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FRC/Chess960 – Chess Terms Glossary

 

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 FRCEC’s Glossary

 

 

 

 

Algebraic Notation: There are many different ways to write chess moves. Algebraic notation is the most common notation in use, and is the official notation for Fischer Random Chess. For the ranks (or rows) of the chess board it assigns the numbers '1' through '8' starting from the White side. For the files (or columns) of the board it uses the letters 'a' through 'h', left to right from the White side. The square at the intersection of a column and a row is identified by the letter for the column and the number for the row.

 

 

 

FRC Position #383

 

 

White’s King is located at c1; Black’s Queen is at f8

The White Knights are at a1 and e1; the Black Bishops are at g8 and h8

 

 

Each type of piece (other than pawns) is identified by an uppercase letter, usually the first letter in the name of that piece in whatever language is spoken by the player recording. English-speaking players use K for king, Q for queen, R for rook, B for bishop, and N for knight (since K is already used).

 

The chart below shows the initials for the pieces for some common languages:

 

Language

King

Queen

Rook

Bishop

Knight

 English

K

Q

R

B

N

 Spanish

R

D

T

A

C

 French

R

D

T

F

C

 German

K

D

T

L

S

 Dutch

K

D

T

L

P

 Esperanto

R

D

T

K

Ĉ

 Figurine

 

Look for the initials in other languages at the Wikipedia.

 

Notation of moves: Each move of a piece is indicated by the piece's letter, plus the coordinate of the destination square. For example Be5 (move a bishop to e5), Nf3 (move a knight to f3), c5 (move a pawn to c5—no initial is used in the case of pawn moves). In some publications, the pieces are indicated by graphical representations rather than by initials: for example, c6. This is called figurine algebraic notation or FAN and has the advantage of being language independent.

 

When a piece makes a capture, an x is inserted between the initial and the destination square. For example, Bxe5 (bishop captures the piece on e5). When a pawn makes a capture, the file from which the pawn departed is used in place of a piece initial. For example, exd5 (pawn on the e-file captures the piece on d5). Sometimes when it is unambiguous, a pawn capture is indicated only by the files, e.g. exd, ed5 or ed.

 

En passant captures are specified by the capturing pawn's file of departure, the x, and the square to which it moves (not the location of the captured pawn), optionally followed by the notation "e.p."

 

Disambiguating moves: If two (or more) identical pieces can move to the same square, the piece's initial is followed by (in descending order of preference):

 

·        The file of departure if they differ

·        The rank of departure if the files are the same but the ranks differ

·        Both the file and rank if neither alone uniquely defines the piece (after a pawn promotion, if three or more of the same piece able to reach the square).

 

For example, with two knights on g1 and d2, either of which might move to f3, the move is indicated as Ngf3 or Ndf3, as appropriate. With two knights on g5 and g1, the moves are N5f3 or N1f3. With three knights at g5, g1 and d2, the moves are now Ng5f3, Ng1f3 or Nd2f3. As above, an x may be used to indicate a capture: for example, Ngxf3, N5xf3 or Ng5xf3.

 

Pawn promotion: If a pawn moves to its last rank, achieving promotion, the piece chosen is indicated after the move, for example e1Q, b8B. Sometimes an "=" sign or brackets are used: f8=Q or f8(Q).

 

Castling is indicated by the special notations O-O for h-side castling (or g-castling) and O-O-O for a-side castling (or c-castling). Refer to our page for Fischer Random rules on Castling.

 

Check and checkmate: A move which places the opponent's king in check has the notation "+" added. Double check is sometimes represented "++". Checkmate can likewise be indicated "#".

 

End of game: The notation 1-0 at the end of the moves indicates that white won, 0-1 indicates that black won, and ½-½ indicates a draw.

 

When annotating chess-games, commentators frequently use question marks and exclamation points to denote a move as bad or good. The symbols normally used are "??", "?", "?!", "!?", "!", and "!!". The corresponding symbol is juxtaposed in the text immediately after the move (e.g. Re7? or Kh1!?). Use of these annotation symbols is always somewhat subjective, and different annotators will often wind up using the same symbols differently.

 

Summary of Algebraic Notation symbols:

 

·        x                      captures

·        O-O                 h-side castling

·        O-O-O            a-side castling

·        e.p.                  en passant capture

·        = plus “piece”   promotes to “piece”. [i.e. g8=Q, pawn moves to g8 and promotes to Queen]

·        (piece)              promotes to “piece”. [i.e. a8(R), pawn moves to a8 and promotes to Rook]

·        +                      check

·        #                      checkmate

·        ++                    Sometimes used for double check. FIDE allows it also for checkmate.

·        (=)                   draw offer

·        =                      draw agreed

·        1-0                   White wins

·        0-1                   Black wins

·        ½-½                 Draw

 

Punctuation commonly used for the analysis of moves and positions:

 

·        !                       good move

·        !!                      excellent move

·        ?                      bad move, a mistake

·        ??                     a blunder

·        !?                     interesting move that may not be the best

·        ?!                     dubious move, but not easily refuted

·                              the only move

·                             position unclear

·        =                      even position

·        +/= (=/+)          slight advantage

·        +/ (/+)          advantage

·        + (+)                        decisive advantage

 

 

Attack: To make a threat or threats against a specific piece, pawn or area of the board. See also Discovered Attack, Double Attack and Mating Attack. Example:

 

T0022-M0224

Sagi Gabay – Eton Chin

Position #129



After 13… O-O, Black has several attacks:

f-Rook against Queen, a-Bishop against h-Rook, b-Bishop against Knight

 

 

Backrank Mate: A checkmate by a queen or a rook along the opponent’s first rank where his king is blocked by his own pawns.

 

T0002.M0103

Martin Yates Marc Wakeham

Position #587

 

 

After: 8… Qb1#  backrank Mate!

 

This short game went like this:

[Position ID: 587 QRNKBRNB]

 

1.Nf3 Nd6 2.Nd3 Nf6 3.b3 g6 4.Qd4 a5 5.b4 Ne4 6.Ne5 axb4 7.Rxb4 Qxa2 8.Ra4 Qb1#   0-1

 

 

Backward Pawn: A pawn whose neighbor pawns are more advanced.

 

Backward Doubled Pawn: One of the bad categories of doubled pawns. A doubled pawn whose neighbor pawns are at least as advanced as the front pawn. A backward doubled pawn represents a more serious liability than a normal backward pawn, because its backwardness generally cannot be remedied by advance due to the obstruction of the front pawn. If the neighbor pawns are more advanced than the front pawn, then they are called Doubly Backward Doubled Pawns.

 

M0547

Diego Sueiro – Jose Carrillo

Position #379

 

 

Position after 10… dxe5

Black now has doubled pawns on the e-file, and a backward doubled pawn on e7.

Note that White has double isolated pawns on the h-file.

 

 

 

Bad Bishop: A bishop whos movement is restricted by friendly pawns.

 

Bishop Pair: A position where one player has two opposite colored Bishops, and his opponent has only a Bishop or no Bishops on the board.

 

Blockade: A term that describes the situation where the advance of a pawn is prevented by an opponent's piece directly in front of the frustrated pawn.

 

Blunder: A terribly bad move that results in a damaged position where serious tactical or positional concessions are made, material is lost, the game is lost, or causes a won-game to end as a draw. The notation for a blunder is ??.

 

F2005-M0447

Jose Carrillo – Geir Smith-Meyer

Position #728

 

 

White just blundered with 8.Ne5?? White completely missed 8… Bxe5, skewering the Queen.

White’s position deteriorated immediately, and he was mated 3 moves later.

The game ended with: 8… Bxe5 9.Qd3 Qa3+ 10.Kd2 Nb4 11.Qe2 Ne4#

 

Candidate Move: Also known as candidates. A possible move in a given chess position as the starting point in the analysis of a variation and deserving careful consideration.

 

Capture: When a piece is moved to a space occupied by an enemy piece, the previous occupant is captured, and eliminated from play.

 

Castling: Castling is the only chess rule (other than the initial setup) that had to be modified from Orthodox Chess. The four methods of castling include: double-move castling, transposition castling, king-move-only castling and rook-move-only castling. Refer to our page for Fischer Random rules on Castling.

 

M0114

Paul Grosemans – Patrick Henry O'Neal

Position #490

 

           

 

Before and after 7.O-O-O  O-O, a-side castling by White, and h-side castling by Black.

 

 

Check: It’s a threat to capture the King. When a player’s King is in check, the player must remove himself/herself from this threat immediately on his/her very next move by either blocking the piece that is giving the check, by capturing the piece that is giving the check, or by moving the King out of the checked square (but not by castling). In Short Algebraic Notation, a check is indicated by the “+” symbol after the move. See also Checkmate, Discovered Check, Double Check, Fork Check, and Family Check. Examples:

 

M0017

Jean-Pierre Avy – John Richardson

Position #075

 

           

 

 

In the left diagram Black has just played 6… Qc5+.

White removed the check threat by blocking with 7.Nc3

 

 

Checkmate: It’s the English rendition of  shāh māt’, which is Persian for "the king is ambushed". It’s the ultimate Check! When the King can’t stop a check threat by either blocking, or capturing the piece giving check, or by moving the King, then the King is checkmated, and the game is over. In Short Algebraic Notation, a check is indicated by the “#” symbol after the move. It’s also called Mate. See also Smothered Mate. Examples:

 

M0219

Alice Wood – Michelle Buckley

Position #931

 

 

After 22…Bd3#

 

 

Q0001-M0238

S. Rosoft – Dan Valade

Position #918

 

 

After 33.Qb7#

 

 

Chess960: It’s another name the Fischer Random Chess (FRC) variant is known by. Hans-Walter Schmitt (chairman of the Frankfurt Chess Tigers e.V.) is an advocate of this chess variant, and he started a brainstorming process to choose a new name for FRC. The new name had to obey the following requirements on the parts of some leading grandmasters:

 

·        It should not use parts of the name of any Grandmaster colleague

·        It should not include negatively biased or "spongy" elements like "random" or "freestyle"

·        It should be understood worldwide.

 

This effort culminated in the name "Chess960", deriving from the number of different initial positions.

 

Chess Origins and Variants: The game of chess as we know it today, has remarkable differences from the original game. It is generally assumed that chess originated in India, where it was called Chaturanga, 5-7 centuries after the birth of Christ. Chaturanga is the direct ancestor of the ancient Persian game Shatranj which was the form that brought chess to medieval Europe, and from which Modern (or Orthodox) Chess developed. Chaturanga is also presumed to be the common ancestor of Xiangqi (Chinese Chess), Shogi (Japanese Chess), Janggi (Korean Chess) Makruk (Thai Chess) and  Sittuyin (Burmese Chess). During the course of history, many variants of the game were tried. Some were discarded immediately, some had for some time an enthusiastic following and then died out, while others stayed, and replaced the game as it formerly was known. Common chess variants include Fischer Random Chess (Chess960), Alice Chess, Atomic Chess, CrazyHouse, Extinction Chess and Suicide Chess among many many others. There are hundreds of chess variants! You can find more information on the many chess variants at The Chess Variants Pages.org

 

Counter-Gambit: It’s a defense to a gambit in which the opponent’s offer is ignored, and a gambit is offered in return. This term traditionally refers to a gambit played by Black, whether White has played a gambit or not.

 

Crippled Majority: One of the bad categories of doubled pawns. It’s a position where the doubled pawns are part of a pawn majority, which cannot generally create a passed pawn unless the opponent allows them to be undoubled.

 

Q0006-M0531

Diogenes Von der Toess – Javier Gastañares López

Position #132

 

 

Position after 15.exf5

White has a crippled majority (4 pawns vs. 1) in the f-g-h files.

 

 

Diagonal: To come…

 

Discovered Attack: It’s a threat against a piece or a pawn given when his/her opponent’s move reveals an attack with a piece hidden behind the moved piece or pawn. Example:

 

Q0003.M0297

Patrick Henry O'Neal – S. Rosoft

Position #911

 

           

 

Before and after 18… Ng3, revealing a discovered attack by Black’s e-Rook at White’s Queen.

 

 

T0002.M0101

Peter Leyva – Marc Wakeham

Position #574

 

           

 

Before and after 19… Rxe4, revealing a discovered attack by Black’s Bishop on the a-Pawn.

 

 

Discovered Check: It’s a threat to the King given when his/her opponent’s move exposes a check by another piece. Example:

 

T0010.M0094

Jack Cheiky – David Atkinson

Position #652

 

           

 

Black plays 36… cxb3+ giving a discovered check by the Rook.

 

 

M0130

Roscoe Ellis – Patrick Henry O'Neal

Position #186

 

           

 

Black plays 26… Na4+ giving a discovered check by the Queen.

 

 

 

Double Attack: It’s when two different pieces make a threat against a specific piece or pawn. Example:

 

DP0001-M0244

Luis Mansilla – Geir Smith-Meyer

Position #789

 

 

After 18… Nd3, Black has a double attack on white’s f-pawn.

 

 

Double Check: It’s a very dangerous discovered check that is also a double attack, and which often can give mate! The piece moved exposes a check by another piece, and gives check itself. The King’s only option is to move out of the checked square, as he/she can’t block or capture the two pieces giving check at once. The notation ++ is sometimes used for a double check. Example:

 

M0187

Jose Carrillo – Raymond Rosa

Position #127

 

           

 

Before and after the 23.Rd6# double check, and mate.

 

 

Double Fianchetto: When both Bishops for the same color have been developed to b2 or g2 for the White, b7 or g7 for the Black. For the short term, this places the Bishops in less aggressive positions than if they were developed on their longer initial diagonals. For the long term, the Bishops occupy the longest diagonals on the chess board and usually enter active play at a later stage.

 

Double-move castling : Castling where on one turn a player makes a move with the king and a move with the rook. Refer to our page for Fischer Random rules on Castling.

 

M0082

Jack Cheiky – David Atkinson

Position #069

 

     

 

Before and after Black’s 8… O-O, double-move castling

 

 

Doubled Pawns: Two pawns of the same color lined up on the same file as the result of a capture, unable to defend each other, and often one obstructing the other. Such pawns are generally considered to be weak, as the front pawn cannot usually be defended from behind by a rook or queen. Most doubled pawns (other than those arising from a capture by an a-pawn or h-pawn) are a liability, but to widely varying degrees. Bad doubled up pawns fall into three categories: doubled isolated pawns, crippled majority and backward doubled pawns. If the doubled pawns don’t fall into any of these bad categories, and if the resultant half-open file can be occupied by a rook or a queen, then and only then can it be said that they are useful doubled pawns, and that no other compensation is required for the doubling.

 

M0541

David Symoens – Mike Rosa

Position #076

 

 

Position after 18.cxb4

White has doubled pawns on the b-file, and Black has double isolated pawns on the e-file.

 

 

Doubled Isolated Pawns: One of the bad categories of doubled pawns. Doubled isolated pawns are generally considered pretty bad, especially if they are on a half-open file where they are subject to attack by an enemy rook or queen. When doubled isolated pawns are on a closed file, the damage is much less serious, and such damage may be acceptable in return for the bishop pair or similar compensation.

 

M0547

Diego Sueiro – Jose Carrillo

Position #379

 

 

Position after 5.gxh4. White has doubled isolated pawns on the h-file.

 

 

Doubly Backward Doubled Pawns: A case of backward doubled pawns where the neighbor pawns are more advanced than the front pawn. This position is nearly as bad as doubled isolated pawns.

 

Draw: The result in a game when neither side wins or loses. A draw may result by any of the following situations: agreement by both players, when neither side has sufficient material to force a win (insufficient material), stalemate, perpetual check, threefold repetition, and the 50 moves rule. A draw shall also be declared in a game when the opponent of a player with a bare king oversteps the time limit; for a player having a bare king cannot win the game.

 

G2005-M0500

José Sanchez – Marc Wakeham

Position #399

 

     

 

Position after 8… g3, draw by agreement.

 

 

ELO Rating: The ELO rating system is a method for calculating the relative skill levels of players in chess. It was invented by Árpád Élő (1903-1992), a Hungarian-born American physics professor and master-level chess player. The USCF implemented the ELO rating system in 1960, and FIDE adopted it in 1970.

 

If Player A has a rating of  RA and Player B has a rating of RB, the formula for the expected score for each player is:

 

EA= 1 / (1 + 10(RB-RA)/400)                     EB= 1 / (1 + 10(RA-RB)/400)

 

Their new ratings would then be:

 

New RA= RA + K * (SA – EA)            New RB= RB + K * (SB – EB)

 

Where SA and SB are their actual scores for the game (1 for win, 0 for loss,0.5 for draw), and K is the maximum possible adjustment per game for the winner of the game.

 

In FRCEC, K=32 for players with ratings less than 2000, K=24 for players with ratings between 2000 and 2400, and K=16 for players with ratings of 2400 or more.

 

En Passant: A French term that means literally “in passing”. The opportunity for this play happens when a pawn advances two squares (from it’s starting square) and passes an enemy pawn on an adjacent file that has advanced to its fifth rank. The first pawn may be captured by the enemy pawn as if the advancing pawn had only moved one square. This capture is optional, and may only be made on the opponent’s next move, otherwise the capture opportunity is lost. This capture is recorded in Algebraic Notation, as if the advancing pawn had only moved one square. Example:

 

M0143

Uwe Kreuzer – Jose Carrillo

Position #872

 

           

 

In the left diagram Black has just played 7… d5. The right diagram shows the position after the en passant capture 8. cxd6 (note that the capture is recorded as if Black had played 7… d6)

 

En Prise: A French term meaning “in take.” Also called “hanging”. It describes a piece or pawn that is unprotected and exposed to capture. Example:

 

M0020

Bob Dixon – Peter Leyva

Position #262

 

 

Black just played 6...h6? leaving his a-pawn en prise. White played 7.Bxa7

 

 

 

Exchange: To trade pieces of equal worth. If trading pieces of different values, the side that traded the lower valued piece is said to have Won the Exchange, while the other side is said to have Lost the Exchange. See Point Count.

 

Family Check: It’s a fork check by a Knight that also attacks the opponent’s Queen and a Rook.

 

T0022-M0224

Sagi Gabay – Eton Chin

Position #129

 

 

After 11…Nxf6+, a family check.

 

Fianchetto: An Italian term for the development of a Bishop to b2 or g2 for the White Bishops, b7 or g7 for the Black. For the short term, this places the Bishop in a less aggressive position than if it were developed on its longer initial diagonal. For the long term, the Bishop occupies the longest diagonal on the chess board and usually enters active play at a later stage. A double fianchetto means that both Bishops of the same color are fianchettoed.

 

Fifty (50) Moves Rule: The game is drawn when the player having the move claims a draw and demonstrates that at least 50 consecutive moves have been made by each side without the capture of any piece and without the movement of any pawn.

 

File: To come…

 

Fischer Cup: The Fischer Cup is FRCEC’s elite annual championship tournament commemorating the club’s anniversary, starting on April 25th of every year, and running parallel to the Gligoric Cup. The Fischer Cup is an invitational tournament. The top ranked players in the club will receive an invitation to play in the tournament. The first 11 players to accept their invitation will then play in a Round Robin preliminary phase, followed by a Page System Playoff, ending in the Cup’s Final match. You can check the format of the tournament, and monitor it’s progress, at the Fischer Cup Page.

 

Fischer Random Chess: We quote a fragment of Bobby Fisher’s interview in August 2004 in Tokyo, Japan: “... Fischer Random is a version of chess that I developed or invented, you could say, where you shuffle the back row of the pieces, not the pawns. Each side has an identical shuffle, so that everything is symmetrical, just like in the old chess... ”. FRC, also known as Chess960, is a chess variant created by Grandmaster Bobby Fischer (the World Champion of chess from 1972 until 1975). FRC/Chess960 was originally announced in Buenos Aires, Argentina, on June 19, 1996. Fischer's goal was to create a chess variant in which chess creativity and talent would be more important than memorization and analysis of opening moves. His approach was to create a randomized initial chess position, which would thus make memorizing chess opening move sequences far less helpful.

 

Fischer Random Initial Setup: We quote another fragment of  Bobby Fisher’s interview in August 2004 in Tokyo, Japan: “…Each side has an identical shuffle, so that everything is symmetrical, just like in the old chess. There are just a couple of rules: one rook has to be to the left of the king, one has to be to the right of the king, one bishop has to be on a light-colored square, and one on a dark-colored square…

 

Sample FRC/Chess960 initial positions:

 

T0005-M0076

Abhay Kumar – Max Veneman

Position #366

 

 

 

 

M0398

Guillermo Cual  – Anton Matjeka

Position #914

 

 

 

Forced Move: A move or series of moves that must be played, for which there is no legal or reasonable alternatives, to avoid loss of the game or catastrophic loss of material.

 

Q0007-M0574

Joerg Nowak – Jose Carrillo

Position #698

 

 

Position after 28.Rxc7+ Kb8 29.Rb7+ forcing a draw!

 

White can force the Black King to remain and alternate between the a8-b8-c8 squares.

Even though Black has a material advantage, he doesn’t have an option but to accept a draw.

Had Black not agreed to a draw, White would have forced one by Threefold Repetition,

as Black cannot avoid being perpetually checked.

 

(i.e. 29… Kc8 30.Rc7+ Kb8 31.Rb7+ Kc8 32.Rc7+ draw or

29… Ka8 30.Rc7+ [check by the Bishop] Kb8 31.Rb7+ Ka8 32.Rc7+ Kb8 33.Rb7+ draw)

 

 

Forcing Move: A move which leads the opponent into a forced move or moves, such as a capture, a check or a major threat. Forcing moves account for most great moves, and since there are only a few forcing moves in any given position, they should always be considered as candidate moves, and quickly analyzed.

 

M0564

Jose Carrillo – Raúl Eduardo Palacio

Position #200

 

 

Position after White’s 25.Rxg7+, the forcing move that leads to Black’s forced move 25… Rxg7 

and to mate with 26.Rxg7#

 

 

Fork: A tactical maneuver in which a piece or a pawn attack two (or more) pieces or pawns at once. Example:

DP0001-M0254

Israel Chauca Fuentes – Anton Matejka

Position #754

 

 

After 7… Na3, Black’s a-Knight has a fork on the c-Knight, the c-Pawn and the b-Rook.

This position also shows a double attack by the Black Knights on the c-Pawn.

 

 

G2005-M0504

Roscoe Ellis – Alice Wood

Position #019

 

 

Position after 39.Rd6+, a fork on Black’s King and his Knight. Black resigned.

This particular position is an example of a fork check (see below).

 

 

Fork Check: It’s a fork that threatens the opponent’s King. See also Royal Check. Example:

 

T0018.M0158

Raúl Eduardo Palacio – Alice Wood

Position #134

 

 

After 13.Nxd7+, a fork check also attacking the c-Rook.

 

T0016.M0136

Marc Wakeham – Jose Carrillo

Position #645

 

 

After 35…Qf4+, a fork check that wins the g-Rook.

 

Gambit: A chess move by either White or Black, often early in the game, where a player sacrifices a minor piece, or one or more pawns, in order to obtain an advantageous position. The term counter-gambit traditionally refers to a gambit played by Black.

 

There are three general methods in which a gambit can help a player's position. For a gambit to be sound it will typically have some degree of at least two of the following:

 

·        Gain of Time: The player accepting the gambit must take time to procure the sacrificed material and possibly must use more time to reorganize his pieces after the material is taken.

·        Generation of differential activity: Often a player accepting a gambit will decentralize his pieces or pawns and his poorly placed pieces will allow the gambiteer to place his own pieces and pawns on squares that may otherwise have been inaccessible. In addition, bishops and rooks can become more active simply because the loss of pawns often gives rise to open files and diagonals.

·        Generation of positional weaknesses: Accepting a gambit may lead to a compromised pawn structure, holes or other positional deficiencies.

 

In modern chess, the typical response to a moderately sound gambit is to accept the material and give the material back at an advantageous time. For gambits that are less sound, the accepting player is more likely to try to hold onto his extra material. A rule of thumb often found in various primers on chess suggests that a player should get 3 moves of development for a sacrificed pawn, but it is unclear how useful this general maxim is since the "free moves" part of the compensation is almost never the entirety of what the gambiteer gains. Of course, a player is not obliged to accept a gambit. Often, a gambit can be declined without disadvantage.

 

Generating Fischer Random Positions: There are different ways to generate one of the 960 random positions. Some methods are included below.

 

·        Use an Internet random generator:

o       http://www.chessgames.com/perl/fischerandom

 

·        Use a regular 6 side dice:

1.      First place the Bishops. Roll the dice. On a 1 to 4 roll, starting from White’s left corner, count the black squares until you reach the rolled number. Place a Bishop there. (i.e. if you roll a 2, place the bishop on the 2nd black square from the left corner) On a roll of a 5 or 6, re-roll.

2.      Repeat the previous step, but this time count the white squares, and place the 2nd Bishop.

3.      Next place the Queen. There are 6 squares left. Roll the dice (all rolls are good). Starting with the first available empty square from White’s left corner, count the empty squares (skip squares occupied by either of the bishops) until you reach the rolled number. Place the Queen there.

4.      Next place the Knights. There are 5 squares left. Roll the dice (if you roll a 6, re-roll). Starting with the first available empty square from White’s left corner, count the empty squares (skip squares occupied by either of the bishops or the queen) until you reach the rolled number. Place a Knight there.

5.      Repeat step 4 to place the 2nd Knight, except that this time you will re-roll on a roll of a 5 or a 6, as there are only 4 squares left.

6.      There are only 3 empty squares left. On the first available square from the left, and the first available square to the right, place the rooks.

7.      In the remaining empty square, place the King.

 

·        Use 2 different size coins:

1.      There are a total of 4 different combinations you can get with the flip of  2 coins. Assuming that you use two different size coins (i.e. a nickel and a penny) the four combinations are below, alongside a decimal number:

o       Nickel Tails & Penny Tails        = 1

o       Nickel Tails & Penny Heads     = 2

o       Nickel Heads & Penny Tails     = 3

o       Nickel Heads & Penny Heads = 4

2.      Now let’s place the pieces. Start with the Bishops. Flip the coins. Starting from White’s left corner, count on the black squares until you reach the number flipped by the two coins according to the table above. Place a Bishop there. (i.e. if you flipped a 2, place the bishop on the 2nd black square from the left corner)

3.      Repeat the previous step, but this time count on the white squares, and place the 2nd Bishop.

4.      Next place the King. There are 6 squares available, but the King can only be legally placed in the inner 4 squares of the 6, as the King must always be between the Rooks (worst case the rooks will be in the corner squares of the 6 squares left). Flip the coins. Starting from White’s left corner, skip the very first empty square, and count the empty squares (skip squares occupied by either of the bishops) until you reach the number flipped by the coins. Place the King there.

5.      Now place the Rooks. If there are more than one empty squares on each side of the King, skip to the next step. Where there is only one empty square on either side of the King, place a Rook there. Then there will be 4 empty squares on the other side of the King. Flip the coins. Starting from White’s left corner, count the empty squares (skip squares occupied by either of the bishops, King or Rook) until you reach the number flipped by the coins. Place the 2nd Rook there. Skip to step 7.

6.      Flip the coins. If you get a 4, flip the coins again. For any other number, on the side of the King with 3 empty squares, count the empty squares (skip squares occupied by either of the bishops) until you reach the number flipped by the coins. Place a Rook there. Now place the Rook on the other side of the King, with two empty squares. Flip ONLY the small coin (i.e. the penny), and according to the table (Tails is 1 and Heads is 2) count the empty squares (skip squares occupied by either of the bishops) until you reach the number flipped by the small coin. Place the 2nd Rook there.

7.      Next place the Queen. There are 3 empty squares left. Flip the coins. If you get a 4, flip the coins again. For any other number, count the empty squares (skip squares occupied by either of the Bishops, King or Rooks) until you reach the number flipped by the coins. Place the Queen there.

8.      Place the Knights on the 2 remaining squares.

 

·        Use a 4 sided dice:

o       There process is the same as with the 2 coins, except that you will use the dice instead of coins to determine the numbers from 1 to 4.

o       The only thing to note is that for the 2nd Rook in step 6 for the 2 coins method, when you roll a 3 or a 4, you will need to re-roll again until you get a 1 or a 2.

 

Gligoric Cup: The Gligoric Cup is FRCEC’s second annual championship tournament commemorating the club’s anniversary, starting on April 25th of every year, and running parallel to the Fischer Cup. This tournament is named after Svetozar Gligoric, the acclaimed journalist and Grandmaster, who wrote "Shall We Play Fischerandom Chess?", the first book ever published on FRC. The Gligoric Cup is a tournament open to all FRCEC members (not playing in the Fischer Cup). You can check the format of the tournament, and monitor it’s progress, at the Gligoric Cup Page.

 

Hanging: It describes a piece or pawn that is unprotected and exposed to capture. See “en prise”.

 

Insufficient Material: A situation when neither side has sufficient material to force a win. The game is considered automatically a Draw. Insufficient material situations include: King vs. King, King vs. King & Bishop, King vs. King & Knight, and King & Bishop vs. King & Bishop (with both Bishops on diagonals of the same color). King vs. King & 2 Knights is not considered an automatic draw, as a mate is theoretically possible; but the game is usually a draw because the side with the Knights can’t force mate. A mate in a King vs. King & 2 Knights is only possible if the side with the lonely King walks into the mate. In a King vs. King & 2 Knights the game is drawn by agreement, threefold repetition, or by the 50 moves rule.

 

K0002-M0389

S. Rosoft – Jose Sanchez

Position #758

 

 

After 50…Kxe7, draw by insufficient material, King vs. King.

 

 

G2005-QF-M0621

Joerg NowakAbhay Kumar

Position #733

 

 

After 57.Nxh3 (White just captured Black’s last pawn),

draw by insufficient material, King vs. King & Knight.

 

 

Isolani: Nimzovitch's term for an isolated pawn.

 

Isolated Pawn: A pawn with no friendly pawns on either adjacent file. The negatives of an isolated pawn are its inability to be guarded by a friendly pawn and the fact that the square directly in front of it usually makes a fine home for an enemy piece since no pawns can chase it away. There may be compensating advantages, and these benefits are seen in the most positive light with an Isolated Queen's Pawn (d-pawn).

 

Isolated Centre Pawn: An isolated pawn on d4, d5, e4 or e5. Here the compensating extra space and influence over the centre are at their maximum and can compensate for its weakness in the middle game. 

 

King-move-only castling: Castling by making only a move with the king. Refer to our page for Fischer Random rules on Castling.

 

DP0001-M0255

Grayling Hill – Guillermo Cual

Position #311

 

     

 

Before and after Black’s 8...O-O, king-move-only castling

 

Kingside: To come…

 

Mate: See Checkmate for definition. Some more mate examples:

 

T0010.M0097

Abhay Kumar – Jack Cheiky

Position #279

 

 

After 44… Qdd8#

 

 

M0278

Jose Carrillo – Larry Shannon

Position #670

 

 

After 21.Bd7#

 

 

Mating Attack: An attack against the enemy king that leads to a possible checkmate, or where mate can be averted by the enemy sacrificing material. Either way, a winning advantage is obtained by the attacker. A mating attack typically involves a build-up of forces, followed by the opening of lines, often involving a sacrifice.

 

M0552

Mike Rosa – Jörg Nowak

Position #479

 

 

Position after 13… d6??

White has a mating attack after 14.Qa6+ Kb8 15.Qb7#, mate!

 

 

Material: The pieces and pawns, excluding the King. A material advantage is obtained when winning an exchange, or by capturing your opponent’s unprotected pieces or pawns.

 

Opening Principles:  The same opening principles that apply to Orthodox Chess (FRC Position 518), apply to FRC/Chess960: protect the King, control the center squares (directly or indirectly), and develop your pieces rapidly starting with the less valuable pieces. In FRC/Chess960, some starting positions have unprotected pawns that may need to be dealt with quickly; therefore, count the unprotected pawns before the first move!

 

Opposition:  When Kings are symmetrically separated by only one square then they are said to be in direct opposition.  If a King must move while in direct opposition, then he must give ground.  This fact may often be used to force favorable endgame positions.

 

T0010.M0094

Jack Cheiky – David Atkinson

Position #652

 

 

After 52.Ka3

The White King is ahead of the pawn and should always be able to draw this game, provided he plays the opposition well. The game ended in a draw as follows:

52… b5 53.Ka2 b4 54.Kb3 Kb5 55.Kb2 Kc4 56.Kc2 b3+ 57.Kb2 Kb4 58.Kb1 Kc4 59.Kb2 Kb4

 

White has to be careful though, as Black can take the opposition on any single mistake, as:

 

52… b6 53.Kb3 b5 54.Ka3 b4+ 55.Kb3 Kb5 56.Ka2 Ka4

57.Kb2 b3 58.Ka1 a3 59.Kb1 b2 60.Kc2 Ka2

or

52… b6 53.Ka2 Kb4 54.Kb2 b5 55.Ka2 Kc3 56.Ka1 b4

57.Kb1 Kb3 58.Ka1 Kc2 59.Ka2 b3+ 60.Ka1 b2+

 

Both winning for Black.

But with precise play from White, this game is always a draw.

 

 

Orthodox Chess:  Also known as standard chess. It’s FRC/Chess960 Position number 518 (RNBQKBNR). We do not play position 518 in FRCEC. If we ever randomly get it, we roll again!

 

FRC Position #518

 

 

Overloaded: To come… Same as overworked.

 

Overworked: To come… Same as overloaded.

 

Page Playoff System:  Commonly used in Curling events, it is the 4-players playoff system used in FRCEC’s Fischer Cup and Gligoric Cup finals. The Page playoff system gives credit to the top two players in the round robin phase by giving them a 1 in 2 chance to play in the Final; while the 3rd and 4th place players have to fight off for a spot in the Semi-Final. FRCEC uses the Page Playoff System in the playoffs of the Fischer and Gligoric Cups. The system works as follows:

 

Quarterfinal Round:

 

1st vs. 2nd place match: Winner goes to Final, loser goes to Semi-Final

3rd vs. 4th place match: Winner goes to Semi-Final, loser is eliminated

 

Semi-Final Match:

 

Loser of 1st-2nd vs. Winner of 3rd-4th

 

Championship/Final Round:

 

Winner of 1st-2nd vs. Winner of Semi-Final Match

 

 

Passed Pawn: A pawn that has passed by all enemy pawns able to capture it. Example:

 

T0007.M0073

Raúl Eduardo Palacio – Paul Grosemans

Position #462

 

 

(diagram after 37.exd4)

After White’s last move, white’s d4-pawn and black’s e4 pawns became passed pawns.

 

Pawn Chain: To come…

 

Pawn Island: To come…

 

Pawn’s Square Rule: The Pawn’s Square Rule is a mental tool employed in a King & Pawn Endgame to easily determine whether the side on the move can stop the advance of an opponent's pawn if it tries to race to its 8th rank for promotion. In your mind draw a diagonal line from the pawn to its 8th rank. This diagonal creates an imaginary square which should not be difficult to visualize in your mind. The rule is, if the King, on the move can enter the square created as described, then the pawn can be stopped. There are exceptions to the Square Concept rule, caused by pawns first double moves, or whenever other pieces blockade the path of either the pawn or King. Still, the Square Concept is a useful tool for performing a first-order assessment of promotion potential.

 

 K0002-M0389

S. Rosoft – José Sanchez

Position #758

 

 

Position after White’s 46.dxe5

The Black King, on the move, is already inside the Pawn’s Square (the square with the e5-b7 diagonal), therefore, the pawn can be stopped. This game ended in a draw.

 

 

Pawn Storm: To come…

 

Perpetual Check: A position where one player can continuously place his opponent in check without the threat of checkmate. Perpetual check will eventually result in a draw by either threefold repetition or the 50 moves rule. When a player intends to draw the game in such a manner, the players usually agree to a draw. Example:

 

M0205

Eton Chin – Jose Carrillo

Position #389

 

 

Position after 28.Qd8+. Black agreed to a draw as White can force a draw by threefold repetition with the perpetual check sequence: Kh7 – Qh4+ – Kg8 – Qd8+, then starting the sequence again.

 

Pin: It’s a situation where a piece is forced to stay put because moving it would expose a more valuable piece, or a similar value but unprotected piece, behind it to capture. When a piece or pawn is pinned to the King, it is called an absolute pin, because the rules forbid moving the piece or pawn, exposing the king to check. A relative pin is a situation where it is legal for the pinned piece or pawn to move, but it is unlikely to move the because this would cause the loss of a far more valuable piece or an unprotected piece. The act of breaking a pin is unpinning. See also a skewer. Example:

 

DP0001-M0281

J.R. Gallagher – Tex

Position #820

 

 

After 25.Re4!!, White has an absolute pin on Black’s Queen. Black resigned.

 

M0257

Fred Kok – Markus Nemetz

Position #806

 

 

After 27.Bh4, White has a relative pin on Black’s Knight.

 

 

 

Point Count: It’s a system of figuring out the worth of the pieces by giving each of them a numerical value. The Queen is worth 9; the Rook is worth 5; Bishop and Knight are worth 3; and the pawn (which is the unit of measure) is 1 point. The King is priceless. The flaw in the system is that it does not take into account other factors (such as position, tactics, etc.) that often drastically change the relative value of an individual piece.

 

Poisoned Pawn:  A pawn that when captured, leads to a serious disadvantage or loss of material.

 

Example:

 

M0244

Jose Carrillo – Sagi Gabay

Position #115

 

 

(diagram after 9.Bg2)

White’s h2-pawn is a poisoned pawn. After 9… Qxh2, Black lost his Queen with 10.Rh1

 

 

Promotion: When a pawn reaches his last rank, the player must replace it with his choice of a Queen, Rook, Bishop, or Knight; but never to a King. It is possible to have 2 or more Queens, and 3 or more Rooks/Bishops/Knights in a game due to pawn promotions. In Short Algebraic Notation a promotion is indicated by the pawn move, follow by the “=” sign and the letter that indicates the piece the pawn is promoting to (i.e. Q for Queen, R for Rook, B for Bishop, N for Knight). Promoting a pawn to any piece other than a queen, is known as under-promotion. Promoting a pawn to a Queen is also known as “queening a pawn”.

 

T0002.M0100

Marc Wakeham – Peter Leyva

Position #425

 

           

 

Before and after White’s 24.h8=Q+

 

 

M0009

Jose Sanchez – Jose Carrillo

Position #908

 

           

 

Before and after Black’s 17… cxd1=Q+, promoting to a second Queen.

 

 

Queening a pawn: Promoting a pawn to a Queen. This phrase is often used to describe promotion in general, because a pawn is usually promoted to a queen; the highest valued option.

 

Queenside: to come…

 

Rank: To come…

 

Resign: To concede loss of the game. Resignations are statistically how most chess games end. Resigning is more common than checkmates and draws. Over the board (OTB), a resignation is often indicated by tipping over one's king.

 

G2005.M0485

Peter Leyva – Marc Wakeham

Position #807

 

 

Position after 26… Rxc6, and White resigned.

 

 

Rook-move-only castling: Castling by making only a move with the rook. Refer to our page for Fischer Random rules on Castling.

 

T0004.M0056

Roscoe – Juan Carlos Izquierdo

Position #929

 

     

 

Before and after Black’s 29...O-O-O, rook-move-only castling

 

 

Round Robin: It’s a tournament format where each opponent plays each and everyone of the other opponents in the tournament. The Round Robin format was commonly used in the chess tournaments in the 1800's. A Round Robin is the best way of determining playing strength; however, the number of rounds needed are prohibitive for a large number of entrants.  For example, for 32 players, there would be 31 rounds using the Round Robin format! FRCEC uses the Round Robin format in the first phase  of the Fischer and Gligoric Cups, as well as in the Trio and Quad events.

 

Sacrifice: To come…

 

Skewer: A tactical concept when a piece attacks two or more enemy pieces on a row or column (with a rook or queen) or a diagonal (with a bishop or queen). A skewer is similar to a pin, in fact, a skewer is sometimes described as a "reverse pin"; the difference is that in a skewer, the more valuable piece is in front of the piece of lesser value. The opponent is compelled to move the more valuable piece to avoid its capture, thereby exposing the less valuable piece which can then be captured. Because the skewer is a direct attack upon the more valuable piece, it is generally a much more powerful and effective tactic than the pin. The victim of a skewer often cannot avoid losing material (though it may be possible if, for example, the more valuable piece can be moved with check); the only question is which material will be lost. The skewer occurs less often than the pin in actual play. When it does occur, however, it is often decisive. When the skewered piece is a King, it is called an absolute skewer, as the victim of the skewer is compelled to move out of check. When the skewered piece is anything but the King, it is called a relative skewer, as the victim is unlikely not to move the more valuable skewered piece, but the choice is still available.

 

F2005-M0447

Jose Carrillo – Geir Smith-Meyer

Position #728

 

 

White blundered with 8.Ne5?? and Black skewered his Queen with 8… Bxe5

It was a decisive relative skewer. White’s position deteriorated immediately

 and he was mated 3 moves later.

The game ended with: 9.Qd3 Qa3+ 10.Kd2 Nb4 11.Qe2 Ne4#

 

 

Smothered Mate: Smothered mate is a checkmate given by a knight on a king which is trapped by his own pieces.  Since his own pieces surround the king and block his escape routes, the king is said to be "smothered". 

 

T0029.M0320

Jean-Marc Hebrard – Leonardo Alvarado

Position #765

 

 

Position after White’s 6.Nd7#, smothered mate.

 

Stalemate: The game is drawn when the king of the player who has the move is not in check, and this player cannot make any legal move. The player's king is then said to be "stalemated".

 

Swiss System: It’s a tournament format that allows hosting a large number of players in a preset number of rounds. Invented by J. Muller and first used in a chess tournament at Zurich, Switzerland (hence the name Swiss System) in 1895. This pairing system was introduced in the United States by the legendary George Koltanowski. In the Swiss system, after the first round, players are placed in groups according to their score (1, 0.5 or 0 after round 1; 2, 1.5, 1, 0.5, and 0 after round 2 ... ), and the color of pieces should change in every round (if possible). A player might be paired the same color twice in a row if necessary, but is usually not paired the same color three times in a row, unless absolutely necessary. In each round, you play someone with the same score as you (if possible). Ideally, you're either playing someone with the same score as you, or usually no more than 1/2 or 1 point lower or higher than your score. During the whole event you can play only once against the same opponent.  Since the number of perfect scores is cut in half each round, it doesn't take long until there is only one player remaining with a perfect score.  The actual number of rounds needed to handle the number of players in the section is 2n, where n = the number rounds.  So for 32 players, 5 rounds are needed to determine a clear winner, since 25 = 2x2x2x2x2 = 32.  In actual practice, due to many draws, more players can be handled (a 5 round event can usually determine a clear winner for a section of at least 40 players, possibly more). Before the first round, players are sorted by rating (unrated players are listed at random at the bottom), and divided into a higher group (Players H1, H2, H3, etc., sorted by highest rating down) and a lower group (L1, L2, L3...sorted in reverse rating from lowest up). For the first round, the pairings are as follows: L1 - H1, H2 - L2, L3 - H3, H4 - L4, ... (alternating colors from L to H).

 

Tactics: In chess, tactics are short term maneuvers which serve to gain a quick advantage. They are more of an observation of the position than a plan. A single chess move considered in isolation is below the level of tactics. To take an enemy piece or deliver check may be useful, but unless it is part of a plan, a move is usually not classified as a tactic. Often chess tactics are two-move sequences in which the first move poses a double threat. The opponent is unable to respond to both threats in one move, so the first player realizes an advantage on the second move. Common chess tactics include: forks, pins, skewers, discovered attacks, double attacks, Zwischenzug, undermining and overloading.

 

Threefold Repetition: If the same position with the same player to move is repeated (or is about to be repeated with his next move) three times in the game, the player to move can claim a draw. The position is considered the same if pieces of the same kind and color occupy the same squares, and if all the possible moves of all the pieces are the same, including the rights to castle (at some future time) or to capture a pawn "en passant". If a player executes a move without having claimed a draw under this rule, he loses the right to claim a draw. This right is restored to him, however, if the same position later appears again, the same player having the move. A perpetual check is a situation that often ends in a draw by the threefold repetition rule.

 

M0179

Michael Farris – Jose Carrillo

Position #297

 

     

 

The position on the left is after 43… Ra7. This same position repeated for a 2nd time after 44.Kh4 Ke7 45.Kh5 Kf7.

 

The position on the right is after 46.Kh4 Ke7 47.Kh5. Here Black claimed a draw by the threefold repetition rule

because, since he intended to play 47… Kf7, the position on the left was “about to be” repeated for a 3rd time.

 

Had Black not claimed a draw before playing 47… Kf7, he would have lost the right to claim a draw until the

position on the right repeated again, and it was his turn to move again.

 

After 47… Kf7, white on the move, could have claimed a draw himself, as the position on the left would have repeated 3 times.

 

 

M0511

George TsavdarisUwe Kreuzer

Position #647

 

     

 

 

The position on the left is after 22… Kxa7

This same position was repeated 3 times after 23.Qa5+ Kb8 24.Qb5+ Ka7 25.Qa5+ Kb8 26.Qb5+ Ka7

Just before his 26th move, Black (announcing his intentions to play 26… Ka7) could have claimed a draw by the threefold repetition rule, but he didn’t.

After Black’s 26… Ka7, instead of playing, White could have claimed the draw by this rule, but he didn’t.

 

The position on the right is after 23.Qa5+

This same position also repeated 3 times after 23… Kb8 24.Qb5+ Ka7 25.Qa5+ Kb8 26.Qb5+ Ka7 27.Qa5+

Similarly, just before playing 27.Qa5+ it was White who could have claimed a draw by the same rule, but he also didn’t.

Black, after 27.Qa5+ could have claimed the draw by this rule, but again he didn’t.

 

Threefold repetition draws could also have been claimed at 27… Kb8, and 28.Qb5+

But it wasn’t until 28… Ka7, the 4th time that the position on the left repeated, that the players finally decided to agree on the draw.

 

 

G2005-M0486

Abhay Kumar – José Sanchez

Position #622

 

 

 

The position above is after 39… Kf7

This same position was repeated 3 times after 40.Qf6+ Kg8 41.Qd8+ Kf7 42.Qc7+ Kg8 43.Qd8+ Kf7

With 43… Kf7 Black claimed a draw by the threefold repetition rule.

 

 

Thrust: To come…

 

Transposition castling: Castling by transposing the position of the king and the rook. Refer to our page for Fischer Random rules on Castling.

 

M0153

Jack Cheiky – Abhay Kumar

Position #203

 

           

 

Before and after White’s 6.O-O-O, transposition castling

 

Trojan Horse Draw Offer: Also a THD. A term coined by Jon Jacobs, and described in an article in the July 2005 issue of USCF’s Chess Life magazine. A Trojan Horse Draw Offer, is a tactic that when launched from an unclear or even slightly favorable position, aims to mislead the opponent about your assessment of the position, and thereby subtly bend the opponent’s assessment of his/her own chances, ideally, nudging him/her to overplay his/her hand and go for a win at all costs. For the THD designation to apply, the player offering the draw must be: reasonably sure his/her proposal will be rejected, and disappointed if the proposal is accepted. After rejecting a draw proposal, an opponent may come to feel invulnerable. For the next few moves, and maybe longer, the opponent may bask in the comforting illusion that even if the tide turns against him/her, a draw is his/hers for the asking. Switching off the sense of danger in this manner is sure to exact a toll on his/her play. Jon Jacobs credits the Romanian GM Florin Gheorghiu, although Florin might have not have planned it, with inventing the Trojan Horse Draw Offer in the 1966 Havana Olympiad, when as White he proposed a draw around move 13 in a game against Bobby Fischer, which after Bobby refused, the Romanian went on to win.

 

Undermining: Removal of the guard. To come…

 

Under-promotion: A term used to describe a pawn promotion to any piece other than a queen. A player may choose to under-promote his pawn to gain advantage, or avoid checkmate or stalemate.

 

T0007.M0072

Paul Grosemans – Raúl Eduardo Palacio

Position #462

 

           

 

Before and after White’s 30.bxc8=N+,

under-promotion to a Knight giving a fork check, wining Black’s Queen.

 

 

Unpinning: The act of breaking a pin. This can be executed in a number of ways: the piece effecting the pin can be captured; a piece can be put between the pinning unit and the pinned unit; a piece can be put between the pinned unit and the unit to which it is pinned; or the unit to which a piece is pinned can be moved. Examples:

 

DP0001-M0244

Luis Mansilla – Geir Smith-Meyer

Position #789

 

 

Black’s Bishop has a relative pin on the f-pawn.

White unpins with 17.Nxd4, capturing the pining piece.

 

T0016.M0136

Marc Wakeham – Jose Carrillo

Position #645

 

           

 

On the diagram on the left, after 18… Bg4, Black’s Bishop has a pin on the f-Rook.

White unpins with 19.Rg3 (diagram on right), and pins the Black Bishop to the Queen.

After 19… Qxh5, Black unpins the Bishop

 

Useful Doubled Pawns: A doubled pawn pair that doesn’t fall into any of the bad doubled pawns categories: doubled isolated pawns, crippled majority and backward doubled pawns; and that results in a half-open file that can be occupied by a rook or a queen. Quite often they are also useful for their ability to control certain key squares.

 

Waiting Move: A move by one side which invokes zugzwang on the opposing side.

 

Wayward Queen: It’s a Queen in trouble because she was brought out too early in the game.  A Queen that enters the game too quickly is subject to be easily chased around the board, losing critical time, or even worse, get captured.

 

X-ray Attack: It’s is an attack that involves the action of a piece being felt "through" a piece of the opposite color.

M0543

Mike Rosa – Eton Chin

Position #574

 

 

Position after 15.Nxc5, White’s e-Bishop now has an X-ray attack on his c-Knight.

 

 

Zugzwang: “Compulsion to move.” A German term referring to a situation in which a player would rather maintain the current position (pass), since any move will damage his game, but must move in turn. Zugzwang typically occurs when all the moves available are "bad" moves, and better moves might be available if the player did not need to move at the current moment. Zugzwang most often occurs in the endgame when the number of pieces, and so the number of possible moves, is reduced, and the exact move chosen is often more critical.

 

M0464

Jose Carrillo – Joe Joyce

Position #809

 

 

Position after 48.h4, Zugzwang!

Black only has 4 possible moves in this position, all of them bad moves.

Black would rather pass! Having to play, Black’s position deteriorates immediately!

 

On 48… Kf5 (or Kg3 or Kg4), White takes the e3 pawn, and his d-pawn will most likely queen.

 

Play continued 48… e2 49.Kxe2 Ke4 50.g4!!, and Black resigned.

After 50… hxg4, the Black King can stop one of the White Pawns from queening, but not both.

 

 

Zwischenzug: “In-between (or intermediate) move.” A German term for an often unexpected reply thrown into an expected sequence of moves. Any move made prior to an apparently forced move. Zwischenzug is a common tactic that occurs in almost every game; instead of countering a direct threat, which the opponent expects, one plays a move which poses an even more devastating threat, often an attack against the queen or the king. The opponent must counter that threat first, which will ideally change the situation to his disadvantage.

 

T0007.M0072

Paul Grosemans – Raúl Eduardo Palacio

Position #462

 

 

Position after 28… Rc8. Black has conceded that he will lose the Rook.

 

Black expects White to play 29.bxc8=Q to counter with 29… Qxc8.

 

 

 

Instead…White plays 29.Qb6!!, a Zwischenzug!

 

Now Black has to counter the new threat to his Queen by the White Queen.

 

 

 

After 29… Qxb6 30.bxc8=N+!, a beautiful under-promotion that forks Black’s King and Queen!

 

 

 

Position after 30… Kf6 31.Nxb6

 

Thanks to his Zwischenzug on move 29, White ended up with an extra piece (the b5-Knight)

for his Pawn, traded Queens, and still won the Rook that Black had conceded.

 

White ended up a lot better after the Zwischenzug than if they had just played 29.bxc8=Q

 

 

----

 

 

 

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