Easier
Work Load
Let 's put that into perspective : Most would-be-masters can make the first ten or so moves of a game without thinking. They rely on opening theory they memorized. A typical game lasts another 20 to 30 moves beyond that. Now, suppose we subtract the automatic moves, such as recaptures and responses to simple threats and checks from those 20 to 30 moves. What's left? The bottom line is you may face no more than l 0 to 15 somewhat hard choices in a game . Those choices typically cost you two thirds to three quarters of the clock time you spend on the entire game. Being ab le to play five 'easier ' moves, means reducing your work load considerably. Th is helps explain why you see masters winning tournaments while taking less clock time than their opponents.
Easiness Equation
Of course, having an easier choice of moves isn't always a good thing. The simplest positions of all to play occur when your king is being checked all over the board. You are forced to play the only legal move available. Your moves are easy to find - but you 're about to be checkmated.
Reducing Three Results to Two
Another cliche that annotators love is: 'Three results are possible '. This is their way of saying the position in question is so double -edged that either player could win, or the game could end up as a draw. Alternatively, a player will say he avoided a particular line of play because only two results were possible - and that 's not good.
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