The Winner's Toolbox

Submitted by spassky on Tue, 06/09/2009 at 7:49pm.

In this article, we're going to take a look inside the winner's toolbox.  Some of these items are absolutely essential to have, or you will lose games that you shouldn't have lost.  Not having these skills in your toolbox would be like a carpenter not having a hammer or screwdriver.  You HAVE to have them.  Other items are not essential, but useful and are in your toolbox according to your personal taste.  That's one of the great things about chess.  You can really express your personality on the chessboard.  There are a million ways to win a game, and you can choose whichever one suits you.  You can be whatever type of player you want to be: an Attacker, a Positional Player, a Counter-Puncher, an Endgame Grinder, etc.  And you can win and be successful with any of them.

On to the toolbox.  Here is my list of essential toolbox items:

1) An opening for White that you know as well as anyone. 

This will be your CONFIDENCE FOUNDATION.  This will be the opening in which you will fear no one, not even player's outranking you by hundreds of rating points.  Remember, your rating is a measure of your average strength in playing all positions.  You can have a low overall rating, but be a master in a certain position or opening.   For me, the opening is the Italian Game, which is actually a group of openings including the Guioco Piano, the Two Knight's Defense, Evan's Gambit, the Goring Gambit, and perhaps the Danish Gambit.  The one I know the best is the Two Knight's Defense.  I have a huge positive score with that opening from both the White and Black sides.  When that opening comes up, I can feel a surge of confidence swell up inside me.  I KNOW I know more than my opponent.  I REMEMBER past victories with this opening.  I have MEMORIZED exact move sequences that lead to my advantage.  I DETECT any slight error my oppent makes and know how to take advantage of it.  I have a FEEL for that opening and all of its variations.  When that opening is played, we are in MY BACKYARD, and you are in  trouble.

2. A weapon.

A weapon is some aspect of the game in which you have more skill than the average player.  A skill that can win a game.  It could be excellent opening preparation, tactical skill, or endgame skill.

There is an old movie called "Banning" starring Robert Wagner as golf pro at a country club (which also stars his current wife Jill St. John).  In the movie, Mike Banning (Wagner) plays club members who sometimes like to make side bets.  In one scene, Banning hits his ball into the sand trap, walks over to it and purposely steps on it, giving himself a difficult buried lie.  When the club member sees it and looks happy, Banning bets him he can get his ball closer to the hole than the member, who gladly takes the bet.  What he doesn't know is that Banning has practiced THIS EXACT SHOT thousands of times.  As he states later, he is "...an expert at buried lies."  He wins this bet (and probably a hundred similar bets).  You can be an expert at a certain opening and fear no one.

The point here is that you need to have a weapon to hurt your opponent with.  I watch tennis a lot on TV and sometimes commentators will say that a certain player plays well, has a good serve, is fast, gets a lot of balls back, but is almost certain to lose to another player because the first player has no weapons with which to hurt the second player, who, let's say, has a deadly forehand.  So the second player will just hit balls back until he gets to hit a forehand, which he will hit for a winner.  And he will do this over and over.  The first player will be unable to prevent the second player from hitting forehands indefinitely, and does not possess a weapon of his own, so he will be helpless against the second player. 

Higher rated chess players have the same ability.  Instead of "hitting balls back", they can make a seemingly endless series of moves, some threatening, some not, without making a blunder.  They just wait for you to miss a threat or tactic or for you to undertake a faulty plan, and then scoop up the full point without having "done anything".  If you have no weapons, no one fears you.

A weapon can be anything: extensive knowledge of a particular line of a certain opening, skill at kingside attacks against a fianchettoed bishop, a great feel for king-and-pawn endgames.  The thing is to feel that surge of confidence as you get near a position where you can take out your weapon and show everyone what you've got.

3. Ideas

"A bad plan is better than no plan at all".  This is an old saying in chess and no truer words were ever spoken.  An idea can range from an plan to position your pieces to a plan to checkmate the opposing king.  As long as you have a plan, even one that can be stopped by a single move from your opponent, you are forcing him to find that move.  A dumb plan, executed with focus and speed, will defeat an aimless opponent, even one with objectively better skills.  I've had lots of games where I KNEW my plan didn't work.  All my opponent had to do was play a certain move and it was stopped--but he would not play that move.  I almost tried to stop thinking of the move for fear he would read my mind and play it.  I'm not suggesting that you try dumb plans all the time, I'm just asking that you not over-censor yourself and not try anything because you are not absolutely sure it will work.  Sometimes a positive attitude is the most important move in your plan. 

You can increase your generation of ideas by using your imagination.  More specifically, imagine how you would like things to be and then work backwards to see if that end position can be plausibly be created.  When you find things that interfere with your plan, you can attempt to execute a subplan to eliminate that problem.  That's how good players come up with startling sacrifices that deflect or capture pieces that interefere with a plan.

In a losing position, don't give up until you run out of ideas for saving the game, no matter how crazy they may seem TO YOU.  Your opponent, being confident, may not see one at all.  When you run out of ideas for saving the game (AND ONLY THEN), resign.  Don't embarrass yourself by playing to mate, or mate in one, on the theory that "no one ever won by resigning".  Instead of being "a fighter who never quits",  playing too long makes you look dumb and insults your opponent, who obviously had enough skill to reach the winning position, but you do not acknowledge that he has the skill to finish off the easy part.  The only exception I sometimes make is if an opponent has played a nice combination that ends in mate, I'll allow him the satisfaction of playing the mate instead of resigning.

So why are better players better than you?  They have more tools in their toolboxes.  So how can you get better?  Get some more tools!  Just collect them one at a time and son you'll have a tool for every job on the chessboard.  To learn more about filling your toolbox, go to www.brucetill.com and visit my blog "Fearless Chess" via the link at the top of the homepage.

» posted in For Beginners
 

Comments:

by NiaNia - 2 months ago
Guadalajara Mexico
Member Since: Aug 2009
Member Points: 1

Your article is both motivating and inspirng. Thank you. Now to work on the essential tools: 1) An opening for White that you know as well as anyone; 2) A weapon; 3) Ideas

Lots of great sound bites too:

imagine how you would like things to be and then work backwards to see if that end position can be plausibly be created.

You can be whatever type of player you want to be: an Attacker, a Positional Player, a Counter-Puncher, an Endgame Grinder, etc.  And you can win and be successful with any of them.

Sometimes a positive attitude is the most important move in your plan.

"If you had played differently, you would have lost differently."

I'll have to check out your website tomorrow. I am pretty drowsey now. Thanks again for the article and pointing me to your blog.

by PeterArt - 4 months ago
Luijk Belgium
Member Since: Feb 2009
Member Points: 559

i dont see a good reason for resigning, chess is a human error based game, someone hs to blunder to win, since blunders can happen at any time better not resign. I've seen situations in which oponent could have checkmated me, did i resign no, because my ideas are not in his mind.

Also another reason is give the winner its trophy let him win and enjoy it.
The only reason i think its ok for example is if the other player has gone so far down in material that he no longer can play in an exciting way.

by Haadi1 - 4 months ago
United States
Member Since: May 2009
Member Points: 65

THANKS

by wombadom - 4 months ago
Chillicothe, Ohio United States
Member Since: Aug 2008
Member Points: 56

Thanks. A very informative article.

by Manack - 4 months ago
Brisbane Australia
Member Since: Mar 2008
Member Points: 29

Thanks!

by spassky - 4 months ago
Gaithersburg, MD United States
Member Since: Oct 2007
Member Points: 258

Dear Mistakes (from Portugal):

I, too, have trouble coming up with ideas in closed positions, as do most other players.  By their very nature, closed positions have few points of attack, so your opponents needs to defend only one or two spots.  Therefore, the solution is to avoid closed positions and strive for open positions, where your pieces have multiple targets that cannot all be defended simultaneously.  I learned very early on in my chess career that I did not have any apptitude for slow positional maneuvering.  Originally, I did not want to play 1. e4 e5 as Black because I thought there would be too much opening theory to memorize (King's Gambit, Ruy Lopez, Guioco Piano, Etc.), so I tried the Caro-Kann (all I got were draws), the French (all I got were losses),  the Center-Counter (more losses).  I finally had to bite the bullet and learn enough to play 1....e5.  As it turned out, if you choose the lines you play wisely, you don't have to learn that many lines to get a playable game in each opening.  Also, if you learn the lines you have chosen very well, you can turn the tables on your opponent and have him wondering what to do.

As for running out of ideas, a chess game is like a painting painted by two people.  You have your ideas of how it should look, but you must also incorporate the ideas of your opponent into the painting.  When he makes a move, don't see it as an obstacle to your idea, see it as a gateway to a new idea.  In the words of Bruce Lee: "Be like water making its way through cracks. Do not be assertive, but adjust to the object, and you shall find a way round or through it. If nothing within you stays rigid, outward things will disclose themselves.

Empty your mind, be formless. Shapeless, like water. If you put water into a cup, it becomes the cup. You put water into a bottle and it becomes the bottle. You put it in a teapot it becomes the teapot. Now, water can flow or it can crash. Be water my friend."

At the end of a game you have won, when your opponent suggests other moves he might have played that would have prevented your winning move, you will be able to say "If you had played differently, you would have lost differently."

by MIstakes - 4 months ago
Lisboa Portugal
Member Since: Jun 2009
Member Points: 5

thank you for that "chess lesson" I think my best tool are the bishop´s aiming the kingside pawns. But when something goes wrong and interfears with my plan it just sucks cuz i ran out of ideas and sometimes even resigncuz i do not know what to do... for example in closed games I rapidly run out of ideas...What should I do??

by rejnol93pl - 4 months ago
Janikowo Poland
Member Since: May 2009
Member Points: 9

good reading, thank u

by zizizi - 4 months ago
Croatia
Member Since: Feb 2009
Member Points: 7

It's a good read actually

by spassky - 4 months ago
Gaithersburg, MD United States
Member Since: Oct 2007
Member Points: 258

LYCAN148:  I hope you made the time.  It's well worth it, believe me.

 

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