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Unearthing the mini skills

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 Somehow the term mini skill emerged during my investigations. So far it was based on a gut feeling and not on a proper definition. Let's see whether we can find out more. Robert came up with the following position: 5r1k/2q4b/p3p2Q/1pp4p/8/1P3r2/P1P4P/1KBR2R1 w - - 3 27  Saric, I. vs. Bosiocic, M. I see the following salient cues: Qxf8 mate if it wasn't voor the defender Rf3 Qg7 mate if it wasn't for the defender Qc7 Bb2 mate if it wasn't for the defenders Qc7-e5 and Rf8-Rf3 So I guess that finding the defender is a mini skill. When we find a defender, the next logical step is the question "can we annihilate the defender?". With tempo would be nice. 1. Rd7 deflects the Qc7 with tempo (Qxh7#). 1. ... Qxd7 2.Bb2+ can only be defended by the self-pin of a rook, after which f8 becomes vulnerable for invasion. So the following mini skills emerge: See the salient cues (the mates) Find the defenders Annihilate the defenders with tempo The logical narrative is the gu...

Mini skills

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What are the mate it ones that take me some time? What do they have in common? White to move  3R4/1p6/1K6/5p1p/2k4P/4Bp2/1PB3p1/4q3 w - - 0 14 I noticed two elements that take me time. When there are a lot of empty squares around the king (like in the diagram) When certain pieces have a FUNction (are pinned, for instance), so that they don't have their usual reach Point 1 seems to indicate that all my attempts in the past to see the auras of the pieces have failed. My main rating progress (from 1530 to 1780) back in 2004 was due to studying mate in 1 from Polgars brick. I noticed the change in vision from pieces to squares, back then. So I will investigate whether applying the Trick will have an influence on the mini skill of seeing the auras of the pieces.

Six holes in my bucket

 My previous tournament back in december lead to a clear conclusion: my weakest point was making plans for the endgame, followed by a lack of  knowledge (skill) of endgame specific tactics. (promotion, sacrifices, key squares, zugzwang, fortress, stalemate, trebuchet et cetera). Expected benefit from specific endgame training: 150 points. Back in December I performed miserably, and I ended up in a lot of endings which were generally better or equal, and I screwed them all up, spilling half points all over the shop. In May this year I made a discovery about the best method of training for any skill (discovery of The Trick). I decided to swallow my pride and gave up the idea to focus on endgame planning for the moment. Instead I wanted to prove my ideas about the Trick. Proof is more important than rating points. The past tournament this July showed that the Trick is usable and decisive for each and every game. In all my wins (4 times), my losses (3 times) and my draws (2 times)...

Tempo battle intricacies

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 According to mr. Caveman there are 180 categories of logical patterns, while there are 60 categories  of one-movers. That doesn't sound too bad. But the one-movers live in the arena of the tempo battle. So while the categories are simple enough, the subtleties of the tempi adds a layer of complexity over the one-movers. The general approach of CCT is way too coarse grained to be of much use here. On the one hand there is too much redundancy in the method (too many false flags), while on the other hand the intricacies threaten to drown in the noise. White to move r1b4r/1p2kp1p/pqnppbpB/8/2BPP3/4Q3/PP2NPPP/R4RK1 w - - 0 17 Aabling T., J. vs. Hreinsson, H., Iceland 2013/14 I consider chapter 2 In-Between moves as the most important chapter of 1001 Chess Exercises for Advanced Club Players by Ehrwich. Notice how after the move 17.e5 a whole plethora of potential one-movers springs into life. All not good enough, yet you have to check them all. It reveals that Bf6 has no esca...

Logical patterns

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 The following 3 diagrams share the same logical pattern. All 3 positions are larded with supportive one-movers. Let those not distract you. Logical patterns concern the whole combination. Albeit that the one-movers might steer the combination in a complete different direction. Let that not distract you.

The Trick in action

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 Yesterday I participated in a simul. There were 14 participants and the simul was given by a Fide Master. I didn't exactly measure it, but at average he needed 4 seconds per move. Which meant that I had to make a move every 56 seconds. I could keep up into the middlegame, until I was compelled to shift gears from System 1 to System 2. All of a sudden, 56 seconds was not enough to make a reasonable move anymore. So when he stood at my board, I was obliged to play a move which I knew wasn't good. It costed me a pawn and it caused weaknesses in my position. His plan was simple: in the opening: develop and do nothing weird in the middlegame: trade everything that is dangerous wait for my mistake trade off every piece and convert the game to a win When the first participants began to drop out, matters start to become worse. He needs lesser and lesser time before he stands in front of you. A master is somebody who can play the one- and two-movers in every part of the game. An expert...

Make every move logical

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 The method I advocate to absorb logical patterns is based on understanding. Make every move logical, and System 1 will connect the pattern to the logic. Like the image of a word is connected to its meaning. Once you develop an eye for it, you will discover a whole host of one- and two-movers that garnish your combination. Take the following example: Black to move 4r3/1p3k1r/p1P2bp1/3p4/PP1PqP2/1N2RRP1/4Q3/6K1 b - - 0 45 Turov, M. vs. Movsesian, S., Wijk aan Zee 2013 The most principled variation goes as follows: 45. ... Qb1+ 46. Qf1 Reh8 47. Qxb1 Rh1+ 48. Kf2 R8h2# The PoPLoAFun system is ideally suited to identify defensive resources. Because defence is about interrupting the LoA (line of attack). Let's see. White to move after 45. ... Qb1+ By focusing on the LoAs you can  immediately see all ways that white can try to dodge the bullet. 46. Kg2 46. Kf2 notice the difference. On f2 the king has no contact with the invasion square h2 46. Rf1 46 Qf1 46. Qe1 46. Qd1 just giving ...

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