Tactics are short forced sequences that win material or deliver mate. Unlike strategy, they can be calculated exactly: either the device is there or it is not.
For a beginner this is the whole subject, and here is why. Up to a certain level games end not because somebody placed their pieces better but because somebody hung a queen. Studying opening subtleties while dropping a piece every ten moves is wasted time.
The one-question rule
After every move your opponent makes, ask yourself one question: «what does that threaten?» The question alone removes more than half of all blunders.
One piece attacks two or more at once. The opponent saves one, you take the other.
How to spot them: look at your own pieces standing a knight's move apart on the same colour, and at any two pieces on one line. Check separately every square a knight could jump to with check.
A piece cannot move because something more valuable stands behind it. Only long-range pieces can do this: queen, rook and bishop.
A pinned piece effectively stops defending anything - that is the crucial consequence. The classic device follows: pin the defender, then attack what it was defending a second time.
If you are the one pinned: do not panic and do not start trading at random. Usually the answer is to move the king or queen off the line, bring another defender to the pinned piece, or trade off the piece doing the pinning.
Two related devices that beginners routinely confuse with each other and with the fork.
Double check is worth remembering separately: it is the backbone of the prettiest mating combinations, the smothered mate among them.
Devices about making an enemy piece end up in the wrong place.
What all four have in common: look at your opponent's defended pieces and ask exactly who is defending them. Tactics most often begin with the answer to that question.
A working habit before every move: check all checks, all captures and all attacks - yours first, then the replies available to your opponent. It takes about twenty seconds and saves a piece a game.
And above all - play. Tactics seen in a puzzle and tactics seen at the board with a clock running are two different skills, and only events train the second.
A simultaneous attack by one piece on two or more enemy pieces. The opponent can only save one. Knights and pawns fork most often, but any piece can do it, including the king.
A fork attacks two pieces at once. A pin is a situation where a piece cannot move because something more valuable stands behind it. Only long-range pieces pin: queen, rook and bishop.
A check delivered by two pieces at once: one moves away, opening a line, and attacks the king itself as well. Blocking and capturing are both impossible - the king must move.
Before every move check all checks, captures and attacks - yours first, then your opponent's possible replies. And after each opponent move ask what it threatens. It takes about twenty seconds and removes most blunders.
Fifteen minutes daily beats two hours once a week: the goal is instant recognition, which comes from regularity. Solve in your head without moving pieces, and always go through the ones you get wrong.
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Next - basic checkmates, pawn endgames, how to read a chess book.