Plan:
It is result of right assessment of the Position.
A Good Plan effectively gives us advantage and take away the advantage of opponent
Parameters of Planning
Realisation of Advantage and its Type (Material, Static, Dynamic)
Improvement of Position (Current and Possibilities)
Transition to End Game with Exchanges
It is when a position favours a player and helps in increasing the ability to attack, nullify the treat of opponent and provide potential to use tactics.
At a given position, an advantage may favour either the player or their opponent.
Advantage of a player can be countered with the advantage of their opponent
Types of Advantage
Static Advantage is when a position continues to favour the player.
Dynamic Advantage is when a position temporarily favours the player
Material Advantage is when a position favours the imbalance of material. This is realized if one has more active pieces
Structural Advantage is when an irreversible position favours the player. It is realized if one has a pawn structure which compliments the pieces.
A player gets advantage by Strategies and Tactics. They can be found at any stage of the game. They help in Attack and Defense both.
It is a plan which oversees the general development of positions in the game. It is used when player intends to realise a static advantage
Parameters of Good Strategy
Open Lines:
Open Spaces:
Outposts for Pieces:
Pawn Structure:
Principles of Good Strategy
Relative Value of Pieces:
Coordination of Pieces:
Development of Good Strategy
Positional Play: A game play which intends on improving the position of the player
Weakness Control: While improving on a parameter of positional play, if another parameter is compromised, a weakness can be created. Player must minimize their weakness and be able to exploit opponent weakness
Activity Control: When a player has control over the flow of moves and change in positions
Indicators of a Strategic Advantage
These indicators must be tested for a given position from perspective of both player and their opponent
Pawns:
Pawn Structure
Backward Pawns
Double Pawns
Isolation of Pawn
Passed Pawn
Blockade
Pieces:
Good Bishop / Bad Bishop
Bishop Pair
Queen and Knight
Connected Rook
Battary
It is a plan which which oversees the existing / current position of the game. It is used when a player intends to realise the potential dynamic advantage
Calculations
By the nature of situations that arise on the board, we can distinguish between quiet positions that do not require intensive calculations of variations. On the contrary, their are sharp positions where consequences of any move has high impact. The tactics are most effective where Calculations are needed. If it work out, we get a significant and probably decisive advantage but if it doesn't, it works in favour of the opponent.
Combinations
It is creating a situation which has a forced variation with a tactical motive. In other words, it is how a player implements Tactics. Combinations are created when a position is calculated with various tactics.
GM Steinitz showed that Conditions for a Combination must exist. If both sides play correctly, a combination played in an equal or worse position cannot give an advantage. This is where Strategy plays its role.
This is regarding the identification of the Critical Position
This also tells about what should be done in the Critical Position
It helps in analysing and evaluating the positions
Note: The position is not critical if it is forced
Steps to Follow
Find Critical Position
Draw up the Balance in Position
Consider the Candidates and make a Choice
The game is balanced till it arrives a critial position. If a player has such balance after the critical position, then other player is in imbalance.
Static Balance: It is when a player gets permanent advantage in the position. This helps in winning the game
Dynamic Balance: It is when a player gets temporary advantage in the position. This helps the in creating a Static Balance.
Drawing the Balance in Position
Security of important pieces (We start King, followed by Queen and most active pieces)
We see the Material Imbalance
Based on material imbalance, we decide what needs to be captured
(Rook and Bishop) are better than (Rook and Knight)
(Queen and Kinght) are better than (Queen and Bishop)
Bishop for Kinght exchange only when the pawn structure is fixed
If 2 Bishop & 1 Knight, then break the Bishop Pair
If 1 Bishop & 2 Knights, then exchange Queens
We analyse the variations to achieve this to see who is better at the end of line
Exchange of Queens is somehow linked with the King Safety.
As long as opponent has Queen, King movement is restricted
After opponent Queen is captured, King mobility increases
Pawn Structure
Weak Squares / Group of Weak Squares (of one colour) allowing Domination / Blockade
Isolated Pawn / Backward Pawn
Semi-Open File & Outposts
Protected Passed Pawn
Doubled / Tripled Pawns
Pawn Islands / Pawn Chains
Pawn Majority in Centre / Queen Side allowing activity and gain of space
These are applicable for both Static and Dynamic Balance. Do not distinguish
The moves which, upon initial observation of the position, seem to warrant further analysis
We analyse these moves before making them because it may either improve or impair our position
It is also known as the most logical moves of a game
To check if a move can be considered as Candidate Move for a position, we answer the following
Are their any defenses needed by the player?
Does the player have useful Checks, followed by Captures and Forcing Moves?
Does the player or his opponent have bad pieces?
What are weaknesses and can they be exploited?
Once we find the Candidate moves, we calculate the lines if we have any ideas and make te choice