Description

Feeling up to a challenge? In this highly original and instructive self-test book, Grandmaster Chris Ward presents a selection of carefully chosen puzzles to solve. Hot on the heels of his very successful It's Your Move and Improvers It's Your Move, comes It's Your Move: Tough Puzzles, which this time aims to rack the brains of even the most experienced chess players. The puzzles might be a bit more difficult this time but, in the same style of the previous two books, the reader is once again helped by the choice of five plausible plans and has to decide which is the most likely to succeed. The answers then identify the most promising plan and explain why the other choices are less attractive. Instead of opting for the traditional 'check, check, mate ...mate!' type of puzzles, Ward concentrates on situations which are much more likely to occur in practical games.

It's Your Move: Tough Puzzles: Tough Puzzles

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Paperback / softback by Chris Ward

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Feeling up to a challenge? In this highly original and instructive self-test book, Grandmaster Chris Ward presents a selection of... Read more

    Publisher: Everyman Chess
    Publication Date: 03/09/2003
    ISBN13: 9781857443417, 978-1857443417
    ISBN10: 1857443411

    Number of Pages: 160

    Non Fiction , Hobbies, Games & Quizzes

    Description

    Feeling up to a challenge? In this highly original and instructive self-test book, Grandmaster Chris Ward presents a selection of carefully chosen puzzles to solve. Hot on the heels of his very successful It's Your Move and Improvers It's Your Move, comes It's Your Move: Tough Puzzles, which this time aims to rack the brains of even the most experienced chess players. The puzzles might be a bit more difficult this time but, in the same style of the previous two books, the reader is once again helped by the choice of five plausible plans and has to decide which is the most likely to succeed. The answers then identify the most promising plan and explain why the other choices are less attractive. Instead of opting for the traditional 'check, check, mate ...mate!' type of puzzles, Ward concentrates on situations which are much more likely to occur in practical games.

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