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Chess middlegame
1. Chess middlegame
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a b c d e f g h
8
Chessboard480.svg a8 black rook d8 black queen h8 black king a7 black pawn b7
black knight e7 black bishop f7 black pawn g7 black rook h7 black pawn e6 black
pawn f6 white knight g6 black pawn c5 black pawn e5 white pawn f5 black bishop
g5 white queen d4 black pawn f4 white pawn f3 white knight g3 white rook a2
white pawn b2 white pawn c2 white pawn g2 white pawn h2 white pawn c1 white
bishop f1 white rook g1 white king
8
7 7
6 6
5 5
4 4
3 3
2 2
1 1
a b c d e f g h
Middlegame position from the game Joseph Blackburne Siegbert Tarrasch, Breslau,�
1889, after 26.Qg5. Black played 26...Nd6.
This example uses algebraic notation.
The middlegame in chess refers to the portion of the game in between the opening
and the endgame. There is no clear line between the opening and middlegame, and
between the middlegame and endgame. In modern chess, the moves that make up an
opening blend into the middlegame, so there is no sharp divide. Simply put, the
middle game begins when both players have completed the development of all or
most of their pieces and the king has been brought to relative safety. However,
at master level, the opening analysis may go well into the middlegame.
Likewise, the middlegame blends into the endgame. There are differing opinions
and criteria for when the middlegame ends and the endgame starts (see the start
of the endgame). Factors such as control of the center are less important in the
endgame than the middlegame. In endgames the number of pieces and pawns is much
reduced, though even after queens are traded, one may talk about a "middlegame
without queens." The endgame is often said to begin when the kings can safely
play an active role.
Theory on the middlegame is less developed than the opening or endgames. Since
middlegame positions are unique from game to game, memorization of theoretical
variations is not possible as it is in the opening. Likewise, there are usually
too many pieces on the board for theoretical positions to be completely analyzed
as can be done in the simpler endgames.
Contents [hide]
1 Aims of the middlegame
2 Transition to the endgame
3 See also
4 Notes
5 Reference works
5.1 Classical middlegame textbooks
5.2 Modern texts
Aims of the middlegame[edit]
The Middle Game in Chess by Reuben Fine lists three major factors in the
middlegame: king safety, force (material) and mobility, although not all of
these factors are of equal importance. If king safety is a serious issue, a
well-executed attack on the king can render other considerations, including
material advantages, irrelevant. Material is another important consideration,
Fine notes that if all other things are equal any material advantage will� �
usually be decisive. According to Fine, a material advantage will usually not
give a direct mating attack unless the advantage is very large (a rook or more),
rather it can be used as a means of gaining more material and a decisive endgame
advantage. To gain mobility is to ensure that the pieces have a wide scope of
action and targets to focus on. The concept is largely strategic in nature, and
2. involves such concepts as space, pawn weaknesses (since weak pawns can compel
pieces to defensive duties, reducing their mobility), and securing outposts for
the pieces.
The strategy required for middlegame play varies considerably. Some middlegame
positions feature closed centres featuring maneuvering behind the lines, while
other middlegames are wide open, where both players attempt to gain the
initiative. Dan Heisman noted three features which can seriously alter the way
the middlegame is played.[1]
First, if the kings are castled on opposite wings, and queens remain on the
board, the position can be very violent, with both players aiming to assault the
enemy king. Material considerations are often secondary to pursuing the attack,
and it can even be advantageous to lose pawns in front of the enemy king in
order to open up lines for the rooks and queen.
Second, positions where the pawn structure is static and locked, can also
feature mutual attacks, since players often elect to play on the side where they
have more space (playing on the side of the board in which their pawns are
pointing). Time is often less of a concern in such middlegames, allowing lengthy
maneuvers. Players attempt to strengthen their positions and weaken their
opponent's. Both players need to be on the lookout for pawn breaks, and the
possibility of taking advantage of the open files which may arise from them.
Third, if one player has an overwhelming material advantage and is clearly
winning, the stronger player can usually afford to violate several of the normal
middlegame principles in order to trade down to an endgame. For example, trading
queens even at the cost of a ruined pawn structure may be a viable option.
Transition to the endgame[edit]
Not all games reach the endgame, since an attack on the king, or a combination
leading to large material gains can end the game while it is still in the
middlegame. At other times, an advantage needs to be pursued in the endgame, and
learning how to make favorable exchanges leading to a favorable endgame is an
important skill.
The last thing that happens in the middlegame is the setup for endgame. Since
many endgames involve the promotion of a pawn, it is usually good to keep that
in mind when making trades during the middlegame. For example, World Champion
Max Euwe considered a preponderance of pawns on the queenside (queenside
majority) an advantage because this might be used to create a passed pawn.[2]