GM Ram2
GM Ram2
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GM-RAM
binations. It may seem that these arise as if by magic. The
great former World Champion Mikhail Tal was sometimes re
ferred to as the Wizard of Riga, due to his ability to conjure
combinations out of the most innocent looking positions. Yet,
in each case, later analysis has shown that the seeds of the
combination were present in the position, or in some cases
that the combinations were unsound, and magic had nothing
to do with it.
This book is about the language of chess. More specifi
cally, this book is about the essential builcfing blocks of chess.
ln the logical, scientific approach to chess, first one must master
the basic building blocks, and from there begin to build a per
sonalized vocabulary that will be the foundation for mastery
of the game. In Russian chess folklore it is said that there are
300 positions which comprise the most important knowledge
which an aspiring player must acquire. About two-thirds of
these positions are endgame positions and the remaining third
are middlegame positions. However, no one knows what all
these positions are, as the opinions of top players and train
ers vary regarding which positions comprise the magical 300.
For the renowned trainer, Grandmaster Lev Alburt1, it is one
collection, for us, another, and for Kasparov, a third. In this
book, we present 256 positions. The remaining 45 positions
we leave to the reader, who can complete the collection with
those most meaningful to him. 2
When we speak .of mastery of the basics, we mean you
must know these positions cold. You must recognize them
immediately, just as you would any letter of the alphabet.
Specifically, you must recognize the position, know the cor
rect plans for each side, and know the expected outcome,
whichever side is to move. You must also know how the plans
or the outcome are affected by small changes in the place
ment of the pieces. You must know this without having to
consider any of the possible variations.
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The Language of Chess
Clever is not he who wins, but he who wins easily. Sun Tzu
1. He will win who knows when to fight and when not to fight.
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Practical Chess Strategy and The Art of War
own clock, and so on. Any such interference can cause the player's
downfall, and as such must be avoided.
"If you know the enemy and know yourself, you need not
Jear the result qf a hundred battles. If you know yourself but
not the enemy,for every victory gained you will also stiffer a
difeat. !f you know neither the enemy nor yourself, you will
succumb in every battle. "
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GM·RAM
many in the chess world by rejecting the highly complicated
positions that might give rise to opportunities for one of his
famed combinations, and instead sought positions with re
duced material, whereby small errors by Capablanca could be
more readily exploited. And in this manner, Alekhine did wrest
the World Championship title from Capablanca by a score of 6
wins to 3, with 25 draws.
The story of Alekhine's defeat of Capablanca also helps
explain what Sun Tzu meant when he wrote,
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Practical Chess Strategy and The Art of War
his chapter covers the key endgame positions that are part
T of essential chess knowledge. Only the most elementary
positions are left out (such as Queen or Rook against a lone
King).
Consider the following examples that give the feel for the
required knowledge. First, one must know when a small change
in position leads to a completely different outcome. In the
simplest positions, small changes have little meaning, and
the correct ideas remain unchanged. This is illustrated by the
following two classic examples.
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