Principle of two weaknesses
One weakness is rarely enough to win — create a second so the defender can't cover both.
A single weakness can usually be defended if the defender concentrates on it. The principle of two weaknesses says that to convert an advantage you often need a second target on the other side of the board: stretched between two, the defender's pieces can't hold everything, and something falls.
The classic winning plan is to fix one weakness, then open a second front — a queenside pawn break, a kingside advance — forcing the defence to shuttle back and forth. The extra tempo it costs them is what finally breaks the position.
Most 'winning' advantages only convert once there are two weaknesses — knowing this stops you from banging on one target forever and shows you how to actually win.
Piling everything onto a single weakness the opponent can defend, instead of creating a second front to overload the defence.
Related terms
See Principle of two weaknesses in your own games
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