|Diagram 1 black to move|
2rr4/1q3pkp/3p1n1R/1p2p1p1/1P4P1/1BP4Q/5P1P/3R2K1 b - - 1 1
This position is not about winning a piece in all variations. Often, two pawns are enough for a sure win. I kept looking for winning pieces or mating the king. So this position revealed a fundamental flaw in my approach. I don't know when to stop calculating.
In the comments we toss around a lot of HE's, targets, PoPs, LoAs and Funs. Most of them are not very relevant, and confuse our view. In the past weeks we have found a method to sift the relevant targets from the irrelevant ones. That sieve is called immobility. You can't shoot a mobile target without hail. Hail is T and E (Trial and Error). This blog has become a rehab for those who want to quit from their T and E addiction. To avoid shooting with hail, we must focus on the sitting ducks. We have a few of them.
|Diagram 2. Sitting ducks. Black to move|
- Rh6 is immobile due to lack of space
- Qh3 is immobile due to function
- Qh3 and Bb3 are immobile due to lack of time (duplo attack Rxc3)
- g4 is immobile due to lack of space
- Nf6 is immobile due to function
- Kg7 is immobile due to function
- h7 is immobile due to lack of space
- f7 is immobile due to lack of space
1. ... Qe4 has it all. It transforms the black knight from a defender into an attacker. It tales control of the LoA (Line of Attack) c2 - h7, it relieves the black king of a function. And it attacks the B.A.D. (Barely Adequate Defended) pawn g4 twice, thus adding an extra function to the white queen.
White is paralyzed, which means that you have to watch out for desperado's. That's where a little calculation comes in. The defense 2.f3 opens a LoA against the white king, allowing a duplo attack against c3. Two pawns ahead in a position where you remain the most active is enough for the win.