@TBest I'm not on GitHub, but these are my opinions about the current examples.
No. 3: I don't imagine most new players will be able to figure this one out. It took me a few tries because I thought it was about the bishops. It illustrates a very specific tactic very strongly, but I don't think new players will have use for it.
No. 4: The situation of your king looks scary at first glance, and I think this brings unnecessary complexity, because it invites you to think about how to deal with the threats instead of exploiting the overload (which is kinda abstract anyway).
No. 6: I understand that the two rooks are better than the queen, but there's no way new players will know that, and if they don't then they can't understand why the moves are good. If this situation happened to me in a game I probably wouldn't realize that trading the queen for the rooks is a good thing.
Here's some good stuff I think works great:
1.- The arrows in the first example convey how the principle works. I think there should be more examples with arrows, and they should show that sometimes it's about blocking pawns, preventing access to squares and so on.
2.- The first two examples are really stripped down and there's no missing the point. I think this is the key to make it work.
3.- If you take positions from overload puzzles in a low rating range, some should show really straightforward applications. However, they're also gonna be showing weird positions resulting from bad play. I guess a middle ground would be that the puzzles are used to get simple scenarios, but then those patterns are hand-crafted into a cleaner example.
@TBest I'm not on GitHub, but these are my opinions about the current examples.
No. 3: I don't imagine most new players will be able to figure this one out. It took me a few tries because I thought it was about the bishops. It illustrates a very specific tactic very strongly, but I don't think new players will have use for it.
No. 4: The situation of your king looks scary at first glance, and I think this brings unnecessary complexity, because it invites you to think about how to deal with the threats instead of exploiting the overload (which is kinda abstract anyway).
No. 6: I understand that the two rooks are better than the queen, but there's no way new players will know that, and if they don't then they can't understand why the moves are good. If this situation happened to me in a game I probably wouldn't realize that trading the queen for the rooks is a good thing.
Here's some good stuff I think works great:
1.- The arrows in the first example convey how the principle works. I think there should be more examples with arrows, and they should show that sometimes it's about blocking pawns, preventing access to squares and so on.
2.- The first two examples are really stripped down and there's no missing the point. I think this is the key to make it work.
3.- If you take positions from overload puzzles in a low rating range, some should show really straightforward applications. However, they're also gonna be showing weird positions resulting from bad play. I guess a middle ground would be that the puzzles are used to get simple scenarios, but then those patterns are hand-crafted into a cleaner example.