Beginners can start with my posters or the Top 10 tips for Juniors but are probably better off with other sites like David Hayes' or Diuf's. There is a list of other links around.
For players up to USCF class A (Major players, up to 150 or so BCF, up to 1800+ ELO) see below. Anyone better than that may be at the wrong web site!
I have in my own mind some simple guidelines for chess study. For a programme of study you should have a proper balance between each phase of the game (opening, middle, ending). And for each phase of the game you should work to improve not just your knowledge but also your capacity to judge and to analyse. Schematically this looks like:
tactics | - middlegame - | strategy |
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| |
opening | endgame |
analysis |
| |
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| |
judgement | experience |
LEVEL | /BCF grades | /ELO | /USCF class | /Category |
---|---|---|---|---|
Minor | /80-100 | /1240-1400 | /D | /4 |
Intermediate | /100-120 | /1400-1560 | /C | /3 |
Major | /120-150 | /1560-1800 | /B | /2 |
County | /150-180 | /1800-2040 | /A | /1 |
Here is my attempt at a set of thumbnail sketches of chessplayers. Do you recognise any of them?
[It is of course perfectly possible for a player to play the opening like a Major {B} player, the middlegame like an Intermediate {C}, and the ending only as well as a Minor {D} player. I know computer programmes just like that!]
Level | Minor | Intermediate | Major |
---|---|---|---|
opening | know basic principles but sometimes incomplete and often too-simple development | /Play solidly and can trot out moves of their systems but not good at seeing or setting problems | /Opening theory sound and can adapt to changed circumstances./ |
middlegame tactics | Basic tactics but easier to see their own. | /More complex tactics but usually in familiar settings. | /Can see and set traps; moves have a 'point'./ |
middlegame strategy | Can see a King and go for it; in planning don't use all the pieces and games often appear episodic | /Can play soundly but can be inflexible; often have a marked preference for certain styles of play. | /Understand most of the clockwork attacks; when solid are also flexible - keep their pieces active./ |
endgame | May be hesitant to use King and often don't know theory | /May defend rather than attack. Theory often not much better! | /Again good at problem-setting in endgame, and seeking or limiting counterplay./ |
Level: | Minor | /Intermediate | /Major | /
---|---|---|---|
opening | 'rules' (guidelines): development and the centre, the Italian game, a system against 1.d4, | /ideas behind the openings, playing White against odd Black lines, | /opening 'theory', hypermodern openings, | /
middlegame tactics | combination, sacrifice, mating patterns, basic tactics (pin, fork, skewer/X-ray, back rank, queening combinations, no retreat, removing guard, deflection/ decoy/overloading, discovered attack/ discovered check, double attack/ double check,) | /square vacation, line-opening, intermezzo, calculation of variations, | /combinational vision, liquidation, combinational horizon,/ |
middlegame strategy | time space material (activity /quality), attacking the King (open lines, counterplay, breaking through) bishops: bad bishop, knight outpost, open files/ranks e.g. seventh, centralised Q, | /weak pawns (backward, isolated, doubled), majority attack, holes, weakening the defensive line, fixing weaknesses, slow King's-side attack with closed centre, | /planning, two bishops, restraint, colour complexes, pawn formations,e.g. minority attack, exchanging, centralisation, overprotection, manoeuvre, co-ordination, initiative,/ |
endgame | active K in the endgame, majorities theory of K+P, Q+P, | /theory of R+P, | /theory of B+N, two weaknesses, endgame openings/ |
Level | Openings | Middle-game | Endgame |
---|---|---|---|
Minor | Basic Opening Principles, Italian game, Playing Black against 1.e4, Stonewall Dutch. | /Mates, Basic Tactical Ideas, Attacking the King, Knights, Bishops, Rooks, King and Queen. | /General,
King and Pawn,
Rook endings
|
Intermediate | Choosing Openings, White against odd 1.e4 lines, Petroff, French Defence Ideas/Variations, Colle, Anti-Indian systems, Playing Black against 1.d4. | /Pawn mobility, Pawn formations, Slow attack, | /Bishops,
Two weaknesses,
|
Major | Hypermodern, Sicilian, | /Scheming and Planning, | /Double Bishops,
Endgame Openings,
|
County | Sicilian with ...e5, Benko, Beating Anti-Indians, | /Material inequality, Manoeuvring, Balance, | /
|
N.B.
There are many more games in the canon than are included in the handouts.
Minor/Intermediate players might look particularly at attacking techniques and I
hope players of different standards will be interested in the section
on analysis and errors.
[programm.htm]
This document (programme.html) was last modified on 6th Sept 96 by
Dr. Dave