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The Moment of Zuke:
Critical Positions and
Pivotal Decisions for
Colle System Players |
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by David Rudel
author of Zuke 'Em
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7 modules written just for
Colle System Players. Over 150 practice problems accompany
lessons written in Rudel's crystal-clear, inimitable style |
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Thematic Lessons
on game-changing
decisions Colle Players
frequently face
Two Free
Excerpts
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Basic Tactics
The Pin - Absolute Pins
Examine the board below:
The White Knight is caught in an absolute pin. The Knight cannot legally
move out of the pin (nor can it legally move at all, for that matter)
because to do so would expose the White King to check by the Black Bishop.
Examine the board below:
The White Queen is caught in an absolute pin. The Queen cannot legally move
out of the pin (say, by playing Qf3 or Qa6 ) because to do so would expose
the White King to check by the Black Rook. However, the White Queen can move
along the d-file (including capturing the Black Rook!), since such a move
does not expose the White King to check.
As you can see, a pin “absolute” if it involves a piece being pinned to its
own King, so that some (or all) of its otherwise potential moves are
illegal, as they would expose the King to check.
Next: Relative Pins
Copyright 2002 S. Evan Kreider. Used with
permission.
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