- Miniatures--Tasty tidbits!
One player pulls ahead of the other, and ends the conflict quickly.
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| 53 games, 1620-2005 - organized chaos
See an article (http://www.geocities.com/aiccf/nov0...)
from Pavan Kumar on Unusual openings for the ICCF as suggested by a fan of these pages, Genghis Pawn II. Then look through some of the following games.
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| 11 games, 1859-2001 - Pentala-- Up and Coming Energy
Watching a young star become a celebrated one--here are some games with some interesting ideas.
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| 23 games, 1996-2006 - Pulling attacks!
Like Tai Chi, which is noted for using your opponent's energy against them, these tactics vacate spaces instead of filling them, pull opponents into place instead of pushing, and submit instead of aggress. I am intrigued by players who use this--the moves seem counterintuitive to some, but it is a more subtle way of playing. Basic principles, like discovered attacks, forks, and advancing by retreating, used by Korchnoi, Flear, Lalic, Tate, and others are still basic, but are not spoken of in this way--so I will make a humble attempt to do that here. Just examples, maybe these games will bring attention to this sophisticated style of play. Maybe the Shatranj masters who preceded this age of play focused on this technique more than we.
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| 13 games, 1913-2006 - Satranc Ogrenelim
Some pre-Fritz games, looking to see what was cutting edge in 1979, 30 years ago.
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| 4 games, 1979 - Taking the Bait
If a player makes a powerful move, the piece involved does not have to be protected--it may carry poison in its pocket. What are the consequences of responding to the move? Will it subject the victim to a quick end, or will reaching greedily for a piece give the opponent the win of the exchange when the dust is settled?
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| 12 games, 1620-2006 - team of 13
Decide which parts of your team you will focus on to keep for the end of the game.
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| 2 games, 1855-1879 - The "Push-Hands" technique
"Chess is intellectual karate," says GM Ashley. I agree.
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| 62 games, 1834-2006 - The Akiba Fan Club
When you have a gift, it must be used.
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| 11 games, 1907-1931 - Using "Guess the Move!" to add a dimension to st
"There are three ways to understand fire: 1)to hear about it, 2)to see it, and 3)to be burned by it." After going through these games in detail, and on the clock, and with some personal emotional investment, the games themselves, and the ideas contained therein, look quite different. Pull out some paper, commit your ideas (and moves) to paper before you "hit the button", and see where your vision and the master's visions converge.
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| 5 games, 1934-1991 - wars between different armies.
Choices on the board may allow the game to go into these directions, but be aware that you the player must be on your toes at all times. Different powers on the board require a vision that accounts for all the vectors both you and your opponent control. I love it!
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| 15 games, 1867-2004 - What would you do?
Find your way to the path taken by the masters. Set it up, and decide which side you would prefer to control, and why? Use your head, not the calculator (computer).
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| 54 games, 1849-2005 - Why endgames are studied.
White gets a key square, but gives it back. He wants to attack, but he does so from the wrong side. Black has time to plan to promote a pawn, and goes about doing it. Good plans inspire good moves, not the other way around.
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| 47 games, 1837-2014
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