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™).
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