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- INTRODUCTION
-
- This program consists of a number of chess puzzles which are either from
- actual game positions, or in the cases when they are composed, similar to
- actual game positions.
-
- Combinations of the same type are grouped together:
- -doubleattack
- -knight forks
- -discovered attacks
- -discovered checks
- -pins
- -skewers
- -ties
- -nets
- -queening
- -checkmate(Two sections on this)
-
- There is also a section which includes all kinds of combinations.
- To choose a section of puzzles, click with the left mouse button on the
- same row of the title of the section you want.
-
- By using the the keyboard(and the return key) you answer any preceding
- questions.
-
-
- INSTRUCTIONS
-
- In each position,you are told which player it is to move and you are to
- find the best move in that position.
- After you have decided upon your move, click the left mouse button while
- the mouse pointer is over the piece you want to move. Then press the left
- mouse button on the square you want the piece to move to.
-
- If your answer was correct, the word correct will be displayed and you will
- score. If your answer was wrong, you may keep attempting the question until
- you have the right answer. You may elect to pass on aquestion by clicking
- twice on the a1 square. Note that this will be in the upper right corner if
- it is black to move. You will only score if the first attempt was correct.
-
- After you have attempted every question in a section, or your time runs out
- (which ever happens first) you will be given an approximate performance
- rating for that section.
-
- You will then be asked whether you want this score recorded in the Hall of
- Fame. If so, and the score exceeds the current high score for that section,
- the score will be saved to disk. You will also add a name of your choice.
- This will keep a record of what sections you have attempted and give you a
- target to beat.
-
- After this, the program will start again. If you wish to leave the program
- at any stage, just select quit from the pull-down menu.
-
- COMBINATIONS
-
- The positions vary considerably in difficulty and tend to get more
- difficult towards the end of a section. In some positions the combination
- will follow through to mate or a capture of material, in other cases the
- combination will finish when the remaining moves are fairly mundane.
- (They will either be obvious captures or useless interpositions to checks
- etc.) Some of the moves may be much harder to find than others.
-
- The defender will generally be playing fairly plausible moves, but in
- some cases will not be playing the best defence. This will often be to
- show an important feature of the combination.
-
- Combinations will include opening, middlegame and endgame positions, but
- the vast majority will be middlegame combinations.
-
- TIPS
-
- Knowing beforehand which type of combination is to be played will be a
- great help. Questions in which the theme is unknown will tend to more
- difficult.
-
- Before jumping into looking ahead moves, a good approach is to recognise
- the tactical strengths and weaknesses of a position. e.g.
- What attacks what?
- What defends what?
- What obstructs what?
- Are any pieces pinned?
- Are any pieces immobile?
- The ability to recognise basic combinative patterns, pin, skewer, fork etc.
- will be a great help here.
-
- After learning as much as you can about a position, you can start analysing
- concrete variations. Some positions will only have one main variation while
- others may have many branches of variations. Sometimes a combination will
- work in one move order, but not another.
-
- A useful tip is to examine all checks, captures and attacking moves(this is
- an old C.J.S.Purdy rule). Sometimes a very surprising move will prove to be
- the key to a combinaton.
-
- An experienced player will have a feeling that a combination is present in
- a particular position. This intuition can be developed by practising
- combinations such as these.
-