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The Epic Collection
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Epic Collection, The (Epic Marketing)(1996).iso
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e061.dms
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1978-04-09
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INTRODUCTION
This program consists of a number of chess puzzles which are either from
actual game positions, or in the cases when they are composed, similar to
actual game positions.
Combinations of the same type are grouped together:
-doubleattack
-knight forks
-discovered attacks
-discovered checks
-pins
-skewers
-ties
-nets
-queening
-checkmate(Two sections on this)
There is also a section which includes all kinds of combinations.
To choose a section of puzzles, click with the left mouse button on the
same row of the title of the section you want.
By using the the keyboard(and the return key) you answer any preceding
questions.
INSTRUCTIONS
In each position,you are told which player it is to move and you are to
find the best move in that position.
After you have decided upon your move, click the left mouse button while
the mouse pointer is over the piece you want to move. Then press the left
mouse button on the square you want the piece to move to.
If your answer was correct, the word correct will be displayed and you will
score. If your answer was wrong, you may keep attempting the question until
you have the right answer. You may elect to pass on aquestion by clicking
twice on the a1 square. Note that this will be in the upper right corner if
it is black to move. You will only score if the first attempt was correct.
After you have attempted every question in a section, or your time runs out
(which ever happens first) you will be given an approximate performance
rating for that section.
You will then be asked whether you want this score recorded in the Hall of
Fame. If so, and the score exceeds the current high score for that section,
the score will be saved to disk. You will also add a name of your choice.
This will keep a record of what sections you have attempted and give you a
target to beat.
After this, the program will start again. If you wish to leave the program
at any stage, just select quit from the pull-down menu.
COMBINATIONS
The positions vary considerably in difficulty and tend to get more
difficult towards the end of a section. In some positions the combination
will follow through to mate or a capture of material, in other cases the
combination will finish when the remaining moves are fairly mundane.
(They will either be obvious captures or useless interpositions to checks
etc.) Some of the moves may be much harder to find than others.
The defender will generally be playing fairly plausible moves, but in
some cases will not be playing the best defence. This will often be to
show an important feature of the combination.
Combinations will include opening, middlegame and endgame positions, but
the vast majority will be middlegame combinations.
TIPS
Knowing beforehand which type of combination is to be played will be a
great help. Questions in which the theme is unknown will tend to more
difficult.
Before jumping into looking ahead moves, a good approach is to recognise
the tactical strengths and weaknesses of a position. e.g.
What attacks what?
What defends what?
What obstructs what?
Are any pieces pinned?
Are any pieces immobile?
The ability to recognise basic combinative patterns, pin, skewer, fork etc.
will be a great help here.
After learning as much as you can about a position, you can start analysing
concrete variations. Some positions will only have one main variation while
others may have many branches of variations. Sometimes a combination will
work in one move order, but not another.
A useful tip is to examine all checks, captures and attacking moves(this is
an old C.J.S.Purdy rule). Sometimes a very surprising move will prove to be
the key to a combinaton.
An experienced player will have a feeling that a combination is present in
a particular position. This intuition can be developed by practising
combinations such as these.