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This work is divided in six parts, destined to prove its combinatory dowries,
its sense of
it attacks, his talent to discover mates, to determine his defending
capacity whereas, to verify
its knowledge on end and the relevance of its reasoning.
The proposed exercises are of several types and unequal level. Its
difficulty announces by means of
amount of stars that precede to the number of the diagram, according to the
following scale:
- One star= easy
- Two stars= average
- Three stars= difficult.
Certain positions are preceded of a text that presents/displays their basic
characteristicses,
directing to him towards the solution, but at the most difficult it is the
exercise, minor is the aid, because whatever
more advances more is necessary to come near to the conditions of a real
game.
When approaching a diagram, the best thing is to count the material to
become an idea of the situation and of
objective of each side; if the position is even, the capture of a pawn
will be enough to obtain
victory. With a piece less, it will be necessary to try to make checkmate...
Of the same form, if some side
it does not have any evident weakness, will be necessary to try a
combination of ability; whereas if
both sides are in the heat of attacks, the most reasonable succession will
consist without a doubt of a combination
it does violence to. It reviews to all the tactical capabilitieses of the
position, although still they are not
established. It focuses his attention on the zone battle and takes note from
the threats that glide not only <
on the pieces located in this zone, but also on the pieces that they protect
to these last ones.
In order to come near to the normal conditions of the game, it reproduces
the exercises in a board and
resuélvalos in a limited time, without moving the pieces. The accustomed
players can operate to start off
of the diagram. The time: a correct solution provides almost so many points
when it occurs in the time
assigned like after to have exceeded the limit, with the purpose of to favor
to that they take time it stops
to reflect. On the other hand, often the incorrect answers are sanctioned
with negative points,
when they lead to the loss of the game instead of the victory.
More bond to gain points giving the correct answer although is going of the
assigned time that to lose them
giving a fantasiosa answer in the assigned time.
Contents:
- FIRST PART
IT KNOWS TO COMBINE?
- SECOND PART
IT KNOWS TO ATTACK?
- THIRD PART
IT KNOWS TO GIVE MATE?
- QUARTER
IT KNOWS TO DEFEND?
- FIFTH PART
IT KNOWS TO PLAY THE ENDGAME?
- SIXTH PART
IT KNOWS TO JUDGE A POSITION?
Details:
- Publishing: Paidotribo
- Author: Frank Lohéac-Ammoun
- Translator: Xavier Nerín
- ISBN: 84-8019-238-0
- ISBN-13: 978-84-8019-238-5
- EAN-13: 9788480192385
- Format: 15 x 22 cm.
- Binding: hard cover
- Pages: 372
- Number edition: 1ª
- Date edition: 11/2005
- Language: Spanish
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