By Martin Greif

Checkmate! those fun-filled mind teasers increases your ability. each one chessboard puzzle has its items in a especially conceived tough association. you need to entire a given activity in a selected variety of strikes: "White to play and mate in 5 strikes, " for instance. a few puzzles sharpen either your protective and offensive acumen, and plenty of concentrate on your endgame-the most vital section of chess. suggestions are within the again. one hundred forty four pages, 2 hundred colour illus., five 3/8 x eight 1/4.

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LLlh6 Also playable is 1O . . lLlfe7 1 1 lLlc3! xf5 gxf5 1 5 lLlc3 lLle7! 16 0-0 lLlg6; Ancheyta-Nogueiras, Santa Clara 2001 ; 1 1 h3 lLla5 [or 1 1 . cl lLlc4! i. c6) 1 1 . lLla5 ! cl lLlc4 15 'iVb3 'iVa5++] 14 . . Niel­ sen, Nyborg 2001) 12 .. g5= Grischuk-Kruppa, Elista 2000) 15 . . h6 (or simply 15 . . 0-0! intending 16 h5 lLlf4 or even 16 . . "iVxd4! 17 hxg6 fxg6, so Potkin­ Hug, Istanbul 2003 continued 1 6 ligl !? lLlxh4 1 7 i.. d 3, when 1 7 . . lLlg6 18 'iVg4 lic7! 1 9 lihl lifc8 20 'iVh5 �f8 2 1 �xh7 intending 2 1 .

Against moves other than 5 c3, Black will usually play for . . dxe4 and . . d6 (maybe an original idea? Black covers e5 and waits on . . e5; possible too is 5 . . c5!? 6 0-0 e5!? 7 exd5 �xd5=) 6 0-0 0-0 7 c3 a5 8 'fWc2 e5 9 exd5 12Jxd5 10 12Jc4 a4!? or 10 . . b5.

After 1 3 . . d2 0-0 15 b4! e7! 16 ttJxh7!? 'it>xh7 1 7 g4 'fixb4 18 ttJe4 'fia3-+ . 32 9 ttJxd4 'fixd4 1 1 . ttJh6 The most common, but 1 1 . 0-0-0! looks even stronger: 12 ttJc3 (12 ttJxf7?? :tf8-+) 12 . f6! (12 ... d4) 13 exf6 (White blundered in one game by 13 ttJa4?? 'iYa5; also bad is 1 3 ttJ rl ttJxe5! 14 ':xe5 fxe5 1 5 ttJxh8 ttJf6 1 6 ttJrl e4! +) 1 3 . . ttJxf6 1 4 ttJrl ttJg4! (or 14 . . ttJb4) 1 5 'ilt'xg4 (15 ttJdl ':hf8+) 1 5 . . f1 ttJd4- + . 12 ttJc3 12 h3? d4! wins. 12 .. ttJd4 Again 12 .

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200 Perplexing Chess Puzzles by Martin Greif


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