Anatoly Karpov: My 300 best games by Anatoly Karpov

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By Anatoly Karpov

Author's preface: ''I have performed a massive quantity of event and fit video games in the course of my lengthy chess profession, approximately 2,500 altogether. From these video games, i've got chosen in basic terms 300 for this booklet, - the video games I reflect on my most sensible and such a lot instructive ones.

My aim used to be to symbolize my most useful artistic achievements of the thirty years that experience handed, from 1966 until 1996. the choice was once subordinated to the next 3 standards: powerful opponent, annoying struggle, and instructive worth. for this reason this choice of video games could be taken care of additionally as a contemporary chess guideline booklet, as the video games have been performed typically within the most powerful occasions of the final thirty years.

Under the sort of strict choice process, many fascinating and instructive video games in addition to easily appealing fragments might have necessarily been lacking during this publication, if the video games were incorporated into it merely completely. accordingly, the ultimate bankruptcy features a variety of my most sensible combos and finals that are crucial for attaining the abovementioned aim; with out them, this paintings might were incomplete.

I nonetheless play much and nonetheless in attaining match successes, so it'd be untimely to simply accept this publication as my ultimate account. I in actual fact desire to play a couple of strong video games in upcoming occasions and to elevate my very own account of event triumphs (I have over one hundred forty of them lately - greater than any participant in chess history). even if, such a lot of chessfriends had expressed their wish to have this ebook instantaneously that i made a decision to arrange this kind of an intermediate document on my 30 years in chess. permit analyzing this paintings convey you excitement and increase your realizing of chess internal common sense, intensity and beauty.''

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___________________________________________________ LA ENSEÑANZA DEL AJEDREZ EN PRIMARIA 57 EL 50 ENROQUE 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 a b c d e f g h Tablero 1 a b c d e f g h Tablero 2 El enroque consiste en desplazar el rey dos casillas hacia una de las dos torres y colocar ésta al otro lado del rey. Estos dos movimientos forman parte de la misma jugada. 1. Las reglas para poder hacer el enroque: a) Que el rey no se haya movido durante la partida. b) Que la torre con la que se enroca no se haya movido durante la partida.

E. exd4). 2. Si ambas piezas se encuentran en la misma columna se introduce el número de fila entre la pieza y la casilla de destino. e. C1d4 ; C1xd4 en caso de captura). Anotaciones especiales: 0-0 enroque corto. x captura. p. captura al paso. ++ jaque mate ! buena jugada. mala jugada. = igualdad. LA ENSEÑANZA DEL AJEDREZ EN PRIMARIA 36 ANOTACIÓN: 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 a b c d e f g h a 8 8 7 7 6 6 5 5 4 4 3 3 2 2 1 1 b c b c d e f g h d e f g h Tablero 2 Tablero 1 a 29 EJEMPLO d e f g h Tablero 3 a b c Tablero 4 Ejemplo de la anotación de una partida Se introduce el número de la jugada, luego la jugada de blancas, y finalmente la jugada de negras separada por una coma.

2. El valor del rey: el valor de las piezas sólo nos sirve para saber si nos conviene cambiar una pieza, y el rey no puede cambiarse por ninguna otra pieza. El valor del rey no puede medirse. 3. ¿Cuál es la pieza que vale más? ___________________________________________________ 4. ¿Cuál es la pieza que vale menos? ___________________________________________________ 5. Si en una partida capturamos una torre y el contrario nos captura un caballo, ¿cuántos puntos tenemos de más? ¿Qué tendría que capturarnos el adversario para igualar los puntos?

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