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TEN
TIPS
To WINNING
CHESS
ByInternational
Grandmaster
ArthurBisguier
" . ,Contents ','
" 'Introd\.tcti91lt .!' ' ,'" ., . ' .......,,2.
" HbwTQ AndWrtteChess, ' ..3'"
, Ten.,nps- ToWlhnlng:Chess ... ..O.
"-.. .. .:.. . ' .. ;......14,:.
" - , . ' ? '.'
Need'ChessEquipment. " ..'.;;15,
MembershfpOffer....... 16 . '
.,
"C1984j 1900d992.1994:;,1995j l996
i
'1997;1998 '
UnitedStatesChessFederation,
3054 NYS Route 9W New Windsor, N.Y. 12553
800-3SS-KING (5464) http://www.uschess.org
Introduction
Chess, The King of Games
Chess has a longer and richer history than
any other game. Historians are uncertain of
the exact details, but most agree that it was
invented about 1,400 years ago in India.
Although this early version, called chatu-
ranga, has changed through the centuries,
today's chessplayers would find it remarkably
similar to the game we play today.
In the middle ages, chess was known as the
"Game of Kings" and the "Royal Game,"
because it was mainly played by nobility.
That changed, however, as its popularity
spread. Today, the World Chess Federation
(FIDE) brings together millions of chess-
players from nearly 150 nations . Modern
chess enthusiasts thus share a rich heritage.
Among their number they can count such
famous personalities as Thomas Jefferson,
Napoleon Bonaparte, and Pope John Paul II.
In America, more than 82,000 chess players
from beginner to grandmaster enjoy the
benefits offered by the United States Chess
Federation. Members include people from all
walks of life - schoolchildren and retired
people, musicians and computer scientists,
politicians and professional athletes .
More than 13 centuries after its invention
chess continues to fascinate everyone who'en-
joys an exciting mental challenge. The "Game
of Kings" has become the "King of Games."
Getting Started
Most beginners find it helpful to think of
chess as a war game. Each player commands
an army of 16 chessmen. These pieces are of
six different types: Pawns, Knights, BIshops,
Rooks, Queen and King.
A well-played chess game has three stages.
In the opening, the players bring out their
forces in preparation for combat. The middle-
game begins as the players maneuver for
position and carry out attacks and counter-
attacks. The final stage is the endgame, when,
with fewer pawns and pieces left on the
board, it is safer for the Kings to come out
and join the battle.
As play proceeds, each player will capture
some of the opponent's pieces; often, the
capturing pieces are immediately recaptured.
As long as the piece a player gives up is gen-
erally equal to the piece he gets in return, we
say the players are exchanging pieces. If you
unintentionally place a piece where it can be
captured without getting a piece of equal
value in return, we say that you put that piece
en prise. (This Is a French term that Uterally
means "In take.") Sometimes a player may
place a piece en prise In order to trick an op-
ponent. If the opponent captures the offered
piece, it may leave him open to attack.
You're Ready to Go!
It's time for you to take a look inside this
booklet. We've assembled these 10 tips, with
illustrative examples, to help you learn some
simple ways to win more games:
1. Look at your opponent's move.
2. Make the best possible move.
3. Have a plan.
4. Know the values of the pieces.
5. Develop quickly and well.
6. Control the center.
7. Keep your King safe.
B. Know when to trade pieces.
9. Think about the endgame.
10. Always be alert.
Don't rush. Take your time and be sure to
study the examples carefully. Then go out and
practice and have some fun! But first , let's
examine ways of recording and reading actual
chess games.
How to Read and Write Chess
Chess players have Invented several
systems of notation so they can record the
moves of their games. This booklet uses, alge-
braic notation, a system that is simple to
learn and use.
In this system, each square on the board is
given a name. Each file, or up-and-down row
of squares, is assigned a letter starting from
"a" on White's left-hand side and running
through "h". Each rank, or slde-to-slde row, is
numbered" 1" through "8," starting from the
row of squares nearest White and proceeding
up the board toward Black.
The diagram on the next page shows how
easy it Is to find the name of each square.
What square Is the White Bishop on? First,
find out what file it Is on - the "b" file. The
check Its rank. It's on rank "2." Put these tw
2 3
together,andyou have Black
"b2"- that'swhere
theBishopIs! How
aboutWhite's King? 6
It's on"el."Similarly, 5
theWhiteRookis on 4
"al,"theWhiteKnight 3
on"g4," theWhite 2
Queenon"fl," the.
Whitepawn on "g5;"
abcdefgh
theBlack King on"e8,"
White
the BlackQueenon"f7,"
theBlackpawnon"f6," andtheBlackRook
on"h8."
To Identifythepieces, we usethefirst letter
ofeachone'sname, exceptthattheKnight Is
"N" because"K" Is used for theKing. No
symbolIs neededfor thepawns.
Torecordamove, writetheletterofthe
piecemovingand thenameofthesquareIt is
movingto. In thediagram,for example,White
couldmovehis King onesquaretowardhis
Rook. ThisIs writtenas "Kdl."Movingthe
Rookforward onesquarewould bewrittenas
"Ra2."
Sincepawnsalwaysstayon thesamefile
(excepttocapture),we need onlyrecord the
squareapawnmoves to.Forexample, If the
Blackpawn movesforward onesquare,that
would be"f5." (Remember, BlackIs moving
[romthetopof theboarddown.)
Capturesarerecordedusingan"x" after the
letterfor thecapturingpiece. ForInstance, if
White'sBishopcapturedtheBlackpawn, we
wouldwrite"Bxf6." Whena pawncaptures
something,we namethefile thepawnwason
andthesquarewhereIt makesthecapture.If
White's pawncapturedBhick's pawn,the
movewould be"gxf6." If Black'spawn
capturedWhite's,It would be"fxg5."
Thesymbolfor checkIs a plussign.In the
example,Blackcould play"Qe6+."Howwould
we recordWhite'sKnighttakingtheBlack
pawnwith check?TheanswerIs "Nxf6+."
CastlingontheKingside (asBlackmaydoIn
ourexample) Is written"0-0."Whitemay
castleQueenside, whichIs written"().()..O." An
easywaytorememberIs that,In eachcase,
thenumberof zerosIs thesameas thenum-
berofsquarestheRookmoves In castling.
When aplayerpromotesa pawn,wefollow
themovewithanequalsignandtheletterfor
thepiecethatthepawnchangesInto. If Black
hada pawnon h2 in ourexample, hecould
promoteIt toa Queenwith "hl=Q."
When It Is possiblefor a playerto move
more thanoneof thesametypeof piecetoa
square,wemustalsoidentifywhich pieceis
moving. For example,let'ssayWhitehas
Rooks onal anddl.
If Whitewantstomoveoneof theRooks to
el, we wouldhavetowriteeither"Rac1" or
"Rdc1," dependingonwhich Rook was
chosen.Similarly, if BlackhasRooksonh8
and h5 andplayedoneof themto h7, we
wouldwrite"R5h7" or"R8h7."
Sometimeswecommenton thequalityof a
player's moves byfollowing themwithan
exclamationmarkoraquestionmark.
!! An excellentmove
Agoodmove
!1 An interestingmove
1! A dublouemove
1 Abadmove
11 A verybadmove
With a littlepractice, algebraicnotationwill
becomesecondnatureto you. Here'sashort,
slllygameyoucanplayovertotestyourself.
Whenyouarethrough,youshouldhave
reachedthepositionIn 8 ?; ,J. ..
thediagram: 7
1. d4 Nf6 2. c4 eS 3. 6 0
dxeS Ng4 4. Bf4 Bb4+ 5
'fA
S Nd2 N 66 Nf3
Q 7
C e 4
7. a3NgxeS! 8. axb411 3
Nd3, mate. 2 B ft B ft ..
Someplayers(and 1 0
publications)usea
abcdefgh
systemknownas "long
algebraic."ThisIs Identical to algebraicwith
theadditionofIdentifyingthesquareapiece
movedfrom aswell as theoneIt movedto.
Forexample,In algebraic thefirst movefor
eachplayer mightbe recordedas "I.d4 Nf6";
In longalgebraic, thesewould bewritten"I.
d2-d4 Ng8-fS."
Otherpopularsystemsof chessnotation
thatyou oughttoknow aboutInclude"figu-
rinealgebraic,"whichgivesasymbolrather
thanaletterfor eachpiece,and"descriptive,"
atotallydifferentsystem.For a free descrip-
tion of thesesystems,askfor "Keeping
Score," bysendingastamped,self-addressed
envelopetotheU.S. ChessFederation,3054
NYS Route9W, NewWindsor, NY 12553.
5 4
Tennpsto
WinningChess
1. Loo.at yoar
opponent'.move.
Everytimeyouropponentmakes amove, you
shouldstopandthink:Whywasthatmove
chosen?Is apiecein danger?Are thereany
otherthreatsIshouldwatchoutfor? What
sortof plandoes myopponenthavein mind?
'. Only by defending against your opponent's
threats will you be able to successfully carry
outyour own strategies. Once you figure out
whatyour opponent is attempting todo, you
canplayto nipthoseplans in thebud.
Example 1 8
Black to move 7
Pretend you' replaying 6
BlackIn this position. 5
White hasjustmoved 4
hisQueentof3. 3
What's thethreat? 2
How shouldyou move 1
tomeetWhite's abc d e f g h
threat?
Answer. page 14
2. Makethebeat
poiblBmove.
Whenyouareconsideringa move, askyour-
selfthesequestions:
A. Will the pieceI'm movinggo toabetter
squarethantheoneit'sonnow?
B. Can Iimprovemy positionevenmoreby
Increasingtheeffectivenessof adifferent
piece?
C. Does this movehelptodefend against my
opponent'sthreats?
D. Wlll thepieceImove besafeonIts new
square?ConsiderthefollOwing:
(1) Can IkeepIt protectedfrom attack?
(2) Can theenemydrive It away, thus
makingme losevaluabletime?
Even ifyourintendedmovehasgood
pOints, Itmaynotbethebestmoveatthat
moment. Emanuel Lasker,aformer world
champion,said: "Whenyouseeagood move,
walt - lookfor abetterone!" Followingthis
adviceis boundtoimproveyourchess.
Example2 8 . . -
White tomove 7
.
0'
,
You'reWhitein this 6 ..
..
position. BlackhasJ'ust 5 0i'
7d
P
layedcxd4andis 4 -,...
temporarilyapawn 3 B
ahead.What'sthebest 2 ft ft.
moveyoucanmake?
1 D tlft;t
Don'tbetoohasty! abcdefgh
Answer. page 14
3. Havea plan.
Ifyouthreatensomethingherein onemove
somethingoverthereIn thenext move, and '
soforth, youropponentwill haveaneasy
timedefending. Your pieceshave towork
togethertobeeffective.Justimagineeach
pieceas an instrumentin anorchestra_
eachoneplaysadifferent tune!
When you developaplan,yourpiecescan
workin harmony.Forexample,you might
plantoattackyouropponent'sKing; one
piecealone probablywouldn'tbeable todo
much, butthecombinedstrengthofseveral
piecesmakesapowerful attackingforce.
Anotherplancouldbetakingcontrolof all the
squaresIn aparticularareaof theboard.
Thechessmenareyour"team"; to bea
good"coach,"you have touseall of their
strengthstogether.
Example3
White tomove
Lookatthisposition
carefully. Whatwould
beagood planfor
White?Whatmoves
would' beinvolvedIn
carryingoutthisplan?
Answer. page 14
4. Knowthevalue.
of the"lee_.
Whenyouareconsideringgivingupsomeof
yourpiecesforsomeofyouropponent's,you
shouldthinkabout thevalues of thepieces,
andnotJusthowmanyeachplayerpossess-
es. Theplayerwhosepiecesadduptoa
greatervaluewill usuallyhavetheadvantage:
So acrucialstepIn makingdecisionsIs to ad
7
6
up thematerial, orvalue,ofeachplayer's
pieces.
The pawnis theleastvaluableman, soItis
aconvenientunitof measure. It movesslowly,
andcannevergo backward.
Knights andBishopsareapproximately
equal,worthaboutthreepawnseach.The
Knight is theonlypiecethatcanjumpover
otherpieces.TheBishopsarespeedier, but
eachonecanreachonlyhalfthesquares.
ARookmovesquicklyandcanreachevery
square;itsvalueis five pawns. Acombination
oftwo minor pieces (Knightsand Bishops)
canoftensubdueaRook.
AQueenis worthninepawns,almostas
muchastwoRooks. It canmovetothegreat-
estnumberofsquaresin mostpOSitions.
TheKing canbeavaluablefighter too, but
wedonotevaluateitsstrengthbecauseit
cannotbetraded.
Example4
Blackto move
Here's aharderprob- 8 ,.
lem thatrequiresyou 7.t t t t
touseseveralofthe 6 B...
tipsyou'vereadabout 5.[!
sofar. Pretendyou're 4
playingBlackin this ..i 3
P
osition.Firstof all, 2 illi . Bi '
whatis White's threat? 1 Dclm
Second,whatmove
abcdefgh
shouldyoumaketo
meet thisthreat?Finally, ifWhitewentahead
with his"threat"evenafteryoumove,what
would betheresult?
Answer, page 14
Example 5 8
We know thataKnight 7
and aBishopare 6
usuallyworthabout 5
thesame.Which 4
1"_- ,,,_,,--,,_,,-
wouldyousayis 3
strongerin this 2 L ' . .... """ ..
position? 1 =--"
abcdefgh
Answer, page 14
Example6 8 7 '
Whiteto move 7
::!',;, ::!'Iit.
Whiteisabouttomake 6 fb. 0
'0, .
amovehere. 5 W. 6
::!'.I.,a.
Is theBlackKnight 4 0:
strongorweak?Would 3
it bebetterorworseto 2 0
haveaBishoponthat 1 ",, ' ----:l Uii '::, ;;:!;l .....J '
square? abc d e f g h
Answer, page 14
s..Develop qaiekly and welL
Timeis averyimportantelementofchess.
Theplayerwhosepiecesarereadyfor action
soonerwill beabletocontrolthecourseof
thegame.Ifyou wanttobethatplayer,you
havetodevelopyourpieceseffiCientlyto
powerfulposts.
Manyinexperiencedplayersliketo movea
lotof pawnsatthebeginningof thegameto
controlspaceon thechessboard.Butyou
can'twin withpawnsalone!SinceKnights,
Bishops,Rooks, andQueenscanmove farther
thanpawnsandthreatenmoredistant
targets,it'sagoodideatobringthemout
soon,afteryou'vemoved enoughpawnsto
guaranteethatyourstrongerpieceswon'tbe
chasedbackbyyouropponent'spawns.After
all theotherpiecesaredeveloped,it'seasier
toseewhat pawnsyou shouldmoveto fit in
withyourplans.
It'stemptingtobringtheQueenoutvery
early, becauseit'sthemostpowerful piece.
ButyouropponentcanchaseyourQueen
backbythreateningit withlessvaluable
pieces.LookatExample 1; after 1. '" Nf6,
Blackthreatenstodrive theWhite Queen
awaywitheither2. '" Nd4or2....d6 and
3....Bg4.
InsteadofJust movingpiecesout,tryto
determinethebestsquarefor eachpieceand
bringittherein asfew movesas possible.
This maysaveyou from wastingmoveslater
In thegame.
8. Control the eerater.
In manycases,thepersonwhocontrolsthe
foursquaresatthecenteroftheboardwill
havethebettergame. Therearesimple
reasonsfor this.
First,apiecein thecentercontrolsmoreof
theboardthanonethatissomewhereelse.
9
8
As an example, place one Knight on a center
square and another in one of the corners of
the board. The Knight in the center can
move to eight different squares. while the
"cornered" one only has two possible moves!
Second, control of the center provides an
avenue for your pieces to travel from one
side of the board to the other. To move a
piece across the board, you will often have to
take it though the center. If your pieces can
get to the other side faster than your
opponent's pieces, you will often be able to
mount a successful attack before he can bring
over enough pieces to defend.
Example 7 8
Each player has 7
moved two Knights 6
and two pawns. Which 5
side has better control 4
of the center? 3
2
Answer, page 14
abcdefgh
Example 8
8
Once again, think
7
carefully: Which side
6
stands better in the
5
center? Why?
4
3
Answer, page 14
2
abcdefgh
7. Keep yoar King-.tde.
Everyone knows that the object of the game
is to checkmate the opponent's King. But
sometimes a player thinks about his own
plans so much that he forgets that his
opponent is also King-hunting!
It's generally a good idea to place your King
in a safe place by castllng early in the game.
Once you've castled, you should be very care-
ful about advancing the pawns near your
King. They are like bodyguards; the farther
away they go, the easier it is for your opp<r
nent's pieces to get close to your King. (For
this reason, it's often good to try to force
your opponent to move the pawns near
his King.)
, Example 9
We've learned many
important objectives:
advantage in material,
better development,
control of the center,
and now King safety.
Which of these is the
most important?
Answer. page 14
B. Know when to trade piece.
The best time to trade pieces is when you
can capture pieces worth more than the ones
you will be giving up, which is called "winning
material" (see Tip 4, "Know what the pieces are
worth"). But the opportunity to do this may
not arise if your opponent is very careful.
Since you will probably have many chances
to exchange pieces on an "even" basis, it's
useful to know when you should or shouldn't
do this. There are several important consider-
ations.
As a general rule, if you have the initiative
(your pieces are better developed, and you're
controlllng the game), try not to exchange
pieces unless it increases your advantage in
some clear way. The fewer pieces each player
has, the weaker the attacking player's threats
become, and the easier it is for the defending
side to meet these threats.
Another time not to trade pieces is when
your opponent has a cramped position with lit-
tle space for the pieces to maneuver. It's
tough to move a lot of pieces around in a
cramped position, but easier to move just a
few.
One, sort of advantage you can often gain by
trading pieces is a weakening of your opp<r
nent's pawn structure. If, for example, you
can capture a piece that your opponent ~
only recapture with a pawn in a way that Will
give him "doubled pawns." White would have
pawns on c2 and c3, known as doubled
pawns, hindering their free movement and
making it impossible for the pawns to protect
one another. It will often be to your advantage
to make that trade.
The player who is ahead in material will
usually benefit from trades. It's sort of like
basketball or soccer; five players will some-
times have trouble scoring against four
11 10
opposing players, but take away three from
each side and the stronger team will find it
easier to score with two players against one.
So, to summarize: It's usually good to trade
pieces if your opponent has the initiative, if
you have a cramped position, if you can
weaken your opponent's pawn structure, or if
you are ahead in material. There are excep-
tions, of course, but following these rules
should bring you considerable success.
9.. Think about the endgame.
From the time the game begins, you should
remember that every move you make may
affect your chances In the endgame. For
instance, in the earlier parts of the game, a
Knight and a Bishop are about equally
powerful. Toward the end of the game,
though, when there are fewer pieces in the
way, the Bishop can exert Its Influence In all
parts of the board at once, while the Knight
still takes a long time to get anywhere. So
before you trade a Bishop for a Knight, think
not just about the next few moves, but also
about the endgame.
Pawn structure Is crucial in the endgame.
When you capture one of your opponent's
pieces with a pawn, you'll often create an
open file that will help your Rooks and Queen
to reach your opponent's side of the board,
but you may also get doubled pawns. Since
doubled pawns cannot defend each other,
they are a liability in the endgame. (f your
opponent survives the middlegame, you may
have an uphill fight later.
Concentrate on your immediate plans, as
well as your opponent's, but always keep the
endgame in mind!
Example 10 8
From the very first 7
moves of the game, 6
it's Important to have 5
a good pawn forma- 4
tion. How would you 3
assess White's pawn
structure here?
2
1
Answer; page 14
abcdefgh
Example 11
Study this diagram.
Who has the "health-
ier" pawns, White or
Black?
Answer; page 15
10. Alway.
lie ahrt.
There is a tendency for abc d erg h
people to relax once they have reached a good
position or to give up hope if their position is
very bad. These attitudes are natural, but both
lead to bad results.
Many players - even world champions _
have achieved winning positions, only to lose
because they relaxed too soon. Even the best
position won't win by itself; you have to give
it some help! In almost any position, the
"losing" player will still be able to make
threats. The "winning" player has to be
alert" enough to prevent these positions.
Advice: lf you have a better position, watch
out! One careless move could throwaway
your hard-won advantage. Even as you're
carrying out your winning plans, you must
watch out for your opponent's threats.
Conversely, if you have an inferior position,
don't give up! Keep making strong moves, and
try to complicate the pOSition as much as
possible. If your opponent slips, you may get
the chance to make a comeback. Remember:
Where there's life, there's hope.
So be alert all the time, . no matter what the
position Is like. A little bit of extra care can
payoff in a big way.
Example 12 8
Black to move 7
Pretend that you're 6
the general of the Black 5
anny In this pOSition. 4
You have, as you can 3
see, an easily won game 2
- since you are four
pawns ahead. But White abc d e f g h
has just moved his Knight
to e5. This looks like a silly move, since you
could capture this Knight with your own
Knight or with your Queen.
But look again. Don't relax Just because
you're winning! If you captured White's Knight
with your Knight, what would be his best (and
very surprising) move?
Answer. page 15
12 13
Answers
Example 1: White is threatening to play Qxi7
checkmate!Black defends best by moving 1. ...
Nf6. This move meetsthe threat and develops
theKnight toa goodsquare.
Example2: Whitecanwin hispawnbackimme-
diatelywith a move like 1. Nbxd4. But did you
look for a bettermove? By playing 1. Nc7+, you
canwin Black's Queen!
Example 3: One good plan for White here
would bean attackon Black's King. Oncehehas
fiecided to do this, Whiteshould figure out how
tobringhis piecestothatareaoftheboard.After
1. f4, for example, W h i ~ can bringhisRooktof3
and then to g3 orh3, where it would exert pres-
surearound Black's King.
Example4: White's threat hereIs to playNxf7,
witha doubleattackonBlack'sQueenand Rook.
Black should simplycastle ~ ) . Now if White
continues with his "threat," Blackmerely caJr
tures theKnight and theBishop. That continua-
tionwould be:
1.... 0-0 2. Nxf7 Rxf7 3. 8xf7+ Kxf7
You canseethatWhite has traded Bishop and
Knight for Black's Rook and pawn. That's about
anevenexchangeexcept,intheearlypartofthe
gameespecially,thesetwopiecesareoftenhand-
ier than the Rook. Note that White has
exchanged his only developed pieces, while
Black has a Bishop and two Knights ready to
attack.
Example5: Here is anexamplewherea Knight
is betterthan a Bishop. The Bishop is trapped
behind its ownpawns, whiletheKnight is free to
hop in and outof Black's position. It will beeasy
to maneuver the Knight to f6, and if Black
defends the pawn at h7 with his King, White's
King will enter Black's position by way of cS or
e5, with decisiveeffect.
Example 6: The tables turn; Black's Knight
movessoslowlythatafter1. h6,thepawncannot
be prevented from reaching theeighth rankand
being promoted. If Black has aBishop on b6
insteadoftheKnight, hecouldanswer1. h6with
1. ... Bd4+, when the Bishop would control the
crucialsquareh8.
Example7: It is easytoseethatWhitehascon-
trol of thecenter in this position. His pawns
occupy center squares,while Black's pawns are
notyetinvolvedin thestruggle.Notehoweasyit
will be for White to develop his Bishops to
squares that help control the center, while
Black's Bishopsare hemmed In by his own
pawns.
Example8:There, too, Whitehasmorecentral
controlanda freer game.Thepawnate4attacks
two squares on Black'shalf of the board and
helpscontroldS, preventingthepawnond6 from
advancing while providing protection in the
eventthatWhiteplaysNdS. WhitecanputaRook
ond1laterto putpressureonthed-file.
Example9: This exampleshowswhyKing safe-
ty is themost importantfactor. Black is ahead in
material bya Bishop and a pawn, has control of
the center, and has more pieces developed, but
this is all worthless because he is unable to pre-
ventWhite from playingQxh7, checkmate!
Example10:Whitehasdoubledpawnsonthee-
file, normally a disadvantage. Here, though, the
pawn on e3 controlsthe vital squares d4 and f4.
Also, White can mount an attackby putting his
Rooks andQueenon thef-file, which is no longer
blocked byoneofhis pawns.
Thesedoubledpawnscouldturnouttobeweak
in the endgame. Therefore, White should avoid
unnecessaryexchanges and concentrateon win-
ning in themiddlegame.
Example 11: Black has the "healthier" set of
pawns here, since White has doubled pawns on
both the a- and c-files.Such pawns cannot pro-
tect each other. Also, notice that thetrailing or
"caboose" pawn must stay forever behind his
leader. A set of doubled pawns are worth little
morethanonepawn.
Example 12: Did yougetthis one?It's a toughy.
As Blackin this superior position, if you capture
White'sKnightone5withyourKnight(1. ... NxeS)
instead of your Queen (1. ... QxeS), then Whit
shouldmove2. Qf2+!.
As you can see, this forces Black's Queen to
captureWhite's Queen, placingtheWhite King in
stalemate. Thegamewould bea draw!
So stay alert. This type of surprising sacrifice
can happensurprisinglyoften!
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