Game Spotlight: Bad Adventures

Let’s look at a common problem in games by club players.  What I’m calling a “bad adventure” is an issue with misunderstanding your role, and a problem of coordination.  Basically, it’s an unfounded attack, usually by one or two pieces acting on their own.  There’s little to no chance of success, so in practice what happens is the pieces get driven back to the detriment of the adventuring player — either they end up too far out of position to be of any use, and/or driving them back only helps the opponent develop.

Now, these kinds of adventures can work out, and we’ll look at how next week.  But the key point is to have a reasonable expectation of what you can expect to get out of an attack, not an optimistic one.  As we’ll see, poor judgment on this can lead to a quick end:


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