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Opening -> Middle -> End. What defines the phase?

1. How does the computer analysis decide the phase?

I was just looking at a game and black moved a bishop from the seventh to sixth rank and it was suddenly the Middle Game for no obvious reason.

2. What are the general rules for defining the phase when there's no computer analysis?

e.g. When I'm teaching my son to play when can I tell him the game has moved from the Opening to the Middle to the End game?
Nothing. It is fictional right out of a story. Every move you make has its own effect. If your opponent drops a piece within five moves you don't need to worry about the phases in that game. Unless you drop things of the same value.

In short phases are short term ideas for humans to better relay information quicker. You can be truthful stating how many moves the game took precisely if it finishes at all.
@hampy

There are some concepts about this question and they are somewhat fuzzy. Except the fixed rules how to play the game the ideas how to handle positions are rules of thumb. They are always dependent from the special piece configuration, aka position. The division between the phases of the game are more or less pedagogical ideas.

- Opening is about mobilisation of pieces and creating a pawn structure for the next phase. There is some advice how to open for beginners. One idea tells the opening is finished, when the rooks are connected.

- Middle game is the phase, were the king security is often deciding which side is better. There are other features too. Each tempo counts higly, again with some exceptions. There are a lot of typical pawn and and piece structures with typical plans.

- Endings are defined by the presence of less pieces compared to the middle game. The king plays an active role.

You will find different ideas about this from strong masters, sometimes strictly contradicting each other. If this question arises from your son I would tell, that a strict separation of the game phases is not possible. The beauty of the game lies in handling the actual position and finding ideas. The terminology is good to find help in books and articles.
Opening is when you are trying to remember and copy moves you saw in a book or someone else's game.
Middlegame is when it is too confusing to figure out and your head is spinning.
Endgame is when you are tired and brain dead, and it seems it should be simple but it isn't quite.
@sparowe14 That's funny. @Clearchesser was right but I find them helpful fictions to break up the difficult task of playing a chess game.

@hampy you want to be teacher dad imparting the truth down the blood line, but it's not the only way to go.

Here's an example " I get to the middle game when none of my guys are in the way of my rooks." But that's not the only way to get to the middle game. Maybe you get to the middle game when all your knights and bishops are pointing at the middle. That sure looks like a middle game."

Depending on the age of your son choice can be challenging or inspiring. You'll get better long term results having a chess dialogue that's geared towards discovery, over clearly defined scientific truth.

In the above example I suggested what a middle game was while leaving it open to interpretation. This creates room and with kids , when you create room they eventually create play.

Hello @hampy,

That is a very legitimate question and, as a father of four children, I understand how complex the game can seem and how frustrating it can be as a dad not to be able to shine at least a little light on the path to be taken.

So, this answer will put aside deeper philosophical considerations as well as the question as to how a computer analysis decides the phase.

It will, however, provide operational explanations for what "opening", "middlegame" and "endgame" generally mean and imply amongst even only moderately learned chess afficionados .

1. The opening phase of the game is generally regarded as that part of the game which begins with the "initial position" (pieces and pawns on their original squares) characterized by perfect balance and symmetry and ends when all minor (Knights, Bishops) and major (Queens, Rooks) pieces have been developped, the king is secure (generally castled), and the Rooks are in communication (no other piece stands between them, generally on the back rank).

As White is the first to move, it breaks the symmetry and balance and obtains a certain space and time "advantage", having moved first and occupying new ground, often a pawn or even two in one of the four all-important central (e4,d4, e5, d5) squares. Black, in turn, generally seeks to "equalize" by responding with a move generally designed to contest - either directly or indirectly - White's "space advantage" in the centre. (This is just a useful generalization, not the Gospel-Truth)

These central squares are like the top of a hill. They are strategically very important because control of the centre usually allows one's pieces to have more mobility. More piece mobility means more options. More options means more flexibility and ability to adapt one's game to the contingencies of the moment. This flexibility often leads to greater tactical opportunities.

A rule of thumb for beginners is to try to place at least one pawn on either d4 or e4, develop the knights first (often on their "natural" squares, c3 and f3) usually with an eye towards the centre, supporting the central pawn(s), then the Bishops, often looking down along an open diagonal towards the enemy camp, then castle the king to safety (most often kingside), then move the Queen while keeping her close by, just enough to get out of the way of the Rooks communicating while avoiding sticking out like a sore thumb and provided the opponent with a juicy target.

Once this has been achieved, you have completed the opening. If you have succeeded in achieving this result before your opponent you most often will - all other things being equal - have an "advantage" either because of a "lead in development" or a "space advantage" or both.

It is very late and I am too tired to continue but the next instalment will deal with the middlegame, followed by the endgame.

I highly recommend you consider opening an unpaid Chessable.com account and obtain the following interactive Move-Trainer book which will teach your son everything he has to know about the opening phase of the game: www.chessable.com/smithys-opening-fundamentals/course/21302/

This book has nothing to do with memorizing useless (for you son) "opening theory" and its multitudinous variations that never show up on the board in lower-ranked play and everything to do with acquiring the principles and "fundamentals" necessary to "get out of the opening" with fighting chances. It will also allow your son to drill basic tactics associated with the opening phase of the game.

Hope this helps.

Pix

@hampy

(Now, the following morning)

Keep in mind that, as has been previously noted or alluded to by other persons in this thread, these "phases" are more conceptual in nature than anything else. They are the result of learned and historical attempts to analyze the game of chess and understand it in order to extract certain rules that might be applied in the age-old quest to find the best move in all situations and, in some small fashion, stay closest to the "truth" of the game and evolving situations as possible.

More concretely, as applied to my preceding post about the "opening phase" of the game, this means that it and its particulars are offered as "useful generalizations". As such, one can easily come across (or point to, as is often done in these threads) situations that do not exactly match all that has been described or explained and this, often anecdotal evidence, will be presented as ample evidence to discredit anything and everything one might have written in the hopes of being of some concrete use to someone. So, let me say in advance, loud and clear: the "opening" and "middlegame" are sometimes not separated by as sharp a line of demarcation as I have painted the picture of above. Opening play is often less clearly strategic in nature, meandering through tactical considerations designed to obtain a quick victory or advantage so that it can become a difficult and somewhat arbitrary exercise to say: here the opening ends and middlegame begins.

Practically, however, such philosophical considerations are of almost no use to the beginning players like your son. So, my advice to you would be not to pay much attention to these types of trivial and anecdotal considerations and stick with the big picture. As your son improves and his understanding of the game evolves, these distinctions will eventually find their way into his mind or someone will point them out and he will be in a position to use that information rather than be discouraged by it. For the moment, let's just take it for granted that even though one may find "preliminary skirmishes" in the opening phase of the game, the decisive battle for supremacy belongs to the middlegame. ;D

So, getting back to the middlegame, and keeping in mind that I am trying to give you useful generalizations, you might say that the middlegame is that period of the game wherein forces have been deployed in quickest and most economical fashion possible, for maximum effect, according to the game's general "opening strategy" and the clash of wills is about to begin with, as a result, clear material and territorial consequences. In other words, the fight is about to begin and one can expect a loss of blood and casualties as well as shifting territory! This is especially true and recognizable in "open" games (generally 1.e4 games) where one or two central files have lost their pawns and provide the players with highways (files and diagonals) into enemy territory.

If one had to choose a defining characteristic of the middlegame, we could certainly do worse than to say: tactical considerations are ever-present, in this phase of the game. Players are constantly jockeying to come up with a position whereby pieces will be so harmoniously and advantageously placed that some form of simple or more complex tactic will result in an advantageous exchange or series of exchanges, leaving one with more or better material or a position that gives one more winning chances than the opponent.

Typically, these tactical forays are not too complex and consist of: pins, skewers, double-attacks, knight-forks, pawn-forks, deflection or removal of defender and checks, obviously. This is why one must absolutely study at least basic tactics when one hopes to improve even a little bit, in chess. Because once one gets out of the opening and is searching for a useful and safe way to put the general plan into effect (checkmate the opponent's King), one most often proceeds in small (positional and) tactical steps, like pinning a piece to one of greater value so that it cannot move out of harm's way without a measure of destruction and desolation ensuing.

Though the middlegame isn't limited to the following considerations, your son should eventually acquaint himself with certain "tactical motifs", amongst which: capturing an unguarded (or "hanging") piece or pawn, destroying a guard, imprisoning a Bishop, forcibly exposing the opponent's King, attacking the weak f7 (if White, f2 if Black) pawn (or square), mating on the back rank, perpetual check, passing a pawn, etc.

Having now presumably clearly understood that tactics are - as Tarrasch and others have pointed out - the most important considerations of the middlegame, I feel compelled to burden your mind with a further fact relating to "sacrifices". The thing about "sacrifices" is that winning combinatorial manoeuvres must often be created or initiated by a "sacrifice". The other thing about "sacrifices" is that, like chess, understanding when one can usefully make a sacrifice is more easily said than done. Ideally, your son will understand this by experimenting with sacrifices and learn from his mistakes and successes.

Well, it seems I have been long-winded again and will not get to the "endgame" exposition at this time...

Let me just close by giving you these middlegame rules of thumb which you may want to pass on to your son: he might usefully experiment with trying to create an objective weakness in his opponents' forces and then attack where he is strong and his opponents weak. Perhaps the simplest way to achieve this, at first, is by creating structural weaknesses in the opponents pawn-chain whereby enemy pawns will be doubled on the same file, isolated from one another by one or more file or backwards and unprotected by another pawn.

Once this is done, a useful general strategy - if his own pawn structure is intact or less compromised than the opponent's - would be to seek to simplify the game by proceeding to force or accept exchanges of pieces and pawns that don't leave him with a clear disadvantage or exposure to some tactic: once the board has been cleared of these pieces and pawns, his opponent's weak structure will become an even greater liability and a winning endgame should, more often than not, ensue, as long as certain endgame principles are understood and followed.

An operational definition of the "endgame phase" as well as certain key rules of thumb will be given in my next instalment.

Hope this is of some use to you and your son, going forward.

Opening is trying to dig into a position. You try to get as many strong attacks into position while preventing the opponent from doing the same.

Middle game is when both have dug in as far as they can and are now starting to deploy those attacks.

Endgame is when all planned attacks failed to win a decisive victory, there are less than a certain amount of pieces even left, and the only real goal on both sides is to promote a pawn, who promotes one first. Both are weakened and looking to recover strength. Who does so first usually is decisive in the outcome of the game.

I'm still fairly low ranked but, unless there is a very clear check-mate sequence, an end game with no pawns and no overwhelming advantage is generally a draw among gentlemen. As far as I understand so far, those can only be won by trickery and reliance on silly mistakes.

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