Kid
Chess Academy: Glossary of Chess Terms
Advantage: Having a better game because of piece
development, space,
king safety, material
advantage, etc.
Active: A move or series of moves more aggressive than other choices on the
board.
Active Piece: A piece that has free range of the board.
White's bishop on c4 is active; black's bishop on f8 is not. (Diagram )
Analysis: Figuring out, either during or after a game, the best series of moves
for a given position.
Annotation: (Usually written) analysis of the moves played in a game and their
variations.
Attack: The process of going after your opponent's king or
vulnerability win
the game.
Backward Pawn: A pawn that has lagged behind and cannot be protected by other pawns.
Usually considered a weakness. ( Diagram)
Battery: (Diagram )
Two long range pieces (such as a queen and bishop) lined up and pointed
in the same direction along a rank, file, or diagonal.
Bind: A stranglehold or grip caused by one side which restricts space for the
other side.
Bishop Pair: Situation when you retain both bishops, while your opponent has a bishop
and knight, or even two knights. The "bishop pair" is considered
better, especially when the board is relatively uncluttered with other
pieces.
Blockade: The act of placing a piece in the path of a "passed pawn" to
keep it from promoting.
Blunder: A really poor move that costs you a lot of material or even the game
itself.
Book: Refers to the overall collection of published chess theory.
Pawn Break: A move that frees up pieces from a cramped position.
Brilliancy: A really good game or combination that includes a piece sacrifice to
win.
Center: The squares d4, e4, d5, and e5. (Diagram ) Basic center (4
green
squares) broader center (16 yellow squares)
Centralize: To place pieces and pawns so they attack the center.
Check: To directly attack or threaten to capture your opponent's king. Your
opponent must then immediately drop whatever he was doing to fix the
problem.
Checkmate: To "check" your
opponent's king with no way for him to get out. "Checkmate" ends
the game.
Classical: Style of play which encourages direct control of the
center and a systematic approach to strategy. Compare to 'hypermodern'.
Closed Game: A position with few, if any, pawn trades where
pieces are somewhat restricted in their movement.
Colle': Opening piece formation for white arising out of moving the queen pawn
instead of the king pawn. ( Diagram)
Combination: Series of moves designed to improve your overall position, usually
involving surprise and maybe even a piece "sacrifice".
Compensation: A positional or tactical advantage gained in exchange for sacrificed
pieces/pawns; or, piece value equality in a trade, as in 3 pawns for a
knight.
Connected Passed Pawns: Two or more passed pawns of the same color that are on files next to
each other. (Diagram )
Control: Domination of an important square or group of squares (such as the
"Center").
Counterplay: Situation when an opponent on defense starts an attack of his own.
Cramp: A space disadvantage that restricts piece movement.
Critical Position: Any decisive turning point in a game that ultimately affects the
outcome.
Defense: One or more moves to counter your opponent's threats or attacks.
Development: The process of bringing your pieces into play in the opening to get
ready for the middlegame.
Double Attack: Involves two different pieces of your own that simultaneously attack two
different enemy pieces. (Diagram )
Doubled
Pawns:
( Diagram) Two pawns lined up one directly behind the other. Doubled pawns cannot
protect one another and are weak in that regard.
Dragon: An opening piece formation for black. (Diagram )
Draw: End of the game where neither side wins and neither side loses. See
also
"stalemate".
Edge: A small
advantage, positional or tactical, in a game.
Endgame: The final part of a game when both sides are down to kings and a few
pawns, and maybe one or two pieces per side.
En Passant (Pronounced
'ahn pass-SAHNT'): ( Diagrams)
French term for a special capture move between two
pawns. A pawn which on its first move advances two squares and passes an
enemy pawn on an adjacent file that has advanced to its 5th rank, may be
captured by that enemy pawn as if the first pawn had moved only one
square. (Click here for an
interactive illustration.)
En Prise (Pronounced 'ahn pree'): French for "In Take". Describes a piece or pawn that is
unprotected and may be captured for free.
Equality: When neither white nor black has any material or positional advantage.
Exchange: A trade or swap of pieces. Bishop for bishop or knight for knight is
considered a "swap". Bishop for knight can also sometimes be
called a "swap".
Exchange, The: Expressing the difference in piece value between a
rook and your opponent's bishop or knight. Gaining a rook for your own
bishop or knight is called "winning the exchange".
Fianchetto: ( diagram)
Pronounced "fee-an-KETT-toe".When you develop your bishops to b2, g2, b7, or g7. A necessary part of
building a "house".
FIDE: French abbreviation for "Federation Internationale
des Echecs", that is, the World Chess Federation.
File: A row of eight vertical squares.
Force: general term for all your pieces and pawns.
Forced: A move or series of moves you must play to avoid a bad game.
Fork: Situation when a piece or pawn attacks two or more of your opponent's
pieces at the same time, but not along a rank, file, or diagonal. ( Diagram)
Forfeit: Not to be confused with 'resigns', a player 'forfeits' a
game when he doesn't even bother to show up to play at the pre-arranged
time and place. Generally regarded as very poor sportsmanship.
Gambit: A pawn sacrifice made in the opening to gain the initiative or advantage
in development.
GCA: Georgia Chess Association.
General Principles: "words of wisdom" to serve a a
guide in selecting a move. Such as in the opening: Activate your pieces,
Be safe (castle), and Control the center.
Grandmaster: The highest permanent title that can be given to a
chess player.
Hanging: An unprotected piece or pawn. Same as "En prise".
Hold: To successfully defend.
Hole: An important square that cannot be defended by pawns.
House: The kingside formation of a centrally-developed knight,
fianchetto'ed
bishop, and castled king.. ( Diagram)
Hypermodern: A style of play which claims that indirect or long
distance control of the center is more effective than direct occupation.
Compare to 'classical'.
Initiative: When you have an advantage in time and space, while your opponent is on
the defensive.
Interpose: (Diagrams )
Placing a usually lesser-valued piece in front of a more-valuable one to
block its capture by your opponent. Typically used more than not to get
your king out of check. 
Isolated Pawn: A pawn with no friendly pawns next to it on adjoining files.
Kingside: The e-h files. The right half of the board where the queens and the
bishops, knights, and rooks next to them initially start. (Diagram )
Compare to 'queenside'.
Major Pieces: Name given to the queens and rooks.
Maneuver: A quiet redeployment of pieces to a hopefully better position.
Master: A strong player who has achieved a USCF rating of 2200 or higher.
Mate: Short for "checkmate".
Material: Any or all of your pieces and pawns, except the king.
Mating Attack: An series of moves made against your opponent with the specific goal of
checkmating the king.
Middlegame: The part of the game that comes after the Opening and before the
endgame, where both sides seek advantage. Arrived at upon completion of
development of back-row pieces
Minor Pieces: Name given to the bishops and knights.
Minority Attack: Two or more pawns used as battering rams to
weaken your opponent's change of three or more pawns.
Mobility: The freedom of movement that your pieces hopefully have.
Occupation: Posting a piece or pawn on a square. Also used to
describe temporary or permanent control of a file or rank, as in "two
rooks occupying the 7th rank".
Open: A type of tournament in which any player may play
regardless of qualification.
Open File: A vertical row of 8 squares containing no pawns. Rooks typically should
move to open files. ( Diagram)
Open Game: A position which in which pieces can move
freely (ususally because some pawns have been exchanged), with the possibility
of sudden attacks or combinations.
Opening: The beginning of the game where the most important things to do are 1)
Activate your pieces off the back rank, 2) Be Safe (castle), and 3)
Control the Center.
Openings: Known
sequence of moves, usually published in a chess book. The Sicilian
Scheveningen and The Colle' are examples of openings.
Opposite-color Bishops: Situation where each player has only one of his two bishops left, each
of which is on a different color square, so that they cannot come in
contact with one another.
Overextended: A position that is weak due to an unsuccessful attack or combination.
Overprotection: Grandmaster Aaron Nimzovich's term for giving a
piece or square more protection from your pieces or pawns than is
immediately needed to guard it. Passive: A move that does nothing to fight for initiative; or, a position lacking
activity.
Passed Pawn: A pawn that has moved beyond capture by the other side's pawns and has
no other pawns in front of it. (Diagram )
Pawn Center: Situation when the center is occupied by a player's pawns.
Pawn Chain: Two or more pawns of the same color linked together diagonally.
(Diagram )
Pawn
Island: A group of pawns separated from other pawns of the same color. It is
generally hard to defend a lot of pawn islands. ( Diagram)
Pawn Structure: The more-or-less fixed overall position of the
pawns in an opening formation.
Pigs on the
7th: Two rooks acting together on the 7th rank. "Pigs on the 7th"
typically gobble up all of your opponent's pawns on that rank. (Diagram )
Pin: When a piece cannot move without exposing a higher-valued piece to
immediate capture, that piece is said to be "pinned". ( Diagram)
Poisoned
Pawn: Any pawn that appears to be free for the taking but which will set off a
trap against you if you do.
Positional: A move or series of moves which is subtle or sneaky in nature, rather
than being outwardly aggressive.
Prepared Variation: An opening line prepared by you in advance to use against an opponent
you are going to play.
Problem Child: referring to a bishop (usually Black's queenside
bishop) which is often unable to develop freely because other things are
in the way.
Promotion: Making a new queen or other piece when a pawn reaches the 8th rank.
Protected Passed Pawn: A passed pawn that is protected by a
friendly pawn. (Diagram )
Queenside: The a-d files. The left half of the board where the queens and the
bishops, knights, and rooks next to them initially start.
Rank: A row of eight horizontal squares.
( Diagram)
Rating. A number that comes from a formula devised by Dr. Arpad
Elo which indicates a player's strength, based on his win-loss record
against other rated players.
Resigns: To give up the game and concede defeat before getting checkmated.
Not to be confused with 'forfeit'.
Risk: A move or combination that aims for advantage in a
game while carrying the danger of ending up with a poor position.
Sacrifice: To exchange a piece for a lesser-valued opponent's piece in order to
gain a positional or tactical advantage.
Semi-Open Game: Type of position resulting when white plays 1. e4
and black replies with anything other than 1...e5. ( Diagram)
Sharp: A move that boldly attempts to grab the initiative,
involving commitment and bridge-burning, that is, "there's no going
back now!".
Shot: An unexpected and sudden strong move that surprises your
opponent.
Simplify: Act of exchanging pieces in a game to reduce complexity
or stop an enemy attack.
Skewer: A tactic where you attack two of your opponents pieces at the same time
along a rank, file, or diagonal, and the more-valuable piece is attacked
first. (Diagram )
Space: The territory (squares) controlled and occupied by each
player's pieces and pawns.
Speculative: Describing a sacrifice where you can't be completely
sure of the outcome.
Stalemate: Position where a player "on move" is not in "check",
but also has no legal move. Such a game is considered to be a
"draw". ( Diagram)
Strategy: Your long range master plan. The main idea behind
your moves, which guides your thinking during the game.
Symmetry: When you copy your opponent's moves or he copies yours
in the opening. That is, a position where both sides are arranged the same. Example 1. Nf3 Nf6,
2. g3 g6, 3. Bg2 Bg7, 4. O-O O-O arrives at a symmetrical position.
(Diagram )
Tactics: Different types of moves or situations that arise where you can gain
material or positional advantage at the expense of your opponent.
Tempo: (Latin for "time".) Amount of
relative time represented by a move. That is, you can open a game by
moving your king pawn two squares and get to the e4 square in one move .
Or you can spend two moves playing 1. e3, followed by 2. e4, and lose a
tempo accomplishing the same thing.
Time Control: The amount of time you have on your clock to either complete your game
or make a given number of moves. Exceeding the time control means you lose
the game.
Transposition: A series of moves that results in the same position as another series of
moves. Example: 1. e4 Nc6, 2. Nf3 e5 give the same position as 1. e4 e5,
2. Nf3 Nc6.
Trap: The tactic of offering the apparent capture of a hanging piece or pawn
to get your opponent to make a mistake in his position.
Underpromotion: Moving a pawn to the 8th rank and replacing it with a knight, bishop, or
rook; instead of a queen.
USCF: United States Chess Federation.
Weakness: A square or pawn that is difficult or impossible to defend.
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