Improvement · 2 min read
Count attackers and defenders before every capture
Much of the material lost in club games is lost to a missed count, not a deep combination. With practice the count takes a few seconds.
The routine
- 1. Pick the target: a piece to capture or a square to occupy.
- 2. Count your attackers, including pieces lined up behind others.
- 3. Count the defenders, including the king and pawns.
- 4. More attackers usually wins material. Equal numbers: check the order.
- 5. Capture with the least valuable piece first. Check for pinned or overworked defenders.
Total the exchange
Play the captures out, smallest piece first on each side, and total what each side gives. If you come out behind, do not start. This is static exchange evaluation, which move insights also use.
A knight that takes a defended pawn and is taken back wins 1 point and loses 3: a net loss of 2.
The same count on defence
- After each opponent move, ask what is attacked now that was not before.
- Find your loose pieces: forks and skewers land on them.
- Look for a piece doing two defensive jobs.
Key takeaways
- Attackers minus defenders, then check the capture order.
- Count on every capture and check.
Frequently asked questions
- Does the king count as a defender?
- Yes, for the squares next to it, but it can only recapture on a square the opponent no longer attacks, since it may never move into check.
- How long should counting take in a blitz game?
- A few seconds. In blitz, count only on captures, checks and moves that touch enemy pieces: that is where material changes hands.
Practise the related tactics
The ideas behind this
- The InitiativeMaking threats so your opponent must answer you.
- Prophylactic ThinkingBefore every move, ask what your opponent wants to do.
- SimplificationWhen ahead, trade pieces and keep pawns.