pdf for The Endgame-General Advice
Taken from the Coaching section at the Exeter Chess Club
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1 key idea, 3 principles, 15 general laws, 12 practical guides and 6 tips for play in the endgames
One key idea: the passed pawn.
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1.
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Endgames, and some middlegames, are all about creating and advancing a passed pawn. Either the pawn Queens, or your opponent gets so tied up in knots trying to stop it that they lose something else.
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3 principles (Fine)
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1.
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Without pawns, you must be at least a Rook ahead in order to force mate (exceptions: Rook & Rook wins against two minor pieces; four minor
pieces win against a Queen).
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2.
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If you are two or more pawns ahead the win should be routine by advancing the pawns.
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3.
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With only one pawn advantage, you will win if you can use it to gain more material - it is not usually enough just to advance the pawn. Often one pawn advantage is thought to be a theoretical draw, although the practical difficulties may be very great. Winning by the advance of the pawn may be won because it allows entry with the King, or causes distraction from one vulnerable side, or allows simplification into a known won ending.
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15 general laws (Fine again)
12 practical tips (Mednis)
| 6 COOL TIPS: MEDNIS says 'good technique' means:
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1.
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not allowing counterplay
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2.
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holding on to material advantage
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3.
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establishing a clear plan and following it
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4.
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being careful
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5.
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never being in a hurry
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6.
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avoiding complications
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(and ... winning the game!)
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pdf for The Endgame-General Advice

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