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"My" System

by S. Evan Kreider

This is a "chess thinking system" I've put together to serve the following purposes:

1) To consult step-by-step when playing correspondence chess ("CC") games, and use it to determine the best possible move at each turn (or at least, the best possible move that I'm personally capable of determining . . . ).
2) To consult step-by-step during post-game analysis of both CC and over-the-board ("OTB") games, and use it to help me to evaluate the moves I played, and to try to find better moves at the points where I made poor ones.
3) By regularly using this system for 1) and 2) above, I hope to discipline my chess thinking OTB, to help me choose my moves in a more careful and systematic manner. 

You'll notice the quotation marks around the word "my" on the title of this page.  That's for two reasons.  First, it's obviously a play on Nimzowitsch's infamous treatise "My System".  Second, it's meant to add an ironic tone, since there's nothing terribly original-to-me about this system.  It is basically an amalgamation, revision, and restructuring of various systems and thinking techniques put forward by a whole bunch of authors, mainly including Silman, Purdy, Pandolfini, Kotov, Seirawan, Hartston, and Soltis.  A few miscellaneous things may have come from other sources, but I'll be darned if I can remember where.  And I've added and modified some things myself, of course.

Keep in mind that it is not the purpose of this list to explain all of the various strategic factors mentioned.  That would take many, many books (many of which I've listed in my "Suggestions for Improving Your Play" article).  This list will be of most value to you if you already have a fair amount of chess understanding.

Also keep in mind that this, like everything else I write, is just something that I've been using, and have been finding useful, and so I thought I'd share it with you.  Check it out, take from it anything that works for you, and discard the rest.

So here it is - enjoy!

Okay, so it's your move.  What do you do?
OPENING BOOK MOVES: If you are still in the opening, and have some opening theory to rely on (e.g., books and databases for CC, or memorized lines for OTB), then play your opening book moves.  However, make sure that you understand the ideas behind the opening moves you are making!  There's nothing worse than finding yourself in a middlegame position that you don't understand . . .
ENDGAMES: The system detailed below (especially the sections on strategy) is primarily one for middlegames.  So if you have entered an endgame, then make sure you pursue the appropriate endgame plans, which can usually be determined rather straightforwardly from the type of endgame you are in (e.g., rook and pawn; minor piece; king and pawn; etc.).  These are far too numerous to list here, but generally easy to find in endgame books, encyclopedias, and databases.  However, do take care that you do not become careless (as is easy to do in endgames, especially if you are winning); carelessness tends to lead to blunders and missed tactical opportunities (be especially careful to avoid stalemate).  To that end, be sure to consult the "Patzer Talk", "Tactics and Combinations", and "Threats" sections below.
PATZER TALK: Look carefully at your opponent's last move, and ask yourself, like you did back when you were a rank beginner: "What does my opponent's last move do?  Does it attack something?  Defend something?  Leave something undefended?  Hang a piece?  What purpose might lie behind the move?  Where might the piece be headed on the next move or two?    What could it do from there?"  Etc., etc., etc.  This should help you avoid any outright blunders.
TACTICS AND COMBINATIONS: Evaluate the position, tactically.  Are there any obvious tactics?  For you or your opponent?  Do you have any sound combinations (i.e., which win without unacceptable compromise)?  If not, then does your opponent?  A combination / tactic is typically present when: a) there is an obvious mating pattern; b) the King is vulnerable (i.e., is in a central location, has a damaged, weakened, or missing pawn cover, has no defenders (or fewer potential defenders than potential attackers), or has no legal move (i.e., is stalemated)); c) there are pieces which are un- or inadequately-defended; d) there are critical squares (usually squares containing pieces or squares on which mate could be delivered, which currently have the same number of attackers and defenders, which could be weakened by adding attackers (often while simultaneously attacking something else) or removing defenders, via typical tactical methods.
N.B.: Look at every possible capture, check, and threat against weaknesses.
N.B.: Look for possible zwischenzug / surprise rejoinders.
N.B.: Look for typical geometric patterns.
N.B.: Look for forks (esp. pawn & knight), pins (absolute & relative), skewers, X-rays, windmills, double attacks, double checks, discovered attacks, discovered checks, deflections, overworked pieces, under-protected pieces, decoys, batteries on ranks / files / diagonals, clearance sacrifices, exchange sacrifices, other sacrifices, zwischenzug, zugzwang, draws, stalemates, blockades, fortresses, perpetual checks, perpetual pursuit, passed pawns, pawn promotions, breakthroughs (esp. that lead to pawn promotion), under-promotions, weak back ranks, destroying the king's cover, blocking the king (e.g., leading to smothered mates), interference, removing / destroying the guard, trapping pieces, etc.
N.B.: Most combinations involve some form of double-attack.
N.B.: Double-check calculations by varying move-order (both for you and your opponent).
N.B.: Always look one move further than it seems you need to; sometimes after the checks and captures come to an end, there will be a powerful "quiet move" or rejoinder, either for you or your opponent.
THREATS: After you've determined whether or not there are any tactics or combinations, ask yourself, "What are my opponent's threats?  Considering each, can I ignore it?  Prevent it?  Accept and counter it?"  Look at each possible way you can respond to your opponent's threats, and start with the most straightforward.  Only enter into complications if the straightforward moves fail and / or if the tactics demand it.  Make sure you calculate each line thoroughly and accurately (no laziness!), and clearly visualize each resulting position to make sure that it is to your liking.
N.B.: When defending, keep in mind Soltis' principle of economy: deal with each threat as straightforwardly as possible, making as few commitments and concessions as possible.
N.B.: When defending, keep in mind Soltis' principle of (un)exploitable weaknesses: a weakness is only a weakness if it can be exploited.
N.B.: Active defense is usually better than passive defense - always look for counter-play.
"OBVIOUS" MOVES: Now ask yourself, "Do I have an obvious move, such as a forced move or a clear win?  If so, is there a better move?  Can I with advantage make another move first?  (Zwischenzug!)  If there is no single obvious move or zwischenzug, then is my choice limited to a few obvious moves from which I can choose without using this system?  Is this a technical position (like certain endgames) which does not require this system?"
All the stuff above will probably allow you to choose the majority of your moves during a game, especially in OTB play.  However, there will be times when the game has reached a state of dynamic equilibrium, there are no obvious tactics or combinations, and no threats to which you must respond immediately.  In such cases, you will have to determine a plan of action.  The following sections on strategy and planning are meant to help you with that.  This is especially called for when you have reached a critical position, including, but not limited to: a) piece exchanges, especially the more valuable the pieces being exchanged; b) potential changes in the pawn structure, especially in the center; c) the end of a more or less series of forced moves which requires a choice of viable alternatives.
STRATEGY: Evaluate the position, strategically.  To do this, determine the imbalances, for both sides.  These include:
- position of the king
- possibility of a successful attack on the king
- material
- who would be better off if the queens were exchanged
- pawn structure
- the center: type / status / control thereof
- control or potential control of: key files (open, semi-open, easily opened, etc.); diagonals; ranks; weak or strong squares and / or square complexes and / or color complexes (esp. in relation to pawn structure and bishops); outposts, etc.
- minor pieces
- "informal" material balance (e.g., Q v. 3 minor pieces; B v. N; R & p v. N & B, etc.)
- good / bad piece position / mobility / influence / coordination
- space
- lead in development
- initiative
- other differences between the armies
- potential endgames
PLANNING: Formulate a plan based on your strategic evaluation of the position.  (This is a huge subject, which I can't possibly explain here.  You'll have to study up on your strategy: consult the various books I've recommend in my "Suggestions for Improving Your Play" article.  However, having said that, I do offer a variety of practical tips further below for planning - check 'em out.)  To help you select a plan, dream up desirable positions (within the constraints of your strategic evaluation of the position), and see whether or not they are feasible at first glance.
CANDIDATE MOVES: If the positions you've dreamed up seem feasible at first glance, then consider candidate moves which might lead to your dream positions.  Usually, there won't be more than 3 or 4 reasonable candidate moves.
CALCULATE: Arrange candidate moves in order of preference, eliminating those not worth analyzing.  Start with most desirable candidate move.  (There are a variety of practical tips further below to help you decide.)  Take into account your opponent's candidate moves.  Calculate.  (There are a variety of practical tips further below to help you calculate.)  Double-check calculations by varying move-order (both for you and your opponent).  If the calculation leads to naught, go to the next candidate move.  Repeat as necessary.  Feel free to jump to earlier lines of analysis if later ones shed some light on them or give you new ideas.
N.B.: Most middlegame positions do not require that you calculate more than two or three moves ahead (unless you come across a tactical sequence or combination, in which case you must calculate it out to the end).
EVALUATE, AGAIN!: It's important not only that you calculate correctly, and not only that you visualize the resulting position accurately, but also that you evaluate the resulting position correctly, to make sure that it really is the kind of resulting position you'd like to achieve.  To that end, you have to evaluate each and every possible resulting position which might occur from any of the lines of play which you are considering.  And to do this, you need to go through this entire system again for each possible resulting position: check it for tactics, combinations, threats, and make sure that it is strategically sound.  (But don't worry about planning any further.  Just make sure that the position is a favorable, and you can plan when you get there.)
LAST MINUTE BLUNDER CHECK: Write down the move and visualize it clearly before making it, to avoid blunders.  Like a patzer, ask yourself, "What does my move do?  Attack something?  Defend something?  Leave something undefended?  Hang a piece?"  Etc.  Think to yourself, "How might my opponent respond to my move?  What would I do in his / her position?"  In a CC game, always take at least 24 hours before sending a reply, to avoid hasty moves which might turn out to be blunders upon further consideration.

PRACTICAL TIPS: Here are a variety of practical tips to consider when planning and calculating:
Take into account the degree of commitment of each move: usually, you want to make the move with the fewest possible commitments, and which leaves you with the most possible flexibility.  
Avoid unclear complications.
Avoid simplifying the position unless there is something definite you stand to gain.
Don't rush your plans unless absolutely necessary!  If possible, take the time to strengthen your position, repair and / or prevent weaknesses, and stop / prevent enemy counterplay.
When you see a good move, look for a better one!  (If you have time . . . )
Think in terms of countering / preventing your opponent's advantages and causing / exploiting his / her weaknesses, while also gaining / exploiting your own advantages and preventing / repairing your own weaknesses.  Preferably both at the same time; otherwise, prioritize.
Think in terms of plans appropriate to the openings being played and the pawn structure arising. 
Sometimes the best plan is to wait for your opponent to have an idea and then show her / him what's wrong with it.
Sometimes it is better to do nothing well, than something poorly: if all your calculation comes to naught, consider a passing move, or setting a subtle, risk-free "trap".
If you can't think of anything at all, consider moving a piece you haven't moved in a while.
Decent plans if all else fails: a) repair any weakness and prevent any potential weaknesses; b) improve piece position / mobility / influence / coordination; c) threaten / cause / provoke weaknesses in your opponent’s position.
Given a choice between 2 (or more) equally good moves, consider the one which gives your opponent more chances to go wrong.
Pay attention to transitions: you must be willing to give up one advantage if another better one arises.
Look for transitions to a favorable endgame. 
Don't overlook useful "backwards" moves.
Don't overlook useful king moves.
Generally, you want to play on the side of the board where favorable imbalances do / could exist.
When in doubt, play in the center.
The threat is often stronger than the execution!
Never leave yourself with no favorable imbalances!  It is better to sacrifice material for some compensation than to sit around passively.
One positive imbalance in itself is not usually enough to win, but two often are.
Don't blindly follow general principles; always evaluate the particular position in front of you!

This system is designed to structure your thinking when it is your turn to make a move.  But what should you do when it is your opponent's move?  Sometimes the position or time pressure will demand that you continue thinking systematically, trying to anticipate your opponent's next move (this is especially possible when your opponent has a limited number of choices (e.g., if (s)he has to respond to a check, etc.)), and thinking about how you will respond.  Most often, however, it will be difficult for you to do any concrete planning or calculation, simply because you don't know what your opponent's next move will be.  In such cases, I suggest you move away from the structured "left-brained" mode of thinking which the system above represents, and move to a more "right-brained" mode of thinking.  Just sit and look at the board and dream about what sorts of positions you would like to see if you had any choice.  Look at pieces and areas of the board you haven't looked at in a while, and see if anything interesting pops out at you.  You might even want to get up and walk away from the board for a few minutes, letting the position bounce around in your head in a lazy, undisciplined sort of way.  Often, I find that when I'm away from the board, not really thinking about it too hard, but letting it bounce around in the back of my mind, that some idea will suddenly jump out at me which I can bring back to the board, and look at more closely under the microscope of the above system.

That's it!  That's my system!  Give it a try, and let me know what you think, and as always, Good Luck!

Copyright 2002 S. Evan Kreider.  Used with permission.

 

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