Modern Chess Planning - Efstratios Grivas, Chess, Chess M
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First published in the UK by Gambit Publications Ltd 2007
Copyright
©
Efstratios Grivas 2007
The right of Efstratios Grivas to be identiied as the author of this work has been asserted in accor
dance with the Copyright, Designs and Patents Act 1988.
All rights reserved. This book is sold subject to the condition that it shall not, by way of trade or
otherwise, be lent, re-sold, hired out or otherwise circulated in any form of binding or cover other
than that in which it is published and without a similar condition including this condition being
imposed on the subsequent purchaser.
ISBN-13: 978-1-904600-68-8
ISBN-10: 1-904600-68-9
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Edited by Graham Burgess
Typeset by John Nunn
Cover image by Wolf Morrow
Printed in Great Britain by The Cromwell Press, Trowbridge, Wilts.
10 9 8 7 6 5 4 3 2
I
Gambit Publications Ltd
Managing
Director:
Murray Chandler GM
Chess Director:
Dr John Nunn GM
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Graham Burgess FM
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Petra Nunn WPM
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Contents
Symbols
4
Introduction
5
Planning
7
Tests 1-75
9
Solutions
84
Evaluation Table
141
Index of Players
142
Index of Openings
143
Symbols
+
check
++
double check
#
checkmate
!!
brilliant move
good move
!?
interesting move
?!
dubious move
?
bad move
??
blunder
+-
White is winning
±
White is much better
;
White is slightly better
equal position
0
unclear position
=
Black is slightly better
=
Black is much better
-+
Black is winning
Ch
championship
1-0
the game ends in a win for White
12-12
the game ends in a draw
0- 1
the game ends in a win for Black
(n)
nth match game
(
D
)
see next diagram
The mysterious symbol ;
What does this little chess sign
(;
or
+)
actually mean? Its implications are confusing for a lot of
chess-players, who either are too happy to enjoy it or too disappointed to face it! The truth is, as
nearly always, somewhere in the middle:
;
is usually the normal consequence of a mutually well
played opening. Naturally, this evaluation can be encountered in every phase of the game. Its obvi
ous meaning is that the player that has this symbol assigned to him enjoys slightly better chances in
the ensuing battle. His advantage is not in itself enough to guarantee victory, but he can aford the
lUXury of making an inaccuracy, in which case the position is usually equalized. It also means that,
if the defending side does not commit any mistakes (slight or serious) then the natural outcome of
the game will be a draw. Should, however, the defending side fail to act appropriately and proceed
with accuracy, then the evaluation of the position will move to
±,
meaning that the goal of victory
for the superior side is now closer.
So, that's the secret of this 'mysterious' symbol: the 'right' to an inaccuracy! Maybe this sounds
a little bit paradoxical, but it is much closer to the truth than any other description. Try to under
stand it and beneit as much as possible from its almost mythical signiicance in the world of mod
em chess practice.
Introduction
This book ofers training on a vital subject, the choice of the best available plan.
As is commonly accepted in the chess world, a correct evaluation of the position, a strong plan
and an accurate execution are the three important factors that separate 'the man from the boy'. In a
way, eicient training on the three above-mentioned concepts can help a chess-player mature and
lead him to new successful paths.
With this book I have sought to provide a training guide that will be helpful mostly to players in
the 1500-2200 range -corresponding to lower club level up to those with aspirations for a FIDE ti
tle. Of course, the book may well also be useful for players weaker than 1500, or for those stronger
than 2200, but this is a decision these players should make for themselves!
Before we go on, I have to say that I do not really believe in ratings. I also ind the entire paranoia
that revolves around them pretty much irrelevant. The rating system is supposed to reflect a
player's results during a speciic period of time in the past. This has nothing to do with his future
development and thus we should consider the rating scale as a tool of statistical value. What really
counts is winning important tounaments and championships. Only this can guarantee a chess
player his place in chess history. People remember great chess-players not because of their ratings,
but because of their outstanding achievements.
But anyway, this is a book for training purposes and assessing the reader's approximate chess
strength. It is essential to determine this strength, for knowing exactly where we stand and what we
need to improve, in other words knowing ourselves, is a very serious step towards improving our
chess skills.
The reader may wonder why most of the games in this book (50 out of 75) are mine. Well, this is
a good question and has a good answer: I have been a 'part' of these games, as I played them, and I
can present my thoughts during and ater them. This is an important factor. It would be perhaps eas
ier for an author to present well-known games played by top GMs. However, although that has the
beneit of providing welcome variety, it is hard in such cases to know exactly what was going
through the minds of the players, unless they have provided unusually revealing annotations. I have
therefore opted for a combined approach: 50 examples from my practice and 25 of other, outstand
ing players.
How this Book Works
In this book there are 75 tests, each based around a game. The irst 50 games are mine and are pre
sented in chronological order, so the reader may detect a progression in my play. Starting from
1984 (the year in which I achieved the IM title), there is at least one game from each year, until the
present day. The other 25 games come from my personal archives and are games that I really love
and respect.
In each of these tests, the starting point is the irst diagram. There is a judgement (evaluation) of
the diagrammed position, which helps the reader to understand some important facts about the po
sition itself. A presentation of three possible plans follows. Then the reader must judge which is the
most valuable plan. The best plan receives a maximum of 20 or 30 points. The other, less good,
plans normally receive some points, depending on their actual value. Some of the plans receive no
points at all; they are just bad!
Ater inishing work on the 75 tests, the reader must take a good look at the solutions, where he
can ind the answers to each. In the solutions, the game is analysed until its end, so the reader can
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