Part 13
Mid-round decisions
How to decide in a few seconds, when to change plan and when to commit, and sixty "if, then" cards for the situations that decide rounds.
Plans are made before the round, but rounds are won in between: when a teammate dies, when you hear three sets of footsteps where you did not expect them, when there are thirty seconds left and nobody has seen anything. These moments last a few seconds, and whoever handles them well wins more rounds than whoever aims better.
This part gives you a method for deciding quickly (how to decide in five seconds), a rule for knowing when to change plan and when to commit, and above all the "if, then" cards: sixty concrete situations, on attack, on defense, with the economy and with utility, each with what you know, what you think, what you do, what you avoid and what changes if the situation is slightly different.
The cards are not rules to memorize. They are examples of reasoning: after reading a dozen, you will start asking yourself the same questions, even in situations that are not on the list.
Chapters
How to decide in five seconds
Mid-round you have no time for long thinking: you decide with three things, the information you have, the odds of where the enemy is and the time left. A simple method, repeated every round, lets you decide in a few seconds and almost always well.
When to change plan and when to commit
Changing plan costs time, utility and position; committing to a wrong plan costs the round. You change when reliable information says the plan can no longer work, and you do it fully and early. Otherwise you commit, with conviction.