The “10 BAD MOVES” Simple and Obvious

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The “10 BAD MOVES” Simple and Obvious C & O Family Chess Center — The 10 Bad Moves page 1 of 11 2. Will it defend against my opponent’s . threats? C&O Family Chess Center 3. Will it improve my position (Space, Mobility, etc.) Omar Pancoast III, Director 217 West Diamond Avenue A “NO!” answer to these questions may mean that you are about to make a mistake! Gaithersburg, MD 20877-2106 4. Can my opponent safely capture it? (301) 963-9122/[email protected] ...any other pieces? www.chesscenter.net You should always have a plan, a reason for every move you make. Some plans are The “10 BAD MOVES” simple and obvious... others are complex. © 1999, 2001, 2006, 2008 Omar Pancoast III Remember, however, that even the best plan may have to be revised in light of your 1. Moving Too Fast (Impulsiveness) opponent‟s moves. Sometimes it must be modified often, or completely discarded. That This is the single greatest contributor to is why you must ask those questions before lost positions. Time after time I have watched every move! kids in tournaments and friendly play, with If your opponent sees an error in your plan hands already hovering over the pieces as their he will attempt to show it to you by his move opponent makes a move... and zap!, they (as you will to him), and that is OK. But many impulsively reply... only to realize that they mistakes are only identified later, in “post-game have blundered (often fatally). analysis.” Such review is the single best thing Strangely enough, “Moving Too Fast” has you can do to improve your game. really nothing to do with speed, in terms of The following game demonstrates how time. I have known some “slow” players who moving too fast can lead to a quick loss. moved “too fast” and some relatively “quick” movers who, nevertheless, did not move “too Student v. Coach [A48] 2002 fast”. It really has to do with taking the time to really look at the position... and to ask yourself 1.d4 Nf6 2.Nf3 g6 3.e4?? (Diagram) (and answer) certain very specific “key Moving too fast! White hangs the pawn! questions”. These include the following... [Better is 3.Bg5!?= developing a piece.] About your opponent’s move: XABCDEFGHY 1. Did it capture, attack, or threaten 8rsnlwqkvl-tr( anything? 2. Did it defend against my threats? 7zppzppzpp+p' 3. Did it improve his position (Space, 6-+-+-snp+& Mobility, etc.)? 5+-+-+-+-% A “NO!” answer to these three questions 4-+-zPP+-+$ may mean that he has made a mistake! 3+-+-+N+-# 2PzPP+-zPPzP" 4. Can I safely capture the piece that moved? ...any others? 1tRNvLQmKL+R! xabcdefghy About your proposed move: 3...Nxe4 4.Bc4 Leaves the Black Knight in 1. Will it capture, attack, or threaten a great spot. [Stronger is 4.Bd3 d5 5.0–0 anything? C & O Family Chess Center — The 10 Bad Moves page 2 of 11 (...or 5.Nbd2 Nd6 6.0–0) ] 4...d5 5.Ne5?? 10.Bxe6 Nxe6 11.Nf3 but Black still has a (Diagram) Another impulsive move, ...and winning position.] 8...Ne6 Threatening the moving the same piece twice. [Better is Queen and still attacking the Bishop on c4. 5.Be2 Bg7³] 9.Qh4 dxc4 10.Nc3 Attempting to develop but hanging the pawn on d4. [10.c3 Qd5 XABCDEFGHY 11.Nf3 c5–+] 10...Qxd4 (Diagram) Looking 8rsnlwqkvl-tr( to simplify and trade into a won ending. 7zppzp-zpp+p' From here on there is nothing that White can really do. [10...Nxd4 11.Nxc4 Nxc2+ 6-+-+-+p+& 12.Ke2–+] 5+-+psN-+-% 4-+LzPn+-+$ XABCDEFGHY 3+-+-+-+-# 8rsnl+-trk+( 2PzPP+-zPPzP" 7zppzp-zppvlp' 1tRNvLQmK-+R! 6-+-+n+p+& xabcdefghy 5+-+-sN-+-% 4-+pwq-+-wQ$ 5...Bg7? Now Black moves too fast. 3+-sN-+-+-# [Stronger is 5...dxc4 first. 6.Nxc4 c5 7.f3–+] 6.Qf3?? A mating threat that is easily 2PzPP+-zPPzP" defended against and may put the Queen 1tR-+-mK-+R! at risk. [Better is 6.Bb3 retreating the xabcdefghy Bishop. 6...0–0µ] 6...0–0? Playing it safe but missing an oportunity. [More aggressive 11.Qxd4 [11.Nf3 Qxh4 12.Nxh4 Rd8–+] is 6...f6 blocking the mate and threatening 11...Nxd4 12.Nxc4 Nxc2+ 13.Kd1 Nxa1 the Knight. 7.Bb5+ c6 8.Nxc6 Nxc6 with a 14.b4? [14.Ne3] 14...Bxc3 15.Ke2 Nc2 winning advantage.] 7.Bg5?? (Diagram) 16.Rc1 Nd4+ 17.Kd1 Bxb4 18.Ne5 Rd8 Too fast again. White fails to consider the 19.Rxc7? Nb5+ 20.Rd7 Nxd7 21.Nxd7 response and hangs the Bishop. [7.Bb3 is Bxd7 22.a4 Nc3+ 23.Ke1 Bxa4 24.Kf1 still the best.] Rd1# 0–1 XABCDEFGHY XABCDEFGHY 8rsnlwq-trk+( 8r+-+-+k+( 7zppzp-zppvlp' 7zpp+-zpp+p' 6-+-+-+p+& 6-+-+-+p+& 5+-+psN-vL-% 5+-+-+-+-% 4-+LzPn+-+$ 3+-+-+Q+-# 4lvl-+-+-+$ 2PzPP+-zPPzP" 3+-sn-+-+-# 1tRN+-mK-+R! 2-+-+-zPPzP" xabcdefghy 1+-+r+K+-! 7...Nxg5 Captures the Bishop, and attacks xabcdefghy the White Queen. 8.Qf4? Allowing Black to increase his lead with a double attack. [Better is 8.Qxd5 Be6 9.Qxd8 Rxd8 C & O Family Chess Center — The 10 Bad Moves page 3 of 11 2.-5. Failure to Develop Rapidly (and Look at the moves 1. e4 e5; 2. Nf3 Nc6; 3. Well). Ng1?? (actually taking back a move and losing two tempos) Nf6. It is now White‟s move but, In the lessons “7 Things To Do in the First in effect, he is two moves behind (he has a pawn 10 Moves”, some general principles of opening developed, while Black has a pawn and both development are outlined. The next four “Bad knights developed). This example is, of course, Moves” are all related, in that when they are extreme. But the same principle holds in other made during the opening phase of the game... cases as well. Making such extra moves is one other, good moves, are not made. This is in of the chief contributing factors in cases of addition to the specific problems inherent in failure to achieve the “7 Things To Do in the each of the four. First 10 Moves.” 2. Developing the Queen Too Early, or 4. Failure to Castle, or Exposing the Exposing the Queen to Attack. King to Attack. The queen is your most powerful piece, The king is the most important piece you worth almost twice as much as a rook and three have. If he is lost the game is lost, therefore times more than the Knights and Bishops. Like “king safety” is always an important con- a battleship, she often needs the help, support, sideration. and protection of other friendly units or she may Early in the game, when the field is be outnumbered, surrounded, and destroyed. crowded with enemy pieces, it is usually Losing your queen without adequate com- advantageous to castle. This removes the king pensation is so devastating that it usually means from an exposed position in the center to a the game is quickly lost as well. This leads to relatively protected spot behind a wall of pawns the important question “When is it too early to on either side of the board. Castling is one of bring her out?” That is difficult to answer the “7 Things...,” primarily for that reason (and without specific positions in mind but we will also because it develops a rook). A significant try. portion of chess strategy deals with disrupting, If the queen may be easily threatened and or breaking, the castle to expose the king to attacked by your opponent’s developing, or attack. If you fail to castle in the first place, or already developed, minor pieces, rooks, or if you unnecessarily disrupt your castled pawns (to the point of losing a lot of time or position, you may be making your opponent‟s simply having to retreat), then it’s too early. If, task that much easier for him. on the other hand, she must recapture a piece to There may come a time, however, when the maintain equality, or if she can be part of an king no longer has to hide. Indeed, a major attack supported by other pieces (see No. 5 characteristic of many endgames is the below) and winning material or mating the transition of the king from hidden refugee to enemy king, then it‟s not. fighting piece. He may be seeking to control the vital center of the board or guarding a passed 3. Moving the Same Piece Too Many pawn on the way to promotion. In many Times, or Making Too Many Pawn endgames the more active king will be able to Moves in the Opening. force the win or hold a draw against superior force. During the opening, this can be particularly devastating. The concept of “tempo” (“A move 5. Attacking Too Soon (Premature as a unit of time.” — B. Pandolfini), or the Aggression). “tick, tock, tick, tock...” of both players‟ development, is central here. A brief example: The key here, as in Bad Move No. 2, above, C & O Family Chess Center — The 10 Bad Moves page 4 of 11 is judging just what is “too soon.” Many chess the Kingside and exposes the King along players dream of a quick mate. There are the e1–h4 diagonal. [For inexperienced numerous examples of checkmates involving players best is 1.e4 ; ...or 1.d4 ] only a couple of pieces. Most of these occur in endgames after long, hard struggles through the XABCDEFGHY middlegame, but they may occur at any time if an opponent overlooks a relatively simple 8rsnlwqkvlntr( threat.
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