The Official Chess Thread

Pabst16oz

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Chess to me is like weed or sex. Its something I foresee, as always being part of my life.



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Pabst16oz

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In 1509, Diego Lopez, commander of the first Portuguese expedition to Malacca, in the East Indies, was playing chess when a Javan from the mainland came aboard. The Javan immediately recognized the game and the two men discussed the form of the pieces used in the chess played there. They no doubt communicated through interpreters, but the fact that men whose homes were separated by a third of the circumference of the Earth could find they had chess in common is remarkable—and so is the fact that they could have found other players familiar with the game at any stopping point in Asia, the Middle East or Europe.

What was this game that crossed boundaries of language, religion, culture, geography, ethnicity and class, and was woven deeply into the fabric of the greater Asian and wider world? The rules and moves of the various chess pieces are, after all, so simple that any schoolchild can learn them.

The youngster also quickly learns that simply knowing how a knight or a queen moves does not lead to winning. Rather, the game involves escapes, feints and sacrifices. There is a give and take of possibilities, and scope for creativity and unexpected, brilliant moves. Every move results in a different pattern of possibilities for the next moves, and the patterns signal advantage, challenge or danger. There is no recovery by chance—no helpful roll of the dice or spin of the wheel, no lucky draw of the cards.

In essence, chess is warfare, as much psychology as strategy. To win, one must understand the mentality of the opponent, hinted at in each new move. One must so thoroughly master the adversary’s weaknesses—an overzealous offence? guarding rather than attacking? a passion for sweeping one end?—that one can anticipate them and use them. Chess is a game of information, false and true, derived from what the opponent “should” do, based on his own past play or that of others, and on what the opponent actually does. Chess has no bloodshed, but the exhilaration of psychological warfare—taking no prisoners in a complete victory—is its attraction.

Archeological evidence suggests that chess has ancient roots in Persia and Central Asia. Excavations at the seventh-century site of Afrasiab, the oldest part of today’s Samarkand, Uzbekistan, have turned up seven small, carved figures that closely resemble later Persian descriptions of chess pieces, including a king, fazin (“counselor”), elephant, horse, chariot and pawn. The earliest literary reference to chess is in a Persian romance of the same period, about 600, the Karnamak-i Artaxshir-i Papakan (Deeds of Ardashir, Son of Papag). Along with excelling in the courtly pursuits of hunting and riding, the hero was also a skilled chess player.
http://www.saudiaramcoworld.com/issue/200904/the.game.of.kings.htm



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Pabst16oz

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Strategy Basics

You may choose different strategies depending on what type of opponent you are playing, and what kind of player you are. Strategy starts with the opening, and continues through the middle game, and on to the end game.

Games are considered open if the exchange of pieces have opened up files or diagonals, and closed if they have not. These games are called open or closed because there is more mobility for one’s pieces in open games, and usually determine the complexity of the game. Specifically, recognition of open versus closed games is important because closed games are more conducive to Knights, whereas open games see more involvement with longer range pieces such as Bishops, Queens, and Rooks.

Strategic Openings: If you choose to play a long-range, theoretical sort of game, you may want to choose a complex opening such as the Queen’s Gambit, the Ruy Lopez, or the English. In these types of games, especially when you are playing the closed variations, you are likely to venture into close positions where positional maneuvering predominates over tactical shots. From there, you can focus on strategic elements like controlling files, pawn structure, and other long range development considerations.

Tactical Openings: If you are more interested in sharpening your tactical play and focusing on combinations, you may choose a more tactical opening. Some of these openings include the Sicilian Defence (especially the Dragon and the old main line of the Najdorf), the Grünfeld Defence, and the older variations of the Two Knights' Defence.

By initiating exchanges you can always simplify the game, and it will become more computational. If you don’t want that to happen, you have to be very guarded and conservative.

You should always be thinking about how many squares a piece controls (i.e. can attack), and which squares are controlled. In the beginning you should aim to control the center of the board. As the game progresses you may want to attack one flank, especially if the King has castled onto that side.

Material advantage

Having more valuable pieces on the board than your opponent means you have a material advantage. If your position otherwise is equal, you will be more likely to win. Since not all pieces are equal, many people use the following point system to estimate which player has a greater material advantage:
Pawn = 1
Knight = 3
Bishop = 3
Rook = 5
Queen = 9
King = infinite (3.5 as an attack/defense strength during end game)

However, a slightly more accurate system is as follows:
Pawn = 1
Knight = 3½
Bishop = 3½
Rook = 5
Queen = 9
King = infinite

These values can only be used as guidelines for the relative value of the pieces; a piece's value in a particular chess position must be treated on a case-by-case basis.

Queenside vs Kingside

When calculating the value of a position, dividing the board in Queenside and Kingside, it will be seen that it matters that the king is considered to be worth 3.5 points. The calculation of forces on either side will determine the stronger side. This side, usually can become the attacking one, all other things considered.1

The pieces' relative value changes over time

The value of the pieces changes as the game progresses, because there is less material on the board to get in the way of some pieces. Rooks usually become more powerful because there are fewer pawns in the way, and a rook has the opportunity to control more squares. Bishops can travel great distances if unobstructed, while knights have a more local presence. So, knights shine when the board is cluttered in a closed game because they can "jump" over pieces whereas bishops are generally stronger in open games where they have the run of the board.

The value of the King

Assigning a point value to the King for the sake of deciding to trade the King for other pieces doesn’t make sense, since capturing the King is the object of the entire game! Therefore it is customary to either exclude the King from the point value scale, or assign it an infinite value. However, keep in mind that the King has an attacking and defense capability as any other piece.

The King attack and defense value changes dramatically as the game progresses. During the opening and middle game the King is a piece that needs to be protected against checkmate at all cost. Its usefulness as an attacking or defending piece is thus limited. However its strength as an attacking piece becomes greater in the endgame. In this phase of the game it is generally reckoned to be stronger than a knight or bishop but weaker than a rook. Therefore giving the King an attack or defense point value of 3.5 during the endgame makes sense.
 

Pabst16oz

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cont..
Knight vs Bishop

Based on the point value scale above the value of the Knight and Bishop appears to be the same. Alternative scales have tried to assign the Knight and the Bishop slightly different values, usually preferring the Bishop over the Knight. But since the relative value of the Knight and Bishop is strongly related to the position, such minor differentiation provide little overall guidance.

Knights are more powerful if they have a safe outpost in enemy territory - a knight on the 6th rank that can not be attacked by opposing pawns can be as powerful as a rook in the right circumstances. This type of knight, if guarded by a pawn, is called “a home away from home”.

A bishop never leaves its own color, so if one of the bishops is captured, half the board is now out of reach of a bishop. So trading one bishop for a knight tends to favor the person losing the knight, who is left with two bishops. However, trading the second bishop isn't quite so hurtful. So trading a Bishop for a Bishop where one side has only 1 bishop to begin with helps the side with fewer bishops.

Knights can not cover both sides of the board at the same time, while a bishop can, so in an endgame where there are pawns on both sides of the board, the bishop is stronger.

Bishops can not attack pawns that are on the opposite color, while a knight can. Furthermore, in a game where there is a short pawn chain, a knight can stand at the head of the chain and attack the pawn supporting it, so a knight is often more effective attacking pawns as long as they are limited to one side of the board.

Finally, it is possible to force checkmate with two bishops and king against a lone king, but not with two knights and king versus lone king.

It is important to keep in mind what sorts of positions will benefit the pieces that you have. For example if you have 2 knights and no bishops and your opponent has 2 bishops and no knights then it would be good for you to keep the center cluttered with pawns by avoiding pawn exchanges. If you do this then your opponent's bishops will have hampered mobility whereas your knights can hop over the pawns. Also if you have the bishops and your opponent has knights then you should play to keep the center clear so your bishops can have more mobility. Also, this idea can help you decide on whether or not to trade a bishop for a knight or vice versa.

More pieces are usually better

Usually having more pieces are more valuable when the point value is roughly equal for both players -- two bishops beats a rook, two rooks beat a queen -- but this is conditioned on proper co-ordination between the pieces. It may be worthwhile to sacrifice two pieces for a rook if this results in long-term damage to the enemy's piece co-ordination. Usually this means tying down the extra pieces to the defense of weak pawns, so that they cannot cooperate in attacking friendly pawns.

Compensation

Material values only matter in the context of position. Compensation is a term used in chess to describe the trade off between material and positional advantage. A strong position can make up for a material deficiency. For example if your opponent has all their pawns on white squares, a black bishop is worth more than a white bishop.

Typically having compensation for a piece means that an attack against the enemy's king or strong points cannot be repelled or may only be repelled by the enemy returning the material he is up. Often compensation can refer to having the initiative or in trapping the opponents king in a vulnerable position. A pawn majority on one wing or a passed pawn can also sometimes be considered compensation for a minor piece. Generally the player who is down on material has to act quickly and avoid exchanging pieces to prevent the enemy from making his material advantage count.

Pawn Strategy and Pawn Chains
Main page: Elements of chess strategy/Pawn structure
In the end game, pawns gain strength as they advance because they pose the threat of promotion, so a pawn on the 6th or 7th rank is worth significantly more than a pawn on the second rank - often as much as a piece. However, in the opening and middlegame, an advanced pawn is less likely to queen and more likely to be in need of being defended. It is also unable to defend the center and often leaves "holes" in your territory that can serve as outposts for your opponent's pieces. An overadvanced pawn is then often a liability.

In the opening and middle game, pawns in the center of the board block paths and support outposts. So they tend to be more valuable than end pawns. However, in the end game, a wing pawn is usually the hardest to get to and block or capture and is therefore more likely to queen. So in the endgame, the edge pawns are often more valuable than the middle pawns (Note: this is not necessarily true in some basic pawn and king endings, where a pawn on the edge leads to only drawing options).

A passed pawn has only pieces stopping it from queening, so it is considered more valuable - especially if it is protected with other pawns.

Tempo

Tempo is the effective number of moves required to reach the position on the board. Moving a piece twice to reach a position it could have reached in one results in a net loss of one tempo - moving a piece back to its starting place usually results in a loss of all its tempo - unless other pieces moved that could not have moved otherwise. Also the capture of a piece means all of the tempo it gained is lost as well.

Essentially, tempo is one way of showing how many effective moves you have made. So the gain of a tempo is basically like getting a move for free. Three tempi is usually considered equivalent to a pawn in terms of advantage.
http://en.wikibooks.org/wiki/Chess/Strategy
 

Pabst16oz

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Philidor defense: Philidor Counter-Gambit


Play this with varying success. Personally one of my favorite openings for black against white's 1.e4.. It's just so counter intuitive.​
 
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Tom

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They see me trolling, they hating.....
i feel kind of stupid for not knowing how to play chess, it always interests me though

It would be kinda dope if this forum had its own chess tournaments (don't ask me how but lately this forum has been able to do alot of unheard of ish, I'm sure the mods would someone figure out how to make it work)
 

5StarElite

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In the ocean where the sharks be at
I use to play that shyt everyday when I got locked up. Stayed sharpe and was beastin. Got out, stop playin and fell all the way off. smh Jus started back playin a week ago. Gimme a month and I'll be ready to body nikkas yet again :boss:
 
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