The fundamental chess program for club players
Chess Combinations Vol. 2
What is it about?
The fundamental chess program for club players. This second part includes more than 2600 exercises (more than 400 examples to explore and 2200 to solve), classified in 60 tactical methods and motifs.
Chess Combinations Vol is FREE but there are more add-ons
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$7.99
Full course
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App Store Description
The fundamental chess program for club players. This second part includes more than 2600 exercises (more than 400 examples to explore and 2200 to solve), classified in 60 tactical methods and motifs.
This course is in the series Chess King Learn, which is an unprecedented chess teaching method. In the series are included courses in tactics, strategy, openings, middle game, and endgame, split by levels from beginners to experienced players, and even professional players.
With the help of this course, you can improve your chess knowledge, learn new tactical tricks and combinations, and consolidate the acquired knowledge into practice.
The program acts as a coach who gives tasks to solve and helps to solve them if you get stuck. It will give you hints, explanations and show you even striking refutation of the mistakes you might make.
The program also contains a theoretical section, which explains the methods of the game in a certain stage of the game, based on actual examples. The theory is presented in an interactive way, which means you can not only read the text of the lessons, but also to make moves on the board and work out unclear moves on the board.
Advantages of the program:
• High quality examples, all double-checked for correctness
• You need to enter all key moves, required by the teacher
• Different levels of complexity of the tasks
• Various goals, which need to be reached in the problems
• The program gives hint if an error is made
• For typical mistaken moves, the refutation is shown
• You can play out any position of the tasks against the computer
• Interactive theoretical lessons
• Structured table of contents
• The program monitors the change in the rating (ELO) of the player during the learning process
• Test mode with flexible settings
• Possibility to bookmark favorite exercises
• The application is adapted to the bigger screen of a tablet
• The application does not require an internet connection
The course includes a free part, in which you can test the program. Lessons offered in the free version is fully functional. They allow you to test the application in real world conditions before releasing the following topics:
1. Forcing moves
1.1. Forced checkmate
1.2. Double attack
1.3. Linear attack
1.4. Discovered attack
1.5. Pin
1.6. Elimination of defense
1.7. Conjunction of several themes
2. Deflection
2.1. Deflection checkmate
2.2. Deflection of a piece
2.3. Diversion from the invasion square
2.4. Piece on a critical square
2.5. Diversion in conjunction with a double attack
2.6. Diversion from defending square
2.7. Diversion from the promotion square
2.8. Diversion from the advance square
2.9. Diversion of a pinning piece
2.10. Deflection blocking piece
2.11. Diversion from a key square
2.12. Diverting a defending piece
2.13. Diversion in conjunction with a linear attack
3. Decoying
3.1. Decoying mate
3.2. Decoying a king in conjunction with a chase
3.3. Decoying into a mating net
3.4. Decoying under a double attack
3.5. Decoying under a linear attack
3.6. Decoying under a discovered attack
3.7. Decoying under a discovered attack with check
3.8. Decoying discovered check
3.9. Decoying under a double check
3.10. Decoying to a critical square
3.11. Decoying under pin
3.12. Decoying into a trap
3.13. Decoy in conjunction with promoting pawn
3.14. Decoying under check
3.15. Decoying for the gain of tempo
3.16. Decoying onto an unfavourable line
3.17. Decoying into a stalemate position
3.18. Decoying under perpetual check
3.19. Miscellaneous decoying
4. Exercises with conjunction of several themes
4.1. Exercises with conjunction of several themes
4.2. Exercises 1
4.3. Exercises 2
5. Elimination of defense
6. Blockade
7. Clearing the checkmating square
8. Interception
9. Clearing the line
10. Opening the line
11. Pin
12. Restricting
13. Threat
14. Conquering a square
15. Exercises. Сonjunction of tactical devices
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