I to say strats and tricks about chess which I myself actually know. In this article, I to omit talk about my game like openings strats explanation, since the intel about it are extensive. I use few different openings, which are depend on the way how opponent have moved. And positions and possibilities about how initial stage of a game like can develop, are really not scarce. And my game like openings strats relies heavily on memory about schemes knowledge, and experience, which I have due to thousands chess matches I got. And it's just to be really long to explain lots of positions and developments about openings strats like. Thus I to say strats and tricks and just useful intel overall, which I like know about chess, without talking in particular about my game like openings strats like. And I have discussed certain aspects of my game like openings in the article Chess library.
Strats and tricks about chess:
You may try to move, relocate or advance by your figures to better positions throughout all stages of game like, by doing a valid threat, or exchange, or if you just have a good like plan ahead which is involve numerous moves. Thus you get initiative, momentum, better positioning, better development of your figures, and just a better whole game like.
Sneaky bishop opening for an attack. Once opponent's figure got in range of attack of your bishop, open up bishop and launch a sneaky attack by your bishop by moving a pawn forth. It is sneaky since bishop never need to move to launch an attack, thus certain people occasionally are not noticing it, in really fast games like with limited time for moves, since people can watch just on figures which are moved, and not on stagnant figures. By sneaky bishop opening you either can launch a double attack on the opponent by 2 figures at once, one is by pawn and another is by bishop. Or to take out even the opponent's queen or any other figure by surprise like. It is called 'Discovered Attack' by chess lexicon.
Sneaky opening strat overall which is called 'Discovered attack' by chess lexicon. It is actually can be applied not just to bishop but to certain other figure too like. It is can be not just a pawn moved to make a sneaky opening but it is can be any figure moved at all. And it is can be used at any stage of a game like, either start or middle or an end. Sneaky opening goes really good like by doing a check too like. In certain occasions, an opponent unable to avoid it but to lose figure once such strat being applied.
Once your and opponent's figures are scarce, and you have at least slightest advantage by figures quantity without significant disadvantage by figures quality, you need to defend all your figures and place it correctly. And obviously do not let an opponent's pawn to get upgrade to queen. Once it's done, since you have a figure quantity advantage, you to have actually a free figure. While all opponent's figures to be stuck by defending each other. Thus move a free figure you got, to get a certain win.
If you have active figure, and/or on critical good like place position figure, and opponent have inactive figure. Then like avoid doing exchange by such figure. And vica versa. If opponent have active figure on critical good like place position, while you have kind of stagnant and useless figure which is neither control pivot points of territory, and neither doing anything useful, and which is yet by points have about same value as figure of opponent. And then like it's good like time to do exchange of such figure really.
Use certain watch points watch towers alike. By establishing watch points, you may defend your figures. You may get good like territory. And you may be able to lock opponents from good like advancements. And thus force opponent either to do bad moves, or to be stagnant about figures development, and about whole game like play development really.
Once opponent's rear horizontal line figures are scarce, watch out for immediate chance to take out an opponent's rook which is on same horizontal line as a king, by your own queen or by your own rook by check. By this strat you can take out any opponent's figure and not only a rook. But it is just often exactly a rook being in such condition, which you can take out on horizontal rear line of opponent by your rook or by your queen by check. It is called 'Skewer' by chess lexicon.
Watch out for king being close to center area. It is beneficial to have king in center, in an end game like, and closer to an end game like. But to have king in center, once not too few figures exist, are dangerous for such which have their king in center. Can get a lot of advantage due to it by checking enemy's king in center, and possibly to checkmate such king really.
Watch out for typical fork on left corner by a knight up to defensive opponent's rear ranks, to take out opponent's rook by check. In really good like conditions, even can take out opponent's queen by check, or 2 opponent's rooks by 2 checks by 2 knights.
Watch out for opponent's bishop moving out from its initial location, since thus it is can leave opponent's rook vulnerable, and you may be able to take out an opponent's rook.
Watch out for chance to catch opponent's queen being on a same line as a king, have back up for your troop, pin down an opponent's queen to check king, and take out a queen. It is called 'Pin' by chess lexicon.
Watch out and note enemy's dependable figure which being defended by other figure. Either take out, or push aside and deviate defender figure from its defensive position, and take out defended figure. It's called 'Deflection' by chess lexicon.
Pin down opponent's figures to check or to queen, and take out those figures either by one figure, or by your additional forces. For additional forces can move and advance your pawn, or just use any other additional forces available.
Do not threat and do not attack unless you being certain you to take out opponent's figure, or if you get by it certain development and/or positioning, or if you have really good like plan. Since otherwise you can have a counter attack and you to lose either a figure, or initiative and momentum. Since you possibly gonna have to run away by a figure you have moved, once your attack threat failed. Thus you use up and waste 1 move, or 2 moves, or a figure, or even more, if you did a bad threat attack attempt without a good like plan which is end up in nothing.
Once placed correctly, one figure of your rook or queen, on opponent's rear horizontal line, is able to keep out of any advance movements 2 of opponent's figures or more. Since if they to move and advance, they to lose back up and thus they to lose one figure immediately. And it's do not have to be rear horizontal line only, but can be any line which have few figures of opponent. (In certain conditions, such strat could be outplayed though, if opponent able to check you by one figure, while opening up and attacking by other. Which is mean by using strat 'Discovered attack' with check.)
If your knight close by amid much opponent's figures, watch out for a multitude of forks attack availability of your knight. And just watch out for fork ability of your knight overall. It is called 'Fork' by chess lexicon.
Try to do an attack on multiple opponent's figures in one turn. I'd said it is same as a fork and a certain specific subtype of a fork, and yet to be more correct, by chess lexicon it is called 'Double attack'.
A knight in a corner can get a pitfall, out of which it is impossible to escape. A bishop can get a pitfall in a corner too. And even a queen can get a pitfall in a corner. Out of all figures, a knight usually being most vulnerable in a corner.
Bishops at an ending stage of an open game like works good like together, they can travel whole board easily and quickly, and bishops overall, usually better than knights, at an ending stage of a game like. Of course it's different for different games like and conditions. But in equal alike conditions and positioning, at an ending stage of an open game like, bishops are better than knights.
In a numerous figures exchange rumble you need to have a quantity advantage over your opponent by at least one figure, to get a win in the end about it. Try to use as much pawns as possible in like all rumbles. And, if possible try to use a king in rumbles. Use and initiate rumbles in which you to get a win.
If you being checked it is good like try to keep king close to your figure, once it is possible and beneficial, and/or try to counter attack by relocating your king in right place, by doing back up of your troops, and/or by doing a valid threat. Thus you be able to get certain momentum and initiative in game like, or even to take out an opponent's figure.
Once it is being certain you to lose a figure by the next turn, it is possible nevertheless may exist a way to save it, or just to equalize losses with opponent, or even to bring bigger damage to your opponent. You may do it by trying to attack figure of opponent of a high value, or by doing a check of opponent's king. After your threatening move, depending on circumstances, you either can save your figure after it, or retake opponent's figure which is have about same value and thus to minimize your losses overall, or even to take more valuable opponent's figure.
Use check windmill. And just use good like checks overall. Use good like checks which are bring to you momentum and allow you to move a lot of your figures and either to relocate and develop your whole army to better conditions and positions by checks, or to take out an opponent's figures by pinning down figures, by check forks, by forks overall, by taking out figures of the same line which is called skewers, by discovered attacks, and stuff as this. Can checkmate opponent too of course. Just use checks for your advantage.
At times like once it gets closer to an end game like, initiative, momentum, pressure on enemy (especially on enemy king), being decisive, and it's can surpass even opponent's significant advantage by figures. If you got initiative, momentum, closer to an end game like (it's mean you got almost whole board open and free, which enable you to use figures to their utmost usefulness, abilities and strengths), especially by using checks to enemy king for your advantage, you possibly to get an easy obvious win, even if opponent have advantage by figures quantity/quality points. Such point and true intel, kind of diverge from another point and true intel, about the fact like even slightest advantage by figure at end game like, can bring an easy win for those with figure advantage. To bring more definitive clarity and to conclude stuff about all of it, just have to say it's obviously depends on specific conditions. Overall, you usually have to get exactly strong figures (queen and/or rook[s]) at an end game like, to use for whole force and to the best result, initiative, momentum, you may have. And in those cases, once at end game like being present and active strongest figures queen and/or rook[s], and then like usually to have initiative, momentum, being the most decisive aspect for a win, which is even can be better than advantage by figures really.
You can chase queen with same intention, aim and benefit, as doing good like checks. And you can chase queen just to develope and to move to better positions your figures. And can chase queen if your own figures are threatened. And just in certain occasions, it's good like to chase queen really.
Watch out for narrow spaces and few movements options of queen. Since then like queen can get stuck and can get defeated.
Have certain territory knowledge about weak and strong places and locations on a board for each figure.
Use attack plan which is involve numerous moves, and involve taking into consideration, positioning, attack and defense conditions on board overall. And just watch each conditions in particular in scrupulous ways, and move accordingly to it.
I've read significant amount of material about chess, including few books, and I actually know overall chess strats, tactics, and lexicon. And thus I actually certain such terms which I myself have created and got, do not exist in widely known lexicon of chess. Thus, I myself got my own terms for chess, which I've created.
'Free move.' It's a move which do not force you to react immediately, since you do not have any direct threats etc. Thus you may be able to do immediate attack. May do long and far reaching plans. May use territory and establish and fortify more of attack, or defence, or both. Etc. It's kind of close to having initiative, and yet it's not the same. And it's not always goes together either really.
'Catch keep.' It's similar to pin down, and yet it's not the same. Pin down seems usually mean pin down to king, or pin down to queen, or can be certain other pin down. And catch keep mean exactly stuff as, you by your rook or queen, have breached a rear line of opponent, and hold off from any advancement opponent's certain figures, which are usually being rook with certain other. I by such strat have caught opponents a lot of times really. And a few times I was able to hold off from advancement 4 opponent's figures, by using my 1 rook, which was doing catch keep.
'Two hogs on diagonal.' Diagonal files are kind of have few figures over it, and thus in certain occasions, it's can be vulnerable. While two hogs on diagonal, is not as useful as it's fun, and yet nevertheless it's can bring certain use. Thus by doubling up on diagonal, in certain occasions, two hogs on diagonal, are good like to use really.
'Regroup'. It's usually involve checks and similar to windmill, and yet it's not exactly same. Main purpose of regroup is to change position and to regroup your own troops for delivering either damage to enemy's army, and/or to move to better positions your own army, and/or to checkmate enemy, and/or just for any other advantage which could be received by regroup. Regroup usually being done together with check and/or after check, by movement to different positions to adjust better to certain specific conditions for best result. All in all, regroup is usually about using checks wisely to get advantage, by means of doing regroup like.
'Fortress bastion' aka defensive bastion, which are good like to use in certain end games like. Defensive bastion consist of 2 or more figures which being unmovable fortress, which defend each other, with preferably controlling certain decisive space and areas too really. Even though often exist no need for defensive bastions in end game like if you got slightest advantage by figures, since may exist simpler and quicker ways to get a win. But since in end game like king make a lot of efforts by trying to attack other figures, and defensive bastions neutralize enemy king's attacks. And since in end game like may exist remaining figures which may move a lot and plan certain schemes attacks to catch you on skewers, forks etc, it's may get not much good like, and defensive bastions neutralize it all.
Thus, to prevent any slightest possibility for plans of enemy to materialize, fortress bastion neutralize attacks of enemy king, skewers, forks, etc, keep you defended and in whole control of game like, and lead you to certain win.
Fortress bastion possible to defeat, if enemy king to make strike 2nd, and by outnumbered numbers of attacking figures of enemy. But it's take a lot of moves of enemy, to get to such conditions. Such conditions simple to spot and prevent way before it to happen really. And if enemy actually try to use a lot of moves to create such conditions, you just to get additional advantage and a lot more of initiative and momentum, while being able to avoid any harm in the end about it.
'All out'. You've reached stage close to end game like, have a lot of free space to use your figures to their whole abilities and strengths, possibly have slight disadvantage by figures, have present active queen and/or rook[s], have initiative momentum, and you start to pressure check enemy king by whole force and by all you got, and you ready to sacrifice figures to maintain pressure and attack too really.
The idea point behind it is, at times like once it gets closer to an end game like, initiative, momentum, pressure on enemy (especially on enemy king), being decisive, and it's can surpass even opponent's significant advantage by figures. If you got initiative, momentum, closer to an end game like (it's mean you got almost whole board open and free, which enable you to use figures to their utmost usefulness, abilities and strengths), especially by using checks to enemy king for your advantage, you possibly to get an easy obvious win, even if opponent have advantage by figures quantity/quality points. Such point and true intel, kind of diverge from another point and true intel, about the fact like even slightest advantage by figure at end game like, can bring an easy win for those with figure advantage. To bring more definitive clarity and to conclude stuff about all of it, just have to say it's obviously depends on specific conditions. Overall, you usually have to get exactly strong figures (queen and/or rook[s]) at an end game like, to use for whole force and to the best result, initiative, momentum, you may have. And in those cases, once at end game like being present and active strongest figures queen and/or rook[s], and then like usually to have initiative, momentum, being the most decisive aspect for a win, which is even can be better than advantage by figures really.
'Sandcastle'. It's can be in start and middle of a game with a lot of figures being present on a board. It's about once a slightest move may to result in fall of all strong defended positions, by opening up a slight breach which can be nonobvious to spot, through which all castle's defence crumble and fall, in grand massive manner, totally destroying whole army of once strong castle defences. Thus earning its name 'sandcastle'.
Of course it's obvious almost in any position, a one bad move may change whole game and result in certain lose. And yet exactly 'sandcastle' condition being unique. It's more than usually dangerous, intricate, tricky to spot, and crucial overall, in aspect of spotting/occuring element.
Now 'sandcastle' is mean following. Once a lot of figures being present. They all being in good places doing certain good territories grasp and controls, defence, pressure, etc. Thus in turn, it's leaves not much of space and options to develope or to do anything at all. And a slightest move can make a grand huge difference, since it's may open up a little hardly spotable breach, after attacking which, whole defence of opponent to crack wide open for onslaught, make you secure initiative and territory control, and make you have certain win in the end overall. Figuratively, it's like breaching infiltrating insides of enemy and its command center, grasping pivot point territory, and attacking enemy from rear line.
The idea behind it is, in a tight condition with good defences and with massive amount of army, where every good territory spot being took, and every figure defended, a slightest move which may seems being trivia and fine, actually may be decisive, and it's may serve more than one purpose which it may directly indicate. Since it's may:
Open up a stagnant figure for sneaky attack, aka 'Discovered attack'.
Open up more space for advancement of opponent figures/your own figures (in tight closed games, a knight can be apt for it, and yet of course it's not limited just to knight).
Underguard a figure by amount, aka 'Deviation', or 'Rumble disadvantage'.
Overcome figure by amount, aka 'Rumble advantage'.
And way more.
And, since it's all was good as a one huge organism mechanism as a massive army where all figures intertwined connected with each other in tight conditions doing certain useful role, a one slightest mistake (sway to one side's favour/advantage) to change it all and to have massive impact, since whole army to crumble and fall apart as 'sandcastle' after a slightest breach. In less tight games a cost for mistake (or just bad defence/good attack) can be way less significant, but exactly in 'sandcastle' condition, a cost for mistake (or bad defence/good attack) is decisive.
The tricks and strats and just talk about chess I've listed and said on this site, and I've said it for me myself mostly. Anyone which are do not play chess, possibly never know what I talking about at all. I just needed to memorize stuff about chess which I was figuring out while I've played it, and not to forget it, I've said and posted a lot of stuff about it. And by now like I actually know it really good like.
Additional useful intel about chess in the article Chess library