A wealth of plans and ideas to use in your games
128 S., kart., Gambit Publications 1999
Inhaltsverzeichnis
Introduction
Symbols
Part 1: Opening
1 Attacking the Uncastled King
2 Tiptoe down the h-file
3 Flush Out the Enemy King
4 Punish Careless Play
5 Strike while the Iron is Hot
6 Rooks Thrive on Open Files
7 Early Queenside Pawn Offensive
8 Classic Puns Game
9 Meet a Flank Attack with Counterplay in the Centre
10 The Centre: Dismantic and Occupy
11 Don't be Afraid of Ghosts
12 Closing the Centre Invites a Deadly Flank Attack
13 Hinder Your Opponent's Development
14 One Weakness Leads to Anaother
15 Hanging Pwans
16 White's d6-knight
17 Respect her Majesty
18 Tempt the Queen with your b-pawn
19 The Practical Piece Sacrifice
20 Opposite-Side Castling: Strike a Balance
Part 2: Middelgame
21 Fuel the Fire
22 Eliminate the Leader
23 Inducing Weaknesses in the Castled Struture
24 Calm Defence Wins Games
25 Lure the Pawns Forward
26 What is a Queen Worth?
27 Attack and Defence
28 Centralization
29 Taking over a Colour Complex
30 Domination of the Only Open File
31 Nurture Your Space Advantage
32 Domination of a Square Advantage
33 Prisoner
34 IQP: Punsih Stereotype Blockading
35 Exploiting the Backward c6-pawn
36 A 'Dim' Knight Can Cost You Dear
37 Make Your Opponent's Passive Piece Disappear
38 Opposite-Coloured Bishops with Majot Pieces: The Initiative can be Decisive
39 Don't be Greed; Invest Your Booty!
40 Swinging Rooks
41 The 'V' Pawn Bind
42 Transformation of a Knight
43 A Knight in the Centre can be Worth a Rook
44 The Dormant b2-bishop
45 Mobilize Your Majority
46 Karpov's Anti-IQP Treatment
47 Creeping Pawns
48 Prise Open a Fixed Pawn Center
49 The Paralysing Pin
50 Major Pieces in the Middelgame: The Third-Rank Two-Step
51 Backward 'French' e6-pawn
52 Bishop-Pair: The Roving Bishop
53 Change the Scene with an Exchange Sacrifice
54 Rook and two Knight Tame Two Rooks
55 Minority Attack
56 The Queenless Pawn-Storm
57 The h4-d8 Pin
58 Attack in the Direction of Your Pawn-Chain
59 Attack the Base of a Pawn-Chain
60 If You Resign, You Lose!
Part 3: Endgame
61 K+P vs K: Horse and Cart
62 Typical R+P Ending: Bite the Bullet!
63 Rooks belong Behind Passed Pawns
64 Cut Off the Enemy King in R+P Endings
65 Multiple Passed Pawns in a R+P Ending
66 R+2 vs R+2: Win the Race the Win the Game
67 Double Rook Endings: Be Active!
68 R+P vs B+P: The King
69 Two Rooks vs Rook +Bishop: Create a Passed Pawn
70 R vs K: A Densive fortress Built with Straw
71 R+B vs R: Knot the Winning Technique
72 R vs P: Nifty Rook
73 R+B vs R+K: Outside Passed Pawn Decides
74 Good Bishop vs Bad Bishop
75 B+P Ending: Dislodge the Defending Bishop
76 B+P Ending: Pawns on the Same as the Bishop are a Liability
77 Winning Strategy in opposite-Coloured Bishop Ending
78 Bishop's Superiority over Knight in Ending with Pawns on Both Wings
79 B+4 vs N+3 on Same Side: Careful Handling
80 Bishop-Pair vs Knight-Pair: Bishps Dominate with Pawns on Both flanks
81 Bishop and Pawns vs Pawns: Close Out and Blockade
82 What a Difference a Rank makes in Knight Endings
83 Active Pieces can Decide - Even in a Symmetrical Knight Ending
84 Good Knight vs Bad Bishop
85 Knight and Pawns vs Pawns: Blockade and Conquer
86 Queen Ending: Head for the Hills
87 Queen + Opposite-Coloured Bishops: A Lesson in Geometry
88 Queen + Pawns vs Rook + Pawns: Unhinge the Rook
89 Q vs R, B and N: Connected Pawns Team up with the Queen
90 B+N vs R: Adding Queens favours the Minor Pieces
91 Active Rook vs Passive Bishop and Knight
92 The Powerful Queenside Majority in Major-Piece Endings
93 The Smallest Advantage can be Decisive
94 Regrouping Pieces in Fixed Pawn Endings
95 Opening a New Front of Attack
96 Rook and Knight(s) Torment the Corned King
97 Communication
98 Signification of the Bishop-Pair
99 The Ultimate Breakthrough
100 Use Your King!
101 Don't Try to See Too Much; Play is Out on the Board!
Index of Players