Шаховска стратегија и тактика: Разлика помеѓу преработките

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[[Шаховски мајстор|Шаховските мајстори]] сметаат дека зголемување на позиционата предност води до поголем број на поволни тактички можности.
[[Шаховски мајстор|Шаховските мајстори]] сметаат дека зголемување на позиционата предност води до поголем број на поволни тактички можности.


* ''„Стратегијата бара размислување; тактиката бара проникливост.“'' - [[Макс Ејве]]
* ''„Стратегијата бара размислување; тактиката бара посматрање.“'' - [[Макс Ејве]]


При описот на стратегијата и тактиката, тука ќе користиме [[алгебарска шаховска нотација]].
При описот на стратегијата и тактиката, тука ќе користиме [[алгебарска шаховска нотација]].
Ред 12: Ред 12:
: ''Главна статија: [[Поенска вредност на шаховските фигури]]''
: ''Главна статија: [[Поенска вредност на шаховските фигури]]''


Материјалната предност е нешто што важи и за стратегијата и за тактиката. Доколку се има контрола врз повеќе фигури, или помоќни фигури, отколку противникот, тогаш се имаат поголеми можности. Затоа почетниците секогаш се советуваат да ги земаат противничките фигури и да ги штитат своите. За ова мора да се има увид во вредноста на фигурите.
One thing that applies both strategically and tactically is material advantage. If you command more pieces, or more powerful pieces, than your opponent, you will have greater opportunity. Beginners are therefore advised to always consider capturing their opponent's pieces and saving their own. The capturing piece lands on a square where, often, it can be recaptured, so you need to know which piece is more valuable.
[[Коњ (шах)|Коњот]] е отприлика вреден колку и [[Ловец (шах)|ловецот]] (овие две се нарекуваат '''лесни фигури'''), но помалку вреден од [[Топ (шах)|топот]], а уште помалку вреден од [[Кралица (шах)|кралицата]] (топовите и кралиците се нарекуват '''тешки фигури'''). Ловците обично се сметаат за малку подобри по коњите на отворени позиции (како кон крајот на партијата, кога многу од фигурите се земени), додека коњите имаат предност на затворени позиции. Имањето на два ловца претставува особено моќно оружје, посебно ако противникот има изгубено еден или два ловца.


Три [[Пион (шах)пони]] веројатно се покорисни од коњ при крајот на играта, но во средината коњот е помоќен. Две лесни фигури се посилни од еден топ. Два топа се посилни од кралица, но не за многу.
A [[Knight (chess)|knight]] is about as valuable as a [[Bishop (chess)|bishop]] (these two are called '''minor pieces'''), but less valuable than a [[Rook (chess)|rook]], and less still than a [[Queen (chess)|queen]] (rooks and queens are called '''major pieces'''). Bishops are usually considered to be slightly better than knights in open positions (such as toward the end of the game, when many of the pieces have been captured), whereas knights have an advantage in closed positions. Having two bishops is a particularly powerful weapon, especially if the opposing player has lost one or both of his bishops.


Еден чест систем на поени дава 1 поен за пион, 3 за коњ или ловец, 5 за топ и 9 за кралица. Со еден ваков сисрњм, откажување од коњ или ловец за добивање на топ дава предност и вреди околу два пиона. Ова, се разбира, не зема в предвид компликации како моментаната позиција и слободата на фигурите во прашање, но претставува добра појдовна точка. На отворена позиција, ловците би би ле повредни од коњите (во некои ситуации пар ловци вредат 7 или повеѓе поени); во затворена позиција пак, ловците би биле помалку вредни од коњите. [[Крал (шах)|Кралот]] е бесконечно многу вреден бидејќи со неговото губење се губи и партијата.
Three [[Pawn (chess)|pawns]] are likely to be more useful than a knight in the endgame, but in the middlegame a knight is often more powerful. Two minor pieces are stronger than a single rook. Two rooks are stronger than a queen, but not by much.

One commonly used simple scoring system is 1 point for a pawn, 3 for a knight or bishop, 5 for a rook, and 9 for a queen. Under a system like this, giving up a knight or bishop in order to win a rook ("winning the exchange") is advantageous and is worth about two pawns. This of course ignores such complications as the current position and freedom of the pieces involved, but it is a good starting point. In an open position, bishops will be more valuable than knights (a bishop pair can easily be worth 7 points or more in some situations); conversely, in a closed position, bishops will be less valuable than knights. The [[king (chess)|king]] is infinitely valuable since its loss causes the loss of the game.


== Тактика ==
== Тактика ==

Преработка од 12:14, 6 јуни 2006

Шаховската стратегија и тактика има еволуирано низ вековите преку запаметување на успесите на најдобрите играчи. За најголеми шанси за победа, играчот мора брзо да ги мобилизира сите фигури и да им обезбеди простор за маневар, додека истовремено му онезоможува на неговиот противник да го направи истото. Овој таканаречен „позиционен“ пристап кон шахот е основа на современата шаховска стратегија. Се разбира, доброто позиционирање на фигурите само создава прилики за победа. За завршување на партијата со победа, играчот мора да прави прецизни пресметки на низите од потези (варијации) кои или водат до наполна победа, или до значајна предност, и сето тоа додека му оневозможува на противникот да изведе такви низи.

За разлика од позиционите концепти на кои се заснова шаховската стратегија, шаховската тактика му овозможува на играчот да го диктира начинот на кој фигурите се поместуват, заедно со геометријата на шаховската табла, за веднаш да постигне разни цели, често против волјата на неговиот противник. Овие цели можат да бидат напади врз кралевите за зацрвснување или спречување, смалување (елиминација) на противничките сили на број помал од бројот на сопствените, или создавање на непожелни тешкотии кај противникот на некој друг начин.

Шаховските мајстори сметаат дека зголемување на позиционата предност води до поголем број на поволни тактички можности.

  • „Стратегијата бара размислување; тактиката бара посматрање.“ - Макс Ејве

При описот на стратегијата и тактиката, тука ќе користиме алгебарска шаховска нотација.

Вредност на фигурите

Главна статија: Поенска вредност на шаховските фигури

Материјалната предност е нешто што важи и за стратегијата и за тактиката. Доколку се има контрола врз повеќе фигури, или помоќни фигури, отколку противникот, тогаш се имаат поголеми можности. Затоа почетниците секогаш се советуваат да ги земаат противничките фигури и да ги штитат своите. За ова мора да се има увид во вредноста на фигурите. Коњот е отприлика вреден колку и ловецот (овие две се нарекуваат лесни фигури), но помалку вреден од топот, а уште помалку вреден од кралицата (топовите и кралиците се нарекуват тешки фигури). Ловците обично се сметаат за малку подобри по коњите на отворени позиции (како кон крајот на партијата, кога многу од фигурите се земени), додека коњите имаат предност на затворени позиции. Имањето на два ловца претставува особено моќно оружје, посебно ако противникот има изгубено еден или два ловца.

Три Пион (шах)пони веројатно се покорисни од коњ при крајот на играта, но во средината коњот е помоќен. Две лесни фигури се посилни од еден топ. Два топа се посилни од кралица, но не за многу.

Еден чест систем на поени дава 1 поен за пион, 3 за коњ или ловец, 5 за топ и 9 за кралица. Со еден ваков сисрњм, откажување од коњ или ловец за добивање на топ дава предност и вреди околу два пиона. Ова, се разбира, не зема в предвид компликации како моментаната позиција и слободата на фигурите во прашање, но претставува добра појдовна точка. На отворена позиција, ловците би би ле повредни од коњите (во некои ситуации пар ловци вредат 7 или повеѓе поени); во затворена позиција пак, ловците би биле помалку вредни од коњите. Кралот е бесконечно многу вреден бидејќи со неговото губење се губи и партијата.

Тактика

Напаѓање и одбрана на фигури

A piece is said to attack an opponent's piece if, in the next move, it could capture that piece. A piece is said to defend or to protect a piece of the defender's color if, in case the defended piece were taken by the opponent, the defender could recapture right away. Attacking a piece forces the opponent to respond only if the attacked piece is undefended, or if the attacking piece is of lower value than the attacked one.

Вилушки

Главна статија: Вилушка

A fork is a move that uses one piece to attack two of the opponent's pieces at the same time, hoping to achieve material advantage (because the opponent can only counter one of the two threats). Knights are often used for forks: they jump to a position from where they attack two pieces. A quite common situation is a white knight jumping to c7, thereby threatening both the rook at a8 and the king at e8. Such "king forks" are particularly effective, because the opponent is forced by the rules of the game to counter the threat to the king; the opponent cannot choose to defend the other piece, and thus cannot use a zwischenzug (see below) to complicate the situation. Pawns can also fork enemy pieces: by moving a pawn forward, it may attack two pieces: one diagonally to the left and one diagonally to the right. A common situation is the move Pawn d2-d4 forking a black bishop at c5 and a black knight at e5.

Kasparov vs. World Team 1999

Kasparov played 12.Nc7+

A variation of the Three Knights Opening

1.e4 e5 2.Nf3 Nc6 3.Nc3 Bc5 4.Nxe5 Nxe5 5.d4

A queen move also often attacks two pieces at the same time, but this is only useful if both pieces are undefended, or if one is undefended and the other is the opposing king. The queen is more valuable than the pieces it is attacking, so it is usually not profitable for it to capture a defended piece.

Кочница

Главна статија: Кочница

"The defensive power of a pinned piece is only imaginary." - Aron Nimzowitsch

A pin is a move which forces one of the opponent's pieces to stay put because moving it would expose a more valuable piece behind it. As they move in a straight line, bishops, rooks, and queens can pin other pieces.

In the left diagram, black can't move the knight without losing the queen, and Black's rook can't be moved at all. In the right diagram, Kramnik pins black's bishop and soon wins it with a4-a5.

Morphy vs. Consultation Team 1858

after Morphy's 14th move

Vladimir Kramnik vs. Alexander Morozevich 2002 Rapid Play

Kramnik played 31.Rb1

Врзувања

Главна статија: Врзување

A skewer is a move which attacks two pieces in a line, similar to a pin, except that the enemy piece of greater value is in front of the enemy piece of lesser value. After the more valuable piece moves away, the lesser piece can be captured. Queens, rooks, and bishops can skewer.

Lasker vs. Bauer 1889

Lasker played 33.Qg7+

Tal vs. Botvinnik 1960

Tal played 30.Bc4

Because of possible pins and skewers, one should be extremely cautious if king and queen are located on the same vertical, horizontal or diagonal line, or can be forced into such an arrangement.

Откриени напади

Главна статија: Откриен напад

A discovered attack is a move which unmasks an attack by another piece. A piece is moved away so as to unmask the attack of a friendly bishop, rook or queen on an enemy piece. If the attacked piece is the king, we speak of a discovered check. Discovered attacks are powerful, because if the moving piece manages to pose a second threat, the opponent is in trouble.

Torre vs. Lasker 1925

Torre played 31.Rg5+

Byrne vs. Fischer 1956

Fischer played 22...Nc3+

A special case of a discovered check is a double check, where both the piece being unmasked and the piece being moved attack the enemy king. A double check requires that your opponent move his/her king as the king is under attack from two directions and it is impossible to counter both at the same time in any other way.

Цвишенцуг

Главна статија: Цвишенцуг

The German zwischenzug means "intermediate move"; it is a common tactic that occurs in almost every game: instead of countering a direct threat, which the opponent expects, a move is played which poses an even more devastating threat, often an attack against the queen or the king. The opponent has to counter that threat first, and this will ideally change the situation to a disadvantage.

When you plan your tactics, you should always watch out for a zwischenzug. Don't assume that the opponent has to counter your threats immediately. It is good practice to always check whether your opponent has a check or a move threatening your queen. Conversely, anticipate your opponent's threats and plan a surprising zwischenzug.

Жртвувања

Главни статии: Гамбит, жртвена размена

Often it is necessary to throw the opponent's position or темпо out of balance by first sacrificing some material, sometimes to be regained with interest a couple of moves later. Pawn sacrifices in the opening are known as gambits; they are usually not intended for material short-term gain but instead to achieve a more active position.

Direct attacks against the enemy king are often started by sacrifices; a common example is a bishop sacrificing itself on h7, checking the king on g8 who has to take the bishop, after which the white queen and knight develop a fulminant attack.

Напади врз кралот

Colle vs. O'Hanlon, 1930
Colle played 12.Bxh7+

Attacks against the castled king are usually justified by some imbalance: you have more firepower on the king's side than your opponent, or the opponent weakened his king's position by moving one of the pawns in front of the king.

Many mating attacks are introduced by sacrifices: if mate is the goal, material doesn't matter anymore. The queen is almost always the most important piece in a mating attack, since she has various ways of mating a king. The most common is a direct "contact check" while being protected by one of her own pieces. For instance, white knight g5, black king on g8 and the queen mates at h7, or black bishop at f6 or h6 and the white queen on g7 mates the black king on g8.

Don't assume that every move in a mating attack has to be a check. Often, a check just drives the king to a better position, or weakens your own setup. Try to find "quiet" moves which seal the deal.

Цугцванг

Главна статија: Цугцванг

In chess, zugzwang (German for "compulsion to move") occurs when one player, because it is his turn to move, must make a move but every possible move weakens his position. The player is put at a disadvantage because he would like to pass and make no move, but a move has to be made. Situations involving zugzwang occur uncommonly; when they do occur, it is most commonly in the endgame, where there are fewer choices of available moves.

Стратегија

Отворање

Главна статија: Шаховско отворање

For beginners, it is not helpful to memorize opening moves. Instead, by carefully following a handful of principles, one can typically achieve a decent position for the middle game unless facing an exceptionally skilled opponent.

The most important part of the board is the center (e4, d4, e5, d5). The first goal is to position pawns and minor pieces in such a way as to control the center. The second goal is to move the king away from the dangerous center by castling. The third goal is to mobilize (develop) as many major pieces as possible.

Every move should contribute to these goals and one should avoid losing time by making useless moves. The white knights are usually developed to c3 and f3 upon their first moves. The queen should avoid moving too early and too far into enemy territory because otherwise the opponent will be able to play developing moves which at the same time threaten the queen. Once castling has been achieved, the remaining bishops and knights should be moved out of the way so that the two rooks protect each other and operate more effectively. This usually requires the first 10 moves or more and ends the opening phase of the game.

Простор

All other things being equal, the side which controls more space on the board has an advantage. More space translates into more options, which can be exploited both tactically and strategically. So if all your pieces are developed and you don't see any tactical tricks or a promising long-term plan, try to find a move which will enlarge your influence, particularly in the center.Although in some openings, one player will accept less space for a period of time in order to set up a counterattack in the middlegame. This is one of the concepts behind hypermodern play.

Одбрана на фигури

In general, it is a good idea to defend your pieces, even if they are not currently attacked. This way, many tactical tricks of the opponent won't work. In fact, this approach has an antecedent in the theory of Aron Nimzowitch who referred to it as "overprotection." Conversely, if you spot undefended pieces of the opponent, you should think about exploiting the situation with a tactical combination.

Размена на фигури

Главни статии: Мала размена, Жртвена размена

To exchange pieces means to capture a hostile piece and to then allow a piece of the same value to be captured. Often it's the same piece that captured that is now being captured by the opponent. As a general rule of thumb, exchanging pieces eases the task of the defender who typically has less room to operate in.

If you have a material advantage, exchanging pieces is usually desirable, since in the endgame even a single pawn advantage may decide the game.

When playing against stronger players, many beginners attempt to constantly exchange pieces "to simplify matters"; this is a poor strategy. Stronger players are normally relatively stronger in the endgame, whereas during a complicated middlegame, even they can make mistakes.

(Note that "winning the exchange" has a special meaning as mentioned above: winning a rook for a bishop or knight.)

Фигури

Пиони

Главна статија: Состав на пиуни

In the endgame, passed pawns, those which cannot be hindered by enemy pawns from promotion, are strong, especially if they are advanced. A passed pawn on the sixth row is roughly as strong as a knight or bishop and will often decide the game. (Also see isolated pawn, doubled pawns, backward pawn, connected pawns).

Коњи

Главна статија: Коњ

Knights are easily chased away with pawn moves. Therefore it is important to spot "holes" in the enemy position where a knight cannot be attacked, because the pawns have already moved past. Once such a hole is identified, a knight should be maneuvered to that location. An unchallengeable knight on the fifth row is a strong asset, and a supported knight on the sixth row usually decides the game. Unless there is a good reason for it, knights shouldn't be placed at the borders (and never in the corners) of the board, because there they control far fewer squares and can often be captured.

Ловци

Главни статии: Ловец, Фијанкето

A bishop always stays on squares of the colour it started on. This is not a big concern if you still have both bishops, but once one of them is gone, you should keep in mind that you now have a hard time attacking or defending squares of the other colour. If you have only one bishop left, you typically want to move your pawns to squares of the other colour so that they don't block the bishop and so that the enemy pawns are stuck on the right colour and can be attacked.

If you don't see a good square for development of a bishop, you can consider a fianchetto: pawn g2-g3 and bishop f1-g2. This forms a strong defense for the castled king on g1 and the bishop can often exert pressure on the long diagonal h1-a8. After a fianchetto, you should not give up the bishop too easily, because then the holes around the king can easily prove fatal.

To decide whether in a given position a knight or a bishop is more powerful, several aspects have to be taken into account: if the game is "closed" with lots of interlocked pawn formations, the knight will be stronger, because it can hop over the pawns while the bishop is blocked by them. A bishop is also weak if it is permanently blocked by his own pawns, which are arrested on the wrong colour. In an open game with action on both sides of the board, the bishop will be stronger because of its long range. This is especially true in the endgame, if passed pawns race on opposite sides of the board, the bishop will usually win over the knight here.

An endgame in which the parties have bishops that live on different colours is almost always drawn, even if one side is two pawns ahead.

Топови

Главна статија: Топ

Rooks are powerful on half-open files -- files which don't contain pawns of your own colour. Rooks on the seventh rank can be very powerful as they attack pawns which can only be defended by other pieces, not by other pawns, and they can lock in the enemy king. A pair of white rooks on the seventh rank (or black on the second rank) is often a sign of a winning position.

In the endgame, if there is a passed pawn which is a candidate for promotion, the rooks, both friend and foe of the pawn, generally belong behind the pawn rather than in front of it, see Tarrasch rule.

Кралица

Главна статија: Кралица

Queens are the most powerful pieces in a chess game. Queens are extremely versatile, and can threaten many pieces at once. For this reason, checkmates involving the queen are much easier to achieve than those without her. Because the loss of a queen usually results in the loss of the game, it is generally wise to wait to develop a queen until after the knights and bishops have been developed. It is important, however, to remember that the loss of a queen does not always result in the loss of the game.

Крал

Главна статија: Крал

During the middle game, the king mostly stays in a corner behind his pawns. Moving these pawns should be avoided because that weakens the king's position. However, as the rooks leave the first row, there is a danger of an enemy rook invading the first row and mating the king, so sometimes it is necessary to move one of the pawns in front of the king to counter these mate threats.

In the endgame, the king becomes a strong piece. With reduced material, mate is not an immediate concern anymore, and the king should be moved towards the center of the board.

Шаховска завршница

Главна статија: Шаховска завршница

Once most pieces have been exchanged off the board, it becomes impossible to mount direct attacks on the king. In this situation, the focus of the game switches to attempting to bring a pawn to the eighth rank and promote it, usually to a queen, while preventing one's opponent from doing so. The promoted queen, provided it is not immediately captured by the opponent, is enough to ensure a win.

If only one pawn is left (and maybe one other piece on either side), then both players should attempt to direct their kings in front of the pawn in order to gain influence, keep the other king away and ensure (or prevent) the pawn's promotion. See the article on king and pawn versus king endgames for more discussion on this topic.

In endgames that involve only kings and pawns, the concept of opposition (See Wikibooks - The Chess/Endgame for opposition) is important: by moving to a square which is horizontally, vertically or diagonally two squares away from the enemy king, one "gains" the opposition. This is an advantage, because it forces the enemy king to give way.

Moving his king to d5, white gains the opposition and
wins the game. All other moves result in white losing the opposition and black can save the game by controlling and keeping this opposition.

Sometimes, all pawns will be eliminated from the board and one player will be left with a king and some combinations of rooks, knights and bishops against a lone king. These give rise to the elementary checkmates:

  • King and queen vs. king
  • King and rook vs. king
  • King and two bishops vs. king
  • King, bishop and knight vs. king

The first two are relatively easy to learn and commonly arise in beginner games. See Wikibooks - The Chess/Endgame for a demonstration of these two checkmates. Many beginners, notably children, fail to win games simply because they have never learned these procedures. The other two require more skill, but arise much less frequently. A king and one minor piece is never enough to win and thus the game will be a draw. A king with two knights against a king is insufficient to force a win; however, since this inability is partly a result of poor timing inherent in the knight's awkward moves there are circumstances where a win can be forced if the opponent also has a pawn. Although a king and three knights versus king is also sufficient for a win, such a situation rarely occurs because, for such a position to arise, a pawn must have been promoted to become the third knight whereas most players would usually choose to promote the pawn to become a queen to quickly end the game.

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