ADVICE
ON THE MIDDLEGAME
IMBALANCES AND PLANNING
The big picture of chess planning is that during the opening
phase you create imbalances, differences between your position and that
of the opponent, and you then try to build a situation that is favorable
for you.
Imbalances include material, superior minor piece, space, pawn structure,
square and file control, and the more temporary ones of initiative and
a lead in development.
A good first step in planning is to assess the position for positive
and negative imbalances on both sides and figure out which side of the
board you would like to play on. You should now create "fantasy positions"
until you find a position that you would like to achieve and can also
see how to achieve.
Once the move that most clearly strives to make the plan a reality is
discovered then the possible replies can be identified and calculated
and an alternative move investigated as necessary.
The main rule of chess theory should be that all "rules" have their exceptions.
It is important not to just memorise the guidelines given below but understand
how they work and be aware of the types of positions that yield the exceptions.
Thoughtful, discriminating adherence to these guidelines is the idea.
Material
- If you are up on material then most endgames will be in your favour
and your opponent won’t want to trade pieces. Trade pieces and not pawns
if you are heading for the endgame.
- Don’t allow simple point count to dominate your thinking but weigh
up all the specifics of the position. In some positions it may be better
not to eat wood and in others you may even gain a better position by
sacrificing your own.
- A material edge potentially gives you extra force. You should try
to make this unit an active participant in the game. If you can’t make
immediate use of your extra force don’t worry, even an extra pawn will
act as endgame insurance.
- Often in gaining a material edge your pieces will be off balance and
in need of a new plan. You may need to shore up your weak points and
bring your pieces to squares where they can work together in a new plan
based on your material edge.
- If you are behind in material you must seek out some form of compensation
(such as more active pieces, a lead in development, possession of the
initiative or extra space) to justify this deficit.
Superior Minor Piece
- Bishops and Knights are both worth three points – it is up to you
to manipulate the position so that the piece that you own is more valuable.
- In closed positions with locked pawns Knights are extremely valuable
due to their ability to jump over other pieces.
- An old chess adage is "Knights on the rim are dim". A Knight near
the centre controls more squares and can quickly jump to either wing.
- Since Knights are not long-range pieces they need advanced support
points (outposts where they can’t be attacked by an enemy pawn).
- Knights will be superior to Bishops in the endgame if the pawns are
all on one side of the board since this removes the Bishop’s long-range
advantage and the Knight can go to either colour square. Knights are
also the best blockaders of passed pawns since they remain active.
- Bishops are best in open positions where pawns don’t block their diagonals.
- Bishops are very strong in endgame situations where both sides have
passed pawns on opposite wings that are dashing to their respective
"queening" squares. In these situations their long-range capability
beats the slow, short-range Knight.
- A "bad Bishop" is defined as one that is situated on the same colour
as your central pawns. If the Bishop is hemmed in by your own pawns
you should look to trade it for a piece of equal value or get your pawns
off that colour. However if the "bad Bishop" is located outside your
own pawn chain it may well be very active and a strong piece.
- A Bishop’s weakness is that it is stuck on one colour for the whole
game. The two Bishops work well together because they remove this one
colour weakness.
Space
- Of the three areas of the chessboard (kingside, centre and queenside)
the centre is by far the most important because your forces can move
to either side with minimum effort and maximum speed.
- A full pawn centre gives its owner territory and control over the
key central squares. If you create one you must make it indestructible
so that it can cramp and restrict your opponent for the rest of the
game.
- If your opponent has created a full pawn centre then you must strive
to attack it.
- Don’t advance the centre too early, every pawn move will leave weak
squares in its wake.
- If the centre pawns get traded then open files will exist for the
Rooks. If the centre becomes locked play must switch to the wings.
- With a closed centre the direction that your pawns point in tells
you which wing to play on. The pawns point to the area where you have
more space and this side is the one that you want to control. Note that
in general you want to push the pawn that stands next to your most advanced
pawn.
- A wide open centre allows you to attack with pieces. A closed centre
generally means that you must attack with pawns (this enables you to
grab space and open files for your Rooks).
- When you have more space it is usually a good idea to avoid exchanges.
If you have less space an exchange or two will give the rest of your
pieces more room to move about in.
- A spatial plus is a permanent advantage. You don’t have to be in a
hurry to utilise it. Take your time and let the opponent stew.
Pawn Structure
- The doubling of pawns reduces their flexibility and is likely to leave
one or both of them vulnerable to attack. Usually the lead pawn is the
weaker.
- However the doubling of pawns does lead to extra open files and increased
square control. If the doubled pawns are near the centre the extra square
control can be a real boon.
- An isolated pawn cannot be defended by another pawn and is very vulnerable
to attack if it stands on an open file. However an isolani could be
an unstoppable passer, it might be centrally placed and thus guard important
squares or it could be used as a battering ram to slam into a superior
pawn structure.
- An advanced isolated pawn also gains space and helps make your pieces
more active. Even if your isolated pawn isn’t going anywhere your Rooks
might be more active than your opponents thanks to half or fully open
files on either side of it.
- If your opponent has an isolated pawn make sure you control the square
directly in front of it. This square is often ideally suited as an outpost
for a Knight.
- In general the isolani reaches its peak of vulnerability when all
the minor pieces are gone and only a couple of heavy pieces remain which
can double up against it, allowing a pawn to attack the pinned isolated
target.
- A backward pawn is only weak if sitting on an open file and unable
to advance. The side playing against the backward pawn should strive
to control the square directly in front of it.
- When one side owns a passed pawn the most important square for both
sides is usually the one directly in front of the passer. If the passed
pawn can be firmly blockaded it may block files and diagonals needed
by its own Bishops and Rooks, if it can’t be firmly blockaded then the
defender will be in for a hard ride.