IMO this is a really neat thing for beginners (I would have loved something like this). I like your spin on it, adding a why.
Here's a handy list http://danheisman.home.comcast.net/~danheisman/Articles/Dan_sayings.html
IMO this is a really neat thing for beginners (I would have loved something like this). I like your spin on it, adding a why.
Here's a handy list http://danheisman.home.comcast.net/~danheisman/Articles/Dan_sayings.html
a "why" is sure a good idea.
I think it is also a good idea to think about how you can use the knowledge of the "principles as a weapon" and make your opponent break the rules if possible and giving them a weaker position because they broke the rules.
A knight on the rim is dim: Make your opponent knight go to the rim.
castle early: avoid your opponent from castling early.
take pawns towards the center: make your opponent take pawns away from the center.
"Guidelines" is probably a more appropriate description for the above.
The only rule I can say I steadfastly ahere to is "Always assume your opponent will reply to your move with the best possible response".
My humble "rule" suggestion would be: Always try to refute your move. Don't move unless you have a concrete idea (moves, variations etc.) about how your opponent might react.
Rule 1: Every rule has an exception
...even that one?
Yes, it's it's own exception -- lol that's actually pretty convenient.
I beg to differ -- it's actually the one rule with no exception. In fact, that's makes it its only exception.
I beg to differ -- it's actually the one rule with no exception. In fact, that's makes it its only exception.
That's what I'm saying just above you
My rule, especially for beginners, is: "Don't give away your toys (pieces or pawns) for no reason. Exchanges are fine, gifts are not."
With that said, I'm starting to feel hungry.
As we progress in our understanding of the complex nature of chess, we will often learn of "rules" for playing chess—simple axioms which dictate how we can best use our pieces. While it is good to memorize these rules, it is even better to learn why they exist. Excellence can only be achieved when the underlying concepts are mastered.
So let's build a comprehensive list of rules as well as explanations for they exist! Feel free to make additions or revisions in the reply posts. As we collect more rules, I'll edit the opening post to make it as complete as possible. Perhaps the list will be subdivided into topics if it grows large enough.
Rule: A knight on the rim is dim. Why: A knight on the edge of the board has a maximum of 4 legal moves available, whereas a knight near the center can control up to 8 squares.
Tarrasch's Rule: Rooks should be placed on the same files as passed pawns. Why: Because a rook controls an entire file, a friendly pawn will be protected as it marches down the board. Similarly, an enemy pawn will be under attack as it attempted to promote.
Rule: Castle early. Why: The opening and middlegame will usually be a battle for control of the center. If you leave your king near the center of the board, it is more likely to be used by enemy tactics, such as checks, pins, and discoveries.
Rule: The side with a material advantage should trade off remaining material. Why: Leaving pieces on the board gives your opponent opportunities for counterplay. The fewer pieces there are on the board, the closer you are to a won endgame.
Rule: Consider every possible check that can be given. Why: Some checks, especially those that sacrifice a piece, may not have an obvious purpose until you calculate a few more moves into the position. An initial loss of material can be used to set up more vicious tactics to gain a material advantage or a mating attack a few turns later.
Rule: Assume your opponent will find the best possible move. Why: Even if your opponent is significantly worse than you, they can still play the best possible move. Ignoring these threats from a weaker player can quickly turn a winning position into a losing one.