I was going to buy the book, but then I heard it's available through chessable. I think I would prefer that to a hard copy, because while a book is nice, I would find it easier to play through the lines on a computer (I'm not good enough to do it all in my head and I like the flexibility of not needing a board). Also, of course, with chessable you get a spaced repetition feature, which must be helpful for actually remembering what you have learned

De la Villa started collecting training material and selected those exercises best suited to retain and improve your knowledge and avoid common errors. In this book the Spanish grandmaster presents hundreds of exercises grouped according to the various chapters in 100 Endgames. Solving these puzzles will drive home the most important ideas, refresh your knowledge and improve your technique.


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Jesus de la Villa (1958) is an International Grandmaster born in Spain. He has won the Spanish Championship twice and is a well-known chess coach. De la Villa is the author of the world famous bestseller 100 Endgames You Must Know.

Pawn endgames are simple but tricky. They need to be studied carefully and played with patience, as any mistake can cost you the win. One important idea to remember is that the King on the 6th rank, in front of the pawn, will win. For example:

Under the guidance of our team of six grandmasters, we've crafted a cutting-edge training camp tailored specifically to fortify your endgame expertise within the 1.d4 framework. Engaging in our expertly curated lectures, you'll learn to navigate the critical endgames that emerge from the 1.d4 opening with confidence and precision.

Does anyone know the difference between the 3rd and 4th edition of "100 Endgames You Must Know"? I just looked at the Table Of Contents and they are identical and random pages on Amazon look the same too. I would imagine there must be some new use of the new tablebases that were completed since 2012?

I know this answer is coming late, but as someone who had the 3rd edition and upgrated to the 4th edition I can answer this definitely. The ONLY difference in the new edition is that diagrams have an indicator of who is to move, and glancing at the text below the diagram it's very easy to see who is to move if you can't already figure it out based on the particular ending you are studying, if you already have the 3rd and you want this "feature" just go through the book with a pencil and mark every diagram with W/B for who has the move, everything else in the book word for word is IDENITCAL, yes I went through each page and did not see ANY difference whatsoever. Those that said that updated versions where usually money grabs nailed this one completely. The publisher New In Chess was extremely deceptive selling this as a new version complete with a new book cover. This could have been done in a new printing, shame on New in Chess.

It took me a long time to discover that all those recommendations were fairly exaggerated, but perhaps I should be grateful to them, as I do not know whether, otherwise, I would have paid to the endgame the attention this stage of the game truly deserves. My concern about those statements by famous players led me to devote some time to the study of the endgame, which eventually I enjoyed.

This tendency to neglect the endgame has grown as the rates of play have become faster and adjournments have been eliminated. Previously, adjournments allowed deep analysis of positions (often endings) and helped players to develop their endgame technique and their appreciation of the endgame. Moreover, accurate play in endgames was possible with enough time on the clock, and those games were worth analysing, as they were fine works of art, with the study of which we could improve our overall chess understanding. Now it is rare that an ending is played with reasonable time on the clock, which leads to real comedies of errors. Consequently, the analysis of contemporary endgames is often more useful as Laughter Therapy than as a chess lesson. But precisely due to that lack of time on the clock, a good command of basic endgames is even more necessary than ever. If you are running out of time and do not have a clue about how to handle the position, the game is much more likely to end in disaster.

When I wrote this book, my intention was to help those players willing to devote some effort to correct this (almost chronic) situation. This book can help but, let us be honest: there are neither magical formulae, nor wisdom pills: your own personal effort is essential. So I thought a lot about how to conduct the study, and why many excellent books had failed before. My main hypothesis is that most endgame books have been written as reference books, that is, compiling and presenting knowledge without the least intention of explaining. Most such books cover the ground very rapidly, and thus provoke their readers to read them equally fast. That is why I have set out to explain the endings slowly and I recommend their study be slow as well.

At this stage (2000 FIDE) we should move to the second phase and then the first thing to do is to acquire an exact knowledge of some theoretical endings. Otherwise, even players keen on simple positions who have a good command of the most typical themes will often hesitate when they have to shift to a simpler ending, thus spoiling their previous efforts. Moreover, some typical endgame themes will be necessary here, but most are learned from the study of basic positions.

Thus this book was not intended as an encyclopedia, dealing with all known endings and used as a reference book, but as a practical tool which allows the reader to improve his knowledge of the theoretical endgames most likely to arise in an actual game.

When we play a simple ending, our train of thought leads us to reduce it to a familiar position. Until we have achieved this, we will have doubts. My aim when selecting positions for this book was to include those familiar positions we easily and frequently reach, so that they can guide our train of thought when playing. With a good command of these positions, we will play with more confidence, and mistakes will be less likely to occur. Taking all this into account, I have left out the basic checkmates (I assume they are known) and other endings such as Queen + Pawn vs. Queen, and Knight + Pawn vs. Knight. The reason is that tactics play a more important role than ideas, and also that these endings are not so frequently encountered, so their study is not very useful. On the contrary, I have emphasised rook endings, as well as opposite-coloured bishop endings; the former are the most frequent, the latter are the clearest.

In some cases, just very few, I have included positions almost impossible to learn by heart and whose analysis is complex. The reason was that either I considered those endings important, or they are relevant from a practical point of view, or they influence the understanding of other endings. These cases are labelled in each chapter as especially difficult, and they must be studied in a different way. 

The best approach depends on the level of each player, that is, his overall strength and his previous endgame knowledge. However, such a particular guide would be exhausting, so I will give you a more general explanation. I assume that each reader will adapt it to his personal circumstances and, once the book is in your hands, you are always free to do whatever suits you best.

After years of coaching, my experience and the views of some colleagues have convinced me of the need for an introductory section presenting a chapter on basic endings. These positions are very well known but, even so, I have noticed certain conceptual errors in some players. Thus, the readers who hesitate in these endings can start from the basics, whilst those readers who consider that they have already mastered these endings (I think this will be true of most readers) can skip this part.

Then you have the first test. We call it the Basic Test. The positions are very simple, with little material. A 1st Category player should be able to solve all correctly. These positions do not require great calculation. If you find some difficult, that means you lack some knowledge of endgame theory. The test constitutes an interesting exercise previous to the reading. I will now tell you why: first, the effort required to solve these positions will be useful training for practical play, since knowing the theory is not enough, you have to be able to apply that theory to an actual game. Moreover, each reader will find some of these positions more difficult than others. Thus he will get an idea of his weak points and can pay more attention to those positions when he reaches them in his study.

I try to explain each example in a clear way, and in a way that you can memorise for ever. To achieve this goal, I try to focus on guiding ideas and realise what helped me remember throughout the years, or why I have forgotten (several times) a particular ending. Sometimes the same procedure works in many different starting positions, but the final result depends on the position of (sometimes more than) one piece. I do not trust geometrical lines marking an irregular area of the board. Those may be OK for a reference book on theory, or for a scientific research, but we are talking about a sport! And some cases are tough to remember. In my opinion, the best procedure is to find out why the procedure sometimes works and sometimes does not. The reason should help us state a rule, which has to be as simple as possible. If you find and understand that rule, you will be able to remember the ending accurately; if you do not find such a rule, you will have an approximate idea which could be useful to guide your calculations, but not to acquire a perfect knowledge. Therefore, try to draw conclusions from each ending and try to extract something essential which aids your memory. The same goes for the exceptions: if there is an exception, there must be a reason; if we understand the reason, we will not have problems, but if we do not, we will never realise that it is an exception. 2351a5e196

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