Top 25 Chess Endgame Principles - Endgame Concepts, Ideas | Basic Chess Endgame Principles and Plans

Chess Vibes
12 Mar 202116:55

Summary

TLDRIn this chess tutorial, the presenter explores the top 25 endgame principles, crucial for players to master. Key themes include avoiding stalemates when materially ahead, activating and centralizing the king, effectively pushing and supporting passed pawns, and understanding the dynamics of various piece endings like king and queen vs. king, and rook endings. The video also covers specialized tactics like creating a 'box' with the queen or rook, and the strategic importance of opposition in king and pawn endings. Each principle is explained with clear examples, making complex endgame strategies accessible to viewers.

Takeaways

  • 🏆 The video focuses on the top 25 endgame principles in chess, emphasizing strategies for the final phase of a game.
  • 👑 Principle one warns that a significant material advantage can lead to a stalemate if not managed carefully, highlighting the importance of king activity.
  • ♔ Activating your king is crucial in the endgame, as it can significantly influence the outcome by capturing pawns and controlling key squares.
  • 🔄 Principle three advises centralizing your king to increase its mobility and influence over the board, enhancing its effectiveness in the endgame.
  • 🎯 Pushing passed pawns is essential, as they can become a significant threat, potentially leading to checkmate if supported correctly.
  • 🛡 Principle six stresses the need to support passed pawns with pieces to prevent them from being captured, ensuring their advance towards promotion.
  • 👑🏰 In king and queen versus king endgames, creating a 'box' around the opponent's king can lead to checkmate, illustrating the power of coordinated piece play.
  • ♖ In king and rook versus king scenarios, similar strategies apply, with the rook and king working together to corner the opponent's king.
  • 🔲 Principle nine discusses the 'V' formation with bishops in certain endgames, which can be used to restrict the opponent's king and force checkmate.
  • 🏳️🌈 Principle ten explains the color coordination needed for a successful knight and bishop checkmate, emphasizing the importance of forcing the opponent's king into the correct corner.
  • 🔄 Principle 11 clarifies that two knights alone cannot force checkmate against a well-played king, often resulting in a draw unless the opponent makes a mistake.
  • 📍 Principle 12 points out the difficulty in stopping pawns on the edge of the board with knights, especially when they are far advanced.
  • 🔗 Principle 13 states that two connected passed pawns on the sixth rank can defeat a rook, showcasing the power of pawn coordination.
  • 🚀 Principle 14 highlights that more advanced pawns are generally more valuable, as they can create threats and win material due to their position on the board.
  • ⚔️ Opposition is key in king and pawn endings, where gaining opposition can force the opponent's king to move, opening opportunities for pawn promotion.
  • 🛡 Rooks should be placed behind passed pawns to support their advance, a strategy that can be crucial in converting a material advantage into a win.
  • 🔗 Connected passed pawns are the most powerful, as they can support each other and are difficult for the opponent to stop, especially when they are far advanced.
  • 🏳️🌈 Opposite-colored bishops often lead to draws, as each bishop can control squares that the opponent's bishop cannot attack, creating a stalemate.
  • 🏆 Bishops are generally more effective than knights in endgames with pawns on both sides of the board, due to their ability to control multiple squares.
  • ♚♛ In queen endings, perpetual check is a common drawish scenario, where the defender can force a draw by repeatedly checking the opponent's king.
  • ♖ In rook endings, cutting off the opponent's king can be a winning strategy, as it prevents the king from supporting and defending pawns.
  • 🔄 Rooks should be placed as far away from other pieces as possible in rook endings, to minimize the opponent's ability to attack and create zugzwang.
  • 🏳️ Bishops paired with a flank pawn and king can struggle to win against a cornered, well-defended king, especially if the bishop does not control the corner square.
  • 🔄 Zugzwang occurs when a player in a good position is forced to make a move that worsens their position, simply because they cannot pass their turn.
  • 🏰 Knights cannot lose a tempo like bishops can, as their unique movement pattern does not allow for non-threatening moves that simply change the turn.

Q & A

  • What is the main focus of the video script?

    -The main focus of the video script is to teach the top 25 endgame principles in chess.

  • Why is it important to avoid stalemate when you are ahead by a lot of material?

    -It is important to avoid stalemate when ahead by a lot of material because a stalemate results in a draw, not a win, even if you have more pieces.

  • What role does the king play in the endgame?

    -In the endgame, the king becomes a very valuable piece. It is involved in capturing pawns, preventing pieces from moving, and supporting other pieces.

  • Why should you centralize your king in the endgame?

    -Centralizing your king in the endgame allows it to have more options to move to any part of the board, providing flexibility and control.

  • What is a passed pawn and why is it important to push it?

    -A passed pawn is a pawn that has no opposing pawns blocking its path to promotion. It is important to push it because it can become a powerful asset, potentially leading to a queen.

  • How can you create a passed pawn if you don't have one?

    -You can create a passed pawn by advancing a pawn in a way that it threatens to become unblockable, forcing your opponent to make concessions or allow the pawn to advance.

  • Why should you support your passed pawns with your pieces?

    -Supporting your passed pawns with pieces ensures their safety and progress towards promotion, as it deters opponents from capturing them.

  • What is the strategy for a king and queen against king endgame?

    -The strategy involves creating a 'box' around the opponent's king, gradually shrinking it until the king is forced to the edge of the board, then delivering checkmate.

  • How does the principle of Zugzwang apply in endgames?

    -Zugzwang occurs when a player, despite having a good position, is forced to make a move that worsens their position because they cannot pass their turn.

  • Why are connected passed pawns on the sixth rank considered strong?

    -Connected passed pawns on the sixth rank are strong because they support each other and can be difficult for the opponent to stop, often leading to at least one pawn promoting to a queen.

  • What is the significance of opposition in king and pawn endings?

    -Opposition in king and pawn endings refers to when two kings directly oppose each other. Gaining opposition can force the opponent's king to move, allowing you to advance your pawn.

Outlines

00:00

🏆 Top 25 Endgame Principles in Chess

The video introduces the top 25 endgame principles in chess, following up on a previous popular video about the top 35 chess principles. The focus is on strategies and tactics that are crucial for the final stages of a chess game. Key principles include avoiding stalemates when ahead in material, activating and centralizing the king, pushing past pawns, creating and supporting past pawns, and understanding specific endgame scenarios like king and queen vs. king, king and rook vs. king, and king with two bishops vs. king. Each principle is explained with examples to illustrate their application in practice.

05:01

👑 Advanced Endgame Scenarios and Principles

This section delves into more complex endgame scenarios, such as king and two knights vs. king, where a forced checkmate is not possible, and the importance of pawn structure on the edge of the board. It also covers the power of two connected past pawns against a rook, the value of further advanced pawns, and the significance of opposition in king and pawn endings. The video emphasizes the need for a deep understanding of these principles to improve endgame play and convert advantages into victories.

10:02

🎓 Endgame Tactics: Rooks, Bishops, and Knights

The video continues with advanced endgame tactics involving rooks, bishops, and knights. It explains how rooks should support past pawns and the concept of zugzwang, where a player is forced to make a detrimental move due to the rules of chess. The difference between bishops and knights in endgames is highlighted, with bishops being more versatile in certain pawn structures. The video also discusses queen endings and the risk of perpetual check, as well as rook endings where cutting off the opponent's king is crucial.

15:02

🏁 Closing Remarks on Endgame Principles

In the final part of the video, the presenter summarizes the top 25 endgame principles and encourages viewers to apply these principles to improve their chess endgame skills. The video concludes with a reminder to stay sharp and play smart, emphasizing the importance of continuous learning and practice in mastering the game of chess.

Mindmap

Keywords

💡Stalemate

A stalemate in chess occurs when a player has no legal moves and is not in check, resulting in a draw. In the video, it is mentioned as a situation to avoid when ahead in material, as it prevents a win. The example given is a position where a player's king is boxed in by the opponent's pieces, leading to a draw despite having more pieces.

💡Activating the King

Activating the king refers to the strategy of moving the king towards the center of the board to actively participate in the endgame. The video emphasizes that in endgames, the king becomes a valuable piece for capturing pawns and controlling key squares. It is highlighted as a principle to follow when there are few pieces left on the board.

💡Centralizing the King

Centralizing the king is a strategy where the king is moved towards the center of the board to have more options and control over the game. The video explains that a centralized king can quickly move to any part of the board to support other pieces or attack the opponent's position, which is crucial in endgames.

💡Passed Pawn

A passed pawn is a pawn that has no opposing pawns blocking its path to promotion. The video discusses the importance of pushing passed pawns towards the opponent's back rank, as they can become a significant threat and potentially promote to a queen. It is illustrated with an example where a pawn on the second rank is a passed pawn and can be advanced to win the game.

💡Supporting Passed Pawns

Supporting passed pawns involves using other pieces to protect and advance a passed pawn towards promotion. The video explains that without support, an opponent can easily capture the pawn. It uses a scenario where a rook is placed behind a passed pawn to demonstrate how to properly support it, ensuring it can advance safely.

💡King and Queen vs. King

This term refers to a specific endgame scenario where one player has a king and a queen against the opponent's king alone. The video outlines a strategy where the player with the queen should confine the opponent's king to the edge of the board, gradually forcing it into a corner to achieve checkmate.

💡King and Rook vs. King

Similar to 'King and Queen vs. King,' this endgame scenario involves a player with a king and a rook against an opponent's king. The video describes a strategy to force the opponent's king to the edge of the board, using the rook and king in tandem to deliver checkmate, which is a common theme in endgame tactics.

💡Opposition

Opposition in chess refers to a situation where two kings are directly facing each other on the same file or rank. The video explains that gaining opposition can be crucial in king and pawn endings, as it forces the opponent's king to move, potentially allowing the player to advance their pawn and win the game.

💡Rook Behind Passed Pawn

Placing a rook behind a passed pawn is a strategy to support the pawn's advance towards promotion. The video mentions that the rook can protect the pawn from being captured and help it advance safely, which is a key technique in rook and pawn vs. king endgames.

💡Connected Passed Pawns

Connected passed pawns are two passed pawns that are adjacent to each other, which makes them harder for the opponent to stop. The video states that connected passed pawns on the sixth rank are particularly powerful and can often win against a lone rook, as they provide mutual support and create threats that are difficult to counter.

💡Zugzwang

Zugzwang is a situation where a player, despite having a good position, is forced to make a move that worsens their position because they cannot pass their turn. The video illustrates zugzwang with an example where moving the bishop forces the opponent's king to move, creating a winning opportunity for the player with the bishop that would not have been possible if the opponent could simply pass.

Highlights

Avoid stalemate when ahead in material to ensure a win instead of a draw.

Activate your king in the endgame as it becomes a valuable piece for capturing and controlling the board.

Centralize your king to increase its mobility and effectiveness in the endgame.

Push past pawns to create threats and potentially promote them to a queen.

Create past pawns when none exist to increase your offensive potential.

Support past pawns with your pieces to prevent them from being captured.

In king and queen vs. king endgames, use the queen to corner the opponent's king.

In king and rook vs. king endgames, force the opponent's king to the edge to set up a checkmate.

Use a 'V' formation with bishops to control the opponent's king in certain endgame scenarios.

In king, knight, and bishop vs. king endgames, force the opponent's king into the corner matching the bishop's color.

Learn common checkmates like king and queen or king and rook before attempting more complex scenarios.

Pawns on the edge of the board can be difficult for knights to stop from promoting.

Two connected past pawns on the sixth rank will always beat a rook.

Advanced pawns are more valuable than those that have not moved far from their starting position.

Opposition with the king is crucial in king and pawn endings to control key squares.

Rooks should be placed behind past pawns to support their advance in endgames.

Connected past pawns are the most valuable type of pawns in endgames.

Opposite colored bishop endings often result in a draw due to the bishops' limited effectiveness.

Bishops are generally better than knights in endgames with pawns on both sides of the board.

Watch out for perpetual checks in queen endings as they can lead to a draw.

In rook endings, cutting off the opponent's king can be a decisive strategy.

Place rooks as far away from other pieces as possible in rook endings to minimize attacks.

A bishop and a flank pawn with a king cannot win against a corner-blocked king unless the bishop's color matches the corner.

Zugzwang occurs when a player must make a losing move because they cannot pass their turn.

Knights cannot lose a tempo like bishops can, making them less flexible in certain endgame positions.

Transcripts

play00:00

hey guys what's going on one of my

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previous videos the top 35 chess

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principles

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was my most popular video so i'm very

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excited to bring you part two

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which is the top 25 end game principles

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so we're specifically going to be

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looking at principles

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that have to deal with the end of the

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game so we've got a lot to cover

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let's get started

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[Music]

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all right principle number one is if you

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are ahead by a lot of material

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don't get a stalemate in this position

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if white plays

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queen here black's king now has nowhere

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to move

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because white is controlling all of

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these squares but his king is not in

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check so this is a stalemate and instead

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of white getting the win

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we'd only get a draw so if you're ahead

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a lot of pieces

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watch out for stalemate principle number

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two is activate your king your king is a

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very valuable piece at the end of the

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game

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the chances that you're going to get

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checkmated are very low because there's

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not very many pieces left

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and your king is actually really good at

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capturing pawns preventing pieces from

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moving to certain places and so you need

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to activate your king at the end of the

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game

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principle number three is very similar

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to principle number two but you should

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try to centralize

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your king by moving your king towards

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the center of the board

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your king has the option to go to either

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side of the board either corner of the

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board anywhere that it needs to go

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depending on what your opponent is going

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to do

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so centralizing your king is a very

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smart thing to do at the end of the game

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principle number four is that past pawns

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should be pushed

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in this position white has a pass pawn

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on a2 that simply means

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that there are no pawns that can capture

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it on the way to becoming a queen

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all the other pawns can be stopped by

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black's pawns

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but this one cannot so it's a past pawn

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and as the principle says you should be

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pushing it forward

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in this example white can very easily

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win the game by going and getting a

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queen because black

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is too far away to stop the pawn

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principle number five is that if you

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don't have any past pawns you should try

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to create some

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in this position white can play a4 which

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is not currently a past pawn but by

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playing a4 he's threatening to go a5

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next move which would then become a pass

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pawn

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so black could try to capture it but

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after white recaptures he has

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successfully created

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a pass pawn principle number six is that

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past pawns should be supported by your

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pieces

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in this position if white just decided

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to blindly push this pawn forward

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black would simply move his king attack

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the pawn and after white tried to defend

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black could bring his rook up

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and black has too many pieces attacking

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the pawn and white's going to lose

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his only pass pawn so going back to the

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original position before white pushes

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the pawn forward a better

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plan would be to put the rook behind it

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bring the king over to support it

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and then he can push it forward without

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risk of losing it because he has

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pieces backing it up so remember to

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support your past pawns

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before you just blindly push them

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forward if your opponent has pieces that

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are going to be able to capture the pawn

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principle number seven is that in a king

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and queen against the king

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end game the player with the queen

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should make a box continually make the

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box smaller and smaller until eventually

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the opponent's king is

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forced to the edge of the board then you

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would bring your king up

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and over and achieve checkmate if you

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want a detailed step-by-step example of

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how to do this i'll post a link in the

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description below to another video on my

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channel

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principle number eight is that in the

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king and rook against a king endgame

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the player with the rook should again

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make a box continue to force the king to

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the edge of the board and bring the king

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up and over

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to get checkmate very similar to the

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queen there are a few little extra

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tricks

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but this process is roughly the same

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again if you'd like to see a

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step-by-step detailed example

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i'll put a link in the description below

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as well principle number nine is that in

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a king and two bishops against the king

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ending the player with the bishop should

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first form a v

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like this continue to make the v smaller

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and smaller

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until you reach this position

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where black only has two places to go to

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back and forth

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and then you can force black to either

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one of the corners and achieve checkmate

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again if you want to see a detailed

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step-by-step example

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check the description below principle

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number 10 is that in a king and knight

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and bishop against the king endgame

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you have to force the king into the

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corner that matches the color of your

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bishop in this case since our

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white bishop is on a white square we

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have to force the king into one of the

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white

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colored corners because black knows that

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he's probably going to go to the other

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corner

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so you have to achieve this position

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right here where the knight

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controls the corner supported by the

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king with the bishop behind

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and then there's a particular maneuver

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that you do with your knight and a

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couple of steps that you have to follow

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to eventually force his king back to the

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correct corner

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where you can achieve checkmate if that

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sounded too complicated

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don't worry about it i'll post a link as

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well for a detailed step-by-step

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guide you can follow to learn how to do

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the night and bishop checkmate

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as a side note if you're a beginner

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watching this video i wouldn't worry

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about the knight and bishop checkmate

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right now it is very rare it does not

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come out very often

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but you should definitely focus on

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learning the king and queen checkmate as

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well as the king and rook checkmate

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those are much more common and very good

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to learn for beginners

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principle number 11 is that in the king

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and two knights against the king endgame

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the player with the two knights can not

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force checkmate

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unless black voluntarily runs to the

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corner on his own so if black decides to

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just head for a corner

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then you can get checkmate otherwise you

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will never be able to force it

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with just two knights against a good

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player so with correct play the outcome

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of this end game should be a draw

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principle number 12 is that pawns on the

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edge of the board can be very difficult

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to stop

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and this is especially true for knights

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you can see in this position that white

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moves this pawn forward and even though

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black has an extra knight he's unable to

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prevent the pawn from becoming a queen

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you can see if the knight tries to get

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closer white's king is simply going to

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capture it

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if the knight goes over here the pawn is

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going to move forward again the knight

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can't move here

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have to go here and white just simply

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gets a queen and

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the knight had no chance to catch the

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pawn principle number 13 is that two

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connected

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past pawns on the sixth rank will always

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beat a rook so if white plays this pawn

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forward he now has two connected past

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pawns

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on the sixth rank and anything that this

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rook does to try to stop the pawns is

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not going to be enough

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they are going to be able to for at

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least one of the pawns to become a queen

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as an example if black plays here trying

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to attack this pawn white can simply

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move this one forward

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and if black captures it this one

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becomes a queen as another example if

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black tried to move his rook here

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white could do the same thing and again

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we get the same result white gets a

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queen there's no way for the rook to

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stop the two pawns principle number 14

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is that further advanced pawns tend to

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be more valuable than pawns that are not

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advanced this far

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this is somewhat of a famous position

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where both players have three pawns but

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it looks like black is going to win

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because he can simply bring his king

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over

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and capture the pawns and white's king

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is going to be cut out of the action

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however white actually has a little

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trick to win the game

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and it has to do with the fact that his

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pawns are further advanced

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than black's pawns by playing the move

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b6

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white is threatening to capture one of

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these two pawns so black has to capture

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it

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and it doesn't matter which way black

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captures white can then sacrifice

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another pawn threatening to capture here

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black has to recapture

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and then white can sneak by and this guy

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becomes a queen

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before these guys can and white wins the

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game

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so remember that farther advanced pawns

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tend to be more valuable

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than pawns that are sitting where they

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started and haven't moved forward

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principle number 15 is that opposition

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is important in king and pawn

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endings if you've never heard the term

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opposition it just means when two kings

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directly oppose each other

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in this position if white plays here he

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is

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gaining opposition on black's king

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because he is directly opposing black's

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king

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what this does is forces black's king to

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move to the side

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and by doing that white can then take

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advantage of that

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controlling all of these squares now

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black cannot move there and white can

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simply move his pawn forward

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and get a queen if he back up in the

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same position and white did not play

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that move to gain opposition on black's

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king and simply moved his pawn forward

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then black could gain opposition because

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he made the last move

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and in this case it's actually a draw

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you see what happens if white pushes the

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pawn forward black simply moves over

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and now white ends up with the stalemate

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and does not win the game

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so remember that opposition is very

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important in king and pawn endings

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and if you're still not clear on what

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exactly opposition is and you want a

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more detailed explanation i'll put

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another link in the description below

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principle number 16 is that rooks should

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go behind past

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pawns in this position you can see white

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has a past pawn that he would like to

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become a queen

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so if it's white's turn he should move

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his rook behind the pass pawn because

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now

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the rook can support the pawn as it

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moves forward to become a queen

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if we go back and it was black's turn in

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this position he should also move his

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rook behind the pawn

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because now the rook is going to attack

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the pawn the whole way

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as the pawn tries to move forward and

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it's going to be hard for the pawn to

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move forward so rooks should go behind

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past pawns

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principle number 17 is that the best

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type of past pawns are connected past

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pawns

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the next best type are protected past

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pawns

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and the next best would be flank past

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pawns so in this position these are

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connected because there's two right next

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to each other so they can support each

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other

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as they move up the board and try to

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become a queen a protected pass pawn is

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the next best because it already has

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something supporting it so you can just

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leave it sit there and it's a constant

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threat to your opponent

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and the flank pass pawn is the next best

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because as we talked about earlier it

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can be difficult

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to stop flank pawns especially with

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knights

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principle number 18 is that opposite

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colored bishop endings

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are very drawish opposite colored

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bishops means that

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one player's bishop is on one color

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square and the other player's bishop is

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on another color square

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so in this position white's bishop is on

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a dark square so it controls only dark

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squares on the chessboard

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black's bishop is on light squares so it

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only controls

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light squares because those are opposite

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colored bishops

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this game is most likely a draw even

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though white has

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five pawns and black only has two pawns

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he was

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able to set up this blockade and the

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bishop is just

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helping to control everything and

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there's no way for white to get through

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because this bishop

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is essentially useless it's not really

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doing anything because it can't attack

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any of these squares on the light colors

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so opposite color bishop endings a lot

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of times will end in a draw

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principle number 19 is that bishops are

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better than knights

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in endgames that have pawns on both

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sides of the board

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you can see in this position if white

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plays a move like bishop d2 his bishop

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is attacking both of these pawns at the

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same time

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black's knight is not going to be able

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to defend them both at the same time

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and this gives a huge advantage to white

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principle number 20 is that in queen

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endings you have to watch out for

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perpetual check

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in this position on the board white is

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clearly winning and he can even move

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this pawn forward and get a second queen

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but it doesn't help him win the game

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because black could simply play queen c1

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check

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white has to move up queen c2 check

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white has to move back

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queen c1 check and you see that after

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three times of doing the same exact

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moves

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the game is a draw that's called

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threefold repetition and there's no way

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white can get out of this position

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he's in perpetual check from the queen

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because his king didn't have a safe

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place

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to take shelter at so in queen endings

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always be on the lookout for perpetual

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check by your opponent's queen

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or you could end up in a situation like

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this and end up with a draw

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principle number 21 is that in rook

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endings you should look to cut off your

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opponent's king

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when possible in this position on the

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board playing rook to e5 is a

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great move for white because it cuts off

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black's king from coming

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to prevent this pawn from becoming a

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queen now we simply have a king and a

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pawn against the rook

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and white can use these to eventually

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move forward

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and get a queen forcing black to

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sacrifice his rook

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if black's king was however able to get

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in front of this pawn

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white would not be able to do that so

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cutting off the king with

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the rook is a crucial principle to

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remember principle number 22

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is that in rook endings rooks should be

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placed as far away

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from other pieces as possible and this

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is especially true

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for kings so in the same example that we

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just looked at after the rook comes over

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here

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black's probably going to move his king

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to attack the rook

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so since this rook has to move somewhere

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as the principle says

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you should move it as far away from

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possible from

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other pieces especially from the king so

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in this case where should we move our

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rook to

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all the way back here if we only move it

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one square

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we're going to keep getting attacked by

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the king you can see how this is very

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annoying

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if we go back instead i should move it

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all the way back here

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and it's now going to take black four

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moves to even attack my rook

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so remember rook should go as far away

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from other pieces especially kings

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as possible principle number 23 is that

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a bishop

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a flank pawn so a pawn on one of these

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two files

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and a king cannot win against a king

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that's already in the corner blockading

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your pawn

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unless your bishop covers the co the

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color of the corner

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so in this case we have a bishop on the

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light squares it does not control that

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color

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square we cannot win the game and the

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reason is

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as we try to move forward black is

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simply going to just move back and forth

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back and forth all game

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and eventually if we ever try to move

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our pawn forward

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it's a stalemate and if we do something

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else with our bishop

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he just keeps moving back and eventually

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we have to push it forward

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he still moves there and we still get a

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stalemate

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if we like move our king here there's no

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way to make progress unless our bishop

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was on the other

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color so as an example if i go back a

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few moves to this position and put the

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bishop on the other color

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now you can see instead of pushing the

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pawn forward we can simply move our

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bishop

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control the square it forces his king

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away

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and we can win so it has to do with

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which color your bishop is if it

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controls the corner square

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or not principle number 24 is what is

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known as zugzwang

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zugzwang is when one player has a good

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position and they would like to just

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pass their turn

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but they're not allowed to and since

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they're not allowed to pass

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they have to make a move which is a bad

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move and puts them into a worse position

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than before

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that is called zig zwing so in the

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position on the board if black is able

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to simply

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move his king back and forth so he moves

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here i move here he moves here i move

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here he moves here i move here

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i'm never going to be able to get my

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king out of the way to get a queen and

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win the game

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but what i can do is after black moves

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here i can move my bishop there

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take away control of that square and i

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put black

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in zugswang if he was able to simply

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pass and not make a move

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i would never be able to win this game

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as white with just a bishop i would have

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to get a queen

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but i wouldn't be able to do that

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however since

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passing is not an option black is forced

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to move away

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these are the only two legal moves and

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after he does that my king can come out

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of the corner

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so if we go back here by me playing this

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bishop move here

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i put black into zugswang and therefore

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won the game principle number 25 is that

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knights cannot lose a tempo

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like bishops can so in this example that

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we just looked at suppose in this

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position it was my turn as white and i

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wanted to make it

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be black's turn so he would have to move

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well i could simply move my bishop

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anywhere along this diagonal like this

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and that would be called

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losing a tempo i essentially said well i

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don't really want to move right now i'll

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just move my bishop here

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doesn't really do anything and now it

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makes it become black's turn and he has

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to move

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the principle that i just stated says

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that knights

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cannot do that like bishops can so i'm

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going to change this example for a

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second and put a knight right here the

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knight is controlling the same square

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that the bishop was so suppose i want to

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try to win the game i want to create

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zugzwang and force black to move the

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problem is it's my turn so i have to do

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something with my knight

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so let's say i move my knight here and

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black moves his king here

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let's say i move my knight here again

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he's in check he just moves up and i

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have the same problem it's my turn

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and i'm controlling the square so you

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might say what if you just bring your

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knight

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somewhere way over here on the other

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side of the board

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and come back later and maybe that would

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work let's try it i move here he moves

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here i move here

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he moves here i move here who's here

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move here

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he's here over here he moves here i'm

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going to come back

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i come back guess what it's check again

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same situation and this is the the point

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that i'm trying to make

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you can't lose a tempo with a knight

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something about the way that the knights

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move

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you just can't do it with the bishop you

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can very simply move it back on the

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diagonal with a rook you can do the same

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kind of thing move it back on a file or

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a rank

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but knights cannot lose a tempo well hey

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guys that wraps up this video on the top

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25

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endgame principles i hope you learned

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something and found this useful as

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always thanks for watching stay sharp

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play smart and take care

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[Music]

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you

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Chess StrategiesEndgame PrinciplesChess TipsBoard GameTactical AdviceCheckmate TechniquesChess EducationKing and PawnRook EndgamesChess Mastery
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