Djambi. Djambi (also described as "Machiavelli's chessboard") is a board game and a chess variant for four players, invented by Jean Anesto in 1975. Board of Djambi, with the pieces in their start position. Each piece is identified by the first letter of its name as well as a symbol. Rules[edit] Material[edit] The game is played on a 9×9 board whose central square (called "the maze") is marked with a different color or a sign. Each player has 9 pieces: 1 Chief1 Assassin1 Reporter1 Troublemaker (also called Provocateur, or Diplomat)1 Necromobile4 Militants. Objective[edit] The objective of the game is to capture the chiefs of the other players before they capture yours. Start position[edit] The pieces are placed in each corner of the board as shown in the picture above. Movements[edit] Each player, at his/her turn, moves one of his/her pieces, and can possibly capture a piece in this way.
Captures[edit] The troublemaker and the necromobile cannot kill the other pieces but can move them. The maze[edit] The chess games of Robert James Fischer. Robert James ("Bobby") Fischer was born on March 9, 1943 in Chicago. At 13, he won the stunning brilliancy D Byrne vs Fischer, 1956, which Hans Kmoch christened "The Game of the Century. " At 14, he won the US Championship, becoming the youngest player ever to do so.
Fischer's victory qualified him for the 1958 Portorož Interzonal. He tied for 5th–6th, which sufficed to advance him to the Candidates Tournament to decide the challenger to World Champion Mikhail Botvinnik. Fischer won the US Championship all eight times he played, in each case by at least a point. In 1962, he won the Stockholm Interzonal 2½ points ahead of Efim Geller and Tigran Vartanovich Petrosian. In a famous article in Sports Illustrated, The Russians Have Fixed World Chess, Fischer accused the Soviets of cheating: Petrosian, Geller, and Keres had drawn all 12 of the games among themselves at Curaçao. In 1970 he won the Palma de Mallorca Interzonal by a record 3½ points. . (1) Hooper & Whyld. Chess tactics. In chess, a tactic refers to a sequence of moves that limits the opponent's options and may result in tangible gain.
Tactics are usually contrasted with strategy, in which advantages take longer to be realized, and the opponent is less constrained in responding. Attacking and defending pieces[edit] When attacked, a player has several options: Gaining material[edit] Discovered attack[edit] A discovered attack is a move which allows an attack by another piece. A special case of a discovered check is a double check, where both the piece being unmasked and the piece being moved attack the enemy king. Fork[edit] Fork attacks can be either relative (meaning the attacked pieces comprise pawn[s], knight[s], bishop[s], rook[s], or queen[s]), or absolute (one of the attacked pieces is the enemy king, in check).
Paul Morphy vs. Position after 14.Rd1. Pin[edit] A pin is a move that inhibits an opponent piece from moving, because doing so would expose a more valuable (or vulnerable) piece behind it. Discovered attack. Types[edit] Discovered attacks—especially checks—can win material when the moving piece captures an opposing piece nominally protected by another opposing piece. If the opponent deals with the discovered attack (obligatory if it is a check), the attacking player will have time to return the moving piece out of harm's way. This scenario is often referred to as a discovered attack (or check) with capture.
When the moving piece moves to a square from which it threatens to inflict checkmate on the next move, the tactic is called a discovered attack with mate threat. Example[edit] Position after 6...Qxd4. The diagram illustrates a trap in the Advance Variation of the French Defence, based on a discovered attack. References[edit] Further reading[edit] Farnsworth, Ward. External links[edit] Chess Tactics Repository - Discovered Attacks - Collection of chess problems involving discovered attacks. Zwischenzug. The zwischenzug (German: pronounced [ˈtsvɪʃənˌtsuːk] "intermediate move") is a chess tactic in which a player, instead of playing the expected move (commonly a recapture of the capturer of a piece that the opponent has just captured) first interposes another move, posing an immediate threat that the opponent must answer, then plays the expected move (Hooper & Whyld 1992:460) (Golombek 1977:354).
Ideally, the zwischenzug changes the situation to the player's advantage, such as by gaining material or avoiding what would otherwise be a strong continuation for the opponent. As with any fairly common chess tactic, it is impossible to pinpoint when the first zwischenzug was played. Three early examples are Lichtenhein–Morphy, New York 1857; Rosenthal–De Vere, Paris 1867; and Tartakower–José Raúl Capablanca, New York 1924.
History[edit] Lichtenhein–Morphy, New York 1857 Position after 10.Bxe4. Rosenthal–De Vere, Paris 1867 Position after 16.Bxb4. Tartakower–Capablanca, New York 1924 1...Rxh4? 2.Qd8+! Chess Tactics Explained in English: Ward Farnsworth's Predator at the Chessboard. Skewer (chess) The black queen is skewered by the white bishop because if it moves, the bishop can capture the black rook In this diagram, with Black to move, the black queen is skewered by White's bishop. To avoid capture of the queen, Black must move the queen, and on the next move, White can capture the rook. This is a relative skewer; Black is likely to move the queen, which is more valuable than the rook—but the choice is still available.
The white king is skewered by the black bishop because when it moves, the bishop can capture the white queen Because the skewer is a direct attack upon the more valuable piece, it is generally a much more powerful and effective tactic than the pin. Short vs. Position after 51.Be5+, after 51...Kxe5 52.Qc3+ skewers. Fork (chess) Knights are often used for forks as they can simultaneously attack two pieces without being counterattacked. Tissir vs. Dreev, 2004 Position after 33.Qf4 In the Two Knights Defense (1.e4 e5 2.Nf3 Nc6 3.Bc4 Nf6) after 4.
Forks can possibly be escaped when the king is not in check. A fork of the king and queen, the highest material-gaining fork possible, is sometimes called a royal fork. Jump up ^ Some sources apply the term fork only when a knight is the attacker, while if another piece is the attacker the tactic is called double attack, etc. Burgess, Graham (2009), The Mammoth Book of Chess (3rd ed.), Running Press, ISBN 978-0-7624-3726-9 Golombek, Harry (1977), Golombek's Encyclopedia of Chess, Crown Publishing, ISBN 0-517-53146-1 Hooper, David; Whyld, Kenneth (1992), The Oxford Companion to Chess (2nd ed.), Oxford University Press, ISBN 0-19-866164-9 Chess Tactics Repository – Forks chess problems involving forks[dead link] Pin (chess) In chess, a pin is a situation brought on by an attacking piece in which a defending piece cannot move without exposing a more valuable defending piece on its other side to capture by the attacking piece.
"To pin" refers to the action of the attacking piece inducing the pin, and the defending piece so restricted is described as pinned. There is an absolute pin on the black knight as moving it would illegally expose the black king to check from the white bishop. There is a relative pin on the white knight as moving it would allow capture of the white queen by the black rook. Since the black queen is pinned to the black king by the white rook, the queen cannot be moved off the e-file. This is an example of a partial pin. An absolute pin is one where the piece shielded by the pinned piece is the king.
In this case it is illegal to move the pinned piece out of the line of attack, as that would place one's king in check. The act of breaking a pin is unpinning. Lenin vs. 27. 27...Rh1+ Chess strategy. Another important factor in the evaluation of chess positions is the pawn structure or pawn skeleton. Since pawns are the most immobile and least valuable of the chess pieces, the pawn structure is relatively static and largely determines the strategic nature of the position. Weaknesses in the pawn structure, such as isolated, doubled, or backward pawns and holes, once created, are usually permanent. Care must therefore be taken to avoid them unless they are compensated by another valuable asset, such as the possibility to develop an attack.
Basic concepts of board evaluation[edit] One commonly used simple scoring system is: Space[edit] From Evans, page 103 White has an advantage in space The easiest way to gain space is to push the pawn skeleton forward. Larry Evans gives a method of evaluating space. Control of the center[edit] Center squares are marked by "X" The strategy consists of placing pieces so that they attack the central four squares of the board. Initiative[edit] Pawns[edit]