International Master : Someone with the intermediate International Chess Title Isolated Pawns : Pawns that have no other pawns of the same color on adjacent files are isolated and "alone", lacking support by fellow pawns. Material : A way to determine piece value; or the winning of a pawn or piece, or Exchange means winning "material".
Open File : A file with no pawns of either color. Patzer : A "fish" or weak chess player. Piece : Any of the chessmen ; a set of chess pieces. Sometimes non-pawns only, "pieces and pawns". Pin : An attack by a Rook, Bishop or Queen on a piece that cannot or should not move, because a piece behind the attacked piece is worth even more.
Ply : A half-move, or the move of one player. When both players move, that is two ply, or one full move. Promote : When a pawn reaches the other side of the board, the 8th rank, it can promote to a Queen, Rook, Bishop, or Knight on the promoting square. Rating : A measure of skill. USCF Ratings range from roughly 0 basically impossible to get this low - no one ever has to ; most scholastic beginners start around Even if you lose all your games in your first few tournaments you are still usually about Repetition : A type of draw where the same position is reached three times with the same player to move.
Does not require the same moves and can occur at any point in the game. Note that shaking hands does not end a game. Round Robin : A system of pairing players where everyone in the same small section plays everyone else. Unlike the swiss system, this type of tournament calls for some level of commitment on the part of the players to attempt to complete all their games. Section : A part of a chess tournament where the players are paired together.
Sections may be divided by rating class, scholastic vs. Semi-Open File : A file with only one pawn, belonging to the opponent. Rank — A rank is a row of the board The term backrank or first rank would be labeled as row 1 on the board for white and row 8 on the board for black. Resign — Rather than play out a losing game, a player may resign and give up the game.
Many times players resign in a winning position because they miss a key move that would save the situation. Pin — When a piece is preventing another piece from moving because of the piece that is being attacked behind it. If the king would be under attack if the piece moved, then the pinned piece is not able to move at all.
In this case, the knight is pinned to the queen, but it can freely move. However, doing so would cause the loss of the queen. Fork — When two pieces are attacked at the same time. Often a king will be in check by a piece and another piece will be attacked at the same time. In this scenario, the bishop will be lost from the fork since the king must move.
Wherever the king moves, it will be too far away from the bishop to protect it. Adjust — When a player wants to centralize a piece on the square it is on. Blunder — A grave mistake that will forfeit the game or a major piece. Blunders come in many ways, but most commonly they occur when a player makes a huge mistake in a game. The values would be by comparison. Backward Pawn — A pawn that is behind its adjacent pawn and cannot be advanced without being captured.
In this scenario, the pawns on b2 and g3 are backwards because they are too far from their adjacent pawns and cannot simply move without assistance from pieces. Forced moves — A move or series of moves that must be completed. This often occurs with a series of checks, or a series of moves that would lose material if not taken.
Forced moves can often lead to checkmate. Xray — An xray occurs when a piece could be attacking a piece beyond where it can actually move to. Notice how the rook sees through its own knight to attack either the king or queen. Also, the queen on a5 has an xray attack through the c3 pawn toward the king. Removing the defender — Removing the defender is a tactic that involves distracting a piece that is defending another from capture.
In this image, the queen is defending the bishop on c5. White just played a3 and now the queen can no longer defend the bishop and must move away from the protective square it is on. Overloaded piece — A piece that must protect more than one square at a time is known as an overloaded piece. The opponent can often create additional attacks on one of the squares, forcing the overloaded piece to abandon the other square it is protecting.
In this scenario, the black queen is protecting the knight on b8 and the bishop on c5. The knight has moved to e8 and is forcing the queen to remove its protection of the knight or the bishop as it cannot move to another square that defends both pieces.
Battery — A battery occurs when multiple pieces, often rooks, line up to attack a single square or piece on the board. Notice how white has a bigger battery of pieces attacking the knight on e5. Moving the black knight would mean white also has an xray battery on the queen on e7.
Center — The center consists of the 4 central squares of the board in which both players compete for control of in the opening.
Compensation — When an exchange occurs, it is not always even. That is why players who make an exchange for lesser value can be said to get a nice compensation by way of a better position. Control — Control can be applied to both pieces and squares on the board.
A square can be controlled despite no pieces occupying the square. This often restricts one side of the board as they are fighting for control of a square which will give them more space and opportunities for attack. Controlling a piece means that you have sufficient forces defending that piece. If you do not keep control, that piece will likely be captured. In this image, white has 3 pieces controlling the d5 square and is said to have control of that square. This means black cannot easily play d5 without losing material.
Often, a discovered check occurs when a piece moves and another attacks the king. This usually leads to a checkmate or gain of material. White has just moved their knight from f7 to h6 resulting in a discovered attack. This will either win a rook for a knight or result in a smother mate. Passive — A passive move, or inactive move, is one that does not do a great job of seizing the initiative.
This is the second phase of a game, right after the opening and before the end game. In the middle game, pieces have finished developing or are almost complete, and numerous pieces have been traded or captured as players initiate creative plans or strategies. This is the complete opposite of a closed position. This refers to the initial phase of the game before the middle and end game. In this phase, players attempt to rapidly develop their pieces, try gaining space for the pieces to move around, and start bringing their king to safety.
Various interesting opening lines are documented and analyzed extensively in computer databases and texts. This refers to the arrangement of chess pieces. Once the pawn reaches the last rank , the player can replace it with their choice of a knight, bishop, rook, or queen. If a pawn survives and reaches the last rank, it is rewarded with a promotion to a higher valued piece. This is a unique scenario of a pawn promotion to a queen.
This term is usually used to define a promotion in general, as a pawn is typically promoted to a queen. This refers to the horizontal right to left row of squares. This is a way of secretly recording the next move in an adjourned game till the game is resumed at a later time.
This refers to a chess position that enables better freedom of movement or improved mobility for pieces that are positioned behind the pawns. This is the very opposite of cramped. The player with better space can easily switch the game from one end of the board to another, rather quickly. This term defines a usual thought process needed to plan the chess game. The strategy has more to do with moves that will be performed in the distant future than calculating the next move.
On the other hand, a skewer works in reverse. The most valuable piece is upfront, so it must move and allow the capture of the weaker piece behind it. An absolute pin is the most potent version of this tactic. It happens when a piece is covering an attack on the king. Since it is illegal to make a move that would put your king in check , the pinned piece literally cannot move. A relative pin happens when, although moving the pinned piece is not illegal, it is not desirable.
Doing so would allow the other player to gain a winning advantage. The pin is a powerful tactic because it restricts your opponent's options, and it can also allow you to win material. In the following diagram, the white bishop on g5 has rendered the black knight on f6 powerless.
Before the pin, the knight was controlling eight squares, but now it is impotently stuck in its position. Below you can see another example of the power of a pin. Black moves their knight to f4 and attacks two of the opponent's pieces. It seems like White is doomed, but in reality, they are much better thanks to the power of the pin!
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