A B C D E F G-H I-L M-N O P Q-R S T U-Z
Calculation: The
working out of variations without moving the
pieces physically. Though this book has taught
you to talk or reason your way through a game,
there are many positions that have a purely
tactical nature. In such situations the players
ability to calculate variations accurately
takes on great importance.
The way to train your combinative
(calculative) vision is to study the games of
attacking players like Alekhine, Tal or Kasparov.
Follow their opening moves and then cover up
the rest of the game score. At this point you
should endeavor to figure out all the imbalances,
the plans, candidate moves, etc. When this is
done, calculate each candidate move as deeply
as you can, writing down all this information
as you go. All these things must be done without
moving the pieces around. When you have done
all thats possible (take as much time as
you need, we are looking for accuracy; speed
will follow with practice), look at the move
played, make it on your board and keep repeating
the process until the game is complete.
Keep a notebook with all
your analysis. At first you may not do well,
but with practice and effort you will notice
real improvement in every aspect of your game.
Center: Usually
considered to be the e4, d4, e5 and d5 squares,
though the territory within the c4, c5, f4
and f5 parameters can also be thought of as
central.
Centralize: The
central placing of pieces and pawns so they
both control the center and extend their influence
over other areas of the board. A piece will
usually reach maximum maneuverability and power
when centrally placed.
Checkmate: See Mate.
Classical: A style of play (sometimes called a school)
that is concerned with forming a full pawn center. The strategic concepts that
go with it tend to be viewed as ultimate laws and thus are rather dogmatic.
A classical opening is an opening based on these views. See Hypermodern.
Closed Game: A
position locked by pawns. Such a position tends
to lessen the strength of Bishops and other
long-range pieces simply because the pawns
get in their way. Knights, not being long-range
pieces, can jump over other pieces and pawns
and thus are very useful in such closed situations.
A typical series of opening moves that lead
to a closed position is 1.d4 Nf6 2.c4 c5 3.d5
e5 4.Nc3 d6 5.e4, etc.
Combination: A
tactical move or series of moves based on the
opponents weakened King, hanging or undefended
pieces or inadequately guarded pieces. Usually
involving a sacrifice, it is a calculable series
of moves leading to material or positional
gains. It is important to note that a combination
cannot exist if at least one of the above factors
is not present.
Though several players have attempted to create
a clear definition throughout the years, the
following definition by Silman and Seirawan is
the most accurate: A
combination is a sacrifice, combined with a forced
sequence of moves, that exploits specific peculiarities
of the position in the hope of attaining a certain
goal.
Compensation: An
equivalent advantage in one imbalance that
balances the opponents advantage in another.
For example: material versus development or
space versus a superior minor piece or three
pawns versus a Bishop.
Connected Passed Pawns: Two
or more pawns of the same color on adjacent
files. See Passed
Pawn.
Control: To
dominate or have the sole use of a file, a
square or group of squares, an area of the
board, etc. Having the initiative would also
put one in control.
Counterplay: When
the defending side starts his own aggressive
action, he is said to have or be initiating
counterplay. However, there are varying degrees
of counterplay--some equalizing the chances,
some not being quite adequate and some leading
to the capture of the initiative and subsequently
an advantage.
Cramp: A
disadvantage in space that leads to a lack
of mobility.
Critical Position: That
point in a position when the evaluation will
clearly turn to one sides advantage or
stabilize down to equality. In such a position
the scales are delicately balanced and the
slightest error can lead to disaster.
A B C D E F G-H I-L M-N O P Q-R S T U-Z
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