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Chess Pieces
King = Game (fighting value of 4 points). During the
opening, the king is almost always best castled behind a
pawn cover, where he continues to hide behind pawns through
the middle game. Pawn exchanges in the center are normally
avoided until your king has castled. In general, look
defensively at pawn exchanges happening right in front of your
king. If you realize you are in trouble during the opening and
haven’t castled yet, you are more likely to survive by castling in
the direction your pawns are pointing towards because more of
your pieces can be brought into the defense of your king. If you
castle and your opponent decides to keep his king in the center,
look forward to exchanging pawns in the center. In the
endgame, the king takes on an active fighting role, generally
moving to the center with one or both sides attempting to
promote a pawn. Your endgame begins when the enemy is
reduced to an enemy queen with no rooks or one to two rooks
with no queen; your endgame begins when your king can fight
from the center without being checkmated.
Queen = 9-10 points (grandmasters disagree about the queen’s
average value). Don’t bring your queen to the middle early
in the game. This gives your opponent a target he can threaten
repeatedly through the opening to gain a lead in development,
which normally means losing against good players. The queen
helps deliver most middle game checkmates (bad players are
lost when the queens are exchanged). Any two squares can
be forked by the queen. To find queen forks, look at your
vulnerable pieces and use triangle and square geometry to find
all squares the queen can fork them from. Trading queens in the
opening marks the only time you can keep the king in the center
the entire game.
Rook = 5 points. The rooks are generally passive until open
files and semi open files are created. The opening is ideally
concluded with the rooks connected along the back rank.
Knowledge of pawn structures can allow players to position
rooks on closed and semi open files in advance of them opening
up. Middle game strategy is usually dominated by fighting
over open files to place the rooks on, with the usual ideal of
placing a rook on the second or seventh rank of the board, but
sometimes threatening a first or eighth rank check. Rooks are
usually strongest when they form a battery aiming into the
enemy position. Rooks are terribly placed as defenders of
weak pawns and they blockade enemy passed pawns worse
than any other piece. It is usually more correct to sacrifice
pawns for rook activity than to place a rook passively in defense
of a pawn; you can win and draw using rooks in attacks and
counterattacks, but often lose when you defend pawns with a
rook directly. Exceptions to this involve playing for a pawn
promotion in simple endgames, which should be studied
thoroughly first.Bishop = 3 points (bishop pair = 6.5 points). During the
middle game, bishops are usually superior to knights in open
pawn formations, where bishop potential to attack more
squares than a knight can be maximized. Bishops can participate
in engagements from long range and don’t need to be centralized
to be well placed. They are strongest when they control light and
dark squares as a pair. In endgames with pawns on both sides
of the board, bishops are usually superior to knights. Bishop
movements are simpler to understand than a knight, so the
bishop is often considered inferior to knights by new players. If
the opponent isn’t careful, a bishop can blockade entire
groups of enemy pawns by themselves by holding a diagonal
in front of the enemy pawns.
Knight = 3 points. During the middle game, knights are
usually better than bishops in closed pawn formations, where
knights are the only pieces that can hop over their own pawns to
make attacks on enemy weak points, often with help from the
queen. Knights on the rim are dim — unless there is a tactical
justification for it, knights are terrible on the edge of the board.
Knights depend heavily on pawns for protection, with outpost
positions for the knight being ideal. Pawns are also the piece
best suited to depriving knights of squares they have the
potential to move along, increasing the advantage of a bishop
over the knight further. You must know the geometry of
potential knight attacks to play with and against knights well
(ask sometime and I’ll show you on a board). Knights
blockade an enemy passed pawn better than any other piece.
Bishops are a close second. In the endgame, kings can blockade
pawns well too. In endgames where pawns are on one side of
the board only, knights are usually better than bishops.
Pawn = 1 point. In the opening, pawns make just enough
moves to allow the heavier pieces to bring pressure to the
center. The pawn structure created should allow heavier pieces
to play to their best advantage while minimizing the advantages
opposing minor and heavy pieces can achieve. This should be
done without creating unforced vulnerabilities for your own
king. In the middle game, the direction your central pawns
point to is the direction you will be funneled into playing.
Isolated pawns, backward pawns and doubled pawns are usually
targets that will draw an attack from decent players. In the
endgame, a far advanced passed pawn is often worth more than
a rook.
Lev Alburt, Nikolay Krogius-Just The Facts! Winning Endgame Knowledge in One Volume (Comprehensive Chess Course Series) - Chess Information and Research Center (2001)