What it Takes to Become a Grandmaster.
Book information
Description
Intro Title Contents Introduction Chapter One Uber-Luft Bad Pawns Support Good Centers Risk Management Mystery Moves: Rooks I Pass Hidden Third Move Blunder Zone BOCs to Win Preserving Tension GMs Smell Zugzwang Quiz Chapter Two Endgame Anchors Hierarchy of Advantages Piece Nullification Mystery Moves: Rook Pawns Save the Redwoods GMs Shorten Games Unequal "Equal" Positions Overprotect Delayed Castling Trending Quiz Chapter Three GMs Doubt Their Computers Petrosian's Law Right Rook Space Counts Freezing the Center Mystery Moves: Endgame RP Push Timing. " ... But the Knight is More Clever"Multi-Goal Endgames Phase II Quiz Chapter Four Good-Bad Bishops Tacking Provoke! Impossible Moves Outcast Outposts Mystery Moves: Queen Permanent Pursuit Lasker Rooks Pre-Endgame Backward Ho Quiz Chapter Five Wing Chain Drawability Limits to Calculation Fischer Was Right It Takes a Lot to Lose Yes, Endgame Sacrifices King Feeling Bad Bishops Build Blockades The Inexpensive Exchange Sacrifice Enough Good Moves Are Good Enough Quiz Quiz Answers Copyright.
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