By Dan Heisman
This booklet is written to handle an underemphasized zone of chess education and research, the identity of and response to--threats. for newbie and intermediate-level avid gamers, the research of strategies is paramount. just about all strategies books take the strategy of delivering a place the place there's a compelled win, checkmate or draw. even though, searching for hassle takes a special tack. This publication is helping gamers to acknowledge threats by means of supplying over two hundred difficulties within which avid gamers can specialise in selecting and assembly threats starting from super effortless to fiendishly tricky. The identity of inauspicious threats û and the way to satisfy them û is mentioned in a way that incorporates gamers of all degrees.
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Extra resources for Looking for Trouble - Recognizing and Meeting Threats in Chess
There were many ways for White to win. Besides the strongest continuation 3 1 Q-NS Q-Q l 32 R x R N xR 33 R-Q l Q-B2 34 Q-KS, 3 1 R x R Q x R (3 1 . . N x R 32 Q-K5) 32 P-QR4 ! (White must keep his QR pawn) followed by Q-Q4 was also sufficient. Q-Q l ! 31 . . Now the Black queen breaks out into the open. 35 Q-KB4 Q-B3 32 R x R NxR 33 R-Ql Q-N4+ 36 N-R4 N-B4 34 K-B2 After 36 N-Q7 Q-N7+ 37 K-Nl B xN 38 R xB Q-R8 + 39 K-N2 Q-R7+ 40 K-R3 Q-K3, or 36 N-B4 B x N 37 Q xB Q--N7+ 3 8 Q-K2 Q x P Black has no serious problems.
Nimzo-Indian Defence Karpov-Spassky April 22nd P-Q4 7 0-0 1 N-KB3 N-B3 P-QB4 P-K3 8 P-QR3 2 B xN 9 PxB B-N5 3 N-QB3 QP xP 4 N-B3 P-B4 10 B xBP Q-B2 5 P-K3 11 B-Q3 P-Q4 0-0 6 B-Q3 It has long been known that this continuation gives White no advan. tage. 1 1 B-K2 leads to more interesting play. P-K4 14 P x N 11 QxP R-Kl 15 P-B3 1 2 Q-B2 B-K3 13 NxP NxN 16 P-K4 QR-Qt This move emphasizes that the further advance of the White pawns presents no danger to Black's well-developed forces. For example, 1 7 P-KB4 Q-B2 1 8 P-K5 ( 1 8 P-B4 Q-Q3) 1 8 .
P-QN4, when Black has hopes of making something of his initiative. PxP 27 K-B3 RxR 24 P x P RxR 28 NxR P-B4 25 RxR . N-Q4+ 26 R-QBl Black limits the mob iii ty of the Wh ite king and the knight at N3, and also cuts off White's KRP from his KNP. However, this is not sufficient for a real advantage. 29 N-Q3 K-Q3 SPASSKY-KARPOV, 4TH GAME 37 After 29 . . P-N5 30 N-KB1 N(Q2)-B3 3 1 N-K3 K-Q3 32 P-N3, by exchanging his KRP for Black's QNP, White again obtains an equal ending. 30 P-R4! The simplest way to a draw.