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Index
Cover Title Page Copyright Table of Contents Preface Foreword Editor's Introduction Introduction Chapter 1. How to End It All
Checkmating Three Tests for Checkmate Checkmate More Checkmates
Chapter 2. Don't Give Up the Ship
Resigning When to Resign When Not to Resign Ripe for Resigning
Chapter 3. What's It Worth?
The Values of the Pieces Even Exchanges Relative Values Cruising Range The "Lowly" Pawn More Comparative Values Bishop vs. Knight Winning Material
Chapter 4. The Three Strongest Moves
1. Checks Priority of Check Forking Check Removing the Defender The "Discovered" Check Double Check
Chapter 5. The Three Strongest Moves
2. Capturing Threats How to Win Material Removing the Defender The "Double Attack" Pinning Attacks
Chapter 6. The Three Strongest Moves
3. Pawn Promotion The Power of Pawn Promotion A Pawn Gives Checkmate! Promotion by Capture Remove the Blockader! How Pawn Promotion Wins Material Watch for Passed Pawns Pawn Promotion Wins Many a Game Looking Ahead
Chapter 7. "How Do I Get Started?"
Five Rules for Opening Play Simple Plans Are Best Five Basic Rules Control the Center Develop Quickly Develop Effectively Protect Your King Avoid Premature Queen Moves Summary
Chapter 8. "What Do I Do Now?"
Two Basic Rules for the Middlegame Give Your Pieces Mobility Make Your Piece Cooperate
Chapter 9. The Endgame Is the Payoff
Five Basic Rules for Endgame Play Know the Elementary Checkmates Have Your King Play an Active Role Utilize Passed Pawns Post Rooks on the Seventh Rank Simplify When You Have a Material Advantage
Chapter 10. "You Can't Move That Piece!"
Winning by Pinning The Irritating Pin How Pins Work Double Play
Chapter 11. "Give Till It Hurts!"
Winning by Sacrificing How Sacrifices Work Sacrificing the Queen
A Chess Refresher
The Basic Rules of Chess How the Pieces Move How the Pawn Moves How the Pieces Capture More about the Pawn More about the King How to Record Moves Standard Chess Symbols
Also Available from Russell Enterprises, Inc.
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