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…….

01A PA5-E02/E04

01B PA4-E07/E05

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.

RO2

KT2

BS2

QU1

  KI

BS1

RO1

8

PA8

PA7

PA6

PA5

QU1

PA2

PA1

7

KT1

6

PA4

5

BS2

PA5

4

3

PA1

PA2

PA3

PA4

PA6

PA7

PA8

2

RO1

KT1

BS1

  KI

KT2

RO2

1

A

B

C

D

E

F

G

H

          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…….  

RO2

KT2

BS2

QU1

  KI

BS1

KT1

RO1

8

PA8

PA7

PA6

PA5

PA4

PA3

PA2

PA1

7

6

5

4

3

PA1

PA2

PA3

PA4

PA5

PA6

PA7

PA8

2

RO1

KT1

BS1

QU1

  KI

BS2

KT2

RO2

1

A

B

C

D

E

F

G

H

01A PA5-E02/E04

01B PA4-E07/E05

02A KT2-G01/F03

02B PA5-D07/D06

03A BS2-F01/C04

03B BS2-C08/G04

04A KT1-B01/C03

04B PA1-H07/H06

05A KT2-C03*E05-PA4

05B BS2-G04*D01-QU1

06A BS2-C04*F07-PA3+CH

06B KI-E08/E07

07A KT1-C03/D05++CM

07B

++WN for :A

++LS for :B

        :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…….

Alpha

Beta

01A-PA5-E02/E04

01B-PA4-E07/E05

e2-e4

e7-e5

02A-BS2-F01/C04

02B-PA5-D07/D06

Bf1-c4

d7-d6

03A-KT2-G01/F03

03B-BS2-C08/G04

Ng1-f3

c8-g4?

04A-KT2-B01/C03

04B-PA2-G07/G06

Nb1-c3

g7-g6?

05A-KT2-F03*E05-PA4

05B-BS2-G04*D01-QU1

Nf3xe5!

Bg4xd1?

06A-BS2-C04*F07-PA3+CH

06B-KI-E08/E07

Bc4xf7+

Ke8-e7

07A-KT2-C03/D05++CM

07B-

Nc3-d5#

---

Win for :A

Loss for :B

Win

Loss

French: Debut

German: Eroffnung

Italian: Apertura

Spanish: Apertura

 

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……. 

KIs-KT :&O - Kings Knight Opening

01A PA5-DO2/D04 - 01B PA4-D07/D05

02A KT2-G01/F03 - 02B

KIs-PA :&O - Kings Pawn Opening

01A PA5-D02/D04 - 01B PA4-D07/D05

KIs-BS :&O - Kings Bishop Opening

02A BS2-F01/C04 - 02B ----------

QUs-BS-PAs :&O - Queens Bishop Pawn Opening

01A PA5-D02/D04 - 01B PA4-D07/D05

02A PA3-C02/C03 - 02B

KIs :&G - Kings Gambit 

01A PA5-D02/D04 - 01B PA4-D07/D05

02A PA6-F02/F04 - 02B

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.

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

:&G = Gambit

:&CG = Counter Gambit

:&GV = Gambit Variation

:&D = Defence

:&DV = Defence Variation

:&O = Opening

:&OV = Opening Variation

 

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

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

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…….

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

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?

RO2

RO1

 KI

8

PA8

BS2

PA6

KT1

PA3

BS1

PA1

7

PA7

KT2

QU1

PA4

PA2

6

PA5

KT2

5

PA4

PA6

4

PA5

3

PA1

PA2

PA3

PA7

PA8

2

RO1

KT1

BS1

QU1

 

RO2

 KI

1

A

B

C

D

E

F

G

H

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...….

01A PA5-E02/E04

01B PA4-E07/E06

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,

A time plan

A space plan

An endgame plan

A weak point plan

Or, some kind of mixture of plans

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.

:is-PA  =  isolated PA    :is-mp, isolated minor piece 

:ba-PA  =  backward PA    :ba-mp, backward minor piece  

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

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