Chess For Dummies

Chess For Dummies

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Many consider chess to be the best game ever invented. Chess imposes a set of rules and has finite limits, but just as you start to think you're finally solving its mysteries, chess thwarts you. Sometimes, therefore, the game is frustrating, but far more often, chess proves both surprising and delightful. The deeper you get into chess, the more of its secrets you unearth but the game has never been tapped out. Even today's monster computers are far from playing the theorized "perfect" chess game. Chess For Dummies is for anyone who wants to become a better chess player. Whether you've been playing chess for years or never played at all, this clearly written and easy-to-understand guide will help you to * Apply the rules of chess to maximize winning * Understand the lingo involved in the game * Find other players who are just about at your own level * Teach others how to play the game Explore move-by-move what it takes for you to be the one proudly saying, "Checkmate" at the end of your chess game.
Chess For Dummies also covers the following topics and more: * Setting up the board * The pieces and their powers * Pattern recognition * What to do throughout the game, from start to end * Whom to play, when, where, and how * Online and computer chess * Chess notation Ever since chess originated in the 17th century in ancient India, it has grown to become recognized as the most ancient, intellectual, and cultural game of its time. Its combination of sport, scientific thinking, and the elements of art make it one of the most played games in the world. This book shows you everything you need to know in order to unearth the secrets and philosophies of chess.
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Product details

  • Paperback | 384 pages
  • 185.42 x 231.14 x 27.94mm | 589.67g
  • John Wiley & Sons Inc
  • Hungry Minds Inc,U.S.
  • Foster City, United States
  • 0764550039
  • 9780764550034

Table of contents

Introduction. Part I: Laying the Groundwork. Chapter 1: Setting Up the Board. Chapter 2: The Pieces and Their Powers. Part II: Getting Past the Rules. Chapter 3: The Elements of Chess. Chapter 4: Tactics: Hand-to-Hand Combat. Chapter 5: Sacrifices: When It's Better to Give Than to Receive. Chapter 6: Mating and Mating Patterns. Chapter 7: Pattern Recognition. Chapter 8: Strategy: The Principles of Play. Chapter 9: Special Moves (The Ones That Start All the Arguments). Part III: Let the Play Begin. Chapter 10: The Opening: First Things First. Chapter 11: The Middlegame: What Do I Do Now? Chapter 12: The Endgame: Can I Go Home Now? Chapter 13: Chess Etiquette (Why Was He So Mad at Me?). Part IV: Who to Play, When, Where, and How. Chapter 14: Competitive Chess (Is There Any Other Kind?). Chapter 15: Computer Chess. Chapter 16: Chess Online. Chapter 17: Chess Notation (What the Heck Does Nf4 Mean?). Part V: The Part of Tens. Chapter 18: The Ten Most Famous Chess Games. Chapter 19: The Ten Best Players of All Time. Chapter 20: The Ten Most Common Chess Openings. Chapter 21: The Ten Best Chess Resources. Appendix A: A Glossary of Chess. Appendix B: International Chess Notation. Index.
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About Jim Eade

JAMES EADE began taking chess seriously in 1972 when Bobby Fischer was taking the chess world by storm. He competed on his high school and college teams and became a United States Chess Federation (USCF) chess master in 1981. In 1984 he became a USCF correspondence chess master as well. International organizations awarded him the master title in 1990 (for correspondence) and in 1993 (for regular tournament play), but his chess playing career has gradually given way to chess writing, organizing, and teaching. James has written two previous books on chess: Remember the MacCutcheon, and San Francisco, 1995. He has written numerous articles for a variety of magazines and has edited both the Golden Gate Chess News and the California Chess Journal.
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492 ratings
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3 29% (144)
2 9% (45)
1 1% (6)
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