LIST OF CHESS TERMS
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This page explains commonly used terms in chess in alphabetical order. Some of these have their own pages, like fork and pin. For a list of unorthodox chess pieces, see fairy chess piece; for a list of terms specific to chess problems, see chess problem terminology.
★ ''See also:'' .
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; Absolute pin : A pin against the king, called ''absolute'' because the pinned piece can't legally move as it would expose the king to check. See ''relative pin''.
; Active : Describes a piece that is able to move or control many squares. See also passive.
; Adjournment : Suspension of a long chess game with the intention to continue later, usually on another day.
; Adjudication : The process of a strong chess player deciding on the outcome of a game. This practice is now uncommon in over the board events, but does happen in online chess when one player refuses to continue after an adjournment.
; Adjust or j'adoube : To adjust the position of a piece on its square without being required to move it. Adjustment can only be done when it is the player's move and the adjustment is preceded by speaking ''I adjust'' or ''j'adoube''.
; Advanced pawn : A pawn that is on the opponent's side of the board (the fifth rank or higher). An advanced pawn may be weak if it is overextended, lacking support and difficult to defend, or strong if it cramps the enemy by limiting his mobility. An advanced passed pawn that threatens to promote can be especially strong.
; Alekhine's gun : A formation in which a queen backs up two rooks on the same file. This is an especially potent type of battery.
; Algebraic notation : The standard way to record a chess game using alphanumeric codes for the squares.
; Annotation : Commentary on a game using a combination of written comments, chess symbols or notation.
; Antipositional : 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. Antipositional moves are often pawn moves, since pawns cannot move backwards to return to squares they have left.
; Arbiter : A tournament official who arbitrates disputes and performs other duties such as keeping the score when players are under time pressure.
; Armageddon : A game which White must win to win the match, but which Black only needs to draw to win the match. White has more time than black: the discrepancy can vary, but in FIDE World Championships, White has six minutes, Black five. Typically used in playoff tie-breakers where shorter blitz games have not resolved the tie.
; Artificial castling : Refers to a manoeuvre of several single moves by the king and a rook where they end up as if they had castled.
; Attack : An aggressive move or strategy. See defense.
; Automaton : a self-operating chess-playing machine. Popular attractions in the 18th and 19th centuries, most of these devices were hoaxes under the control of a human player. The most famous chess-playing automaton was The Turk.
; B : symbol used for the bishop when recording chess moves in English.
; Back rank : a player's first rank (the one on which the pieces stand in the initial array); White's back rank is Black's eighth rank and vice versa.
; Back rank mate : A checkmate delivered by a rook or queen along a back rank in which the mated king is unable to move up the board because the king is blocked by friendly pieces (usually pawns) on the second rank.
; Backward pawn : A pawn that is behind the pawns of the same color on the adjacent files and that cannot be advanced with the support of another pawn.
; Bad bishop : A bishop which is hemmed in by the player's own pawns.
; Battery : Two or more pieces of the same color supporting each other on the same file, rank or diagonal. There are three main types: queen and rook, queen and bishop, and two rooks.
; BCO : an abbreviation sometimes used for the chess opening reference ''Batsford's Chess Openings''. The second edition is often called ''BCO-2''. Cf. ECO and MCO.
; Bind : A strong grip or stranglehold on a position that is difficult for the opponenet to break. A bind is usually an advantage in space created by advanced pawns. The Maróczy Bind is a well-known example. See also Squeeze.
; Bishop : ''see bishop''
; Bishops on opposite colors : A situation in which one side has only its light-squared bishop remaining while the other has only its dark-squared bishop remaining. In endgames, this often results in a draw if there are no other pieces (only pawns), even if one side has one or two pawns extra, since the bishops control different squares; in the middlegame, however, the presence of opposite colored bishops imbalances the game and can lead to mating attacks, since each bishop attacks squares that cannot be covered by the other.
; Bishop pair : In open positions, two bishops are considered to have an advantage over two knights or a knight and a bishop. (In closed positions knights may be more valuable than bishops.) The player with two bishops is said to have the bishop pair.
; Bishop pawn : A pawn on the bishop's file, i.e. the c-file or f-file.
; Black : the designation for the player who moves second, even though the corresponding pieces, referred to as "the black pieces," are sometimes literally some other (usually dark) color.
; Black squares : the 32 dark-colored squares on the chessboard, such as (in algebraic notation) a1 and h8. A black square is always located at a player's left hand corner.
; Blindfold chess : A form of chess in which one or both players are not allowed to see the board.
; Blitz chess : A form of chess with a very small time limit, usually 3 or 5 minutes per player for the entire game. With the advent of electronic chess clocks, it is often the case that the time remaining is incremented by 1 or 2 seconds per move.
; Blunder : A very bad move, an oversight (indicated by "??" in notation).
; Board : See chessboard.
; Blockade : A strategic placement of a minor piece directly in front of an enemy pawn, where it restrains the pawn's advance and gains shelter from attack. Blockading pieces are often overprotected.
; Book draw : An endgame position known to be a draw with perfect play. The name reflects that traditionally the analysis has been found in the chess endgame literature, but in simplified positions computer analysis in an endgame tablebase can be used.
; Book move : An opening move found in the standard reference books on opening theory. A game is said to be "in book" when both players are playing moves found in the opening references. A game is said to be "out of book" when the players have reached the end of the variations analyzed in the opening books or if one of the players deviates with a novelty (or a blunder).
; Book win : An endgame position known to be a win with perfect play. The name reflects that traditionally the analysis has been found in the chess endgame literature, but in simplified positions computer analysis in an endgame tablebase can be used.
; Break : A pawn advance or capture that opens up a blocked position.
; Breakthrough : ''see Break''
; Brevity : (chiefly British) ''See Miniature''.
; Brilliancy : A spectacular and beautiful game of chess, generally featuring sacrificial attacks and unexpected moves. Brilliancies are not always required to feature sound play or the best moves by either side.
; Brilliancy prize : A prize awarded at some tournaments for the best brilliancy played in the tournament.
; Bughouse chess : A chess variant played with teams of two or more.
; Bullet chess : A form of chess in which each side has less than 3 minutes for the entire game.
; Bye : 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 and score it as a draw (½ point).
; Caissa : the goddess of chess, often invoked to indicate luck or good fortune: "Caissa was with me".
; Calculate : To carefully plan a series of moves while considering possible responses.
; Candidate move : A move that seems good upon initial observation of the position, and that warrants further analysis.
; Capped piece : A certain piece with which one player tries to deliver checkmate. When the capped piece is a pawn, it is called a pion coiffé (French for capped pawn). Playing with a capped piece is a handicap in chess.
; Capture : Remove the opponent's piece or pawn from the board by taking it with one's own piece or pawn. Except in the case of an ''en passant'' capture, the capturing piece or pawn does so by occupying the same square that the captured piece or pawn occupied.
; Castling : A special move involving both the king and one rook. Its purpose is generally to protect the king and develop the rook. Castling on the kingside is sometimes called castling short and castling on the queenside is called castling long; the difference is based on whether the rook moves a short distance (two squares) or a long distance (three squares).
; CC : An abbreviation sometimes used for correspondence chess.
; Centralization : Moving a piece or pieces toward the center of the board. In general, pieces are best placed in or near the center of the board because they control a large number of squares and are available for play on either flank as needed. Because of their limited mobility, knights in particular benefit from being centralized. There are several chess aphorisms referring to this principle: "A knight on the rim is dim" (or "grim" instead of "dim") and "A knight on the side cannot abide."
; Centre/Center : The four squares in the middle of the board.
; Central pawn : A pawn on the king's file or queen's file, i.e. on the d-file or e-file.
; Cheapo : Slang for a tactical shot or trap often made by the losing side to hold a draw or win. See also Swindle.
; Check : An attack on the king. The attacked king is said to be in check.
; Checkmate : A position in which a player's king is in check and the player has no legal move (i.e cannot move out of check). A player whose king is checkmated loses the game.
; Chessboard : This is the chequered board used in chess. It consists of 64 squares (eight rows and eight columns) arranged in two alternating colors (light and dark). Similar boards are also known as checkerboards.
; Chess clock: A device made up of two adjacent clocks and buttons, keeping track of the total time each player takes for his or her moves.
; Classical : An opening system geared towards forming a full pawn center. See also Hypermodern.
; Clock move : A timed game is played clock move if a move is completed only when the clock has been pressed. It is therefore possible to touch one piece, but then decide to move an other piece. This way of playing is common in casual games, in favour of touch move.
; Close game/Closed game :
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★ A position with few open lines (files or diagonals), generally characterized by interlocking pawn chains, cramped positions with few opportunities to exchange, and extensive maneuvering behind lines. Such a position may later become an ''Open game''. See also Positional game.
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★ A chess opening that begins with the moves 1.d4 d5. See also Open game and Semi-open game.
; Closed file : A file on which black and white both have a pawn.
; Coffee house : A risky style or move that is not necessarily sound, but which poses immediate problems for the opponent and makes it easy to go wrong.
; Combination : A clever sequence of moves, often involving a sacrifice, to gain the advantage. The moves of the other player are usually ''forced'', i.e. a combination does not give the opponent too many possible lines of continuation.
; Compensation : An imbalanced equivalent return, for example sacrificing material for development or trading a bishop for three pawns.
; Connected pawns : Refers to two or more pawns of the same color on adjacent files. See also isolated pawns.
; Connected Passed Pawns : Passed pawns on adjacent files. These are considered to be unusually powerful (often worth a minor piece or rook if on the sixth rank or above and not properly blockaded) because they can advance together. Also see connected pawns.
; Connected rooks : Two rooks of the same color on the same rank with no pawns or pieces between them. Connected rooks are usually desirable. White most often connects rooks on the first rank and Black on the eighth. ''cf.'' Doubled rooks.
; Control of the centre/center : Having one or more pieces that attack any of the four centre squares; an important strategy, and one of the main aims of openings.
; Cook : An unintended solution of a chess problem.
; Correspondence chess : This is chess played at a long time control by various forms of long-distance correspondence, usually through a correspondence chess server, through email or by the postal system. Typically, one move is transmitted in every correspondence.
; Corresponding squares : Squares of reciprocal (or mutual) Zugzwang often found in king and pawn endgames. Also known as related squares.
; Counterattack : An attack that responds to an attack by the other player.
; Counterplay : Active maneuvering by the player in an inferior or defensive position.
; Cover : To protect a piece or control a square. For example, to checkmate a king on the side of the board, the five squares adjacent to the king must all be covered.
; Cramped : A position with limited mobility.
; Critical position : A position that is of key importance in determining the soundness of an opening variation. If one side can demonstrate an advantage in a critical position, the other side must either find an improvement or else abandon that variation as inferior.
; Cross-check : A cross-check is a check played in reply to a check, especially when the original check is blocked by a piece which itself either delivers check or reveals a discovered check from another piece.
; Crosstable : 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. The columns are also numbered, each one corresponding to the player in the same numbered row. Each table cell records the outcome of the game between the players on the intersecting row and column, using 1 for a win, 0 for a loss, and ½ for a draw. (In a double round-robin tournament each cell contains two entries, as each pair of players plays two games alternating white and black.) Every game is recorded twice, once from the perspective of each player. The diagonal cells that correspond to the player playing himself are marked with a – or other symbol as they are not used. For examples see Hastings 1895 chess tournament, Nottingham 1936 chess tournament, and AVRO tournament.
; Dark-square bishop : One of the two bishops evolving on the dark squares, situated in c1 and f8 in the initial position.
; Dead draw : A drawn position in which neither player has any realistic chance to win. A dead draw may refer to a position in which it is impossible for either player to win (such as insufficient material), or it may refer to a simple, lifeless position which would require a major blunder before either side would have a chance to win.
; Decoy : This is a chess tactic used to lure a piece to an unfavourable square.
; Defense : A move or plan which tries to meet the opponent's attack.
; Deflect : To cause a piece to move to a less suitable square. Typically used in the context of a combination or attack, where the deflected piece is critical to the defense.
; Descriptive notation : an old system of recording chess moves, used primarily in the English and Spanish speaking countries through the 1970s or 1980s. Now replaced by the standard algebraic notation.
; Desperado piece : A piece that seems determined to give itself up, typically either to bring about stalemate or to sell itself as dearly as possible in a situation where both sides have hanging pieces.
; Develop : In the opening, moving a piece from its original square to make it more active. To redevelop a piece means to move it to a better square after it has already been developed.
; Diagonal : A line of squares of the same colour, along which a queen or bishop can move.
; Discovered attack : An attack made by a queen, rook or bishop when another piece or pawn moves out of its way.
; Discovered check : A check delivered by a piece when another piece or pawn has moved out of its way.
; Domination : A situation whereby capture of a piece is unavoidable despite it having wide freedom of movement. Usually occurs in chess problems.
; Double attack : Two attacks made with one move: these attacks may be made by the same piece (in which case it is a ''fork''); or by different pieces (a situation which may arise via a discovered attack in which the moved piece also makes a threat). The attacks may directly threaten opposing pieces, or may be threats of another kind: for instance, to capture the queen and deliver checkmate.
; Double check : A check delivered by two pieces at the same time. A double check necessarily involves a discovered check.
; Doubled pawns : A pair of pawns of the same color on the same file.
; Doubled rooks : Two of a player's rooks placed on the same (open) file or rank. This is a battery of rooks.
; Draw : 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 stalemate, three-fold repetition, the fifty-move rule, and insufficient material. A position is said to be a draw (or a drawn position) if either player can, through correct play, eventually force the game into a position where the game must end in a draw, regardless of the moves made by the other player.
; Duffer : A weak chess player, also referred to as a "fish", "patzer" or "woodpusher."
; ECO : The ''Encyclopaedia of Chess Openings'', a standard and comprehensive chess opening reference. Also a classification system ('ECO code') for chess openings that assigns an alphanumeric code from A00 to E99 to each opening.
; Elo rating system : The Elo rating system is a method for calculating the relative skill levels of chess players, named after the Hungarian Arpad Elo. Since 1970 FIDE publishes quarterly an international chess rating list using the Elo system.
; En passant ("in the act of passing" ; derived from French) : The rule that allows a pawn that has just advanced two squares to be captured by a pawn on the same rank and adjacent file. The pawn is therefore taken as if it had only moved one space. It is only possible to take en passant on the next move.
; En prise (from French) : A piece that can be captured. Usually used of a piece that is undefended and can be captured.
; Endgame : The stage of the game when there are few pieces left on the board. The endgame follows the middlegame.
; Endgame tablebase : A computerized database of endgames with up to 7 pieces, providing perfect play for both players, and thus completely solving those endgames.
; Epaulette mate : A checkmate position where the king is blocked on both sides by his own rooks.
; Extended Position Description (EPD) : 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.
; Equalise/Equalize : To create a position where the players have equal chances of winning (referred to as "equality"). In opening theory, since White has the advantage of the first move, lines that equalize are relatively good for Black and bad for White.
; Escape square : A square to which a piece can move, which allows it to escape attack. See also flight square and luft.
; Exchange
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★ The capture of a pair of pieces, one white and the other black, usually of the same type (i.e rook for rook, knight for knight etc).
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★ The exchange is used to refer to the advantage of a rook over a minor piece (knight or bishop). The player who captures a rook while losing a minor piece is said to have won the exchange, and the opponent is said to have lost the exchange. An exchange sacrifice is giving up a rook for a minor piece.
; Exchange variation : This is a type of opening in which there is an early, voluntary exchange of pawns or pieces.
; Expanded centre : the central sixteen squares on the board.
; Family fork, family check : A knight fork that attacks more than two opposing pieces concomitantly.
; Fast chess : See blitz chess.
; Fianchetto : Refers to a bishop developed to the second square on the file of the adjacent knight (that is, b2 or g2 for white, b7 or g7 for black), or the process of developing a bishop to such a square. It usually occurs after moving the pawn on that file ahead one square (or perhaps two). The Italian word is actually a noun ("in fianchetto") and not a verb.
; FIDE : the World Chess Federation (Fédération Internationale des Échecs), the primary international chess organizing and governing body. The abbreviated name FIDE is nearly always used in place of the full name in French.
; FEN : Abbreviation for Forsyth-Edwards Notation, which is 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.
; FIDE Master (FM) : a chess title ranking below International Master.
; File : A column 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, the f-file or the king bishop file comprises the squares f1–f8 or KB1–KB8.
; Fifty move rule : A modern rule which provides that the game is drawn after fifty moves from each side without a pawn move or capture.
; Fish : A weak chess player, also referred to as a "duffer", "patzer" or "woodpusher."
; Flight square : A square to which a piece can move, which allows it to escape attack. See also escape square and luft.
; Flank : The queenside a, b, and c-files, or the kingside f, g, and h-files, also called wing.
; Flank opening : This a chess opening played by White and typified by play on one or both flanks.
; FM : abbreviation for the FIDE Master title.
; Fool's mate : The shortest possible chess game ending in mate: 1. f3 e5 2. g4 Qh4# (or minor variations on this).
; Forced move : A move which is the only one which does not result in a serious disadvantage for the moving player.
; Fork : When one piece, generally a knight or pawn, simultaneously attacks two (or more) of the opponent's pieces, often specifically called a ''knight fork'' when the attacker is a knight. Some sources state that only a knight can give a fork and that the term ''double attack'' is correct when another piece is involved, but this is by no means a universal usage.
; Fortress : A fortress is a position that, if obtained by the weaker side, will prevent the opposing side from penetration, this generally resulting in a draw (which the weaker side is seeking).
; Gambit : A sacrifice (usually of a pawn) used to gain an early advantage of space and /or time in the opening.
; GM : abbreviation for Grandmaster.
; Good bishop : A bishop which has high mobility, typically because the player's pawns are on squares of color opposite to that of the bishop.
; Grandmaster : The highest title a chess player can attain (besides World Champion). When used precisely, it is the title awarded by FIDE starting in 1950, but it can be used to describe someone of comparable ability. The term International Grandmaster or IGM would refer only to the FIDE title.
; Greek gift sacrifice : Also known as the classical bishop sacrifice, it is a typical sacrifice of a bishop by White playing Bxh7+ or Black playing Bxh2+ against a castled king.
; Half-open file : A file on which only one player has no pawns.
; Handicap : A handicap in chess is a way to equal the chances for players of differing strengths. Examples include the stronger player getting less time or starting with a knight down (knight odds).
; Hanging : Unprotected and exposed to capture. Slang for ''en prise''. To "hang a piece" is to lose it by failing to move or protect it.
; Hanging pawns : Two friendly pawns abreast without friendly pawns on adjacent files. Hanging pawns can be either a strength (usually because they can advance) or a weakness (because they can't be defended by pawns) depending on circumstances.
; Heavy piece : A queen or rook, also known as major pieces.
; Hole : A square that a player does not, and cannot in future, control with a friendly pawn. The definition is somewhat subjective: the square must have some positional significance for the opponent to be considered a hole - squares on the first and second ranks are not holes. On the other hand a square is a hole even if it can be controlled in the future with a pawn that has made a capture. An example of the hole is the square e4 in the Stonewall Attack.
; Hypermodern : An opening system geared towards controlling the center with distant pieces as opposed to occupying it with pawns. See also Classical.
; IM : abbreviation for the International Master title.
; Inactive :See passive.
; Initiative : The advantage that a player who is making threats has over the player who must respond to them. The attacking player is said to "have the initiative". s/he can often turn the play as s/he wills. Initiative is often resulted from advantage in time and sometimes space. The notion of the initiative was introduced by J.R. Capablanca.
; Indian bishop : A fianchettoed bishop, characteristic of the Indian defenses, the King's Indian and the Queen's Indian.
; Indian defence : A chess opening that begins 1.d4 Nf6. Originally used to describe queen's pawn defences involving the fianchetto of one or both Black bishops, it is now used to describe all Black defences after 1.d4 Nf6 that don't transpose into the Queen's Gambit.
; Insufficient material : An endgame scenario in which all pawns have been captured, and one side has only its king remaining while the other is down to just a king or a king plus one knight or one bishop. The position is a draw because it is impossible for the dominant side to deliver checkmate regardless of play. Situations where checkmate is possible only if the inferior side blunders are covered by the fifty-move rule.
; Interference : This happens when the line between an attacked piece and its defender is interrupted by sacrificially interposing a piece.
; Intermediate move : See zwischenzug.
; International Master (IM) : a chess title that ranks below Grandmaster but above FIDE Master.
; Interpose : To move a piece between an attacking piece and its target, blocking the line of attack. Interposing a piece is one of the three possible responses to a check, the others being to move the king or capture the attacking piece.
; Irregular opening : Irregular openings are chess openings with an unusual first move from White. These openings are all categorized under the ECO code A00.
; Isolani : refers to a d-Pawn with no Pawns of the same color on the adjacent c- and e-files, and is a synonym for 'Isolated Queen's Pawn'. The term was coined by Nimzovitch, who considered the isolani as a weapon of attack in the middle game but an endgame weakness; he considered the problem of hanging pawns to be related.
; Isolated pawn : A pawn with no pawn of the same color on an adjacent file.
; Italian bishop : A White bishop developed to the c4 square or a Black bishop developed to c5. This development is characteristic of the Italian Game, 1.e4 e5 2.Nf3 Nc6 3.Bc4, particularly the Giuoco Piano, 1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5, where both players have Italian bishops. Likewise, "Italian" may be used as an adjective denoting an opening where one or both players has an Italian bishop, such as after 1.e4 e5 2.Nf3 Nc6 3.Nc3 Nf6 4.Bc4, the Italian Four Knights Game.
; J'adoube (from French) : "I adjust". A player says "J'adoube" as the international signal that he intends to adjust the position of a piece on the board without being subject to the touched piece rule.
; K : symbol used for the king when recording chess moves in English.
; Key square :
# An important square.
# (Pawn endings) A square whose occupation by one side's king guarantees the achievement of a certain goal, such as the win of a pawn, see King and pawn versus king endgame#Key squares.
; KGA : the King's Gambit Accepted chess opening.
; KGD : the King's Gambit Declined chess opening.
; KIA : the King's Indian Attack chess opening.
; Kibitz : 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 breach of etiquette.
; Kick : Attacking a piece, typically by a pawn, so that it will move.
; KID : the King's Indian Defence chess opening.
; King : ''see king''
; King Bishop : The bishop that was on the king-side at the start of the game. The terms 'King Knight' and 'King Rook' are also used. Sometimes abbreviated 'KB', 'KN', and 'KR' respectively.
; King hunt : 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.
; King pawn : A pawn on the king's file, i.e. the e-file. Sometimes abbreviated 'KP'. Also 'King Rook Pawn' (KRP), 'King Bishop Pawn' (KBP), and 'King Knight Pawn' (KNP) for a pawn on the f, g, or h-file respectively.
; Kingside : The side of the board where the kings are at the start of the game (the e through h files), as opposed to the ''queenside''.
; Knight : ''see knight''
; Knight pawn : A pawn on the knight's file, i.e. the b-file or g-file.
; Kotov syndrome : This phenomenon, first described by Alexander Kotov 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, often a terrible one which was not analysed properly.
; Kt : symbol formerly used for the knight when recording chess moves in descriptive notation. 'N' is used instead in algebraic notation and in later descriptive notation to avoid confusion with K, the symbol for the king.
; Lightning chess : A form of chess with an extremely small time limit, usually 1 or 2 minutes per player for the entire game.
; Light-square bishop : One of the two bishops evolving on the light squares, situated in f1 and c8 in the initial position.
; Line :
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★ A sequence of moves, usually in the opening or in analyzing a position.
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★ An open path for a piece (Queen, Rook, or Bishop) to move or control squares.
; Liquidation : See ''simplification''.
; Long diagonal : One of the two diagonals with eight squares (a1-h8 or h1-a8).
; Lucena position : A well-known rook and pawn vs. rook endgame position in which the player with the extra pawn can force a win.
; Luft (from the German for ''air'') : space made for a castled king to give it a flight square to prevent a back rank mate. Usually ''luft'' is made by moving a pawn on the second rank in front of the king.
; Main line : the principal, most important, or most often played variation of an opening or piece of analysis. For example, 1.d4 Nf6 2.c4 g6 3.Nc3 Bg7 4.e4 d6 5.Nf3 0-0 6.Be2 e5 7.0-0 Nc6 8.d5 Ne7 is often referred to as the main line of the King's Indian Defense.
; Major piece : A queen or rook, also known as heavy pieces.
; Majority : a larger numbers 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.
; Maróczy Bind : 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 Defence, but the name is now also applied to similar setups in the English Opening and the Queen's Indian Defence. It was once greatly feared by Black but means of countering it have been developed since the 1980s and earlier.
; Mate : Short for checkmate.
; Material : All of a player's pieces and pawns on the board. The player with pieces and pawns of greater value is said to have a "material advantage". When a player gains a material advantage they are also said to be "making material".
; MCO : ''Modern Chess Openings'', a popular chess opening reference. Often the edition is also given, as in ''MCO-14'', the 14th edition. Cf. ECO.
; Middlegame : 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.
; Miniature : A short game (usually no more than 20 to 25 moves). Usually only decisive games (not draws) are considered miniatures, and a miniature should not be spoiled by an obvious blunder by the losing side. A miniature may also qualify as a brilliancy. The Opera game is a famous example. Sometimes called a 'brevity' (chiefly British).
; Minor exchange : The exchange of a bishop for a knight.
; Minor piece : A bishop or knight.
; Minority attack : An advance of pawns on the side of the board where one has fewer pawns than the opponent, usually carried out to provoke a weakness.
; Mobility : The ability of a piece, or of a player's pieces collectively, to move around the board. (In computer chess this is often measured by the number of legal moves available.)
; Mobile pawn center : Being able to move pawns around central squares without weakening one's position.
; Move : A turn by each player, but also used, to refer to a Ply.
; Move order : The sequence of moves one chooses to play an opening or execute a plan. Different move orders often have different advantages and disadvantages. For example, 1.d4 Nf6 2.Nf3 avoids the Budapest Defence (2.c4 e5!?), but makes it impossible for White to play the Sämisch Variation (2.c4 g6 3.Nc3 Bg7 4.e4 d6 5.f3) or Four Pawns Attack (5.f4) against the King's Indian Defense, and to transpose to certain lines of the Nimzo-Indian Defense and Queen's Gambit Declined, Exchange variation where the knight goes to e2 instead of f3. ((See transposition (chess).)
; Mysterious rook move : A rook move to a closed file. An example of prophylaxis, it is intended to discourage the opposing player from opening the file.
; N : symbol used for the knight when recording chess moves in English.
; NCO : abbreviation sometimes used for the chess opening reference ''Nunn's Chess Openings''. Cf. ECO and MCO.
; NN or N.N. : Used in a game score in place of a player whose name is not known. The origin of this usage is uncertain. It may be an abbreviation of the Latin ''nomina'' (names), or it may be short for the Latin phrase ''nescio nomen'' (names unknown).
; Norm : A performance at a chess tournament that indicates a player is ready to receive a title, or the level of performance needed. In addition to other requirements, a certain number of norms is generally required to earn a title. See Grandmaster and International Master.
; Novelty : A new move in the opening. Sometimes called a "theoretical novelty" or "TN."
; Olympiad : An international team chess tournament organized biennially by FIDE. Each team represents a FIDE member country.
; Offhand game : See ''skittles''.
; Open file : A file on which there are no pawns. A file on which only one player has no pawns is said to be ''half-open''.
; Open game :
:
★ A game in which exchanges have opened files and diagonals, as opposed to a ''closed game.
:
★ A chess opening that begins with the moves 1.e4 e5 (which is also called a ''Double King Pawn opening''). See also closed game and semi-open game.
; Opening : The beginning moves of the game, roughly the first 10-20 moves. In the opening players set up their pawn structures, develop their pieces, and typically castle. The opening precedes the middle game.
; Opposite color bishops : See ''Bishops on opposite colors''.
; Opposition : A situation in which two kings stand on the same rank, file or diagonal with one empty square between them. The player to move may be forced to move the king to a less advantageous square. Opposition is a particularly important concept in endgames.
; Outside passed pawn : A passed pawn that is near the edge of the board and far away from other pawns. In the endgame, such a pawn often constitutes a strong advantage for its owner.
; Overextended : A position where a player has moved a piece or group of pieces (usually pawns) away from the rest in such a way that they are too difficult to defend.
; Overloaded : A piece that has too many defensive duties. An overloaded piece can sometimes be deflected, or required to abandon one of its defensive duties.
; Overprotection : The technique of massing forces in support of a strong point, often a Blockade.
; Over-the-board (OTB) : A game is said to be played over-the-board if opponents play the game face-to-face as opposed to online chess or correspondence chess.
; Overworked : Another term for ''Overloaded''.
; Passive : A piece that is able to move to or control relatively few squares, also referred to as an inactive piece. See active.
; Passed pawn : A pawn that has no pawn of the opposite color on its file or on any adjacent files on its way to queening.
; Passer : A passed pawn.
; Patzer : A weak chess player, also referred to as a "fish", "woodpusher" or "duffer." (German: ''patzen'', to bungle.)
; Pawn : ''see pawn''
; Pawn chain : A locked diagonal formation of pawns, each one supported by a friendly pawn diagonally behind and blocked by an enemy pawn directly ahead. Nimzovich considered pawn chains extensively, and recommended attacking the enemy pawn chain at its base -- as in the Advance variation of the French defence 1. e4 e6 2. d4 d5 3. e5 c5 4. c3 c4. See pawn structure.
; Pawn island : A group of pawns of one color on consecutive files with no other pawns of the same color on any adjacent files. A pawn island consisting of one pawn is called an isolated pawn.
; Pawn storm : An attacking technique where a group of pawns on one wing is advanced in order to break up the defense.
; Pawn structure : The placement of the pawns is known as the pawn structure. As pawns are the least mobile of the pieces and the only pieces unable to move backwards, the position of the pawns greatly influence the character of the game.
; Perpetual check : A draw forced by one player putting the opponent's king in a potentially endless series of checks.
; Philidor position : Usually refers to an important chess endgame which illustrates a drawing technique when the defender has a king and rook versus a king, rook, and pawn. It is also known as the third rank defense, because of the importance of the rook on the third rank cutting off the opposing king. It was analyzed by Philidor in 1777. (Also see rook and pawn versus rook endgame.)
; Piece : This term can mean either any chess piece including pawns (as in the touched piece rule), or a minor piece (as in "I hung a piece"), depending on context. It can also mean a major or minor piece, as in "White needs to get some pieces to the kingside".
; Pin : When a piece can not move (either legally or advisedly) because doing so would expose a valuable piece, usually the king or queen, to attack. Pins against the king are called ''absolute'' because it is then illegal to move the pinned piece.
; Plan : A strategy used by a chess player to make optimal use of his advantages in a specific position while minimizing the impact of his positional disadvantages.
; Ply : Term mainly used in computer chess to denote one play of either white or black. Thus equal to half a move.
; Poisoned Pawn : An unprotected pawn which, if captured, causes positional problems or material loss. It is also a variation of the Sicilian Defense, where some players call White's pawn on b2 a poisoned pawn.
; Portable Game Notation (PGN) : This is a popular computer-processible ASCII format for recording chess games (both the moves and related data).
; Positional play : Play dominated more by long-term maneuvering for advantage than by short-term attacks and threats, and requiring judgment more than extensive calculation of variations, as distinguished from tactics.
; Positional player : A player who specializes in positional play, as distinguished from a ''tactician''.
; Post-mortem : Analysis of a game after it has concluded, typically conducted by one or both players and sometimes spectators (kibitzers) as well.
; Promotion : Advancing a pawn to the eighth rank, converting it to a queen, rook, bishop or knight. Promotion to a piece other than a queen is called underpromotion.
; Prophylaxis : (adjectival form: prophylactic)
:
★ a move that frustrates an opponent's plan or tactic;
:
★ a strategy in which a player frustrates tactics initiated by the opponent until a mistake is made.
:Prophylactic techniques include the blockade, overprotection, and the mysterious rook move.
; Protected passed pawn : A passed pawn that is supported by another pawn.
; Pseudo-sacrifice : See ''Sham sacrifice''.
; Push : To move a pawn forward.
; Q : symbol used for the queen when recording chess moves in English.
; QGA : the Queen's Gambit Accepted chess opening.
; QGD : the Queen's Gambit Declined chess opening.
; QID : the Queen's Indian Defence chess opening.
; Queen : Also used as a verb for the act of promoting to a Queen, e.g. "... to queen the pawn".
; Queen Bishop : The bishop that was on the queenside at the start of the game. The terms 'Queen Knight' and 'Queen Rook' are also used. Sometimes abbreviated 'QB', 'QN', and 'QR ' respectively.
; Queen 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 pawns on the a, b, and c-files respectively.
; Queenside : The side of the board where the queens are at the start of the game (the a through d files), as opposed to the ''kingside''.
; Queening : Promotion to a queen. Also called Promotion. Rarely used to indicate promotion to a knight, rook, or bishop as well (underpromotion).
; Quiet Move : A move which does not attack or capture an enemy piece.
; R : symbol used for the rook when recording chess moves in English.
; Rank : A row of the chessboard. Specific ranks are referred to by number, first rank, second rank, …, eighth rank. Unlike the case with files, rank names are always given from the point of view of each individual player. White's first rank is Black's eighth rank and White's eighth is Black's first, White's second rank is Black's seventh rank and White's seventh is Black's second, and so on.
; Rapid chess : A form of chess with reduced time limit, usually 30 minutes per player.
; Refute : Demonstrate that a strategy, move, or opening is not as good as previously thought (often, that it leads to a loss).
; Relative pin : A pin, where it is legal to move the pinned piece. See ''absolute pin''.
; Resign : To concede loss of the game. A resignation is usually indicated by stopping the clocks, and sometimes by offering a handshake or saying "I resign". The traditional way to resign is by tipping over one's king, but this is rarely done nowadays.
; Related squares : See corresponding squares.
; Romantic chess : Romantic chess was the style of chess prevalent in the 19th century. It is characterized by bold attacks and sacrifices.
; Rook : ''see rook''
; Rook lift : a maneuver that places a rook in front of its own pawns, often on the third or fourth rank. This can allow the rook to treat a half-open file as if it were an open file, or a closed file as if it were half-open.
; Rook pawn : A pawn on the rook's file, i.e. the a-file or h-file.
; Royal fork : A fork between king and queen.
; Sac : Short for ''sacrifice'', usually used to describe a sacrifice for a ''mating attack''.
; Sacrifice : When one player voluntaily gives up material in return for an advantage such as space, development, or an attack. A sacrifice in the opening is called a gambit.
; Sans voir (from the French): See Blindfold chess.
; Scholar's mate : 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#.
; Score : A record of the moves of a particular game, usually expressed in algebraic notation.
; Second : An assistant, often hired to help a player in preparation for and during a major match or tournament.
; See-saw : See ''Windmill''.
; Semi-Open Game : A chess opening that begins with White playing 1.e4 and Black replying with a move other than 1...e5. Also called ''Half-open'' or ''Asymmetrical King Pawn'' openings. See also open game and closed game.
; Semi-Closed Game : A chess opening that begins with White playing 1.d4 and Black replying with a move other than 1...d5. See also open game and closed game.
; Sham sacrifice : An offer of material which 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'' which the compensation is less tangible. Also called a 'pseudo-sacrifice'.
; Sharp : Risky, double-edged, highly tactical. Sharp can be used to describe moves, maneuvers, positions, and styles of play.
; Simplification : A strategy of exchanging pieces of equal value. Simplification can be used defensively to reduce the size of an attacking force. It can also be used by a player with an advantage in order to amplify that advantage or reduce the opponent's counterplay. Simplification is also used as an attempt to obtain a draw, or as an attempt to gain an advantage by players who are strong in endgame play with simplified positions. Also ''liquidation'' and ''trading''.
; Simultaneous chess : A form of chess in which one (usually expert) player plays against several (usually novice) players simultaneously. Is often an exhibition.
; Skewer : An attack to a valuable piece, compelling it to move to avoid capture and thus exposing a less valuable piece which can then be taken. Also called an 'X-ray attack'.
; Skittles : A casual or "pick-up" 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 match.
; Smothered mate : A checkmate delivered by a knight in which the mated king is unable to move owing to it being surrounded (or ''smothered'') by its own pieces.
; Solus rex (or 'Rex solus') : When either color (though usually black) has only their King piece left. [1] The term is derived from Latin and literally means "lone king." [2]
; Sound : Correct. A sound sacrifice has sufficient compensation, a sound opening or variation has no known refutation, and a sound composition has no cooks.
; Space : The squares controlled by a player. A player controlling more squares than the other is said to have a spatial advantage.
; Spanish bishop : A White king bishop developed to the b5 square. This is characteristic of the Ruy Lopez, also known as the Spanish Opening.
; Spite check : A check given by a player who is about to be checkmated. It serves no other purpose than to delay the defeat.
; Squeeze : Gradually increasing the pressure of a bind.
; Stalemate : A position in which the player whose turn it is to move has no legal move and his king is not in check. A stalemate results in an immediate draw.
; Stem game : 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.
; Swindle : A ruse by which a player in a losing position tricks his opponent, and thereby achieves a win or draw instead of the expected loss. It may also refer more generally to achieving a win or draw from a clearly losing position. See also cheapo.
; Swiss tournament : a tournament that uses the Swiss system to determine player pairings. The basic idea is that every round each player is paired with an opponent with the same (or close to the same) score.
; Tabia' or 'Tabiya : (from Arabic)
:#The initial position of the pieces in Shatranj
:#The final position of a well-known chess opening
:#(from 2) The opening position from which two players familiar with each others' tastes begin play.
; Tablebase : See ''Endgame tablebase''.
; Tactician : A player who specializes in tactical play, as distinguished from a "positional player."
; Tactics : Play characterized by short-term attacks and threats, often requiring extensive calculation by the players, as distinguished from ''positional play''.
; Takeback : Used in casual games when both players agree to undo one or more moves.
; Tarrasch rule: Named after Siegbert Tarrasch, this is refers to the general principle that rooks should be placed behind passed pawns.
; TD : See Tournament director.
; Tempo : An extra move, an initiative at development. A player gains a tempo (usually in the opening) by making the opponent move the same piece twice or defend an enemy piece. In the endgame, one may wish to lose a tempo by triangulation to gain against the opposition. (Plural: tempi).
; Text move : This term is used in written analysis of chess games to refer to a move that has been played in the game as opposed to other possible moves.
; Theoretical Novelty (TN) : A new move in the opening. Also called simply a "novelty."
; Threat : A plan or move that, if left unattended, would result in an immediate depreciation of the opponents position.
; Threefold repetition : The game is drawn if the same position occurs three times with the same player to move, and with each player having the same set of legal moves each time (the latter includes the right to take en passant and the right to castle).
; Time : Opportunities to make moves; similar meaning to 'tempo'. A move that does not alter the position significantly is described as "wasting time", and forcing the other player to waste time is described as "gaining time".
; Time pressure, time trouble or zeitnot : Having very little time on one's clock (especially less than five minutes) to complete one's remaining moves. See Time control.
; Touched piece rule/touch move rule : The rule requiring a player who touches a piece that has at least one legal move to move that piece (and, if the player moves the piece to a particular square and takes his hand off it, to move it to that square). Castling must be initiated by moving the king first, so a player who touches his rook may be required to move it, without castling. The rule also requires a player who touches an opponent's piece to capture it if possible. A player wishing to touch a piece to adjust its position on a square without being required to move it signals this intent by saying "J'adoube" or "I adjust". This way of playing is common in official games, in favour of clock move.
; Tournament book : 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''.
; Tournament director (TD) : Organizer and arbiter of a tournament, responsible for enforcing the tournament rules and the Laws of Chess. Also 'tournament controller' (chiefly British).
; Transposition : Arriving at a position using a different sequence of moves.
; Trap : A move which may tempt the opponent to play a losing move. See also Swindle.
; Trébuchet : a position of mutual zugzwang in which either player would lose if it is his turn to move.
; Triangulation : A technique used in king and pawn endgames (less commonly seen with other pieces) to lose a ''tempo'' and gain the ''opposition''.
; Undermining : This is a chess 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.
; Underpromotion : Promoting a pawn to a rook, bishop, or knight instead of a queen. Rarely seen unless the knight can deliver a crucial check, or promotion to a rook instead of a queen is necessary to avoid stalemate.
; Unpinning : the act of breaking a ''pin''. This allows the piece that was formerly pinned to move.
; United States Chess Federation (USCF) : This is a non-profit organization, the governing chess organization within the United States, and one of the federations of the FIDE.
; Vacating sacrifice : A sacrifice made for the purpose of clearing a square for a different piece of the same color.
; Valve : A move which opens one line and closes another.
; Variant : A chess-like game played using a different board, pieces, or rules than standard chess.
; Variation : A sequence of moves or 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. The word ''Variation'' is also used to name specific sequences of moves within an opening. For an example, the Dragon Variation is part of the Sicilian Defense.
; Weak square : A square that cannot be easily defended from attack by an opponent. Often a weak square is unable to be defended by pawns (a hole) and can be theoretically occupied by a piece. Exchange or loss of a bishop may make all squares of that bishop's color weak resulting in a "weak square complex" on the light squares or the dark squares.
; WFM : abbreviation for the Woman FIDE Master title.
; WGM : abbreviation for the Woman Grandmaster title.
; White : the designation for the player who moves first, even though the corresponding pieces, referred to as "the white pieces," are sometimes literally some other (usually light) color.
; White squares : the 32 light-colored squares on the chessboard, such as (in algebraic notation) h1 and a8.
; WIM : abbreviation for the Woman International Master title.
; Win/winning position : a position is said to be a win (or a winning position) if one specified side, with correct play, can eventually force a checkmate against any defense (i.e. perfect defense).
; Windmill : a combination in which two pieces work together to deliver an alternating series of checks and discovered checks in such a way that the opposing king is required to move on each turn. It is a potent technique since on every other move, the discovered check may allow the non-checking piece to capture an enemy piece without losing a tempo. The most famous example is Torre–Lasker, Moscow 1925. Also called a ''see-saw''.
; Wing : The queenside a, b, and c-files, or the kingside f, g, and h-files, also called flank.
; Wing Gambit : is the name given to the branches of several openings in which one player gambits a wing pawn, usually the b pawn
; Waiting move : A passive but harmless move, which is played while waiting for initiative from the opponent.
; Woman FIDE Master (WFM) : a women-only chess title ranking below Woman International Master.
; Woman Grandmaster (WGM) : the highest ranking gender-restricted chess title except for Women's World Champion.
; Woman International Master (WIM) : a women-only chess title ranking below Woman Grandmaster and above Woman FIDE Master.
; Woodpusher : A weak chess player, also referred to as a "fish", "patzer" or "duffer."
; X-ray attack : See 'Skewer'.
; Zeitnot (from the German) : See 'Time pressure'.
; Zugzwang (from the German) : When a player is put at a disadvantage by having to make a move; where any legal move weakens the position. Zugzwang usually occurs in the endgame, and rarely in the middlegame.
; Zwischenzug (from the German) : An "in-between" move played before the expected reply.
★
★
★
★
★
★
★
This page explains commonly used terms in chess in alphabetical order. Some of these have their own pages, like fork and pin. For a list of unorthodox chess pieces, see fairy chess piece; for a list of terms specific to chess problems, see chess problem terminology.
★ ''See also:'' .
__NOTOC__
| Contents |
| A |
| B |
| C |
| D |
| E |
| F |
| G |
| H |
| I |
| J |
| K |
| L |
| M |
| N |
| O |
| P |
| Q |
| R |
| S |
| T |
| U |
| V |
| W |
| X |
| Z |
| References |
A
; Absolute pin : A pin against the king, called ''absolute'' because the pinned piece can't legally move as it would expose the king to check. See ''relative pin''.
; Active : Describes a piece that is able to move or control many squares. See also passive.
; Adjournment : Suspension of a long chess game with the intention to continue later, usually on another day.
; Adjudication : The process of a strong chess player deciding on the outcome of a game. This practice is now uncommon in over the board events, but does happen in online chess when one player refuses to continue after an adjournment.
; Adjust or j'adoube : To adjust the position of a piece on its square without being required to move it. Adjustment can only be done when it is the player's move and the adjustment is preceded by speaking ''I adjust'' or ''j'adoube''.
; Advanced pawn : A pawn that is on the opponent's side of the board (the fifth rank or higher). An advanced pawn may be weak if it is overextended, lacking support and difficult to defend, or strong if it cramps the enemy by limiting his mobility. An advanced passed pawn that threatens to promote can be especially strong.
; Alekhine's gun : A formation in which a queen backs up two rooks on the same file. This is an especially potent type of battery.
; Algebraic notation : The standard way to record a chess game using alphanumeric codes for the squares.
; Annotation : Commentary on a game using a combination of written comments, chess symbols or notation.
; Antipositional : 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. Antipositional moves are often pawn moves, since pawns cannot move backwards to return to squares they have left.
; Arbiter : A tournament official who arbitrates disputes and performs other duties such as keeping the score when players are under time pressure.
; Armageddon : A game which White must win to win the match, but which Black only needs to draw to win the match. White has more time than black: the discrepancy can vary, but in FIDE World Championships, White has six minutes, Black five. Typically used in playoff tie-breakers where shorter blitz games have not resolved the tie.
; Artificial castling : Refers to a manoeuvre of several single moves by the king and a rook where they end up as if they had castled.
; Attack : An aggressive move or strategy. See defense.
; Automaton : a self-operating chess-playing machine. Popular attractions in the 18th and 19th centuries, most of these devices were hoaxes under the control of a human player. The most famous chess-playing automaton was The Turk.
B
; B : symbol used for the bishop when recording chess moves in English.
; Back rank : a player's first rank (the one on which the pieces stand in the initial array); White's back rank is Black's eighth rank and vice versa.
; Back rank mate : A checkmate delivered by a rook or queen along a back rank in which the mated king is unable to move up the board because the king is blocked by friendly pieces (usually pawns) on the second rank.
; Backward pawn : A pawn that is behind the pawns of the same color on the adjacent files and that cannot be advanced with the support of another pawn.
; Bad bishop : A bishop which is hemmed in by the player's own pawns.
; Battery : Two or more pieces of the same color supporting each other on the same file, rank or diagonal. There are three main types: queen and rook, queen and bishop, and two rooks.
; BCO : an abbreviation sometimes used for the chess opening reference ''Batsford's Chess Openings''. The second edition is often called ''BCO-2''. Cf. ECO and MCO.
; Bind : A strong grip or stranglehold on a position that is difficult for the opponenet to break. A bind is usually an advantage in space created by advanced pawns. The Maróczy Bind is a well-known example. See also Squeeze.
; Bishop : ''see bishop''
; Bishops on opposite colors : A situation in which one side has only its light-squared bishop remaining while the other has only its dark-squared bishop remaining. In endgames, this often results in a draw if there are no other pieces (only pawns), even if one side has one or two pawns extra, since the bishops control different squares; in the middlegame, however, the presence of opposite colored bishops imbalances the game and can lead to mating attacks, since each bishop attacks squares that cannot be covered by the other.
; Bishop pair : In open positions, two bishops are considered to have an advantage over two knights or a knight and a bishop. (In closed positions knights may be more valuable than bishops.) The player with two bishops is said to have the bishop pair.
; Bishop pawn : A pawn on the bishop's file, i.e. the c-file or f-file.
; Black : the designation for the player who moves second, even though the corresponding pieces, referred to as "the black pieces," are sometimes literally some other (usually dark) color.
; Black squares : the 32 dark-colored squares on the chessboard, such as (in algebraic notation) a1 and h8. A black square is always located at a player's left hand corner.
; Blindfold chess : A form of chess in which one or both players are not allowed to see the board.
; Blitz chess : A form of chess with a very small time limit, usually 3 or 5 minutes per player for the entire game. With the advent of electronic chess clocks, it is often the case that the time remaining is incremented by 1 or 2 seconds per move.
; Blunder : A very bad move, an oversight (indicated by "??" in notation).
; Board : See chessboard.
; Blockade : A strategic placement of a minor piece directly in front of an enemy pawn, where it restrains the pawn's advance and gains shelter from attack. Blockading pieces are often overprotected.
; Book draw : An endgame position known to be a draw with perfect play. The name reflects that traditionally the analysis has been found in the chess endgame literature, but in simplified positions computer analysis in an endgame tablebase can be used.
; Book move : An opening move found in the standard reference books on opening theory. A game is said to be "in book" when both players are playing moves found in the opening references. A game is said to be "out of book" when the players have reached the end of the variations analyzed in the opening books or if one of the players deviates with a novelty (or a blunder).
; Book win : An endgame position known to be a win with perfect play. The name reflects that traditionally the analysis has been found in the chess endgame literature, but in simplified positions computer analysis in an endgame tablebase can be used.
; Break : A pawn advance or capture that opens up a blocked position.
; Breakthrough : ''see Break''
; Brevity : (chiefly British) ''See Miniature''.
; Brilliancy : A spectacular and beautiful game of chess, generally featuring sacrificial attacks and unexpected moves. Brilliancies are not always required to feature sound play or the best moves by either side.
; Brilliancy prize : A prize awarded at some tournaments for the best brilliancy played in the tournament.
; Bughouse chess : A chess variant played with teams of two or more.
; Bullet chess : A form of chess in which each side has less than 3 minutes for the entire game.
; Bye : 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 and score it as a draw (½ point).
C
; Caissa : the goddess of chess, often invoked to indicate luck or good fortune: "Caissa was with me".
; Calculate : To carefully plan a series of moves while considering possible responses.
; Candidate move : A move that seems good upon initial observation of the position, and that warrants further analysis.
; Capped piece : A certain piece with which one player tries to deliver checkmate. When the capped piece is a pawn, it is called a pion coiffé (French for capped pawn). Playing with a capped piece is a handicap in chess.
; Capture : Remove the opponent's piece or pawn from the board by taking it with one's own piece or pawn. Except in the case of an ''en passant'' capture, the capturing piece or pawn does so by occupying the same square that the captured piece or pawn occupied.
; Castling : A special move involving both the king and one rook. Its purpose is generally to protect the king and develop the rook. Castling on the kingside is sometimes called castling short and castling on the queenside is called castling long; the difference is based on whether the rook moves a short distance (two squares) or a long distance (three squares).
; CC : An abbreviation sometimes used for correspondence chess.
; Centralization : Moving a piece or pieces toward the center of the board. In general, pieces are best placed in or near the center of the board because they control a large number of squares and are available for play on either flank as needed. Because of their limited mobility, knights in particular benefit from being centralized. There are several chess aphorisms referring to this principle: "A knight on the rim is dim" (or "grim" instead of "dim") and "A knight on the side cannot abide."
; Centre/Center : The four squares in the middle of the board.
; Central pawn : A pawn on the king's file or queen's file, i.e. on the d-file or e-file.
; Cheapo : Slang for a tactical shot or trap often made by the losing side to hold a draw or win. See also Swindle.
; Check : An attack on the king. The attacked king is said to be in check.
; Checkmate : A position in which a player's king is in check and the player has no legal move (i.e cannot move out of check). A player whose king is checkmated loses the game.
; Chessboard : This is the chequered board used in chess. It consists of 64 squares (eight rows and eight columns) arranged in two alternating colors (light and dark). Similar boards are also known as checkerboards.
; Chess clock: A device made up of two adjacent clocks and buttons, keeping track of the total time each player takes for his or her moves.
; Classical : An opening system geared towards forming a full pawn center. See also Hypermodern.
; Clock move : A timed game is played clock move if a move is completed only when the clock has been pressed. It is therefore possible to touch one piece, but then decide to move an other piece. This way of playing is common in casual games, in favour of touch move.
; Close game/Closed game :
:
★ A position with few open lines (files or diagonals), generally characterized by interlocking pawn chains, cramped positions with few opportunities to exchange, and extensive maneuvering behind lines. Such a position may later become an ''Open game''. See also Positional game.
:
★ A chess opening that begins with the moves 1.d4 d5. See also Open game and Semi-open game.
; Closed file : A file on which black and white both have a pawn.
; Coffee house : A risky style or move that is not necessarily sound, but which poses immediate problems for the opponent and makes it easy to go wrong.
; Combination : A clever sequence of moves, often involving a sacrifice, to gain the advantage. The moves of the other player are usually ''forced'', i.e. a combination does not give the opponent too many possible lines of continuation.
; Compensation : An imbalanced equivalent return, for example sacrificing material for development or trading a bishop for three pawns.
; Connected pawns : Refers to two or more pawns of the same color on adjacent files. See also isolated pawns.
; Connected Passed Pawns : Passed pawns on adjacent files. These are considered to be unusually powerful (often worth a minor piece or rook if on the sixth rank or above and not properly blockaded) because they can advance together. Also see connected pawns.
; Connected rooks : Two rooks of the same color on the same rank with no pawns or pieces between them. Connected rooks are usually desirable. White most often connects rooks on the first rank and Black on the eighth. ''cf.'' Doubled rooks.
; Control of the centre/center : Having one or more pieces that attack any of the four centre squares; an important strategy, and one of the main aims of openings.
; Cook : An unintended solution of a chess problem.
; Correspondence chess : This is chess played at a long time control by various forms of long-distance correspondence, usually through a correspondence chess server, through email or by the postal system. Typically, one move is transmitted in every correspondence.
; Corresponding squares : Squares of reciprocal (or mutual) Zugzwang often found in king and pawn endgames. Also known as related squares.
; Counterattack : An attack that responds to an attack by the other player.
; Counterplay : Active maneuvering by the player in an inferior or defensive position.
; Cover : To protect a piece or control a square. For example, to checkmate a king on the side of the board, the five squares adjacent to the king must all be covered.
; Cramped : A position with limited mobility.
; Critical position : A position that is of key importance in determining the soundness of an opening variation. If one side can demonstrate an advantage in a critical position, the other side must either find an improvement or else abandon that variation as inferior.
; Cross-check : A cross-check is a check played in reply to a check, especially when the original check is blocked by a piece which itself either delivers check or reveals a discovered check from another piece.
; Crosstable : 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. The columns are also numbered, each one corresponding to the player in the same numbered row. Each table cell records the outcome of the game between the players on the intersecting row and column, using 1 for a win, 0 for a loss, and ½ for a draw. (In a double round-robin tournament each cell contains two entries, as each pair of players plays two games alternating white and black.) Every game is recorded twice, once from the perspective of each player. The diagonal cells that correspond to the player playing himself are marked with a – or other symbol as they are not used. For examples see Hastings 1895 chess tournament, Nottingham 1936 chess tournament, and AVRO tournament.
D
; Dark-square bishop : One of the two bishops evolving on the dark squares, situated in c1 and f8 in the initial position.
; Dead draw : A drawn position in which neither player has any realistic chance to win. A dead draw may refer to a position in which it is impossible for either player to win (such as insufficient material), or it may refer to a simple, lifeless position which would require a major blunder before either side would have a chance to win.
; Decoy : This is a chess tactic used to lure a piece to an unfavourable square.
; Defense : A move or plan which tries to meet the opponent's attack.
; Deflect : To cause a piece to move to a less suitable square. Typically used in the context of a combination or attack, where the deflected piece is critical to the defense.
; Descriptive notation : an old system of recording chess moves, used primarily in the English and Spanish speaking countries through the 1970s or 1980s. Now replaced by the standard algebraic notation.
; Desperado piece : A piece that seems determined to give itself up, typically either to bring about stalemate or to sell itself as dearly as possible in a situation where both sides have hanging pieces.
; Develop : In the opening, moving a piece from its original square to make it more active. To redevelop a piece means to move it to a better square after it has already been developed.
; Diagonal : A line of squares of the same colour, along which a queen or bishop can move.
; Discovered attack : An attack made by a queen, rook or bishop when another piece or pawn moves out of its way.
; Discovered check : A check delivered by a piece when another piece or pawn has moved out of its way.
; Domination : A situation whereby capture of a piece is unavoidable despite it having wide freedom of movement. Usually occurs in chess problems.
; Double attack : Two attacks made with one move: these attacks may be made by the same piece (in which case it is a ''fork''); or by different pieces (a situation which may arise via a discovered attack in which the moved piece also makes a threat). The attacks may directly threaten opposing pieces, or may be threats of another kind: for instance, to capture the queen and deliver checkmate.
; Double check : A check delivered by two pieces at the same time. A double check necessarily involves a discovered check.
; Doubled pawns : A pair of pawns of the same color on the same file.
; Doubled rooks : Two of a player's rooks placed on the same (open) file or rank. This is a battery of rooks.
; Draw : 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 stalemate, three-fold repetition, the fifty-move rule, and insufficient material. A position is said to be a draw (or a drawn position) if either player can, through correct play, eventually force the game into a position where the game must end in a draw, regardless of the moves made by the other player.
; Duffer : A weak chess player, also referred to as a "fish", "patzer" or "woodpusher."
E
; ECO : The ''Encyclopaedia of Chess Openings'', a standard and comprehensive chess opening reference. Also a classification system ('ECO code') for chess openings that assigns an alphanumeric code from A00 to E99 to each opening.
; Elo rating system : The Elo rating system is a method for calculating the relative skill levels of chess players, named after the Hungarian Arpad Elo. Since 1970 FIDE publishes quarterly an international chess rating list using the Elo system.
; En passant ("in the act of passing" ; derived from French) : The rule that allows a pawn that has just advanced two squares to be captured by a pawn on the same rank and adjacent file. The pawn is therefore taken as if it had only moved one space. It is only possible to take en passant on the next move.
; En prise (from French) : A piece that can be captured. Usually used of a piece that is undefended and can be captured.
; Endgame : The stage of the game when there are few pieces left on the board. The endgame follows the middlegame.
; Endgame tablebase : A computerized database of endgames with up to 7 pieces, providing perfect play for both players, and thus completely solving those endgames.
; Epaulette mate : A checkmate position where the king is blocked on both sides by his own rooks.
; Extended Position Description (EPD) : 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.
; Equalise/Equalize : To create a position where the players have equal chances of winning (referred to as "equality"). In opening theory, since White has the advantage of the first move, lines that equalize are relatively good for Black and bad for White.
; Escape square : A square to which a piece can move, which allows it to escape attack. See also flight square and luft.
; Exchange
:
★ The capture of a pair of pieces, one white and the other black, usually of the same type (i.e rook for rook, knight for knight etc).
:
★ The exchange is used to refer to the advantage of a rook over a minor piece (knight or bishop). The player who captures a rook while losing a minor piece is said to have won the exchange, and the opponent is said to have lost the exchange. An exchange sacrifice is giving up a rook for a minor piece.
; Exchange variation : This is a type of opening in which there is an early, voluntary exchange of pawns or pieces.
; Expanded centre : the central sixteen squares on the board.
F
; Family fork, family check : A knight fork that attacks more than two opposing pieces concomitantly.
; Fast chess : See blitz chess.
; Fianchetto : Refers to a bishop developed to the second square on the file of the adjacent knight (that is, b2 or g2 for white, b7 or g7 for black), or the process of developing a bishop to such a square. It usually occurs after moving the pawn on that file ahead one square (or perhaps two). The Italian word is actually a noun ("in fianchetto") and not a verb.
; FIDE : the World Chess Federation (Fédération Internationale des Échecs), the primary international chess organizing and governing body. The abbreviated name FIDE is nearly always used in place of the full name in French.
; FEN : Abbreviation for Forsyth-Edwards Notation, which is 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.
; FIDE Master (FM) : a chess title ranking below International Master.
; File : A column 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, the f-file or the king bishop file comprises the squares f1–f8 or KB1–KB8.
; Fifty move rule : A modern rule which provides that the game is drawn after fifty moves from each side without a pawn move or capture.
; Fish : A weak chess player, also referred to as a "duffer", "patzer" or "woodpusher."
; Flight square : A square to which a piece can move, which allows it to escape attack. See also escape square and luft.
; Flank : The queenside a, b, and c-files, or the kingside f, g, and h-files, also called wing.
; Flank opening : This a chess opening played by White and typified by play on one or both flanks.
; FM : abbreviation for the FIDE Master title.
; Fool's mate : The shortest possible chess game ending in mate: 1. f3 e5 2. g4 Qh4# (or minor variations on this).
; Forced move : A move which is the only one which does not result in a serious disadvantage for the moving player.
; Fork : When one piece, generally a knight or pawn, simultaneously attacks two (or more) of the opponent's pieces, often specifically called a ''knight fork'' when the attacker is a knight. Some sources state that only a knight can give a fork and that the term ''double attack'' is correct when another piece is involved, but this is by no means a universal usage.
; Fortress : A fortress is a position that, if obtained by the weaker side, will prevent the opposing side from penetration, this generally resulting in a draw (which the weaker side is seeking).
G
; Gambit : A sacrifice (usually of a pawn) used to gain an early advantage of space and /or time in the opening.
; GM : abbreviation for Grandmaster.
; Good bishop : A bishop which has high mobility, typically because the player's pawns are on squares of color opposite to that of the bishop.
; Grandmaster : The highest title a chess player can attain (besides World Champion). When used precisely, it is the title awarded by FIDE starting in 1950, but it can be used to describe someone of comparable ability. The term International Grandmaster or IGM would refer only to the FIDE title.
; Greek gift sacrifice : Also known as the classical bishop sacrifice, it is a typical sacrifice of a bishop by White playing Bxh7+ or Black playing Bxh2+ against a castled king.
H
; Half-open file : A file on which only one player has no pawns.
; Handicap : A handicap in chess is a way to equal the chances for players of differing strengths. Examples include the stronger player getting less time or starting with a knight down (knight odds).
; Hanging : Unprotected and exposed to capture. Slang for ''en prise''. To "hang a piece" is to lose it by failing to move or protect it.
; Hanging pawns : Two friendly pawns abreast without friendly pawns on adjacent files. Hanging pawns can be either a strength (usually because they can advance) or a weakness (because they can't be defended by pawns) depending on circumstances.
; Heavy piece : A queen or rook, also known as major pieces.
; Hole : A square that a player does not, and cannot in future, control with a friendly pawn. The definition is somewhat subjective: the square must have some positional significance for the opponent to be considered a hole - squares on the first and second ranks are not holes. On the other hand a square is a hole even if it can be controlled in the future with a pawn that has made a capture. An example of the hole is the square e4 in the Stonewall Attack.
; Hypermodern : An opening system geared towards controlling the center with distant pieces as opposed to occupying it with pawns. See also Classical.
I
; IM : abbreviation for the International Master title.
; Inactive :See passive.
; Initiative : The advantage that a player who is making threats has over the player who must respond to them. The attacking player is said to "have the initiative". s/he can often turn the play as s/he wills. Initiative is often resulted from advantage in time and sometimes space. The notion of the initiative was introduced by J.R. Capablanca.
; Indian bishop : A fianchettoed bishop, characteristic of the Indian defenses, the King's Indian and the Queen's Indian.
; Indian defence : A chess opening that begins 1.d4 Nf6. Originally used to describe queen's pawn defences involving the fianchetto of one or both Black bishops, it is now used to describe all Black defences after 1.d4 Nf6 that don't transpose into the Queen's Gambit.
; Insufficient material : An endgame scenario in which all pawns have been captured, and one side has only its king remaining while the other is down to just a king or a king plus one knight or one bishop. The position is a draw because it is impossible for the dominant side to deliver checkmate regardless of play. Situations where checkmate is possible only if the inferior side blunders are covered by the fifty-move rule.
; Interference : This happens when the line between an attacked piece and its defender is interrupted by sacrificially interposing a piece.
; Intermediate move : See zwischenzug.
; International Master (IM) : a chess title that ranks below Grandmaster but above FIDE Master.
; Interpose : To move a piece between an attacking piece and its target, blocking the line of attack. Interposing a piece is one of the three possible responses to a check, the others being to move the king or capture the attacking piece.
; Irregular opening : Irregular openings are chess openings with an unusual first move from White. These openings are all categorized under the ECO code A00.
; Isolani : refers to a d-Pawn with no Pawns of the same color on the adjacent c- and e-files, and is a synonym for 'Isolated Queen's Pawn'. The term was coined by Nimzovitch, who considered the isolani as a weapon of attack in the middle game but an endgame weakness; he considered the problem of hanging pawns to be related.
; Isolated pawn : A pawn with no pawn of the same color on an adjacent file.
; Italian bishop : A White bishop developed to the c4 square or a Black bishop developed to c5. This development is characteristic of the Italian Game, 1.e4 e5 2.Nf3 Nc6 3.Bc4, particularly the Giuoco Piano, 1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5, where both players have Italian bishops. Likewise, "Italian" may be used as an adjective denoting an opening where one or both players has an Italian bishop, such as after 1.e4 e5 2.Nf3 Nc6 3.Nc3 Nf6 4.Bc4, the Italian Four Knights Game.
J
; J'adoube (from French) : "I adjust". A player says "J'adoube" as the international signal that he intends to adjust the position of a piece on the board without being subject to the touched piece rule.
K
; K : symbol used for the king when recording chess moves in English.
; Key square :
# An important square.
# (Pawn endings) A square whose occupation by one side's king guarantees the achievement of a certain goal, such as the win of a pawn, see King and pawn versus king endgame#Key squares.
; KGA : the King's Gambit Accepted chess opening.
; KGD : the King's Gambit Declined chess opening.
; KIA : the King's Indian Attack chess opening.
; Kibitz : 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 breach of etiquette.
; Kick : Attacking a piece, typically by a pawn, so that it will move.
; KID : the King's Indian Defence chess opening.
; King : ''see king''
; King Bishop : The bishop that was on the king-side at the start of the game. The terms 'King Knight' and 'King Rook' are also used. Sometimes abbreviated 'KB', 'KN', and 'KR' respectively.
; King hunt : 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.
; King pawn : A pawn on the king's file, i.e. the e-file. Sometimes abbreviated 'KP'. Also 'King Rook Pawn' (KRP), 'King Bishop Pawn' (KBP), and 'King Knight Pawn' (KNP) for a pawn on the f, g, or h-file respectively.
; Kingside : The side of the board where the kings are at the start of the game (the e through h files), as opposed to the ''queenside''.
; Knight : ''see knight''
; Knight pawn : A pawn on the knight's file, i.e. the b-file or g-file.
; Kotov syndrome : This phenomenon, first described by Alexander Kotov 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, often a terrible one which was not analysed properly.
; Kt : symbol formerly used for the knight when recording chess moves in descriptive notation. 'N' is used instead in algebraic notation and in later descriptive notation to avoid confusion with K, the symbol for the king.
L
; Lightning chess : A form of chess with an extremely small time limit, usually 1 or 2 minutes per player for the entire game.
; Light-square bishop : One of the two bishops evolving on the light squares, situated in f1 and c8 in the initial position.
; Line :
:
★ A sequence of moves, usually in the opening or in analyzing a position.
:
★ An open path for a piece (Queen, Rook, or Bishop) to move or control squares.
; Liquidation : See ''simplification''.
; Long diagonal : One of the two diagonals with eight squares (a1-h8 or h1-a8).
; Lucena position : A well-known rook and pawn vs. rook endgame position in which the player with the extra pawn can force a win.
; Luft (from the German for ''air'') : space made for a castled king to give it a flight square to prevent a back rank mate. Usually ''luft'' is made by moving a pawn on the second rank in front of the king.
M
; Main line : the principal, most important, or most often played variation of an opening or piece of analysis. For example, 1.d4 Nf6 2.c4 g6 3.Nc3 Bg7 4.e4 d6 5.Nf3 0-0 6.Be2 e5 7.0-0 Nc6 8.d5 Ne7 is often referred to as the main line of the King's Indian Defense.
; Major piece : A queen or rook, also known as heavy pieces.
; Majority : a larger numbers 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.
; Maróczy Bind : 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 Defence, but the name is now also applied to similar setups in the English Opening and the Queen's Indian Defence. It was once greatly feared by Black but means of countering it have been developed since the 1980s and earlier.
; Mate : Short for checkmate.
; Material : All of a player's pieces and pawns on the board. The player with pieces and pawns of greater value is said to have a "material advantage". When a player gains a material advantage they are also said to be "making material".
; MCO : ''Modern Chess Openings'', a popular chess opening reference. Often the edition is also given, as in ''MCO-14'', the 14th edition. Cf. ECO.
; Middlegame : 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.
; Miniature : A short game (usually no more than 20 to 25 moves). Usually only decisive games (not draws) are considered miniatures, and a miniature should not be spoiled by an obvious blunder by the losing side. A miniature may also qualify as a brilliancy. The Opera game is a famous example. Sometimes called a 'brevity' (chiefly British).
; Minor exchange : The exchange of a bishop for a knight.
; Minor piece : A bishop or knight.
; Minority attack : An advance of pawns on the side of the board where one has fewer pawns than the opponent, usually carried out to provoke a weakness.
; Mobility : The ability of a piece, or of a player's pieces collectively, to move around the board. (In computer chess this is often measured by the number of legal moves available.)
; Mobile pawn center : Being able to move pawns around central squares without weakening one's position.
; Move : A turn by each player, but also used, to refer to a Ply.
; Move order : The sequence of moves one chooses to play an opening or execute a plan. Different move orders often have different advantages and disadvantages. For example, 1.d4 Nf6 2.Nf3 avoids the Budapest Defence (2.c4 e5!?), but makes it impossible for White to play the Sämisch Variation (2.c4 g6 3.Nc3 Bg7 4.e4 d6 5.f3) or Four Pawns Attack (5.f4) against the King's Indian Defense, and to transpose to certain lines of the Nimzo-Indian Defense and Queen's Gambit Declined, Exchange variation where the knight goes to e2 instead of f3. ((See transposition (chess).)
; Mysterious rook move : A rook move to a closed file. An example of prophylaxis, it is intended to discourage the opposing player from opening the file.
N
; N : symbol used for the knight when recording chess moves in English.
; NCO : abbreviation sometimes used for the chess opening reference ''Nunn's Chess Openings''. Cf. ECO and MCO.
; NN or N.N. : Used in a game score in place of a player whose name is not known. The origin of this usage is uncertain. It may be an abbreviation of the Latin ''nomina'' (names), or it may be short for the Latin phrase ''nescio nomen'' (names unknown).
; Norm : A performance at a chess tournament that indicates a player is ready to receive a title, or the level of performance needed. In addition to other requirements, a certain number of norms is generally required to earn a title. See Grandmaster and International Master.
; Novelty : A new move in the opening. Sometimes called a "theoretical novelty" or "TN."
O
; Olympiad : An international team chess tournament organized biennially by FIDE. Each team represents a FIDE member country.
; Offhand game : See ''skittles''.
; Open file : A file on which there are no pawns. A file on which only one player has no pawns is said to be ''half-open''.
; Open game :
:
★ A game in which exchanges have opened files and diagonals, as opposed to a ''closed game.
:
★ A chess opening that begins with the moves 1.e4 e5 (which is also called a ''Double King Pawn opening''). See also closed game and semi-open game.
; Opening : The beginning moves of the game, roughly the first 10-20 moves. In the opening players set up their pawn structures, develop their pieces, and typically castle. The opening precedes the middle game.
; Opposite color bishops : See ''Bishops on opposite colors''.
; Opposition : A situation in which two kings stand on the same rank, file or diagonal with one empty square between them. The player to move may be forced to move the king to a less advantageous square. Opposition is a particularly important concept in endgames.
; Outside passed pawn : A passed pawn that is near the edge of the board and far away from other pawns. In the endgame, such a pawn often constitutes a strong advantage for its owner.
; Overextended : A position where a player has moved a piece or group of pieces (usually pawns) away from the rest in such a way that they are too difficult to defend.
; Overloaded : A piece that has too many defensive duties. An overloaded piece can sometimes be deflected, or required to abandon one of its defensive duties.
; Overprotection : The technique of massing forces in support of a strong point, often a Blockade.
; Over-the-board (OTB) : A game is said to be played over-the-board if opponents play the game face-to-face as opposed to online chess or correspondence chess.
; Overworked : Another term for ''Overloaded''.
P
; Passive : A piece that is able to move to or control relatively few squares, also referred to as an inactive piece. See active.
; Passed pawn : A pawn that has no pawn of the opposite color on its file or on any adjacent files on its way to queening.
; Passer : A passed pawn.
; Patzer : A weak chess player, also referred to as a "fish", "woodpusher" or "duffer." (German: ''patzen'', to bungle.)
; Pawn : ''see pawn''
; Pawn chain : A locked diagonal formation of pawns, each one supported by a friendly pawn diagonally behind and blocked by an enemy pawn directly ahead. Nimzovich considered pawn chains extensively, and recommended attacking the enemy pawn chain at its base -- as in the Advance variation of the French defence 1. e4 e6 2. d4 d5 3. e5 c5 4. c3 c4. See pawn structure.
; Pawn island : A group of pawns of one color on consecutive files with no other pawns of the same color on any adjacent files. A pawn island consisting of one pawn is called an isolated pawn.
; Pawn storm : An attacking technique where a group of pawns on one wing is advanced in order to break up the defense.
; Pawn structure : The placement of the pawns is known as the pawn structure. As pawns are the least mobile of the pieces and the only pieces unable to move backwards, the position of the pawns greatly influence the character of the game.
; Perpetual check : A draw forced by one player putting the opponent's king in a potentially endless series of checks.
; Philidor position : Usually refers to an important chess endgame which illustrates a drawing technique when the defender has a king and rook versus a king, rook, and pawn. It is also known as the third rank defense, because of the importance of the rook on the third rank cutting off the opposing king. It was analyzed by Philidor in 1777. (Also see rook and pawn versus rook endgame.)
; Piece : This term can mean either any chess piece including pawns (as in the touched piece rule), or a minor piece (as in "I hung a piece"), depending on context. It can also mean a major or minor piece, as in "White needs to get some pieces to the kingside".
; Pin : When a piece can not move (either legally or advisedly) because doing so would expose a valuable piece, usually the king or queen, to attack. Pins against the king are called ''absolute'' because it is then illegal to move the pinned piece.
; Plan : A strategy used by a chess player to make optimal use of his advantages in a specific position while minimizing the impact of his positional disadvantages.
; Ply : Term mainly used in computer chess to denote one play of either white or black. Thus equal to half a move.
; Poisoned Pawn : An unprotected pawn which, if captured, causes positional problems or material loss. It is also a variation of the Sicilian Defense, where some players call White's pawn on b2 a poisoned pawn.
; Portable Game Notation (PGN) : This is a popular computer-processible ASCII format for recording chess games (both the moves and related data).
; Positional play : Play dominated more by long-term maneuvering for advantage than by short-term attacks and threats, and requiring judgment more than extensive calculation of variations, as distinguished from tactics.
; Positional player : A player who specializes in positional play, as distinguished from a ''tactician''.
; Post-mortem : Analysis of a game after it has concluded, typically conducted by one or both players and sometimes spectators (kibitzers) as well.
; Promotion : Advancing a pawn to the eighth rank, converting it to a queen, rook, bishop or knight. Promotion to a piece other than a queen is called underpromotion.
; Prophylaxis : (adjectival form: prophylactic)
:
★ a move that frustrates an opponent's plan or tactic;
:
★ a strategy in which a player frustrates tactics initiated by the opponent until a mistake is made.
:Prophylactic techniques include the blockade, overprotection, and the mysterious rook move.
; Protected passed pawn : A passed pawn that is supported by another pawn.
; Pseudo-sacrifice : See ''Sham sacrifice''.
; Push : To move a pawn forward.
Q
; Q : symbol used for the queen when recording chess moves in English.
; QGA : the Queen's Gambit Accepted chess opening.
; QGD : the Queen's Gambit Declined chess opening.
; QID : the Queen's Indian Defence chess opening.
; Queen : Also used as a verb for the act of promoting to a Queen, e.g. "... to queen the pawn".
; Queen Bishop : The bishop that was on the queenside at the start of the game. The terms 'Queen Knight' and 'Queen Rook' are also used. Sometimes abbreviated 'QB', 'QN', and 'QR ' respectively.
; Queen 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 pawns on the a, b, and c-files respectively.
; Queenside : The side of the board where the queens are at the start of the game (the a through d files), as opposed to the ''kingside''.
; Queening : Promotion to a queen. Also called Promotion. Rarely used to indicate promotion to a knight, rook, or bishop as well (underpromotion).
; Quiet Move : A move which does not attack or capture an enemy piece.
R
; R : symbol used for the rook when recording chess moves in English.
; Rank : A row of the chessboard. Specific ranks are referred to by number, first rank, second rank, …, eighth rank. Unlike the case with files, rank names are always given from the point of view of each individual player. White's first rank is Black's eighth rank and White's eighth is Black's first, White's second rank is Black's seventh rank and White's seventh is Black's second, and so on.
; Rapid chess : A form of chess with reduced time limit, usually 30 minutes per player.
; Refute : Demonstrate that a strategy, move, or opening is not as good as previously thought (often, that it leads to a loss).
; Relative pin : A pin, where it is legal to move the pinned piece. See ''absolute pin''.
; Resign : To concede loss of the game. A resignation is usually indicated by stopping the clocks, and sometimes by offering a handshake or saying "I resign". The traditional way to resign is by tipping over one's king, but this is rarely done nowadays.
; Related squares : See corresponding squares.
; Romantic chess : Romantic chess was the style of chess prevalent in the 19th century. It is characterized by bold attacks and sacrifices.
; Rook : ''see rook''
; Rook lift : a maneuver that places a rook in front of its own pawns, often on the third or fourth rank. This can allow the rook to treat a half-open file as if it were an open file, or a closed file as if it were half-open.
; Rook pawn : A pawn on the rook's file, i.e. the a-file or h-file.
; Royal fork : A fork between king and queen.
S
; Sac : Short for ''sacrifice'', usually used to describe a sacrifice for a ''mating attack''.
; Sacrifice : When one player voluntaily gives up material in return for an advantage such as space, development, or an attack. A sacrifice in the opening is called a gambit.
; Sans voir (from the French): See Blindfold chess.
; Scholar's mate : 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#.
; Score : A record of the moves of a particular game, usually expressed in algebraic notation.
; Second : An assistant, often hired to help a player in preparation for and during a major match or tournament.
; See-saw : See ''Windmill''.
; Semi-Open Game : A chess opening that begins with White playing 1.e4 and Black replying with a move other than 1...e5. Also called ''Half-open'' or ''Asymmetrical King Pawn'' openings. See also open game and closed game.
; Semi-Closed Game : A chess opening that begins with White playing 1.d4 and Black replying with a move other than 1...d5. See also open game and closed game.
; Sham sacrifice : An offer of material which 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'' which the compensation is less tangible. Also called a 'pseudo-sacrifice'.
; Sharp : Risky, double-edged, highly tactical. Sharp can be used to describe moves, maneuvers, positions, and styles of play.
; Simplification : A strategy of exchanging pieces of equal value. Simplification can be used defensively to reduce the size of an attacking force. It can also be used by a player with an advantage in order to amplify that advantage or reduce the opponent's counterplay. Simplification is also used as an attempt to obtain a draw, or as an attempt to gain an advantage by players who are strong in endgame play with simplified positions. Also ''liquidation'' and ''trading''.
; Simultaneous chess : A form of chess in which one (usually expert) player plays against several (usually novice) players simultaneously. Is often an exhibition.
; Skewer : An attack to a valuable piece, compelling it to move to avoid capture and thus exposing a less valuable piece which can then be taken. Also called an 'X-ray attack'.
; Skittles : A casual or "pick-up" 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 match.
; Smothered mate : A checkmate delivered by a knight in which the mated king is unable to move owing to it being surrounded (or ''smothered'') by its own pieces.
; Solus rex (or 'Rex solus') : When either color (though usually black) has only their King piece left. [1] The term is derived from Latin and literally means "lone king." [2]
; Sound : Correct. A sound sacrifice has sufficient compensation, a sound opening or variation has no known refutation, and a sound composition has no cooks.
; Space : The squares controlled by a player. A player controlling more squares than the other is said to have a spatial advantage.
; Spanish bishop : A White king bishop developed to the b5 square. This is characteristic of the Ruy Lopez, also known as the Spanish Opening.
; Spite check : A check given by a player who is about to be checkmated. It serves no other purpose than to delay the defeat.
; Squeeze : Gradually increasing the pressure of a bind.
; Stalemate : A position in which the player whose turn it is to move has no legal move and his king is not in check. A stalemate results in an immediate draw.
; Stem game : 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.
; Swindle : A ruse by which a player in a losing position tricks his opponent, and thereby achieves a win or draw instead of the expected loss. It may also refer more generally to achieving a win or draw from a clearly losing position. See also cheapo.
; Swiss tournament : a tournament that uses the Swiss system to determine player pairings. The basic idea is that every round each player is paired with an opponent with the same (or close to the same) score.
T
; Tabia' or 'Tabiya : (from Arabic)
:#The initial position of the pieces in Shatranj
:#The final position of a well-known chess opening
:#(from 2) The opening position from which two players familiar with each others' tastes begin play.
; Tablebase : See ''Endgame tablebase''.
; Tactician : A player who specializes in tactical play, as distinguished from a "positional player."
; Tactics : Play characterized by short-term attacks and threats, often requiring extensive calculation by the players, as distinguished from ''positional play''.
; Takeback : Used in casual games when both players agree to undo one or more moves.
; Tarrasch rule: Named after Siegbert Tarrasch, this is refers to the general principle that rooks should be placed behind passed pawns.
; TD : See Tournament director.
; Tempo : An extra move, an initiative at development. A player gains a tempo (usually in the opening) by making the opponent move the same piece twice or defend an enemy piece. In the endgame, one may wish to lose a tempo by triangulation to gain against the opposition. (Plural: tempi).
; Text move : This term is used in written analysis of chess games to refer to a move that has been played in the game as opposed to other possible moves.
; Theoretical Novelty (TN) : A new move in the opening. Also called simply a "novelty."
; Threat : A plan or move that, if left unattended, would result in an immediate depreciation of the opponents position.
; Threefold repetition : The game is drawn if the same position occurs three times with the same player to move, and with each player having the same set of legal moves each time (the latter includes the right to take en passant and the right to castle).
; Time : Opportunities to make moves; similar meaning to 'tempo'. A move that does not alter the position significantly is described as "wasting time", and forcing the other player to waste time is described as "gaining time".
; Time pressure, time trouble or zeitnot : Having very little time on one's clock (especially less than five minutes) to complete one's remaining moves. See Time control.
; Touched piece rule/touch move rule : The rule requiring a player who touches a piece that has at least one legal move to move that piece (and, if the player moves the piece to a particular square and takes his hand off it, to move it to that square). Castling must be initiated by moving the king first, so a player who touches his rook may be required to move it, without castling. The rule also requires a player who touches an opponent's piece to capture it if possible. A player wishing to touch a piece to adjust its position on a square without being required to move it signals this intent by saying "J'adoube" or "I adjust". This way of playing is common in official games, in favour of clock move.
; Tournament book : 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''.
; Tournament director (TD) : Organizer and arbiter of a tournament, responsible for enforcing the tournament rules and the Laws of Chess. Also 'tournament controller' (chiefly British).
; Transposition : Arriving at a position using a different sequence of moves.
; Trap : A move which may tempt the opponent to play a losing move. See also Swindle.
; Trébuchet : a position of mutual zugzwang in which either player would lose if it is his turn to move.
; Triangulation : A technique used in king and pawn endgames (less commonly seen with other pieces) to lose a ''tempo'' and gain the ''opposition''.
U
; Undermining : This is a chess 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.
; Underpromotion : Promoting a pawn to a rook, bishop, or knight instead of a queen. Rarely seen unless the knight can deliver a crucial check, or promotion to a rook instead of a queen is necessary to avoid stalemate.
; Unpinning : the act of breaking a ''pin''. This allows the piece that was formerly pinned to move.
; United States Chess Federation (USCF) : This is a non-profit organization, the governing chess organization within the United States, and one of the federations of the FIDE.
V
; Vacating sacrifice : A sacrifice made for the purpose of clearing a square for a different piece of the same color.
; Valve : A move which opens one line and closes another.
; Variant : A chess-like game played using a different board, pieces, or rules than standard chess.
; Variation : A sequence of moves or 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. The word ''Variation'' is also used to name specific sequences of moves within an opening. For an example, the Dragon Variation is part of the Sicilian Defense.
W
; Weak square : A square that cannot be easily defended from attack by an opponent. Often a weak square is unable to be defended by pawns (a hole) and can be theoretically occupied by a piece. Exchange or loss of a bishop may make all squares of that bishop's color weak resulting in a "weak square complex" on the light squares or the dark squares.
; WFM : abbreviation for the Woman FIDE Master title.
; WGM : abbreviation for the Woman Grandmaster title.
; White : the designation for the player who moves first, even though the corresponding pieces, referred to as "the white pieces," are sometimes literally some other (usually light) color.
; White squares : the 32 light-colored squares on the chessboard, such as (in algebraic notation) h1 and a8.
; WIM : abbreviation for the Woman International Master title.
; Win/winning position : a position is said to be a win (or a winning position) if one specified side, with correct play, can eventually force a checkmate against any defense (i.e. perfect defense).
; Windmill : a combination in which two pieces work together to deliver an alternating series of checks and discovered checks in such a way that the opposing king is required to move on each turn. It is a potent technique since on every other move, the discovered check may allow the non-checking piece to capture an enemy piece without losing a tempo. The most famous example is Torre–Lasker, Moscow 1925. Also called a ''see-saw''.
; Wing : The queenside a, b, and c-files, or the kingside f, g, and h-files, also called flank.
; Wing Gambit : is the name given to the branches of several openings in which one player gambits a wing pawn, usually the b pawn
; Waiting move : A passive but harmless move, which is played while waiting for initiative from the opponent.
; Woman FIDE Master (WFM) : a women-only chess title ranking below Woman International Master.
; Woman Grandmaster (WGM) : the highest ranking gender-restricted chess title except for Women's World Champion.
; Woman International Master (WIM) : a women-only chess title ranking below Woman Grandmaster and above Woman FIDE Master.
; Woodpusher : A weak chess player, also referred to as a "fish", "patzer" or "duffer."
X
; X-ray attack : See 'Skewer'.
Z
; Zeitnot (from the German) : See 'Time pressure'.
; Zugzwang (from the German) : When a player is put at a disadvantage by having to make a move; where any legal move weakens the position. Zugzwang usually occurs in the endgame, and rarely in the middlegame.
; Zwischenzug (from the German) : An "in-between" move played before the expected reply.
References
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