By Jesus de la Villa
This is a brand new and better variation of an all-time vintage! the good news approximately endgames is that there are really few endings you want to comprehend via middle and that when you recognize those endings, that is it. Your wisdom by no means is going out of date!
The undesirable information is that, the entire related, the endgame means of such a lot avid gamers is poor. smooth time-controls make issues worse: there's easily no longer sufficient time to delve deep into the position.
Grandmaster Jesus de los angeles Villa debunks the parable that endgame idea is complicated and he teaches you to lead the sport right into a place you're acquainted with. This ebook includes in basic terms these endgames that appear most often, are effortless to benefit and comprise rules which are worthwhile in additional tricky positions.
Your functionality will enhance dramatically simply because this e-book brings you uncomplicated ideas, designated and vigorous reasons, many diagrams, transparent summaries of crucial issues and dozens of tests.
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Shereshevsky's masterful consultant to endgame play is a necessary paintings for each aspiring participant. utilizing vintage examples from grandmaster perform, including glossy illustrations and instructive video games via lesser-known gamers, Shereshevsky lucidly explains the fundamental rules of the endgame: king centralization, the position of pawns, replacing items, suppressing counterplay, weaknesses, and lots more and plenty extra.
Many specialists say that had Rubinstein now not long gone mad, the nice Polish grandmaster may were the equivalent of Capablanca and Alekhine. listed here are a hundred of his most sensible games—against these males, in addition to such competitors as Euwe, Janowski, Kashdan, Marshall, Tarrasch, and so forth. His hugely unique contributions to chess concept can't be ignored by way of any critical participant.
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Additional info for 100 Endgames You Must Know: Vital Lessons for Every Chess Player
I discovered the secret of this endgame. After an hour and a half, play resumed. Ke6-eS 41 Kf4-e3 42 Rc3·c2 ! move. c4-c3 Rc8-d8+ 42 43 Ke 3·d3 My opponent spent quite a while in thought before making this move ; al ready he could see that the game must end in a draw. In the Lasker-Rubin" stein game, there were no h·pawns (otherwise, the position is identical, with colors reversed) ; by analogy with our game, Black won by playing 43 . . Rc7 44 Ke 3 Rh7, followed by . . Rh7-h 3·g 3 ). White could not avoid this continua tion, as the pawn ending was lost.
Rf•c8 Kg•f7 . Kf7·e6 33 .... 34 Kg2·f3 3S Kf3·e3 36 f2·f4 The onset of time-pressure somewhat spoiled this phase of the game ; other wise, however, we would have lost a valuable endgame! White's last move is weak, since it gives Black the central square eS for his king. Black, despite his advantage, is not likely to win. 3 6 .... 37 Ke 3xf4 38 b3xc4 eSxf4+ c5·c4 38 39 h2·h4 bSxc4 h7·h6 Otherwise 38 . . b4. ••• It might seem 11trange that this natural move should grant White new saving chances.
That almost everything necessary for this formulation already existed in the program, In order to test our basic hypothesis, Stilman formulated it in basic language, and once again went to the computer. ' think", the computer made the first move in its analysis : 30 Ba3 • . . We are now in the process of preparing the formulation for the exchange of conjunctive values in exact accordance with the algorithm. We have hopes that " Pioneer" will find the same variations, and only those same variations, which went through Capablanca's head and mine when we considered the dia grammed position.