Friday, July 31, 2015

Lesson 18


Pawn Structure

Pawn structure is often the backbone upon which the strategy in a game rests. There are several things that need to be looked at when evaluating the pawn structure of a game. These include whether the game is open or closed, open files, open diagonals, vulnerable potential outposts, pawn islands, pawn chains, doubled pawns, backward pawns, passed pawns, protected passed pawns,
overall majorities, and local majorities.

A game is considered open if the center pawns (the ones on the d and e files) have been captured. A closed game is where they have not been captured. In general, an open game means pieces are able to move more easily through the center of the board, which leads to a more active and generally tactical game. A closed game means that positional considerations are more important. The players generally have more time to build a plan and the game, while often lasting longer in general, often hinges on subtleties that are less likely to be noticed by novice players. Usually beginners are encouraged to strive for open games to improve their tactical ability and only play closed games after they develop more of a feel for the game.


An open file is one with no pawns on it. This is basically a path for rooks to move on. This is usually their most powerful position. Often play can focus on who gains control of a file because this gives the person controlling it an advantage. A half open file is one where only the opponent's pawn is on the file. This is often a good second choice for a rook because it attacks the pawn in
question and often opens up the rest of the way.

An open diagonal is again a diagonal with no pawns blocking it. This is one that a bishop can traverse. Usually an open diagonal that travels through the center of the board is preferable because it allows the bishop to move to the greatest degree.

A vulnerable potential outpost is a square in the opponent's territory that can not be defended by an opponent's pawn. This is usually the result of a pawn that has been advanced too far or a weakened pawn structure. Placing a knight on an outpost gives the knight attacking potential and makes it a relatively stronger piece. Other pieces may also be placed on outposts as well.

A pawn island is any pawn or group of connected pawns separated from any other pawns by an open or half open file. Having two or three pawn islands is usually necessary to activate your rooks, but more than that indicates a weak pawn structure. The endpoints of pawn islands are typically potential weaknesses and a large number of breaks in your pawn structure means there are more places your opponent can penetrate into your territory.

A pawn chain is a set of pawns linked so each one is protected by a pawn behind it. Pawn chains form on diagonals. Pawn chains often contribute to determining which side of the board a player will try to open play up on (pawn chains point toward the direction that typically are attacked because a bishop can be on the diagonal behind it. This allows the bishop to attack the opponents
side of the board without worrying about their pawns getting in the way and with relative safety from opposing pieces that have to get around the pawn chain to attack the bishop. A pawn chain is most effectively attacked at its base (the pawn that has no other pawns protecting it).

Doubled pawns are pawns on the same file. This happens when a pawn captures. Doubled pawns often are seen as weaknesses because the lower pawn can not advance beyond the top one and doubling pawns usually leads to openings into your own territory for the opponent to attack. However, doubled pawns do have some advantages. For instance, a doubled pawn can advance without leaving undefended outposts or backward pawns. Tripled pawns are always weaknesses.

A backward pawn is one with no adjacent pawns behind it or on the same rank. It often needs to be defended with a piece and can not prevent an opposing piece from parking in front of it and using that square as an outpost while preventing the pawn from being able to advance. 

A passed pawn is a pawn that has no opposing pawn in front of it and is past any adjacent opposing pawns. This pawn has the potential to advance to the 8th rank and queen. It can only be stopped by an opposing piece or the king. A protected passed pawn is a passed pawn guarded by another pawn. capturing the pawn still leaves you with a passed pawn on recapture. If the only opposing piece is the king, neither pawn can safely be captured because that would put the king behind the passed pawn. The passed pawn can then advance and the king will never be able to


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