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How To Beat Anyone At Chess

How To Beat Anyone At Chess

The Best Chess Tips, Moves, and Tactics to Checkmate
by Ethan Moore 2015 258 pages
3.86
100+ ratings
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Key Takeaways

1. Master the Board Layout and Piece Movement

As you sit at the chessboard, with a light square at your lower right and a dark square at your lower left, there are eight horizontal rows of eight squares bordering at the sides, stretching from your left to your right.

Board fundamentals. Chess is played on a 64-square board with alternating colors, always ensuring a light square is at your lower right. The board is structured by ranks (horizontal rows), files (vertical columns), and diagonals (connecting squares of the same color at corners). Understanding these "highways" is crucial for piece movement and strategy.

Piece mechanics. Each of the six piece types (King, Queen, Rook, Bishop, Knight, Pawn) has unique movement and capture rules.

  • King: One square any direction.
  • Queen: Any number of squares along ranks, files, or diagonals.
  • Rook: Any number of squares along ranks or files.
  • Bishop: Any number of squares along diagonals.
  • Knight: An 'L' shape (two squares one way, one square perpendicular), uniquely able to jump over pieces.
  • Pawn: One square forward (two on first move), captures one square diagonally forward.

The language of chess. Notation, primarily algebraic, allows you to record and study games. Pieces are represented by letters (K, Q, R, B, N), pawns by their destination square. Captures, checks (+), and checkmates (#) have specific symbols. Learning notation unlocks a vast library of chess knowledge and is essential for serious improvement.

2. The Ultimate Goal is Checkmate

Winning the game is called checkmate.

The king's fate. The object of chess is to trap the opponent's king in a position where it is under attack (in "check") and cannot escape capture on the next move. This is checkmate, and it ends the game immediately. Your own king's safety is paramount, as its capture means losing.

Escaping check. When your king is in check, you must make a move to remove the threat. There are only three ways:

  • Capture the piece delivering the check.
  • Move your king to a safe square.
  • Block the check by placing a piece or pawn between your king and the attacking piece (only possible against long-range attackers).

Beyond checkmate. Games don't always end in checkmate. A game can be drawn (tied) by:

  • Stalemate: A player's king is not in check, but they have no legal moves.
  • Agreement: Both players agree to a draw.
  • Insufficient mating material: Neither side has enough pieces left to force a checkmate.
  • Three-position repetition: The same board position occurs three times with the same player to move.
  • Fifty-move rule: Fifty consecutive moves occur without a pawn move or capture.

3. Leverage Special Moves for Advantage

Unlike en passant, this one comes up often.

Pawn transformation. Pawns, despite their limited movement, possess the unique ability of "promotion." If a pawn reaches the farthest rank, it must be replaced by any piece of the same color (except a king). This is usually a queen ("queening"), but can be a rook, bishop, or knight ("underpromotion") if strategically beneficial (e.g., to avoid stalemate or deliver immediate checkmate).

The passing capture. "En passant" is a special pawn capture. If an opponent's pawn moves two squares forward from its starting rank and lands beside your pawn on the same rank, your pawn can capture it as if it had only moved one square. This capture must be made immediately on the next move or the option is lost. It's a rare but important rule.

King and rook dance. "Castling" is the only move involving two of your pieces. It allows the king to move two squares towards a rook, and the rook to jump over the king to the adjacent square. It serves to quickly protect the king (usually tucking it behind pawns) and bring a rook towards the center. Strict conditions apply:

  • Neither the king nor the chosen rook has moved previously.
  • The squares between them are empty.
  • The king is not currently in check.
  • The king does not pass through or land on a square attacked by an enemy piece.

4. Control the Center and Develop Your Pieces Early

The geometrical center of the board (comprised of squares e4, d4, e5, and d5) is where the most traffic will take place.

Central power. Pieces are generally strongest when positioned in or controlling the center of the board. From the center, pieces have the maximum number of squares they can move to or influence. A knight in the center can attack up to eight squares, compared to just two from a corner. Controlling the center restricts your opponent's piece mobility and expands your own.

Bring your team out. "Development" means moving your pieces from their starting ranks into more active positions, typically towards the center. The goal is to get all your pieces involved in the game as quickly and efficiently as possible. Avoid moving the same piece multiple times in the opening unless necessary, as this wastes valuable "tempos" (turns).

Opening principles in action. Good opening play focuses on:

  • Controlling the center (often with pawns).
  • Developing minor pieces (knights and bishops) before major pieces (rooks and queen).
  • Protecting your king (often by castling early).
  • Creating threats and preventing opponent's development.
    Connecting your rooks (clearing the squares between them) is a sign of good development.

5. Understand Piece Power and Pawn Structures

Greater force generally defeats lesser force.

Relative strength. While the king's value is infinite (losing it ends the game), other pieces have approximate relative values used for evaluating material advantage: Pawn (1), Knight (3), Bishop (3), Rook (5), Queen (9). A rook is generally stronger than a minor piece (Bishop or Knight), a difference called "the Exchange" (worth about 1.5 pawns). However, piece power is contextual; a well-placed minor piece can be stronger than a poorly placed major piece.

Pawn formations. Pawns, though weak individually, are powerful in groups and form the "skeleton" of your position. Key structures include:

  • Phalanx: Pawns side-by-side controlling squares in front.
  • Chain: Pawns diagonally supporting each other; attack the base.
  • Doubled Pawns: Two pawns on the same file; often weak but can open lines.
  • Isolated Pawn: A pawn with no friendly pawns on adjacent files; can be weak or a strong outpost.
  • Passed Pawn: A pawn with no opposing pawns on its file or adjacent files; a strong threat for promotion.

Piece quality. Bishops are limited to one color but are long-range. Knights can reach any square but are short-range. A "good bishop" has open diagonals; a "bad bishop" is blocked by its own pawns. Knights thrive in "outposts" (squares protected by a friendly pawn in enemy territory).

6. Build a Powerful Tactical Arsenal

Very simply, if you don’t notice that your queen is in danger when you make your move, you might lose her.

Immediate threats. Tactics are short-term sequences, often involving captures or checks, designed to gain material or deliver checkmate. Recognizing tactical patterns is crucial for both attacking and defending. Paying close attention to all possible threats on every move is essential.

Key tactical patterns:

  • Double Attack: One piece attacks two or more enemy pieces simultaneously.
  • Fork: A type of double attack, often by a knight or pawn, hitting multiple pieces.
  • Discovered Attack: Moving one piece reveals an attack by a long-range piece behind it.
  • Discovered Check: A discovered attack where the revealed piece checks the king; very powerful as only a king move can escape.
  • Double Check: Both the moved piece and the revealed piece check the king simultaneously; only a king move is legal.
  • Pin: A piece is attacked through another, more valuable piece or the king, restricting its movement. An "absolute pin" involves the king, making the pinned piece immobile.
  • Skewer: A piece is attacked through a less valuable piece, forcing the valuable piece to move and expose the one behind it.
  • Removing the Defender: Capturing or distracting a piece that is defending a key square or piece.
  • Overload: A piece is tasked with defending too many things, allowing one to fall.
  • Interference: Placing a piece to block the line between two cooperating enemy pieces.
  • Zwischenzug: An "in-between move," often a check or capture, made before responding to an opponent's threat.
  • Desperado: Sacrificing a piece that is doomed to be captured anyway to gain some advantage.
  • No Retreat: Trapping an enemy piece with no safe squares to move to.

7. Develop Strategic Plans for Attack and Defense

Long-range, general goals for the future are strategic plans.

Strategy vs. Tactics. While tactics are immediate, strategy involves long-term planning and positional goals that unfold over many moves. A good strategy creates positions where tactics can flourish. Strategic goals include controlling key squares, creating pawn weaknesses, developing a passed pawn, or exposing the enemy king.

Planning the attack. Attacking requires building up force and targeting weaknesses, often the enemy king. Sacrifice combinations can expose the king, but require accurate calculation. Strategic attacks can involve concentrating pieces on one side of the board or breaking through pawn defenses. When you have an advantage, you must attack to convert it.

Planning the defense. Defense is often harder, requiring anticipating opponent's threats. Effective defensive strategies include:

  • Trading pieces: Reducing the number of attacking pieces when under pressure.
  • Bringing up defenders: Reinforcing threatened areas, especially around the king.
  • Counter-attacking: Creating your own threats to distract or deter the opponent's attack ("the best defense is a good offense").

Seeing ahead. Both tactical and strategic planning require visualizing future positions and calculating consequences. A good plan considers opponent's likely responses. Don't blindly follow a plan if the opponent makes a strong, unexpected move; reassess the position.

8. Simplify and Dominate the Endgame

After the cut and parry of the middle game, as you bring your range of attacks and tactics to bear on your opponent, you may begin to relax as the board gradually clears of pieces and you can see lines and positions more clearly.

The final phase. The endgame begins when most pieces, especially queens, have been exchanged. The board is less cluttered, piece mobility increases, and the king becomes an active fighting piece. Key endgame themes include pawn promotion, king activity, and basic checkmates.

Simplify when ahead. If you have a material advantage, simplifying the position by exchanging pieces is usually beneficial. Fewer pieces mean fewer complications and easier conversion of your advantage into a win. However, avoid careless moves that could lead to stalemate or lose your advantage.

Basic checkmates. Learn the fundamental checkmate patterns with minimal material (e.g., King and Queen vs. King, King and Rook vs. King, King and two Bishops vs. King, King and Bishop and Knight vs. King). These are the building blocks for winning endgames. Practice herding the opponent's king to the edge or corner of the board using your pieces and king in coordination.

Pawn power. Passed pawns are particularly dangerous in the endgame as they threaten promotion. Your king's role is often to support your passed pawns or stop the opponent's. Be wary of stalemate traps, especially when you have a large material advantage; ensure the opponent's king has a legal move if not in check.

9. Learn from the Rich History and Masters of Chess

The world of grandmasters is so rarified that there are only a handful of contenders for the title of best chess player.

A game of millennia. Chess has evolved over 1500 years, originating from the Persian game chatrang. Its rules, pieces, and strategy have changed, notably with the powerful modern queen and bishop emerging around the Renaissance. The game has been studied systematically for centuries, creating a vast body of theory.

Giants of the game. Studying the games and ideas of great players provides invaluable lessons. Figures like Wilhelm Steinitz (first World Champion, positional play), Paul Morphy (attacking genius), Judit Polgár (strongest female player, aggressive style), and the rivalry between Garry Kasparov and Anatoly Karpov shaped modern chess. Their games illustrate strategic principles and tactical brilliance.

Chess in the modern world. Chess is more accessible than ever through clubs, tournaments (like the Swiss system), correspondence play, and especially the Internet, allowing players worldwide to connect and compete. Computers, like Deep Blue, have become formidable opponents and powerful tools for analysis, pushing the boundaries of theory.

Beyond competition. Chess offers more than just competition. It's a parlor game, a subject for artistic composition (problems and studies), and increasingly recognized for its educational benefits, teaching decision-making, planning, and analytical thinking. Engaging with the broader chess world can deepen your appreciation and enjoyment of the game.

Last updated:

Review Summary

3.86 out of 5
Average of 100+ ratings from Goodreads and Amazon.

How To Beat Anyone At Chess receives generally positive reviews, with readers praising its effectiveness for beginners. Many found the explanations of basic moves and rules helpful in improving their game. The book's use of algebraic notation and game scenarios is appreciated, though some found it challenging without a board. Readers noted significant improvement in their chess skills after reading. While some felt the title was overstated, most agreed it provides a solid foundation for understanding chess strategy and tactics.

Your rating:
4.4
3 ratings

About the Author

Ethan Moore is the author of How To Beat Anyone At Chess. No additional information about the author is provided in the given documents. The lack of details about Moore's background, expertise, or other works suggests that he may not be a widely known figure in the chess world. However, his book appears to be well-received by readers, particularly beginners and casual players looking to improve their chess skills. The book's focus on basic moves, rules, and strategies indicates that Moore likely has a strong understanding of chess fundamentals and the ability to explain them clearly to novice players.

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