BS2 need to be brought from their initial starting positions (ISP) so
that they control the center
of the board and the KI
must be kept safely near the right
or left
side of the board - %K,
%Q. Remember that it is
important to bring ROs,
BSs
and KTs
into action as quickly as possible - do not begin attacking until you have
done this. Do not waste developing time
on weak PA
moves. Position QU1
for attack,
but not too early as she may be attacked.
Do not leave your KI exposed to attack.
Avoid moving PAs in front of your KI
too early as this can also make him vulnerable to attack.

Here is an example of ++CM in
the opening - below. After just four
moves :B has been checkmated. See how A-BS2 defends A-QU1 so that B-KI cannot capture
her? This is called ‘Scholar’s
Mate’. Make sure that you
know how to stop/prevent this kind of ++CM.
Keep KT1
and KT2 away from the edge
of the board. Place RO1
and RO2 on open files or on files
that are least blocked by mps. Avoid hemmed-in BSs and ROs. Castle
- %K, %Q
- at an early stage to protect your KI. Aim to control the center of the board. Place A-PA4 on D04 and A-PA5 on E04 or A-PA4 on D05 and PA5 on E05. If this cannot be achieved then prevent your
opponent
dominating the center. Usually one or
two key moves give an opening
its identity. Study the mechanics of an
opening to see how certain moves
put pressure on your opponent and how particular attacks trigger certain
responses. Because you can only guess
your adversary’s responses, many famous openings are very flexible. By playing through the moves of famous
openings you can see how the plans
and action of the middle
game are shaped by decisions taken in the early stages of the game. Traditional
chess openings - :L01
- :&O - have the following
names…….
Openings A B C D E F G H I J K L M N O P Q R S T U V W Z

Points
to remember
To understand the ideas
behind the openings
and to know the principles is more important than memorizing variations. After a game,
ask your opponent about his/her opening, or look it up in this book. The object of the opening is to array your
army in the position of maximum readiness.
This process is called development. To develop a MP/mp is to bring it into play. At the start, the PAs are already ‘in
play’. None of them are
obstructed. It is the MPs
that are obstructed by the PAs. Only
two mps
need be moved to free the MPs: the two center PAs, that is PA4 and PA5.

The moves
of these PAs - at least one of which should be moved two cells - also help to
control some of the important central
cells. When you cannot play PA5-E02/E04, play PA3-C02/C04, for subsequent RO
development. So, with PA5-E02/E04 unplayed, do not block PA3
by KT1-B01/C03. At the same time, observe that the moves of
the center PAs tend to expose your KI. Therefore
aim at castling
- %K,
%Q - as early as possible - usually on the KIs side, as the KI is
then further from the center of rank-01
and therefore safer. If you develop
KT1, KT2, BS1, BS2 and QU1 off R$01
then RO1 and RO2 can come into contact with each other [:co-ROs] after
the KI has castled. Do not, as a rule, attempt to take advantage
of your opponent’s
cramped
position by attacking it. For an attack
may free the enemy. Rather, concentrate
on preserving and increasing a cramp.

Prevent freeing moves. Play the boa-constrictor
rather than the panther. The cramp should
grow to a point where your opponent must create a fatal weakness or make a
desperate sacrifice
of material. A small, highly mobile force, by being
able to concentrate rapidly in one section, may effect ++CM against a numerous but
scattered and immobile enemy. Such a
position can often be brought about by sacrificing one or several units to gain
time. As a general rule, whoever controls the
greater share of the center
has the greater mobility. The center
may be said to consist of the sixteen most central cells of the board - B$A and B$B
- and especially the four
cells in the very center - A01, A02, A04 and A04. In the center QU1, BS1, BS2, KT1 and KT2
have greater mobility
than elsewhere and can move
rapidly to either wing
as occasion demands. Beware of traps. Examples are…….

01
Fool’s
++CM - the shortest possible game, on :L01 = only two
moves!
02
Scholar’s
++CM.

03
Legall’s
Legacy. Set up the board for
Level-01
as shown in the next diagram and play through the moves as listed below for this
game…….
:B’s 4th
move [04B PA1-H07/H06]
did not assist development
in the above game and is an unnecessary mp
move. Look carefully at the whole while
developing. Do not develop without
watching how your opponent is developing.
Legall’s
Mate
A mate in the early stages of
the game following a QU
sacrifice
by moving a pinned
KT. An example is as follows…….
The
opening phase
The Chesmayne chess MPs/mps
are triangular
shaped. Large triangles are used for the
MPs and small triangles are used for the mps.
Each triangle has the monogram
of the MP/mp printed on it ie,
PA1,
PA2, PA3, PA4, PA5, PA6, PA7 and PA8 for the mps.
The monograms RO1, RO2, BS1,
BS2, KT1, KT2, QU1 and KI for the MPs on :L01
(traditional
chess). Print
chess-set?
The opening usually comprises
the first ten moves
or so, up to the stage where most of your MPs/mps are developed. At this point the middle game begins. The first phase of the game, in
which the MPs/mps should be developed.
There are many ways to begin a game of chess,
but the following four listed below are quite common on :L01. These four openings
have many variations
each with its own name. Note that in
each case the first move by :A
and :B
is the exact same. It is the second
move which gives the name of the opening in these examples. Set-up the board and play through the moves
as listed below…….





Gambit - :&G. A gambit
is an opening which offers a planned
sacrifice
of mps
with the underlying goal
of rapid development
or control of the central
cells.
Defense - :&D. A defense
is just :B’s
response to :A’s
opening set of moves.

Ampersand = &.
The symbol ‘&’ - ampersand
- followed by a number is used to indicate the Opening, Defense or Gambit
in the Chesmayne
Notation. The letter ‘V’
indicates a variation. Below is given a sample selection of the name
under which they are known - :L01
- traditional
chess. I only deal briefly
with the openings below. Some have not
been listed and I have given just one or two out of hundreds of variations in
those discussed. So you will constantly
meet unfamiliar opening lines. When you
do, apply sound principles, develop and play for control of the central
cells. This may not find you
the best moves but it will usually find good ones. Do not memorize
variations without understanding them.
Gambit
An opening that incurs the
loss of a mp
with the objective of gaining control of the center
of the board or rapid development of your MPs/mps or, by gaining a
positional advantage. The word ‘gambit’ is taken from the Italian,
meaning ‘to set a trap’ (‘gambetta’ is a wrestling term for tripping up your
opponent by the heels). The term apparently was first used by Ruy Lopez
in 1561 when traditional
chess was in its embryonic stage.
Nearly all gambits are played by :A
(but some are played by :B).
They are usually named after
the person who introduced the particular gambit. An opening in which the player
seeks by sacrificing
a mp
to obtain some advantage - the act or course of action by which a player seeks
to obtain some advantage. An opening
where material,
usually a mp, is given up, in the hope of gaining an advantage in development. An opening or variation in which
material is sacrificed
in order to achieve rapid MP
development. Most gambits involve the
sacrifice of one or two mps. In traditional
chess, :L01
of Chesmayne,
the gambits are indicated by the symbol :&G
and have the following names…….
:L01
= Traditional Western Chess

At the beginning of a contest,
each side is firmly restricted to h/her own half of the board. The :A
MPs/mps in one half are ideally placed to repel any :B invasion force. And the task during the opening of the game
should be to ensure that your forces are actively
positioned and ready to cooperate with each other. Three objectives should be paramount in your
thoughts during the opening phase of a contest…….
01
Development of your
MPs/mps.
02 Control of the center
of the board.
03
The conquest of new cells.
Variations
There is no way a player can
avoid thinking
about the opening. The various openings
all have a set of moves
even if they do not last long enough to reach the middle game or endgame. Much attention has been paid to the subject
in the literature, which is indicated by the fact that nearly half the books
published concentrate on this particular phase of the game. Many of these are highly technical. Indeed it is now possible to purchase volumes
dealing with variations
or sub-variations of one particular opening in the traditional game of chess. The problem is how to deal with this mass of
rapidly changing
knowledge
since there is no doubt that you will be at a disadvantage against a properly
prepared opponent. Not all players have the time or inclination
to keep up to date with this vast theoretical outpouring. Before tackling this question you must ask
yourself…….
“What am I trying
to achieve in the opening?”

Setting
your goals
The opening phase of a chess
game requires considerations quite different from those in the middlegame
and endgame. You must understand them clearly in order to
avoid setting your sights, during the initial stage of the battle, for goals
that are not attainable. The most
important objective of a player during the opening phase should be to develop
the MPs
and mps
from their initial hemmed-in positions - ISP
- to cells
that afford them good mobility,
and to do so as quickly as possible in order to be prepared to meet a
concentration of enemy forces on any part of the board. It is a common mistake of the beginner to
embark on aggressive excursions with one MP/mp or another before completion of
the development
of h/er forces. The beginner does not
realize - something the mature player knows from experience - that the result
of a premature attack
is almost always an irremediable delay in development and a disarray of the
line-up of your MPs/mps - enough to give your adversary
an opportunity for launching a successful counter-attack.
Some
rules
There are a few rules
which it is desirable to follow in any opening.
Failure to do so could delay the completion of your development. These rules are…….
01
Avoid all mp
moves which neither advance your own development nor retard that of your
adversary. Look for an opportunity to
move one of your center mps up the ranks
and to maintain the mp there.
02 Do not move a MP/mp twice
before you have developed all your MPs/mps, unless compelled by a threat
of your opponent or, justified by a weakness
which your opponent has created in h/er own position.
03 Do not exchange
a MP/mp which is developed for one that has not yet moved.
04
Do not place a MP/mp so that
it blocks the path of another of your MPs or of a center mp.
05 Do not develop a MP to a cell
from which your opponent can drive the MP with a move that furthers h/er own
development.
After an opening set of moves
the players are allowed to continue ad
libitum, :al. This term is used to indicate that the
manner of performance of a game is left to the intelligent discretion of the
player - usually after a particular opening set of moves has been played.
Losing
tempo
Clearly, every time you
violate one of these rules,
you lose tempo. It takes you a move longer to complete the mobilization
of your forces. Making an unnecessary mp
move is a particularly bad habit. It not
only loses tempo but usually also increases the effectiveness of the adversary’s
MPs/mps by giving them access to the cell
which the mp controlled prior to advancing.
You can activate
all your mps without moving more than two or, at most, three mps. Getting KT1
or KT2 into play, of course, requires no preparatory mp moves. Advancing A-PA5 frees QU1 and BS2,
and BS1 can be freed by the advance of A-PA2 or A-PA4.
Principles
Where the MPs/mps are evenly
matched an equal division of the board
and influence should result. A contest normally starts with a few MPs/mps being
placed to sketch out cells which also serve as bases for MPs/mps that will
later be developed
and expanded. Until those markers have
been established, close contact is usually avoided, for the sensible reason
that there are bigger rewards in staking cells on the board than in indulging
in punch-ups.
In the opening, a single MP/mp may stand sentinel over a considerable
domain. Obviously this MP/mp represents
no more than a token claim to the area in which the MP/mp resides. The theory is that the arrival of the first
enemy MP/mp to contest the cell in the area will be countered by placing a
second defender there, and so on, so that if both players make the best plays
the advantage
should remain with the side that arrived first.
When all peripheral cells have been tenanted, however sparsely, and
often before that time, one side will intrude into enemy-occupied cells. The defender will either fortify h/her
position or attack
the intruder directly, possibly both with a single move. This is likely to provoke a counter-move and
the MPs/mps are soon in close contact.

Tactical
battles
Each side may, after a few moves,
be satisfied with their position and turn elsewhere, but sooner or later a tactical
battle will take place for ultimate control of sections of the board. This battle will continue until there is a clear
demarcation between the opposing forces.
These battles, some big, some small, are fought out, one after the
other, all over the board. The early
MPs/mps, spread out singly or, in small clusters
are separately vulnerable, and as each local skirmish develops both players
strive to link their scattered forces into strong groups, at the same time
harassing the enemy’s plans. Frequently MPs/mps will get cut off,
occasionally sacrificed
for other gain, sometimes trapped. These will give rise to survival battles
with sharp tactical
play.
Vision
Chess players find that the
most interesting thing about the game
is that the board is wide open at the beginning. You can see
everything that can happen. At all levels,
all the various moves
are staring you in the face and analyzable,
and in that sense the contest comes down to seeing with vision. The lack of this attribute is what makes a
player lose. It is useless learning by rote
tried and tested openings or moves without having the ability of seeing. What you need is a ‘feel’ for the position -
to see into the position and assess its potential. The seeing in this case is in the eye
of the beholder. On encountering a new
move you will be able to respond effectively and have the courage of your
convictions and be able to recognize when a new line-up has been calculated to
unhinge your normal playing style. At
other times you may want to believe that your own analysis of a position is
superior, until you are flumaxed by a simple response of your opponent. Never take anything for granted. You are bound to lose at one time or another
and you must have the ability
to bounce back and become master
- GM
- of yourself. Regard losses as lessons
to be learned, as they will give you an introspective view of yourself.
Making
an opening choice
It is impossible to play
every opening well, so a choice must be made.
In many ways the determination of the opening to be played lies more in
the hands
of the player who makes the opening move. :A
makes the opening move and :Bs
reply more often than not gives the game its distinctive character.
Choosing
a Defence :&D
In practice most players
specialize in one or two defenses. Novice players should choose one main defense
and master it thoroughly. As time and inclination permit, additional lines may
be added. Learning one of the major
defenses is no simple task as :A has a plethora of replies. The choice of opening also has specific variations
[:&OV].

Choosing
a gambit :&G
A gambit
is an opening which offers a planned
sacrifice
of mps
with the underlying goal
of rapid development
or control of the central
cells etc. Try using the Chesmayne
Notation
when making your moves
so that you get a feel for the new notation.
The Chesmayne notation becomes important when you play on the larger boards
- 10
x 10, 12 x 12 and on different levels!
Flank
openings
Flank openings are the
slowest opening
system of all, in which :A
adopts a restrained plan, often trying simply to control rather than occupy the
center,
leaving the central
mps at home, reserving them for later.

Understanding
the :&O
To a certain extent there is no
apparent difference between mature and amateur in the opening, because both may
play the same theoretical line. But
there is a great difference between playing opening
variations by rote and understanding them. From the very first move a strong player
understands why each move is made, whether strategically
or tactically. The amateur, on the other hand, often learns
opening variations by
heart and is inclined to play them mechanically. In such cases, the
amateur frequently loses the thread
of thought at the first deviation from book,
whereas the mature player, understanding the background of each move, knows how
to take advantage
of the incorrect play of h/her adversary.
Dubious
moves
The mature player generally
plays the opening accurately according to theory, but you occasionally avoid
the best theoretical continuation deliberately in order to escape a drawish
variation or to keep from playing a line which you do not like, perhaps one
that is not in harmony with your temperament, or simply to confuse
your opponent. Thus, a dubious move played by a mature player
may have quite a different meaning than the same move would have, when played
by a novice.

Deviations
A mature player also has other reasons for deviating from a theoretical
line. You may study special opening
variations, and may discover ways to improve them. A strong player may be able to find slight mistakes
in some of the usual lines. To find
improvements is perhaps not as difficult as it may seem. The source of theory is the statistical
compilation of the lines played in games
by strong players and amateurs and the more leisurely analyses of opening
variations by these same players before and after a contest. Players often pre-analyze special lines
which they then use for the first time during a contest to surprise an
unprepared opponent. A mature chess
player examines all openings in which a special line of a given opening
variation has been played and may also be able to find improvements in these
openings.
The
amateur
When an amateur deviates from
theory in ‘over-the-board’ [:otb]
play, this is usually because s/he is unfamiliar with the opening or cannot remember
it. In such cases, the move substituted
is likely to be weaker
than the theoretical move, or even an outright mistake. In either case, you should exploit the error
promptly.

The
main openings
You should have some
acquaintance with some of the main
openings and a thorough knowledge
of a few of them. If you plan
to play at club
level, you should be well acquainted with the openings and opening
variations [wrinkles] currently in style. But it is virtually impossible for anyone
who does not devote hours and hours (years or, even decades) to chess
to have more than a passing acquaintance with certain variations of
well-known openings. For that reason,
probably the best way of improving your opening play is to study the idea
behind each of the principle openings and to play the opening with its basic
idea in mind. You should try to understand the ideas of the
separate moves
that constitute a good chess position during and at the end of the opening
phase. On a D-array - 8 x
8 board - an opening constitutes the first ten moves or so. Please refer to the index below, where they
are listed by name…….

Game
revision
A beginner will find it
useful to play over a number of games
of a given opening. This will give you
an idea of how the opening develops,
of the strengths and weaknesses inherent in it, and of some of the problems
that arise in the course of an opening. An advanced player who specializes in
certain openings or opening variations can try to improve theory, just as a
strong player does. But apart form
learning the theoretical moves of any particular opening, you must keep in mind
the elements of a good chess position and try, whenever confronted with an
unfamiliar opening or with a strange move in a familiar opening, to reach a
solid position through careful analysis.
Conclusion
So ends our hurried trip through
the types of chess openings. There has
only been time and space to give some of the characteristic moves and the basic
principles behind these moves, but even this brief treatment may give you some
idea of the great variety of possible opening plans
in chess. I will now leave it up to
yourself to choose a level
of play and make a start. Rather than
trying to play all the different openings, it is generally a good policy to
stick to a single :A
opening and :B
defense
in most of your games, at least until you are ready to experiment further. As you begin to recognize patterns
repeating themselves you will learn the strategic
idea behind an opening. In the opening,
familiarity breeds understanding.
Summary
:L01
01
Develop your mps
as quickly as possible.
02
Aim at controlling B$A and B$B.
03
In the later stages of the
opening try to leave yourself as wide a choice as possible while confining your
opponent
to one or as few lines as possible.
04
Do not make premature sorties
with QU1.
05
In open positions move your KI into
safety by %K
or %Q as early as you can.
06 All MPs/mps are more effective
the nearer they are to B$A,
so centralize.
07 In attack it is all-important
to retain the initiative
as long as possible by continually harassing your opponent.
08
In defense rely upon counter-attack
rather than on passive protection.
09
If you have stumbled into a cramped
or passive position seek freedom by exchanging
MPs/mps.

Book
knowledge
Mature play is the source of
almost all modern openings and will doubtless prove the trendsetter for Chesmayne
openings in the future. Because of the mind-bending number of alternatives open
to both sides in the early stages of a game, book
knowledge
offers smaller rewards than it does in traditional
chess. The aspiring player who does not wish to concede gratuitously
even a small advantage
would do well to familiarize him/herself with the basic moves of the
MPs/mps. There is an added advantage in examining how
they move as the importance of attack,
defense
and the initiative,
the need for sharp and accurate play cannot be over stressed and
understandably, the importance of a contest will increase with the strength of
the players involved.
A
no-handicap game
At the start of a no-handicap
game there are many moves available.
What opening to choose and how to win
are among some of the things you will have to contend with. Lack of chess
knowledge can and does often lead to the loss
of many games,
but some are lost due to factors which have nothing to do with technical
matters. Almost any of these can arise
between complete beginners, but among strong players the opening moves are
usually according to a set plan. Between average players the opening scenario
is of great importance, for it forms the framework
on which the whole labarynth
develops. However, human factors are
vitally important in determining the result of a contest.

The paragraphs above have discussed when and how to apply the skills you
have and how to proceed during the opening phase. The main principle is to know
your own strengths and weaknesses and to play accordingly. It is not always easy to carry out all the advice
that can be given. The paragraphs below
go into some of the finer details…….
:&O
principles
Many opening principles have
been incorporated into standard openings which are no more than a predetermined
pattern
of moves which characterize what is usually referred to as an opening in
chess. A newcomer will find a plethora
of openings available from which to choose.
From these you can gather a small number of particular interest and
study them. As you progress you will
find openings that suit your own style of play.
Some of these opening styles will favor the aggressive or attacking
player. Those interested in a slower, positional game, in which the MPs/mps are
well placed will opt for a different style of opening which allows for larger
gains as the contest progresses. Many
of the traditional
chess openings (:L01)
are very old and have stood the test of centuries. On :L02,
:L03, 04, 05 and 06, new opening scenarios are now available for the first time
as well. It is best to study and
familiarize yourself not only with those openings suited to your style of play,
but other types as well, since you may be forced to defend against an opening style
that you personally would not use. The
style of the opening sets the tone
of the game and indicates which side will acquire the lasting initiative.

The
first moves
Over-cautious or incautious
play at this juncture may allow your opponent
to lay claim to large areas of the board,
which even if substantially reduced in the middle
game, will still be sufficient to gain the upper hand at
a later stage. In short - the first few moves may prove
decisive. In the opening of the conflict
influence is important. MPs/mps that
face empty cells
along the flanks
and towards the middle
are said to have influence because when the battle for these cells begins,
their presence will favor their owner.

All good players want to learn new openings. First, you can decide on what is not a
sensible way, and that is to memorize
lines of play. There are many thousands of opening
variations on each level
of Chesmayne
and these will be modified and added to all the time, so there is too much to learn
by heart - and anyway you would be out of date before you had finished
learning. And what would you do if your
opponent played a line that is not in vogue!
The only satisfactory way to learn is to understand the principles of
the openings you play, so that you know what you are actually trying to do.

You must start by playing openings in which the objects are rapid development,
immediate control of B$A
and an early attack
on the enemy KI. Everyone would play them except that in
mature play defense
is so good that :B
can too easily find a way to draw. For this reason, players tend to play subtle
and complex openings in which the way to equalize
is harder to find. This does not apply,
however, to the ordinary player and especially not to the newbie. You should use the simpler and more
adventurous openings, from which you will learn to use the MPs/mps. Later on you can progress to the more
difficult openings. If you play them now
you will not understand what you are doing and you will learn nothing except
how to be a dull
player.
A
plan
On working out how to win material,
or in making any other further plan,
there are some ideas which come up again and again and again. Many of these you
will have used without realizing it.
However, it is worthwhile trying to see when a general method
is being used as it helps you to know what to look for in play.

Correct timing
is one of the most important things in chess. When you have decided on a plan
you must work out carefully the right order
in which to play your moves.
Nearly all combinations
except the very simplest need correct timing if they are to succeed. Do not take moves for granted. A combination often fails because your opponent
delays the obvious reply and puts in an awkward little move of h/her own first,
such as a +CH
or counter-threat
you dare not ignore. The Germans
call this zwischenzug
or, the ‘intermediate move’. When you spot
a good move, look for a better one!
Chess is a logical game in which drifting from one move to the next is
sure to end in calamity. You must have a plan grounded in the essential nature
of position, that is, if you control B$A
and can utilize this to assemble your army on the KIs-side for an assault,
while your enemy is hampered in h/her efforts due to lack of middle
board control, which acts as h/her achilees-heel.
Determine where your opponents
weakness
lays ie, middle, KIs-side,
QU-side
etc. Find h/her achilees-heel and keep chipping-away until something snaps and
caves in. Slowly apply pressure - attack the QU-side and then branch off and
attack the KIs flank
- block the middle
cells and so on. The value of
B$A
cannot be overestimated. A ‘central attack’
wins against a ‘flank attack’ every time - :L01. Control of the center cells will enable you
to radiate outwards with your army for an attack
on your opponent. Flank
attacks should be undertaken when the middle is blocked. When a player who has passed the novice stage
has gained an understanding of tactics
is asked what s/he finds hardest in chess, they usually answer - finding a plan! You can understand how to win in
certain positions or, winning material
by checkmate
attacks, but you have to know how to get there in the first place.
No
easy answers
The first thing to say is
that there are no easy answers. There
are a lot of different ways of winning
- all that we can be done here is to give you some pointers and some basic
ideas on which you will have to use your own experience and further playing to
build. How far you progress will
depend, as in other aspects of chess,
partly on your natural ability
and partly on how far you are ready to study and to learn from experience,
rather than just to play.
Plans
arise in two ways, by design and by accident.
In the beginning, nearly all your plans will arise by accident and even
when you are a strong player you will find this happens surprisingly often, so
we will deal with these first. What is
meant by an accidental plan?

Accidental plans arise in the following kind of way. The game is
being played and suddenly you find that you cannot do something you had meant
to do because of an unexpected move
that was overlooked. You therefore find
that you have to make a weakening
move with a PA
in front of your KI
or, give up a central
cell or, regroup your army, losing
time or, accept a :di-PA
(double-isolated) or, one of a number of other unsavory possibilities. This unexpected creation of a weakness
gives your adversary
the chance
to form a plan
to exploit the situation. The difference
between a strong player and a weak one is that the mature player will recognize
such a chance more readily than the weak one and will be better at successfully
exploiting the position. You need to be able to seize chances of this
kind. The first requirement is to master
the different types of ‘favorable positions’ that can arise and know how to
proceed in them. You will then be able
to recognize possibilities at an early stage and be able to exploit them.

Example
on an 8
x 8 board - :L01
Set-up the board and
play-around with the position given below,
You know, for example, that the PA
formation B-PA3 on F07, B-PA2 on G06 and B-PA1
on H07 in front of the castled B-KI is unfavorable unless :B has B-BS1 to insert at G07. Suppose, then, that :B has been forced to play B-PA2-G07/G06 and you are :A. You immediately begin to think
like this…….
What do I do about B-BS1? Can I exchange
B-BS1, and if I can, will I do it
for A-KT1 or, A-KT2 and keep A-BS1? How will I exploit :B’s weak PA
formation - by getting A-BS1 and A-QU1 to $F06 and $H06 or advancing A-PA6 or A-PA5 and opening a file or,
by A-QU1 to H06 and A-KT2 to G05, or how?
Has :B any other attacks
elsewhere?
Can you hold this up long enough to bring your own attack
home? You are now beginning to make a plan. Now take the position further back – see
diagram above. :B has B-PA5 on $D05, B-PA4
on E06, B-PA3 on F07 and B-PA2 on G07, B-KI
on G08 and B-KT2 on F06. You have A-BS1 on C03, A-PA5 on E04, A-PA4 on D04, A-QU1 on A01, A-RO1 on E01 and of course many
more MPs/mps
on both sides. Will you play A-QU1 to D03 threatening
A-QU1*H07
++CM. :B must play B-PA2 $G06. Now :B has got the weak F07, G06, H07 PA
formation. Will you be able to exploit
it? What about A-PA5 on E05, will A-PA5 be weak? Can you capture
B-PA5? Can :B capture A-PA5 or force you on the defensive to protect A-PA5? Maybe
after all :B need not play B-PA2
G06 in reply to
A-PA5 E05. Will s/he play B-PA6 F05 instead?
All right, maybe you will play A-PA5 E05. Now you are both making a
plan and using positional judgment.
This is to say that you are now ‘estimating’ and only a mixture of
experience with thorough knowledge
of basic principles will enable you to do this well.
A
plan by design
What about a plan by
design? These will arise from your
opening strategy. As you will see, the openings all have
various underlying ideas and particular types of position to which they give
rise. When you have played any one
opening often you will find that certain themes crop up again and again. As an example, the French defense...….
In the more mature forms of
this opening, :A
usually plays A-PA5 $E05 at some stage. This sets a pattern for the game. :A has more space on the KIs-side. In particular, :B, cannot get B-KT1 to F06. On the
other hand,
:B’s advanced PAs
are weak. So, :A’s plan will be to use the advantage
on the board
to launch an attack
on the KIs wing,
while at the same time maintaining the center PAs. :B’s plan will be to attack :A’s PAs and win
or, at least exchange
them, while protecting the KIs side as best s/he can. Learn how to play a number of games with :A
and :B in a particular opening, but do not play one type all the time or you
will remain narrow in your range.

The
element of chance
In the plans arising from the
opening, the element of accident or chance
enters and this is for two reasons…….
01
First, there are always a
large number of defenses
to any opening and these give rise to various kinds of play. You will not be able to determine in advance
just what will occur and it is the sort of play your opponent adopts that will
determine what kind of plans emerge.
02
Secondly, errors
will be made by both players and these may radically alter the nature of the
position. One of the best lessons a
player can learn is the importance of flexibility in approach and of
recognizing when a plan should be altered.
One sees players lose
because they fail to understand that a change
is necessary. A simple situation is as
follows…….

You have a good attacking position and then launch an assault on the
enemy KI - let us say by an :A PA advance.
However, :B makes a wrong move after which :B’s attack no longer has any
hope of succeeding against a correct defense.
:B could still maintain an equal
game if, realizing the mistake,
withdrew from the attack
and consolidated the position. Because this
attack was :B’s first plan, :B feels obliged to continue, rushes on with mps,
thus weakening :B’s defensive position, is repulsed and, caves-in. You must judge the position as it is, not as
it was or, as it ought to have been, if you had played constructively.
Conclusion
Lastly, what about how to
proceed with your plans? Carrying out a
plan is just playing chess
and this is what the whole of this text is about. Here I will only add one or two general
remarks…….
01
Never carry out a plan
until you are a good tactical
player, because all plans involve a long series of tactical manoeuvres.

02
You must understand what kind
of play your plan requires, that is,
By a time plan, I mean one
which must be forced home as soon as possible. A rapid assault based on being
ahead in development
is a typical example. Another is the case
when players have %K
or %Q on opposite sides and each has advancing mps
against the enemy KI.
In such conditions every move
has to tell and they often lend themselves to sacrificial
assaults. Your utmost vigor is often
needed and risks have often to be taken if a plan is to succeed.
A Territorial
Plan
A territorial plan is based on having more cells under your control. The emphasis is not on a rapid assault but on
keeping a tight grip and preventing your opponent
from freeing h/herself. Maintaining a
superior mp
structure is an essential feature in such plans
and provided you can do this a quite slow and gradual build-up of the attack
is often best.
An endgame plan is one from which either because of material
advantage
or better mp
position, you expect to win
in the endgame.
You aim at avoiding weakness
in your games
by keeping the position under control in the sense that no dangerous enemy attacks
develop, and by slowly exchanging
the MPs/mps.
A typical technique is to improve your position by threatening exchanges
which your adversary cannot afford because of the unfavorable endgame to come,
thus forcing a retreat.

A weak
plan is one in which pressure is built on some fixed weakness in your adversary’s
position, maybe an :is-PA
or, :ba-PA. The technique might be to prevent action
elsewhere on the board
while gradually strengthening the attack on a weak point and finally win by capturing
material,
that is, winning a :wk-mp
(weak) or, by tying up your opponent in defense
and quickly switching the attack elsewhere at a time when h/her MPs cannot
disentangle themselves and come to the rescue.
Of course, a plan can be a mixture of types or there may be several
plans going on at the same time or, a plan will change from a time
to a space plan. Through an advantage in
development
you may force and then get your opponent in a cramped
position from which escape is impossible.
This is much harder but then chess is a difficult game in
which the problems cannot be solved just by laying down rules. You will find it easier to work out the right
moves
if you have some notion of the kind of move that ought to be right. I hope that the points mentioned here help
you in this endeavor.

Summary
of opening principles
01
Move your MPs
into B$A
or B$B as swiftly as possible.
The objective of the opening is to see who can get their MPs out first
while keeping some share of control of the middle
board.
02
Move MPs not mps.
03
Move MPs to the best cells in
one move
if you can.
04
Try to gain time
by making aggressive moves if possible.
05 Move BS1, BS2, KT1 or
KT2 out first - not QU1,
RO1
or RO2 as they can be attacked.
06
Try to obtain a foothold
in the center
and do not give it up easily.
07 Move KT1 and KT2 to $F03
or $C03.
08 %Q or %K which places your KI in
safety and allows a RO into active
play.
09
Complete your development
before moving a MP for a second time or commencing an attack.

10
Keep QU1 safe.
11
Do not grab PAs or
attack the enemy if you have not completed your development.
12 If you find yourself ahead in
development then start something and open up lines for your better MPs.
13
If you find yourself behind
in development do not start anything and keep your game closed until you have
caught up.
14
PA4 or PA5 are the best mps
to move in the opening.
15
Do not move any MP twice in
your opening - one move
should be sufficient.
16
Bring out KT1 or KT2 before
you move your BSs
- especially BS1. The reason for moving your KTs
first is that they are more effective in the center
of the board. BSs can be just as effective, but they are
better working from a distance. Your opponent’s
moves should suggest where your BSs should move to.

17
Do not pin KT2
by A-BS2-F01/G05
before you adversary has castled.
18
In the ISP :A has
a slight advantage
- being one move ahead. Your problem as :A
in the opening is to secure the better overall position while :Bs
problem will be to secure equality.
19 If possible make a move which
threatens
a MP/mp or which will add to the pressure in the center of the board -
B$A,
B$B.
20
Only make one or two PA moves
in the opening - not any more.
21
Do not bring QU1 out
too early.
22 %Q or %K as soon as is feasible
- ideally, %K.
23 Try to maintain at least one
PA in the center - B$A.

24
Do not sacrifice
without good reason unless it secures a tangible advantage in development,
deflects
QU1, prevents your opponent from %Q or %K or, that allows a strong attack
to develop.
25
Before you decide on a move
ask “does
this move affect B$A” and how does it fit into my overall
development plan
of my MPs/mps.
26 The frontier point is the
line between R$04
and R$05.
27
A mp move should not be
seen as a developing move but as an aid to your development.
28 Exchange if there is a resulting
gain of tempo. Take advantage of every tempo.
29
Your PA center must be mobile. Do not make PA moves without careful
planning.

30
Do not go PA
hunting - except for the center PAs.
31
Liquidate only if there is consequent
development for your MPs/mps or an embarrassing situation for your opponent.
32 Strive for the quickest and
most active
development.
33
Fight for control of the middle
board.
34 Move your MPs/mps so that %K,
%Q
can occur at an early stage.
35
Try to form a strong PA
structure.

36
Commence the game with a center
PA and develop the MPs so that they influence the center of the
board.
37
Play with all of your MPs/mps
- develop
evenly.
38 Do not make aimless/useless
moves. Each move must be part of your
overall plan.
39
Do not go in for material
gain - especially in open
positions. The fight for time
is of more importance in the opening.
40
A weakening of your mp
position is acceptable if it is compensated by an active placement
of your MPs.

41
Try to gain an advantage
in space. Weaken you opponent’s
PA position.
42
MPs and mps should work together
- do not let them get in each others way.
Don’t get your knickers in a twist!
43
Pay special attention to cell
F01
which is vulnerable to attack.
44
The coordination of you
MPs/mps may be destroyed by the poor placement of a MP/mp.
45 As :A, exploit your advantage of
having the first move in the game by trying to gain and retain the initiative
- take risks. As :B
organize counterplay.
46 Your objective in the opening
is to reach a favorable middle
game.
47
A simple rule:
be simple and economize - the characteristic of ‘opening systems’. A solid opening encourages
self-confidence.
link: basic guide to chess openings Index
link: Chess
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