Now, each of the pieces we have considered so far - pawns, knights,
bishops and rooks - have peculiarities which make certain positions
more or less suitable for them to operate. Kings and Queens move in
each direction with equal ease, and so have no such rules -
although Queens do like a bit of space to get into their stride.
Their flexibility gives them value, and because they are
Based on: The Middle Game I by Euwe and
Kramer.
[Currently out of print; Batsford's have the publishing rights for this
title
and I am grateful for their permission to use this material]
I've written about planning before
but mostly from a theoretical point of view; most of the practical
planning advice
I've come up with went into the books
I write
with Tim. I did tuck some away some how-to-do-it in an
ancient handout about what's wrong
with club players, and had a reason recently to dig it out and have
another go. Here it is with a worked example:
Actually, I am. There comes a point (about 150) when the serious threat
represented by a minority attack becomes a realistic game plan. And at master
level, there is a school of thought that suggests the best way to win with
the Queen's Gambit Declined as White is to play the minority attack in the
Exchange Variation. I can remember several Swiss tournaments where Keith
Arkell ground out a couple of his valuable wins using this line, without
apparent effort. The other classic setting for the minority attack is the
Sicilian Defence, and Pal Benko has been a great exponent of this winning