This system is based on units of tempo and advantageous position elements.



 To win a game you need 4 advantageous items (a net of +4).



 1 pawn = 3 tempi or 3 points.



 An extra P alone is not enough to win. In a P ending, for example, you need another advantage such as the better K. In a R ending, the better R can be the difference.



 This method can guide you to improving a position from okay to winning or drawing an inferior position.



 One can also obtain a winning position by accumilating positional advantages.



 Each of the following elements are each worth 1 point :



 1. Development advantage (count each tempo as 1 element)


 2. King safety in the middlegame or activity in the endgame


 3. Pawn weaknesses


 a. isolated

 b. doubled or crippled

 c. hanging

 d. backward on an open file



 4. Two Bishops in an open position


 5. Knight outpost


 6. Misplaced piece


 7. Bad Bishop


 8. Rook on an open file


 9. Rook on the 7th rank


 10. Space advantage


 11. Pawn duo


 12. Advantageous piece



 Dynamic elements (such as development lead) need fast action whereas static elements (such as weak pawns) don't go away and can be milked or exploited in the endgame (patience!)



 At this time I suspect the system can be improved upon by assigning more precise values to the elements. A Rook on the 7th, for example, may be worth 2 points, rather than 1. As you employ this method, let me know about your thoughts! I have no problem calling it the Kenilworth Point Count Method! The ultimate benefit of this method is the by-product of drawing your attention to the various elements,



 (Steve Stoyko)