Chess Glossary
| Activate |
to develop, improve the position of, mobilize. or make more aggressive. |
| Active |
aggressive, with regard to a move, variation or placement. |
Advantage |
superiority in development, space, material, pawn structure, or king safety, or in any combination of these. |
Analysis |
the process of determining through careful examination the best moves in a variation or position. |
Attack |
a threat to capture an enemy unit. A force aimed at a specific objective or for a definite purpose. To make moves or a series of moves to mate, gain material, or obtain advantage. |
Back Rank |
the rank occupied by all eight enemy pieces in the original position. |
Backward Pawn |
a pawn whose neighboring pawns are too far advanced to protect it. Usually a weakness, generally restrained by enemy units, often subject to frontal attack along the file it occupies. |
Bad Bishop |
A passive bishop, often obstructed by its own pawns; usually a permanent disadvantage. |
Basic Mate |
a checkmate that can be forced against a lone king. |
Battery |
two or more pieces of like power attacking supportively along the same line. |
Blockade |
a defensive strategy aimed at preventing the advance of an enemy pawn, especially a passed pawn, by stationing a piece directly in front of it and guarding that square with other pieces or pawns. |
Blunder |
a meaningful error. |
Book Move |
a viable opening move appearing in current chess literature. |
Capablanca's Rule |
when mobilizing a pawn majority, start by moving the unopposed pawn. |
Centre |
the four squares, e4, d4, e5, d5, taken as a block. Loosely, the surrounding squares as well. |
Classical Pawn Centre |
two White pawns, on d4 and e4, or two Black pawns, on d5 and e5. |
Closed Centre |
a centre blocked by both sides pawns and therefore impassable to pieces. |
Closed File |
a file containing pawns for both players, so neither side's queens or rooks can move all the way through it. |
Closed Game |
one in which the centre is blocked by pawns, in which few, if any, exchanges have taken place. |
Combination |
a forced series of moves, usually involving sacrifice, always leading to an improvement of one's situation. |
Connected Passed Pawns |
two friendly passed pawns on adjacent files, usually occupying the same or a nearby rank. |
Corral |
the trapping of a knight by a bishop along the edge. |
Counterattack |
an attack mounted by the defender or a player who is apparently defending. |
Cramped |
blocked by pawns, usually on the third rank; constricted. |
Critical Square |
one whose occupation by the superior king insures completing a task. |
Decoy |
an outside passed pawn offered as a sacrifice to lure an enemy piece (usually the king) out of position. |
Development |
moving a piece to a better square, or improving its scope or potential by moving a pawn out of its way. |
Discovery |
moving a unit and thereby unveiling an attack by another friendly unit, often resulting in two attacks simultaneously; one from the moving unit and one from the stationary one. Also called a discovers attack. |
Double Attack |
two or more threats stemming from the same move. |
Double Check |
two checks given by the same; a discovery in which both the moving and stationary units give check. |
Doubled Pawns |
two friendly pawns occupying the same file. |
Down the Exchange |
having a knight or bishop against an enemy rook. |
Edge |
any of the board's four outside rows |
Endgame |
the third and final phase of a chess game, after the opening and middlegame. |
En Prise |
"in take." A French term designating an unprotected unit subject to capture. |
Exchange |
an equal trade. To trade equal amounts of material. |
Exchange Values |
the relative values of the pieces and pawns: a pawn is worth one, a bishop or knight three, a rook five, and a queen nine. |
Family Fork |
a triple knight fork to the enemy king, queen, and a rook. Also called a royal fork. |
Fianchetto |
a flank development of a bishop, usually to a knight-two square. |
Flank |
usually, the two outer rows on either side of the board, though sometimes including the adjacent bishop file. |
Flank Openings |
an opening in which White doesn't necessarily occupy the centre with pawns, instead relying on off-centre advances and opting to fianchetto at lest one bishop. |
Fork |
A tactic by which a friendly unit attacks at least two enemy unites with the same move. |
Fork Trick |
a combination that wins a pawn or trades centre pawns favourably. A piece is temporarily sacrificed and regained by a subsequent pawn fork. |
Gambit |
a voluntary sacrifice in the opening, usually of a pawn, offered to build the initiative or the attack, or to blunt your opponent's initiative or attack. |
Good Bishop |
a bishop unimpeded by its own pawns, usually opposing a bad bishop that is so blocked. |
Half-Open File |
a file, occupied by only one pawn, that the other side's major pieces can use for attack. |
Hanging |
simultaneously attacked and unprotected. A related term is en prise. |
Heavy Piece |
a major piece; either a queen or rook. |
Hole |
a weakness, usually a square on one's third rank, incapable of being defended by a pawn and therefore ideal for occupation by enemy pieces. |
Hypermodern |
a school or style advocating several ideas opposed to classical principles, such as controlling the centre initially from the flank rather than directly occupying it. |
In-Between Move |
a move that interrupts an apparently forced sequence. Also called a zwischenzug. |
Initiative |
the alit to attack and force the play. |
Isolated Pawn |
a pawn with no friendly pawns on adjacent files therefore incapable of being defended by a pawn. |
King Safety |
one of the five main elements of chess, along with time, space, pawn structure and material. |
Knight's Corral |
a bishop trap of a knight on the edge. |
Lose a Move |
create a zugzwang by transferring the same position to the other player, making it your opponent's turn to move. |
Luft |
an escape square for the king. When you move a pawn to create an escape square, you "make luft". |
Major Piece |
a queen or rook. |
Maneuver |
the repositioning of a piece. |
Material |
pieces and pawns collectively. |
Mating Material |
sufficient material to force mate. |
Middlegame |
the second phase of a chess game, after the opening and before the endgame. |
Minor Pieces |
Bishops and knights. |
Mobility |
freedom of movement. |
Notation |
a system to record chess moves. If you keep notation, you write down the moves of the game. |
Open Centre |
a centre unblocked by pawns, through which pieces can move. |
Open File |
a file without pawns on it. |
Open Game |
a game in which at least a pair of centre pawns have been exchanged, so that movement through the centre is possible. |
Opening |
the beginning phase of a chess game, usually lasting 10 or 15 moves. |
Open Line |
a rank, file, or diagonal unobstructed by pawns. |
Opposition |
in endgames, a zugzwang relationship between the opposing kings, in which it's disadvantageous not to be on the move. |
Outpost |
a weak square, incapable of being guarded by enemy pawns, supported by at least one friendly pawn, usually on the enemy;s third or fourth rank, that can be occupied by a piece to good effect. |
Outside Passed Pawn |
the passed pawn farthest from the main fighting area or from the two kings, often used as a decoy. |
Overload |
a tactic exploiting an overburdened piece's inability to fulfill all it's defensive commitments. |
Overworked Piece |
an overloaded piece, unable to honour it's protective commitments. |
Passed Pawn |
a pawn capable of advancing to promotion because no enemy pawns can block it or guard squares in its path. |
Passive |
refers to a move that merely guards, wards off threats, or marks time, as opposed to an active attacking or counterattacking move. |
Pawn Chain |
an interlocking group of friendly and enemy pawns blocking each other's movement. |
Pawn-grabbing |
taking risky pawns at the expense of development and position. |
Pawn Island |
a group of pawns separated from other friendly pawns by at least one file. A pawn island may contain one or more pawns. |
Pawn Majority |
a troop of friendly pawns outnumbering enemy pawns over the same number of files. |
Pawn Structure |
the overall configuration of pawns. One of the five elements of chess. |
Pawn Weakness |
a pawn that can be exploited or that can't be defended adequately by other friendly pawns. |
Pin |
a tactic preventing or dissuading an enemy unit from moving off a line for fear of exposing a friendly unit to capture or a key square to occupation. The pinned unit is in the unenviable situation of being a shield. |
Principle |
a guide for reasonable play. |
Problem Bishop |
a bishop generally blocked by its own pawns, resulting from a specific opening. |
Protected Passed Pawn |
a passed pawn defended by another pawn and generally safe from capture by enemy pieces. |
Queening |
promoting a pawn to a queen. |
Removing the Defender |
a tactic making a unit vulnerable by capturing, luring or driving away, or immobilizing its protector. Also called removing the guard or undermining. |
Sacrifice |
a voluntary surrender of material for attack or positional advantages. |
Simplification |
exchanging pieces to avoid complications, clarifying am advantage. |
Skewer |
the opposite of a pin. A straight-line tactic in which an enemy piece is compelled to move off the line of attack, exposing on the same line another unit to capture or a key square to occupation. |
Space |
one of the five main elements of chess, generally based on mobility and the number of squares influenced and controlled. |
Strategy |
general, long-term planning, as opposed to specific, immediate actions (tactics). |
Support Mate |
a checkmate given by a protected queen on a square adjacent to the enemy king. |
System |
a set of related opening variations branching from a particular move or group of moves, in which pieces and pawns are positioned for harmonious purposes, with corresponding logic. and in which definite middlegame plans emerge. |
Tactics |
short-term, immediate attacks and threats. |
Tempo |
a unit of chess time. The time represented by a move. Plural: tempi. |
Threat |
a direct or indirect attack, which must be answered. |
Time |
one of the main elements of chess, usually evaluated in terms of initiative and development. |
Touch Move |
a rule requiring the player to move the first unit touched on the player's turn. |
Trade |
an exchange of equal material. |
Transpose |
in a variation, to reverse or change the order of moves to arrive at the same position. |
Trap |
a baited variation to lure a careless opponent into error. |
Trapped Piece |
a threatened piece that can't escape attack, and therefore is lost. |
Underpromotion |
promoting a pawn to either a rook, a bishop, or a knight, but not the queen. |
Up the Exchange |
having the advantage of a rook against a minor piece. |
Variation |
a sequence of moves, particularly in the opening. |
Waiting Move |
a move that shifts the turn to the opponent without changing anything important in the position. |
Weakness |
a square inadequately defended, generally not capable of being guarded by pawns. |
X-ray |
a skewer attack or defense. |
Zugzwang |
a German word meaning "compulsion to move". When you are "in zugzwang", any move you make worsens your situation. |
Zwischenzug |
a German word meaning "intermediate move". Also called "in -between move". |
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