697 terms · 18 categories
Chess Terms Glossary
697 chess terms explained the way a coach would: what the word means, what to look for on the board, and the mistake most players make with it. Jump to a category or browse everything.
Tactics
69 terms
- Absolute PinA pin against the king. The pinned piece cannot legally move because moving would expose check.
- attackAn attack is pressure against something important: the king, a loose piece, a weak pawn, or a key square. A good attack uses several pieces together and creates threats the opponent must answer.
- AttractionA decoy idea where a piece is pulled onto a square that allows a follow-up tactic.
- blitzkriegBlitzkrieg is a tactical concept: a blitzkrieg is sometimes used to describe a quick attack on the f7- or f2-square early in the game. Do not stop at naming the motif; calculate the forcing line that makes it work.
- brilliancyA brilliancy is a move or game that is unusually creative, beautiful, and correct. Most brilliancies are built on concrete tactics, not magic.
- CaptureA move that removes an enemy piece from the board by moving onto its square.
- cheapoCheapo is a tactical concept: slang for a primitive trap, often set in the hope of swindling a win or a draw from a lost position. Also called cheap shot. Do not stop at naming the motif; calculate the forcing line that makes it work.
- ClearanceMoving a piece away so another piece, pawn, square, file, rank, or diagonal can be used.
- Clearance SacrificeA sacrifice that vacates a square or line for another piece to use.
- collinear moveCollinear move is a tactical concept: a move in which two opposing pieces face each other, and one slides along the line of attack without capturing the enemy piece. Do not stop at naming the motif; calculate the forcing line that makes it work.
- CombinationA calculated sequence of forcing moves that uses one or more tactical ideas to reach a clear result.
- consolidationConsolidation is a tactical concept: the improvement of a player's position by the reposition of one or more pieces to better square(s), typically after a player's attack or combination has left their pieces in poor positions or uncoordinated. Do not stop at naming the motif; calculate the forcing line that makes it work.
- control of the centerControl of the center is a tactical concept: having one or more pieces that attack any of the four center squares; an important strategy, and one of the main aims of openings. Do not stop at naming the motif; calculate the forcing line that makes it work.
- crushCrush is a tactical concept: colloquial for a quick win, especially an overwhelming attack versus poor defensive play. A crushing move is a decisive one. Do not stop at naming the motif; calculate the forcing line that makes it work.
- DecoyLuring or forcing a piece onto a bad square where it becomes vulnerable or blocks its own side.
- DeflectionForcing a defender away from an important job such as guarding a square, piece, or mating line.
- DesperadoA doomed piece grabs material or creates threats before it is lost.
- Discovered AttackMoving one piece out of the way to reveal an attack from a rook, bishop, or queen behind it.
- Discovered CheckA discovered attack where the revealed piece gives check.
- diversionary sacrificeDiversionary sacrifice is a tactical concept: especially in the middlegame, the sacrifice of a decoy piece. Do not stop at naming the motif; calculate the forcing line that makes it work.
- Double AttackA move that creates two threats at once without necessarily being a classic fork by one piece.
- Double CheckA check from two pieces at once. Since both attacks cannot be captured or blocked together, the king usually must move.
- ExchangeA sequence where both sides capture material, often used to simplify, win material, or change the structure.
- Exchange SacrificeGiving up a rook for a bishop or knight to gain compensation such as activity, attack, or structure.
- exchange, theExchange, the is a tactical concept: the advantage of a rook over a minor piece (knight or bishop). The player who captures a rook for a minor piece is said to have "won the exchange", the player who has lost the rook has "lost the exchange". An exchange sacrifice is giving up a rook for a minor piece. Do not stop at naming the motif; calculate the forcing line that makes it work.
- Exploit PinUsing an existing pin as the reason a tactic works, instead of merely noticing that a piece is pinned.
- Family ForkA knight fork that attacks the king, queen, and sometimes more pieces in the same tactic.
- flight squareFlight square is a tactical concept: a square to which a piece can move, that allows it to escape attack. Also called escape square. Do not stop at naming the motif; calculate the forcing line that makes it work.
- ForkA single piece attacks two or more important targets at once.
- gardezGardez is a tactical concept: an announcement to the opponent that their queen is under direct attack, similar to the announcement of "check". This warning was customary until the early 20th century. Do not stop at naming the motif; calculate the forcing line that makes it work.
- Hanging PieceA piece that is undefended or insufficiently defended and can often be won.
- Horwitz bishopsHorwitz bishops is a tactical concept: a player's light-square bishop and dark-square bishop placed so that they occupy adjacent diagonals, creating a potent attack. Also called raking bishops, and sometimes Harrwitz bishops. Do not stop at naming the motif; calculate the forcing line that makes it work.
- In-Between MoveA forcing move inserted before the expected move, often a check or threat that changes the sequence.
- InterferencePutting a piece between enemy pieces to block a defensive line or break coordination.
- intermediate moveintermediate move is another name or closely related pointer for zwischenzug. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- interposeInterpose is a tactical concept: to move a piece between an attacking piece and its target, blocking the line or diagonal of attack. Interposing is not possible if the attacker is a knight, king, or pawn, thus only possible in case of attacking rooks, bishops, or queens. Interposing a piece is one of the three possible responses to a check. Do not stop at naming the motif; calculate the forcing line that makes it work.
- Knight ForkA knight attacks two or more valuable targets at once, often because knight attacks are hard to visualize.
- Loose PieceA piece that is not defended well enough, often becoming a target for tactics.
- mating attackMating attack is a tactical concept: an attack aimed at checkmating the enemy king. Do not stop at naming the motif; calculate the forcing line that makes it work.
- minority attackMinority attack is a tactical concept: an advance of pawns on the side of the board where one has fewer pawns than the opponent, an attack strategy usually carried out to provoke a weakness. Do not stop at naming the motif; calculate the forcing line that makes it work.
- oddsOdds is a tactical concept: this refers to the stronger player giving the weaker player some sort of advantage in order to make the game more competitive. It may be an advantage in material, in extra moves, in time on the clock, or some combination of those elements. Since the advent of the chess clock, time odds have become more common than material odds. Do not stop at naming the motif; calculate the forcing line that makes it work.
- OverloadingA defender has too many jobs, so one forcing move makes it fail at one of them.
- passivePassive is a tactical concept: a term for a piece or pawn that is inactive and able to move to or control relatively few squares, or a position without possibilities for attack or counterplay. Opposite: active. Do not stop at naming the motif; calculate the forcing line that makes it work.
- passive sacrificePassive sacrifice is a tactical concept: the sacrifice of a piece, by moving a different piece, leaving the sacrificed piece under attack. Do not stop at naming the motif; calculate the forcing line that makes it work.
- Pawn ForkA pawn attacks two valuable pieces from its diagonal capture squares.
- Philidor sacrificePhilidor sacrifice is a tactical concept: the sacrifice of a minor piece for one or two pawns for greater pawn mobility as compensation. Do not stop at naming the motif; calculate the forcing line that makes it work.
- PinA line tactic where moving the front piece would expose a more valuable piece or the king behind it.
- positional sacrificePositional sacrifice is a tactical concept: a sacrifice in which the lost material is not regained via a combination, but instead gains positional compensation. These typically require deep positional understanding and are often overlooked by computers. Also known as a true sacrifice, as opposed to a pseudo sacrifice or sham sacrifice. Do not stop at naming the motif; calculate the forcing line that makes it work.
- pseudo sacrificepseudo sacrifice is another name or closely related pointer for sham sacrifice. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- questionQuestion is a tactical concept: usually in the form "put the question to [a piece]", to force the opponent to commit to a strategic decision regarding the future of a piece. Do not stop at naming the motif; calculate the forcing line that makes it work.
- Quiet MoveA non-checking, non-capturing move that creates a threat the opponent cannot meet.
- Relative PinA pin against a valuable piece other than the king. Moving is legal, but it usually loses material or position.
- Remove DefenderCapturing or eliminating the piece that protects a target or key square.
- RetreatA backward move that improves the piece, saves a threat, or creates a stronger tactic from a safer square.
- Royal ForkA fork that attacks the king and queen at the same time.
- sacSac is a tactical concept: short for sacrifice, usually used to describe a sacrifice for a mating attack. Do not stop at naming the motif; calculate the forcing line that makes it work.
- SacrificeGiving up material deliberately to gain attack, initiative, promotion chances, or a forced tactical payoff.
- silent moveSilent move is a tactical concept: a move that has a dynamic tactical effect on a position, but that does not capture or attack an enemy piece. Do not stop at naming the motif; calculate the forcing line that makes it work.
- SkewerA line attack on a valuable piece that must move, exposing a less valuable piece behind it.
- staircase maneuverStaircase maneuver is a tactical concept: a tactic by which a queen, rook, or king progresses along a diagonal by making a series of lateral steps using a series of checks or alternating with pins and checks. Also called staircase movement. Do not stop at naming the motif; calculate the forcing line that makes it work.
- TacticA short forcing idea that exploits something concrete: an unsafe king, loose piece, weak square, or overloaded defender.
- trapTrap is a tactical concept: a move that may tempt the opponent to play a losing move. Do not stop at naming the motif; calculate the forcing line that makes it work.
- Trapped PieceA piece has too few safe squares and cannot avoid capture or loss.
- underminingUndermining is a tactical concept: a tactic (also known as "removal of the guard") in which a defensive piece is captured, leaving one of the opponent's pieces undefended or underdefended. Do not stop at naming the motif; calculate the forcing line that makes it work.
- unpinningUnpinning is a tactical concept: the act of breaking a pin by interposing a second piece between the attacker and the target. This allows the piece that was formerly pinned to move. Do not stop at naming the motif; calculate the forcing line that makes it work.
- vacating sacrificeVacating sacrifice is a tactical concept: a sacrifice made for the purpose of clearing a square for a different piece of the same color. Do not stop at naming the motif; calculate the forcing line that makes it work.
- WindmillA repeating discovered-check pattern that wins material move after move.
- X-Ray AttackA piece attacks or defends through another piece, so the hidden line matters before the front piece moves.
- zwischenschachZwischenschach is a tactical concept: playing a surprising check that the opponent did not consider when plotting a sequence of moves; a zwischenzug that is a check. Do not stop at naming the motif; calculate the forcing line that makes it work.
Thinking & Calculation
20 terms
- analysisAnalysis is the process of studying a position or game to understand what happened and what should have happened. Good analysis explains the reason behind a move, not just the engine number.
- Best MoveThe strongest move in the position, considering tactics, evaluation, and practical conversion.
- BlunderA serious error that loses major material, allows mate, or throws away the result immediately.
- CalculationThe process of looking ahead through candidate moves and replies to decide whether a line works.
- Candidate MoveA move worth calculating seriously before choosing what to play.
- computer moveA computer move is an engine's preferred move. The teaching goal is to translate it into a human reason: tactic, defense, square, trade, king safety, or pawn break.
- Critical PositionA moment where one accurate decision changes the evaluation or the plan of the game. Slow down here: candidate moves matter more than habit.
- Engine MoveA computer-preferred move that may be tactically precise but hard to find without calculation.
- EvaluationA judgment of who stands better and why, based on material, king safety, piece activity, pawn structure, and threats.
- Forcing MoveA move that sharply limits the opponent's replies, usually a check, capture, direct threat, or promotion threat.
- Human MoveA move that follows understandable plans and practical pressure, even if it is not always the engine's first choice.
- InaccuracyA smaller error that gives up some value, tempo, or pressure without immediately deciding the game.
- MistakeA move that clearly worsens the position but usually does not lose the game instantly.
- Move QualityA practical label for how much a move helps or harms the position compared with better alternatives.
- Only MoveThe single move that keeps the position from collapsing, saves a draw, or preserves a winning advantage.
- plyPly is a thinking and analysis concept: term mainly used in computer chess to denote one play of either White or Black. Thus equal to half a move. Turn the term into a question you can ask before moving.
- post mortemA post-mortem is analysis after a game, often with the opponent. The goal is to find the turning points and understand the decisions, not to prove who was right.
- TempoA unit of time in chess. Gaining a tempo means improving your position while forcing the opponent to spend time responding.
- text moveText move is a thinking and analysis concept: this term is used in written analysis of chess games to refer to a move actually played in the game as opposed to other possible moves. Often shortened to text, for example "The text is inferior as it allows...f5." Text moves are usually in bold whereas analysis moves are not. Turn the term into a question you can ask before moving.
- ThreatA move or idea that will create damage next move if the opponent ignores it.
King Safety
12 terms
- Attacking f2/f7Pressure against f2 or f7, the naturally weakest pawn near the starting king because only the king defends it at first.
- Back Rank WeaknessA king has limited escape squares on the back rank and may be vulnerable to mate or tactical pressure.
- CastlingA special move that tucks the king toward safety and activates a rook.
- Castling RightsThe right to castle, lost after moving the king or the relevant rook.
- CheckAn attack on the enemy king that must be answered immediately.
- Exposed KingA king with weakened cover, open lines, or too few defenders nearby.
- King AttackA coordinated attempt to open lines, remove defenders, and create threats against the enemy king.
- King in the CenterA king that has not castled and remains exposed to central files, checks, and opening tactics.
- King SafetyHow secure the king is from checks, open lines, sacrifices, and mating nets.
- LuftAn escape square for the king, usually created by moving a pawn to prevent back rank mate.
- Opposite-Side CastlingA structure where players castle on different wings, often creating pawn storms and direct attacks.
- Pawn ShieldThe pawns in front of a castled king that help block files and diagonals.
Checkmate Patterns
22 terms
- Anastasia's MateA knight controls escape squares while a rook or queen mates along the edge.
- announced mateAnnounced mate is a mating concept: a practice, common in the 19th century, whereby a player would announce a sequence of moves, believed by them to constitute best play by both sides, that led to a forced checkmate for the announcing player in a specified number of moves (for example, "mate in five"). The teaching point is to identify which escape squares are controlled and which defender is missing.
- Arabian MateA rook and knight mate where the king is trapped on the edge or corner.
- Back Rank MateCheckmate on the back rank when the king is trapped by its own pieces or controlled escape squares.
- blind pigsBlind pigs is a mating concept: a pair of rooks on the opponent's second rank are referred to as "pigs" as they tend to devour pawns and pieces, and "blind pigs" if they cannot find the mate. The teaching point is to identify which escape squares are controlled and which defender is missing.
- Boden's MateTwo bishops deliver mate on crossing diagonals against a king blocked by its own pieces.
- capped pieceCapped piece is a mating concept: a particular piece with which one player attempts to deliver checkmate. The requirement to checkmate with the capped piece constitutes a handicap. When the capped piece is a pawn, it is called a pion coiffé [from French, "capped pawn"]. The teaching point is to identify which escape squares are controlled and which defender is missing.
- CheckmateA position where the king is in check and has no legal escape.
- dead positionDead position is a mating concept: a position where neither player can mate the opponent's king with any series of legal moves (e.g. knight and king against a bare king). This position is drawn. The teaching point is to identify which escape squares are controlled and which defender is missing.
- epaulette mateEpaulette mate is a mating concept: a checkmate position where the king is blocked on both sides by its own rooks. The teaching point is to identify which escape squares are controlled and which defender is missing.
- Fool's mateFool's mate is a mating concept: the shortest possible chess game ending in mate: 1.f3 e5 2.g4 Qh4# (or minor variations on this). The teaching point is to identify which escape squares are controlled and which defender is missing.
- forced mateForced mate is a mating concept: a sequence of two or more moves culminating in checkmate that the opponent cannot prevent. The teaching point is to identify which escape squares are controlled and which defender is missing.
- insufficient materialInsufficient material is a mating concept: an endgame scenario in which all pawns have been captured, and one side has only its king remaining while the other has only its king, a king plus a knight, or a king plus a bishop. A king plus bishop versus a king plus bishop with the bishops on the same color is also a draw, since neither side can checkmate, regardless of play. The teaching point is to identify which escape squares are controlled and which defender is missing.
- kingKing is a mating concept: the most important piece in chess. It may move to any adjacent square, and it may castle. A king threatened with capture is in check; a player cannot end their move with their king in check. If a player's king is in check and there is no escape, then the king is in checkmate, and the player loses. The teaching point is to identify which escape squares are controlled and which defender is missing.
- king huntKing hunt is a mating concept: a sustained attack on the enemy king that results in the king being driven a far distance from its initial position, typically resulting in its checkmate. Some of the most famous games featuring king hunts are Edward Lasker–Thomas, Polugaevsky–Nezhmetdinov, and Kasparov–Topalov. Also called king chase. The teaching point is to identify which escape squares are controlled and which defender is missing.
- major pieceMajor piece is a mating concept: a queen or rook, also known as a heavy piece. The primary distinction of major pieces versus minor pieces is that major pieces are capable of checkmate with only their own king for support, as the enemy king is unable to step across the ranks and files they control. The teaching point is to identify which escape squares are controlled and which defender is missing.
- mateMate is a mating concept: short for checkmate. The teaching point is to identify which escape squares are controlled and which defender is missing.
- Mating NetA setup where the king's escape squares are progressively controlled until mate cannot be avoided.
- resignResign is a mating concept: to concede loss of the game. A resignation is usually indicated by stopping the clocks, sometimes by offering a handshake, or by saying "I resign". A traditional way to resign is by tipping over one's king. It is common for a game to be resigned, rather than for it to end with checkmate, because experienced players can foresee the checkmate. The teaching point is to identify which escape squares are controlled and which defender is missing.
- Scholar's mateScholar's mate is a mating concept: a four-move checkmate (common among novices) in which White plays 1.e4, follows with Qh5 (or Qf3) and Bc4, and finishes with 4.Qxf7#. The teaching point is to identify which escape squares are controlled and which defender is missing.
- sham sacrificeSham sacrifice is a mating concept: an offer of material that is made at no risk, as acceptance would lead to the gain of equal or greater material or checkmate. This is in contrast to a true sacrifice in which the compensation is less tangible. Also called pseudo sacrifice. The teaching point is to identify which escape squares are controlled and which defender is missing.
- Smothered MateA knight checkmate where the enemy king is surrounded by its own pieces.
Strategy
44 terms
- AdvantageA position where one side has better chances because of material, activity, king safety, structure, or a concrete threat.
- Alekhine's GunA battery where the queen supports two rooks on the same file.
- antipositionalAntipositional is a strategic concept: a move or a plan that is not in accordance with the principles of positional play. Antipositional is used to describe moves that are part of an incorrect plan rather than a mistake made when trying to follow a correct plan. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- BatteryTwo or more pieces lined up on the same file, rank, or diagonal to increase pressure on a target.
- bindBind is a strategic concept: a strong grip or stranglehold on a position that is difficult for the opponent to break. A bind is usually an advantage in space created by advanced pawns. The Maróczy Bind is a well-known example. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- BlockadeStopping a pawn, usually a passed pawn, by placing a piece directly in front of it.
- blocked positionBlocked position is a strategic concept: a position where both sides are constrained from making progress, typically by interlocking pawn chain(s) dividing the available space into two camps. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- calculateCalculate is a strategic concept: to plan mentally a series of moves and consider possible responses, without actually moving the pieces. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- Closed PositionA position where pawn chains block lines, making maneuvering, pawn breaks, and knight outposts more important.
- CompensationNon-material benefits such as activity, attack, structure, or initiative that offset material loss.
- ConversionTurning an advantage into a win by reducing counterplay, improving pieces, and choosing reliable forcing lines.
- Decisive AdvantageA winning advantage with correct play. The job is no longer to be brilliant; it is to convert cleanly.
- Doubled RooksTwo rooks lined up on the same file or rank to multiply pressure.
- edgeEdge is a strategic concept: a small but meaningful advantage in the position against one's opponent. It is often said White has an edge in the starting position, since White moves first (see First-move advantage in chess). Compare initiative. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- HoleA weak square in the pawn structure that can be occupied by an enemy piece.
- ImbalanceA meaningful difference between the two sides, such as bishop pair vs knight pair, material vs activity, or king safety vs structure.
- InitiativeThe ability to make threats and force the opponent to react.
- Knight OutpostA strong outpost specifically for a knight, often in the center or near the enemy camp.
- Kotov syndromeKotov syndrome is a strategic concept: this phenomenon, described by Alexander Kotov in his 1971 book Think Like a Grandmaster, can occur when a player does not find a good plan after thinking long and hard on a position. The player, under time pressure, then suddenly decides to make a move that they have hardly thought about at all, and it may not be a good move for that reason. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- materialismMaterialism is a strategic concept: playstyle characterized by a willingness to win material at the expense of positional considerations. Chess engines historically were often materialistic. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- Open FileA file with no pawns on it, usually ideal for rook activity.
- open gameOpen game is a strategic concept: a game in which exchanges have opened files and diagonals, and there are few pawns in the center, as opposed to a closed game. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- Open PositionA position with few central pawns and many open lines, usually favoring bishops, rooks, and direct piece activity.
- OutpostA secure square protected by a pawn where enemy pawns cannot easily chase the piece away.
- overprotectionOverprotection is a strategic concept: the strategy of protecting an important pawn or square more than is apparently necessary. This serves to dissuade the opponent from attacking that point, and the latent power of the "over protectors" assembled around an important point is a significant threat that can bear fruit at a small tactical change in the position. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- pattern recognitionPattern recognition is a strategic concept: a part of chess thinking that involves remembering and recognizing certain recurring positional aspects large and small, visual and dynamic. It is a kind of thinking that gives an advantage to a player with great experience. It is distinct from the intellectual activity of calculation. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- poisoned pawnA poisoned pawn looks free but is dangerous to capture because taking it allows a tactic, attack, or long-term positional punishment.
- positional playPositional play is a strategic concept: play based on strategy, on gaining and exploiting small advantages, and on analyzing the larger position, rather than calculating the more immediate tactics. Compare antipositional. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- positional playerPositional player is a strategic concept: a player who specializes in positional play, as distinguished from a tactician. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- ProphylaxisA move made mainly to prevent the opponent's plan or tactical idea.
- Queen and Bishop BatteryA queen and bishop lined up on a diagonal, often aiming at h7, h2, b1, or b8.
- Rook on Open FileA rook placed on an open file so it can pressure targets or invade.
- Semi-Open FileA file with no friendly pawns but at least one enemy pawn, useful for pressure.
- Seventh RankThe rank just before promotion from the opponent's side, often powerful for rooks.
- SimplificationTrading pieces to reduce complexity, often useful when ahead, under attack, or converting an advantage.
- slowSlow is a strategic concept: a term for a strategy that requires too many tempi to complete, allowing the opponent time to consolidate. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- spaceSpace is a strategic concept: the squares controlled by each player. A player controlling more squares than the other is said to have a spatial advantage. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- Space AdvantageControl of more territory, giving your pieces more room and restricting the opponent.
- strategyStrategy is a strategic concept: the basis of a player's moves. The evaluation of positions and ways to achieve goals. Strategy is often contrasted with tactics, which are the calculations of more immediate plans and combinations. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- stronger sideStronger side is a strategic concept: the side with a material or positional advantage. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- tacticianTactician is a strategic concept: a player who specializes in tactical play, as distinguished from a positional player. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- tacticsTactics is a strategic concept: combinations, traps, and threats. Play characterized by short-term attacks, requiring calculation by the players, as distinguished from positional play. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- thematicThematic is a strategic concept: suited to the demands of the position. The term "thematic move" is often applied to the key move of a thematic plan. Use the concept to choose a plan: improve a piece, attack a weakness, trade correctly, or prepare a pawn break.
- Weak SquareA square that can no longer be controlled by a pawn and can become a home for enemy pieces.
Defense
7 terms
- CounterplayActive chances for the side under pressure, usually by creating threats elsewhere.
- Defensive MoveA precise move that stops a threat, saves material, or holds the position.
- Drawing ResourceA practical idea that saves a worse position, such as perpetual check, stalemate tricks, fortress setups, or liquidation into a drawn endgame.
- EqualizingFinding a resource that turns a worse position into a balanced or drawable one.
- FortressA defensive setup the stronger side cannot break despite extra material.
- Perpetual CheckA drawing resource where one side can keep checking forever, and the opponent cannot escape without allowing the checks to continue.
- SwindleA practical save or turnaround from a bad position by creating problems the opponent can still mishandle.
Openings
76 terms
- Anti-SicilianAn Anti-Sicilian is any White system against the Sicilian Defense that avoids the main Open Sicilian structure. The practical idea is to steer the game into positions you understand better than your opponent.
- book moveA book move is a known theoretical move from opening study. It is useful only if you also understand the plan it supports.
- breakBreak is an opening term: a move that gains space and therefore freedom of movement, or the opening of a blocked position by the advance or capture of a pawn. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- bustBust is an opening term: a refutation of an opening, an opening line, a tactic, or a previously published analysis. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- can openerCan opener is an opening term: the plan of attacking a kingside position (sometimes a fianchettoed one) by advancing the h-pawn with the intention of opening a file near the defender's king. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- Center ControlControl of the central squares, especially d4, e4, d5, and e5, which gives pieces more scope and makes attacks easier to organize.
- chess openingchess opening is another name or closely related pointer for opening. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- chess problemChess problem is an opening term: also called composition. A chess position created by the composer which presents the solver with a particular task; for example, "White mates in two" . Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- Chess960Chess960 is a chess variant where the back-rank pieces start in one of 960 legal arrangements. Normal chess principles still matter, but opening memorization matters much less.
- colors reversedColors reversed is an opening term: colours reversed. With colors reversed refers to opening moves by White normally played by Black, or vice versa. An example is the King's Indian Attack, where White's opening setup mirrors Black's setup in the King's Indian Defense. In such openings, White necessarily has an extra tempo compared to Black. Also called a reverse opening. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- continuationcontinuation is another name or closely related pointer for variation. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- counterattackCounterattack is an opening term: an attack that responds to an attack by the opponent in a way other than by direct defense. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- countergambitCountergambit is an opening term: also "counter-gambit", "counter gambit". An opening gambit offered by Black. Some writers define the term more narrowly as an opening gambit offered by Black in response to an opening gambit by White such as the Albin Countergambit (1.d4 d5 2.c4 e5) or the Falkbeer Countergambit (1.e4 e5 2.f4 d5). Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- country moveCountry move is an opening term: a disparaging term for a move considered unsophisticated, especially an unnecessary single-step advance of the rook's pawn in the opening. The term was popular in London in the late 19th century. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- defenseDefense is an opening term: 1. A move or plan to meet the opponent's attack. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- DevelopmentBringing pieces from their starting squares into useful roles where they control central squares, defend, and create threats.
- drawing lineDrawing line is an opening term: an opening variation that commonly ends in a draw. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- drawing weaponDrawing weapon is an opening term: an opening line played with the intent of drawing the game. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- ECOECO is a chess abbreviation. In practical terms, it refers to the Encyclopaedia of Chess Openings (ECO), a standard and comprehensive chess opening reference. Also ECO code, a classification system for openings that assigns an alphanumeric code from A00 to E99 to each opening. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- equalizeEqualize is an opening term: equalise. To reach a position where the players have equal chances of winning, referred to as equality, or a position that is equal. In the opening, because White has the advantage of the first move, the immediate goal for Black is to achieve equality. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- exchange variationExchange variation is an opening term: this is a type of opening in which there is an early, voluntary exchange of pawns or pieces. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- FianchettoDeveloping a bishop to b2, g2, b7, or g7 so it controls a long diagonal from behind a knight pawn.
- FischerandomFischerandom is an opening term: the name given by Bobby Fischer for the variation of chess he invented. See Chess960. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- flank openingFlank opening is an opening term: an opening played by White and typified by play on one or both flanks. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- GambitAn opening idea where material is offered, usually a pawn, for development, open lines, or initiative.
- Indian DefenseIndian Defense is an opening term: an opening that begins 1.d4 Nf6. Originally used to describe queen's pawn defenses involving the fianchetto of one or both black bishops; now used to describe all Black defenses after 1.d4 Nf6 that do not transpose into the Queen's Gambit. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- irregular openingIrregular opening is an opening term: early 19th-century chess literature classified all openings that did not begin with either 1.e4 e5 or 1.d4 d5 as "irregular". As opening theory developed and many openings previously considered "irregular" became standard (e.g. the Sicilian Defense), the term gradually became less common. Opening books today are more likely to describe debuts such as 1. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- Italian bishopItalian bishop is an opening term: a white bishop developed to c4 or a black bishop developed to c5. A bishop so developed is characteristic of the Italian Game. In the Giuoco Piano both players have Italian bishops. The Italian bishop stands in contrast to the Spanish bishop on b5 characteristic of the Ruy Lopez. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- KGAKGA is a chess abbreviation. In practical terms, it refers to the King's Gambit Accepted opening. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- KGDKGD is a chess abbreviation. In practical terms, it refers to the King's Gambit Declined opening. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- KIAKIA is a chess abbreviation. In practical terms, it refers to the King's Indian Attack opening. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- KIDKID is a chess abbreviation. In practical terms, it refers to the King's Indian Defense opening. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- king pawn openingKing pawn opening is an opening term: king's pawn opening. An opening that begins 1.e4. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- lineLine is an opening term: 1. A sequence of moves, usually in the opening or in analyzing a position. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- main lineA mainline is the most established or heavily analyzed continuation in an opening. Learn it as a guide to the position's main plans, not as a script to follow blindly.
- Maróczy BindMaróczy Bind is an opening term: a bind on the light squares in the center, particularly d5, obtained by White by placing pawns on c4 and e4. Named for Géza Maróczy, it originally referred to formations arising in some variations of the Sicilian Defense, but the name is now also applied to similar setups in the English Opening and the Queen's Indian Defense. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- MCOMCO is a chess abbreviation. In practical terms, it refers to modern Chess Openings, a popular chess opening reference. Often the edition is also given, as in MCO-14, the 14th edition. Compare ECO. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- middlegameMiddlegame is an opening term: the part of a chess game that follows the opening and comes before the endgame, beginning after the pieces are developed in the opening. This is usually roughly moves 20 through 40. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- move orderMove order is an opening term: the sequence of moves one chooses to play an opening or execute a plan. Different move orders often have different advantages and disadvantages. A plan that uses certain moves can sometimes be improved by making the identical moves but in a different sequence. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- OpeningThe first phase of the game, where you develop pieces, fight for the center, and make your king safe before launching deeper plans.
- opening innovationOpening innovation is an opening term: a synonym for theoretical novelty. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- opening repertoireOpening repertoire is an opening term: the set of openings played by a particular player. The breadth of different players' repertoires varies from very narrow to very broad. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- opening systemOpening system is an opening term: an opening that is defined by one player's moves and that can be played generally regardless of the moves of the opponent, with the goal of reaching a desired type of middlegame position. Sometimes several different move orders are possible. Examples include the Colle System and Hippopotamus Defense. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- Opening TrapA hidden tactical punishment in the opening, usually triggered by a natural-looking but careless move.
- pawn centerPawn center is an opening term: pawn centre. A player's pawns in the center of the board. Pawns on the squares adjacent to the center may also be considered part of the pawn center. Having a strong pawn center was considered absolutely essential until the hypermodernist school introduced some new ideas. Often shortened to center. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- playablePlayable is an opening term: said of an opening, a position, or move that affords the person playing it a tenable position. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- Poisoned Pawn VariationPoisoned Pawn Variation is an opening term: any of several opening variations, the best-known of these being in the Najdorf Variation of the Sicilian Defense, in which there is a poisoned pawn. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- preparationpreparation is another name or closely related pointer for opening preparation. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- prepared variationPrepared variation is an opening term: a well-analyzed novelty in the opening that is not published but first used against an opponent in competitive play. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- QGAQGA is a chess abbreviation. In practical terms, it refers to the Queen's Gambit Accepted opening. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- QGDQGD is a chess abbreviation. In practical terms, it refers to the Queen's Gambit Declined opening. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- QIDQID is a chess abbreviation. In practical terms, it refers to the Queen's Indian Defense opening. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- queen pawn openingQueen pawn opening is an opening term: queen's pawn opening. An opening that begins 1.d4. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- Rabar ClassificationRabar Classification is an opening term: a system of opening classification codes introduced by Braslav Rabar for Chess Informant. The system was used by Informant publications from 1966 to 1981 but has since been replaced by ECO codes. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- refuteRefute is an opening term: to demonstrate that a strategy, move, or opening is not as good as previously thought (often, that it leads to a loss), or that previously published analysis is unsound. A refutation is sometimes colloquially referred to as a bust. A refutation in the context of chess problems or endgame studies is often called a cook. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- RepertoireThe set of openings and typical plans a player chooses to play regularly.
- reverse openingreverse opening is another name or closely related pointer for colors reversed. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- Semi-Closed GameSemi-Closed Game is an opening term: an opening that begins with White playing 1.d4 and Black replying with a move other than 1...d5. Also called half-closed game. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- Semi-Open GameSemi-Open Game is an opening term: an opening that begins with White playing 1.e4 and Black replying with a move other than 1...e5. Also called half-open game. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- sharpSharp is an opening term: highly tactical, risky, double-edged, few available accurate moves. Sharp can be used to describe moves, maneuvers, positions, opening lines, and styles of play. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- solidSolid is an opening term: an adjective used to describe a move, opening, or manner of play that is characterized by minimal risk-taking and emphasis on quiet positional play rather than wild tactics. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- sortieSortie is an opening term: a queen development in front of its own pawns, often early in the opening, usually for the purpose of exploiting an advantage in space or punishing an error by the opponent. So called because the queen is usually developed behind its own pawns for its protection. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- soundSound is an opening term: a correct move or plan. A sound sacrifice has sufficient compensation, a sound opening or variation has no known refutation, and a sound puzzle or composition has no known cooks. Opposite: unsound. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- Spanish bishopSpanish bishop is an opening term: a white king bishop developed to b5. This is characteristic of the Ruy Lopez, also known as the Spanish Opening. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- stem gameStem game is an opening term: a stem game is the chess game featuring the first use of a particular opening variation. Sometimes, the player or the venue of the stem game is then used to refer to that opening. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- strongpointStrongpoint is an opening term: 1. A "strongpoint defense" means an opening that defends and retains a central pawn (White: e4 or d4; Black: e5 or d5), as opposed to exchanging the pawn and relinquishing occupation of that central square. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- symmetrySymmetry is an opening term: a symmetrical position on the chessboard means the positions of one's pieces are exactly mirrored by the opponent's pieces. This most often occurs when Black mimics White's opening moves. Black is said to break symmetry when making a move that no longer imitates White's move. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- systemsystem is another name or closely related pointer for opening system. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- theoretical novelty ("TN" or "N")Theoretical novelty ("TN" or "N") is an opening term: simply novelty. A move in the opening that has not been played before. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- theorytheory is another name or closely related pointer for book move. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- TranspositionReaching the same position through a different move order.
- unorthodox openingunorthodox opening is another name or closely related pointer for irregular opening. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- variationVariation is an opening term: 1. A sequence of moves or an alternative line of play, often applied to the opening. A variation does not have to have been played in a game; it may also be a possibility that occurs only in analysis. Also called continuation. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- Wing GambitWing Gambit is an opening term: the name given to variations of several openings in which one player gambits a wing pawn, usually the b-pawn. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- winning positionWinning position is an opening term: a position is said to be a winning one if one specified side, with correct play, can eventually force a checkmate against any defense (i.e. perfect defense). Also called won game. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
- X-rayX-ray is an opening term: when the power of a piece, either to attack or to defend, seems to pass through an intervening enemy piece. An X-ray attack, also known as a skewer, occurs when two pieces of the same color are caught in the same line of attack along a diagonal, rank, or file. Learn the plan, pawn structure, and typical piece placement behind the term, not just the name.
Pawn Play
29 terms
- Advanced PawnA pawn deep in the opponent's half that gains space, restricts pieces, or threatens promotion.
- Backward PawnA pawn behind neighboring pawns that cannot safely advance or be defended by another pawn.
- BreakthroughA pawn push or tactical idea that tears open a blocked structure or creates a passed pawn.
- centipawnCentipawn is a pawn-structure concept: a unit of evaluation used by chess engines, e.g. an evaluation of +1.32 is worth 20 centipawns more than an evaluation of +1.12. Historically a centipawn corresponded to a material value of 0.01 of a pawn; however, the strongest modern engines no longer rate pawns as worth 1. The teaching point is that pawn moves are permanent, so they create both strengths and weaknesses.
- central pawncentral pawn is another name or closely related pointer for center pawn. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- connected pawnsConnected pawns is a pawn-structure concept: refers to two or more pawns of the same color on adjacent files. Compare isolated pawns. The teaching point is that pawn moves are permanent, so they create both strengths and weaknesses.
- Doubled PawnsTwo same-color pawns on the same file.
- En PassantA special pawn capture against a pawn that just advanced two squares past an attacking pawn.
- HarryHarry is a pawn-structure concept: a nickname for the h-pawn, sometimes occurring in the expression, "Harry the h-pawn". The teaching point is that pawn moves are permanent, so they create both strengths and weaknesses.
- Isolated PawnA pawn with no friendly pawns on adjacent files.
- majorityMajority is a pawn-structure concept: a larger number of pawns on one flank opposed by a smaller number of the opponent's; often a player with a majority on one flank has a minority on the other. A central pawn majority is a larger number of pawns on the center files. The teaching point is that pawn moves are permanent, so they create both strengths and weaknesses.
- minorityMinority is a pawn-structure concept: a smaller number of pawns on one flank opposed by a larger number of the opponent's; often a player with a minority on one flank has a majority on the other. The teaching point is that pawn moves are permanent, so they create both strengths and weaknesses.
- Mistake A bad move (indicated by "?" in chess annotation ). mobile pawn centerMistake A bad move (indicated by "?" in chess annotation ). mobile pawn center is a pawn-structure concept: pawns on central squares able to advance without becoming weak. The teaching point is that pawn moves are permanent, so they create both strengths and weaknesses.
- Outside Passed PawnA passed pawn far from the main pawn mass that can distract the enemy king.
- Passed PawnA pawn with no enemy pawns ahead of it on its file or adjacent files.
- passerPasser is a pawn-structure concept: a passed pawn. The teaching point is that pawn moves are permanent, so they create both strengths and weaknesses.
- Pawn BreakA pawn advance used to challenge or open a pawn structure.
- Pawn ChainA diagonal chain of pawns protecting each other.
- pawn majoritypawn majority is another name or closely related pointer for majority. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- pawn minoritypawn minority is another name or closely related pointer for minority. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- pawn skeletonpawn skeleton is another name or closely related pointer for pawn structure. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- Pawn StormAdvancing multiple pawns toward the enemy king to open lines or weaken the pawn shield.
- Pawn StructureThe shape of the pawns, which defines weak squares, plans, and long-term strengths.
- priyomePriyome is a pawn-structure concept: a Russian term for particular tactics that depend on pawn structure. The teaching point is that pawn moves are permanent, so they create both strengths and weaknesses.
- PromotionWhen a pawn reaches the last rank and becomes a queen, rook, bishop, or knight.
- Protected Passed PawnA passed pawn defended by another pawn.
- pushPush is a pawn-structure concept: 1. v. To move a pawn forward. The teaching point is that pawn moves are permanent, so they create both strengths and weaknesses.
- UnderpromotionPromoting to a rook, bishop, or knight instead of a queen because the lesser piece is best.
- Weak PawnA pawn that is hard to defend and easy for the opponent to attack.
Pieces & Activity
89 terms
- activeAn active piece is doing useful work: it controls important squares, attacks targets, or supports a plan. When a piece is active, it makes your threats easier to create and your opponent's defense harder.
- Active PieceA piece that controls useful squares, creates threats, or supports an important plan.
- Bad BishopA bishop blocked by its own pawns, often stuck defending weaknesses instead of creating pressure.
- bare kingBare king is a piece-play concept: a position in which a king is the only man of its color on the board. Ask whether the piece is active, coordinated, and serving a real plan.
- big pawnBig pawn is a piece-play concept: a bad bishop stuck behind its own pawns and defending them—effectively doing the work of a pawn. Ask whether the piece is active, coordinated, and serving a real plan.
- bishopBishop is a piece-play concept: a piece that may move along diagonals without jumping. Ask whether the piece is active, coordinated, and serving a real plan.
- Bishop PairOwning both bishops, often strong in open positions because they control both color complexes from long range.
- bishop pawnBishop pawn is a piece-play concept: bishop's pawn. A pawn on the bishop's file, i.e. the c-file or f-file. Sometimes abbreviated "BP". Ask whether the piece is active, coordinated, and serving a real plan.
- building a bridgeBuilding a bridge is a piece-play concept: making a path for a king in the endgame by providing protective cover against checks from line pieces. A well-known example is the Lucena position. Ask whether the piece is active, coordinated, and serving a real plan.
- centerCenter is a piece-play concept: centre. The four squares in the middle of the board. Sometimes short for pawn center. A king "in the center" can refer to an uncastled king on a center file. Ask whether the piece is active, coordinated, and serving a real plan.
- center fileCenter file is a piece-play concept: centre file. The king's file (e-file) or queen's file (d-file). Ask whether the piece is active, coordinated, and serving a real plan.
- center pawnCenter pawn is a piece-play concept: centre pawn. A pawn on the king's file (e-file) or queen's file (d-file). Ask whether the piece is active, coordinated, and serving a real plan.
- centralizationCentralization is a piece-play concept: moving a piece or pieces toward the center of the board, where they will not only control the center, but also extend their influence to other areas. Pieces are best placed near the center of the board, because they increase their power and maneuverability. Knights in particular benefit from being centralized. Opposite: decentralization. Ask whether the piece is active, coordinated, and serving a real plan.
- closed fileClosed file is a piece-play concept: a file containing pawns from both sides, which limits rook activity along that file. Ask whether the piece is active, coordinated, and serving a real plan.
- closed gameClosed game is a piece-play concept: close game. A closed game has few open lines (files or diagonals). It is generally characterized by interlocking pawn chains, cramped positions with few opportunities to exchange, and extensive maneuvering behind lines. Such a game may evolve and later become an open game. Ask whether the piece is active, coordinated, and serving a real plan.
- colorboundColorbound is a piece-play concept: colourbound. The property of a piece to access only squares of one color. In standard chess, each bishop is colorbound to either the white or black squares. Ask whether the piece is active, coordinated, and serving a real plan.
- controlControl is a piece-play concept: when a player's pawn, piece or pieces guard a square, or squares, or a file, or a rank in such a way that the territory can be advantageously used; and the opponent is prevented from using the territory. Also, the player who has the initiative has control. Ask whether the piece is active, coordinated, and serving a real plan.
- CoordinationHow well your pieces work together toward the same targets or squares.
- corresponding squaresCorresponding squares is a piece-play concept: corresponding squares are pairs of squares such that when a king moves to one square, it forces the opponent's king to occupy the other square in order to hold the position. Corresponding squares usually occur in pawn endgames. The theory of corresponding squares has developed to include complex calculations based on math-like formulas. Ask whether the piece is active, coordinated, and serving a real plan.
- coverCover is a piece-play concept: to protect a piece or control a square. Ask whether the piece is active, coordinated, and serving a real plan.
- cross-checkCross-check is a piece-play concept: a cross-check is a check played in reply to a check, especially when the original check is blocked by a piece that itself either delivers check or reveals a discovered check from another piece. Ask whether the piece is active, coordinated, and serving a real plan.
- dark-square bishopDark-square bishop is a piece-play concept: often shortened to dark bishop or abbreviated DSB. One of the two bishops that moves only on the dark squares. In the starting position, White's dark-square bishop is on c1; Black's is on f8. Compare light-square bishop. Ask whether the piece is active, coordinated, and serving a real plan.
- diagonalDiagonal is a piece-play concept: a line of squares of the same color touching corner to corner, along which a queen or bishop moves. Ask whether the piece is active, coordinated, and serving a real plan.
- dominationDomination is a piece-play concept: from endgame studies, control of all movement squares of an enemy piece. Ask whether the piece is active, coordinated, and serving a real plan.
- double fianchettoDouble fianchetto is a piece-play concept: a player's king bishop and queen bishop have both been fianchettoed. Ask whether the piece is active, coordinated, and serving a real plan.
- eatEat is a piece-play concept: to remove the opponent's piece or pawn from the board by taking it with one's own piece or pawn. Synonym: capture. Ask whether the piece is active, coordinated, and serving a real plan.
- en priseEn prise is a piece-play concept: en prise describes a piece or pawn exposed to a material-winning capture by the opponent. This is either a hanging piece, an undefended pawn, a piece attacked by a less valuable attacker, or a piece or pawn defended insufficiently. For instance, 1.e4 Nf6 2.Nf3? leaves White's e-pawn en prise. Ask whether the piece is active, coordinated, and serving a real plan.
- frameFrame is a piece-play concept: a square region of the board enclosing another region not part of the given frame, akin to a picture frame. Also referred to as a ring. The outer frame consists of the 28 squares along the edge of the board, the middle frame consists of the 20 squares just inside the outer frame, and the inner frame consists of the 12 squares just inside the middle frame. Ask whether the piece is active, coordinated, and serving a real plan.
- Good BishopA bishop with useful diagonals, usually not trapped behind its own pawns.
- hangingHanging is a piece-play concept: unprotected and exposed to capture. A hanging piece may also be said to be en prise. Ask whether the piece is active, coordinated, and serving a real plan.
- HarmonyA position where pieces support each other without blocking each other's best squares or lines.
- heavy pieceheavy piece is another name or closely related pointer for major piece. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- Indian bishopIndian bishop is a piece-play concept: a fianchettoed bishop, characteristic of the Indian defenses, the King's Indian and the Queen's Indian. Ask whether the piece is active, coordinated, and serving a real plan.
- IQPIQP is a chess abbreviation. In practical terms, it refers to an abbreviation for isolated queen pawn. See isolani. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- isolaniIsolani is a piece-play concept: another name for an isolated queen's pawn. Ask whether the piece is active, coordinated, and serving a real plan.
- isolated queen pawn ("IQP")Isolated queen pawn ("IQP") is a piece-play concept: isolated queen's pawn. Ask whether the piece is active, coordinated, and serving a real plan.
- kickKick is a piece-play concept: attacking a piece, often a knight, with a pawn, so that it will move. Kicking a piece may lead to gaining a tempo, or may force the opponent to concede control of key squares. Ask whether the piece is active, coordinated, and serving a real plan.
- king bishopKing bishop is a piece-play concept: king's bishop. The bishop that is on the kingside at the start of the game. Sometimes abbreviated "KB". Ask whether the piece is active, coordinated, and serving a real plan.
- king knightKing knight is a piece-play concept: king's knight. The knight that is on the kingside at the start of the game. Sometimes abbreviated "KN". Ask whether the piece is active, coordinated, and serving a real plan.
- king pawnKing pawn is a piece-play concept: king's pawn. A pawn on the king's file, i.e. the e-file. Sometimes abbreviated "KP". Also king bishop pawn (KBP), king knight pawn (KNP), and king rook pawn (KRP) for a pawn on the f-, g-, or h-file, respectively. Ask whether the piece is active, coordinated, and serving a real plan.
- king rookKing rook is a piece-play concept: king's rook. The rook that is on the kingside at the start of the game. Sometimes abbreviated "KR". Ask whether the piece is active, coordinated, and serving a real plan.
- king walkKing walk is a piece-play concept: a consecutive series of king moves designed to bring the king to a safer square. For example, if a player has castled kingside but the opponent has sacrificed a piece to destroy the kingside pawn cover, they may choose to walk the king over to the queenside to shelter behind the queenside pawns. Ask whether the piece is active, coordinated, and serving a real plan.
- kingsideKingside is a piece-play concept: king's side. The side of the board (half-board) the kings are on at the start of the game (the e- through h- file), as opposed to the queenside. Also called king's wing. Ask whether the piece is active, coordinated, and serving a real plan.
- knightKnight is a piece-play concept: a piece that may move to any nearest square not on a rank, file, or diagonal on which it stands. In other words, it may move two squares horizontally or vertically and then one square perpendicular to that (forming an L shape), jumping over any pieces in the way. Ask whether the piece is active, coordinated, and serving a real plan.
- knight pawnKnight pawn is a piece-play concept: knight's pawn. A pawn on the knight's file, i.e. the b-file or g-file. Sometimes abbreviated "NP". Ask whether the piece is active, coordinated, and serving a real plan.
- Knight vs BishopAn imbalance where one side's knight fights the other side's bishop. The better piece depends on pawn structure and open lines.
- knight's tourKnight's tour is a piece-play concept: a puzzle that challenges a person to set a knight on an empty chessboard, and make the piece move around (as it moves in a chess game), but to visit every square only once. The knight's tour is the best known of a variety of tours and puzzles based on chess pieces. Ask whether the piece is active, coordinated, and serving a real plan.
- light-square bishopLight-square bishop is a piece-play concept: often shortened to light bishop. One of the two bishops that moves only on the light squares. In the starting position, White's light-square bishop is on f1; Black's is on c8. Compare dark-square bishop. Ask whether the piece is active, coordinated, and serving a real plan.
- line pieceLine piece is a piece-play concept: a piece whose movement is defined to be along straight lines of squares (i.e. the rook, bishop, and queen). Ask whether the piece is active, coordinated, and serving a real plan.
- Long DiagonalA diagonal running from corner to corner or near-corner to near-corner, often controlled by a fianchetto bishop.
- long fianchettoLong fianchetto is a piece-play concept: a fianchetto whereby the knight's pawn has advanced two squares (b4 or g4 for White; b5 or g5 for Black) instead of one. Ask whether the piece is active, coordinated, and serving a real plan.
- long-range pieceLong-range piece is a piece-play concept: a bishop, rook, or queen. Ask whether the piece is active, coordinated, and serving a real plan.
- manMan is a piece-play concept: a piece or a pawn, when the term "piece" is used as exclusive of pawns. Ask whether the piece is active, coordinated, and serving a real plan.
- materialMaterial is a piece-play concept: a player's pieces and pawns on the board. The player with pieces and pawns of total greater value is said to have a material advantage. Gaining a material advantage is called winning material. See Chess piece relative value. Ask whether the piece is active, coordinated, and serving a real plan.
- miniatureMiniature is a piece-play concept: a short game (usually no more than 20 to 25 moves), for example: 1.e3 e5 2.Qf3 d5 3.Nc3 e4 4.Qf4?? Bd6! and White resigned in Spiel–Künzel, Europe 1900, because the queen is trapped. However, some authors include games up to 30 moves. Usually only decisive games (not draws) are considered miniatures. Ask whether the piece is active, coordinated, and serving a real plan.
- minor exchangeMinor exchange is a piece-play concept: the exchange of a bishop for a knight. Ask whether the piece is active, coordinated, and serving a real plan.
- Minor PieceA bishop or knight. Their value depends heavily on pawn structure, open lines, and available squares.
- mobilityMobility is a piece-play concept: the ability of a piece(s) to move around the board. Having space. Ask whether the piece is active, coordinated, and serving a real plan.
- mysterious rook moveMysterious rook move is a piece-play concept: coined by Nimzowitsch to refer to the placing of a rook on a closed file in anticipation that the opponent is going to open the file. This move may either achieve a position with a rook on an open file, or it may alternatively hinder the opponent's intentions (prophylaxis). Ask whether the piece is active, coordinated, and serving a real plan.
- occupationOccupation is a piece-play concept: occupation of a rank or file means a rook or queen controls it; occupation of a square means a piece or pawn sits on it. Ask whether the piece is active, coordinated, and serving a real plan.
- octopusOctopus is a piece-play concept: a strongly positioned knight in enemy territory. A knight not near the edge reaches out in eight directions, like the eight tentacles of an octopus. Ask whether the piece is active, coordinated, and serving a real plan.
- Opposite-Colored BishopsEach side has a bishop on opposite color complexes. Endgames are often drawish, but middlegames can make attacks stronger.
- overloadedOverloaded is a piece-play concept: a piece that has too many defensive duties. An overloaded piece can sometimes be deflected, or required to abandon one of its defensive duties. Ask whether the piece is active, coordinated, and serving a real plan.
- paired bishopspaired bishops is another name or closely related pointer for bishop pair. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- Passive PieceA piece that is blocked, defensive, or disconnected from the main battle.
- pawn and movePawn and move is a piece-play concept: a type of odds game, common in the 18th and 19th centuries, in which the superior player plays Black and begins the game with one of their pawns, usually the king bishop pawn, removed from the board; plus White gets an extra move at the start. Ask whether the piece is active, coordinated, and serving a real plan.
- Piece ActivityHow much useful work a piece is doing: controlling squares, attacking targets, defending key points, or joining a plan.
- protectionProtection is a piece-play concept: a piece is protected when another friendly piece controls its square. This somewhat protects the first piece from capture, as there is the option to recapture. This is especially effective if the attacking piece is of greater value than the threatened piece. Ask whether the piece is active, coordinated, and serving a real plan.
- queenQueen is a piece-play concept: 1. n. A piece that may move along ranks, files, and diagonals without jumping. Ask whether the piece is active, coordinated, and serving a real plan.
- queen bishopQueen bishop is a piece-play concept: queen's bishop. The bishop that is on the queenside at the start of the game. Sometimes abbreviated "QB". Ask whether the piece is active, coordinated, and serving a real plan.
- queen knightQueen knight is a piece-play concept: queen's knight. The knight that is on the queenside at the start of the game. Sometimes abbreviated "QN". Ask whether the piece is active, coordinated, and serving a real plan.
- queen pawnQueen pawn is a piece-play concept: queen's pawn. A pawn on the queen's file, i.e. the d-file. Sometimes abbreviated "QP". Also queen rook pawn (QRP), queen knight pawn (QNP), and queen bishop pawn (QBP) for a pawn on the a-, b-, or c-file, respectively. Ask whether the piece is active, coordinated, and serving a real plan.
- queen rookQueen rook is a piece-play concept: queen's rook. The rook that is on the queenside at the start of the game. Sometimes abbreviated "QR". Ask whether the piece is active, coordinated, and serving a real plan.
- queensideQueenside is a piece-play concept: queen's side. The side of the board (board-half) the queens are on at the start of the game (the a- through d- file), as opposed to the kingside. Also called queen's wing. Ask whether the piece is active, coordinated, and serving a real plan.
- recaptureRecapture is a piece-play concept: the capture of an opponent's piece that previously made a capture, and usually played immediately following the opponent's capture move. The capture and recapture occur on the same square, and usually the pieces captured and recaptured have the same value. Ask whether the piece is active, coordinated, and serving a real plan.
- rookRook is a piece-play concept: a piece that may move along ranks and files without jumping. Ask whether the piece is active, coordinated, and serving a real plan.
- Rook LiftA rook maneuver up the board, often to the third or fourth rank, so it can swing across into an attack.
- rook pawnRook pawn is a piece-play concept: rook's pawn. A pawn on the rook's file, i.e. the a-file or h-file. Sometimes abbreviated "RP". Ask whether the piece is active, coordinated, and serving a real plan.
- royal pieceRoyal piece is a piece-play concept: a king or queen. In chess variants, the term refers to any piece that must be protected from capture; under this definition, only the king is royal in orthodox chess. Ask whether the piece is active, coordinated, and serving a real plan.
- starting squareStarting square is a piece-play concept: a piece 's starting square is the square it occupies at the beginning of the game. Ask whether the piece is active, coordinated, and serving a real plan.
- strong squareStrong square is a piece-play concept: a square on a player's 4th or greater rank on which the player can post a piece that cannot or will not be driven away by enemy pawns. Compare weak square. Ask whether the piece is active, coordinated, and serving a real plan.
- support pointSupport point is a piece-play concept: a square that cannot be attacked by a pawn, and that can be occupied as a home base for a piece, usually a knight. Ask whether the piece is active, coordinated, and serving a real plan.
- swapswap is another name or closely related pointer for exchange. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- tall pawnTall pawn is a piece-play concept: an ineffective bishop, usually a bad bishop hemmed in by its own pawns. Ask whether the piece is active, coordinated, and serving a real plan.
- tensionTension is a piece-play concept: a position in which one or more exchanges are possible, such as a pair of pawns facing each other on a diagonal where either can capture the other, is said to contain tension. Such a situation differs from a threat in that it does not need to be immediately resolved – for example, if both pawns are defended. Ask whether the piece is active, coordinated, and serving a real plan.
- tradeTrade is a piece-play concept: an exchange of pieces or pawns, usually by mutual capture. Ask whether the piece is active, coordinated, and serving a real plan.
- two bishopsTwo bishops is a piece-play concept: the two bishops. A synonym for bishop pair. Ask whether the piece is active, coordinated, and serving a real plan.
- woodWood is a piece-play concept: slang for pieces. "A lot of wood came off the board" conveys that several piece exchanges occurred. Ask whether the piece is active, coordinated, and serving a real plan.
- wrong bishopWrong bishop is a piece-play concept: wrong-colored bishop. A bishop that, because of the color squares it is restricted to, suffers critical loss of utility in the game position. Ask whether the piece is active, coordinated, and serving a real plan.
Endgames
23 terms
- book winA book win is a known theoretical winning position. You still need the correct technique, but the result is established with best play.
- connected passed pawnsConnected passed pawns is an endgame idea: two passed pawns on adjacent files that support each other and are often very dangerous in the endgame. The practical lesson is to connect the term to king activity, pawn races, and whether trades help the result.
- EndgameThe phase with fewer pieces where king activity, pawn promotion, and technique matter most.
- endgame tablebaseEndgame tablebase is an endgame idea: a computerized database of endgames with a small number of pieces, providing perfect play for both players, and thus completely solving those endgames. As of 2012, tablebases have been calculated for all positions with up to seven pieces. The practical lesson is to connect the term to king activity, pawn races, and whether trades help the result.
- Key SquaresSquares a king must reach to force a pawn through or stop the opponent's pawn.
- King ActivityUsing the king as an active fighting piece, especially in simplified positions.
- Lucena PositionA standard winning rook ending where the stronger side builds a bridge to escape checks.
- OppositionA king-versus-king relationship where the player not to move has the useful setup.
- Pawn EndgameAn endgame with only kings and pawns, where opposition, pawn races, and promotion decide the result.
- Pawn RaceA race where both sides try to promote pawns, often decided by tempo, checks after promotion, or king position.
- Philidor PositionA standard drawing method in rook endings based on holding the third rank and checking from distance.
- Queen EndgameAn endgame with queens and pawns, where checks, king safety, and perpetual check resources are central.
- Rook Behind Passed PawnA key rook-endgame rule: rooks usually belong behind passed pawns, supporting your pawn or attacking the opponent's pawn from behind.
- Rook EndgameAn endgame with rooks and pawns, where activity and checking distance are critical.
- squeezeSqueeze is an endgame idea: making pawn moves that limit mobility, freedom and options for the opponent, typically causing a zugzwang. The practical lesson is to connect the term to king activity, pawn races, and whether trades help the result.
- StalemateA drawn position where the side to move has no legal move and is not in check.
- TablebaseA database of perfect play for simplified endgames with a limited number of pieces.
- The Square RuleA counting shortcut that shows whether a king can catch a passed pawn before it promotes.
- trébuchetTrébuchet is an endgame idea: a theoretical position of mutual zugzwang in which either player would lose if it were their turn to move. The practical lesson is to connect the term to king activity, pawn races, and whether trades help the result.
- TriangulationA king maneuver that loses a tempo to put the opponent to move in a worse version of the position.
- waiting moveWaiting move is an endgame idea: a move whose sole purpose is to oblige the opponent to move. A waiting move is effective when the opponent has nothing but bad moves available (i.e. is in zugzwang). The practical lesson is to connect the term to king activity, pawn races, and whether trades help the result.
- Wrong Rook PawnA rook pawn that cannot queen successfully because the bishop does not control the promotion square, often making the ending drawn.
- ZugzwangA position where every legal move makes the side to move worse.
Time Controls
38 terms
- adjournmentAdjournment is when a game is paused and resumed later from the same position. It matters mostly for understanding older tournament games, because modern engine access made adjournments mostly obsolete.
- Armageddon gameArmageddon game is a clock-management term: a game that is guaranteed to produce a decisive result, because if there is a draw it is ruled a victory for Black. In compensation for this White is given more time on the clock. Often White is given five minutes, and Black four. This format is typically used in playoff tiebreakers when shorter blitz games have not resolved the tie. The practical skill is choosing moves that fit the clock without ignoring tactics.
- blitz chessBlitz is a fast time control where each player has only a few minutes for the whole game. The chess skill is still calculation, but practical speed, pattern recognition, and clock handling become much more important.
- Bronstein delayBronstein delay is a clock-management term: a time control method with time delay, invented by David Bronstein. When it becomes a player's turn to move, the clock waits for the delay period before starting to subtract from the player's remaining time. The practical skill is choosing moves that fit the clock without ignoring tactics.
- bullet chessBullet is an extremely fast time control, usually around one minute per player. It rewards instant pattern recognition and mouse speed, but it is less reliable for deep learning than slower games.
- chess clockChess clock is a clock-management term: a device made up of two adjacent clocks and buttons, keeping track of the total time each player takes for their moves. Immediately after moving, the player presses their button, which simultaneously stops their clock and starts their opponent's. The picture shown displays an analogue clock from which the term flag fall originates. Modern clocks are digital. The practical skill is choosing moves that fit the clock without ignoring tactics.
- classicalClassical is a clock-management term: 1. An opening system geared towards forming a full pawn center. Classical ideas were challenged by hypermodern ideas. The practical skill is choosing moves that fit the clock without ignoring tactics.
- classical bishop sacrificeclassical bishop sacrifice is another name or closely related pointer for Greek gift sacrifice. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- clock moveClock move is a clock-management term: in a game played clock move, a move is considered completed only after the clock is pressed. For example, one could touch a piece, then move a different piece—as long as the player has not pressed their clock button. This way of playing is uncommon but can be seen in casual games or blitz games. The practical skill is choosing moves that fit the clock without ignoring tactics.
- coffeehouseCoffeehouse is a clock-management term: adjective used to describe a move, player, or style of play characterized by risky, positionally dubious play that sets traps for the opponent. The name comes from the notion that one would expect to see such play in skittles games played in a coffeehouse or similar setting, particularly in games played for stakes or blitz chess. The practical skill is choosing moves that fit the clock without ignoring tactics.
- correspondence chessCorrespondence chess is a clock-management term: chess played at a long time control by long-distance correspondence. Traditionally correspondence chess was played though the post; today it is usually played over a correspondence chess server or by email. Typically, one move is transmitted in every correspondence. The practical skill is choosing moves that fit the clock without ignoring tactics.
- dirty flagDirty flag is a clock-management term: a scenario in which a player having a losing position on the board wins by virtue of the opponent exceeding the time control. It typically occurs in faster formats, such as blitz or bullet, where a player prioritizes making rapid (often sub-optimal) moves to exhaust the opponent's remaining seconds rather than seeking a tactical or positional advantage. The practical skill is choosing moves that fit the clock without ignoring tactics.
- dynamismDynamism is a clock-management term: a style of play in which the activity of the pieces is favored over more positional considerations, even to the point of accepting permanent structural or spatial weaknesses. The practical skill is choosing moves that fit the clock without ignoring tactics.
- fast chessFast chess is a clock-management term: a form of chess in which both sides are given less time to make their moves than under the normal tournament time controls. The practical skill is choosing moves that fit the clock without ignoring tactics.
- Fischer delayFischer delay is a clock-management term: a time control method with time delay, invented by Bobby Fischer. When it becomes a player's turn to move, the delay is added to the player's remaining time. The practical skill is choosing moves that fit the clock without ignoring tactics.
- five-minute chessfive-minute chess is another name or closely related pointer for blitz chess. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- flagFlag is a clock-management term: part of an analogue chess clock, usually red, that indicates when the minute hand passes the hour. To "flag" someone means winning the game on the basis of the opponent exceeding the time control. The practical skill is choosing moves that fit the clock without ignoring tactics.
- flag-fallFlag-fall is a clock-management term: the event when the allotted time of a player has just expired; the player has run out of time. The practical skill is choosing moves that fit the clock without ignoring tactics.
- forfeitForfeit is a clock-management term: refers to losing the game by breaking rules, by absence or by exceeding the time control (forfeit on time). The practical skill is choosing moves that fit the clock without ignoring tactics.
- friendly gameFriendly game is a clock-management term: a game that is not played as part of a match, tournament, or exhibition. Often the game is not timed, but if a chess clock is used, rapid time controls are common. The term refers only to the circumstances in which the game is played, not the relationship between the players or the intensity of the competition. Also called casual game and informal game. The practical skill is choosing moves that fit the clock without ignoring tactics.
- Greek gift sacrificeGreek gift sacrifice is a clock-management term: a typical sacrifice of a bishop by White playing Bxh7+ or by Black playing...Bxh2+ against a castled king to initiate a mating attack. Also known as the classical bishop sacrifice. The practical skill is choosing moves that fit the clock without ignoring tactics.
- hypermodernismHypermodernism is a clock-management term: a school of thought that prefers controlling the center with pieces from the flanks as opposed to occupying it directly with pawns. Two major proponents of hypermodernism were Richard Réti and Aron Nimzowitsch. The practical skill is choosing moves that fit the clock without ignoring tactics.
- incrementIncrement is a clock-management term: refers to the amount of time added to each player's time before each move. For instance, rapid chess might be played with "25 minutes plus 10 second per move increment", meaning that each player starts with 25 minutes on their clock, and this increments by 10 seconds after (or before) each move, usually using the Fischer Delay method. The practical skill is choosing moves that fit the clock without ignoring tactics.
- lightning chessLightning chess is a clock-management term: a form of chess with an extremely short time limit, either blitz chess or bullet chess. The practical skill is choosing moves that fit the clock without ignoring tactics.
- lossLoss is a clock-management term: a defeat for one of the two players, which may occur due to that player being checkmated by the other player, resigning, exceeding the time control, or being forfeited by the tournament director. In chess, a zero-sum game, this results in a win for the other player. The practical skill is choosing moves that fit the clock without ignoring tactics.
- normNorm is a clock-management term: a step toward earning a chess title, such as Grandmaster or International Master. To qualify for the award of norms, a tournament must be rated by FIDE, must be sufficiently strong, must include a mix of nationalities, must include a specified number of titled players, and must meet certain other requirements regarding time control and playing conditions. The practical skill is choosing moves that fit the clock without ignoring tactics.
- optimal playoptimal play is another name or closely related pointer for Best response. Both sides playing their best move at each turn, or one of equally good alternatives. One side tries to win as quickly as possible while the other side tries to delay it as long as possible, or optimal play may result in a draw. Compare Solved game#Perfect play. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- premovePremove is a clock-management term: in online chess, a move input that is made during the opponent's turn, to take effect only after the opponent has moved. Premoving, the act of making premoves, is a popular way of saving time in blitz and bullet formats. The practical skill is choosing moves that fit the clock without ignoring tactics.
- rapid chessRapid chess is faster than classical chess but slower than blitz. It gives enough time for real calculation while still requiring practical time management.
- speed chessspeed chess is another name or closely related pointer for blitz chess. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- spite checkSpite check is a clock-management term: a harmless check given by a player who is about to lose the game, that serves no purpose other than to momentarily delay the defeat. The practical skill is choosing moves that fit the clock without ignoring tactics.
- sudden deathSudden death is a clock-management term: the most straightforward time control for a chess game: each player has a fixed amount of time available to make all moves. The practical skill is choosing moves that fit the clock without ignoring tactics.
- TCTC is a chess abbreviation. In practical terms, it refers to an abbreviation for time control. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- time controlTime control is a clock-management term: the allowed time to play a game, usually measured by a chess clock. A time control can require either a certain number of moves be made per time period (e.g. 40 moves in 2 + 1 ⁄ 2 hours) or it can limit the length of the entire game (e.g. five minutes per game for blitz). The practical skill is choosing moves that fit the clock without ignoring tactics.
- time delayTime delay is a clock-management term: a time control that makes it possible for a player to avoid having an ever-decreasing amount of time remaining (as is the case with sudden death). The most important time delays in chess are Bronstein delay and Fischer delay. The practical skill is choosing moves that fit the clock without ignoring tactics.
- time pressureTime pressure is a clock-management term: time trouble. Having very little time on one's clock (especially less than five minutes) to complete one's remaining moves. Also called zeitnot. The practical skill is choosing moves that fit the clock without ignoring tactics.
- winWin is a clock-management term: a victory for one of the two players in a game, which may occur due to checkmate, resignation by the other player, the other player exceeding the time control, or the other player being forfeited by the tournament director. Chess being a zero-sum game, this results in a loss for the other player. In a tournament a bye may be scored as a win. The practical skill is choosing moves that fit the clock without ignoring tactics.
- zeitnotZeitnot means severe time trouble. In zeitnot, simplify decisions: check forcing moves, avoid unnecessary complications, and make useful moves quickly.
Tournament Play
53 terms
- adjudicationAdjudication is a tournament term: a way to decide the result of an unfinished game. A tournament director, or an impartial and strong player, will evaluate the final position and assign a win, draw, or loss assuming best play by both players. This affects how games are organized, scored, paired, or decided.
- arbiterAn arbiter is the tournament official who enforces rules, handles disputes, manages clocks or results, and keeps the event fair.
- arenaArena is a tournament term: a type of tournament without a fixed amount of rounds. This affects how games are organized, scored, paired, or decided.
- brilliancy prizeBrilliancy prize is a tournament term: a prize awarded at some tournaments for the best brilliancy played in the tournament. This affects how games are organized, scored, paired, or decided.
- byeBye is a tournament term: a tournament round in which a player does not have a game, usually because there are an odd number of players. A bye is normally scored as a win (1 point), although in some tournaments a player is permitted to choose to take a bye (usually in the first or last round) and score it as a draw (½ point). This affects how games are organized, scored, paired, or decided.
- Candidate Master ("CM")Candidate Master is a chess title awarded by FIDE. It signals a strong competitive level, below FIDE Master, International Master, and Grandmaster.
- Candidates MatchCandidates Match is a tournament term: a knockout match in the Candidates Tournament. This affects how games are organized, scored, paired, or decided.
- Candidates TournamentCandidates Tournament is a tournament term: a tournament organized by the FIDE, the third and last qualifying cycle of the World Chess Championship. The participants are the top players of the Interzonal tournament plus possibly other players selected on the basis of rating or performance in the previous candidates tournament. The top ranking player(s) qualify(ies) for the world championship. This affects how games are organized, scored, paired, or decided.
- categoryCategory is a tournament term: the category of a tournament is a measure of its strength based on the average FIDE rating of the participants. The category is calculated by rounding up the number: (average rating − 2250) ÷ 25. So each category covers a 25-point rating range, starting with Category 1 which spans ratings between 2251 and 2275. This affects how games are organized, scored, paired, or decided.
- clock timeClock time is a tournament term: time (consumed or remaining) on the chess clock, in a tournament game. This affects how games are organized, scored, paired, or decided.
- closed tournamentClosed tournament is a tournament term: a tournament in which only invited or qualifying players may participate. Also called invitational tournament. Compare open tournament. This affects how games are organized, scored, paired, or decided.
- CMCM is a chess abbreviation. In practical terms, it refers to an abbreviation for Candidate Master. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- crosstableCrosstable is a tournament term: an arrangement of the results of every game in a tournament in tabular form. The names of the players run down the left side of the table in numbered rows. The names may be listed in order of results, alphabetically, or in pairing order, but results order is most common. This affects how games are organized, scored, paired, or decided.
- draw oddsDraw odds is a tournament term: a type of chess handicap where one player (Black in an Armageddon game) has only to draw in order to win the match. This affects how games are organized, scored, paired, or decided.
- Elo rating systemThe Elo rating system estimates player strength by updating ratings after games based on result and opponent strength. Treat it as a useful competitive signal, not a complete description of how well someone understands chess.
- exhibitionExhibition is a tournament term: chess games played for the public in various formats and for various purposes, often to promote the game, or a particular match or player, or as a fundraiser. An exhibition may pit two masters against each other, and normally use chess clocks. In a simultaneous exhibition, one player takes on a number of opponents at once, and it is often not timed. This affects how games are organized, scored, paired, or decided.
- FIDE ratingFIDE rating is another name or closely related pointer for Elo rating system. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- FOAFOA is a chess abbreviation. In practical terms, it refers to an abbreviation for the FIDE Online Arena. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- game scoreGame score is a tournament term: often shortened to score. The record of a game in some form of notation, usually algebraic notation. In over-the-board tournaments, the game score is recorded on a score sheet. This affects how games are organized, scored, paired, or decided.
- hauptturnierHauptturnier is a tournament term: german word that is freely translated as "candidates tournament". In the early part of the 20th century, it was necessary for the ambitious European amateur to win a succession of prizes in small tournaments, to progress to a higher level of competition. This affects how games are organized, scored, paired, or decided.
- IAIA is a chess abbreviation. In practical terms, it refers to an abbreviation for International Arbiter. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- International Arbiter ("IA")International Arbiter ("IA") is a tournament term: a tournament official who arbitrates disputes and performs other duties such as keeping the score when players are under time pressure. This affects how games are organized, scored, paired, or decided.
- Interzonal tournamentInterzonal tournament is a tournament term: a tournament organized by the FIDE starting from the 1950s to 1993. It was the second qualifying cycle of the World Chess Championship. The participants were selected from the top players of the Zonal tournaments. The top-ranking players qualified for the Candidates Tournament. This affects how games are organized, scored, paired, or decided.
- knockout tournamentknockout tournament is another name or closely related pointer for Single-elimination tournament. A tournament conducted as a series of matches in which the winner of each match advances to the next round and the loser is eliminated. Well-known chess tournaments held in the knockout format include London 1851 and the 2007 Chess World Cup. Compare round-robin tournament and Swiss tournament. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- masterMaster is a tournament term: loosely, a strong chess player who would be expected to beat most amateurs. It may also refer to a formal title such as International Master or National Master. Standards vary, but a master will usually have an Elo rating of over 2200. This affects how games are organized, scored, paired, or decided.
- matchMatch is a tournament term: the term "match" does not refer to an individual game of chess, but to either a competition between two teams or a series of games between two individuals. A match may be the entire competition, or it may be a round in a knockout tournament or team tournament. This affects how games are organized, scored, paired, or decided.
- OlympiadOlympiad is a tournament term: an international team chess tournament organized biennially by FIDE. Each team represents a FIDE member country. This affects how games are organized, scored, paired, or decided.
- open tournamentOpen tournament is a tournament term: a tournament where anyone can enter, regardless of rating or invitation. Compare closed tournament. This affects how games are organized, scored, paired, or decided.
- opening preparationOpening preparation is a tournament term: home study and analysis of openings and defenses that one expects to play, or meet, in later tournament or match games. In high-level play, an important part of this is the search for theoretical novelties that improve upon previous play or previously published analysis. This affects how games are organized, scored, paired, or decided.
- pairingPairing is a tournament term: the assignment of opponents in a tournament. The most common pairing methods used in chess tournaments are round-robin and the Swiss system. This affects how games are organized, scored, paired, or decided.
- performance rating ("PR")Performance rating ("PR") is a tournament term: a number reflecting the approximate rating level at which a player performed in a particular tournament or match. It is often calculated by adding together the player's performances in each individual game, using the opponent's rating for a draw, adding 400 points to the opponent's rating for a win, and subtracting 400 points from the opp... This affects how games are organized, scored, paired, or decided.
- PRPR is a chess abbreviation. In practical terms, it refers to an abbreviation for performance rating. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- quadQuad is a tournament term: a round-robin style tournament between four players, where each participant plays every other participant once. This affects how games are organized, scored, paired, or decided.
- ratingrating is another name or closely related pointer for Elo rating system. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- resign on timeResign on time is a tournament term: a player who intentionally runs out of time to avoid having to resign in a hopeless position can be said to have resigned on time. This is usually performed in a more subtle manner than that of Curt von Bardeleben walking out of the tournament hall against Wilhelm Steinitz. This affects how games are organized, scored, paired, or decided.
- round-robin tournamentRound-robin tournament is a tournament term: this is a tournament in which each participant plays every other participant an equal number of times. In a double round-robin tournament the participants play each other exactly twice, once with white and once with black. A round robin tournament is commonly used if the number of participants is relatively small. This affects how games are organized, scored, paired, or decided.
- scoreScore is a tournament term: 1. The recorded moves in a game. See game score. This affects how games are organized, scored, paired, or decided.
- score sheetA score sheet is where tournament players record the moves of a game. Accurate notation makes later review and dispute resolution possible.
- sealed moveSealed move is a tournament term: to prevent unfair advantage when an OTB game is adjourned, the player whose turn it is to move is required to write down their next move and put it in a sealed envelope. Upon resumption, the arbiter opens the sealed envelope, makes the move and the game continues. The player may be disqualified if the sealed move is illegal, ambiguous or unclear. This affects how games are organized, scored, paired, or decided.
- secondSecond is a tournament term: an assistant hired to help a player in preparation for and during a major match or tournament. The second assists in areas such as opening preparation. The second also used to assist with adjournment analysis before the practice of adjournments was largely abandoned in the 1990s. This affects how games are organized, scored, paired, or decided.
- Sofia rulesSofia rules is a tournament term: in the tournament played by Sofia rules, players are not allowed to draw by agreement. They could have draws by stalemate, threefold repetition, fifty-move rule, or insufficient material. Other draws are allowed only if the arbiter declares the game reached a drawn position. This affects how games are organized, scored, paired, or decided.
- strongStrong is a tournament term: an effective and well-placed piece or pawn; a potential outpost; a forceful or good move; a position having good winning chances; a highly rated player or one successful in tournaments; or a tournament having a sizable number of strong players competing, such as grandmasters. A "strong showing" refers to a player's high win ratio in a tournament. This affects how games are organized, scored, paired, or decided.
- Swiss tournamentSwiss tournament is a tournament term: a system used in tournaments to determine pairings. In every round each player is paired with an opponent with the same or similar score. This affects how games are organized, scored, paired, or decided.
- TDTD is a chess abbreviation. In practical terms, it refers to an abbreviation for tournament director. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- theme tournamentTheme tournament is a tournament term: a chess tournament in which every game must begin with a particular opening specified by the organizers, for example the Budapest Gambit (1.d4 Nf6 2.c4 e5). This affects how games are organized, scored, paired, or decided.
- tiebreakstiebreaks is another name or closely related pointer for Tie-breaking in Swiss-system tournaments. This refers to a number of different systems that are used to break ties, and thus designate a single winner, where multiple players or teams tie for the same place in a Swiss system chess tournament. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- tournamentTournament is a tournament term: a competition involving more than two players or teams, generally played at a single venue (or series of venues) in a relatively short period of time. A tournament is divided into rounds, with each round consisting either of individual games or matches in the case of knockout tournaments and team tournaments. This affects how games are organized, scored, paired, or decided.
- tournament bookTournament book is a tournament term: a book recording the scores of all the games in a tournament, usually with analysis of the best or most important games and some background on the event and its participants. One well-known example is Bronstein's Zurich International Chess Tournament 1953. This affects how games are organized, scored, paired, or decided.
- tournament director ("TD")Tournament director ("TD") is a tournament term: also tournament controller [chiefly British]. Organizer and arbiter of a tournament, responsible for enforcing the tournament rules and the laws of chess. This affects how games are organized, scored, paired, or decided.
- tournament performance rating ("TPR")Tournament performance rating ("TPR") is a tournament term: the performance rating over the course of a tournament. This affects how games are organized, scored, paired, or decided.
- WCMWCM is a chess abbreviation. In practical terms, it refers to an abbreviation for Woman Candidate Master. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- Woman Candidate Master ("WCM")Woman Candidate Master ("WCM") is a tournament term: a women-only chess title ranking below Woman FIDE Master. This affects how games are organized, scored, paired, or decided.
- Zonal tournamentsZonal tournaments is a tournament term: tournaments organized by FIDE, the first qualifying cycle of the World Chess Championship. Each zonal tournament features top players of a certain geographical zone. Up until 1993 the winners went on to Interzonal tournaments. This affects how games are organized, scored, paired, or decided.
Rules
41 terms
- adjustAdjust means touching a piece only to straighten it, not to move it. In a real game you should say 'I adjust' before touching the piece, otherwise touch-move rules may apply.
- artificial castlingArtificial castling is a rules concept: also known as castling by hand. Refers to a maneuver of several separate moves by the king and by a rook where they end up as if they had castled. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- bishops on opposite colorsBishops on opposite colors is a rules concept: bishops of opposite colors. A situation in which one player has only a light-square bishop remaining while the other has only a dark-square bishop remaining. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- book drawA book draw is a known theoretical drawing position. The important point is that correct technique holds the draw even if one side appears to have pressure.
- castling into itCastling into it is a rules concept: a situation where one side castles and a result is that the king is in more danger at the destination than on the initial square, either immediately or because lines and diagonals can be more readily opened against it. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- castling longCastling long means castling queenside. It usually places the king on c1 or c8 and often leads to sharper games because the rook becomes active on the d-file.
- castling shortCastling short means castling kingside. It is the most common way to get the king safer and connect the rooks.
- dead drawDead draw is a rules concept: a drawn position in which neither player has any realistic chance to win. In the strict sense, dead draw may refer to a position in which it is impossible for either player to win (such as insufficient material). In a broader sense, it may refer to a simple, lifeless position that would require a major blunder before either side would have a chance to win. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- drawDraw is a rules concept: a game that ends without victory for either player. Most drawn games are draws by agreement. The other ways that a game can end in a draw are by stalemate, by a dead position, by the threefold repetition rule, by the fifty-move rule, by the fivefold repetition rule, and by the seventy-five-move rule. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- draw by agreementDraw by agreement is a rules concept: a game that is ended by both players' accepting a draw. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- draw deathDraw death is a rules concept: hypothetical scenario whereby elite-level chess players, aided by modern computer analysis, become so good that they never make mistakes, leading to endless drawn games (since chess is widely believed to be drawn with best play from both sides). In a game, verify the exact rule before making assumptions, because one detail can change the result.
- draw offerA draw offer is a proposal to end the game peacefully. Before offering or accepting, judge the position honestly: who is better, who has risk, and whether either side can make progress.
- drawishDrawish is a rules concept: an adjective describing a position or game that is likely to end in a draw. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- e.p.E.p. is a rules concept: an abbreviation for en passant. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- en passant ("e.p.")En passant ("e.p.") is a rules concept: a special pawn capture available immediately after an enemy pawn advances two squares and passes an attacked square. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- fifty-move ruleThe fifty-move rule allows a draw claim if fifty moves by each side pass without a pawn move or capture. It matters most in long endgames where one side is trying to prove progress.
- fingerfehlerFingerfehler is a rules concept: an error caused by unthinkingly touching the wrong piece or releasing a piece on the wrong square, forcing the player to move that piece in accordance with the touch-move rule. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- fivefold repetitionFivefold repetition is a rules concept: a game is drawn if the same position occurs five times, with specific meaning of occurrence as under threefold repetition. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- grandmaster drawGrandmaster draw is a rules concept: a game in which the players agree to a quick draw. Originally it referred to such games between grandmasters, but the term can now refer to any such game. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- illegal moveAn illegal move is a move that breaks the rules of chess. In tournament play it can carry penalties, so always resolve legality before continuing.
- illegal positionIllegal position is a rules concept: 1. A position in a game that is a consequence of an illegal move or an incorrect starting position. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- j'adoubeJ'adoube means 'I adjust.' Say it before straightening a piece so it is clear you are not making a move.
- kingside castlingKingside castling is a rules concept: another name for castling short, written O-O. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- long castlinglong castling is another name or closely related pointer for castling long. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- moveMove is a rules concept: 1. A turn taken by one of the players, moving a piece to a new square (sometimes with the capture of an opponent's piece or the promotion of a pawn) or castling. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- opposite castlingOpposite castling is a rules concept: opposite-side castling. Describes when one player has castled kingside and the opponent has castled queenside. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- passar battagliaPassar battaglia is a rules concept: the former rule that a pawn could evade capture by an opposing pawn by its initial two-square advance, in contrast to the en passant rule. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- pawnPawn is a rules concept: a piece that can move one square directly forward, or on its first move, can move two squares directly forward. It can also move one square diagonally forward when capturing. It may capture en passant. Upon reaching its eighth rank, it is promoted to a same-colored queen, rook, bishop, or knight. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- pawn rollerPawn roller is a rules concept: two connected passed pawns. "Roller" refers to their ability to defend one another as they advance toward promotion. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- piecePiece is a rules concept: 1. One of the chessmen or figures used to play the game – that is, a king, queen, rook, bishop, knight or pawn. Each piece type has its own rules of movement on the board and of capturing enemy pieces. This is the definition used in the context of rules of chess – for example, the touched piece rule. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- queeningQueening is a rules concept: promotion to a queen. Also called promoting. Rarely used to indicate promotion to a knight, rook, or bishop (i.e. underpromotion) as well. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- queenside castlingQueenside castling is a rules concept: another name for castling long, written O-O-O. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- remisRemis is a rules concept: a draw. It literally means "reset" and is somewhat archaic (the usual word for a draw in modern French is nulle), but is internationally understood and may be used between players without a common language. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- rollRoll is a rules concept: to move a passed pawn forward, especially to promotion;. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- seventy-five-move ruleSeventy-five-move rule is a rules concept: the game is drawn if no capture or pawn move has occurred in the last seventy-five moves by either side, related to the fifty-move rule for looking at a series of moves without capture or pawn move. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- short castlingshort castling is another name or closely related pointer for castling short. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- Tarrasch ruleTarrasch rule is a rules concept: the general principle that rooks usually should be placed behind passed pawns, either one's own or one's opponent's. Named after Siegbert Tarrasch. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- theoretical drawtheoretical draw is another name or closely related pointer for book draw. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- threefold repetitionThreefold repetition is a drawing rule: if the same position with the same player to move and same rights occurs three times, a draw can be claimed. It often appears through repeated checks or repeated defensive shuffling.
- touch-move ruleTouch-move rule is a rules concept: touched piece rule. The rule that requires a player who touches a piece to move that piece unless the piece has no legal moves. If a player moves a piece to a particular square and takes their hand off it, the move must be to that square if it is a legal move. In a game, verify the exact rule before making assumptions, because one detail can change the result.
- Troitsky lineTroitsky line is a rules concept: also Troitzky line. Endgame analysis by Alexey Troitsky of two knights versus a pawn found certain pawn positions that result in win, draw or loss. The resulting pawn positions on each file form what is known as the Troitsky line or Troitsky position. In a game, verify the exact rule before making assumptions, because one detail can change the result.
Notation
16 terms
- algebraic notation ("AN")Algebraic notation is the standard written language for chess moves. It lets you record, replay, search, and analyze games accurately.
- annotationAnnotation is written commentary on a game. It can explain plans, tactics, mistakes, and critical moments so the moves become easier to learn from.
- chess notationchess notation is another name or closely related pointer for notation. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- descriptive notationDescriptive notation is an older way of writing chess moves based on each player's perspective, such as P-K4. Modern algebraic notation is easier to search and is now standard.
- Extended Position Description ("EPD")Extended Position Description ("EPD") is a notation term: a Forsyth–Edwards Notation derivative format that contains the position on the chessboard, but not the game. It is primarily used to test chess engines. This matters because clear notation lets you replay, review, and share chess positions without confusion.
- FANFAN is a chess abbreviation. In practical terms, it refers to an abbreviation for figurine algebraic notation, which substitutes symbols for letters to represent piece names (e.g. ♘f3 instead of Nf3). If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- FENFEN is a compact text format that records a single chess position, including pieces, side to move, castling rights, en passant rights, and move counters.
- fileFile is a notation term: a column of squares of the chessboard. A specific file can be named either using its position in algebraic notation, a–h, or by using its position in descriptive notation. For example, "f-file" and "king bishop file" both denote the squares f1–f8 (or KB1–KB8 in descriptive notation). This matters because clear notation lets you replay, review, and share chess positions without confusion.
- Forsyth–Edwards Notation ("FEN")Forsyth–Edwards Notation ("FEN") is a notation term: a standard notation for describing a particular board position of a chess game. The purpose of FEN notation is to provide all the necessary information to restart a game from a particular position. This matters because clear notation lets you replay, review, and share chess positions without confusion.
- KtKt is a notation term: the symbol sometimes used for the knight when recording chess moves in descriptive notation, mainly in older literature. An N is used instead in algebraic notation and in later descriptive notation to avoid confusion with K, the symbol for the king. This matters because clear notation lets you replay, review, and share chess positions without confusion.
- notationNotation is a notation term: any method of recording chess moves, allowing games to be later published, replayed and analyzed. The most common notation today is algebraic notation, which is used internationally. Formerly descriptive notation was standard in English language publications. This matters because clear notation lets you replay, review, and share chess positions without confusion.
- PGNPGN is a text format for storing complete chess games. It records the moves and can also include players, result, event, date, comments, and variations.
- Portable Game Notation ("PGN")Portable Game Notation ("PGN") is a notation term: this is a popular computer-processible ASCII format for recording chess games (both the moves and related data). There are import and export versions: the import version is lax, while the export version is not. This matters because clear notation lets you replay, review, and share chess positions without confusion.
- rankRank is a notation term: a row of squares of the chessboard. In algebraic notation, ranks are numbered 1–8 starting from White's side of the board; however, players customarily refer to ranks from their own perspectives. This matters because clear notation lets you replay, review, and share chess positions without confusion.
- SANSAN is a chess abbreviation. In practical terms, it refers to an abbreviation for standard algebraic notation or short algebraic notation (e.g. 1.Nf3), as opposed to long algebraic notation (e.g. 1.Ng1-f3). If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- standard notationstandard notation is another name or closely related pointer for algebraic notation. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
Chess History
23 terms
- amateurAmateur is a chess history or culture term: any player whose main occupation is not chess. The distinction between professional and amateur is not very important in chess as amateurs may win prizes, accept appearance fees, and earn any title, including World Champion. In the 19th century, "Amateur" was sometimes used in published game scores to conceal the name of the losing player in a Master vs. It helps you understand chess books, events, titles, and culture, even if it does not directly choose your next move.
- ECFECF is a chess abbreviation. In practical terms, it refers to the English Chess Federation (ECF) is the governing chess organisation in England and is one of the federations of the FIDE. It was known as the British Chess Federation (BCF) until 2005 when it was renamed. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- FGMFGM is a chess abbreviation. In practical terms, it refers to an abbreviation for FICGS Grandmaster. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- FICGS GrandmasterFICGS Grandmaster is a chess history or culture term: a correspondence chess title calculated by the FICGS (Free Internet Correspondence Games Server) organization. It helps you understand chess books, events, titles, and culture, even if it does not directly choose your next move.
- FIDEFIDE is the international chess federation. It governs official titles, ratings, laws of chess, and many world championship events.
- FIDE Master ("FM")FIDE Master ("FM") is a chess history or culture term: a chess title ranking below International Master. It helps you understand chess books, events, titles, and culture, even if it does not directly choose your next move.
- FMFM is a chess abbreviation. In practical terms, it refers to an abbreviation for FIDE Master. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- GMGM is a chess abbreviation. In practical terms, it refers to an abbreviation for Grandmaster. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- Grandmaster ("GM")Grandmaster is the highest standard chess title awarded by FIDE. It indicates elite strength earned through rating and tournament norms.
- IGMIGM is a chess abbreviation. In practical terms, it refers to an abbreviation for the older term International Grandmaster. The modern usage is Grandmaster (GM). If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- IMIM is a chess abbreviation. In practical terms, it refers to an abbreviation for International Master. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- International Grandmaster ("IGM")International Grandmaster ("IGM") is a chess history or culture term: the original name of the FIDE title, now simply called Grandmaster ("GM"). It helps you understand chess books, events, titles, and culture, even if it does not directly choose your next move.
- International Master ("IM")International Master ("IM") is a chess history or culture term: a chess title that ranks below Grandmaster but above FIDE Master. It helps you understand chess books, events, titles, and culture, even if it does not directly choose your next move.
- International Woman MasterInternational Woman Master is a chess history or culture term: obsolete name for Woman International Master. It helps you understand chess books, events, titles, and culture, even if it does not directly choose your next move.
- Romantic chessRomantic chess is a chess history or culture term: romantic chess was the style of chess prevalent in the 19th century. It is characterized by bold attacks and sacrifices. It helps you understand chess books, events, titles, and culture, even if it does not directly choose your next move.
- United States Chess FederationUnited States Chess Federation is a chess history or culture term: this is a nonprofit organization, the governing chess organization within the United States, and one of the federations of the FIDE. It helps you understand chess books, events, titles, and culture, even if it does not directly choose your next move.
- WFMWFM is a chess abbreviation. In practical terms, it refers to an abbreviation for Woman FIDE Master. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- WGMWGM is a chess abbreviation. In practical terms, it refers to an abbreviation for Woman Grandmaster. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- WIMWIM is a chess abbreviation. In practical terms, it refers to an abbreviation for Woman International Master. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- Woman FIDE Master ("WFM")Woman FIDE Master ("WFM") is a chess history or culture term: a women-only chess title ranking below Woman International Master. It helps you understand chess books, events, titles, and culture, even if it does not directly choose your next move.
- Woman Grandmaster ("WGM")Woman Grandmaster ("WGM") is a chess history or culture term: the highest ranking gender-restricted chess title except for Women's World Champion. It helps you understand chess books, events, titles, and culture, even if it does not directly choose your next move.
- Woman International Master ("WIM")Woman International Master ("WIM") is a chess history or culture term: a women-only chess title ranking below Woman Grandmaster and above Woman FIDE Master. It helps you understand chess books, events, titles, and culture, even if it does not directly choose your next move.
- World ChampionWorld Champion is a chess history or culture term: a winner of the World Chess Championship. It helps you understand chess books, events, titles, and culture, even if it does not directly choose your next move.
General Terms
86 terms
- automatonAutomaton is a chess vocabulary term: an automaton is a self-operating machine. In chess, it refers to chess-playing machines that were in fact hoaxes and under the control of hidden human players. Automatons stirred up great interest in the 18th and 19th centuries and inspired early thoughts of the possibility of artificial intelligence. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- BCFBCF is a chess abbreviation. In practical terms, it refers to british Chess Federation, the former name of the English Chess Federation. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- BCMBCM is a chess abbreviation. In practical terms, it refers to an abbreviation for British Chess Magazine. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- BCOBCO is a chess abbreviation. In practical terms, it refers to an abbreviation for Batsford Chess Openings, the 1982 openings reference book by Raymond Keene and Garry Kasparov. The second edition (1989) is often called BCO-2. Compare ECO and MCO. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- best playBest play is a chess vocabulary term: the theoretical absolute and ideal best moves from any given position. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- brevityBrevity is a chess vocabulary term: see miniature. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- CaïssaCaïssa is a chess vocabulary term: known as the goddess or muse of chess, whose name is taken from a nymph in a 1763 poem, Caïssa or The Game at Chess, by William Jones. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- casual gamecasual game is another name or closely related pointer for friendly game. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- CCCC is a chess abbreviation. In practical terms, it refers to an abbreviation for correspondence chess or for chess club. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- chess annotationchess annotation is another name or closely related pointer for annotation. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- chess blindnessChess blindness is a chess vocabulary term: the failure of a player to see a good move or danger that should normally be considered obvious. The term was coined by Siegbert Tarrasch. Similar to Kotov syndrome. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- chess clubChess club is a chess vocabulary term: an in-person, local chess play organization. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- chop woodChop wood is a chess vocabulary term: slang for capturing or exchanging pieces. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- colorColor is a chess vocabulary term: colour. The white or black pieces, and the white or black squares. The actual pieces and squares may be other colors, usually light and dark, but they are referred to as white and black. See White and Black in chess. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- consultation gameConsultation game is a chess vocabulary term: a game in which two or more players consult with each other to jointly decide the moves for one side. Consultation games may also involve teams of two or more players playing on both sides. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- cookCook is a chess vocabulary term: in chess problems, an unintended alternative solution, or a refutation. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- corr.Corr. is a chess vocabulary term: an abbreviation for correspondence game. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- crampedCramped is a chess vocabulary term: having limited mobility in a position. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- ECUECU is a chess abbreviation. In practical terms, it refers to the European Chess Union (ECU) is the continental association for chess in Europe. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- EPDEPD is a chess abbreviation. In practical terms, it refers to an abbreviation for Extended Position Description. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- extended fianchettoextended fianchetto is another name or closely related pointer for fianchetto. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- first playerFirst player is a chess vocabulary term: the expression "the first player" is sometimes used to refer to White. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- first-move advantageFirst-move advantage is a chess vocabulary term: the slight (by most accounts) advantage that White has by virtue of moving first. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- fishFish is a chess vocabulary term: a weak or easily defeated player or players. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- flankFlank is a chess vocabulary term: the queenside a-, b-, and c-files; or the kingside f-, g-, and h-files. Distinguished from the center d- and e-files. Also called wing. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- forced moveForced move is a chess vocabulary term: the only legal move in a position, or the only move which does not result in an immediate loss or serious disadvantage. Compare forcing move. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- forced winForced win is a chess vocabulary term: a win guaranteed by a series of forcing moves. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- GodGod is a chess vocabulary term: metaphorical; a hypothetical player who always plays perfectly. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- handicaphandicap is another name or closely related pointer for odds. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- hanging pawnsHanging pawns is a chess vocabulary term: usually two adjacent pawns with no friendly pawns on neighboring files, often creating both dynamic chances and structural targets. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- Harrwitz bishopsHarrwitz bishops is another name or closely related pointer for Horwitz bishops. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- Hutton pairingHutton pairing is a chess vocabulary term: a pairing technique invented in 1921 by George Dickson Hutton for matching teams of players in which only one game is required per player. Has been used regularly for correspondence team events and for matches between many teams conducted on one day. Also called jamboree pairing. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- ICCAICCA is another name or closely related pointer for International Correspondence Chess Federation. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- ICCFICCF is a chess abbreviation. In practical terms, it refers to an abbreviation for International Correspondence Chess Federation. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- ICSICS is a chess abbreviation. In practical terms, it refers to an abbreviation for Internet chess server. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- in checkin check is another name or closely related pointer for check. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- inactiveinactive is another name or closely related pointer for passive. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- informal gameinformal game is another name or closely related pointer for friendly game. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- innovationInnovation is a chess vocabulary term: a synonym for theoretical novelty. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- International Correspondence Chess FederationInternational Correspondence Chess Federation is a chess vocabulary term: organization founded in 1951 to replace the International Correspondence Chess Association (ICCA). Use it as vocabulary, but always ask what it changes about the position or the game situation.
- Internet chess server ("ICS")Internet chess server ("ICS") is a chess vocabulary term: an external server that provides the facility to play, discuss, and view chess over the Internet. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- kibitzKibitz is a chess vocabulary term: as a spectator, making comments on a chess game that can be heard by the players. Kibitzing on a serious game while it is in progress (rather than during a post-mortem) is a serious breach of chess etiquette. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- laws of chessLaws of chess is a chess vocabulary term: the rules of chess. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- liquidationliquidation is another name or closely related pointer for simplification. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- loose positionLoose position is a chess vocabulary term: a position vulnerable to opponent attacks because it is overextended or its pieces are uncoordinated. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- losing a tempolosing a tempo is another name or closely related pointer for tempo. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- NCONCO is a chess abbreviation. In practical terms, it refers to an abbreviation for Nunn's Chess Openings, a chess openings reference. Compare ECO and MCO. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- NNNN is a chess abbreviation. In practical terms, it refers to traditionally used in game scores to indicate a player whose name is not known, or whose name the editor chooses not to publish (usually the loser). The origin is uncertain. It may be an abbreviation of the Latin nomina ("names"), or it may be short for the Latin phrase nomen nescio ("name unknown"). Sometimes N.N. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- noveltyA novelty is a new move in a known opening position. A good novelty is not just surprising; it solves a problem or creates a new practical challenge.
- offhand gameoffhand game is another name or closely related pointer for skittles. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- open linesOpen lines is a chess vocabulary term: 1. n. Unobstructed files and diagonals. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- overextendedOverextended is a chess vocabulary term: an overextended position results when a player has advanced pawns too far into the opponent's side without sufficient support. The premature advance can leave weaknesses in the player's camp or the advanced pawns themselves may be weak ("overextended pawns"). Use it as vocabulary, but always ask what it changes about the position or the game situation.
- overworkedoverworked is another name or closely related pointer for overloaded. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- patzerPatzer is a chess vocabulary term: a weak chess player (from German: patzen, "to bungle"). Use it as vocabulary, but always ask what it changes about the position or the game situation.
- PCAPCA is a chess abbreviation. In practical terms, it refers to an abbreviation for Professional Chess Association. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- play by handPlay by hand is a chess vocabulary term: to make a move intuitively and without analyzing the move. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- postal chesspostal chess is another name or closely related pointer for correspondence chess. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- Principle of two weaknessesPrinciple of two weaknesses is a chess vocabulary term: a technique of increasing one's advantage by causing the opponent, who has one weakness, to have a second weakness. Even if both weaknesses are minor, the fact of having two, in practice, becomes a major weakness. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- problem-likeProblem-like is a chess vocabulary term: an elegant and counterintuitive tactical shot, of the type generally found in chess problems rather than in actual play, can be termed problem-like. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- quickplay finishQuickplay finish is a chess vocabulary term: the same as sudden death. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- raking bishopsRaking bishops is a chess vocabulary term: another term for Horwitz bishops. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- randomized chessRandomized chess is a chess vocabulary term: "A form of unorthodox chess designed to discount knowledge of the openings. The pawns are placed as in the array and behind them the pieces are placed in unorthodox fashion.". Use it as vocabulary, but always ask what it changes about the position or the game situation.
- related squaresrelated squares is another name or closely related pointer for corresponding squares. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- replyReply is a chess vocabulary term: any move by Black after a move by White, or vice versa. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- scalpScalp is a chess vocabulary term: to defeat a much higher-ranked player, especially a titled player. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- second playerSecond player is a chess vocabulary term: the expression "the second player" is sometimes used to refer to Black. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- seesawseesaw is another name or closely related pointer for windmill. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- shotShot is a chess vocabulary term: colloquial for an unexpected or sharp move that typically makes a tactical threat or technical challenge for the opponent. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- simulSimul is a chess vocabulary term: short for simultaneous exhibition. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- simultaneous chessSimultaneous chess is a chess vocabulary term: a form of chess in which one player plays against several players simultaneously. It is usually an exhibition. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- sitzfleischSitzfleisch is a chess vocabulary term: the ability to sit still. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- strategic crushStrategic crush is a chess vocabulary term: win characterized by gradual accumulation of advantages and complete prevention of counterplay. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- tabiaTabia is a chess vocabulary term: also tabiya. In chess openings a tabia is a key point. It may be a well-known "point of departure" where variations branch off, it may be a position that is reached so often that the real game begins after this initial series of book moves. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- takebackTakeback is a chess vocabulary term: used in casual games whereby both players agree to undo one or more moves. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- techniqueTechnique is a chess vocabulary term: the manner in which a player converts an advantageous position into a win. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- TNTN is a chess abbreviation. In practical terms, it refers to an abbreviation for theoretical novelty. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- unclearUnclear is a chess vocabulary term: a position where it is unclear who (if anyone) has an advantage. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- unsoundUnsound is a chess vocabulary term: antonym of sound. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- USCFUSCF is a chess abbreviation. In practical terms, it refers to an abbreviation for United States Chess Federation. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- valveValve is a chess vocabulary term: a move that opens one line and closes another. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- vanished centerVanished center is a chess vocabulary term: vanished centre. A position with no white or black center pawns. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- WCCWCC is a chess abbreviation. In practical terms, it refers to an abbreviation for World Chess Championship. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- wingWing is a chess vocabulary term: the queenside a-, b-, and c-files; or the kingside f-, g-, and h-files. Also called flank. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- winning percentageWinning percentage is a chess vocabulary term: a number calculated by adding together the number of games won and half of the number of games drawn (i.e. ignoring the losses), then dividing that total by the total number of games that were played. Another way of calculating the winning percentage is by taking the percentage of games won by a player plus half the percentage of drawn games. Use it as vocabulary, but always ask what it changes about the position or the game situation.
- won gamewon game is another name or closely related pointer for winning position. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- woodpusherWoodpusher is a chess vocabulary term: a weak chess player, also referred to as a patzer or duffer. Use it as vocabulary, but always ask what it changes about the position or the game situation.
Boards & Equipment
40 terms
- back rankBack rank is a board or equipment term: a player's first rank (the rank on which the pieces stand in the starting position). White's back rank is Black's eighth rank; Black's back rank is White's eighth rank. Also called home rank and first rank. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- blackBlack is a board or equipment term: the dark-colored squares on the chessboard are often referred to as "the black squares" even though they are often some other dark color. Similarly, "the black pieces" are sometimes actually some other (usually dark) color. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- boardBoard is a board or equipment term: 1. See chessboard. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- board oneboard one is another name or closely related pointer for first board. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- central filecentral file is another name or closely related pointer for center file. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- chess setChess set is a board or equipment term: the thirty-two pieces required for a game, plus a chessboard. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- chessboardChessboard is a board or equipment term: the chequered board used in chess, consisting of 64 squares (eight rows by eight columns) arranged in two alternating colors, light and dark. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- chessmenChessmen is a board or equipment term: the movable figures placed on the board in a game of chess. Includes both pieces and pawns. Singular: chessman. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- connected rooksConnected rooks is a board or equipment term: two rooks of the same color on the same rank or file with no pawns or pieces between them. Connected rooks are usually desirable. Players often connect rooks on their own first rank or along an open file. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- critical squarecritical square is another name or closely related pointer for key square. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- dark squaresDark squares is a board or equipment term: the 32 dark-colored squares on the chessboard, such as a1 and h8. A dark square is always located at a player's left-hand corner. Compare light squares. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- demonstration boardDemonstration board is a board or equipment term: a large standing chess board used to analyze a game or show a game in progress. Johann Löwenthal invented the demonstration board in 1857. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- direct oppositionDirect opposition is a board or equipment term: opposition on the same file or rank with one square between the kings. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- eighth rankEighth rank is a board or equipment term: the rank on which pawns promote (rank eight for White; rank one for Black). Also called last rank. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- escape squareescape square is another name or closely related pointer for flight square. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- expanded centerExpanded center is a board or equipment term: the central sixteen squares of the chessboard. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- first boardFirst board is a board or equipment term: in team chess, the player who is assigned to face the strongest opponents. Also called top board and board one. Second board faces the next strongest players, followed by third board, and so on. Generally board assignments must be made before the competition begins. Players may not switch boards, although reserve players are often allowed as substitutes. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- first rankfirst rank is another name or closely related pointer for home rank. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- frontier lineFrontier line is a board or equipment term: an imaginary line dividing the board into two halves, passing between the fourth and fifth ranks. The frontier line separates White's side of the board from Black's side. Coined by Nimzowitsch. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- game clockgame clock is another name or closely related pointer for chess clock. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- half-open fileA half-open file is a file with no friendly pawn but at least one enemy pawn. Rooks often use half-open files to pressure backward or isolated pawns.
- home rankHome rank is a board or equipment term: the rank on which the pieces stand in the starting position (rank one for White; rank eight for Black). Also called back rank and first rank. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- horizontal linehorizontal line is another name or closely related pointer for rank. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- key squareKey square is a board or equipment term: 1. An important square. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- last ranklast rank is another name or closely related pointer for eighth rank. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- light squaresLight squares is a board or equipment term: the 32 light-colored squares on the chessboard, such as h1 and a8. Compare dark squares. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- OTBOTB is a chess abbreviation. In practical terms, it refers to an abbreviation for over the board. If you see it in a database, book, or tournament page, treat it as shorthand and check the surrounding context.
- over the boardOver the board is a board or equipment term: 1. An over-the-board game is played face to face with the opponent, as opposed to a remote opponent as in online chess or correspondence chess. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- pawn islandPawn island is a board or equipment term: a group of pawns of one color on consecutive files with no other pawns of the same color on an adjacent file. A pawn island consisting of one pawn is an isolated pawn. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- positionPosition is a board or equipment term: "The disposition of pieces and pawns, of one or both colours, at any stage of the game or as set in a composition." If one side has an overall advantage in strength, that side is said to have "the better position". If neither side has an overall advantage, the position might be called level or equal or balanced. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- pruningPruning is a board or equipment term: chess engines usually include an algorithm to eliminate certain moves from consideration, assuming that they are blunders and therefore irrelevant to the final move selection. Forward pruning runs the risk of overlooking the best move; this risk may be slight to moderate depending on how aggressively the pruning algorithm is set. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- reserve tempoReserve tempo is a board or equipment term: a move a player has available. Such a move may not be crucial to the position on the board, but being able to force the opponent to move by making a reserve move can on occasion result in a significant advantage. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- skittlesSkittles is a board or equipment term: a casual or "pickup" game, usually played without a chess clock. At chess tournaments, a skittles room is where one goes to play for fun while waiting for the next formal game. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- Staunton chess setStaunton chess set is a board or equipment term: the standard design of chess pieces, required for use in competition. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- timeTime is a board or equipment term: 1. The amount of time each player has to think and calculate as measured by a chess clock. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- top boardtop board is another name or closely related pointer for first board. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- tripled pawnsTripled pawns is a board or equipment term: three pawns of the same color on the same file; considered a weakness due to their inability to defend each other. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- vertical linevertical line is another name or closely related pointer for file. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- weaknessWeakness is a board or equipment term: a pawn or square that can be attacked and is hard to defend. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
- whiteWhite is a board or equipment term: the light-colored squares on the chessboard are often referred to as "the white squares" even though they often are some other light color. Similarly, "the white pieces" are sometimes actually some other (usually light) color. You use this term to describe the board accurately, which matters for notation, coordinates, and analysis.
Chess Variants
9 terms
- Basque chessBasque chess is a chess variant term: basque system. A chess competition in which the players simultaneously play each other two games on two boards, each playing White on one and Black on the other. There is a clock at both boards. It removes the bonus in mini-matches of playing White first. Basque chess was first played in the 2012 Donostia Chess Festival in the Basque Country, Spain. Check how the variant changes normal chess priorities before applying standard habits.
- blind chessblind chess is another name or closely related pointer for Kriegspiel. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- blindfold chessBlindfold chess is a chess variant term: a form of chess in which one or both players are not allowed to see the board. Check how the variant changes normal chess priorities before applying standard habits.
- bughouse chessBughouse chess is a chess variant term: a popular chess variant played with teams of two or more. Check how the variant changes normal chess priorities before applying standard habits.
- chess variantChess variant is a chess variant term: a chess-like game played using a board, pieces, or rules different from standard chess. Check how the variant changes normal chess priorities before applying standard habits.
- Fischer Random ChessFischer Random Chess is another name or closely related pointer for Chess960. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
- KriegspielKriegspiel is a chess variant term: kriegspiel is a chess variant played by two opponents who can see only their own board, and one monitoring umpire who makes the moves of both players on a neutral board. It requires three chess sets and boards. The players make their moves based on limited information from the umpire. It was introduced in 1898. Check how the variant changes normal chess priorities before applying standard habits.
- sans voirSans voir is a chess variant term: see blindfold chess. Check how the variant changes normal chess priorities before applying standard habits.
- variantvariant is another name or closely related pointer for chess variant. When you see this term, connect it back to that main idea instead of treating it as a completely separate concept.
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