Monster Your Middlegame Planning-Vol. 1
With this book I have sought to provide a training guide that will be helpful mostly to players in the 1500– 2200 range — corresponding to a lower club level up to those with aspirations for a FIDE title. Of course, the book may well also be useful for players weaker than 1500, or for those stronger than 2200, but this is a decision these players should make for themselves!
In this book there are 78 tests, each based around a game. In each of these tests, the starting point is the first diagram. There is an evaluation of the diagrammed position, which helps the reader to understand some important facts about the position itself.
A presentation of three possible plans follows. Then the reader must decide which is the most valuable/best plan. The best plan receives a maximum of 50 points. The other, less good, bad or indifferent plans normally receive some points or none at all, depending on their actual value and correctness. Some of the plans receive no points at all; they are just bad!
After completing the work on each test, the reader must take a look at the solution, where he can find the answers. In the solutions, the game is analysed until its end, so the reader can better understand why the rewarded plan was the ‘best’ in the position and how it worked out. There are a few examples where the best available plan was overlooked, but these are exceptions and the games are nevertheless quite interesting.
005 Key to symbols
009 Evaluation — Plan — Execution
CHAPTER 1. PAWN CONCEPTS
013 Backward Pawn
031 Blockaded Pawn
049 Central Strike
065 Doubled Pawns
083 Hanging Pawns
101 Isolated Pawn
123 Passed Pawn
143 Pawn Islands
161 Shattered Pawns
CHAPTER 2. FILES & DIAGONALS CONCEPTS
181 Open File
199 Semi-Open File
253 Index of Games
257 Index of Openings (ECO Classification)