The game of chess for a while is called. Chess Dictionary (259 terms)

  • 10.09.2021

A wonderful column in which he drew parallels between chess and modern entertainment. Read further translation of the original text

According to Scientific American, this is how it was back in 1859.

Let's take a journey to 1859, in which our mental environment faced a terrible new threat. At that time, it was a fashionable way of entertainment that captured and hypnotized the fragile minds of people, forcing them to take part in useless and meaningless activities that posed a threat to everyday reality. Sane cultural critics patiently criticized and exposed the new pastime, but in vain. The population was tied. Humanity was doomed.

Of course, I'm talking about chess.

Today my friend Bill Brain showed me a Q&A with the authors of the new book Bad for You: Exposing the War on Entertainment. This book is a story of moral panic over things that have fascinated children and annoyed adults throughout history. That is, you probably already guessed that this includes things like comics, Dungeons & Dragons and video games. However, in this Q&A, my attention was drawn to a reference to a moral panic over ... chess.

Cunningham: Just wait. Every wave of fear about modern technology that kids love is exactly a wave and nothing else. The wave comes, rises and breaks on the shore, and then departs. This is partly why we decided to create time periods in our book, like Youth Phobia or Fear of the New, in order to analyze these hysterical reactions from a historical point of view. But the more time passes, the more idiotic and ridiculous these panics seem.

Pyle: Especially this "harmful excitement" from chess, which is experienced by children of "a very limited mindset."

Is chess a "limited" activity? I should have read this! And I had to read the original text. Fortunately, a quick hint on Google Books allowed me to locate an article they said about, "Chess Passion," printed in the July 2, 1859 issue of Scientific American.

It begins with how US champion Paul Morphy defeated his European rivals. But then the author begins to mourn the ordinary American chess enthusiasts. All this turns into such awesome complaints that I will quote them almost completely and start with the complaint that ...

... the pernicious excitement of playing chess has spread throughout the country and numerous clubs have sprung up to practice the game in towns and villages. Why should we regret this? you can ask. The answer is: chess is just entertainment for a very limited mind, taking away valuable time that could be spent on more noble pursuits, and at the same time it does not bring any benefit to the body.

Chess has developed a reputation for being fun to discipline the mind because it requires excellent memory and certain combination skills. It is also believed that the presence of a skill in playing chess indicates a higher level of intelligence. We consider this opinion to be very erroneous. Napoleon the Great, who had an irresistible passion for chess, often lost out to the average salesman on St. Helena. Neither Shakespeare, nor Milton, nor Newton, nor any of the great people of the Earth have mastered the skill of playing chess. The people who have become the most successful players seem to be gifted with a curious intuitive ability to make the right moves, while at the same time they have rather mediocre skills in other areas. Playing chess does not add new flavor to the brain, it does not evoke a single beautiful thought, and it does not serve the purpose of honing and improving more noble pursuits.


Seated people should never practice this dull game; for recreation, they need outdoor activities, not a form of mental gladiatorialism. Those involved in mental development should avoid the chessboard as a viper's nest, as chess directs their mental energy in the wrong direction and depletes it. They are better off dancing, singing, playing ball, doing gymnastics, wandering through the woods off the coast than playing chess. This is a game that no one who relies on his activity, business or profession can afford to play: for this entertainment - by the way, very unprofitable - only people who are rich so much that they do not depend on money can afford to waste time ... Since it is impossible to achieve superiority in this intricate game without diligent training, which requires a lot of time, no young man who expects to be useful to this world can be carried away without danger to his interests. A young gentleman we know who has become a fairly experienced chess player recently pulled the board away from him when the game was over and said, “I've already wasted enough time on this. I cannot afford to lose more. This was my last game. " We recommend this solution to all those who were foolishly led astray by this fashionable hobby, since the skill of playing them is a senseless and useless achievement.

Of course, we can all giggle at what seems to us crazy, unfounded arguments, only the author makes some good arguments. Take, for example, the fact that chess is too static entertainment for people who already work in seated places. This was true and it is still true. We are now finding that physical activity helps mental activity, and that walks in nature develop creativity. If in 1859 you were an office worker who sat down at the end of a work week at a chessboard - a video game of the time - in order to spend a few more hours in brain, motionless, sedentary activity, you risked driving your mind into deep mental ravines. (Just like completing a 40-hour workweek of staring at a shining screen by looking at another shining screen for fun is not the most varied and rewarding way to spend time.) Moreover, the Scientific American author is right that the chess skill does not always help other skills. Play as much and as good as you want, but that may not help you get smarter in other areas.


Even the idea of ​​chess putting its followers in a biased noose is not as crazy as it seems at first. A decade ago, I interviewed some high-profile chess players, and they all described how difficult it is to get the game out of your head. After tournaments, some lie in bed and cannot sleep, because they are unable to get rid of the images of the figures from their heads. (It sounded exactly like Tetris Head: if you play this game continuously, you will start seeing the figures in your head when you fall asleep.) For a really good look at the pulling forces of chess, read a few early chapters of David Schenk's excellent book, The Immortal Game. ("Imagine a virus so advanced that it affects not the blood of an infected person, but his brain," Schenck writes, continuing with a quote from Einstein "Chess holds players in tether, shackling the mind and brain so tightly that the inner freedom of the strongest of them suffers")

So the most interesting thing here is not the criticism of chess, but the wide gap between the author's time and our times, manifested in the behavior that we approve and honor. Today, chess is considered a very virtuoso activity, which supposedly helps to form Jedi control over their attention. But this focus was not always considered such an amazing thing. A friend of mine from Message Virginia Heffernan wrote some time ago that in the 19th century, many people considered such deep powers of attention and concentration to be creepy and unhealthy. Go too far in that direction and you end up like Ahab from Moby Dick: undoubtedly focused on his goal, but to the point of obsession. It is from this perspective that a Scientific American author condemns chess. Too much concentration, too much dedication, and sitting can be bad for you. And who's to say it's not a healthier balance?

Over the years, chess has not changed a bit, which cannot be said about us.

  • Advance- a game in which it is allowed to use the help of a computer.
  • Armageddon- the final, decisive game of the match in the event of a tie, both in the main part of the match and in a tie-break.
  • Attack - attack on the position of the king of the enemy side with the aim of mate. In a narrower sense, it is an attack on a piece.
  • Attacker-A player who prefers an attacking style of play.
  • Battery- a tandem of two pieces, each of which enhances the potential of the other piece or attack. For example: doubled rooks.
  • Bagel(bagel) - zero in the standings.
  • Hopelessness - hopeless position.
  • Belopolnik light-squared bishop.
  • White flower- a chess player who plays much better with white than black
  • Crazy Rook- a piece (rook) that 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 adding a few seconds per move 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 advance of the opponent's pawn.
  • Rapid chess(another name - rapid) is a game in which the time control is usually in the range of 15-30 minutes for the entire game.
  • Vertical- all fields of the board going up from the name. For example, vertical A: all squares from A1 to A8.
  • Eternal shah- a situation when one of the players gives repeated checks, and the other cannot evade them.
  • Taking on the aisle- the capture of the opponent's pawn by the pawn, which crosses with its first move into two squares - the square that is beaten by the 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.
  • Revealed check- a check that occurs when a piece "bounces" and opens an attack on the king from another piece.
  • Wait-and-see move- a move, the purpose of which is not to worsen the position or to find out the intentions of the partner.
  • « One gate"- more than a convincing victory.
  • Gambit- one of the types of opening, in which one of the parties donates material in order to achieve their goals. For example, development advantage, initiative.
  • Garde(from French gardez - beware) - beginner's jargon, meaning an attack on the queen.
  • Naked king- a situation when the king is not protected by his pieces
  • Horizontal- fields on the board and the same digital index. For example: the first contour.
  • Coffin- (hopelessness, pot, jug, pipe, box) - bad or hopeless position.
  • Long-range figure- the queen, rook and bishop are considered long-range.
  • Two elephants advantage- an open position, when one of the sides has two bishops against a bishop and a knight or two knights.
  • Engine is a unique program that is embedded in a chess shell (for example, "Fritz", "Arena", "Schroeder"), thereby increasing the strength of the shell game many times over.
  • Debut- the initial stage of the party.
  • Demarcation line- the conventional name of the line dividing the fourth and fifth contours.
  • Diagonal- a group of fields on a board of the same color. For example, all squares from a1 to h8 are in a straight line.
  • Baby mat- quick checkmate with the queen and bishop in the opening.
  • Domination- an overwhelming advantage, which manifests itself in complete control over key squares 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 variants of the Sicilian Defense, in which Black's dark-squared bishop fiaquettes 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 field.
  • Long castling- castling to the long side. In addition, three zeros in a row in the standings are jokingly called castling.
  • Hedgehog- the location of black pawns on the squares of the sixth rank d6 and e6 in some variations of the Sicilian Defense.
  • Victim- return or unprofitable (unequal) exchange of material in order to achieve other goals. For example: attacking the king.
  • The victim is correct- justified sacrifice
  • The victim is incorrect(bluff) - an unreasonable sacrifice counting on a mistake.
  • Positional victim- a sacrifice that does not imply a roleplaying of the material in the short term.
  • Chess problem- a position in which the task is given to find the only way to checkmate in a certain number of moves.
  • Fence- pawn phalanx or row.
  • Closed game- play with the center closed by pawn chains.
  • Ambush- a long-range figure is in the shelter of his figures for the time being.
  • To fall asleep- to think for a long time.
  • Ringing- conversations during the blitz game.
  • Yawn- an obvious mistake, viewing a piece or pawn.
  • Combination vision- the ability to see the tactical capabilities of the position.
  • Blind play- a game without pieces. In this case, it is allowed to use an empty board. The moves are conveyed in the words of chess notation.
  • Game for three results- unpredictable position on the board, when any outcome of the game is possible.
  • Play with your hands- playing on the machine, without much hesitation.
  • Insulator is the 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 for the Italian party.
  • Trap- an unfavorable situation in which a player finds himself as a result of a trap placed 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 the ratio of the rook against the minor piece. To play an exchange is to win a rook at the cost of a minor piece.
  • Chess qualification- the recognized level of a chess player. It is documented by the assignment of ranks and titles in accordance with the chess hierarchy.
  • Kingchess- an exotic kind of chess. In the course of 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.
  • Customer- an easy opponent, whom he has already won more than once.
  • Combination- forced sequence of moves.
  • Combinator, combine harvester- 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 reciprocal sacrifice.
  • Counterplay- counter play against the opponent's activity.
  • Kasparov's horse- the black knight placed on the d3 square.
  • Tarrash's horse- a piece (knight) located at the edge of the board.
  • Cooperative mat- a checkmate that arose thanks to the "efforts" of both sides.
  • Short castling- castling towards the kingside.
  • Fortress- a position in which it is impossible to win with the correct play of the defending side.
  • Circular wheel- competition (chess tournament) in a round robin system. All participants must play each one against each other.
  • Critter- chess program.
  • Maneuvering- positional play without obvious active actions.
  • Rookie- 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 counting on the reckless or inept play of the opponent.
  • Horse- jargon, humorous name of the horse.
  • Mat- the position on the board when the king is in check and has no opportunity to escape from the check or to defend himself in any other way.
  • Legal mat- a mate combination with a queen sacrifice in the opening.
  • Linear mat- a checkmate situation with one or two heavy pieces on the extreme horizontal.
  • Mat stale- a situation of checkmate with a knight, in which the king is trapped by his own pieces.
  • Matte net- a situation where a checkmate will inevitably be put in a few moves.
  • Material- pawns and pieces.
  • Match- a competition in which two chess players play a certain number of games against each other.
  • Mill- a combination of consecutive revealed checks.
  • Miniature- 1) a short game in terms of the number of moves, which ended with the victory of one of the sides. 2) A study or problem with a small number of pieces.
  • Mittelgame- the middle part of the game. Between the opening and the endgame.
  • Target- the object of attack on the chessboard.
  • Draw- the result of a game in which none of the players won. Everyone gets half a point.
  • Rape position- playing without taking into account the position, as a rule, is detrimental to oneself.
  • Don't get out of the debut- to be defeated in the opening.
  • Draw in your pocket- a situation in which it is possible to play without the risk of being defeated.
  • New- a new continuation in a known version.
  • Knockout system- a tournament format similar to the Olympic system in other sports. Only the winner goes to the next round. In fact - the playoffs.
  • Chess notation- a system of rules according to which the batch is recorded.
  • Monkey game- the desire of one of the players to a symmetrical repetition of moves.
  • Turn around- make a move that is not what you intended.
  • Gluttony row- a rank on which the rook or queen that has broken in collects a "harvest" of pawns.
  • Spud- confident, methodical pressure on the opponent's position with the subsequent winning of material.
  • Fry- a beautiful, convincing victory.
  • Postponement of the party- a process in which the game is interrupted and then (after a few hours or the next day) played out. It is practically not used in modern chess.
  • Open play- play in open positions.
  • Open line- vertical free of figures.
  • Open debuts- openings that appear after the first move e4 e5.
  • Poisoned pawn- a pawn, the capture of which entails unpleasant surprises and consequences.
  • Backward pawn- a pawn that has lagged behind its counterparts and has become the target of an attack.
  • Pat- the position on the board, in which the player who has the right to move cannot make a move without violating the chess rules and his king is not in check.
  • First line is the best continuation offered by the chess program.
  • Pawn- a chess unit with a minimum value.
  • Pawnbroker- pawn endgame.
  • Game plan- an idea embodied in concrete sequential actions in a chess game.
  • Plastuns- pawns that move to the promotion square on different flanks.
  • Tight move- a synonym for a strong move.
  • Giveaway- the format of the game in which the player who has given up all his pieces, including the king, wins.
  • Tweak position- create additional tension on the board in playful 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 points.
  • "Weak" field- a field that can be used for invasion by an opponent.
  • Swim- get confused, go to the game "on the machine."
  • Bury option- unequivocally assess the option as unprofitable and unsuitable for use.
  • Transformation- changing the status of a pawn by another piece of the same color, except for the king upon reaching 8 or 1 rank
  • Grab an opponent in the opening- to present the opponent with intractable problems in the opening.
  • Sag- finding a figure "under attack" without protection.
  • The gap- the same as the intermediate move.
  • Chess program- a kind of computer programs capable of making moves, analyzing and evaluating a position.
  • Intermediate stroke- an unexpected, not obvious move in the forced variation.
  • Space- the volume of the playing field of the chessboard. It is a fundamental resource for the game of chess.
  • Prophylaxis- risk management, threat prevention.
  • Passed pawn- a pawn that can move to the promotion square 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 cradle- victories with an overwhelming advantage.
  • Multicolored- the position in the endgame, when the sides have one bishop of different color fields. Apart from other figures.
  • Paint- play a quick draw without a fight.
  • Crumble- to get a lost position from an acceptable or good one in several moves.
  • Rating- the level of relative strength of the player, measured by a numerical coefficient.
  • X-ray- the effect of the action of a long-range piece (for example a fianchetted 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 a game.
  • Castling- a move involving two pieces at once. Namely, the king and the rook. When castling, the king moves to its original position across the square (to the right or to the left). and the rook jumps over the king, placing itself on the adjacent square.
  • The “gluttonous” row is the second or seventh rank, on which the rook “rages” and eats pawns.
  • Chop the flag- deliberate time game.
  • A fish(jargon) - draw.
  • Rybka is 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.
  • Doubled pawns- two pawns of the same color on the same file.
  • Simultaneous game session- the format of the game, when a chess player plays with several opponents at the same time on different boards. The moves are made alternately.
  • Schography- the genre of chess composition, when the arrangement of the figures forms the outlines of letters, numbers or drawings.
  • "Weak" transformation- the transformation 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 a game plan against a specific opponent.
  • Self-propelled guns- connected pawns close to the promotion square.
  • Harvesting (joking)- translation of a positional or other advantage into a material one.
  • Sicilian- Sicilian defense.
  • Throw off- sacrifice material or return the sacrifice to an opponent.
  • Slav- Slavic defense.
  • Elephants Horvitsa- two bishops side by side of the same color, shooting diagonals.
  • Gufeld's elephant- the fianchetted bishop g7 in the King's Indian.
  • Fischer's elephant-white-squared bishop in the Spanish game and the Sicilian defense.
  • Dismount- unexpected rescue in a difficult position.
  • Alloy- deliberate loss.
  • Old lady(jester) - King's Indian Defense.
  • Stockfish is one of the best chess programs.
  • Stand- adhere to expectant tactics.
  • Line- a decisive advantage. 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.
  • Chess tactics- a set of combination techniques. Fork, double hit, distraction, lure, etc.
  • Pace- dynamics of moves. Loss of pace is an extra move, a loss of time.
  • Chess theory- the area of ​​analysis and generalization of knowledge in chess, identification of patterns. Usually they mean opening theory.
  • Treadmill- repeated repetition of the position.
  • Triangle- a way of transferring the turn of the move to the opponent in order to achieve the goal to put him in the zugzwang position.
  • Tour is a slang name for a rook.
  • Tourists- (humor) weak chess players who do not claim to win the tournament.
  • Tournament- a kind of chess competition in which more than two players participate.
  • Tournament table- a document in which the results of the games of the tournament participants are recorded.
  • Jab- movement of a pawn towards enemy forces.
  • Heavy figure- the queen and the rook.
  • A threat- potential or real danger.
  • Counterbalance- to beat confidently.
  • Phalanx- pawn chain.
  • Fireworks-combination with a cascade of victims.
  • Fianchetto-fianquetting, the development of a bishop into a “house” of pawns (for example, a bishop on g2 with pawns f2, g3 and h2).
  • Chip(jargon) - a chess piece.
  • Wing-verticals a, b, c, f, g, h.
  • Flank royal- flank on the files f, g, h.
  • Queenside- flank on files a, b, c.
  • Fischer's chess- in the initial position, the pieces are located arbitrarily, with the exception: pawns occupy the second row, - bishops are on squares of different colors, 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.
  • The fast and the furious- forced option.
  • Forcing- a series of moves in which the opponent responds only in a forced manner.
  • Ventsa- a square for the king to leave the check along the first (eighth) rank. Usually h2 or g2.
  • Stroke- movement of a piece from one field to another.
  • Tail- a group of outsider participants in the tournament. This is sometimes called the last boards in team competitions.
  • Time trouble- lack of time for reflection.
  • Cement- ultra-reliable protection.
  • The value of the figures- the nominal significance of a piece in the game in relation to other pieces. For example, a knight is equal to three pawns.
  • Centre- squares e4, e5, d4 and d5.
  • Zugzwang(zug) - a situation in which any move leads to a deterioration in the position.
  • Chess clock- a special type of watch, in which there are two dials and a clock switching mechanism in such a way that the clock of the player who is thinking about the move runs.
  • Fischer's clock- a chess clock, which provides for the addition of a few seconds to each move.
  • Chernopolnik is a dark-squared bishop.
  • Shah- the situation of the attack on the king. The king is in check means that he is under attack by the opponent's piece and must defend.
  • Shah d war - a situation in which a check is declared by two pieces at once.
  • Chess composition- a kind of chess in which positions for solving problems and studies are made.
  • Chess figure- king, queen, rook, knight, bishop.
  • Swiss- a tournament with a large number of participants. The basic rule is that players who have the same or the closest possible number of points at the moment must meet among themselves.
  • Schwindel- unexpected combination blow.
  • Slap- play fast and bad.
  • Spire- a player who bets on traps and the use of partner mistakes.
  • Pants- a situation when the bishop cannot keep two passed pawns on different flanks.
  • Shredder is one of the advanced chess programs.
  • Chess aesthetics- the ability of the game to cause aesthetic pleasure.
  • Endgame- the final part of the game.
  • Chess Etude- an element of a chess composition. The created position in which you need to find the only way to solve the problem - to achieve a win or a draw.
  • Battery- several chess pieces with the same direction of movement, which are united, enhancing the attacking potential of the offensive. For example, rook + rook, queen + bishop, and queen + rook are usually called batteries.
  • Bagel- loss, zero in the final standings.
  • Belopolnik- an elephant moving across white fields.
  • White flower- a chess player who plays with white much stronger than black.
  • Mad figure- a figure that is repeatedly sacrificed to achieve stalemate. Most often, this is the rook.
  • Blitz- a synonym for rapid chess. In blitz competitions, there is a limited amount of time to think about which move to make. As a rule, in blitz, each chess player is given only 5 minutes for the whole game, although there are also such 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 who spends all his time.
  • Blitzor- a player whose strong point 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 established opening variation.
  • Rapid chess(rapid) - a game during which the players have a reduced time limit for thinking over their 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 the one with the best position) cannot resist a series of constantly repeated checks from one or different opponent's pieces. In this situation, the game ends with a draw after repeating the situation three times.
  • Taking on the aisle- the capture of the opponent's pawn, which by making a double move forward (to the fourth rank for White and to the fifth rank for Black) passes the square that is under attack by the enemy pawn (the third rank for White and the sixth rank for Black).
  • Chess messenger- St. Petersburg monthly magazine, which was published from July 1885 to January 1887, dedicated to chess. The main publisher of the magazine was M. Chigorin, who believed that Shakhmatniy Vestnik should be the successor to Shakhmatniy Listok. The purpose of creating such a magazine was to spread knowledge about the chess game throughout Russia, as well as to unite 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 connected pawns located in the center, which lack the support of adjacent pawns.
  • Opened step(stripping) - an attack on the king, in which one chess piece in the course of a move opens a line to another piece, announcing a move.
  • Wait-and-see move- a move designed to force the enemy to commit any strategic actions, while not carrying any importance for the course of the game. A wait-and-see 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 pawn is sacrificed to gain an advantage in development.
  • Garde(from French "beware") - attack on the queen. This concept is outdated and is not currently used.
  • Handicap- a competition between chess players who have different levels of proficiency in the game of chess. 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- a line of fields of a checkerboard, which has the same digital index (from the first to the eighth).
  • Coffin(jug, pipe, hopelessness, box) - a very difficult situation in the party. Winning or drawing in such a position is extremely unlikely.
  • Houdini(Houdini) - one of the strongest chess engines in the world, which was able to beat the reigning champion among computer programs - Rybka.
  • Long-range figure- bishop, rook and queen.
  • Free ride- a dangerous attack without sacrificing pieces or a comfortable position without risk elements.
  • Spirit of the elephants advantage- a position in which one of the players has two bishops on the field, and the other has two knights (or a knight and a bishop). This advantage is especially important in open positions, where the range of the bishops allows you to achieve 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. Well-known engines include such programs as "Rybka", "Schroeder", "Fritz" and others.
  • Debut- the beginning of a chess match. The main task of the opening is the speedy development of the pieces.
  • Demarcation line- a conditional line that visually divides the chessboard into two equal parts; drawn between the fourth and fifth horizontal lines.
  • Diagonal- checkerboard squares, which have the same color and are located in one line.
  • Baby mat–Mat at the beginning of the game, which very often happens to beginners (children). This checkmate is announced by two pieces - a bishop and a queen on the f2 square (f7 for black).
  • Domination- a position in the game when one of the chess players has a significant advantage, which consists in absolute control over the key squares, as well as over the entire playing space of the board.
  • Come to the shore- specifically aim at a tie for the entire remaining tournament, while the player must have a good supply 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- one of the rallies of the Sicilian Defense. The opening got its name due to the fact that black 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 chessboard field.
  • Long castling- in addition to the generally recognized value, it may also have a hidden meaning - three defeats in a row (arose from the nomenclature designation 0-0-0).
  • Firewood(drovishki) - frank weak pawns.
  • Hedgehog- a pawn structure in which the player builds them along the third (or sixth for Black) rank. It can occur in many 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 variant of the sacrifice is justified and presupposes an equivalent exchange of a piece for another or a good position.
  • The victim is incorrect- a situation when a bet is placed on the opponent's possible mistakes, lack of time or other options.
  • Positional victim- the case when the loss of a piece or cell does not require an immediate restoration of positions, that is, it is assumed that positional advantages will be obtained in the future.
  • Chess problem- a chess composition that has only one possible solution. There are chess problems in two, three or more moves (multi-moves). 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 creates a threat to declare a stolen checkmate.
  • Closed game- a match 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 location. After the opening of the game, the duel goes to the active phase (breakthrough, sacrifice, etc.).
  • Close (bury) option- refute the opening variation, which was previously considered correct.
  • Ambush- the position on the board, in which the long-range piece is behind the pieces (own or someone else's). The influence of such a figure acts only after moving the one that stands in front of it.
  • To fall asleep- to think for a long time.
  • Ringing–Conversations during the blitz game.
  • Yawn- this is how professionals call a serious mistake, which most often leads to the loss of a chess piece and may even lead to a loss of the game.
  • Combination vision- the player's ability to notice the opportunities that a certain position hides, suggesting in advance what sacrifices should be made in order to gain a tactical advantage.
  • Blind play- a kind of chess demonstration performance, during which the players, without looking at the board, make their moves. Recently, blind play has also become a part of some international chess tournaments (for example, the Amber Tournament). During this tournament, players are allowed to use the image of a blank chessboard on a computer display.
  • Game for two results- a position in which a stable advantage of one of the opponents practically excludes the possibility of defeat.
  • Game for three results- a sudden situation, during the development of which it is possible to get an absolutely unforeseen ending.
  • Play with your hands- to play the game in an automatic mode, making moves that simply suggest themselves in the course of the game.
  • Sight-play- play an unfamiliar opening scheme, without home preparation.
  • Insulator - isolated pawn Is a pawn that has no support from 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. Initiative helps to impose certain playful actions.
  • Spaniard-Spanish debut. The game is played like this: e4 e5 2.Nf3 Nc6 3.Bb5
  • Ruin your hair- damage the integrity of the pawn chain.
  • Italian–Italian debut. The game is played 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- end the game by sweeping all the pieces off the board.
  • Quality–The difference that separates the rook from the knight or bishop; winning or losing an exchange means exchanging a rook for a minor piece (or vice versa).
  • Chess qualification- the official gradation, which is created to be able to demonstrate the strength of a chess player in the game. You can fix your chess qualification with the help of special titles. A chess category can be obtained not only by a player, but also by a chess composer.
  • Kingchess- a certain kind of chess, the main meaning of which is an empty field at the moment the game starts. In the course of the game, each of the chess players sequentially places pieces on the field.
  • Classic- This is a chess game, during which the standard time tracking is carried out, it differs from blitz or quick chess layout.
  • Customer Is a chess partner you can always beat against.
  • Combination- the definition of this concept was given by Botvinnik, meaning by the term an enhanced version of the game with a 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 help analyze a chess match.
  • Konoval- a chess player who successfully plays a knight. Topalov in the game against Kramnik is a striking example of a bearer of this title.
  • 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 actions of an opponent.
  • Counterplay- a game in which it is possible to carry out actions aimed at attacking the opponent's weaknesses.
  • Kasparov's horse Is a black knight on d3.
  • Tarrash's horse- This is a knight piece, which is placed on the edge of the playing field.
  • King Steinitz- when the king's piece is activated in the middle of the game.
  • Cooperative mat- 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.
  • Circular wheel- 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 strongest analytical chess modules.
  • Maneuvering- the method of the game, when you keep your opponent in suspense, without showing your true intentions until the very end of the game.
  • Rookie- the end of the game in which the rooks play the main role.
  • « Lasker compensation» compensation for the queen, which consists of a rook, minor piece (most often a bishop) and a pawn. The concept was delighted thanks to the surname of the famous chess player Lasker, who has successfully conducted a similar size many times.
  • Light party- a game not taking place in a championship or tournament.
  • Trap- a fighting technique, the purpose of which is to force the opponent to believe in the player's imaginary recklessness and kill a pawn, queen or other piece, which in fact is a trap. The player expects that, having caught such a bait, the enemy will lose sight of a threatening checkmate or serious losses.
  • Horse- a chess piece - a knight.
  • 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 knight; exchange of an elephant for a knight.
  • Mat- a position in which the chess king is in check and has no way to avoid it.
  • Legal mat- a mate situation in which the queen is sacrificed. Checkmate is made by three minor pieces. In practice, it is carried out as follows: 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 mat was put by Kerimor Sir de Legal in Paris in 1787. This combination bears his name.
  • Linear mat- checkmate on two adjacent extreme rankings or files, which is placed with the help of two heavy pieces (rook and queen).
  • Mat stale- checkmate to the king who is unable to move in one or more directions because of his own pieces and pawns.
  • Epaulette mat–Mate, which is put by the queen. At the same time, the opponent's king is limited on both sides by his own rooks (epaulets). An example of such a checkmate is that the white queen is on c6, the black king is on c8, and the black rooks are on b8 and d.
  • Mateshnik(mother, composer Matetsky) - checkmate! Matilda, Matilda Petrovna - a beautiful unexpected mate.
  • Matte net- 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 the player controls during a chess game. Possession of excess material implies an advantage. The deliberate sacrifice of material to provide 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 a certain number of games with each other until the winner is identified. As a rule, the number of parties is 6, 12, 24 or 48, but there can be more. Such a system is widespread in the qualifying rounds of applicants, as well as championships for the world championship. The winner is the player who scored the most points.
  • Mill- alternation of checks and revealed checks, which are announced by the attacking side. It was this typical combination that made Carlos Torre, a Mexican chess player, famous in 1925 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 in the course of a chess game, which must be completed using only a certain number of pieces.
  • - the middle of a chess match, which follows the opening phase. Numerous exchanges of pieces in the opening can create a situation where play from the opening moves into the endgame phase.
  • Target- a chessboard field or a piece standing on it, which is the main target of an attack or a combination.
  • Draw- the result of a chess match in which no winner has been identified. In this case, each player receives half a point.
  • Canopy- taking.
  • Rape position- to make a move, despite the prevailing requirements of the position. For example, trying to win in a situation where, logically, you need to make defensive actions.
  • Initial position- placement of pieces on the chessboard before the start of the game.
  • Don't get out of the debut- to finish the debut with a losing position.
  • Draw in your pocket- a game without the risk of losing - with a guaranteed draw if necessary.
  • New–A new scheme for drawing a previously known opening (tabii).
  • Knockout system- the principle of the game, widespread in chess competitions of 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, will pass to the next round. First, the chess players play classical games, then, if it was not possible to determine the winner, they play rapid, and even if they did not determine the winner, then the 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 have 4 minutes 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–Generally recognized system of symbolic notation, which is used when recording the moves of a chess game or any position. The augmented notation is the designation of the square of the chessboard on which the piece to be moved and the square to which the piece is moved (for example, 23 Nh3-g1 means that White's knight has been moved from the h3 square to g1). The abbreviated notation involves indicating only the piece and the square on which this piece is placed (for example, 48… Qd2 means that the black queen made a move to d2). There are alphabetic and numeric notations. The latter option is most often used for correspondence games.
  • "Monkey game"- this is the name of the sequence of moves in a game when one of the players repeats the opponent's moves identically.
  • Turn around- make a wrong move.
  • Gluttony row- this is the name of the seventh rank, if it is attacked by the opponent's rook and begins to knock out pawns from the game.
  • Ogrebaniellei- This is an event that is completely opposite to the distribution of Luli.
  • Spud- this term implies a gradual, sometimes slow, encirclement of an opponent from all sides and destruction.
  • Fry- to win with a big advantage.
  • Postponement of the party- the case when the game is suspended with the possibility of continuing the fight. In this case, the player whose next move is to 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 outside specialists is completely excluded. This procedure was used until computer programs became too common. Today it is assumed that if the game started on the same day, it will end on the same day.
  • Open play- a tactic that allows you to use mainly tactical means, using moves on open lines, the use of the practical range of certain figures.
  • Open line- a whole file, a line on which there is not a single pawn.
  • Open debuts- this is a moment in the game that arises in the case of making the moves e4 and e5. This tactic can lead to open play with pieces.
  • Poisoned pawn- a game pawn, protected in a hidden way. If you take it, then you can strongly substitute your position for the opponent's attack.
  • Backward pawn- a pawn that is not able to occupy a square along the file, adjacent to another pawn.
  • Pat- a situation in chess when one side cannot make a single move, but mate has not been announced to it.
  • First line- the most optimal game variant offered by the chess program for both chess sides.
  • Pawn- a combat unit of a chess game, with which one can measure the strength of a particular piece (minor piece - three pawns, rook - five pawns, and so on).
  • Pawnbroker- an ending played by a pawn.
  • Game plan- a certain strategy that the player develops, analyzing dynamic changes at the beginning of the game, the need to rearrange and regroup pieces on the field, the expediency of certain moves. The game plan usually includes specific intentions for all parts of the game: opening, middle and endgame.
  • Plastuns- pawns that strive to become queens, moving on different flanks of the field.
  • Tight move- a move that has an increased safety margin. This usually improves the defense of other pieces.
  • Giveaway(chess.) - a game in which one of the players allows you to win over himself, giving up all the pieces and the king for battle.
  • Tweak position- a move that is made in order to complicate the game. However, it may not be obvious or even seem unsuccessful. Such tactics are used in blitz or in a serious game in the opponent's time trouble.
  • Raise the move (idea)- to find a non-obvious, non-trivial solution in the 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 assess the position on the field allows the player to win the game.
  • Half a ruble- a case when a player scored half of the possible points in a tournament.
  • Weak field- a place in the position of one of the players, which is especially susceptible to attack.
  • Semi-walk- the minimum unit of measurement of a position on a chessboard, which consists of one move of white or black pieces. When recorded on paper, each move is recorded as a combination of two half moves.
  • Swim- get lost in the course of the game, stop noticing the logical connections of the party.
  • Bury option- refuse to use some obviously correct variation in the opening game. The same term is used to refer to 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.
  • The transformation is "weak"- the case when, upon reaching the end of the field with a pawn, the player chooses as a substitute not a queen, as usual, but a weaker piece, which may turn out to be very strong in this situation.
  • Grab an opponent in the opening- take an advantageous position in the game at the very beginning of the game.
  • Sag- to lose the protection of their pieces.
  • The gap- an unexpected move in the interval between the movements of the pieces that determine the course of the game, often seems forced.
  • Chess program- software that is installed on a computer or portable device. These programs can assess the situation on the field and suggest the best options for moves in each specific situation. Such programs can be used in preparation for championships even on a global scale, because the best of them (Rybka, Fritz and others) play at the level of world grandmasters.
  • The gap- an intermediate move - an unexpected insertion into a variation that initially seemed forced.
  • Intermediate stroke- 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 position to a more unsuccessful one.
  • Space- a fundamental concept of the chess game, which indicates how much space on the field a player has won for himself. Space is as important as time and playfulness. The presence of space is an opportunity to implement any strategy.
  • Prophylaxis- the measures that the 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 within the radius of which there is no other player's pawn.
  • Advantage- game superiority over the enemy, 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 approximately equal pieces are exchanged. 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 using a computer.
  • Distribution of cradle- this is the name of the victory, which was won thanks to cynicism.
  • Multicolored- this is a position that can be obtained if you and your opponent use the same piece at the same time, for example, the queens. At the same time, other queens should not be beaten here.
  • Paint- play a short game, the result of which will be a draw. The beginning of the game is considered quite rare at such moments, since the agreement is reached even before the game.
  • Crumble- loss of 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 assessing players was proposed back in 1972 by the American physicist EloArpad. Thus, it turns out that a grandmaster has at least 2500 units, a master of international class - from 2400, and a master of a chess federation - from 2300 units.
  • X-ray- in chess terminology, this word denotes the long-term effect of influencing 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 figure out whose move will be next.
  • Rocada Is the vertical line on which rook maneuvers can turn.
  • Castling- this concept implies a special type of move in a chess game. Its purpose is to remove the king's piece from the central part of the board. In this case, the king can be moved one square, and the round will take the place that the king has stepped over. The maneuver can be carried out only if the selected pieces did not move before, the squares are not occupied by any pieces. In addition, check should not be presented to the king.
  • Row- a concept similar to the concept of "horizontal". The “gluttonous row” is the seventh row for White and the second for Black, in which a queen or rook can seize the opponent's pawns in a row.
  • Chop the flag- play with all your might to ensure that the opponent runs out of time.
  • A fish- the game is a draw.
  • Fish (Rybka) - one of the most powerful chess software modules.
  • Bundle- a place from which a piece cannot make a move, since then a king will move to this place, and the piece can be defeated. Or a pin is the name of a piece whose move leads to a loss or loss of a queen.
  • Tied pawns- those that stand vertically next to each other, or one intercepts the other
  • Doubled (tripled) pawns- two (three) pawns that are on the same side, in addition to everything along one file.
  • Simultaneous game session- a popular type of chess game, when a good chess player can play simultaneously with several players who are weaker.
  • Schography- a creative approach to the arrangement of chess pieces. The player arranges the figures so that different outlines of numbers, figures, patterns can be seen.
  • "Weak" transformation- transformation of a pawn into a weak piece, for example, a rook.
  • "Blindness" chess- ignoring during the game obvious moves, which 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 worked out algorithm of moves by which the attacking player can have a large advantage in the game.
  • Sicilian Is the short name for the Sicilian Defense.
  • Throw off - sacrifice a piece or pawn.
  • Slavyanka - short name of the Slavic defense.
  • Elephant Horvitsa (HorwitzBishops)- two bishops, which are located side by side and attack the open diagonals. This term is most often used in the West.
  • Gufeld's elephant - the black bishop (g7) in the old lady.
  • Fischer's elephant - a light-squared bishop that takes an active position in the Spanish or Sicilian defense.
  • Dismount - rescue in a difficult position.
  • Alloy- special loss of a chess game.
  • Old lady Is the abbreviated name of the King's Indian Defense.
  • Stockfish- one of the best programs for analyzing a chess game.
  • Column- a significant advantage in the game, which is indicated by + -. Depending on who wins, + - is written to the one, and vice versa - + to the loser. This designation was introduced by a specialist from Yugoslavia.
  • Stand- tactics implying waiting for a convenient 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 - + to the losing person.
  • Knock Is a blitz. A game in which the opponent must desperately need time to think.
  • Tabia- a well-known position, starting from it the player can apply his decisions. Guided only by their own thoughts, 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.
  • Chess tactics- a system of moves, which consists of several verified combinations that lead the game to a draw. This can include several standard options at once - luring the enemy into a trap, destroying the defense, or distracting 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.
  • Chess theory- This is the field of chess, affecting the analysis of the game, the definition of the existing laws that may arise at each stage of the game.
  • Treadmill- a situation when the same position is repeated over and over again.
  • Triangle- one of the possible options is to pass the turn to your opponent at the very end of the game.
  • Tour- 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 expecting to receive a title. This term was first used by Garry Kasparov in 1999.
  • Tournament- a kind of chess confrontation in the course of which several participants play with each other at once. The most striking example is a round robin tournament, when each player walks past the board of others, making a move. So you can hold a competition between dozens or even hundreds of players, using, of course, drawing lots at certain stages.
  • Tournament table- a summary document showing the current position of the players, as well as the final result.
  • Jab- pawn blow.
  • A threat- an attack on the opponent's material with a possible aggravation of the situation.
  • Counter- to win with a defeat.
  • Magic chess lesson- a well-known problem in the chess game Shararam, which was proposed by the character from the fairy tales Losyash.
  • Phalanx–A chain of pawns.
  • Fireworks- several consecutive victims during a combination game.
  • Fianchetto (fianchetting)- a chess term that means bringing the bishop to the longest diagonal under the protection of a house of pawns (for example, the bishop b7 next to the pawns a7, b6 and c7).
  • Chip (fig)- one of the chess pieces.
  • Wing- the edge of the chess board, which is located on the fgh or abc verticals.
  • Kingside- this is the flank, which is located closer to the king's piece at the very beginning of the game (the files f, g, h are meant).
  • Queenside- this is the side of the square, which, accordingly, is closer to the queen's piece 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 should be noted that pawns also occupy the second row, while bishops occupy cells of different colors. In this scenario, the rounds are located on either side of the king's figure. 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 piece that was placed on enemy territory, most often it is a horse. It is protected by a pawn.
  • The fast and the furious- a move forced as a result of certain circumstances.
  • Forcing Is a whole series of moves that the other player can only oppose with a certain set of moves. It is this type of battle that can somewhat simplify the calculation of the battle.
  • Window leaf- a square that can be occupied by a king's piece if the opponent made a check along one of the two ranks. Thus, it turns out that making a window means making a move with a pawn that closes the castling. If there is no such possibility, then the players talk about the theoretical weakness of one of the horizontal lines.
  • Stroke- changing the position of the figure. A move is considered perfect if the chess player has not just placed a piece, but also no longer touches it. During the competition, this action is noted in special notes, if castling or special capture is carried out, then two pieces can be used.
  • Tail- this concept describes the players who have the worst results in the overall pivot table.
  • Time trouble–Lack of time to think about further moves.
  • Cement- defend confidently and successfully.
  • The value of the figures- 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 assessment, then we can compare a rook and two pawns.
  • Centre- 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, tsutsik)- a situation when one of the two players, or even both, do not have useful combinations at once, that is, in the case of any move, a person only worsens his own position in the game.
  • Chess clock- a special watch that has two dials with a power switch and a time counter. They are arranged in such a way that time goes by for the one who thinks. If there is very little time left, time trouble may arise, and if it is completely over, then there is a delay in time and the loss can be counted.
  • Fischer's clock Is a device that in a special way adds a few seconds after making a move. Thus, it turns out that in the case of a successful game, you accumulate additional time for reflection.
  • Chernopolnik- an elephant that walks in black fields.
  • Four horse, quadrilla, quadriga- an opening in which the main confrontation is carried out with the help of knights. It is 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- the case when the king is declared a check from two opponent's pieces at once.
  • Washer- this is the name of a pawn in chess slang.
  • Shararam- this term implies the name of a child'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 kind of insects, or rather beetles.
  • Chess figure- these are all the pieces participating in the game, except for the pawn.
  • Light figure- such a phrase is called an elephant or a knight.
  • Heavy figure- experts consider the queen or rook to be heavy pieces. It differs from an easy piece in that, having the support of the king, it can checkmate the opponent.
  • Swedes- a curious kind of game in which the eliminated 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, a draw takes place before each stage, as a result of which chess players can play only 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.
  • Spire- this is the name of an overly gambler who likes to use small traps, and also builds his strategy on the gross mistakes of his opponent.
  • Pants- the case when two enemy pawns are trying to move to the position of the queen, and the opponent's bishop is unable to resist.
  • Shredder- this is the name of one of the most powerful programs for the analysis of chess games.
  • Chess aesthetics- a situation when a chess game gives the player moral and aesthetic pleasure.
  • Excelsior- one of the game situations when a pawn moves step by step to the position of the queen.
  • - the final part of the chess game.
  • Chess Etude- a perfectly thought out and implemented combination in chess, when one single outcome is possible, as a result of which the desired goal can be achieved.

Cat Asmara writes:

I have encountered a problem and I am counting on your help. My problem is that I don’t know how to beat weak players (well, I don’t play at a very high level either, but I mean opponents who play worse than me). In fact, for the past few years, my FIDE rating has fluctuated in the 1500-1580 range. In chess tournaments, I often outplay opponents with ratings in the 1700-1800 range (yesterday I beat an opponent with FIDE ratings of 1822), and the strongest opponent I managed to draw against had a rating of 2001. Nevertheless, the site has a site my 10-minute blitz rating never exceeded 1400. I have to admit that I am losing to aggressive chess players and those who are not familiar with the "principles of Capablanca's playing style." Players who attack without castle and play very unusual openings that are not found in literature.

Of course, sometimes I am fond of playing on the site at a later time of day, when I should have been in bed for a long time, and besides, I am frivolous about playing on the Internet, but in real tournaments I am easily beaten by newcomers playing in the "Internet style" ( one such defeated me in the same tournament in which I defeated a competitor with a rating of 1822). It seems to me that I should beat such opponents, as I work on improving my game and read books about chess (for example, Michael Steen's book " Simple Chess"is one of my favorites. She helped me defeat highly ranked chess players), but the books teach how to face strong players, not opponents making irrational moves.

An elderly player (93) once told me that "a bad move becomes a good move when you can't find a refutation." Are there really no other ways to solve this problem other than to spend more time thinking about the position? The simple realization that "Oops! My opponent made a bad move and I can easily beat him!" clearly not enough.

Since these low-rated opponents are beating me, they probably know something that I don't. After all, if I try to play following the book's recommendations, then I have the right to expect better results in games with such opponents, and I cannot understand why I cannot do this.

I am attaching my photo in the form of Asmara's cat.

J. Silman: Cat Asmara is a French girl from Paris. Her real name is Sonya. Since I am a big fan of cats (the best creatures on earth ... far superior to humans), in most cases I will call her by her nickname.

Let's take a look at her games and see what's going on there!

Here's what she writes about her first installment:

I played this game against Shakir Amin, and it was she who made me turn to you. I felt relatively confident as the white king was stuck in the center.

Even when I saw that I was losing my horse, it seemed to me that this was a justified sacrifice. But then I made a gross mistake and allowed his knight to bring him victory in the game.

In that game Sonya played with the knight 7 ... Nh5, but why did she make this move? If her intention was to continue ... e7-e5 (when the knight holds f4 at gunpoint), then such a plan is reasonable. But after 7 ... Nh5 8.Bh2 she switched to the 8 ... c5 square, which had nothing to do with 7 ... Nh5.

Such actions make me think that her knight move to 7 ... Nh5 was mainly made in order to attack the bishop on f4, but after all, random attacks rarely bring success unless they have other goals hidden behind (explicit) blow.

Analyzing her other games, I noticed similar attacks. They did not improve her position, because she simply chased the enemy piece for no particular reason. The joy of attacking opponent's pieces is ubiquitous at the amateur level, but I want to note again that if such moves have no other justification other than "I'll take your piece if you allow me to," then your actions are probably wrong ..

As it turned out, there was no need to move the knight to ... Nh5 if there was an intention to play ... e7-e5 (but apparently there was no such intention):

LESSONS

  • You should pay attention in situations when your king has already castled, but your opponent has not yet. Often times, there is room for quick retaliation in such situations.
  • One-move attacks are quite common, but often useless (and even harmful).

Later, the following position appeared on the board:

LESSONS

  • Keep your king safe!
  • You should always know what is the best move for your opponent. This does not mean that you have to expect some kind of blooper from him that will bring you victory; this implies that you will know, to the best of your ability, what your opponent should do (although not necessarily that he will). If she had followed this advice on move 19, she would have seen the knight move to c4 and, most likely, won that game.

Let's digress a little and look at the emotions that Amara the Cat experienced in 3 lost games (one of which was a game against Shakir Amin), giving them the following description:

"In the 3 games that I lost, the following thoughts came to me:

1) It should be easier than a steamed turnip; the opponent's position is illogical.

2) Oh, but I didn't notice this move! But all is not lost, and I will get out.

3) Oh, God, what's going on, everything is falling, I lost!

LESSONS

  • When you make a knight move like ... Bg4, it is obvious that h2-h3 can follow. Therefore, if you have to step back in response to a pawn move to h3, the first thing you should do is not to move to ... Bg4 (of course, there can always be exceptions)!
  • If you have castled, and your opponent has not yet had time to do so, then often in such a situation you can seize the initiative. However, this will require playing at a very high tempo.
  • If you have castled and your opponent has not, then you should train yourself to look for dynamic and tactical opportunities. An opponent can castle at any time, so the question is often "now or never" if you want to use the "I-castle-and-he-no" paradigm.
  • Anyone can beat you when you play passively. However, many of your opponents freeze with horror when faced with dynamic play.

Amara the cat, I want to thank you for your games and an interesting presentation. It seems to me that your weakest points are:

  • TACTICS: You should analyze as many tactical tasks as possible. On the site, as well as there is a huge number of books on this topic.
  • DYNAMICS: Your playing style is passive. We need to correct this shortcoming. Try to make out the parts of the titans of dynamics, in particular, Alekhine, Tal and other masters of dynamics.

If you succeed significantly in these two areas, you will see the people who beat you break their teeth on your newfound tactical and dynamic skills.

Of course, all chess players should work on every aspect of their game, but if one of the aspects of chess is "lame" more than others, then you should pay maximum attention to curing this "ailment".

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


A

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 one minute less and a draw is in their favor.

Attacker- a chess player playing in a sharp-attacking style.


B

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

Belopolnik- light-squared bishop.

White flower- a player who plays strongly with white pieces and noticeably weaker with black pieces.

Mad figure- a piece that is sacrificed many times to create a stalemate on the board. Example rabies rooks in the study.

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 checkmate, but also prepares a stalemate “house” for the king! 5 ... Rxf6. 6.Ra8 + Kb7. It is clear that neither 6 ... Kb5 7.Ra5 +; nor 6 ... Kb6 7.Ra6 +. 7.Ra7 + Kb8 8.Rb7 + Kc8 9.Rc7 + Kd8 10.Rd7 + Ke8 11.Re7 +. Crazy rook - perpetual check, draw!

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

Polugaevsky - Torre Moscow 1981 (L. Polugaevsky)

The original, if I may say so, position of "Botvinnik's variant" emerged. It was her that I analyzed for about half a month, risking losing precious time, in preparation for the match with E. Mecking. The risk paid off. On a sleepless night, all captured by work, I literally shuddered once: as if a completely new idea had been caught by the firebird's 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 good compensation for the exchange, but perhaps nothing more, since he constantly has to reckon with the possible movement of the black queenside pawns. And so… 17.h4 !! Bh6 18.f4 !! Having given up the rook, White is not at all going to restore 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 have managed to do in chess in my entire life!

Bullitt(or bullet) - a game with ultra-short time control, from one minute per game or less. Mostly practiced on internet servers. From the English bullet - "bullet".

Rapid chess (fast-paced)- game with time control from 15 to 30 minutes per game.


V

Fork- attack with 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 pinned his hopes on this intermediate move. 31.f7 + !! Big surprise! A pawn can only be captured with a rook, but then the central pawn remains unprotected and White's opening idea is completed - White's light-squared bishop enters the fight with a decisive effect. In the case of 31.Qg2 Nxf6, they would have a winning position, because all white pawns were weak, and black d5 pawn 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 surrendered. 1-0

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

Korchnoi - Karpov World Championship Match (m / 1), Merano 1981 (A. Karpov)

9 ... Nbd7. For about 30 minutes I pondered not so much the move I made, but rather assessing the prospects for the formation of the "hanging" pawns "c" and "d". I knew that my opponent liked to play against these pawns, but the emerging dynamic position was to my liking. 10.cxd5 exd5 The move 10 ... Nxd5? here it is impossible, because after 11.Nxd5 exd5 12.Bxe7 Qxe7 the c7-pawn is not protected. 13.Rxc7 11.0-0 c5 12.dxc5 bxc5 13.Qc2. White begins a restructuring 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 b6 square, the queen is the most successful. He has room for maneuver, in particular the Qf5 attack will be parried by Qe6. It can be considered 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 rebuilding of the heavy pieces does not make a convincing impression. 20 ... g6. Covering the f5-square to free the queen from this function. 21.Qa4 a6 22.Bd3 Kg7. Necessary prevention. In the case of pawn breaks in the center, in some lines it may be important that the rooks are exchanged without a check. 23.Bb1 Qb6. Critical position. 24.a3? 24 ... d4! Thematic breakthrough ... and black won

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

Take out in one gate- to beat confidently.


G

Naked king- an unprotected king.

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


D

Free ride- attack without sacrifice or comfortable position without risk.

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

Come to the shore- deliberately play for a draw in all the remaining games of the tournament, having a good supply of points - so as not to lose the tit 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 black pawns from d6 to h7 to be reminiscent of the arrangement of the stars in the constellation of the Dragon.

Hole- weak field.

Long castling- 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 # - checkmate. This is the shortest possible checkmate in a chess game.


Yo

Hedgehog- a pawn structure arising in many openings, in which pawns are positioned along the sixth (third) rank.


Z

Fence- pawn chain. After 38.h5 in the game Belov, V - Nguyen, N (Aeroflot Open 2007 Moscow) a draw was recorded. Black pieces can in no way climb over fence.

Gate valve- themed victim of lure, creating a precondition for a stale mate.

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

To fall asleep- to think for a long time.

Ringing- chatter during a 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 comic blunder lies in the fact that White left the queen under the blow of the only combat-ready piece of the opponent ”(Petrosyan). 36 ... Nxd6 and the whites, of course, surrendered.


AND

Game for 2 results- a situation when a stable advantage of one of the parties actually excludes the likelihood of loss.

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

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

Sight-play- play an unfamiliar opening scheme, without home preparation.

Insulator- an isolated pawn.

Spaniard- the Spanish party. It appears 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 sweeping the pieces off the board with a sweeping movement of the hand.

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

Combine- a spectacular combination.

Combinator(great K.), combine harvester- a player who knows how to combine beautifully at 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. The genre of chess composition, in which both sides, white and black, cooperate in the matter of setting an early checkmate to one of them. 2. A playful designation for a weak game that helps the enemy to 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 game 16 of the Karpov - Kasparov match, Moscow, 1985)

Tarrash's horse- a horse on the edge of the board.

King Steinitz is an active king in the middlegame.

Circular wheel- a tournament on a round robin system, which provides for a small and usually even number of participants. They all have to play with each other - in one or two rounds. It is extremely rare - at four.


L

Rookie- 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. And also their sum, sometimes expressed in pawn equivalent.

Mateshnik (mother, composer Matetsky)- checkmate! Matilda, Matilda Petrovna- a beautiful unexpected mate.

Matovala- a chess player who loves or knows how to play checkmate.

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


H

Canopy- hit.

Rape position- play contrary to the requirements of the position. For example, to play for a win where it is necessary to defend and fight for a draw.

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

Draw in your pocket- the ability to play (including to win) without any risk, with a guarantee of going to a draw if necessary.


O

Turn around- make a move that is not what you intended.

Gluttony row- the seventh (second) rank, on which the enemy rook invades and begins to devour pawns.

Raking cradles- action, in every sense the opposite of them distribution.

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

Fry or steam off- to beat. Beat convincingly!

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


NS

First line- the best variant of the game for both sides, offered by this or that chess program.

Pawnbroker- pawn ending.

Plastuns- pawns "crawling" to 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 it happens deep... A a plus - big.

Tight move- a move with an increased safety margin, 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 the opponent's time trouble.

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

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

Pose- position.

Swim- to get confused, to 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 so happens that then the option succeeds reanimate.

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

Sag (piece, pawn) - appear unprotected.

The gap- an intermediate move - an unexpected insertion into a variation that initially seemed forced.

Rogue- passed pawn.


R

Woodwork- analysis on a board with figures, without using a computer.

Distribution of cradle- a win with special cynicism.

Multicolored- 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.

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

Crumble- to lose a good position in a few moves.

X-ray- the effect of 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- to play solely with the aim of forcing the opponent to delay the time.

A fish- a draw.

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


WITH

Self-propelled guns- connected and far advanced pawns, which the opponent is unable to stop.

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

Sicilian- Sicilian defense.

Throw (pawn, etc.)- donate or return material.

Slav- Slavic defense.

Elephants Horvitsa (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 men call two elephants standing next to each other. second queen"(Ivanych).

Gufeld's elephant- black bishop g7 in old lady.

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

Dismount- rescue in a difficult position.

Alloy- deliberate loss of the game.

Old lady- King's Indian Defense.

Column- a serious advantage. From +/- or - / +. These are the estimates introduced into everyday life by the Yugoslav "Informator". Pronounced as "plus or minus in a column" (if White has an advantage) and "minus-plus in a column" (in black).

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

Line- a decisive advantage. From + - or - +. These are the estimates introduced into everyday life by the Yugoslav "Informator". Pronounced as "plus-minus in a line" (if White has an advantage) and "minus-plus in a line" (in black).

Knock- play blitz. Also, play a serious game on the opponent's time trouble, walk quickly and switch the clock abruptly.


T

Triangle- a circular maneuver in three cells, with the help of which it is possible to transfer the turn of the move to the opponent.

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

Tour (tub, turret)- rook.

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

Jab- pawn strike.


Have

Counterbalance- beat, crush.


F

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

The fast and the 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.


NS

Tail- outsiders in the tournament. The last boards in the team competition.


C

Cement- reliably protect.

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

Novikov - Yakovenko Aeroflot Open 2007 Moscow, 2007

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


H

Chernopolnik is a dark-squared bishop.

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


NS

Washer- pawn or extra pawn.

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

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

Schwindel- short combinational blow. From the German Schwindel (vertigo).

Slap- play thoughtlessly and quickly. And as a rule, it is weak.

Spire- from the German Spieler, a gambler, tenacious practitioner who relies on small traps and the use of gross mistakes of the opponent.

Pants- a situation in which two passed pawns are torn to queens, and the enemy bishop is unable to delay them, acting along the same diagonal. Let's remember the classics.

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

59… g5 !! 60.fxg5. Capturing 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 Whom, the ending becomes "poetic"! 60 ... d4 +! The central pawn, boldly stepping under three blows, sacrifices itself to save the distant passed pawn. 61.exd4. Capturing by the king (61.Kxd4) is meaningless, since the b-pawn becomes queen - 61 ... b2. After 61.Bxd4 Kg3 62.g6 Kxh4 63.Kd2 the victory is achieved by 63 ... Kh3 !! 64.Ke2 Kg2 65.Bf6 h4, etc. 61 ... Kg3. You 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 there is a typical position of endgames with bishops of opposite order with passed pawns distant from each other, which is called "pants".