The TAO of Chess Principles
The TAO of Chess Principles
The TAO of Chess Principles
Principles
1. If you control more than half of the squares on the board, you have an advantage.
4. The path from a1 to a8 is the same length as the path from a1 to h8.
5. Leave the Pawns alone, except for center Pawns and passed Pawns.
6. In order to get the most from your Knights, give them strong support points.
8. Rooks require open files and ranks in order to reach their full potential.
12. Don't move the same piece twice in the opening if you can help it.
14. Before beginning a wing attack, make sure your center is secure.
17. When choosing between two pawn captures, it's generally better to capture
toward the center.
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18. Play to control the center, whether classically or in hypermodern style.
23. Do not pin your opponent's f3 or f6 Knight to the Queen with your Bishop until
after the King is castled.
27. In situations with three healthy pawns versus a minor piece, the piece is usually
superior in the middle game, while the Pawns are usually superior in the end
game.
29. In positions with an unusual disparity in material, the initiative is often the
deciding factor.
32. Doubled Pawns are a weakness in that they are immobile, but a strength in that
they offer half-open files for Rooks.
34. Location, location, location. The above three most important aspects of real estate
is applicable for chess as well.
35. If you must accept Pawn weaknesses, make sure you get compensation in one
form or another.
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37. Avoid piece exchanges when you control more squares.
38. Break a bind in order to free your pieces, even if it costs a pawn.
39. The move... d7-d5 is the antidote for the poison in many gambits.
41. You must attack when you have the superior game, or you will forfeit your
advantage.
42. Every move is an opportunity to interfere with your opponent’s plans or to
further your own plans.
44. The initiative is an advantage. Take it whenever you can, and take it back when
you don’t have it, if at all possible.
45. "A Rook on the seventh rank is sufficient compensation for a Pawn" - Reuben Fine.
47. Attacking two weaknesses on opposite sides of the board simultaneously will
stretch out the defense.
48. The Bishop pair is usually superior to a Bishop and a Knight or two Knights in and
endgame with pawns on both sides of the board.
49. Opposite-coloured Bishops will usually give the weaker player a good chance to
draw a Bishop-and-Pawn endgame, but can often be a virtual extra piece for the
attacker in a middlegame.
50. Don't grab the b-pawn with your Queen—even when it's good.
51. The double attack is the principle behind almost all tactics.
52. Ignore your opponent's threats whenever you can do so with impunity.
53. Doubled Rooks have more than twice the power of one Rook.
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55. Relentlessly attack pinned pieces, weak Pawns, exposed Kings and other immobile
targets.
56. The threat you do not see is the one that will defeat you.
59. Be aware of the numbers and types of attackers and defenders in a convergence.
61. If you sacrifice material for the initiative, make sure that initiative is enduring, or
at least that it can be exchanged for some gain elsewhere.
62. Accept a sacrifice not with the the idea of holding on to the material, but with the
the idea of later gaining something by giving the material back.
64. A Knight, firmly ensconced in a hole deep in the opponent's territory, is worth a
Rook.
65. Three minor pieces are usually much stronger than a Queen.
66. Maintain the tension in the position rather than dissipating it too soon.
68. Pawn majorities should be marched forward with the candidate leading.
71. Blockade isolated, backward, and passed Pawns, using a Knight if possible.
72. Use a minority of Pawns to attack a majority of Pawns with the purpose of
destroying the Pawn structure of the majority.
74. In Alekhine's defense and other hypermodern openings, white has the initiative to
defend.
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75. Good attacking play wins games. Good defense wins championships.
79. Never miss a chance to attempt to solve any position you come across.
80. Decide on your candidate moves and look at them each in turn.
81. Place your Pawns on the opposite colour square as your Bishop.
82. Place your Knight and Pawns or your Knight and Bishop on the same coloured
squares; that way they can control more squares.
83. A good Knight will overwhelm a bad Bishop in an end game even worse than a
good Bishop will.
84. Possession of the Bishop pair is often compensation enough for weak Pawns.
85. A Queen and Knight complement each other and are often superior to a Queen
and Bishop.
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