After a brief diversion we return to Move Two! We’ve now reached Chapter 10: Simple Combinations.
Earlier tactics chapters introduced the idea of looking ahead and applied the concept to finding checkmate combinations.
Now we extend the idea to consider combinations which win material by COMBINING the tactical ideas introduced earlier in the course: forks, pins, discovered attacks, removing the defender and so on.
We start by looking at two positions from games played by Richmond Junior Club members. Have a look at them yourself before reading the chapter.
The first example is relatively simple. Can you find the best move for Black here?
Again the first move is not so hard, but we also want to know your planned continuation if Black finds his best defence. This position is a good example of the sort of calculation you should be doing every move of every game if you want to become a good player.
Further examples taken from master games provide more practice in finding simple combinations. We emphasize the idea of looking for forcing moves: CHECKS, CAPTURES and THREATS.
Readers then have a chance to test themselves with a ten question test. There are hints as to the tactical devices involved to help you.
If you want to be a really good tactician, you’ll need to do a lot more than that, but there are many excellent books and websites for you to choose from if you want to practise solving tactical puzzles on a regular basis.
Although Move Two! concentrates on openings starting with 1. e4 e5, for reasons explained in Nigel’s article last Thursday, if you play in tournaments you’ll meet opponents who prefer other first moves. So our Activities section in this chapter gives you some quick recommendations on how to meet White’s popular alternative first moves.
Finally in Chapter 10, Masters of the Universe reaches one of the big ones: the great Bobby Fischer. As always, we have a brief biographical note followed by two short games.