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The analysis of the force in chess

Views: 0     Author: Site Editor     Publish Time: 2023-08-30      Origin: Site

                                                               The analysis of the force in chess

Chess, like any other discipline, starts with practice and practice. After many years of development, we will not learn chess from scratch. At this time, the previous experience has been embodied in the form of theoretical knowledge for future generations to learn and inherit. The great masters of national elephants have made great contributions to this.

Talash's opening theory:

Today's understanding of the particle force, beginners and intermediate class students must master to understand, for your growth to lay a good foundation!

Muon force

The game of chess mainly includes three aspects: component force, space and time.

Subforce refers to the forces available for the player to deploy, namely pieces and pawns.

Space refers to the squares on the chessboard, that is, the empty squares where the pieces can fit together.

Time refers to a number of alternate moves between the two sides, the power to use the move and the obligation to make the move.

The above three factors can be transformed into each other: a pawn can be abandoned (such as a pawn) to gain time or to open the line, i.e. to occupy space. Earning a pawn usually results in losing one or two moves of time, which is converted into a force.

* The particle force. It refers to pieces and pawns. A piece is more powerful than a pawn. One lepton is equivalent to about three pawns, and one pawn is equivalent to three moves. If discarding a pawn buys three moves of time, then the discarding son is acceptable. According to Capablanca, a pawn is worth two moves, and if it takes more than two moves to eat a discard pawn, it is mostly uneconomical. Capablanca's attitude is the same as Tallash's, though there are differences in language.)

The most important piece is the king. If the king is caught, the whole game loses. The king in the middle position is very dangerous and easy to attack, so after the opening should be done to transition, move the king to a safe position. A short translocation is usually performed so that the king is safer. However, if after the translocation, the car in the open line of the d line can immediately launch an attack, or the need to attack the other side's situation, the efficiency of the long translocation is very high. In the middle game, there are many pieces, and the strength of the king is weak, and he can only stay in the camp to protect his shelter. In the end, the power of the king increases, its power exceeds that of the lepton, and some people say that its soft management is equivalent to half a car. At this point, you can use the king to attack or kill the opposing pawn or, while supporting your own pawn promotion.

The latter is the strongest. However, the opening stage can not go deep into the opposing camp, otherwise it will be driven by the opposing lepton and lose valuable time. In the opening phase, hide in a safe place, especially not on the opposite side of the opponent's rook, no matter how many pieces are separated. When there is a reason to kill the king, you can immediately mobilize to go to war.

Cars play a big role in the open line. When the car is deep in the opponent's second line or seventh line, it can attack the opponent's pawn or king, which is very efficient. It is more efficient to switch the car out in the way of Rf1-f3-h3 or Ra1-a3-h3, h7-h5, Rh8-h6-g6. But at this time to pay attention to the defense of the bottom line, otherwise the car can not return.

Stacking cars is usually a big risk. Stacking cars on the opposing team's seventh or second line is often fatal to the opponent. When the car attacked f7-g6-h7, it almost hit the wall with its head and had no effect.

Elephants are often blocked, or trapped by soldiers, and sometimes by their own soldiers. It's best to control two lines when the elephant starts. The Wingwing has good attack power, coveting Black's weak f7 cell while occupying c4. After translocation, you can threaten h7 from d3, which is a common move when attacking the king. Elephant defense ability is very strong, can be protected by soldiers, can also give support to soldiers. The color of the elephant should be different from the color of the pawn grid, so that the elephant is blocked by the pawn. A soldier who can cut off his opponent better than a horse.

Horses are particularly good at attacking and can be used to break into the opposing camp. After jumping from the bottom line to the third line, the horse can move according to the situation. The horse is extremely powerful when it is in the center, protected by pawns, and not attacked by opposing pawns.

The edge horse controls the grid very little, and the defense ability of the grid is not like. But the central horse is strong, usually stronger than three soldiers.

The center soldier is strong, the border soldier is poor. When the pawn kills, move to the center as much as possible. The advance of the soldier in the opening stage should not be too fast, because every step forward of the soldier will weaken the situation and destroy the situation in the middle game.

The F-line advance will weaken the King wing security.

At D2-d4, you can go c2-c4.

The value of the horse is different; Postmortem attack is generally inappropriate, while postmortem attack is dangerous for g2 and g7 pawns.

b2(g7) or g2(b7) were once popular, as they were used in conjunction with the king to build a secure fortress.

The g7-g5 and g2-g4 are not good in the opening phase and will spoil the situation.

Going h7-h6 or h2-h3 to prevent an opponent from attacking is usually inappropriate in the opening phase and will give the opponent a target to attack. But in the middle game stage can go, can open a "window" for the king.

The relative value of the pawn

The value and strength of the pieces is constantly changing during the game.

The force behind is usually less than two cars or three leptons. If both vehicles attack one point at the same time, their power is greater than the latter. The queen's power is only great if the attacked King's two rook are poorly positioned. Lepton and lepton and soldier support each other, otherwise they will be eaten later. The strength of the rook, lepton, and pawn in line 6 (Line 3) is greater than that of the rear.

According to Talash, the difference in force between the rook and the lepton is only one and a half pawns, as is the difference in force between two leptons and a rook. The elephant is stronger than the horse, but if the horse occupies the center grid and is protected by the other soldiers, it can almost control half the board, and the force is almost equivalent to that of a rook.

One elephant is usually better than three pawns. The horses in the opening and mid-game stages are stronger and can be considered stronger than three pawns. However, the ability of the soldier will also change, often depending on the situation and the shape of the soldier, and the force of the chain soldier advancing deeply is stronger than the elephant. The center soldier is good for attack, while the B-line soldier is good for end game.

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