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Software 2000
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Software 2000 Volume 1 (Disc 1 of 2).iso
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e035.dms
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e035.adf
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1978-04-09
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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.
The time limit option can be used in different ways. You may choose to
put time pressure on yourself by selecting a fast limit, or you choose
a limit that allows you to take your time.
Likewise, the displayanswer option can be used either way.
If you want to know what the answer to a question you cannot solve is,
then leave this option on. If you want to have a second crack at any
questions you cannot solve, then turn this option off.
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