Glossary of chess terms (259 terms). Glossary of chess terms Type of chess game 8 letters

Dictionary of chess jargon.

The language of chess players is great, powerful and wonderful! This explanatory dictionary of Ozhegov will help the stupid to understand the meaning of specific chess expressions.

"Sepulka - see Sepulcarium ..."
-- Stanislav Lem


BUT

Advance (advanced chess)- chess, in which people are allowed to use the help of computers. From English Advanced chess.

Armageddon- a decisive blitz game in which black is given a minute less and a draw in their favor.

Ataker- a chess player who plays in a sharp-attacking style.


B

Bagel (bagel)- defeat, zero in the tournament table.

Belopolnik- white-field elephant.

belotsvetchik- a player who plays strongly with white pieces and noticeably weaker with black ones.

frenzied figure- a piece that is repeatedly sacrificed to create a stalemate on the board. Example rabies rooks in a sketch.

Draw

The first move is obvious. 1.Rxc2 f2! After 1...Re1+ 2.Kh2 R1e2 3.Kg3 fxg2 4.R2c6+ Ka5 5.Rc1= the task is completed. 2.Rxf2 g3 3.Rf1 Rh5+ 4.Kg1 Reh6 5.Rf6+! The rook sacrifice not only postpones mate, but also prepares a stalemate "house" for the king! 5...Rxf6. 6.Ra8+ Kb7. It is clear that neither 6...Kb5 7.Ra5+; neither 6...Kb6 7.Ra6+. 7.Ra7+ Kb8 8.Rb7+ Kc8 9.Rc7+ Kd8 10.Rd7+ Ke8 11.Re7+."Mad" rook - perpetual check, draw!

Bomb- a debut novelty (development) of great power, changing the assessment of a known variant. One of the brightest old, kind, pre-computer bombs.

Polugaevsky - Torre Moscow 1981 (L. Polugaevsky)

The initial, if I may say so, position of the “Botvinnik Variant” emerged. It was her that I analyzed for about half a month, at the risk of losing precious time, in preparation for the match with E. Mecking. The risk paid off. On a sleepless night, all captured by work, I once literally shuddered: like a firebird, a completely new idea was caught by the tail ... 11.exf6 Bb7 12.g3 c5 13.d5 Nb6?! 14.dxe6! Qxd1+ 15.Rxd1 Bxh1 16.e7 a6. A small miracle variation: 16...Bh6 17.Nxb5 Nd5 (or 17...Rc8 18.Nc7+ Polugaevsky) 18.Bh3!! Nxe7 19.Rd8+!! (Rybka). So what's now? After 17.exf8Q+ White has a good compensation for the exchange, but perhaps nothing more, since he constantly has to reckon with the possible movement of the black pawns on the queenside. And so… 17.h4!! Bh6 18.f4!! Having given up the rook, White has no intention of restoring the material balance and is content with the fact that the h8 rook is not destined to enter the game soon. 18...b4 19.Rd6!(19.Nb1=) 19...Rb8 20.Nd1 Bxg5 21.fxg5 Nd5! 22.Bxc4 Nxe7 23.fxe7 Kxe7 24.Rf6!, and White won. This novelty is the best thing that I managed to do in chess in my entire life!

Bullitt(or bullet) is a game with ultra-short time control, from one minute per game or less. Practiced mainly on Internet servers. From English bullet - "bullet".

Rapid Chess (Quick Chess)- game with time control from 15 to 30 minutes per game.


AT

Fork- an attack in one move on two (or three) pieces. The rarest variety forks met in the next game.

Botvinnik - Smyslov World Championship match (m/12), Moscow 1954 (M. Botvinnik)

29.Rg1 f6 30.exf6 Ne4. Black was pinning his hopes on this intermediate move. 31.f7+!! Big surprise! A pawn can only be taken by a rook, but then the central pawn is left undefended and White's opening idea is completed - White's light-squared bishop enters the struggle with decisive effect. In the case of 31.Qg2 Nxf6 he would have a won position, because all the white pawns were weak, and the black pawn on d5 was reliably protected by the knight. 31...Rxf7 32.Qd8+ Kh7 33.Bxd5. All three black pieces are under attack - material losses are inevitable for them. (Seems to be the only case of a triple fork by a bishop in chess history! - vasa) 33...Nf2+ 34.Kg2 Qf6 35.Qxf6 Rxf6 36.Kxf2 Rxf5+ 37.Bf3 Rf4 38.Rg4. Black resigned. 1-0

Hanging pawns- White pawns on c4 and d4 (or black pawns on c5 and d5) in the absence of supporting pawns on the b- and e-files. Strength hanging pawns was clearly demonstrated in the next classical game.

Korchnoi - Karpov World championship match (m / 1), Merano 1981 (A. Karpov)

9...Nbd7. For about 30 minutes I was thinking not so much about the move I made, but rather assessing the prospects for the formation of "hanging" pawns "c" and "d". I knew that my opponent liked to play against these pawns, but the resulting dynamic position was also to my taste. 10.cxd5 exd5 Move 10...Nxd5? impossible here, because after 11.Nxd5 exd5 12.Bxe7 Qxe7 the c7-pawn is undefended. 13.Rxc7 11.0-0 c5 12.dxc5 bxc5 13.Qc2. White starts rebuilding in order to develop maximum pressure on the d5-pawn, but, as the further course of the struggle shows, Black has sufficient counterplay. 13...Rc8 14.Rfd1 Qb6. Mandatory move. On the square b6 the queen is positioned most successfully. He has room for maneuver, in particular, Qf5 will be parried by Qe6. We can assume that Black has prepared for operations in the center. 15.Qb1 Rfd8 16.Rc2 Qe6 17.Bg3 Nh5 18.Rcd2 Nxg3 19.hxg3 Nf6. 20.Qc2. The rearrangement of heavy pieces does not make a convincing impression. 20...g6. Covering the f5-square in order to free the queen from this function. 21.Qa4 a6 22.Bd3 Kg7. Necessary prevention. In the case of pawn breakthroughs in the center, in some variations it may be important that the exchange of rooks takes place without a check. 23.Bb1 Qb6. critical position. 24 a3? 24...d4! Thematic breakthrough... And black won

overburden- revealed check. The simplest example overburden: 1.e4 e5 2.Nf3 Nf6 3.Nxe5 Nxe4? 4.Qe2 Nf6?? 5.Nc6+ etc.

Take out in one gate- confidently beat.


G

Naked king- unprotected king.

Coffin(i.e. hopelessness, pot, jug, pipe, box) is a bad, hopeless position.


D

Free ride- an attack without casualties or a comfortable position without risk.

Children's mat- 1.e4 e5 2.Bc4 Nc6 3. Qh5 (or 3.Qf3 and 4.Qxf7#) Nf6 4.Qxf7# - mat. Variations are possible.

Come to the shore- deliberately play for a draw in all the remaining games of the tournament, having a good margin of points - so as not to lose the titmouse from the hands.

The Dragon- a variant of the Sicilian Defense, in which the arrangement of black pawns resembles the monster of the same name: 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4. Nxd4 Nf6 5.Nc3 g6! And then 6...Bg7. The inventor of the name F.I. Duz-Khotimirsky considered the position of the black pawns from d6 to h7 reminiscent of the position of the stars in the constellation Draco.

Hole- weak field.

Castling long- in addition to the generally accepted meaning, it also has another meaning: three defeats in a row. Arose from the designation 0-0-0.

Firewood (firewood)- weak pawns.

stupid mate- 1.g4 e5 2.f3 Qh4# - mate. This is the shortest possible checkmate in a chess game.


Yo

Hedgehog- a pawn structure that occurs in many openings, in which pawns stand on the sixth (third) rank.


W

Fence- pawn chain. After 38.h5 in the game Belov,V - Nguyen,N (Aeroflot Open 2007 Moscow) a draw was recorded. The black pieces cannot in any way climb over fence.

gate valve- thematic victim of attraction, creating the prerequisite for a stale mate.

Close (bury) option- to refute the opening variation, which was previously considered correct.

To fall asleep- think for a long time.

ringing- chatter during the blitz.

yawn- a gross mistake, the result of which is the loss of a particular piece or pawn.

Petrosyan - Bronstein Candidates Tournament, 1956

36. Ng5??“This move needs no comment. The comical nature of the blunder is that White left the queen under attack by the opponent's only combat-ready piece" (Petrosyan). 36…Nxd6, and White, of course, resigned.


And

Game for 2 results- a situation where a stable advantage of one of the parties virtually eliminates the possibility of losing.

Game for 3 results- an acute situation in which it is extremely difficult to predict the outcome of the game and everything is possible...

play with hands- play automatically, without hesitation, making obvious moves.

play from the sheet- play an unfamiliar opening scheme, without home preparation.

Insulator is an isolated pawn.

Spaniard- Spanish party. Occurs after the moves 1.e4 e5 2.Nf3 Nc6 3.Bb5…

ruin your hair- destroy the solidity of the pawn formation.

Italian- Italian party. Occurs after moves 1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5.


To

Ride- play absolutely any position to win.

Pitching- quality, the difference between a rook and a minor piece.

Chinese draw- stop the game by brushing the pieces off the board with a sweeping movement of the hand.

Client- a convenient partner who manages to win always and everywhere.

Combine- an effective combination.

combinator(great k.), combine operator- a player who can combine beautifully over the board.

Konoval, Konovalenko (Budennovets)- a player who skillfully operates with horses. excellent horseman Topalov showed himself in the next game.

Kramnik - Topalov World Championship match (m/8), Elista 2006

44… Ne4 45.Ra6+ Ke7 46.Rxa5 Rg3+ 47.Ke2 Rxe3+ 48.Kf1 Rxb3 49.Ra7+ Kf6 50.Ra8 Nxf4 51.Ra1 Rb2 52.a5(52.Rg8 Kf7-+) 52...Rf2+ and checkmate with knights is inevitable.

cooperative- 1. A genre of chess composition in which both sides, white and black, cooperate in staging the fastest checkmate of one of them. 2. A playful designation for a weak game that helps the opponent win "out of the blue."

Short castling- in addition to the generally accepted meaning, it also has another meaning: two defeats in a row. Arose from the designation 0-0.

Contra- counterplay, counter initiative.

Kasparov's horse- black knight on d3. (See the 16th game of the match Karpov - Kasparov, Moscow, 1985)

Tarrasch horse- a knight on the edge of the board.

King Steinitz- active king in the middlegame.

Krugovik- a round-robin tournament, which provides for a small and usually an even number of participants. All of them must play with each other - in one or two circles. Very rarely - at four.


L

Rookery- rook ending.

Horse(or horse, mare) is a horse. That is a chess piece!


M

small quality- the advantage of the bishop over the knight

Material- pieces and pawns. As well as their sum, sometimes expressed in pawn equivalent.

Mateshnik (matets, composer Matetsky)- mat! Matilda, Matilda Petrovna- a beautiful unexpected mate.

Matovala- a chess player who loves or knows how to play on the mat.

Mill- a combination with sequential alternation of checks and opened checks, when the opponent is only forced to move the king from one cell to the second and back.


H

canopy- hit.

rape the position- to play contrary to the requirements of the position. For example, play for a win where you need to defend and fight for a draw.

Don't get out of debut- get a bad position right in the opening.

Draw in the pocket- the ability to play (including for winning) without any risk, with a guarantee of leaving for a draw if necessary.


O

turn around- make the wrong move.

Glutton row- the seventh (second) rank, which is invaded by the enemy rook and begins to devour pawns.

raking lyuli- an action that is in every sense the opposite of theirs distribution.

spud (pawn or weakness) - methodically, gradually attack, surround and destroy.

fry or steam off- beat. Win convincingly!

Poisoned Pawn(or figure) is an explicitly unprotected combat unit, the capture of which leads to sad consequences.


P

First line- the best variant of playing for both sides, offered by one or another chess program.

Pedestrian- pawn ending.

Scouts- pawns "creeping" into queens on different flanks at the same time

plus times (two etc.) or "+1" ("+2" etc.) - the current result of the player in the tournament, which means the difference between the number of wins and losses. For example, 6 out of 10 is plus two ("+2"). And 3.5 out of 10 is minus three("-3"). Respectively, be in the black(or go in the black) - have a positive balance of wins and losses. be in the red(or go in the red) - negative. Minus happens deep. BUT a plus - big.

Tight move- a move with an increased margin of safety, which improves the mutual protection of the pieces.

twist(or stir up) position- complicate the game with an unobvious and maybe even a bad move. It is carried out in blitz or in a serious game in time trouble of the opponent.

Half a ruble- 50% of the points scored. For example, 3.5 points in 7 rounds.

Raise move (idea)- to find a non-obvious, non-trivial solution in a position.

Pose- position.

swim- get confused, lose the thread of the game.

Bury option- to refute the opening variation used in practice and considered correct. Bring the analysis to a categorical assessment in favor of one of the parties. It happens that then the option succeeds reanimate.

Grab opponent in the opening - to achieve a significant advantage in the initial stage of the game.

Sag (figure, pawn) - to be without protection.

Gap- an intermediate move - an unexpected insertion into a variation that initially seemed to be forced.

rogue- passed pawn.


R

Woodwork- analysis on the board with figures, without the use of a computer.

Distribution of cradles- winning with special cynicism.

colorful- a position with opposite-colored bishops. For example, with a light-squared bishop for white and a dark-squared bishop for black. There are no other bishops in the position.

Paint (draw)- Perform a short, quick draw. Most often in such cases, the agreement for a draw occurs even before the game.

crumble- lose a good position in a few moves.

x-ray- the effect of the long-term influence of a long-range piece, from which the opponent's pieces are not able to reliably hide. For example, in the construction “white bishop on g2, black knight on c6, queen on b7, king on a8”, the black king feels x-ray action of the white elephant.

chop the flag- play solely for the purpose of making the opponent overstay the time.

Fish- a draw.

Rybka- one of the strongest analytical modules (chess programs).


FROM

self-propelled guns- connected and far advanced pawns, which the opponent is not able to stop.

Harvesting- implementation of positional superiority: a series of moves, as a result of which the attacking side achieves a significant material advantage.

Sicilian- Sicilian defense.

Discard (a pawn, etc.)- donate or return material.

Slav- Slavic defense.

Elephants Gorwitz (Horwitz Bishops) - two bishops standing side by side and shooting through the opening of the diagonal. Used in the West. “One Turkmen coach told me that their old people call two nearby elephants second queen» (Ivanych).

Elephant Gufeld- black bishop g7 in old woman.

Fisher's elephant- active light-squared bishop in Spanish or Sicilian.

Dismount- rescue in a difficult position.

Alloy- Intentional loss of the game.

old lady- King's Indian defense.

Column- a serious overweight. From +/- or -/+. These are estimates put into use by the Yugoslav Informator. They are pronounced as “plus-minus in a column” (if White has an advantage) and “minus-plus in a column” (for black).

Stand(or stand still) - do not take active actions, make expectant moves.

Line- decisive advantage. From +- or -+ . These are estimates put into use by the Yugoslav Informator. They are pronounced as “plus-minus in a line” (if White has an advantage) and “minus-plus in a line” (for black).

Knock- play blitz. Also play in a serious game against the opponent's time trouble, move quickly and switch clocks abruptly.


T

Triangle- a circular maneuver in three cells, with which you can transfer the opponent's turn.

Toptalka, toptalovo (same as surprise)- repetition of the position again and again.

Tura (tub, turret)- rook.

Tourists- 1. Amateurs who received in the XIX - early. XX centuries a handicap equal to a rook (tour); 2. Participants of the World Championship who do not claim a title or a high result. The term was coined by Garry Kasparov in 1999 during the FIDE knockout world championship in Las Vegas.

Poke- pawn strike.


At

Ukontrapupit- defeat, defeat.


F

Fianchet an elephant- to develop the white bishop on b2 or g2. Or black, respectively, on b7 or g7. Chip, fig- chess piece.

fast and furious- forced, that is, a forced option.

window leaf- a pawn move aimed at protecting the king from potential mating threats along the last rank.


X

Tail- outsiders in the tournament. Last boards in team competition.


C

Cement- securely protect.

Zug, zucik- zugzwang: a situation in which any move leads to a worse position. May be mutual. Zugzwang example:

Novikov - Yakovenko Aeroflot Open 2007 Moscow, 2007

Black move: «=» . For example, 80…Rf8 81.Rf4+! Rxf4- Pat. White move: «-+» . That is 1.Rg7(1.Rc4 g2+) 80...Rf8 etc.


H

Chernopolnik- black-field elephant.

Four-horse, quadriga, quadrilla- debut of four knights. Occurs after moves 1.e4 e5 2.Nf3 Nc6 3.Nc3 Nf6.


W

Washer- a pawn or an extra pawn.

Swedish or swedish chess- a game of pair for a pair, when the pieces eaten from the opponent are transferred to the partner, who has the right to put the piece on an arbitrary field instead of a move.

Swiss- a Swiss system tournament, which provides for an arbitrary large number of participants and a draw before each round. Its basic principle is that players with the same number of points must play among themselves.

Schwindel- short combination blow. From German Schwindel (dizziness).

Slap- play thoughtlessly and quickly. And usually weak.

Spieler- from the German Spieler, a gambler, a tenacious practitioner who relies on small traps and the use of an opponent's blunders.

Pants- a situation in which two passed pawns are torn to queens, and the enemy bishop is not able to stop them, acting along one diagonal. Let's remember the classics.

Kotov - Botvinnik 22nd USSR Championship, Moscow 1955 (M. Botvinnik)

59…g5!! 60.fxg5. Taking the h-pawn loses prosaically: 60.hxg5 h4 61.f5 (61.Bd6 Bf5 62.g6 Bxg6 63.f5 Bxf5 64.Kxb3 Kg2) 61...Bxf5 62.Kxb3 h3 63.Bd6 Kxe3. After the decision made by Which, the ending becomes "poetic"! 60...d4+! The central pawn, boldly stepping under three blows, sacrifices itself in order to save a distant passed pawn. 61.exd4. The king's capture (61.Kxd4) makes no sense, since the b-pawn becomes a queen - 61...b2. After 61.Bxd4 Kg3 62.g6 Kxh4 63.Kd2 victory is achieved by 63...Kh3!! 64.Ke2 Kg2 65.Bf6 h4 etc. 61...Kg3. One could also run into such a draw line 61...Kg4 62.d5 Bxd5 63.Bf2. 62.Ba3 Kxh4 63.Kd3 Kxg5 64.Ke4 h4. 65.Kf3. It is not Black's fault that the opponent avoided a more spectacular final move: 65.d5 Bxd5+! 65...Bd5+. White resigned. On the board is a typical position of endgames with bishops of different colors with passed pawns far from each other, which is called "pants".

Type of chess combination

Alternative descriptions

Grain grinder

Building for grinding grain in a Russian village

Building with facilities for grinding grain

. "Duelist" Don Quixote

. (colloquially reduced) empty, boastful person

Apparatus for fine grinding of any materials

Windmill for grinding grain

Zh. machine device with millstones, for chalking, threshing, grinding loose bodies, esp. grain bread; a similar device without millstones and for work of a different kind; the very building in which the whole device is placed. Melenka, the mill will diminish. According to its purpose, the mill is: grain, flour: groats, groats, -rushka, grits; gunpowder, colorful, pharmacy, bone-grinding, coffee, etc. The saw mill does not grind, but cuts the forest. According to the driving force, the mill is: wind, water, steam, horse and bullock, manual, etc. Water is: soil, pouring and filling, depending on whether the water flows from below under the wheel, or falls on it in a stream from above. a windmill, a standing shaft (riser or stall), and at the ends of its iron autumns; on the riser at the bottom there is a soil, recumbent wheel, which turns with a gear. Grain pours from the bucket through the trough; the upper millstone to walk on an iron spindle, which passes into a cell, a toad, a hole, through the bottom millstone, into which a sleeve is inserted, a casing. The groove through which the flour is poured into the chest, into the bin, is called the notch; lighter, ram, lever under the millstone. Wings of the mill, mahi; transverse perches on them, needles: they turn it in the wind with a rule, rudder or tail. The mill is tent-shaped, all walks on its tail, and the machine has one cap. In a water mill, the shaft turns a gear, put on a tackle or a spindle, standing on an elevator, passing into the casing, in the bottom millstone, gripping the upper millstone tightly, and fixed at the top in the fluff. Konik is shaking the trough, from which grain is pouring; hole, letok. Running chest, couse, from where water flows to the wheel. Water breaks the mill. The mill stands with water, but from the water it dies. The mill is strong with water, and man with food. To build a mill, to answer for the flood. Keep pigs a lot of bread: and start a mill with a lot of money. The mill does not grind with the wind, but against. If you knew everything, you would have broken the mills (the case of the healer)! One eye on the mill, the other on the forge (oblique). Tongue is a rough mill. This mill, only grind tobacco. From any new mill, he will take a water supply, that is, drown a person. No arms, no legs, chop noodles? mill. Horses (pestles) stomped in the Kirillov field, a dog (fluff) barked in Murom, a bear (millstone) roared in Romanov. A hand mill is simply called a millstone, a millstone. A man is a windmill, idler or melecha, grinding about. lower Wretched Water Mill: Whirl; children's toy with wings: windmill. Melenka will diminish. windy, turntable with a ratchet, to drive away birds. Mill, mill, melenka, in all meanings. What is a cell, then a mill. The mill, at the sharpers, a two-faced, glued map. Mill, related to the mill. Miller m. miller, running the mill in practice. Melniki pl. a card game with tricks that are played again. Miller's wife, miller's wife. The miller is not a slacker, even though there is no business, but an ax does not come out of his hands. The miller does not steal, but the people themselves wear it! The miller is rich in noise (knocking). The miller is not afraid of noise (it feeds on it). Melnikov, -nichikhin, to him, belonging to her; miller, pertaining to millers. To mill, to engage in the craft of a miller, to flour. Melevo avg. sweetly resinous. what is ground, will be ground or ground; flour. There is a lot of meleva (imported at the mill), but there is no wind. Every little thing went up in price. There is a lot of Melev, but there is no grinding, there is no sense in speeches. Shallow, pertaining to Shallow. Mlyn m. Yuzhn. app. mill. Mlinny, mill. Melets m. melitz, shallow well. who grinds with a hand millstone. Melea, empty. Meltsov, Melitsyn, Melichkin, belonging to them. Melen m. meler novg. column, handbrake, shestik, fortified obliquely in a hand millstone and in a police, for threshing. A wooden pestle, cue, which is used to grind or grind tobacco in a pot. A miller is a grinder who brought bread to the mill for grinding. -kov, which belongs to him. Memel, memel, ryaz. tamb. nonsense, rubbish, nonsense, nonsense, nonsense. Our melekha brought the memel. Melya, melenka vol. tver. melekha east. idler. Alyokha melekha. Melya Emelya. flicker, see flicker

Building for grinding grain in a Russian village

Painting by French artist Paul Gauguin "... David in Pont-Aven"

Painting by French artist Francois Boucher

Opera "Green..." by the Latvian composer M. Zarins

The novel by the English writer George Eliot "... on the Floss"

Manual grain grinder

Don Quixote fought with her

ancient English game with chips

Grain grinding plant, building with a facility for such grinding

Aggregate for crushing hard materials

Type of chess combination

Building with facilities for grinding grain

Enterprise, building with facilities for grinding grain

. "windy" opponent of Don Quixote

Painting by French surrealist M. Duchamp "Chocolate..."

. "It flaps its wings, but cannot fly away" (riddle)

Windy rival of the cunning hidalgo

The famous cabaret "Moulin Rouge" is translated as "Red..."

Grain threshing facility

Windmill...

Enemy of Don Quixote

Solitaire card

B. Pasternak's poem

Torment Maker

What did Don Quixote fight?

  • Advance- a game in which it is allowed to use the help of a computer.
  • Armageddon- the final, decisive game of the match in case of a draw both in the main part of the match and in the tie-break.
  • Attack - an attack on the position of the king of the enemy side with the aim of checkmate. In a narrower sense, an attack on a piece.
  • Ataker- a player who prefers an attacking style of play.
  • Battery- a tandem of two figures, each of which enhances the potential of another figure or attack. For example: double rooks.
  • Bagel(donut) - zero in the standings.
  • Hopelessness - hopeless position.
  • Belopolnik-white-field elephant.
  • belotsvetchik- A chess player who plays much better with white than with black
  • Raging Rook- a piece (rook), which is endlessly sacrificed in order to get a stalemate position on the board.
  • Blitz- a game in which the time control, as a rule, does not exceed 5 minutes per game. With or without the addition of a few seconds per turn after the time has elapsed.
  • Blitzor- a player who knows how and loves to play blitz.
  • Blockade- one of the methods of limiting the mobility of the opponent's pieces.
  • Blocker- any piece that prevents the advancing of the opponent's pawn.
  • Rapid chess(another name is rapid) - a game in which time control is usually in the range of 15-30 minutes for the entire game.
  • Vertical- all board fields going up from the name. For example, vertical A: all fields from A1 to A8.
  • Perpetual Check- a situation where one of the players gives repeated checks, and the second cannot evade them.
  • Taking on the pass- capture by a pawn of an opponent's pawn, which crosses two squares with its first move - a square that is being beaten by an opponent's pawn.
  • Fork- simultaneous attack on two opponent's pieces with a knight or a pawn
  • Hanging pawns- a pair of central pawns that cannot be defended by other pawns. For example, pawns C and D in the absence of pawns B and E.
  • Shown Check- a check that occurs when a piece "rebounds" and opens an attack on the king from another piece.
  • Expectant move- a move, the purpose of which is not to worsen the position or find out the intentions of the partner.
  • « One gate- more than a convincing victory.
  • Gambit- one of the types of openings in which one of the parties donates material in order to achieve their goals. For example, superiority in development, initiative.
  • garde(from French. gardez - beware) - slang for beginners, meaning an attack on the queen.
  • Naked king- a situation where the king is not protected by his pieces
  • Horizontal- fields on the board and the same digital index. For example: the first horizontal.
  • Coffin- (hopelessness, pot, jug, pipe, box) - a bad or hopeless position.
  • Ranged figure- Queen, rook and bishop are considered long-range.
  • Two Bishops Advantage- an open position, when one side has two bishops against a bishop and a knight or two knights.
  • engine is a unique program that is built into chess shell(for example, "Fritz", "Arena", "Schroeder"), thereby the strength of the shell game increases many times over.
  • Debut- the initial stage of the party.
  • demarcation line- conditional name of the line dividing the fourth and fifth horizontal lines.
  • Diagonal- a group of fields on the board of the same color. For example, all fields from a1 to h8 are in a straight line.
  • Children's mat- quick checkmate with queen and bishop in the opening.
  • domination- an overwhelming advantage, which manifests itself in complete control over the key fields and the space of the chessboard as a whole.
  • Come to the shore(crawl) - play for a draw in the final part of the tournament.
  • The Dragon- one of the variations of the Sicilian Defence, in which black's dark-squared bishop fiaketes on the g7-square. For example 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4.Nxd4 Nf6 5.Nc3 g6
  • Hole is a very vulnerable area.
  • Castling long- castling in the long side. In addition, castling is jokingly called three zeros in a row in the standings.
  • Hedgehog- the location of black pawns on the squares of the sixth rank d6 and e6 in some variations of the Sicilian Defence.
  • Victim- return or unprofitable (non-equivalent) exchange of material for the sake of achieving other goals. For example: attacking the king.
  • The victim is correct- justified sacrifice
  • The victim is incorrect(bluff) - an unreasonable sacrifice based on a mistake.
  • positional victim- a sacrifice that does not involve playing back material in the short term.
  • Chess problem- a position in which the task is given to find the only way to the checkmate in a certain number of moves.
  • Fence- pawn phalanx or row.
  • closed game- a game with the center closed by pawn chains.
  • Ambush- a long-range figure is in the shelter of his pieces for the time being.
  • To fall asleep- think for a long time.
  • ringing- conversations during the blitz game.
  • yawn- an obvious mistake, overlooking a piece or a pawn.
  • Combination vision- the ability to see the tactical possibilities of a position.
  • Blindfold- game without figures. In this case, it is allowed to use an empty board. Moves are conveyed in words of chess notation.
  • Three result game- an unpredictable position on the board, when any outcome of the game is possible.
  • play with hands- game on the machine, without much thought.
  • Insulator- slang term for an isolated pawn.
  • Initiative- the ability to impose on the opponent the nature of the struggle: pace, style, direction.
  • Spaniard- the simplified name of the Spanish party.
  • ruin your hair- destroy the solidity of the pawn formation.
  • Italian- the simplified name of the Italian party.
  • Trap- an unfavorable situation in which a player finds himself as a result of a trap set by an opponent.
  • Ride- play a lot and superficially.
  • Chinese draw- brush the pieces off the board and leave the table.
  • Quality- the presence of a ratio of a rook against a minor piece. Win an exchange - win a rook at the cost of a minor piece.
  • Chess qualification- the recognized level of chess playing. It is documented by the assignment of ranks and titles in accordance with the chess hierarchy.
  • Kingchess- an exotic kind of chess. During the game, the opponents gradually place their pieces on an empty board at the beginning of the game.
  • Classic- a game with traditional, "classic" time control.
  • Client- an easy opponent, whom he has already won more than once.
  • Combination- forced sequence of moves.
  • combinator, combiner- a chess player who loves and knows how to combine.
  • Komodo- chess program.
  • Konoval- A chess player who loves to play with knights.
  • Countergambit- a counterbalance to a gambit, - an opening in which a sacrifice is followed by a counter sacrifice.
  • Counterplay- counterplay against the opponent's activity.
  • Kasparov's horse- the black knight, which was placed on the square d3.
  • Tarrasch horse- a piece (knight) located on the edge of the board.
  • Co-op checkmate- checkmate, which arose due to the "efforts" of both sides.
  • Short castling- castling towards the kingside.
  • Fortress- the position in which the right game the defending side cannot win.
  • Krugovik- competition (chess tournament) in a round robin system. All participants must play each with each.
  • Critter- chess program.
  • Tacking- positional game without explicit active actions.
  • Rookery- rook endgame.
  • Lasker compensation- a situation in which there is compensation for the queen in the form of a rook, bishop and pawn.
  • Easy Party- a chess game in an unofficial format and without time control.
  • Light figure-horse and elephant.
  • Trap- reception based on the reckless or inept play of the opponent.
  • Horse- slang, playful name of a horse.
  • Mat- a position on the board when the king is in check and has no way to get out of check or defend himself in any other way.
  • Checkmate Legal- a mating combination with a queen sacrifice in the opening.
  • Linear mat- the situation of a checkmate by one or two heavy pieces on the extreme horizontal.
  • Mat stale- a situation of checkmate with a knight, in which the king is clamped by his own pieces.
  • Matte network- a situation where a checkmate will inevitably be delivered in a few moves.
  • Material- pawns and pieces.
  • Match- a competition in which two chess players play each other a certain number of games.
  • Mill- a combination of successive opened checks.
  • Miniature- 1) a short game in terms of the number of moves, ending with the victory of one of the parties 2) An etude or a problem with a small number of pieces.
  • Middlegame- the middle part of the game. Between opening and endgame.
  • Target- object of attack chessboard.
  • Draw- the result of the game in which none of the players won. Each gets half a point.
  • rape the position- playing without taking into account the position, as a rule, to your own detriment.
  • Don't get out of debut- to fail in the opening.
  • Draw in the pocket- a situation in which it is possible to play without the risk of losing.
  • New- a new continuation in a well-known version.
  • Knockout system- a tournament format similar to the Olympic system in other sports. Only the winner advances to the next round. Basically the playoffs.
  • Chess notation- a system of rules according to which the game is recorded.
  • monkey game- the desire of one of the players for a symmetrical repetition of moves.
  • turn around- make the wrong move.
  • Glutton row- a horizontal line on which a rook or queen that bursts in collects a “harvest” of pawns.
  • spud- confident, methodical pressure on the opponent's position, followed by material gain.
  • fry- a beautiful, convincing victory.
  • Postponing the party- a process in which the game is interrupted and then (after a few hours or the next day) is played out. It is practically not used in modern chess.
  • open game- play in open positions.
  • open line- a vertical free from figures.
  • Open debuts- openings that occur after the first move e4 e5.
  • Poisoned Pawn- a pawn, the capture of which entails unpleasant surprises and consequences.
  • backward pawn- a pawn lagging behind its fellows, which has become the object of an attack.
  • Pat- a position on the board in which the player who has the right to move cannot make a move without violating the rules of chess and his king is not in check.
  • First line is the best continuation offered by the chess program.
  • Pawn- the chess unit having the minimum value.
  • Pedestrian- pawn endgame.
  • Game plan- an idea embodied in specific sequential actions in a chess game.
  • Scouts- pawns that move towards the promotion field on different flanks.
  • Tight move- a synonym for the concept of a strong move.
  • Giveaway- a game format in which the player who gives up all his pieces, including the king, wins.
  • Tweak position- to create additional tension on the board in game ways.
  • Position- position on the board.
  • Field- a unit of space in chess, other names are a cell or a point.
  • Half a ruble- half of the points scored from the number of possible.
  • Field "weak"- a field that can be used to invade an opponent.
  • swim- get confused, switch to the game "on the machine".
  • Bury option- unequivocally evaluate the option as unprofitable and unsuitable for application.
  • transformation- changing the status of a pawn by another piece of the same color, except for the king, upon reaching 8 or 1 rank
  • Capture an opponent in the opening- put intractable problems in front of the opponent in the opening.
  • Sag- finding a piece "under attack" without protection.
  • Gap- the same as the intermediate move.
  • Chess program- a kind of computer programs capable of making moves, analyzing and evaluating a position.
  • Intermediate move- an unexpected, not obvious move in the forced variation.
  • Space- volume playing field chessboard. It is a fundamental resource of the chess game.
  • Prevention- risk management, threat prevention.
  • passed pawn- a pawn that can move to the square of promotion in front of which there are no opponent's pawns.
  • Advantage- superiority over the opponent in any aspect.
  • Exchange- a move or several moves in which there is a mutual exchange of pieces.
  • Distribution of cradles- wins by overwhelming advantage.
  • colorful- position in the endgame, when the sides have one bishop of different color squares. Apart from other figures.
  • paint- play a quick draw without a fight.
  • crumble- get a lost position in a few moves from an acceptable or good one.
  • Rating- the level of the player's relative strength, measured by a numerical coefficient.
  • x-ray- the effect of the action of a long-range piece (for example, a fiancheted bishop), in which the opponent's pieces are potentially under the threat of capture.
  • Retrograde analysis- a task in a chess composition to find out the last move in the game.
  • Castling- a move involving two pieces at once. Namely, the king and rook. When castling, the king moves from its original position across the field (to the right or to the left). and the rook jumps over the king, standing on the adjacent square.
  • The “gluttonous” row is the second or seventh rank, on which the rook “rages” and eats pawns.
  • chop the flag- intentional game for time.
  • Fish(slang) - a draw.
  • Fish (Rybka)- one of the advanced chess programs.
  • Bundle- an attack on an opponent's piece, which covers a more important piece. Or a key field.
  • Tied pawns- pawns located on adjacent files next to each other.
  • Double pawns- two pawns of the same color on the same file.
  • Simultaneous session- a game format when a chess player plays with several opponents at the same time on different boards. Moves are made sequentially.
  • scachography- a genre of chess composition, when the arrangement of figures forms the outlines of letters, numbers or drawings.
  • "Weak" transformation- promotion of a pawn into a piece other than a queen.
  • "Blindness" chess- something like an eclipse, when the player does not see the obvious move.
  • Chess strategy- a set of principles, methods and game plan against a specific opponent.
  • self-propelled guns- connected pawns close to the promotion square.
  • Harvest (joking)- translation of a positional or other advantage into a material one.
  • Sicilian- Sicilian defense.
  • Throw off- sacrifice material or return the sacrifice to the opponent.
  • Slav- Slavic defense.
  • Elephants Gorwitz- two bishops side by side of the same color, shooting through the diagonals.
  • Elephant Gufeld- the fianchetted bishop on g7 in the King's Indian Defence.
  • Fisher's elephant- White's light-squared bishop in the Spanish game and the Sicilian defence.
  • Dismount- unexpected rescue in a difficult position.
  • Alloy- deliberate loss.
  • old lady(joking) - King's Indian defense.
  • Stockfish (Stockfish)- one of the best chess programs.
  • Stand- Follow a wait-and-see approach.
  • Line- decisive advantage. They are pronounced as “plus-minus in a line” (when white has an advantage) and “minus-plus in a line” (when black has an advantage).
  • Knock- play blitz or in mutual time trouble.
  • tabia- a well-studied position.
  • Tactics chess- a set of combination techniques. Fork, double whammy, distraction, enticing, etc.
  • Pace- dynamics of moves. Loss of pace is an extra move, a waste of time.
  • Theory of chess- area of ​​analysis and generalization of knowledge in chess, identification of patterns. Usually they mean the opening theory.
  • Toptalka- repeated repetition of the position.
  • Triangle- a way to transfer the turn of the move to the opponent in order to achieve the goal of putting him in the position of zugzwang.
  • Tura- slang name for a rook.
  • Tourists- (humor) weak chess players who do not claim to win the tournament.
  • Tournament- a type of chess competition in which more than two players participate.
  • Leaderboard- a document in which the results of the games of the participants of the tournament are recorded.
  • Poke- the movement of the pawn towards the enemy forces.
  • heavy figure- queen and rook.
  • The threat- potential or real danger.
  • Ukontrapupit- confidently beat.
  • Phalanx- pawn chain.
  • Fireworks-combination with a cascade of victims.
  • Fianchetto-fianketing, the development of the bishop into a "house" of pawns (for example, a bishop on g2 with pawns f2, g3 and h2).
  • Chip(slang) - a chess piece.
  • Wing-verticals a, b, c, f, g, h.
  • flank royal- flank on verticals f, g, h.
  • Queenside- flank on verticals a, b, c.
  • Fischer chess- in the initial position, the pieces are arranged arbitrarily, with the exception of: the pawns occupy the second row, - the bishops stand on squares of different colors, the rooks are on different sides of the king.
  • outpost- a piece introduced into the enemy camp under the protection of a pawn. For example, the knight on d6 is protected by the e5-pawn.
  • fast and furious- forced option.
  • Forcing- a series of moves in which the opponent responds only in a forced way.
  • window leafa- a field for the departure of the king from the check along the first (eighth) rank. Usually h2 or g2.
  • move- moving a piece from one square to another.
  • Tail- a group of outsiders in the tournament. Sometimes this is the name given to the last boards in team competitions.
  • Time trouble- Lack of time to think.
  • Cement- ultra-reliable protection.
  • The value of the pieces- the nominal significance of a piece in the game in relation to other pieces. For example, a knight is equal to three pawns.
  • Center- squares e4,e5,d4 and d5.
  • Zugzwang(tsug) - a situation in which any move leads to a worsening of the position.
  • chess clock- a special kind of watch, which has two dials and a mechanism for switching the clock in such a way that the clock of the player who is considering the move is running.
  • Fisher clock- chess clock, which provides for the addition of a few seconds to each move.
  • Chernopolnik- black-field elephant.
  • shah- the situation of the attack on the king. The king is in check, meaning that it is under attack by an opponent's piece and must defend itself.
  • Shah d war - a situation in which the check is declared by two figures at once.
  • Chess composition- a kind of chess in which positions are made for solving problems and etudes.
  • Chess piece- king, queen, rook, knight, bishop.
  • Swiss- a tournament with a large number of participants. The main rule is that players with the same or as close as possible the number of points at the moment must meet among themselves.
  • Schwindel- unexpected combo blow.
  • Slap- play fast and bad.
  • Spieler- a player who bets on traps and the use of partner's mistakes.
  • Pants- a situation where the bishop cannot hold two passed pawns on different flanks.
  • Shredder- one of the advanced chess programs.
  • Aesthetics of chess- the ability of the game to cause aesthetic pleasure.
  • Endgame- the final part of the party.
  • Etude chess- element of chess composition. A created position in which it is required to find the only way to solve the set task - to achieve a win or a draw.
  • Battery- several chess pieces, having the same direction of movement, which are combined, enhancing the attacking potential of the offensive. For example, most often, bundles of figures “rook + rook”, “queen + bishop”, “queen + rook” are called batteries.
  • Bagel- loss, zero in the final standings.
  • Belopolnik- an elephant moving on white fields.
  • belotsvetchik- a chess player who plays white much stronger than black.
  • frenzied figure- a piece that is repeatedly sacrificed to achieve a stalemate. Most often, this is the rook.
  • Blitz- a synonym for rapid chess. In blitz competitions, there is limited time to think about what move to make. As a rule, in blitz, each player is given only 5 minutes for the entire game, although there are also types of rapid chess where this time is reduced to 3 or even 1 minute. The loser is the one who was checkmated, who makes an impossible move or spends all his time.
  • Blitzor- a player whose strength is playing rapid chess (blitz).
  • Blockade A tactic that limits the range of movement of the opponent's chess pieces.
  • Blocker- a piece that blocks the movement of the opponent's pawn.
  • Bomb– a new solution that changes the assessment of the well-known well-established opening variation.
  • Rapid chess(rapid) - a game during which players have a reduced time limit for thinking about moves (usually from 25 to 30 minutes).
  • Vertical- eight fields of the chessboard, which have the same letter index (a, b, c, d, e, f, g, h).
  • Eternal step- a position in which one of the players (usually having the best position) cannot resist a series of constantly repeating checks from one or different pieces of the opponent. In this scenario, the game ends with a draw after the situation is repeated three times.
  • Taking on the pass- capturing the opponent's pawn, which, making a double move forward (on the fourth horizontal for white and on the fifth for black), passes the field, which is under attack by the enemy pawn (third horizontal for white and sixth for black).
  • Chess messenger- Petersburg monthly magazine, which was published from July 1885 to January 1887, dedicated to chess. The main publisher of the journal was M. Chigorin, who believed that the Chess Bulletin should be the successor to the Chess Leaflet. The purpose of creating such a journal was to disseminate knowledge about chess game throughout Russia, as well as the union of all fans of the game and the chess players themselves. From January 1913 to October 1916 a two-week version of the magazine was published.
  • Fork- a chess move, as a result of which two or more opponent's pieces are under attack.
  • Hanging pawns- two pinned pawns located in the center, which have no support from neighboring pawns.
  • Opened step(opening) - an attack on the king, in which one chess piece in the course of a move opens a line to another piece declaring a move.
  • Expectant move- a move designed to force the opponent to perform any strategic actions, while not carrying any importance for the course of the game. The expectant move does not fundamentally change the situation on the board and is done in order to reveal the opponent's intentions to a greater extent.
  • Take out in one gate- confident victory over the opponent.
  • Gambit- one of the variations of the opening, when a piece or a pawn is sacrificed to gain an advantage in development.
  • garde(from French "beware") - an attack on the queen. This concept is obsolete and is not currently used.
  • Handicap- a competition between chess players who have different levels of chess proficiency. In order to equalize forces, weaker players are given a certain handicap from stronger ones: additional moves, pawns or other pieces.
  • Naked king- the king, which is without the protection of other pieces.
  • Horizontal- the line of the fields of the chessboard, which has the same digital index (from the first to the eighth).
  • Coffin(jug, pipe, hopelessness, box) - a very difficult situation in the game. A win or a draw in this position is extremely unlikely.
  • Houdini(Houdini) is one of the strongest chess engines in the world that was able to beat current champion among computer programs - Rybka.
  • Ranged figure- bishop, rook and queen.
  • Free ride- a dangerous attack without sacrificing pieces or a comfortable position without elements of risk.
  • Elephant spirit advantage- a position in which one of the players has two bishops on the field, and the second has two knights (or a knight and a bishop). Of particular importance this advantage gains in open positions, where the range of the bishops allows you to gain an advantage.
  • engine is a program that can increase the strength of any chess shell many times over. The engine must be installed (embedded) on a specific shell. Of the well-known engines, one can name such programs as "Rybka", "Schroeder", "Fritz" and others.
  • Debut- the beginning of a chess duel. The main task of the opening is the speedy development of pieces.
  • demarcation line- a conditional line that visually divides the chessboard into two equal parts; is drawn between the fourth and fifth horizontal lines.
  • Diagonal- cells of a chess field that have the same color and are located in one line.
  • Children's mat checkmate at the beginning of the game, which very often happens to beginners (children). This checkmate is announced by two pieces - the bishop and the queen on the f2(f7 for black) square.
  • domination- a position in the game when one of the chess players has a significant advantage, which consists in absolute control over the key fields, as well as over the entire playing space of the board.
  • Come to the shore- specifically aim for a draw for the rest of the tournament, while the player must have a good margin of points in order not to miss a positive result.
  • Chess board- a field consisting of 64 squares (8x8), which are arranged alternately: dark squares alternate with light ones. Dark cells are called black fields, light cells, respectively, white. During the game, the board is turned so that there is a dark field to the left of the player.
  • The Dragon is one of the plays of the Sicilian Defence. The opening got its name from the fact that Black's pawns resemble a dragon.
  • stupid mate– the fastest checkmate possible. You can get it only by deliberately making stupid moves (f4 and g4).
  • Hole- weakened field of the chessboard.
  • Castling long- in addition to the generally recognized meaning, it may also have a hidden meaning - three defeats in a row (originated from the nomenclature designation 0-0-0).
  • Firewood(Drovishki) - frankly weak pawns.
  • Hedgehog- a pawn structure in which the player builds them along the third (or sixth for black) rank. Can occur in many variations of openings.
  • Victim- Unequal exchange of pieces. It implies that you can give up a minor piece and get the necessary advantage in the game. In some cases, this way you can get control over the desired positions.
  • The victim is correct– this version of the sacrifice is justified and implies an equivalent exchange of a piece for another or a good position.
  • The victim is incorrect- a situation where the bet is placed on possible mistakes opponent, lack of time or other options.
  • positional victim- the case when the loss of a piece or cell does not require immediate restoration of positions, that is, it is expected to receive positional advantages in the future.
  • Chess problem is a chess composition that has only one possible solution. There are chess problems in two, three or more moves (multi-move). Depending on the type of problem, it is assumed how many moves need to be made in order to checkmate the obviously weaker side.
  • Fence- a chain of pawns.
  • gate valve- a sacrifice of a piece that threatens to declare a smuggled mate.
  • closed game- a duel in which the center of the chessboard is closed by pawn chains. The main features of such a game are positional maneuvers, regrouping of pieces from flank to flank, attempts to find weak points in the enemy’s position. After the opening of the game, the duel proceeds to the active phase (breakthrough, sacrifice, etc.).
  • Close (bury) option– to refute the opening variation, which was previously considered correct.
  • Ambush- a position on the board in which a long-range piece is behind the pieces (one's own or someone else's). The influence of such a figure is valid only after the movement of the one that stands in front of it.
  • To fall asleep- think for a long time.
  • ringing- Conversations while playing blitz.
  • yawn- this is how professionals call a serious mistake, which most often leads to the loss of a chess piece and can even lead to the loss of the game.
  • Combination vision- the ability of a player to notice the opportunities that a certain position hides, assuming in advance what sacrifices should be made in order to gain a tactical advantage.
  • Blindfold- a kind of chess demonstration performance, during which the players, without looking at the board, make their moves. Recently, blindfolding has also become part of some international chess tournaments (for example, the "Amber Tournament"). During this tournament, players have the right to use the image of an empty chessboard on a computer display.
  • Game for two- a position in which the stable advantage of one of the opponents practically excludes the possibility of defeat.
  • Three result game- a sudden situation, during the development of which it is possible to get an absolutely unforeseen ending.
  • play with hands- to play the game in automatic mode, making moves that simply suggest themselves during the game.
  • play from the sheet– play an unfamiliar opening scheme, without home preparation.
  • Insulator - isolated pawn is a pawn that does not have the support of other pawns on adjacent files.
  • Initiative- the ability of the active player to influence the pace and style of play of the defending passive side. The initiative helps to impose certain game actions.
  • Spaniard- Spanish debut. The game plays out like this: e4 e5 2.Nf3 Nc6 3.Bb5
  • ruin your hair- damage the integrity of the pawn chain.
  • Italian- Italian debut. The game plays out like this: e4 e5 2.Nf3 Nc6 3.Bc4 Bc5.
  • Trap- a trap that leads to the loss of a stronger piece.
  • Ride- try to achieve victory regardless of position.
  • Pitching- quality - the difference between a minor piece and a rook.
  • Chinese draw Finish the game by removing all pieces from the board.
  • Quality- the difference that separates the rook from the knight or bishop; to win or lose an exchange means to exchange a rook for a minor piece (or vice versa).
  • Chess qualification- official gradation, which was created to be able to demonstrate the strength of a chess player in the game. You can fix chess qualifications with the help of special titles. A chess category can be received not only by a player, but also by a chess composer.
  • Kingchess- a certain type of chess, the main meaning of which is an empty field at the start of the game. During the game, each of the chess players sequentially places pieces on the field.
  • Classic is a chess game in which standard timekeeping is carried out, it differs from blitz or fast chess.
  • Client is a chess partner you can always win against.
  • Combination- the definition of this concept was given by Botvinnik, meaning by the term an enhanced version of the game with the victim.
  • Combine- a good combination.
  • combinator- a chess player who skillfully manages various combinations during the game.
  • Komodo- this is the name of one of the most powerful computer programs that helps to analyze a chess match.
  • Konoval- a chess player who successfully plays a knight. A striking example of a bearer of such a title is Topalov in the game against Kramnik.
  • Countergambit- one of the types of the initial stage in chess, when a player, like an opponent, sacrifices a piece in order to resist the opponent's actions.
  • Counterplay- a game in which you can carry out actions aimed at attacking the opponent's weaknesses.
  • Kasparov's horse is a black knight piece placed on the d3 square.
  • Tarrasch horse- this is the figure of the horse, which is placed on the edge of the playing field.
  • King Steinitz– when the king piece is activated in the middle of the game.
  • Co-op checkmate- this is a certain type of task, as a result of which you need to get a checkmate with the help of your own assistance.
  • Short castling- this concept has a second meaning, less common, and implies two losses in a row.
  • Fortress- one of the types of a draw position at the end of the game, when the strongest player cannot win even if there is a significant advantage.
  • Krugovik- a system of group tournament play, which provides that an even (as a rule) number of players will play one or more rounds with each other.
  • Critter (Critter) is one of the most powerful analytical chess modules.
  • Tacking- a method of playing when you keep your opponent in suspense, until the very end of the game without showing your true intentions.
  • Rookery- the end of the game, in which the rooks play the main role.
  • « Lasker compensation» compensation for the queen, which consists of a rook, a minor piece (most often a bishop) and a pawn. The concept was cheered up thanks to the name of the famous chess player Lasker, who repeatedly successfully carried out a similar size.
  • Easyparty- a game that does not take place in a championship or tournament.
  • Trap- a technique of struggle, the purpose of which is to force the opponent to believe in the player's imaginary recklessness and kill a pawn, queen or his other piece, which in fact is a trap. The player expects that, having been caught by such a bait, the opponent will lose sight of a threatening checkmate or serious losses.
  • Horse- chess piece - horse.
  • small quality- so in the chess environment it is customary to call the advantage of two bishops. According to Tarrasch - the difference between an elephant and a horse; exchange of an elephant for a horse.
  • Mat- a position in which the chess king is in check and has no way to avoid it.
  • Checkmate Legal– a mating situation in which the queen is sacrificed. Mate is placed with three minor pieces. In practice, it goes like this: e4 e5 2.Kf3 d6 3.Cc4 Cg4 4.Kc3 h6 5.K:e5! C:d1?? 6.C:f7+ Kpe7 7.Kd5x. For the first time such a checkmate was delivered by Kerimor Sir De Legal in Paris in 1787. This combination bears his name.
  • Linear mat- checkmate on two adjacent extreme horizontals or verticals, which is placed with the help of two heavy pieces (rook and queen).
  • Mat stale checkmate to a king who is unable to move in one or more directions due to his own pieces and pawns.
  • Mat epaulette- checkmate, which is placed by the queen. At the same time, the opponent's king is limited on both sides by his own rooks (epaulettes). An example of such a checkmate is the white queen is on c6, the black king is on c8, the black rooks are on b8 and d.
  • Mateshnik(matets, composer Matetsky) - mate! Matilda, Matilda Petrovna - a beautiful unexpected mat.
  • Matte network- a position in which the king of the weaker side does not have the opportunity to make a move, because all potential cells for retreat are blocked by their own pieces or are under attack.
  • Material- pawns and pieces that a player controls during a chess game. Ownership of excess material suggests an advantage. The conscious sacrifice of material to secure an advantage is a combination.
  • Matovala– a player who loves and knows how to play checkmate in any position.
  • Match- a form of competition in chess, when two players play each other a certain number of games until the winner is revealed. As a rule, the number of parties is 6, 12, 24 or 48, but may be more. This system is widely used in qualifying rounds contenders, as well as championships for the world championship. The player with the most points is considered the winner.
  • Mill- alternation of checks and opened checks, which are announced by the attacking side. It was this typical combination that in 1925 glorified Carlos Torre, a Mexican chess player, at competitions in Moscow. Torre was playing a game with Em. Lasker.
  • Miniature There are two interpretations of this term. First: a game that has already been won at the very beginning. Second: a task during a chess game, which must be completed using only a certain number of pieces.
  • - the middle of a chess duel, which comes immediately after the opening phase. Numerous exchanges of pieces in the opening can create a situation where the game moves from the opening into the endgame phase.
  • Target- the square of the chessboard or the piece standing on it, which is the main target of an attack or combination.
  • Draw- the result of a chess duel in which the winner was not revealed. In this case, each player receives half a point.
  • canopy- taking.
  • rape the position- to make a move, despite the existing requirements of the position. For example, trying to win in a situation where, logically, you need to take defensive actions.
  • Start position- arrangement of pieces on the chess field before the start of the game.
  • Don't get out of debut– finish the opening with a losing position.
  • Draw in the pocket– a game without the risk of losing – with a guaranteed draw if necessary.
  • New– a new scheme for playing the previously known opening (tabia).
  • Knockout system- the principle of the game, widely used in chess competitions at various levels. Even championships for the world championship can be held according to the knockout system. The bottom line is that the winner from each pair, who was determined during the draw, would go to the next round. First, chess players play classical games, then, if it was not possible to determine the winner, they play rapid games, and even if they did not determine the winner, then chess players play blitz. If even after all these games it was not possible to determine the winner, then one more game is played - armageddon. In this game, by drawing lots, one side will get 4, and the other 5 minutes for reflection. In the event that Armageddon ends in a draw, the victory is awarded to the player who had less time to think. If one of the players won, then his result is entered in the standings.
  • Chess notation- a generally recognized system of symbolic notation, which is used when recording the moves of a chess game or any position. The supplemented notation is the designation of the square of the chessboard, on which the piece being moved and the square on which the piece is moved (for example, writing 23 Nh3-g1 means that White's knight from the h3 square was moved to the g1 square). The abbreviated notation suggests only indicating the piece and the square on which this piece is placed (for example, 48 ... Qd2 means that the black queen has moved to d2). There is alphabetic and numeric notation. The latter option is most often used in correspondence games.
  • "Monkey Game"- this is the name of the sequence of moves in the game, when one of the players identically repeats the moves of the opponent.
  • turn around- make a wrong move.
  • Glutton row- this is the name of the seventh rank, if it is attacked by the opponent's rook and starts knocking pawns out of the game.
  • Raking the lions is an event that is completely opposite to the distribution of lyuli.
  • spud- this term implies a gradual, sometimes slow, encirclement of the opponent from all sides and destruction.
  • fry- win by a large margin.
  • Postponing the party- a case when the game is suspended with the possibility of continuing the fight. In this case, the player whose turn is next can write down his combination and seal it in an envelope. It should be noted that such a batch can be analyzed, but the help of third-party specialists is completely excluded. This procedure was used until computer programs became too common. Today it is assumed that if the party started on one day, it will end on the same day.
  • open game- a tactic that allows you to use mainly tactical means, using moves on open files, using the practical range of certain pieces.
  • open line- a whole vertical, a line on which there is not a single pawn.
  • Open debuts- this is the moment in the game that occurs in the case of the moves e4 and e5. This tactic can lead to open game figures.
  • Poisoned Pawn- a game pawn protected in a hidden way. If you take it, then you can strongly substitute your positions for an opponent's attack.
  • backward pawn- a pawn that is not able to occupy a cell vertically adjacent to another pawn.
  • Pat- a situation in chess when one side cannot make a single move, but the checkmate has not been announced to it.
  • First line- the most optimal game option that the chess program offers for both chess sides.
  • Pawn- a combat unit of a chess game, with which you can measure the strength of a particular piece (a minor piece - three pawns, a rook - five pawns, and so on).
  • Pedestrian– an ending played by a pawn.
  • Game plan- a certain strategy that a player develops by analyzing the dynamic changes at the beginning of the game, the need to rearrange and regroup the pieces on the field, the expediency of certain moves. The game plan, as a rule, includes certain intentions for all parts of the game: opening, middle and endgame.
  • Scouts- pawns that tend to become queens, moving on different flanks of the field.
  • Tight move- a move that has an increased margin of safety. Usually such a move improves the defense of other pieces.
  • Giveaway(chess.) - a game in which one of the players allows himself to be defeated by surrendering all the pieces and the king to battle.
  • Tweak position- a move that is made in order to complicate the game. At the same time, it may not be obvious or even seem unsuccessful. This tactic is used in blitz or in a serious game when the opponent is in time trouble.
  • Raise move (idea)– to find a non-obvious, non-trivial solution in a position.
  • Pose- position.
  • Position- the position of the pieces on the field during the game or in the context of a chess study. The ability to critically evaluate positions on the field allows the player to win the game.
  • Half a ruble- the case when a player scored half of the possible points in the tournament.
  • "Weak" field- a place in the position of one of the players, which is especially susceptible to attack.
  • half way- the minimum unit of measurement of a position on a chessboard, which consists of one move of white or black pieces. When written on paper, each move is written as a combination of two half-moves.
  • swim- get confused during the game, stop noticing the logical connections of the game.
  • Bury option– refuse to use some obviously correct variation in the opening game. The same term is used to denote bringing the analysis to a categorical assessment in favor of one of the parties.
  • transformation- a term denoting that when a pawn reaches the opposite edge of the field, it has the opportunity to transform into any piece, except for the king.
  • Transformation "weak"- a case when, upon reaching the end of the field with a pawn, the player chooses as a replacement not the queen, as usual, but a weaker piece, which can turn out to be very strong in this situation.
  • Capture an opponent in the opening- take a winning position in the game at the very beginning of the game.
  • Sag- lose the protection of your pieces.
  • Gap- an unforeseen move in the interval between the movements of the pieces that determine the course of the game, often seems to be forced.
  • Chess program- software that is installed on a computer or portable device. These programs can evaluate the situation on the field and offer the best options for moves in each specific situation. Such programs can be used in preparation for world championships, because the best of them (Rybka, Fritz and others) play at the level of world grandmasters.
  • Gap– an intermediate move – an unexpected insertion into a variation that initially seemed to be forced.
  • Intermediate move- a move that does not bring obvious benefits, but can give the player a significant tactical advantage. For example, often, instead of being a piece, an intermediate check is made, forcing the opponent's king to change the position to a more unfortunate one.
  • Space- the fundamental concept of a chess game, which indicates how much space on the field a player has won for himself. Space is just as important as time and play initiative. The presence of space is an opportunity to implement any strategy.
  • Prevention- measures that a player takes in order to prevent the appearance of threats to his pieces.
  • rogue- passed pawn.
  • passed pawn- a pawn in front of which or in the radius of moves of which there is no pawn of another player.
  • Advantage- playing superiority over the opponent, which may consist in more successful positions or an abundance of pieces on the field.
  • Exchange- this concept implies one move or several at once, as a result of which there is an exchange of approximately equal pieces. It was Mikhail Moiseevich Botvinnik who gave the concept of a generalized exchange that can take place in a game.
  • Woodwork- this term explains that the player analyzes the course of the game without resorting to the help of a computer.
  • Distribution of cradles- this is the name of the victory, which was won thanks to cynicism.
  • colorful- this is a position that can happen if you and your opponent use the same piece at the same time, for example, queens. At the same time, other queens should not be beaten here.
  • paint- spend short game, which will result in a draw. The beginning of the game is considered quite rare at such moments, since an agreement is reached even before the game.
  • crumble- losing a good position, which took two or more moves.
  • Rating- the real position of a chess player, the main indicator of which is the coefficient of strength. This method of evaluating players was proposed back in 1972 by the American physicist EloArpad. Thus, it turns out that a grandmaster has at least 2500 units, an international class master - from 2400, and a master of the chess federation - from 2300 units.
  • x-ray- in chess terminology, this word means a long-term effect on the opponent's piece. You can't hide from him.
  • Retrograde analysis- this concept defines the ability to find out who moved last in this game, to calculate whose move will be next.
  • Rokada is a vertical line on which the rook's maneuvers can unfold.
  • Castling- this concept implies a special type of move in a chess game. Its meaning is to remove the king piece from the central part of the board. In this case, the king can be moved one square, and the tour will take the place that the king stepped over. A maneuver can be carried out only if the selected pieces have not moved before, the squares are not occupied by any pieces. In addition, no check should be presented to the king.
  • Row- a concept similar to the concept of "horizontal". The “Glutton Row” is the seventh row for White and the second row for Black, in which the queen or rook can take the opponent's pawns in a row.
  • chop the flag- play with all your might to ensure that the opponent runs out of time.
  • Fish- draw game.
  • Rybka (Rybka) - one of the most powerful software chess modules.
  • Bundle- a place from where a piece cannot make a move, since then the king will take this place, and the piece can be defeated. Or a pin is the name of a figure, the course of which leads to a loss or loss of the queen.
  • Tied pawns- those that stand vertically side by side or one stands in for the other
  • Doubled (tripled) pawns- two (three) pawns that are on the same side, and everything is on the same file.
  • Simultaneous session- a popular type of chess game, when a good chess player can play simultaneously with several players who are weaker.
  • scachography- a creative approach to the arrangement of chess pieces. The player arranges the pieces in such a way that various outlines of numbers, figures, patterns can be seen.
  • "Weak" transformation- the transformation of a pawn into a weak piece, for example, a rook.
  • "Blindness" chess- ignoring during the game the obvious moves that can, in the worst case, lead to a loss.
  • Chess strategy- this is a well-thought-out plan, which, in the opinion of the player, should lead him to victory.
  • self-propelled guns- pawns that have advanced so far that it is no longer possible to destroy them.
  • Harvesting- a well-developed algorithm of moves by which an attacking player can have a large advantage in the game.
  • Sicilian is a short name for the Sicilian Defence.
  • Throw - sacrifice a piece or a pawn.
  • Slavyanka - short name of the Slavic defense.
  • Slona Gorwitz (Horwitz Bishops)- two bishops, which are located side by side and attack the open diagonals. Most often this term is used in the West.
  • Elephant Gufeld - Black's bishop (g7) is in the old woman.
  • Fisher's Elephant - a light-squared bishop in an active position in the Spanish or Sicilian Defense.
  • Dismount - salvation in a difficult position.
  • Alloy- a special loss of a chess game.
  • old lady- abbreviated name of the King's Indian Defense.
  • Stockfish- one of the best programs for the analysis of a chess game.
  • Column- a significant advantage in the game, which is indicated by + -. Depending on who wins, +- is written to him, and vice versa - + to the loser. This designation was introduced by a specialist from Yugoslavia.
  • Stand- a tactic that involves waiting for an opportune moment, without any active action.
  • Line- an important advantage in the pariah, which was introduced by a specialist from Yugoslavia and implies the award of + - to the winning and - + losing person.
  • Knock is a blitz. A game in which the opponent must be in dire need of time to think.
  • tabia- a well-known position, starting from it the player can apply his decisions. Guided only by their thoughts, and not standard moves. In chess of the past centuries, the pieces had slightly different properties, as a result of which the game very often started from the tabia.
  • Tactics chess- a system of moves, which consists of several verified combinations that lead the game to a draw. This may include several standard options- lure the enemy into a trap, destroy the defense or distract from the main figures.
  • Pace There are two variations of this concept. First: a separate move, as a result of which time is simply wasted. Second: the rhythm of the game.
  • Theory of chess- this is the area of ​​chess that affects the analysis of the game, the definition of existing patterns that may arise at each stage of the game.
  • Toptalka- a situation where the same position is repeated over and over again.
  • Triangle- one of the possible options to transfer the turn to your opponent at the very end of the game.
  • Tura- the second name of the rook chess piece.
  • Tourists– there are also two interpretations of the current concept. First: amateur players who managed to get a rook as a handicap. Second: players participating in the Championship and not counting on getting a title. The term was first used by Garry Kasparov in 1999.
  • Tournament- view chess confrontation in a course in which several participants play with each other at once. The most striking example is round robin, when each player passes the board of others while making a move. This way you can hold a competition between dozens or even hundreds of players, using, of course, a lottery at certain stages.
  • Leaderboard- a summary document showing the current position of the players, as well as the final result.
  • Poke- pawn strike.
  • The threat- an attack on the opponent's material with a possible aggravation of the situation.
  • Counterfeit- win with a rout.
  • Magic chess lesson- a well-known problem in the chess game Shararam, which was offered by a character from fairy tales Losyash.
  • Phalanx- a chain of pawns.
  • Fireworks- several successive victims during a combination game.
  • Fianchetto (fianchetto)- a chess term that means bringing the bishop to the longest diagonal under the protection of a house of pawns (for example, the bishop on b7 next to the pawns a7, b6 and c7).
  • Chip (fig) one of the chess pieces.
  • Wing- the edge of the chessboard, which is located on the verticals fgh or abc.
  • kingside- this is the flank, which is located closer to the king piece at the very beginning of the game (the f, g, h-files are implied).
  • Queenside- this is the side of the field, which, respectively, is closer to the queen's figure at the start of the game (a, b, c).
  • - a different arrangement of chess at the beginning of the game than with the standard approach. It is worth noting that pawns also occupy exactly the second row, and bishops occupy cells of different colors. In this layout, the tours are located on both sides of the king piece. The fact is that the positions that are used in such a game are less studied and have more original solutions that are not described in books.
  • outpost- a figure that was put on the territory of the enemy, most often it is a horse. It is protected by a pawn.
  • fast and furious- a move forced as a result of certain circumstances.
  • Forcing is a whole series of moves that the other player can only counter with a certain set of moves. It is this version of the battle that can somewhat simplify the calculation of the battle.
  • window leaf- a cell that can be occupied by the king's piece if the opponent has made a check on one of the two horizontals. Thus, it turns out that making a window means making a move with a pawn that closes castling. If there is no such possibility, then the players talk about the theoretical weakness of one of the horizontals.
  • move- change the location of the figure. A move is considered perfect if the chess player not only places a piece, but also no longer touches it. During the competition this action noted in the special notes, if castling or a special capture is made, then two pieces may be used.
  • Tail- this concept describes the players who have the worst results in the overall summary table.
  • Time trouble Lack of time to think about next steps.
  • Cement- to defend confidently and successfully.
  • The value of the pieces is the weight of each chess piece in the game. This concept can be absolute or relative. For example, if we consider the absolute side of the evaluation, then we can compare a rook and two pawns.
  • Center- these are the cells that are on e4, e5 and d4, d. There is also the concept of an extended center - it includes adjacent fields with these cells.
  • Zugzwang (Zug, zucik)- a situation where one of the two players, or even both at once, do not have useful combinations, that is, in the event of any move, a person only worsens his own position in the game.
  • chess clock- a special watch that has two dials with a travel switch and a time counter. They are arranged in such a way that time passes for the one who thinks. If there is very little time left, time pressure may arise, and if it is completely over, then there is a delay in time and you can count the loss.
  • Fisher clock- This is a device that adds a few seconds in a special way after making a move. Thus, it turns out that in case of a successful game, you accumulate additional time for reflection.
  • Chernopolnik- an elephant that walks through the black fields.
  • Four-horse, quadrilla, quadriga- an opening in which the main confrontation is conducted with the help of horses. Played like this: e4 e5 2.Nf3 Nc6 3.Nc3 Nf6.
  • shah- this is a game situation when the king is under attack by one of the opponent's pieces.
  • double check- a case when the king is declared a check from two enemy pieces at once.
  • Washer- this is the name of a pawn in chess slang.
  • Shararam- this term implies the name of a children's game designed for logical thinking. The name comes from a fictional school of magic in which children learn various subjects, such as magic chess.
  • Chess composition- the sphere of chess art, where chess players act as artists, forming amazing positions, techniques that have a unique beauty.
  • Chess nutcracker- a species of insects, or rather beetles.
  • Chess piece- these are all the pieces participating in the game, except for the pawn.
  • Light figure- such a phrase is called an elephant or a horse.
  • heavy figure- Experts refer to heavy pieces as a queen or a rook. It differs from a minor piece in that, having the support of the king, it can checkmate the opponent.
  • Swedish- a curious kind of game in which the discarded pieces are given to the opponent and he can use them in this game instead of the next move.
  • Swiss- a competition that takes place according to the Swiss system and involves a large number of participants. In this regard, before each stage there is a draw, as a result of which chess players can only play with those who have approximately the same number of points.
  • Schwindel- a sharp blow resulting from a small combination.
  • Slap- this is a fast and weak manner of playing, in some moments even thoughtless.
  • Spieler- so called excessively gambler, who likes to use small traps, and also builds his strategy on the opponent's blunders.
  • Pants- a case when two enemy pawns are trying to move to the position of the queen, and the opponent's bishop is not able to resist.
  • Shredder- this is the name of one of the most powerful programs for the analysis of chess games.
  • Aesthetics of chess- a situation where a chess game gives the player moral and aesthetic pleasure.
  • "Excelsior"- one of game situations when the pawn advances step by step towards the position of the queen.
  • - the final part of the chess game.
  • Etude chess- a superbly thought out and implemented combination in chess, when only one outcome is possible, as a result of which you can achieve the desired goal.

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Chess Dictionary

BUT

  • Outpost- this is a cell on the chessboard, which in the course of the game will no longer be able to be attacked by your opponent's pawn. A chess outpost that is protected by a player's pawn can becomegreat place for chess rook, which controls the open vertical.
  • Automatic chess- this is the general name of various illusion devices in which the game is led by a chess player invisible to the public, who presses special levers to move the pieces. Automata, although they did not play independently, played an important scientific role, and were the prototype of modern chess computers.
  • Advance(advanced chess) - chess in which people are allowed to use the help of computers. From English Advanced chess.
  • « Armageddon" is a decisive blitz game between two chess players (usually takes place in the tie-break of a match for the championship title), which is played under unusual conditions: White has 5 minutes to think over all the moves in his game, and Black only 4 minutes, however White is satisfied only with a win, because in the event of a draw, the participant playing black will be declared the winner.
  • Attack- has two concepts. In tactical terms, it means a direct attack on the opponent's chess pieces. In strategic terms, it means an attack on any part of the chessboard or across the entire board according to a specific plan.
  • Ataker- a chess player who plays in a sharp-attacking style.

B

  • Battery- two (or more) chess pieces, the combination of which enhances the potential of a chess attack. For example, the battery "queen + bishop", "rook + queen" and so on.
  • Bagel(bagel) - defeat, zero in the tournament table.
  • Belopolnik- white-field elephant.
  • belotsvetchik- a player who plays strongly with white pieces and noticeably weaker with black pieces.
  • frenzied figure- a piece that is repeatedly sacrificed to create a stalemate on the board. An example of the fury of a rook in a study.
  • Blitz - a lightning-fast game of chess, which uses a shortened time control for thinking over your moves (as a rule, 5 minutes for each of the opponents for the entire game, there are 3 minutes, as well as 1). A player who overstays the time, gets checkmate, makes an illegal move, automatically loses.
  • Blitzor - A chess player who loves or is good at blitz chess.
  • Blockade- a strategy for limiting the mobility of the opponent's chess troops (pawns and pieces).
  • Blocker- a piece that blocks the advance of an enemy pawn with its position.
  • Bomb- a debut novelty (development) of great power, changing the assessment of a known variant. One of the brightest old, kind, pre-computer bombs.
  • Rapid chess(rapid) - a game of chess with a shortened time limit for thinking (as a rule, from 15 to 30 minutes for each of the opponents for the entire game).

AT

  • Vertical- checkerboard fields with the same letter index (for example, verticals a, b, c or others).
  • Perpetual Check- a situation in which one of the sides (usually the strongest) cannot avoid a series of repeated checks from the opponent's pieces. The game in this case, as a rule, ends in a draw after a three-fold repetition of the position.
  • Taking on the pass- The capture by a pawn of an opponent's pawn on the square, which she crossed, making her "double move". It is possible only in the case when the pawn is on the 5th (for white pawns) or 4th (for black pawns) rank and the opponent's pawn, making a double move, crosses the square under attack by this pawn.
  • Chess messenger- a monthly magazine published in St. Petersburg in July 1885 - January 1887. The publication was mainly carried out by M. Chigorin, who considered it as a continuation of the Chess Leaf magazine and saw its task in spreading chess knowledge in Russia and uniting Russian chess players. A biweekly magazine published in Moscow in January 1913 - October 1916.
  • Fork- a move, after which two (or more) opponent's chess pieces are under attack.
  • Hanging pawns- two central connected pawns in the absence of own pawns on adjacent files.
  • Shown Check(flash) - a kind of open attack, in which a chess piece, making a move, opens the line of action of another piece, under the blow of which the king is, thereby declaring a check.
  • Expectant move- a move that does not fundamentally change the nature of the position, but at the same time, which aims to find out the opponent's further intentions by passing him the turn of the move.
  • « Take out in one gate» - confidently beat.

G

  • Gambit- a kind of opening in which material is sacrificed (usually pawns, less often pieces) for the sake of the fastest development.
  • garde(French gardez “beware (s)”) - an attack on the queen (obsolete; the announcement of “garde” is not necessary).
  • Handicap- English, In a chess game, a competition between many players of different strengths, and the strong ones give some advantage (handicap: forward 1-2 moves, pawn or piece) to weaker players for a relative balance of power.
  • Naked king- a king unprotected by its own pieces.
  • Horizontal- fields of a chessboard with the same number index ("first horizontal", "fifth horizontal", etc.).
  • Coffin - (hopelessness, pot, jug, pipe, box) - a terribly bad and hopeless chess position.
  • Houdini- one of the strongest analytical modules (chess programs), which beat Rybka.

D

  • Ranged figure- queen, rook, bishop.
  • Free ride- an attack without casualties or a comfortable position without risk.
  • Two Bishops Advantage- a situation in which one of the parties has two bishops, and the opposite side has an elephant or a knight, or two horses. This advantage is especially pronounced in open positions, where the range of the bishops allows them to be used to their full potential. The advantage of two bishops is sometimes called a "small exchange".
  • engine- this is a unique program that is built into the chess shell (for example, "Fritz", "Arena", "Schroeder"), thereby the power of the shell game increases many times over.
  • Debut- the beginning of a chess game, aimed at the speedy mobilization (development, deployment) of forces.
  • demarcation line- a line conventionally drawn between the fourth and fifth horizontal lines and dividing the chessboard into two equal halves.
  • Diagonal- fields of the chessboard of the same color, located on the same line.
  • Children's mat- checkmate in the opening, which is usually received by a beginner (child). The main idea is to declare checkmate with a queen and a bishop on the f7 (f2) square (that is, both white and black can be a victim). Scheme D.m. characterized by approximately the following moves: 1.e4 e5 2.Qf3 Kc6 3.Cc4 d6 4.Qxf7X.
  • domination- an overwhelming advantage, which manifests itself in complete control over the key fields and the space of the chessboard as a whole.
  • Come to the shore- deliberately play for a draw in all the remaining games of the tournament, having a good margin of points - so as not to lose the titmouse from the hands.
  • Chess board- a square of 64 (eight by eight) equal in size, alternately arranged light and dark square cells. Light cells are called white fields, dark - black. The chessboard is placed so that there is a black field to the left of the player.
  • The Dragon- a variant of the Sicilian Defence, in which the arrangement of the black pawns resembles the monster of the same name: 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4. Nxd4 Nf6 5.Nc3 g6!
  • stupid mate- checkmate in the opening, which White gets by making the following moves: 1.f4 e6 2.g4?? Qh4X.
  • Hole- weak field.
  • Castling long- in addition to the generally accepted meaning, it also has another meaning: three defeats in a row. Arose from the designation 0-0-0.
  • Firewood(Drovishki) - weak pawns.

Yo

  • Hedgehog - a pawn structure that occurs in many openings, in which the pawns stand on the sixth (third) rank.

AND

  • Victim- non-equivalent exchange, giving away some material (a pawn, a piece, several pieces) in order to obtain a decisive (or positional) advantage, to declare a checkmate or draw the game. The victim may also aim to seize (intercept) the initiative, receive compensation in the form of control over the center or key fields, etc.
  • The victim is correct- that is, justified, correct, justifying itself even with the best protection.
  • The victim is incorrect(bluff) - a sacrifice calculated on the mistakes of the defending side, on time pressure, etc., that is, having a fairly obvious refutation.
  • positional victim- not implying immediate return of material and focused on obtaining long-term positional advantages.

W

  • Chess problem- a product of a chess composition, the solution of which involves finding a strictly unique way to declare a checkmate to the weakest side in the indicated number of moves. Depending on the number of moves required for solving, the tasks are divided into two-movers, three-movers and multi-movers.
  • Fence- pawn chain.
  • gate valve- thematic victim of attraction, creating the prerequisite for a stale mate.
  • closed game- conducting the game with a closed (fixed) center, blocked by pawn chains. It is characterized mainly by positional play, maneuvering, regrouping of combat forces, groping for weaknesses in the enemy camp, etc. Opening the game is a transition to an open game (through a breakthrough, sacrificing material, etc.).
  • Ambush- a situation in which a long-range piece is located behind its own or someone else's piece (pieces). The action of a long-range figure is manifested only after the movement of the figure (pieces) standing in front of it.
  • To fall asleep- think for a long time.
  • ringing- chatter during the blitz.
  • yawn- a rough look, a mistake, the result of which is the loss of one or another chess piece or pawn, most often leading to the loss of the game.
  • Combination vision(tactical) - the ability to see the opportunities lurking in a position, to gain an advantage with the help of various sacrifices of material.

And

  • Blindfold- a game without looking at the board, one of the varieties of demonstration performances. Recently, in order to increase entertainment, the game "blindly" is included in the program of international tournaments ("Amber Tournament"). However, it allows players to use the image of an empty chessboard (on a computer display) for convenience.
  • Game for two- a situation where a stable advantage of one of the parties virtually eliminates the possibility of losing.
  • Three result game- an acute situation in which it is extremely difficult to predict the outcome of the game and everything is possible...
  • play with hands- play automatically, without hesitation, making obvious moves.
  • Insulator - isolated pawn, a pawn on adjacent files which has no own pawns.
  • Initiative- the advantage of the active side, which can impose on the defending side the style and pace of the struggle, prepare and carry out an attack, etc.
  • Spaniard- Spanish party. Occurs after the moves 1.e4 e5 2.Nf3 Nc6 3.Bb5…
  • ruin your hair- destroy the solidity of the pawn formation.
  • Italian- Italian party. Occurs after the moves 1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5.

To

  • « Trap"- a trap that leads the "caught" side to the inevitable loss of a queen or other piece.
  • Ride- play absolutely any position to win.
  • Pitching- quality, the difference between a rook and a minor piece.
  • Chinese draw- stop the game by brushing the pieces off the board with a sweeping movement of the hand.
  • Quality- “weight”, which distinguishes a heavy figure from a light one; "Win an exchange" or "sacrifice an exchange" means an operation in which one of the players wins (or sacrifices) a rook by giving (receiving) a minor piece for it.
  • Chess qualification- recognized in accordance with the rules (code) level of strength of a chess player. It is fixed in the form of assignment of the corresponding titles and ranks (eg National Master, FIDE Master, International Master, International Grandmaster). The corresponding ranks and titles are awarded not only to chess players, but also to chess composers.
  • Kingchess is a chess variation based on an empty board at the start of a game. During the game, the opponents gradually put their pieces on the board.
  • « Classic» - a game played with the usual (classical) time control (as opposed to rapid chess or blitz).
  • Client- a convenient partner who manages to win always and everywhere.
  • Combination- forced variant with a sacrifice (the definition belongs to M. M. Botvinnik).
  • Combine- an effective combination.
  • combinator, combiner- a player who can combine beautifully over the board.
  • Komodo
  • Konoval- a player who skillfully operates with horses. Topalov showed himself to be an excellent Konoval in the match against Kramnik.
  • Countergambit- a kind of opening in which a counter sacrifice of material is made to counter the plans of the opponent. For example, Falkbeer's countergambit in the King's Gambit (1.e4 e5 2.f4 d5).
  • Counterplay- the possibility of a counter game against the weaknesses of the opponent.
  • Kasparov's horse- black knight on d3.
  • Tarrasch horse- a knight on the edge of the board.
  • King Steinitz- active king in the middlegame.
  • Co-op checkmate- a kind of chess problem in which the side receiving the checkmate assists the mating side.
  • Short castling- in addition to the generally accepted meaning, it also has another meaning: two defeats in a row. Arose from the designation 0-0.
  • Fortress- a kind of drawn positions in the endgame, in which the stronger side cannot win even if there is a large material advantage (for example, some positions in which the rook and pawn form an impregnable fortress against the queen).
  • Krugovik- a round-robin tournament, which provides for a small and usually even number of participants. All of them must play with each other - in one or two rounds.
  • Critter- one of the strongest analytical modules (chess programs).

L

  • Tacking- maneuvers of a positional nature, during which the general tension, uncertainty is maintained, and the parties do not reveal their intentions to the end.
  • Rookery- rook ending.
  • « Lasker compensation"- compensation for the queen in the form of a rook, a pawn and a minor piece (usually a bishop). The term is derived from the name of the second official world chess champion Em. Lasker, who repeatedly and successfully carried out such an exchange of the strongest piece.
  • Easy Party- a game played outside of official competitions (as opposed to a tournament or match game).
  • Trap- one of the fighting techniques in a practical game, when the side setting the trap is counting on the recklessness of the opponent, who will be tempted by a “poisoned” pawn or a queen left under attack and receive a checkmate “in return” or suffer significant material damage.
  • Horse- horse, chess piece.

M

  • small quality- this is sometimes called the advantage of two bishops. According to Tarrasch: the difference in strength between the bishop and the knight; exchange of an elephant for a knight.
  • Mat- in chess, a situation where the king is in check and there is no way to avoid this check.
  • Checkmate Legal- a checkmate construction involving a queen sacrifice and a checkmate announcement by three minor pieces (the scheme of this construction is: 1.e4 e5 2.Kf3 d6 3.Cc4 Cg4 4.Kc3 h6 5.K:e5! C:d1?? 6.C:f7+ Kpe7 7.Kd5x). The name of the checkmate comes from the name of Kermur Sir de Legal, who first carried out this checkmate in a practical game against the Chevalier Saint-Bris (1787, Paris, cafe "Regence"). However, legal's K:e5 move was made with the black knight on c6, and Saint-Brie could have won a piece by simply capturing the knight on e5 (rather than getting checkmate after capturing the queen on d1).
  • Linear mat- a checkmate on the extreme verticals (horizontals), which is placed by heavy pieces (two rooks, a rook and a queen, two queens).
  • Mat stale- a checkmate declared by a knight, in which the checkmate king is limited in movement by his own pieces and pawns.
  • Mat epaulette- a checkmate announced by the queen, in which the mated king is limited on both sides by its own rooks (“epaulettes”) (for example, the white queen from e6 checkmates the black king on e8, and the black rooks, respectively, are on the squares d8 and f8).
  • Matte network- a position in which the king of the weakest side cannot avoid checkmate due to the fact that all possible squares for retreat are blocked by their own pieces or controlled by the attacking side.
  • Material- pieces and pawns that a player has in a chess game. Possession of excess material predetermines a material advantage. The return of material to obtain a decisive advantage is a combination, a sacrifice.
  • Matovala- a chess player who loves or knows how to play on the mat.
  • Match- a form of chess competition in which 2 players play among themselves a certain even number of games (6,12,24,48, etc.) until a winner is revealed. The winner is the player who scored more points at the end of the match than his opponent. Most often, the match system is used in Candidates competitions and to determine the World Champion.
  • Mill- a typical combination with sequential alternation of checks and revealed checks announced by the attacking side. It is the "mill" in the party with Em. Lasker glorified the Mexican grandmaster Carlos Torre at a tournament in Moscow in 1925.
  • Miniature- 1) a game won already in the opening or at the beginning of the middlegame (that is, no more than 20-25 moves) as a result of blunders of the losing side; 2) chess problems or studies with a small number of participating pieces (no more than seven, including kings).
  • Middlegame- the middle, the main part of a chess game, usually following the opening. Massive exchanges in the opening can lead to the fact that the game from the opening immediately goes into the endgame.
  • Target- a piece or field that is the object of a combination or attack.

H

  • Draw- the result of a chess game in which none of the players could win. For a draw, each player receives half a point.
  • canopy- hit.
  • rape the position - to play contrary to the requirements of the position. For example, play for a win where you need to defend and fight for a draw.
  • Start position- the position of the pieces on the board before the start of the game.
  • Don't get out of debut- get a bad position right in the opening.
  • Draw in the pocket- the ability to play without any risk, with a guarantee of leaving for a draw if necessary.
  • New- a new move (new scheme of development) in known variants (tabiah).
  • Knockout system- the principle of competitions (including the world championship), in which the winner of each of the pairs determined by lot goes to the next round. Moreover, first games are played with classical control, then (if the winner has not been determined) - rapid chess, then (if the rapid has not determined the winner) - blitz. If the winner is not identified as a result of these competitions, then the last time the armageddon system is used - a system in which, by drawing lots, one side will be given 5 minutes for the game, and the other - 4 minutes. If the result of this game is a draw, then the victory is credited to the player who initially had less time. If the result is the victory of one of the parties, then the final result is set according to the result of the played game.
  • Chess notation- a generally accepted notation, through which a chess game or a particular position is recorded. Recording in full notation implies the designation of the square from which the pawn or piece makes a move - and, accordingly, the square on which this move is made (for example, 22. Kra4-b3 means that the white king from the a4 square made a move to b3). Shorthand notation is limited to indicating the square on which the move is made (for example, 56. ... Rg7 - the black rook has moved to the square g7). There is a difference between alphabetic and purely digital notation (the latter is used when playing by correspondence).

O

  • « monkey game"- the conditional name for a series of moves in a chess game, when one of the opponents mirrors the moves of the other.
  • turn around- make the wrong move.
  • Glutton row- the seventh rank, which is invaded by the enemy rook and begins to devour pawns.
  • raking lyuli- an action, in every sense, the opposite of their distribution.
  • spud- methodically, gradually attack, surround and destroy.
  • fry- win convincingly.
  • Postponing the party- the procedure for interrupting the game with subsequent replaying. At the same time, a player who had a turn to move could make it on the board (open move) or write it down on a form and seal it in an envelope (secret move). An adjourned game could be analyzed, while the help of other chess players was not excluded. Practiced before the widespread introduction of computer programs in life. Modern time control assumes that a game starts and ends on the same game day.
  • open game- waging a fight mainly by tactical means using open lines, diagonals, range of pieces, etc. (see also Closed game).
  • open line- the vertical of the chessboard, free from pawns.
  • Open debuts- chess beginnings that appear after the moves 1.e4 e5. Mostly they lead to a lively open figure game. Although a number of variations, for example, the Italian or Spanish games lead to closed positions and long-term positional maneuvering.
  • Poisoned Pawn- an explicitly unprotected combat unit, the capture of which leads to sad consequences.
  • backward pawn- a pawn that cannot stand next to its own pawn on an adjacent file.

P

  • Pat- a position in which a check is not declared to any side, but it does not have the opportunity to make a move.
  • First line- the best variant of playing for both sides, offered by one or another chess program.
  • Pawn- the minimum combat unit in chess, at the same time - the basic unit of measurement of chess material (on average, a minor piece is equal to three pawns, a rook - five, etc.). F. Philidor called pawns "the soul of chess."
  • Pedestrian- pawn ending.
  • Game plan- the core of chess strategy, which links together the opening, the middle of the game (middlegame) and the endgame. The plan is formed on the basis of a dynamic (changing) assessment of the position and includes setting an adequate goal of the struggle (struggle for victory, for a draw), assessing the need to regroup the pieces, assessing the acceptability (unacceptability) of a series of exchanges, the need for certain maneuvers, maneuvering, etc. P.
  • Scouts- pawns crawling into queens on different flanks at the same time.
  • Tight move- a move with an increased margin of safety, which improves the mutual protection of the pieces.
  • Giveaway(chess) - a game where the first side to give up all its pieces and pawns (including the king) wins.
  • Tweak position- complicate the game with an unobvious and maybe even a bad move. It is carried out in blitz or in a serious game in time trouble of the opponent.
  • Position(posture) - a situation that happened in a practical game or represents a task in a chess composition. The ability to adequately evaluate a position is one of the essential components of chess mastery.
  • Field- a unit of chess space, the same as "point", "checkerboard cell". Possession of key fields in this particular position determines the positional advantage.
  • Half a ruble- 50% of the possible points scored in the tournament.
  • "Weak" field- a field available for the invasion of enemy forces.
  • half way- one move by White or one move by Black, the unit of measurement and the minimum unit of change of position on the chessboard. Two half-moves make up a move, which is one line in the notation of a chess game on paper.
  • swim- lose the thread of the game, get confused.
  • Bury option- to refute the opening variation used in practice and considered correct. Bring the analysis to a categorical assessment in favor of one of the parties.
  • transformation- substitution of a pawn upon reaching the last rank by any piece of its color (except the king).
  • Transformation "weak"- the promotion of a pawn not into the strongest piece (that is, not into a queen, as usual), but, for example, into a knight, bishop or rook. In this case, a "weak" transformation can be the strongest move (!).
  • Capture an opponent in the opening- achieve a significant advantage in the initial stage of the game.
  • Sag- to be without protection.
  • Gap- an intermediate move, an unexpected insertion into a variation that initially seemed to be forced.
  • Chess program- a kind of game computer programs capable of evaluating a position and making (offering) a move in accordance with the underlying algorithm. The best modern programs (Rybka, Fritz, Deep Blue, Deep Thought, etc.) play at the level of strong grandmasters and successfully fight world champions (both Kasparov and Kramnik lost matches to computers ...). They are also useful when preparing for competitions and when analyzing games or technical positions.
  • Intermediate move- a non-obvious move made instead of an obvious (suggesting) move that allows you to extract additional profit from the position (for example, instead of an "obvious" capture of a piece during an exchange, an intermediate check is given, forcing the opponent's king to take an unfavorable position).
  • Space- one of the fundamental resources (along with time and game initiative) of a chess game. The conquest and use of space is a condition for the implementation of any game strategy focused on winning.
  • Prevention- measures that prevent possible risks and threats long before they manifest themselves in full.
  • passed pawn(rogue) - a pawn in front of which there are no enemy pawns (including those on adjacent files) and which can move towards the promotion square.
  • Advantage- superiority over the position of the enemy in one of the components (material or positional advantage).

R

  • Exchange- a move (a series of moves), in which (which) the parties exchange material of approximately equal value (exchange of a minor piece for a minor piece, a pawn for a pawn, a minor piece for three pawns, a queen for two rooks or three minor pieces, etc.) . At one time, M. M. Botvinnik defined the content of a chess game as a generalized exchange.
  • Woodwork- analysis of a chess game on a board with figures, without using a computer.
  • Distribution of cradles- winning with special cynicism.
  • colorful- a position with opposite-colored bishops. For example, with a light-squared bishop for White and a dark-squared bishop for Black. There are no other bishops in the position.
  • paint- execute a short, quick draw. Most often in such cases, the agreement for a draw occurs even before the game.
  • crumble- lose a good position in a few moves.
  • Rating- the current level of the relative strength of a chess player, expressed in a numerical coefficient (since 1972 - the Elo coefficient by the name of Arpad Elo, who proposed a methodology for calculating and using coefficients). FIDE master level - from 2300, international master - from 2400. Grandmaster level - from 2500 and above. Extra-class grandmasters - from 2600 and even from 2700 and above.
  • x-ray- the effect of the long-term influence of a long-range piece, from which the opponent's pieces are not able to reliably hide. For example, in the construction “white bishop on g2, black knight on c6, queen on b7, king on a8”, the black king feels the x-ray action of the white bishop.
  • Retrograde analysis(retroanalysis) - a task in a chess composition that involves finding out what the last move in the game (and which side - white or black), whose turn it is, etc.
  • Rokada- a vertical open for rook maneuvers.
  • Castling- a move in a chess game aimed at taking the king away from the center; with a short castling, the king is evacuated to the kingside, with a long castling - to the queenside. When castling is carried out, the king is transferred over one square (respectively, for the white king to the fields g1 (for short castling) or c1 (for long)), the rook is placed on the square over which the king “jumped”. Castling can only be done if neither the rook nor the king has moved before castling, and none of the squares between the squares occupied by the king and the rook is occupied by other pieces, the king is not in check and none of the squares on his way (the one that he crosses while making a move, and the one he moves to) is not under attack.
  • Row- same as horizontal. The “gluttonous” row is the second (for black) or seventh (for white) rank, on which heavy pieces can “eat” pawns.
  • chop the flag- play solely for the purpose of making the opponent overstay the time.
  • Fish- a draw.
  • Fish (Rybka)- one of the strongest analytical modules (chess programs).

FROM

  • The most popular chess term- a task in the popular online game "One Hundred to One". On the site you can find answers to it.
  • Bundle- a position when a piece cannot make a move due to the fact that after its move the square on which the king stands will be attacked. A connected piece can also be a piece, the move of which will lead to the loss of the queen or the loss of the exchange.
  • Tied pawns- standing on adjacent verticals side by side or protecting one another.
  • Doubled (tripled) pawns- two (three) pawns of one side, located on the same file.
  • Simultaneous session- a means of popularizing chess, an event during which a strong chess player (sessioner) plays simultaneously a number of games (from several games to several hundred games) with chess players of lower qualifications.
  • scachography- a genre of chess composition, in which the arrangement of chess pieces forms the outlines of letters, numbers or some kind of drawings (for example, the outlines of a Christmas tree).
  • "Weak" transformation- promotion of a pawn not into a queen, but into a rook or a minor piece.
  • "Blindness" chess- "eclipse" during the game, in which the player does not see obvious winning continuations or makes a blunder leading to a loss or loss of a decisive advantage.
  • Chess strategy- a long-term plan, the implementation of which is aimed at specific moves and operations. The general line of strategy is determined primarily by the requirements of the position and includes an assessment of the position, determination of the ultimate goal (struggle for a win or a draw), methods for achieving the latter (aggravation of the game, bluff, transition to an endgame, etc.).
  • self-propelled guns - connected and far advanced pawns, which the opponent is not able to stop.
  • Harvesting- implementation of positional superiority: a series of moves, as a result of which the attacking side achieves a significant material advantage.
  • Sicilian- Sicilian defense.
  • Throw off- donate or return material.
  • Slav- Slavic defense.
  • Elephants Gorwitz- (Horwitz Bishops), two bishops standing side by side and shooting through the opening of the diagonal. Used in the West.
  • Elephant Gufeld- black bishop g7 in the old woman.
  • Fisher's elephant- an active light-squared bishop in the Spanish or Sicilian.
  • Dismount- rescue in a difficult position.
  • Alloy- Intentional loss of the game.
  • old lady- King's Indian defense.
  • Stockfish (Stockfish)- one of the strongest analytical modules (chess programs).
  • Column- a serious overweight. From +/- or -/+. These are estimates put into use by the Yugoslav Informator. They are pronounced as “plus-minus in a column” (if White has an advantage) and “minus-plus in a column” (for black).
  • Stand- do not take active actions, make waiting moves.
  • Line- decisive advantage. From +- or -+ . These are estimates put into use by the Yugoslav Informator. They are pronounced as “plus-minus in a line” (if White has an advantage) and “minus-plus in a line” (for black).
  • Knock- play blitz. Also play in a serious game against the opponent's time trouble, move quickly and switch clocks abruptly.\

T

  • tabia- a well-studied opening position, upon reaching which the players begin to make their own, not "bookish" moves. In ancient chess, the pieces were not distinguished by modern dynamics and range, and it took a lot of time to play the opening. Therefore, by agreement, the game immediately began with tabi.
  • Tactics chess- a system of tricks (primarily using combinations) that allow you to gain an advantage or reduce the game to a draw. The methods of chess tactics include a variety of typical means ("distraction", "lure", "destruction of defense", etc.).
  • Pace- 1) the rhythm of the game; 2) a separate move (in this sense, the loss of tempo is an extra move, that is, a loss of time).
  • Theory of chess- the sphere of analysis and generalization of practice, the identification of certain patterns inherent in the chess game at its various stages (the theory of openings, the theory of endings, etc.).
  • Toptalka- repetition of the position again and again.
  • « Triangle"- one of the ways to transfer the turn of the move to the opponent at the end of the game or etude in order to put him in the position of zugzwang.
  • Tura- chess rook.
  • Tourists- 1. Amateurs who received in the XIX - early. XX centuries a handicap equal to a rook (tour); 2. Participants of the World Championship who do not claim a title or a high result. The term was coined by Garry Kasparov in 1999 during the FIDE knockout world championship in Las Vegas.
  • Tournament- a kind (along with a match) of a chess competition in which a number of participants play with each other. A typical example is a round robin tournament in which each participant plays with all the others. A Swiss system tournament allows you to compete with many dozens (and even hundreds) of participants through a draw after each round (in each new round, participants with an approximately equal number of points play among themselves). A tournament according to the Scheveningen system involves a team competition, where in the end each member of one team plays a game with each member of the other team.
  • Leaderboard- a document that allows you to evaluate the current standings of the tournament participants (according to the results of the rounds displayed in the table) or their final result (final table).
  • Poke- pawn strike.

At

  • The threat- an attack on one of the objects of the enemy's position with the creation of a real danger to his position.
  • Ukontrapupit- defeat, defeat.
  • Magic chess lesson- a task in the famous chess game Shararam from fairy tale character Losyash. On our site you can find answers to this chess lesson.

F

  • Phalanx- pawn chain.
  • Fireworks- a cascade of victims in the implementation of the combination.
  • Fianchetto- or fiancheting, a term denoting the development of the bishop on the long diagonal under the protection of the pawn "house" (for example, the bishop on g2 with pawns f2, g3 and h2).
  • Chip, fig- chess piece.
  • Wing- the edge of the board, located on the verticals a, b, c and f, g, h.
  • kingside- the flank closest to the king at the beginning of a chess game, on the f, g, h-files.
  • Queenside- the flank closest to the queen at the beginning of a chess game, on the a, b, c-files.
  • Fischer chess(random-chess) - chess in which the pieces stand in their original positions in a different way (but symmetrically for white and black) than in classical chess (pawns still occupy the second row) - moreover, the bishops always stand on fields of different colors and rooks on opposite sides of the king. The positions in this variety of chess are not sufficiently studied by theory and are of a more "fresh" and original character.
  • outpost- a piece advanced into the enemy camp (that is, beyond the demarcation line) (usually a knight), protected by a pawn. For example, a knight on the e6 square, protected by a pawn on d5 or (and) f5.
  • fast and furious- forced, that is, a forced option.
  • Forcing- the implementation of a series of moves to which the opponent is forced to respond only in a certain way (for example, during exchanges, when declaring checks, etc.). Forced variants facilitate preliminary calculation.
  • « window leaf"- the field to which the king can retreat in the event of a check along the first (last) rank. Accordingly, "to make a window" is to make a move of one of the pawns covering the castling position. In the absence of a window, it is customary to talk about the possible weakness of the first (for whites) or last (for blacks) ranks.


 
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