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\title{Exeter Chess Club: General Middlegame Advice
}
\author{Dr. Dave}
\date{\today}
\maketitle
\tableofcontents


This compilation has been made by going through all my beginner's
books and making notes.  I was after {\em practical} advice on  thinking rather than chess theory this time;
the most useful titles by a mile were Simon Webb's {\bf Chess for
Tigers}, Jeremy Silman's {\bf The Amateur's Mind}.
Also running strongly were the old Keres/Kotov title {\bf The Art
of the Middle Game}, Kotov's {\bf Think like a
Grandmaster}, Avni's {\bf Danger in Chess} and
Krogius' {\bf Psychology in Chess}.  In each of these
books, the points they make are illustrated by actual examples, which
helps fix the point in your mind.  I won't attempt to reproduce
examples from these or other books on this page (as if the lawyers
would let me), but the points below could all do with reference to a
practical context - see if you can identify examples from your own
play.  I have a stash of games from our last
simul. and some recent club games
which might be helpful. 

 




\section{Playing the Middlegame }




"{\em During a chess competition a chessmaster should be a
combination of a beast of prey and a monk.}"
 -- Alexander ALEKHINE





\subsection{Attack and defence }
 You must {\bf think for both sides}.  I would guess
that the vast majority of decisive mistakes in club play are not
misjudgements (like, "{\em I thought my attack would be faster than
yours}") but oversights ("{\em Oops - missed that one.}").
Purdy says you will never overcome blunders by effort alone (what you
need is a trained eye), which is surely true, but you must
{\em also} put in the effort!  If you never try to work out what
your opponent might be doing, you will never find out until it is too
late. 
 Let's clarify this with an example:








Kasparov
- Karpov, Linares, 1994



\board{r*b*kb r}
{*pq *pp }
{ n *pn p}
{p * N * }
{ * P * *}
{PB* * * }
{ P *QPPP}
{R B K NR}
$$\showboard$$


{\bf\protect\begin{chess} 1. e4 c6 2. d4 d5 3. Nd2 d*e4 4. N*e4 Nd7 5. Bc4 Ngf6 6. Ng5 e6 7. Qe2 Nb6
8. Bb3 h6\protect\end{chess} 9. N\protect\begin{chess}5f3 a5 10. c3 c5 11. a3 Qc7 12. Ne5 c*d4 13. c*d4\protect\end{chess} DIAGRAM}

{\bf\protect\begin{chess} 13.:  a4\protect\end{chess} }

{\em  [\protect\begin{chess}13.:  B*a3\protect\end{chess}] }

{\bf\protect\begin{chess} 14. Bc2 Bd7 15. N*d7 Nb*d7 16. Qd1 Bd6 17. Ne2 Nd5\protect\end{chess} ...drawn}

 I wouldn't like to say there's anything wrong with the analytical
abilities of either player - but neither is it an error of judgement.
My guess is, it's a quiet position in a solid opening, and neither
player bothered to look hard enough.  
 Chess is a tense game.  This tension may make you want to believe things that
aren't really true, and comfort yourself with things that mean you don't have
to think too hard any more.  Not a bit of it....



Petrosian-Korchnoi
1963



\board{ * * r *}
{p * *k* }
{ p P *Rp}
{* p p *P}
{ *P*PpK*}
{*P* * * }
{P* * * *}
{* * * * }
$$\showboard$$


Black has a hopeless, passive position, just as he has had for the last umpteen
moves.  Petrosian just went

 {\bf\protect\begin{chess} 1. R*h6\protect\end{chess}}

which was met by

 {\bf\protect\begin{chess} 1.: f3!\protect\end{chess}} 

Hoping for {\em\protect\begin{chess} 2. K*f3 Kg7\protect\end{chess}} {\em discovered check}, winning the rook.

 {\bf\protect\begin{chess} 2. Kg5 Ke8\protect\end{chess} White resigns}, unable to catch the f-pawn.

 Afterwards, Petrosian explained that a move like ...f3 just didn't fit with
"{\em Black's hopeless position}".  But where there's life, there's hope!

{\em ``For a long time I had regarded my position as a winning one.  Thus the
whole opening phase of the struggle, when Korchnoi was unable to get out of
trouble, had psychologically attuned me to the idea that the ending would be
favourable to me ... and here comes the oversight {\bf\protect\begin{chess} 35 R*h6?\protect\end{chess}?}  I did not
even see the threat ...f4-f3, possibly because it was in contrast to Black's
hopeless position.  Personally, I am of the view that if a strong master does
not see such a threat at once he will not notice it, even if he analyses the
position for twenty or thirty minutes." - PETROSIAN.}


 I have a whole book full of these types of disaster, when one player
just turned the alarm off.  You should be on guard all the time, with the alarm
dial turned up to 11!

 Please note that Petrosian was also thinking less than objectively about the
game, and thinking only about his plans.  Your opponent also has a right to
exist...


\begin{itemize}


\item
Remember:
 \begin{enumerate}

\item
        every position is capable of being ruined
\item
        minor details can affect the outcome
\item
        if there is only one way you can lose, make sure you secure against it
\item
        if the position changes, re-assess your previous conclusions 
\item
        actively search for danger as a routine part of your choice of move
 \end{enumerate}

\item
{\bf Danger signs} - General things to watch out for:
\begin{enumerate}

\item
leaving the king without sufficient support from other pieces
\item
weakness of the eighth rank
\item
entering a lasting pin
\item
poisoned pawns
\item
placing pieces without escape routes
\end{enumerate}
 -- Amazia AVNI

 \item
 You mustn't ignore genuine threats, but don't be panicked or
distracted by them - especially when faced with a King's-side attack
[when you must pursue your own attack with extra vigour.]. Don't worry
needlessly, resulting in panic and retreat - you need to keep active
and keep counterplay. 

 \item
 {\bf Take nothing for granted}. Don't fret needlessly
- analyse and find out if there is a win for your opponent.  I often
say, "{\em Oh, Black's only going to threaten mate}", by which I
mean, the best they can achieve is a one move threat that can be
easily contained.  When they make that threat, you do need to react,
but don't worry needlessly; carry on with your own plans.  There are
some ``clockwork'' attacks (like the h-file assault against the
fianchettoed King, or the King's Indian Attack) that will eventually
produce checkmate if left alone, but usually the best recipe is to
counterattack, even if you do have to stop from time to time to
counter a mating threat. 

 \item
 In particular, don't panic and refuse sacrificed material that
you could have for free. Don't decline ``on principle". This is
declining from fear, not knowledge.  Play the strongest move, which
may well be to take the material and make your opponent prove their
judgement was correct. 

 \item
 Neither be over-impressed by your own threats. An attack by one
piece on another is meaningless in itself - it may distract an
important defender. Equally, don't assume that a stock combination or
sacrifice works for you in the position you have today - small
differences can make it fail. Don't hope vainly - {\bf analyse and
find out}. 

 \item
 {\bf Don't allow counterplay}, e.g. a Pawn race, a
counterattack against the other wing, if you don't have to.  Defensive
play is difficult, and playing the downside of a position without
active chances of your own is doubly so.  [Many of the best players
are masters at snuffing out the opponent's plans.]

 \item
 {\bf [Read more about Rules for attack, 
Attacking the King,
Attacking the Queen's-side or
Attacking techniques]}

\end{itemize}





\subsection{ You and your opponent }

\begin{itemize}


 \item
 How do you react to pressure? Mental toughness and willpower are
important in chess.  The top boards often look calmer and more
composed because they are; they are concentrating on the game and are
not distracted by unexpected events on the board.  [{\em I have more
than once played strong opponents who said afterwards they thought I
was winning at one point, but I would never have guessed that from
their expression during the game - they looked totally assured and
confident!}]

 \item
 Patience is a virtue. {\bf Good nerves are
essential}: this doesn't mean you shouldn't ever feel nervous
during a game (boy, do I wish I could manage that!) but that you
should not let your nervousness tempt you to poor decisions: e.g. make
back away from a critical line, or make you try to force the issue too
soon. 

 \item
 Don't ever coast along.  Keep coming up with ideas.  Put your
opponent under pressure.  Force your will on your opponent - get them
to react to you.  If you think you see a win, go for it. 

 \item
 {\bf If you stand worse:} 

 \begin{itemize}


 \item
Fight, don't just react to threats.  Mednis calls passive play
"{\em awaiting the undertaker}"!  It is much harder for the
attacker to keep their nerve if the defender has active play, and
without counterplay your opponent will just keep building up their
position.  It used to be said of Alekhine that to beat him you had to
win three games - once in the opening, once in the middlegame, and
once in the endgame.  {\bf Make the same be true for you.}

 \item
 Don't stop looking for your own opportunities.  Many games have
been lost that could have been drawn or even won (don't I know it!).
But also, people resign with a saving move available on the board -
they were just going through the motions until resigning, instead of
planning their comeback. 

 \item
 Never give up. {\bf There is always hope if you
fight}.  Don't play for one last cheap trap and then resign.
Play the move that will make your opponent groan, the move you would
hate to see if you had the advantage.  Defend with endless
determination. 

 \item
 If your best hope is for your opponent to fall into a
trap, then you can play for a swindle, but only when you know you are
losing. Otherwise, play good moves, not trappy ones.

 \end{itemize}


 \item
Take your opponent seriously if they are lower-rated, but don't
be overawed if they outgrade you.  [Don't look at your opponent's
rating if it takes the edge off your attitude.]

 \item
 Everyone is vulnerable. Play without fear. {\bf Play to win
from the first move against every opponent}.  That doesn't
mean, attack like a mad thing from move 1, but each move should be
played accurately and seriously.  

 
 When playing stronger players, don't stick to the script!  Make a
nuisance of yourself. Don't make concessions. Good players drop games
to lesser lights every year - make sure it's you that they drop them
to.  Many players when pitted against a stronger opponent try and swap
everything off and get a draw in the endgame.  They then get a worse
game, and are ground steadily down by their opponent's superior
technique who is pleased to get a win without danger of losing.  Every
exchange made is going to be better for one side or the other, and
every passive move makes your position less promising.  The best way
to get a draw is to {\bf play as well and actively as
possible}, just the same as if you were trying to win!

  If your opponent is trying to win a level position, don't get
impatient and rush, and don't get bored and go on the defensive, don't
be tempted into exchanges that give a little ground.  Stay calm.  Give
the impression of great patience, that you aren't going to blunder no
matter how long they spin it out.  And keep trying to play good and
active moves, even if you think it's only a draw. 

 \item
When playing weaker players, don't go for the throat, don't try
to bamboozle your opponent in a complex position (you might get lost
too!); instead, play steadily and wait for a mistake - in fact, don't
try to jump all over their first mistake, you can wait for another
mistake to turn up.  If your opponent is only a bit weaker than you,
you may need to mix things up a bit, but generally the message is
`steady does it'. 

 \item
 {\bf Ignore your opponent's time pressure}. Take your
own time to find the best moves as you normally would.  Don't try and
rush your opponent - they are probably more used to playing quickly
than you are and may outplay you, or set you a trap! 

 \item
 {\bf [Read more about 
You and your opponent,
Chess Psychology]}
\end{itemize}





\subsection{ Positional play }

\begin{itemize}

 \item
 If you have a space advantage (or any other long-term advantage,
like the Bishop pair), don't rush to attack.  {\bf Milk your
advantages -} don't feel obliged to cash in immediately.  You
should not try to force the issue, but rather maintain or increase
your advantage while preventing counterplay.  Don't lash out justy
becaiuse you feel there ought to be a winning combination by now.
Avoid exchanges and build up your position so that when things do come
to a head the situation is at its most favourable to you. 

 \item
 {\bf Preserve your options}. Do what is required -
whether a retreat or an attack - but don't burn your bridges
unnecessarily.  Squeeze your opponent's options - this is hard for
them to sit still for, and they may lash out without heed for the
dangers. 

 \item
 {\bf [Read more about Chess Strategy]}     
\end{itemize}





\section{
Planning}
\begin{itemize}


 \item
 {\bf Good positions don't win games - good moves do}.
Silman says, "{\em Make good things happen}". Play with a positive plan
(although part of your plan might be prevention). The initiative goes
to the side than can devise and (at least threaten to) put into action
a realistic plan. 

 \item
 {\bf Create a plan right away} or you may drift.
There is always something to do, e.g. improve the position of your
worst piece.  Appraise the position honestly. {\bf Avoid
vagueness} in assessment - don't say "{\em maybe I'll get an
attack on the Queen's-side}", but "{\em in three moves I can get my
Knight to c5 and my rook to b1 to attack b7 - can my opponent defend
in that time, or create a distraction?}"

 \item
 Your plan must be based on the {\em actual features of the
position}. Work out what each side should be up to. You can't
attack the King just because you want to.  {\bf Play where you have
some advantage}. Silman talks about the
'{\em pawn-pointing}' rule: you have more space to attack where the
Pawn-chains point.  This is also true for blocked positions, like the
French where opening a file with ...c7-c5 will not leave you with a
backward Pawn as does ...f7-f6. 

 \item
 Don't play a good-looking move in vague hopefulness: consider
what your opponent's reply might be.  Don't play a move with a
one-move threat that can be easily stopped.  Don't hope that your
opponent won't see the threat - {\bf expect your opponent to play
the best move}, and see if you still like your plan. 
 [{\em You cannot base your game around one-idea plans like a\protect\begin{chess}3 Bc2 Qd3\protect\end{chess} Qxh7\#
- this may take four moves to threaten and one move (...g6) to defend}]

 \item
{\bf ``Play a move which improves your position no matter
what."} - SILMAN

 \item
 Don't play a quick move because you can't really decide what is
going on, or because you suddenly see a good-looking idea. Take the
time to find a good move. I think 15-20 minutes to decide if a Pawn
grab is safe is not unreasonable. 

 \item
 But don't dither - decide what your basic choices are at the
start - narrow it down to the two or three most likely - and decide.
[If you know which plan you are following the moves can come fairly
easily.]  If you get it down to two moves which look equally good, find
some other way of deciding between them (most centralising, least
forcing for your opponent...).  [{\em You know the story of Buridan's
ass, which died of starvation between two equal-sized piles of hay
because it never could choose which one to start on}]. 

 \item
 To summarise: anxiety, haste, vagueness, confusion and
simple-mindedness are the enemies of good moves. 

 \item
 {\bf [Read more about Planning]}     
\end{itemize}





\section{ Strategical advice} 




\subsection{ General advice }
\begin{itemize}


 \item
 {\bf Rules are meant to be broken} (or, at least,
checked to see if they apply in the actual position in front of
you!)

 \item
 Don't seek or avoid exchanges without good reason. {\bf Exchanges
are just moves}, they make changes, and you must assess these
changes.  [{\em It seems to me that many players exchange almost by reflex.
I have a theory that when learning chess we may become anxious about leaving
exchanges `on', in case we leave the piece or pawn undefended later,
and do not like the tension of unresolved exchange possibilities.  A
mark of maturity in a player is the capacity to manage tension in the
position.}]

 \item
 Quiet positions demand patience.  They are not to be abandoned as
a draw or played carelessly - you must learn to concentrate and
outplay your opponent in these positions as well as when it's very
tactical. 

 \item
 {\bf Accumulation theory}: even if you have several
advantages, don't be too confident to pick up another.  

 \item
 Dynamic positions require energetic play.  You must make the
most of your own chances, and not just react to threats or coast along
until you have to do something. 

 \item
 {\bf [Read more about Strategy]}     
\end{itemize}





\subsection{ Space and the centre }
\begin{itemize}


 \item
 {\bf Always look to the centre}, even if it is closed or
has been quiet.

 \item
 {\bf Decentralising is always suspicious},
particularly for knights, but also for long-range pieces like Queens.
This is a corollary of Stean's assertion that the most important
feature of any position is the {\bf activity of the
pieces}, since pieces are most active in the centre. 

 \item
 A space advantage is meaningless without a potential breakthrough, or
some other way to get behind enemy lines.

 \item
 An attack on the wing is best met by play in the centre.

 \item
 {\bf [Read more about Space and the centre]}     
\end{itemize}


 


\subsection{ Advice about Kings and Queens }
\begin{itemize}

 \item
KING: tuck it away during the opening, by castling as a rule to
get the rook out as well.  But in the endgame, the King becomes a
strong attacking piece, and can make raids on the opponent's Pawns,
and guide your own Pawns through to be Queens.  Because of course,
with only a few pieces on the board, there is less danger of a
middle-game attack, and then the King needn't hide.  Then the King
becomes like any other piece, and should be moved into the centre of
the board to attack or defend as necessary. 

 \item
QUEEN: Not very useful right at the start, because it may be
harassed, but always powerful.  Place it near the centre in the
opening, behind the minor pieces - e2,d2 or f2/c2 are good squares -
ready to jump out to make a raid in combination with other pieces.
After some pieces have been exchanged, or you have a clear advantage,
you can move the Queen further towards the little centre
(e4,d4,e5,d5). 

 \end{itemize}


 


\subsection{ Advice about Rooks }
\begin{itemize}


 \item
 {\bf Rooks need open files.}

 \item
ROOK: Rooks must have open lines.  This may take some time to
arrange, and because they can be chased by minor pieces they are best
place in waiting (like the Queen) on the central e- and d-files.
Later, they can move strongly up the board using these central files -
for example, in the middle game, to e3 and then move over to g3 to
help attack the Black King, or right up to the seventh rank on e7 or
d7, where it can attack pawns right along the opponent's second rank.
This control of the seventh rank is very powerful, particularly in the
endame if your opponent's King is stuck on the last rank (a8-h8).
Rooks work even better in pairs - for example, by putting them on e1
and e2 they can control the e-file and then often Black cannot swap
off by playing their own Rook to e8.  Even stronger is to control the
seventh rank absolutely with eg. Rook on d7 and e7, where they can
gobble up pawns and often Ks. 

 \item
 The furthest available square on an open or half-open file is a
potential outpost or entry point. 

 \item
 Open files are precious. If there is one around, with Rooks on
the board, you must seek to control or challenge it. Particularly in
open positions, control of files is paramount. 

 \item
 Open files are useful only if there is an entry point, and in
semi-open positions with many minor pieces an entry for a Rook may be lacking.
In these cases you may be able to use a minor piece to make the first invasion, but sometimes the open file is not very useful.

\item
 Very often the first priority in the early middle game in closed
positions is to see where you can open a file. ({\em Like in the French
defence: after {\bf\protect\begin{chess} 1. e4 e6 2. d4 d5 3. e5\protect\end{chess}} Black should
immediately see about opening up space on the Queen's-side with
{\bf\protect\begin{chess} 3.: c5\protect\end{chess}}.})

 \item
 Half-open files (in positions without an open file) can be used
to create pressure against the exposed Pawn.  

 \item
 {\bf [Read more about Rooks]}     
\end{itemize}





\subsection{ Advice about minor pieces }
\begin{itemize}


 \item
BISHOP: like the Rook, also needs open lines.  The long diagonals
a1-h8 and h1-a8 are useful, but often it is more important to point
them at your opponent's King's-side , for example, by putting them on
c4 and e3.  Two bishops side by side can be very powerful in attacking
from a distance, for example on b2 and c2. 

 \item
 Fianchettoed Bishops, at b2 or g2, need open diagonals.

 \item
 Knights need to be near the {\bf centre and forward};
they thrive on outposts (whether {\em absolute} = can't be
dislodged by a Pawn, or {\em relative}, like on f5, when a pawn
move (...g6) would weaken the opponent's position). 

 \item
KNIGHT: The short-stepping Knight can get left behind if the
battle moves away, so the best bet is to keep them in the centre.
They are often best placed on c3 and f3 in the opening, although a
Pawn on c3 may be needed to support d2-d4.  Later, e5 and d5 are
useful squares to occupy when they can threaten Pawns on c7/f7 and
pinned Knights on c6/f6.  They may be driven away from e5/d5 by pawns;
best are squares where the opponent cannot - or dare not - chase them
with pawns.  If Black has moved his Pawns from c7 to c5 and from e7 to
e5 then a Knight on d5 can never be driven away, only exchanged for
another piece.  When this happens, you can try to recapture with
another piece which also cannot be driven off.  But another good
square for a Knight, when pawns are on e4 and e5, is f5: here it
threatens the pawn on g7, and if ever Black pushes it away with g6
then a hole appears on h6 for the Knight to hop into, perhaps giving
check. 

 \item
 {\bf The struggle of Bishop(s) against Knight(s) is
crucial}: the Bishops are not always better but in all
positions you must strive to make your minor piece(s) better, or make
the position suit them more.

 \item
 Bishops are better than Knights in Pawn races, because they can
influence each side of the board at once.

 \item
 If you have the Bishop pair you must try to open up lines for
them, and deny the opposing Knights any central posts.


 \item
 {\bf [Read more about Bishops and Knights]}     
\end{itemize}





\subsection{ Advice about Pawns }
\begin{itemize}


 \item
 PAWNS: You will have to move some to get your pieces out, and
you can try to dominate the centre with pawns on e4 and d4 ( perhaps
with c4 and/or f4).  But the pawns in front of your castled King form
a solid wall on f2/g2/h2, and those on a2/b2/c2 are probably OK where
they are too.  So, oddly, pawns are often well-placed where they are
at the start of the game.  "{\em Every pawn move loosens the
position}", says Tarrasch: if you move the pawn on g2 to g3, you
immediately get holes at f3 and h3.  Moving a pawn from f2 to f3 not
only takes away the best square for your Knight, which is a good
defender of the pawn on h2, but also opens up a check to your King
from c5.  When the endgame appears, one side or the other will have to
win material to win - by queening a Pawn, or at least threatening to.
Then Pawns can be moved more freely, to block opposing Pawns, to
create and support extra or passed Pawns of their own side, and to
keep out the opponent's pieces - including their King. 

 \item
 If the pieces don't suggest what plan you must adopt, the Pawns will.

 \item
 Weak Pawns are only weak if they (or the squares near them) can be
attacked.

 \item
 {\bf Pawn structures usually have positive and negative
features}, e.g. every doubled Pawn yields a (half)-open file. 

 \item
 Hanging Pawns are a typical example of an unbalanced dynamic
situation, requiring vigorous action from both players. 

 \item
 {\bf [Read more about Pawns]}     
\end{itemize}





\subsection{ Advice on tactics }

\begin{itemize}

 \item
 Combinations do not usually come out of nowhere - they are based
on a {\bf superiority in position}, and you can tell when a
combination is likely to be around:

\begin{enumerate}

 \item
 {\bf Exposed or ``stalemated'' Kings are always vulnerable}

 \item
 {\bf Undefended or `hanging' pieces aften lead to trouble}.

 \item
 {\bf Pieces which are defended only as often as they are
attacked can also lead to trouble, because their defenders are at
least partly immobilised.}. 

\end{enumerate}


 \item
 {\bf [Read more about Tactics]}     
\end{itemize}



\end{document}

