Last week I looked at the format of Checkmates for Heroes, the first of my series of books designed to take children, or indeed older players, who know the basics up to the point where they can compete successfully in tournaments.
This post considers the next book, Chess Tactics for Heroes.
The principle is exactly the same: start with simple concepts, gradually increasing the complexity. We start with the idea that Superior Force Wins, which underpins the whole of chess, and refer to Chess Endings for Heroes, which will explain how and why. So we should be trying to win points while making sure we don’t play moves that lose points. We explain the idea of a threat (as opposed to an attack), consider the ATD (Attacker Target Defender) idea, and look at how to avoid blunders (look at your opponent’s threats, don’t move defenders or pinned pieces).
We then explain that we can sometimes create a threat that cannot be parried and pose some puzzles in which the reader has to work out how to trap a piece: threaten it so that there’s no way out. Of course, checkmate is a special case of a threat that cannot be parried.
Usually, though, our opponents will meet our threats, but there’s something else we can do: create two threats at the same time. It’s quite likely our opponent will only be able to meet one of those threats, enabling us to carry out the other one.
We start by looking at forks: our students have to find some pawn forks (these are surprisingly common at this level), some knight forks, then some queen forks. Just as we did when teaching checkmates, we then pose some puzzles where you can use a fork to win material, but you have to work out for yourself which piece you are going to use.
The next stage is to look at the pin, a subject which is not so easy to explain. We can win material by pinning a stronger piece, very often using a rook or bishop to pin a queen to a king, or by pinning a piece that cannot be defended. But many pins are harmless, or at worst only mildly inconvenient. There are other things we can do with pins, though. We can sometimes capture a piece for free because the apparent ‘defender’ is pinned. This is a special case of capturing an unprotected piece, but much harder to see because you have to spot the pin as well. Because a pinned piece cannot move away we can often win material by attacking the pinned piece again. This again is a special case of trapping a piece. Our readers will have to solve lots of puzzles based on finding pins which win material, noticing when a pinned piece doesn’t defend, and spotting how you can threaten a pinned piece.
From there it’s natural to move onto skewers, a much simpler subject, and again solve some puzzles.
We can also create two threats at the same time using different pieces. The way we do this is by using a discovered threat. We have a line piece (queen, rook or bishop) in line with an enemy target, but one of our own pieces is in the way. If we can move that piece out of the way we create a discovered threat, which, if the enemy target is the king, will be a discovered check. If we create another threat with the piece we move out of the way we’re creating two threats at the same time. At this level discovered threats, even if they’re not double threats, are often successful because children tend to look only at the last piece that moved rather than the whole board.
We then have some puzzles based on discoveries and some revision puzzles before moving on to something a bit different, which will involve looking a bit further ahead.
Imagine you have an ATD (Attacker Target Defender) situation. You’d like to get rid of the defender. Our next section looks at ways in which you can do this. You might be able to capture the defender, possibly using a sacrifice. You might be able to threaten the defender and drive it away. If the defender is doing two defensive tasks at the same time it’s an overworked piece so you can take advantage. These ideas will be the subject of further puzzles for the student to solve.
Finally, we move onto positions where you have to look a bit further ahead. A typical example would be a position where you play a sacrifice in order to set up a fork and get back the material with interest. This sort of concept, where you have to see 2½ moves ahead, is very difficult for players much below 100 ECF (1500 ELO) strength, but the only way to make progress is to learn to think this far ahead. Understanding this idea is also vital when you come to study openings: particularly the open games which you’ll learn in Chess Openings for Heroes.
The positions from this book are all taken from the Richmond Junior Chess Club database, and played by children at this level. A quick search will reveal, for example, lots of games decided by knights forking king and queen. If you look at grandmaster games you won’t find this sort of thing: they see them coming a long way off. So this book doesn’t consider all possible tactical ideas, nor does it concentrate on the types of tactic appearing in GM games. Instead, and this is one of its USPs, it’s based on the tactical ideas which happen over and over again in games played at this level.