WEBVTT

00:00.960 --> 00:01.560
Hi there.

00:02.040 --> 00:09.780
This example is from one of my favorite little games of all time, so Quintet's E5 has been played and

00:09.780 --> 00:12.270
it looks as though online spend and we're in big trouble.

00:13.020 --> 00:17.090
Bonce is a fantastic way out of this situation.

00:18.420 --> 00:26.220
Can we actually play something which is really magnificent here and could we actually calculate it?

00:27.100 --> 00:34.110
And in advance, as you only simplify it for you, I'm going to show you the next move, which set a

00:34.110 --> 00:40.780
major trap for the opponents with the opponent failing to know if the opponent played Queen E4.

00:41.070 --> 00:43.580
So this is Richard Reti against the very Tascosa.

00:44.220 --> 00:49.170
Then we play Rook A1, pinning the queen to the king just to put them on board.

00:50.430 --> 00:53.490
Ruki one would pin the queen to the king and not be winning for one.

00:53.850 --> 00:57.750
However, more subtle is 1984.

00:58.230 --> 01:02.880
But I like to use this example to reinforce the process of calculation.

01:03.180 --> 01:10.140
The in effect clause, the in effect clause basically says you don't just look or, you know, kind

01:10.140 --> 01:16.530
of staring at the move, just plate and its particular impact and implications on position.

01:16.530 --> 01:21.930
But you look at the whole board of facts, which could be the discovery of facts, the liberation or

01:21.930 --> 01:24.240
facts of other pieces involved.

01:24.690 --> 01:31.350
When you move a piece on a chess board, not only do you transfer energy from one point to another,

01:31.770 --> 01:35.370
thus creating a weakness of the last move.

01:35.880 --> 01:40.630
So say you move, you know Beshir from here to here, you've just neglected, you know, they're there

01:40.660 --> 01:45.840
that you you get a plus and you got minus for every single move.

01:46.080 --> 01:49.920
But also it's not that move in isolation.

01:50.670 --> 01:58.350
When you move a piece, that piece is obstruction to your pieces essentially and the opponents pieces.

01:59.130 --> 02:03.540
So there's a default obstruction property as well to factor in.

02:04.710 --> 02:10.380
And that's why sometimes when you exchange of pawns, your pieces become more active and aggressive

02:10.380 --> 02:15.390
all around the board, especially since --'s when the sense is clear, there's less obstruction.

02:15.960 --> 02:22.620
The obstruction factor, you know, the blocked in factor is very important to factor in to every move

02:22.620 --> 02:25.740
you play in your mind's eye, especially poor moves.

02:25.740 --> 02:28.140
You know, you shouldn't be just looking in that poor move.

02:28.530 --> 02:34.260
But the obstruction factor, what liberation occurred elsewhere around the board.

02:34.590 --> 02:36.390
You move a pawn over there.

02:36.390 --> 02:38.760
Hold on the say you've just opened up Bishop.

02:39.150 --> 02:40.680
That was obstructed by that pawn.

02:40.890 --> 02:42.130
We've over there, Bishop.

02:42.130 --> 02:44.010
We've you've closed one of their bishops.

02:44.610 --> 02:51.810
The obstruction or obstruction factor needs to be factored in of every move in the mind's eye.

02:52.530 --> 02:56.760
That's why this is one of my three golden rules.

02:56.760 --> 03:02.880
When you calculate weakness of the last move, killer common squares and the in effect, closing the

03:02.880 --> 03:08.640
whole position to factor in the defo obstructions or obstructions of every single move.

03:09.240 --> 03:17.670
Now, here, if we shackle checks, there's actually a remarkable check in this position which severely

03:17.670 --> 03:19.140
limits the opponent's replies.

03:19.500 --> 03:23.200
And so is actually your duty in your mind's eye.

03:23.200 --> 03:26.850
At least you don't have to play these out, but it's your duty to be aware of them.

03:27.120 --> 03:31.620
You must start with awareness, for example, of the opponents wrestling you again.

03:31.620 --> 03:35.580
Just to reinforce, you have to be aware of the opponent threats, just like you have to be aware of

03:35.580 --> 03:36.240
the opponents threats.

03:36.240 --> 03:39.660
You have to be aware of your forcing move opportunities.

03:41.280 --> 03:47.760
And here there's a magic foursome of opportunity which severely limits the opponent's replies, and

03:47.760 --> 03:54.600
it seems you have another check, but when you play the unchecked in your mind's eye, look at the defo

03:54.600 --> 03:55.620
obstructions.

03:57.690 --> 03:59.630
All the operations that occur.

04:03.630 --> 04:09.120
So I'll make it easy for you, the first outrageous charge for you to consider is Queen the check.

04:09.900 --> 04:12.750
So you might not wanna play this out in a normal game.

04:12.750 --> 04:14.890
You know, you don't want to be just giving your queen away for nothing.

04:14.910 --> 04:20.160
Some of these, you know, maybe maybe a lot of time, maybe 99 percent of the time they don't work.

04:21.630 --> 04:23.930
But that is what you do as a chess player.

04:23.970 --> 04:26.100
These are all variations behind the scenes.

04:27.430 --> 04:30.370
These help explain games, the variations behind the scenes.

04:31.470 --> 04:34.470
When I do UCP, people say, why have we gone into all these what ifs?

04:34.680 --> 04:39.300
Well, if you actually wanting to play tennis yourself, you'd need to know the variations behind the

04:39.300 --> 04:39.750
scenes.

04:40.000 --> 04:43.890
A lot of the time they're not working, but you need to be aware of them during an actual game.

04:44.100 --> 04:47.340
So it gives great empathy, at least to the players that played.

04:47.370 --> 04:51.720
They might have considered these variations, rejects them, and that's why they played how they played.

04:56.230 --> 05:00.050
So on this occasion, though, this is actually in this particular possession.

05:00.070 --> 05:03.580
I can tell you that this is actually a very good move on this occasion.

05:03.970 --> 05:06.930
But here, I want you to think about that in effect clause.

05:07.170 --> 05:11.590
So this is the third golden rule of calculation that I think is super important.

05:11.890 --> 05:15.850
And it is based on defaults, you know, are pieces.

05:15.850 --> 05:23.380
When they move by default, they're often obstructing or distracting, distracting, obstructing or

05:23.380 --> 05:26.300
liberating, I'd say liberating.

05:26.830 --> 05:31.030
So, you know, for example, here, if we play this poor move, we're kind of liberating the block.

05:31.030 --> 05:35.350
It's not just a pawn like controlling G5 that we move this.

05:35.350 --> 05:37.270
We're actually liberating the bishop.

05:38.080 --> 05:40.960
If we play this, we're actually blocking in this bishop.

05:42.250 --> 05:43.620
You know, you get the idea.

05:44.170 --> 05:50.140
Yeah, we're kind of by default obstructing or liberating moves.

05:53.690 --> 06:01.190
But in this position, there happens to be a move which is especially interesting, how it liberates,

06:01.400 --> 06:06.620
and at the same time a double whammy might create actually a killer common square.

06:08.610 --> 06:14.220
And this actually makes it one of my favorite little games of all time, can you see if you shackle

06:14.220 --> 06:15.120
checks now?

06:15.480 --> 06:20.660
So don't just check all checks by factoring the in effect clause on the entire position.

06:20.970 --> 06:23.310
So what checks do you have available?

06:24.010 --> 06:24.420
Yeah.

06:29.530 --> 06:35.260
There are two key checks and in fact, look at the liberation as well associated with them, the day

06:35.260 --> 06:38.040
for liberation or obstruction.

06:38.590 --> 06:44.540
There are two key checks as a check here and a check here.

06:44.540 --> 06:48.460
And actually there are double checks because they actually open up the rug, but one of them is a lot

06:48.460 --> 06:49.460
stronger than the other.

06:49.510 --> 06:50.590
It's actually Bishop G.

06:50.590 --> 06:53.070
Five is a lot stronger than the other one.

06:53.290 --> 06:54.550
I'll show the other one moment.

06:54.970 --> 06:58.210
But we can't access the king has to move because it's double check.

06:58.210 --> 06:59.530
That's a special double check.

06:59.950 --> 07:04.330
Really, really limiting the amount of supplies they can't obstruct because they're still in check.

07:04.810 --> 07:06.400
They can't shut them in check.

07:06.760 --> 07:08.080
They can't shut this because they still be.

07:08.530 --> 07:10.150
The king has to move on a double check.

07:10.930 --> 07:12.040
So the king moves.

07:12.040 --> 07:15.570
And now we've got this license to kill on a killer common square here.

07:17.290 --> 07:18.310
I hope you can spot it.

07:18.850 --> 07:19.960
It's Bishop the eight.

07:21.640 --> 07:26.080
And if the king had gone to Aetate, then it's the ain't checkmate.

07:26.410 --> 07:29.680
So this double check is far more powerful than the other one.

07:32.230 --> 07:39.460
So let's look at the other one, because in the end, the other way here, there is the king's got a

07:40.060 --> 07:40.960
on this occasion.

07:42.610 --> 07:45.430
So we can't really play this and the Kings also got AAA.

07:46.910 --> 07:48.700
It's far from being a checkmate.

07:49.030 --> 07:51.660
So, yeah, the way to do it is Bishop GFI.

07:51.700 --> 07:55.030
So that's why some checks are much, much better than others.

07:55.600 --> 07:57.310
Some checks are clear blue.

07:57.340 --> 07:58.030
Absolutely.

07:58.270 --> 08:00.790
You know, high clarity, no controversy.

08:00.790 --> 08:03.510
You want to find the best possible checks.

08:03.880 --> 08:08.410
So in fact, when you calculate, you know, check all the checks, some of them are so much simpler

08:08.680 --> 08:14.570
and achieve your goals, goals with so little fuss compared to others, it's unreal.

08:15.130 --> 08:17.540
So this is so much better than the other Chank.

08:17.560 --> 08:18.490
It's a double check.

08:18.850 --> 08:19.990
It opens up.

08:20.260 --> 08:27.700
The key thing to know is how it opens up that rook to give you a kalkhoven square and you only need

08:27.700 --> 08:31.380
a Caricom square in one moment and then you're winning the game with that.

08:31.420 --> 08:32.530
That's the end of the game.

08:32.950 --> 08:35.860
Like in this example, it's a pretty dramatic example.

08:37.720 --> 08:43.360
It's been nicknamed Suckerpunch on some sites, though, as though that was not seen this.

08:43.360 --> 08:51.850
Yeah, it's such a clear, nice, lovely forcing move sequence showing the beauty and power of the chess

08:51.850 --> 08:55.870
pieces working together and how they liberate each other with their movements.

08:56.620 --> 08:56.950
Yeah.

08:56.950 --> 09:03.970
So every time you make a move, Ukranian wings of the last move, sometimes you're combining with other

09:03.970 --> 09:09.670
pieces to create Caricom squares and the default liberacion or obstruction with every move as well,

09:11.240 --> 09:12.340
the bear in mind.

09:12.340 --> 09:16.030
So I hope this is clear enough that we want to look at the effects.

09:16.030 --> 09:20.380
We don't just want to be distracted by this move on some interfaces online.

09:20.980 --> 09:22.770
They'll show the, you know, the Arab Spring.

09:22.780 --> 09:25.000
You just look at that move is looking at what it does.

09:25.000 --> 09:26.290
You're not looking at the whole board.

09:26.530 --> 09:27.820
Go look at the whole board.

09:29.260 --> 09:30.940
These other pieces have been activated.

09:30.940 --> 09:33.640
They've been unlocked, unleashed, liberated.

09:34.000 --> 09:34.960
You're going to look for that.

09:35.770 --> 09:37.390
If you don't look for that, you missed that.

09:37.960 --> 09:40.000
Then you miss out on killer common scans as well.

09:41.110 --> 09:44.410
OK, I hope that's fairly clear from this example.

09:45.260 --> 09:47.020
The power of that and so much.
