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200 Checkmate Exercises From Tournament Games Vol. 1 - Sam Cicero 2017 PDF
200 Checkmate Exercises From Tournament Games Vol. 1 - Sam Cicero 2017 PDF
Tournament Games
Sam Cicero
Sam Cicero has asserted his right under the Copyright, Designs and Patents
Act, 1988, to be identified as the author of this work.
All rights reserved. No part of this book may be reproduced in any form,
stored in any retrieval system, or transmitted in any form by any means,
electronic, mechanical, photocopy, recording, or otherwise, without prior
written permission of the author.
This book is only licensed for the purchaser’s use. It may not be given away
or resold without the author’s permission. If you wish to share the ebook with
friends, please buy additional copies for their use. This will support my work
on the book.
Cover:
The cover shows a position from the game Ivanchuk - Matlakov, World
Rapid Championship, 2016. Ivanchuk now played the brilliant 57.Qf7+!!,
sacrificing the queen for checkmate. Matlakov resigned after this move.
Dedication
To Linda.
Contents
Preface
Introduction
1.1 Features of This Book
1.2 Thinking Techniques
1.3 Symbols
Exercises 1 - 100
Exercises 101 - 200
Conclusion
References
Preface
Thank you for purchasing my second chess book.
As with my first book, I have tried to write a book that you will enjoy
reading, and that will improve your chess skills.
I welcome comments and feedback on the book. I will correct any errors that
are found, and update the Kindle version as needed.
Sam Cicero
www.cicerochess.com
Chapter 1
Introduction
“Modern chess is too much concerned with things like pawn structure.
Forget it, checkmate ends the game.” (GM Nigel Short)
As Nigel Short points out, checkmate is the ultimate goal of a chess game.
While most games are not played out until checkmate, seeing and calculating
checkmates is an essential skill for success in chess.
Not surprisingly, there are many books that cover this area of the game. The
book by Renaud and Kahn [9], originally published in 1947, is the classical
book in this area. Gude’s book [2] is a more recent treatise on the subject.
Both books do an excellent job of classifying the standard checkmate themes.
However, the examples in both books are mostly from master games.
This book takes a different approach by offering checkmate exercises from
non-master games. In most cases, the types of checkmates seen in such
games are not the standard ones covered in the books quoted above. This
suggests that it is useful for club players to study such examples, as they are
more typical of the types of checkmates that are likely to occur in their
games. An added bonus of this approach is that readers are unlikely to have
seen any of these positions before.
The book contains 200 checkmate exercises for the reader to solve, and all of
them are from games involving players with an Elo rating in the range of
1600 - 2200. The games scores were obtained from Mega Database 2017
from ChessBase.
The exercises are split into two chapters, each with 100 exercises. The
exercises in the first chapter are generally easier than those in the second
chapter. I expect that most club players will score very well on the exercises
in the first chapter. The exercises in the second chapter provide more of a
challenge, and some of them are quite difficult.
The goal of each exercise is to find the quickest mate. In some exercises,
there may be several first moves that lead to checkmate, but the quickest mate
is required. There is only one first move that achieves this goal. However,
there may be several moves for the second and later moves that achieve the
goal, and all of these choices are acceptable as solutions.
I have deliberately not indicated how many moves are required to checkmate,
nor have I sorted the exercises into themes. This is to provide an environment
that is closer to a real game where such hints are, of course, not available.
Therefore, the exercises are sorted alphabetically based on White’s name in
both chapters.
Detailed solutions are provided for all the exercises, and they have been
computer-checked by several strong chess engines for accuracy. The main
engines used are Komodo 10, Stockfish 8 and Houdini 5.
Each exercise starts on a new page. A diagram of the current position is
provided, together with the requirement of the exercise. This is followed by a
page break, so that the solution is not visible. The solution is given on the
next page, where the diagram is repeated for reference. This layout works on
my Kindle Paperwhite, but I can’t guarantee that it works on all devices.
1.3 Symbols
The game scores use standard algebraic notation. The following symbols are
also used.
x capture
+ check
# checkmate
! good move
!! brilliant move
? bad move
?? blunder
1–0 White wins the game
0–1 Black wins the game