The Chess Information below is from John Crenshaw.
John is a good online chess player. Here are his thoughts on certain chess sites:
INSTANTCHESS.com - good site. has Lightening matches (1-4 minutes)
as well as Blitz (5-14), Rapid (15 minutes) and Classic matches (30 min and up).
GAMEKNOT.com - good site with nice tournaments. time-based (usually 2 days and 23 hours per move) which is cool;
gives one time to think and plan.
I really like it.
Gameknot is a very cool website for chess.
Yahoo - letting people user programs and allowing so much time during the matches
that they can input their opponents' moves and just move where the program tells them to.
I like playing there but when people don't want to play you without their precious little programs, it angers you.
“The game of chess is not merely an idle amusement; several very valuable qualities of the mind, useful in the course of human life, are to be acquired and strengthened by it, so as to become ready on all occasions, for life is a kind of Chess, in which we have often points to gain, and competitors or adversaries to contend with, and in which there is a vast variety of good and ill events that are, in some degree, the effect of providence, or the want of it. By playing Chess, the, we may learn:
1) FORESIGHT, which looks a little into futurity, and considers the consequences that may attend an action: for it is continually occurring to the player. If I move this piece, what will be the advantage or disadvantage of my new situation? What use can my adversary make of it to annoy me? What other moves can I make to support it and to defend myself from his attacks?
2) Circumspection, which surveys the whole Chessboard or sense of action; the relation of the several pieces, and their situations; the dangers they are repeatedly exposed to; the several possibilities of their aiding each other; the probabilities that the adversary make this or that move, and attack this or that piece; and what different means can be used to avoid his stroke, or turn its consequences against him.
3) Caution, not to make our moves too hastily. The habit is best acquired by observing strictly the laws of the game; such as, if you touch a piece, you must move it somewhere; if you set it down, you must let it stand.
Therefore, it would be the better way to observes these rules, as the game becomes thereby more the image of human life and particularly of war; in which, if you have incautiously put yourself into a bad and dangerous position, you cannot obtain your enemy’s leave to withdraw abide all the consequences of your rashness. And lastly, we learn by Chess the habit of not being discouraged by present bad appearances in the state of our affairs; the habit of hoping for a favorable chance, and that of persevering in the search of resources. The game is so full of events, that is such a variety of turns in it, the fortune of it is so sudden to vicissitudes, and one so frequently, after contemplation, discovers the means of extricating one’s self from a supposed insurmountable difficulty, that one is encouraged to continue the contest to the last, in hopes of victory from our skill, or at least, from the negligence of our adversary.”
Chess Piece Equivalencies:
The Queen = 9 pawns or 2 rooks
The Rook = 5 pawns
The Bishop = 3 pawns
A Knight = 3 pawns
*Note: 2 bishops are better than 2 Knights, as 2 bishops equal 7 pawns and 2 knights equal 6 pawns.
THE CHESS PIECES:
…..by for, the most important piece on the chessboard. When it is trapped, the whole army of pieces losses. The King can move one square in any direction. The King must not and may never move into check, which is moving onto a square that is being attacked by its opponent’s piece.
…..is the most powerful piece on the chessboard. She can move any number of squares in any direction, only if her path is not blocked. It has the combined ability of the Rook and the Bishop.
…..is the 2nd most powerful piece of chess. The rook can move any number of squares horizontally or vertically if its path isn’t blocked.
…..can move anywhere diagonally if the path is clear. If a bishop starts in a white square, it must remain in the same color square. The same rule applies for the bishop starting in the black square.
…..has a very special move. It hops directly from its old square to its new location. It can jump over other pieces between its old and new squares. Its movement is in the shape of an “L”: It moves vertically or horizontally and then makes a right angle turn for the last square. It always lands in on a square opposite in color from its old square.
…..moves straight ahead and never backwards. It captures its opponent’s pieces diagonally. It moves one square at a time, but on its first move it has the option of moving forward one or two squares. If the pawn advances all the way to the opposite side of the chessboard, it is promoted to a Queen, Rook, Knight or Bishop. The pawn cannot remain a pawn during “promotion”; hence, there can be more than one of the aforementioned piece choices on the chessboard at any time.
Both players may castle during a game if certain conditions are present. Castling is a special move that lets a player move two pieces at one time: The Rook and The King. When this move in performed, The King moves 2 squares the left or right in the direction of one of its Rooks. At the same time, the Rook involved goes to the square beside the King and toward the center of the board.
…..is a French phrase used for a very special pawn capture. It means “in passing” and it happens when one player moves a pawn two squares forward to avoid being captured by the opponent’s pawn. The capture is made exactly as if the player has moved the pawn only one square forward.
The main objective of chess is to checkmate the opponent’s King. If the King is put into check, it must move out of check immediately. The King cannot move into check for any reason. If there is no way out of check, checkmate is declared and the game is over. The player that is checkmated is the loser.
John Crenshaw has studied the CHESS PRINCIPLES by JACOB CANTRELL ('WINNING CHESS')(1989)
John has taken these principles and added his own twist as follows:
Summary of Chess Principles (Part 1)
1) The Opening
a. As white: open with the d4 or e4 pawn. As black, open with the d6 or e6 pawn. Most advanced and experienced players know and play standard openings.
b. Control the center of the board at all times if possible. Set up your minor pieces around the area of c6, f6, c3 and f3 depending on side you're on.
c. Use the knights before the bishops: Reason for theory; Knights protect and capture while Bishops attack and control. Advanced, experienced and Grandmasters may use bishops early in a game and develop an attack to take control of the game. An early attack is risky and should be avoided unless there is a sound game plan ahead and/or all pieces are in perfect fighting positions.
d. Memorize standard chess openings; at least 3 or more and study them to develop variations of them. This will be to one's advantage and will increase one's level of play tremendously in time.
e. Try to create, develop and maintain a pawn chain early if possible. It could hold off your opponent's attack, unless of course he is an advanced or experienced player.
2) The Middle Game
a. Development of the Knights: post them where they can give the most pressure on a piece or important part of the chessboard. Never open them on the edge. They may have to retreat or they may be captured early. This may been seen as a waste of movement and should be avoided.
b. Develop all important pieces from your back ranks as soon as possible to make way for castling of the King, especially the Knights and Bishops. Castling (my personal opinion) should be done between the 5th and 10th move; anything beyond the 10th move is risky as your opponent may have developed minor pieces and positioned pawns in a dangerous and strategic way. Protect the King as soon as possible.
c. After castling, look to control entire files if possible, preferably the "c" or "e" file(s) with the rook(s)
d. Move the Queen around only if she: 1) is protected, 2) can attack without being trapped and/or captured and 3) doesn't waste movements.
3) The End Game
a. At this point in the game, there should be only a few pieces left on the chess board. The King becomes the offensive power and the pawns are used as weapons. A King in the center of the board in the End Game can be very effective.
b. Passed pawn can and are very deadly pieces because they have nothing in their paths and can go on to be promoted to Queen. Passed pawns must be stopped at any and all costs! Never ignore a passed pawn.
c. The exchange of pieces may take place before this point so it may be best to try and hang on to: one or 2 rooks, 2 bishops or as many pawns as possible.