Um And so there's a trade off .
I mean , obviously , white has a little more space than we do , but the weaknesses are , are real and we can take advantage of it if we know what we're doing .
So this is just one example , this can come up in a lot of different ways , but look for ways to bait your opponent to moving their pawns forward and then take advantage of the weaknesses that are left behind after those pawns move , right ?
The next principle is that a good night on an outpost , a lot of times can be worth a rook .
So as you know , nights are three points and rooks are five points .
But if you get your night in the right spot at the right time .
Uh Sometimes it's actually as good , if not better than a rook .
And here's a good example .
This night is extremely powerful .
Look how it's blocking off both of black's rooks .
It's also controlling the , the square that the rook might like to go to , to control this file .
It's putting pressure on two different ponds and it's just sitting there defended by this pawn and black is kind of like , what , what am I gonna do ?
What , what can I even take ?
Black can hardly move any pieces because that , that one night there .
It runs into captured pieces are removed from the board and may no longer be used .
You may not share a space with a friendly piece .
You must move if you can and if you draw a card to a piece , you are unable to move , then you lose your turn .
When the deck runs out of cards , shuffle the discard piles into a new deck .
If you draw a move , same type of piece again , card , you may choose to move a piece from the top of either player's discard pile .
There is no check or checkmate .
You may not cancel .
And on Passan is not allowed when a pawn reaches the farthest row , it is promoted to any piece except a king .
After you have mastered this method of play .
The next step is for each player to play with three cards in their hand .
And each turn , you draw one card , then pick one card from your hand to play .
So if you can ever get your night on an outpost and this is an outpost because there's no pawns that can attack it .
So the way you would , you would figure this out is first you want to look at the board and see , OK .
Where could there be a potential outpost ?
So for example , the square G five is , is not an outpost because this , after the night moves , this pawn could move forward and attack your night , let's say .
So that would not uh would not work uh this square , not really an outpost because this pond could move forward .
Now , in this case , it can't .
But um you have to be careful with that one .
Here , it would be a good place for your night , right ?
Because there's no ponds that could control it .
And then obviously on D six where it's at right now is , is a great outpost .
But if you find squares like that , when you're playing a game , see if you can maneuver your nights around um to get them there .
And so , you know , in this case , black could actually play 90 85 which is a good move for black because that's an outpost for Black .
There's no pawns , uh no white pawns that can attack it .
So that's what you wanna be looking out for .
So because of the principle that we just talked about about how good a night is .