Chess Page

Author of book:  Developing Productive Thinking
If you want to learn how to become a champion, study this book. At present I need 200 purchase orders for the publisher to begin printing.


Developing Productive Thinking

Introduction

Some people have the opinion that thinking is not fun. Although that attitude is sometimes developed early in life, it is not reality.  In point of fact, thinking creates our happiness and is the basis of everything we do.  Knowing what we think and why is the first step to managing our thinking process
 
There are many analogies to explain why people might fall in love with chess; but, two of my favorites are, the Mobil Puzzle and Sherlock Holmes.  I liken chess to putting together a puzzle that is continually changing; and using the qualities of a Sherlock Holmes and Doctor Watson for discovering the clues until the criminal is arrested, and Justice, once again, prevails.

My intent is to help you see chess as a new activity in your life; so that you will not leave chess to only those people who claim a high degree of skill.  Perhaps, when I finish, you will see how chess can be part of your bodies exercise program.  This knowledge should aid you in whatever pursuit that you desire; not just chess.  Perhaps it will help you in your Olympic goal.

When learning a skill there is an important and mostly ignored aspect of that growth.  This is learning about our self; our strengths and weaknesses.  All of us spend our life learning about our weaknesses, and some of us develop the skill to overcome them.  Even so, as we do, many people prefer developing prejudices and sanctimonious attitudes to elevate their self image.  This is an error of both attitude and perception.  Teaching ourselves to rise above this and teaching others what we have learned truly creates a higher self image and stronger faith in self.  Most importantly, we should have fun doing it.

While studying this book and learning chess, you will learn the differences between strategy and tactics; also, positioning and maneuvering; likewise, sequencing and coordinating; as well as, exchanging and simplifying.  You will learn how Fear, Energy, Perception, Visualization, Planning, Decisions, and Tactics influence everything you do and that chess can train you to raise your level of control in each of these areas.

There have been many speculations of how we learn; and that is not my purpose.  I do, however, wish to say, that when we learn; we reach a saturation point of some knowledge.  That point is when thinking is little more than reaction.  New knowledge always requires more time until we reach saturation.  The danger in assuming saturation of knowledge is a basis for errors and/or blunders (accidents).  Be careful!!!!!

The errors that occur on the chessboard are the same errors that occur in relationships which affect peoples lives.  What is so tragic and sickening, is that people from the worst evil and insane criminals of society to the most powerful leaders and law makers of society execute or give orders to execute errors that cause innocent people to become victims to the loss of their sovereignty, fortunes, or lives.  The difference between the two extremes is, society is meant to protect the innocent from the errors of other's premeditation, and not from the risks or punishments the errors may impose on the perpetrators.

Many people might think I write this because I love chess, which is partly true.  The whole reason is, I love people and wish to help those beyond my personal experience.
My guiding light for this is what I believe:  We are created in God's image; to create, to build new things, and help others do the same; both, physically, with everything around us; and mentally, within us ---- all kinds of new skills and abilities; such as expansion of our faith in ourselves, our family, friends, associates, and God.

I hope that, you will embrace this new approach in self-help books and rid yourself of some of your fears; so you can enjoy life in miniature (maybe on the chessboard).

And now, before ending this page, for those who continue with their pursuit of chess beyond this book, I have created a teacher's tool.  It is called the chess equalizer (CHESS=IZER™).  What it does is make chess more like life by adding the element of the unknown, because planning is reduce to very short time frames which is sometimes no longer than one move.  The master's disadvantage is no more long range planning.

Acknowledgments:  I want to thank every one of my friends for their influence on my life, with the many conversations in which we have engaged and their encouragement to write this; without which, this book would not have been composed. Also, a special thanks to Carmen Chairez for his proof-reading efforts, to reduce the number of typos and other correction suggestions; to Susan Schultz for her proof reading and additional suggestions, which were invaluable since she did not play chess.

Many people find space to dedicate their books, and so do I; to my sons, Fred Paul and David Ross.

One last note:   Anyone reading this book, initially will not need to know the movement of the chess pieces; but, for further in depth comprehension will need to refer to a friend who knows or an encyclopedia.  All positions in this book, like the beginning of all chess games, White moves first.
© Fred Pennington 1995-2004
 

Author of Game: Chess Equalizer  (known as Chessizer dice, Chess=izer).

Chess Equalizer
(Chess=izer)

These amazing dice have such a dynamic effect, on all forms of chess, that even in "4 Player Chess", there is very great difficulty in coordinating attacks by 2 people against 1 person.
Free Rules  for 10 different games.
Our revolutionary new chess die is called the Chess Equalizer and adds a new dimension of probabilities to chess.  It creates many challenges for hours of fun with all variations of chess.  Also, known as the Chessizer.

The DIE
The Chess Equalizer (CE) is a 10 sided die with each face imprinted with the playing piece that you must move after the die has been rolled.  King, Queen, Rook, Bishop, and Knight are each on one face of the die, while four of the faces are Pawns.  The tenth side is marked with the infinity symbol (of math), meaning regular chess rules apply.

NORMAL GAME
Each move is determined by a roll of the die.  If an illegal move is rolled, the die is rolled a second time to generate an alternate move.  If the alternate is also illegal, then, that player has the same options for the infinity symbol; to move any piece, which is a legal move.  Whenever a player has only 3 pieces or less that player no longer rolls the Chess=izer), and regular chess rules apply.

TIE BREAKER GAME
A tournament tie may be broken by a tournament director when the CE determines the first 5 moves of a game.

HANDICAP GAME
When a strong player engages a novice, the stronger player usually handicaps himself by removing a queen, rook, or other material.  Clock handicaps are when a person sets less time on the stronger player’s clock.  The objective is to equalize the competition.  Now, with the Chess Equalizer (Chess=izer), the stronger player retains all advantages; but, must move only the piece revealed by the die.

WEAKER CHOICE
When two players of unequal strength play, the weaker player rolls both dice every 3rd, 5th, etc., turn and has the option to move either of the pieces designated by the dice.  The stronger player is required to move the other piece designated by the dice when it is his turn to move.

WINNERS CHOICE
When 2 players of approximate equal skill play, they will roll the dice every 3rd or 4th turn, and the player rolling the strongest piece chooses, which dice designated piece to move.  The opponent is then required to move the other piece.  An illegal move means the “infinity rule” applies (see NORMAL GAME for “illegal move”).  Decision order of pieces in decreasing strength are King, Queen, Rook, Bishop, Knight, and Pawn.

BACK TO BACKS
After Black finishes the 2nd or 3rd move of the game, both players roll the dice.  The player who rolls the highest strength piece must then immediately move; which, can cause an additional back to back move; thus, breaking the alternation between the players.  The opponent must then move the other designated piece.

CAPTURE ROLL
Players only roll the dice when a capture is made.  Only the player capturing will roll a die, to designate the next piece to move; and rolls after the opponent moves.

CAPTURE FORECAST
Same rules as Capture Roll, except the roll is before the opponent move.

FORECAST SPECIFIC
Same as Capture Forecast; but, must pick the exact piece to move, by placing the die in the same square of that piece (assuming the board is large enough) too assure that piece is moved.

OPTIONS
The dice are not used until a capture is possible.  If the capture is refused, then, the CE is rolled to determine the piece to be moved.

GUARANTEE
A defective piece must be returned (post marked) within two (2) years of purchase; send receipt and $2.00 postage and handling to:

Chess Equalizer
Fred Pennington
Post Office Box 444
Arlington, Texas
76004-0444

Suggestions for new rules are welcome.

© Fred Pennington 1990
Revised 1999

One (1) set is $4.00

Updated:  28 June 2005

Arlington Texas Chess Club
Address:  901 W Bardin Rd
Arlington, TX 76017
LINKS:  The old Arlington Chess Club Web Page
The New Arlington Texas Chess Club Web Page
The Site of Chessvariants

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