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Improvement · 7 min read

How to compute the offence vs defence balance before every move

Most material is not lost to deep tactics. It is lost because nobody counted. Counting is a mechanical routine: for the square you care about, list the attackers, list the defenders, then check the order in which the pieces would come off.

Done properly it takes about fifteen seconds and catches the overwhelming majority of one-move blunders.

The routine, step by step

The exchange check that engines call SEE

Walk the capture sequence out in your head and total the material each side gives up. Start with your smallest attacker, let them recapture with their smallest defender, and continue until one side would stop. If your running total is negative at every stopping point, the capture is unsound — this is exactly the static exchange evaluation our move insights use to filter out silly threats.

Example: a knight capturing a pawn defended twice loses three points even though the first capture looks like a free pawn. A rook capturing a defended knight on a square you attack twice is fine if their only recapture is a queen.

Defence side: the same count, reversed

Turning it into a habit

Run the count on every capture, every check and every move that lands a piece next to an enemy piece. Do not run it on quiet moves — you would run out of clock.

Reviewing your own scoresheets is the fastest way to build the habit: upload a game, step through it, and note every move where the insight panel found a threat you had not counted.

Key takeaways

Frequently asked questions

Does the king count as a defender?
Yes, but only for squares next to it, and it cannot recapture if that would leave it in check.
How long should counting take in a blitz game?
A few seconds. Limit it to captures, checks and moves that touch enemy pieces — those are where material actually changes hands.

Practise the related tactics

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