If you never get in time trouble, you're making your moves too fast. Chess Expert Vince Hart.
The nicest thing about working chess problems in a book is that little phrase "White to play and win." The reader knows there is a good move there if he spends the time to look for it. In a real game, no one tells the player when he should move quickly and when he should invest some time in looking for a move that can change the course of the game. He has to figure that out for yourself.
A complicating factor in deciding how much time to allocate to a particular move is the fact that the player never knows how many moves the game is going to last. In the MSL, the player usually has sixty minutes to make all his moves, but I have seen move lengths ranging from eight moves to eighty-five moves over the last few years at Prospect. The player who spends three minutes per move is going to run out of time if the game lasts longer than twenty.
This complicating factor is somewhat offset by the fact that the last ten to fifteen to twenty moves of a very long game often consist of a player with an overwhelming material advantage picking off his opponent's remaining pawns, queening his own pawn, and tracking down the opponent's king to deliver checkmate. A great deal of time need not be budgeted for these moves as they can be played fairly quickly, often within the five second delay.
I would say that forty moves is probably a good first guess for the length of the game. That allows for 1.5 minutes per move. If a player finds that he has made twenty moves in the first ten minutes, then he knows he should start taking more time. If he finds that he has played only fifteen moves in a half an hour, he might consider picking up his pace, however even this is subject to the position on the board. In a complicated position where the right move might decide the game, it may be worth risking a time shortage later.
There will of course be times when a player invests all his time in the hopes of reaching a decisive position only to find himself continuing to face a complicated position with inadequate time to think. If it happens all the time, the player needs to start playing faster. However, occasionally facing time pressure is much better than consistently finishing a game with forty-five minutes left on the clock.
So when is a player warranted in spending a little more time looking for a decisive move? As usual, I steal my material from National Master Dan Heisman. In an article titled The Seeds of Tactical Destruction he lists the types of things that give rise to tactical possibilities.
- Loose (unguarded) pieces - "Loose Pieces Drop Off" = LPDO
- Pieces that can easily be attacked by enemy pieces of less value
- One or more pieces than can be attacked via a "discovered
attack" - Weak back rank
- Pieces on the same diagonal that may vulnerable to a bishop skewer or pin,
- Pieces along the same rank or file that may be vulnerable to a rook pin or skewer
diagonal - Pieces that may be vulnerable to Knight forks
- Inadequately guarded pieces
- Overworked pieces that are guarding more than one piece or square (which, if removed, will make another piece loose or inadequately guarded)
- A big lead in development
- Pawns nearing promotion
- King uncastled or lacking pawn protection (especially with Queens on the
Board) - Open lines for Rooks, Queens, and Bishops towards opponent’s King
Pieces with little mobility that might be trapped if attacked - A large domination of one side's forces in one area of the board
These are the kinds of things that players should be looking for all the time. When they appear on the board, it is worth spending some extra time to see if they can be exploited.
The Chronos chess clock has a feature that will record the time that each player spends on each move so that it can be reviewed after the game. For the Schaumburg match, I had Dhruvin Talati use the clock for his game on 6th Board against Schaumburg's Chuck Novak. Dhruvin frequently demonstrates nice tactical vision, but he often finishes his game with more than forty minutes left on his clock (which is actually an improvement over last year when he would finish with fifty minutes left on his clock). As a result, he commits some painful blunders.
Against Schaumburg, Dhruvin got a big lead in development when his opponent failed to get all his pieces into the action, but Dhuvin did not take the time to find a way to exploit the advantage. He eventually found some Knight forks to gain a substantial material advantage but then proceeded to give much of it back on two consectutive moves on which he spent three and twenty-one seconds. Luckily, he retained enough of an advantage that he was able to win the game.
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