VERY WORK IN PROGRESS

1st LIST OF CONTENTS: MAIN TOPICS; MAIN PHASES OF THOUGHT:

1.Piece Lists: concepts to acknowledge every piece on the board

2.Movement Stars: concepts to acknowledge every piece’s every direction of movement

3.Effects per any 1 Move: concepts to acknowledge every detail in every move

4.Ideals: concepts to craft both’s plans most easily

5.Attacks to Defences: concepts to find, with Lists & Stars & Effects & Ideal comparisons, all relevant candidate_moves; from both’s compared Ideal Plans, to the Actual plans of both; the Syntheses

6.Choice Tree navigation: concepts to prioritize and deprioritize, then select, THE Actual Plan (the main branch)


 

2nd LIST OF CONTENTS, with 1 or 2 level(s) of SUBTOPICS:

1.Piece Lists: concepts to acknowledge every piece on the board. Subtopic 1.1. or 1.3. first defines your style as an Attacker or Defender. 1st_mover should start with 1.1., and 2nd_mover with 1.3., until finding Attack(s) ie Initiative(s), and become the First mover with 1.1. first.

1.1.own Remover List = QRRBBNN PPPP PPPP K

1.2.enemy Removable List = KQRRBBNN PPPP PPPP

1.3.enemy Remover List = QRRBBNN PPPP PPPP K

1.4.own Removable List = KQRRBBNN PPPP PPPP

2.Movement Stars: concepts to acknowledge every piece’s every direction of movement

2.1.Specific MoveStars = Q, R, B, N, K, P moveStars

2.2.Line MoveStar = Q moveStar = R + B moveStars = R + B + K moveStars

2.3.Universal MoveStar = Q + N moveStars

2.4.Advancing MoveStars = any moveStar’s squares toward enemyPiece areas

2.5.Devancing MoveStars = any moveStar’s squares away from enemy areas

3.The 4 square categories of Effect per any 1 move: concepts to acknowledge every detail in every move:

3.1.Before ownMoves, counted numerically in moves: 0(this) move to remove PieceX’s IdealBranches, 1 move, n moves. Or 0 move to block, 1 move, n moves.

3.1.1.Removables Approachable, & other Attacks & Defences

        3.1.2.Blockings Approachable, to enemy & to own.

3.1.3.Removables Deproaching from, & from other Attacks & Defences

        3.1.4.Blocking Deproaching from, from own & enemy.

3.2.After enemyMoves, counted numerically in moves: 0 move to rem,  1 move, n moves. Or 0 move to block, 1 moves, n moves.

3.2.1.Being Approached with, to Attacks & Defences, from own & enemy.

       3.2.2.Approached Attacks & Defences

3.2.3.Deproached Attacks & Defences

3.2.4.Being Deproached with, from Attacks & Defences

4.Ideals: concepts to craft your plans (branches) most easily

4.1.Ideal RemovalBranch(es) = eg Pe4 to Pe5 x Nf6 x ([Pg7 x {Rh8=O or Bf8=O} or Pe7 x {Qd8=O or Bf8=O}]) = 1 move 0 pawnUnits (ideally: squareRemovalUnits) + 2m3p + eg 3m4p + 4m9p+Op — COMPARED WITH enemy IdealRemBranch(es), to determine Winner if both compete only IdealBranches without Defence. Loser starts candidating Defences also, Winner may candidate Defences first also if own IdealBranch nonDefencible.

4.2.Ideal Square(s)Now = eg d5 for N –> N moveStar devancing from d5 to eg c3, then devancing to Nb1 or advancing from Nb1 to c3 –> IdealSquare RemovalBranch found.

5.The 10 categories from Attack to Defence: concepts to find, with moveStars, all relevant candidate_moves for the execution of your Ideal branches.

5.1.deActualPlan targetPiece(s) = eg Attackingly: A8 …Nc6 = 0v0 –> Bb5 A1 …Nc6 –> …Nc6 A9=0 (squares). Or Defensively: …Bb4 A2.3 in 1 (move) Ke1 –> Pa3 A1 …Bb4 –> Yet defended…

5.2.Capturing\Removing target(Pieced)Squares, in order from earliest common occurrence to later common occurrence:

5.2.1.(Rems = reRems) = eg 1v1, but after gain Attack(s) by reRem’s’ Effects.

5.2.2.(Caps\Rems > reCaps) = eg 1v0 or 3v2 = CapRem! and get the last Piece onto that square after full reCaps (or choose capturer from your overNumberedPieces).

5.2.3.(Caps\Rems value < reRems value) = eg PvN or RvQ = Remove! and get the better trade. A simplification of 5.2.4.

5.2.4.(Caps\Rems ActualBranch[es] < Capd\Remd ActualBranch[es]) = eg …Ne7 < Nf5 = Remove! a better Piece than yours was, though both were Ns.

5.3.Accumulation, toward target(Pieced)Square’s’ cap\rem = eg 0v0 –> 1v1 –> 2v1 –> Rem!

5.4.Rarefycation, of target(Pieced)Square’s’ Defenders = eg 2v2 –> Rarefy –> 2v1 –> Rem!

5.5.Diversion, of target(Pieced)Square’s’ Defenders, by (pre)Removing Defender’s’ other Proteges = eg 2v2 –> Diversion –> 2v1 –> Rem!

5.6.Isolation, of defenderPiece’s’ Line(s) to target(Pieced)Square(s), by Capturing (counterCapturable) Squares from the Line(s) = eg 2v2 –> Isolation –> 2v1 –> Rem!

5.7.Pinning Attacker(s) = eg 2v1 –> Pinning –> 1v1 –> Yet Defending…

5.8.counterRemoving (after) target(Pieced)Square(s) cap\rem = eg 2v1 –> add counterRem –> 2v2 –> Yet Defending…

5.9.Escaping with targetPiece(s) = eg 2v1 –> Escape –> 2vEmpty –> Yet Defending…

5.10.SelfPinning, by Isolation of attackerPiece’s’ Line(s) to target(Pieced)Square’s’, by Capturing (counterRemovable) Square(s) from the Line(s) = eg 2v1 –> selfPinning –> 1v1 –> Yet Defending…


 

3rd CONTENTS LIST, with 2+ SUBTOPICS:

1.Piece Lists: concepts to acknowledge every piece on the board

1.1.Capturer List (of ownPieces)

1.1.1.OptimisticMost List

1.1.2.PositionedWorst List

1.2.Target List (of enemyPieces)

1.2.1.Optimisticmost List

1.2.2.Positionedworst List

2.Movement Stars: concepts to acknowledge every piece’s every direction of movement

2.1.Specific MoveStars

2.2.Line MoveStar

2.3.Universal MoveStar

2.4.Advancing MoveStar

2.5.Devancing MoveStar

3.Ideals: concepts to craft your plans most easily

3.1.Ideal CapturePath

3.2.Ideal SquareNow

4.The 4 square categories of Effect per any 1 move: concepts to acknowledge every detail in every move:

4.1.Before ownMoves:

4.1.1.Capturings Approached

4.1.1.1.enemy Idealists Captured

4.1.1.2.enemy Idealists approached

4.2.1.2.enemy Ideals created, VERY WorkInPROGRESS

4.2.1.3.enemy Ideals approached,

4.2.1.4.enemy Ideals decelerated (enemy Attackers diverted)

4.2.1.5.enemy Ideals accelerated (own Targets )

4.2.1.6.enemy Ideals decelerated (blocked), &or

4.1.1.3.counterCapturings approached

        4.1.2.Beings Approachable

4.1.2.1.Blockings to ownPieceList

4.1.2.2.Targetednesses to enemyPieceList

4.1.3.Capturings Deproached from

4.1.3.1.ownIdeals decelerated

4.1.3.2.enemyIdeals accelerated

        4.1.4.Being Deproached from

4.1.4.1.unBlockings to ownPieceList

4.1.4.2.unTargetednesses to enemyPieceList

4.2.After enemyMoves:

4.2.1.Being with which Approached

4.2.1.1.ownIdealist captured, &or

4.2.1.2.own Ideals created, &or

4.2.1.3.own Ideals accelerated, &or

4.2.1.4.own Ideals decelerated (own Attackers blocked)

4.2.1.5.enemy Ideals accelerated (own Defenders blocked)

4.2.1.6.enemy Ideals decelerated (blocked), &or

       4.2.2.Captures Approached to

4.2.2.1.enemy Ideals accelerated

4.2.3.Captures Deproached

4.2.3.1.own Ideals accelerated (to moved enemy’s ProtegeSquares)

4.2.3.2.enemy Ideals decelerated (from moved enemy’s previous CaptureSquares)

4.2.4.Being Deproached

4.2.4.1.own unBlockings

4.2.4.2.enemy unBlockings

5.The 10 categories from Attack to Defence: concepts to find, with moveStars, all relevant candidate_moves for the execution of your Ideal plans

5.1.Capturing targetPiece(s)

5.2.deMobilizing targetPiece(s)

5.3.Accumulating on targetPiece(s)

5.4.Rarefycation of targetPiece’s(‘) Defenders

5.5.Diversion of targetPiece’s(‘) Defenders by Attacking Defender’s(‘) other Proteges

5.6.Isolation of defenderPiece’s(‘) Line(s) to targetPiece(s) by Capturing (counterCapturable) Squares from the Line(s).

5.7.Pinning Attacker(s)

5.8.counterCapturing targetPiece(s)

5.9.Evading with targetPiece(s)

5.10.SelfPinning by Isolation of attackerPiece’s(‘) Line(s) to targetPiece(s) by Capturing (counterCapturable) Square(s) from the Line(s).


 

4thrd CONTENTS LIST, with MINIMAL EXAMPLES & EXPLANATIONS:

1.Piece Lists:

1.1.Capturer List ~ QRRBBNNPsK ~ SquareMost to SquareLeast, plus ValueExcessive

1.2.Target List ~ KQRRBBNNPs ~ ValueMost plus: SquareMost to SquareLeast

1.3.Optimisticmost List ~ (Thru)Squaremosts –> Per(Thru)SquaresValuemost

1.4.Positionedworst List ~ Square(Thru)ValueLeasts –> SquarePotentialMost

2.Movement Stars (generalize into circles modified by ground):

2.1.Specific MoveStars = QRBNPK MoveStars

2.2.Line MoveStar = Queen MoveStar

2.3.Universal MoveStar = Line MoveStar + Knight MoveStar

2.4.Advancing MoveStar(Lines’)Squares

2.5.Devancing MoveStar(Lines’)Squares

3.The Ideals:

    3.1.Ideal Capture Path ~ no enemy movement acknowledged yet

    3.2.Ideal Square Now –> Forward &or Backward movement connection between IdealSquares for unCapturedPieces’MoveStars & Ideal Capturers of said IdealSquares.

4.The 10 Categories from Attacks to Defences:

    4.1.Capturing an enemy Piece ~ CapturerListPieces’ paths to TargetListPieces overNumberednessing &or underValuednessing TargetListPieces’ counterCapturers

    4.2.deMobilizing an enemy Piece ~ preCapturing Target’s EvasionSquares

    4.2.1.Pinning an enemy Piece ~ 1 move to deMobilize

    4.3.Accumulating on an enemy Piece ~ TargetSquare Capturers’ overNumberment

    4.4.Rarefycation of an enemy Piece’s Defenders ~ TargetSquares’ counterCapturers’ underNumberment

    4.5.Diversion of an enemy Piece’s Defenders by Attacking their Proteges ~ overNumbering TargetSquare(s)

    4.6.Isolation of an enemy Piece & Defenders by blocking their Lines of counterCapture ~ overNumbering TargetSquare(s)

    4.7.Pinning an Attacker ~ Capturing Attacker’s thenForced Protégé if Attacker Captures pinner’sProtege

    4.8.CounterCapturing a Defendable Piece ~ reGaining lostSquare & counterDestroying enemySquareCapturability

    4.9.Evading an Attacking Piece ~ forcing newSquareTargets

    4.10.SelfPinning a Defending Piece (= shielding = blocking) ~ forcing DefendablerSquareTargets &or forcing newIdealPaths

5.The 4 categories of Change per any 1 move:

    5.1.Before ownMoves:

        5.1.1.Capturing Approached (the ownIdeals accelerated)

        5.1.2.Being Approached (the Blockings and Targetednesses)

        5.1.3.Capturing Deproached (the ownIdeals delayed, the enemyIdeals accelerated)

        5.1.4.Being Deproached (the unBlockings and unTargetednesses)

    5.2.After enemyMoves:

        5.2.1.Being Approaching

5.2.1.1.ownIdealist captured, &or

5.2.1.2.new “own &or enemy” Ideals (accelerated), &or

5.2.1.3.old “own &or enemy” Ideals accelerated &or decelerated, &or

5.2.1.4.new Blockings of own &or enemy

        5.2.2.Captures Approaching (enemy Ideals accelerated)

        5.2.3.Captures Deproached (own Ideals accelerated & enemy Ideals delayed)

        5.2.4.Being Deproached (the unBlockings to own &or enemy, and unTargetednesses to own)


 

5th CONTENTS LIST: MORE NATURAL LANGUAGE EXPLANAINING:

1.Piece lists

1.1.Capturer list: QRRBBNNPsK, in order from “squaremost & fastest & powerfullest” to “squareleast & slowest & weakest”. The K is an exception, being often powerfulmore than 1 R, but because of it’s immense value, it becomes weak if checkmate patterns nearby. (The K’s value is at least 9+10+6,5+6+8+(x>0) = 39,5+x ~ 40+, and at most ∞ [infinite].)

1.2.Target list: KQRRBBNNPs, in order from valuemost to worthleast.


 

2.MovementStars, along CapturerList, toward TargetList. Every piece has it’s own “Specific MoveStar”, and then there is the “Universal MoveStar” including all 8 directions plus 8 knight jumps. Also the “Line MoveStar” = “Queen MoveStar”. MoveStars should be divided into “advancing MoveStar lines” and “devancing (retreating) MoveStar lines”. Advancement is mostly preferable, unless an enemy piece as Target or Capturer requires devancement.


 

3.The Ideal (< The Ideal Path, and The Ideal Square[s]): only own piece’s moves considered (no counterplay from enemy considered yet), until reaching EnemyTeamAsTargetList’s valuemostAvailable members as Captureds. If multiple comparable Ideals, then continue Ideals further till difference in Promise.


4.The Categories of Attack & Defence (Capturing & contraCapturing):

4.1.Capturing an enemyTeamMember.

4.2.0.Through MoveStars, usually advancingMoveStars, finding any Captures in 1 move (=Attacks), and counting own_vs_enemy piece Capture_Balance on the AttackedTarget as not yet OverNumberingDefenders or UnderValuedToTarget&orContras, which would justify beginning Captures, there exist the following Categories of AttackContinuations:

4.2.Accumulation against Target: search other Attackers’ MoveStars to Target(s). With more Attackers, Target becomes outNumbered.

4.3.Rarefy Defenders of Target: search other Attackers’ MoveStars to Target’s Defender(s). With less Defenders, Target becomes underNumbered.

4.4.Diversion to Defenders of Target: search other Attackers’ MoveStars to Target’s Defender(s)’ Proteges: Defender cannot defend both.

4.5.Isolation of Defenders from Target: search other Attackers’ MoveStars, onto the squares along the Defenders’ Lines to Target’s counterCapturing.

4.6.Pin for Attack: search other LinearAttackers’ (QRB) MoveStars to Target and thru Target onto valuemore or defencelesser Target2 behind Target; Target cannot move without exposing Target2 for capture. This makes Target immobile, allowing easier Accumulation.

4.7.Pin for Defence: Defender pins Attacker onto valuemore or defencelesser teamMember of Attacker.

4.8.CounterCapture: Defenders’ MoveStars toward Target; if Attackers capture, Defenders counterCap.

4.9.Evasion: Target’s MoveStar onto a better square, with less Attacking exposure, and as much as more own Attacking Path’s nearness in ply to EnemyTargetList.

4.10.SelfPinning: Defender’s MoveStar onto 1 square along LineAttacker’s (QRB) line toward Target (who’d be less counterCappable or moreValuable. Attacker needs another Path.


 

5.The 4 Change categories per every 1 move List:

Every Piece has 1 and only 1 basic attribute IN SPACE (area): Being on a Square (in 0 moves).

Every Piece has [infinite] shallow and ever_deepening attributes IN TIMESPACES: Beings in 1, 2, …, x moves on farther squares. These are called Captures, of empty squares first, then of enemyPieced squares.

The 4 Change Categories do List this fact, into:

5.1.Before own moves:

5.1.1.Capturing approached: MoveStars from “OwnTeamAsCapturerList” to “EnemyTeamAsTargetList”.

5.1.2.Being approached: from the squares ownTeam movable to: Uni(versal)MoveStars to enemyCapturerList, to count Caps_in_1 to this Being Approached square. Also UniMoveStars to own CapturerList, to count reCaps_in_1 to this BA square. If EnemyCaps=OwnReCaps, +OwnBeingApproacher, then BASquare is conquerable by own after all trades, unless OverValued OwnReCaps, ie UnderValued Enemy(re)Caps. Also UniMoveStars to enemy&own CapturerLists, to see Paths>Lines>Squares blocked so deproached.

5.1.3.Capturing deproached: UniMoveStars outward from “own piece’s NOW, YET, (re)capturable squares”. Ie “the squares left behind & so weakened by -1 own capturer”: enemy may now approach what own deproached.

5.1.4.Being deproached: own&enemy UniMoveStars outward from this square, to see CapApproacheds.


 

5.2.After Enemy moves:

5.2.1.Being approached: UniMoveStar from “moved enemy piece” toward “own team as CapList”, to see if enemy can be capped immediately, and if it deproached own team members. Also toward “enemy team as CapList” to see enemy reCaps and enemySelfBlocks.

5.2.2.EnemyCapsApproached: MoveStar from “moved enemy piece” toward “own team as TargetList”.

5.2.3.Capturing deproached: UniMoveStars to OwnTeam, for -1 enemy (re)Caps into square Supremacy (own Caps to square, minus goer, equal to enemy CapsToSquare).

5.2.4.Being deproached: UniMoveStars, both own&enemy, to see approached CapPaths.


 

FINAL LIST OF CONTENTS, SYMBOLOGIC VIEW:

L = List

S = Star, SU = StarUniversal, SL = StarLinear, eg SN = StarKNight

I = Ideal, side to move written 1st, eg Bc4 I0 Pf7 I1 {Ke8 v Ng8} <=> Bc5 I Pf2 <{Ke1 v Ng1}

A = Actual Attacks & Defences, eg Bc4 A0 Pf7 A0.2 {Ke8 & Ng8} A1 Ke8 R0 Bf7

T = Tree

R = Removes