The most beautiful and unusual chess games in history. Dictionary of chess terms (259 terms) What is the game of chess against time called

Dictionary of chess jargon.

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

"Sepulka - see Sepulkary..."
-- 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 a minute less and a draw in their favor.

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


B

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

Belopolnik- light-squared bishop.

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

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

Draw

The first move is obvious. 1.Rxc2 f2! After 1...Re1+ 2.Kh2 R1e2 3.Kg3 fxg2 4.R2c6+ Ka5 5.Rc1= the task is completed. 2.Rxf2 g3 3.Rf1 Rh5+ 4.Kg1 Reh6 5.Rf6+! The rook sacrifice not only postpones checkmate, but also prepares a stalemate “house” for the king! 5...Rxf6. 6.Ra8+ Kb7. It is clear that neither 6...Kb5 7.Ra5+ is allowed; neither 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, good, pre-computer bombs.

Polugaevsky - Torre Moscow 1981 (L. Polugaevsky)

The initial, so to speak, position of the “Botvinnik Variation” arose. It was this 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, completely engrossed in my work, I literally shuddered one day: like a firebird, a completely new idea was caught by the tail... 11.exf6 Bb7 12.g3 c5 13.d5 Nb6?! 14.dxe6! Qxd1+ 15.Rxd1 Bxh1 16.e7 a6. A small miracle variation: 16...Bh6 17.Nxb5 Nd5 (or 17...Rc8 18.Nc7+ Polugaevsky) 18.Bh3!! Nxe7 19.Rd8+!! (Rybka). So what's now? After 17.exf8Q+ White has 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 has no intention of restoring the material balance and is content with the fact that the h8 rook is not destined to enter the game soon. 18...b4 19.Rd6!(19.Nb1=) 19...Rb8 20.Nd1 Bxg5 21.fxg5 Nd5! 22.Bxc4 Nxe7 23.fxe7 Kxe7 24.Rf6!, and White won. This new product is the best thing I've ever done in chess in my entire life!

Bullitt(or bullet) - a game with an ultra-short time control, from one minute per game or less. It is practiced mainly on Internet servers. From English bullet - “bullet”.

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


IN

Fork- an attack on two (or three) pieces in one move. 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! The pawn can only be captured by the rook, but then the central pawn is left unprotected and White's opening idea is completed - White's light-squared bishop enters the fray with decisive effect. In the case of 31.Qg2 Nxf6 they would have a won position, because all of White's pawns were weak, and the 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. (It seems to be the only case of a triple fork with a bishop in chess history! - vasa) 33...Nf2+ 34.Kg2 Qf6 35.Qxf6 Rxf6 36.Kxf2 Rxf5+ 37.Bf3 Rf4 38.Rg4. The blacks surrendered. 1-0

Hanging pawns- White pawns on c4 and d4 (or black on c5 and d5) in the absence of supporting pawns 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 thought about not so much the move I had made, but rather assessing the prospects for the formation of “hanging” pawns “c” and “d”. I knew that my opponent liked to play against these pawns, but the dynamic position that emerged was also to my liking. 10.cxd5 exd5 Move 10...Nxd5? is impossible here, 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 restructuring with the goal of developing maximum pressure on the d5 pawn, but, as the further course of the fight shows, Black has sufficient counterplay. 13...Rc8 14.Rfd1 Qb6. Mandatory move. On square b6 the queen is positioned most successfully. He has room for maneuver; in particular, the attack Qf5 will be parried by the move Qe6. We can assume that the blacks have prepared for operations in the center. 15.Qb1 Rfd8 16.Rc2 Qe6 17.Bg3 Nh5 18.Rcd2 Nxg3 19.hxg3 Nf6. 20.Qc2. The restructuring of heavy figures 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 breakthroughs in the center, in some variations it may be important that the exchange of rooks occurs without a check. 23.Bb1 Qb6. Critical position. 24.a3? 24...d4! Thematic breakthrough... And black won

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

Take it out into one gate- beat confidently.


G

Naked King- an unprotected king.

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


D

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

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

Come to the shore- deliberately play for a draw in all remaining games of the tournament, having a good supply of points - so as not to lose the bird from your 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. Inventor of the name F.I. Duz-Khotimirsky considered the position of the black pawns from d6 to h7 to be reminiscent of the arrangement of stars in the constellation Draco.

Hole- weak field.

Long castling- in addition to the generally accepted meaning, it also has another meaning: three defeats in a row. Originated from the designation 0-0-0.

Firewood (firewood)- weak pawns.

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


Yo

Hedgehog- a pawn structure that appears in many openings, in which the pawns stand on 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. The black pieces cannot in any way climb over fence.

Gate valve- a thematic victim of enticement, creating the precondition for a dirty swear word.

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

Fall asleep- think for a long time.

Ringing- chatter during the blitz.

Yawn- a gross mistake, the result of which is the loss of one or another piece or pawn.

Petrosyan - Bronstein Candidates Tournament, 1956

36. Ng5??“This move needs no comment. The comedy of the blunder is that White left the queen under the attack of the enemy’s only combat-ready piece” (Petrosyan). 36…Nxd6, and White, of course, surrendered.


AND

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

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

Play with your hands- play automatically, without thinking, making moves that suggest themselves.

Sight play- play unknown opening scheme, without home preparation.

Insulator- isolated pawn.

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

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

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


TO

Ride- play absolutely any position to win.

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

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

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

Combine- an effective combination.

Combinator(great k.), combine operator- a player who knows how to combine beautifully at the board.

Konoval, Konovalenko (budennovets)- a player who skillfully operates knights. Excellent farrier 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 by the knights is inevitable.

Cooperative- 1. A genre of chess composition in which both sides, white and black, cooperate in the matter of staging a speedy checkmate for one of them. 2. A humorous designation for weak game, helping the enemy win “out of the blue.”

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

Contra- counterplay, counter initiative.

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

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

King Steinitz- active king in the middlegame.

Roundabout- a round-robin tournament, which involves a small and usually even number of participants. They all must play with each other - in one or two rounds. Extremely rarely - at four.


L

Ladeinik- rook ending.

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


M

Little quality- advantage of the bishop over the knight

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

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

Checkmate- 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 square to the second and back.


N

Canopy- hit.

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

Don't leave the opening- get a bad position right in the opening.

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


ABOUT

Cover up- make a move that is not what you intended.

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

Raking the cradle- an action that is in every sense the opposite of their distribution.

Hill up (pawn or weakness) - methodically, gradually attack, encircle and destroy.

Fry or steam- beat. Win convincingly!

Poisoned Pawn(or figure) is a clearly unprotected combat unit, the capture of which leads to dire consequences.


P

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

Pawn- pawn ending.

Plastuns- pawns “creeping” into queens on different flanks at the same time

Plus times (two etc.) or "+1" ("+2" etc.) - the player’s current result in the tournament, meaning the difference between the number of victories and defeats. 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 victories and defeats. To be in the red(or go in the red) - negative. Minus It happens deep. A plus - big.

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

Tighten(or stir up) position- complicate the game with a non-obvious and perhaps even bad move. It is carried out in blitz or in a serious game under time pressure of the opponent.

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

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

Pose- position.

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

Bury option- refute the opening variation used in practice and considered correct. Bring the analysis to a categorical assessment in favor of one of the parties. It happens that later the option works out resuscitate.

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

Sag (piece, pawn) - find yourself without protection.

Interval- 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 lyuli- winning with special cynicism.

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

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

crumble- 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 white elephant action.

Chop the flag- play solely with the goal of forcing the opponent to run out of time.

Fish- draw.

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


WITH

Self-propelled guns- tied and far advanced pawns that the opponent is unable to stop.

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

Sicilian- Sicilian defense.

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

Slav- Slavic defense.

Elephants of Horwitz (Horwitz Bishops) - two bishops standing next to each other and shooting through the opening of the diagonal. Used in the West. “One Turkmen trainer 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 Bishop- active light-squared bishop in Spanish or Sicilian.

Dismount- salvation in a difficult position.

Alloy- deliberate loss of the game.

old lady- King's Indian Defense.

Column- a serious advantage. From +/- or -/+. These are estimates put into use by the Yugoslav “Informator”. Pronounced as “plus-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- decisive advantage. From +- or -+. These are estimates put into use 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 in a serious game when your opponent is in time trouble, move quickly and switch the clock abruptly.


T

Triangle- a circular maneuver across three cells, with which you can transfer the turn of the move to your opponent.

Toptalka, trampalovo (same as surprise dance)- repeating a position over and over again.

Tura (tub, turret)- rook.

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

Poking- pawn strike.


U

Counterupit- beat, defeat.


F

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

Fast and Furious- forced, that is, forced option.

Window- a pawn move aimed at protecting the king from potential checkmate threats along the last rank.


X

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


C

Cement- reliably protected.

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

Novikov - Yakovenko Aeroflot Open 2007 Moscow, 2007

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


H

Chernopolnik- dark-squared bishop.

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


Sh

Washer- a pawn or an extra pawn.

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

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 should play among themselves.

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

Slap- play mindlessly and quickly. And as a rule - weakly.

Spieler- from the German Spieler, a gambler, a tenacious practitioner who relies on small traps and taking advantage of his opponent’s blunders.

Trousers- a situation in which two passed pawns are rushing to queen, and the enemy bishop is not able 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 Which, 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 with the king (61.Kxd4) is meaningless, since the b-pawn becomes a queen - 61...b2. After 61.Bxd4 Kg3 62.g6 Kxh4 63.Kd2 victory is achieved by 63...Kh3!! 64.Ke2 Kg2 65.Bf6 h4, etc. 61...Kg3. It was still possible to run into such a drawn line 61...Kg4 62.d5 Bxd5 63.Bf2. 62.Ba3 Kxh4 63.Kd3 Kxg5 64.Ke4 h4. 65.Kf3. It's not Black's fault that the opponent avoided a more spectacular final move: 65.d5 Bxd5+! 65...Bd5+. The Whites surrendered. On the board there is a typical endgame position with bishops of different colors and passed pawns distant from each other, which is called “pants”.

  • Battery- some chess pieces, having the same direction of movement, which combine, enhancing the attacking potential of the offensive. For example, most often batteries are called combinations of pieces “rook + rook”, “queen + bishop”, “queen + rook”.
  • Baranka– loss, zero in the final standings.
  • Belopolnik- an elephant moving across white fields.
  • Whiteflower- a chess player who plays much stronger with white than with black.
  • Raging figure- a piece that is repeatedly sacrificed to achieve stalemate. Most often this is a rook.
  • Blitz– synonymous with rapid chess. In blitz competitions, you have a limited time to think about what move to make. As a rule, in blitz, each chess player is given only 5 minutes for the entire game, although there are also types of rapid chess where this time is reduced to 3 or even 1 minute. The loser is the one who is checkmated, who makes an impossible move, or who wastes all his time.
  • Blitzer– a player whose strength is playing rapid chess (blitz).
  • Blockade– a tactic that limits the range of movement of the opponent’s chess pieces.
  • Blocker– a piece that blocks the movement of an opponent’s pawn.
  • Bomb– a new solution that changes the assessment of the well-known established opening variant.
  • Rapid chess(rapid) - a game during which players have a reduced time limit to think about moves (usually from 25 to 30 minutes).
  • Vertical– eight squares of the chessboard that 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 pieces. In this situation, the game ends with a draw after repeating the situation three times.
  • Taking on the pass– capturing the opponent’s pawn, which, making a double move forward (to the fourth rank for white and to the fifth for black), passes a square that is under the attack of the enemy pawn (the third rank for white and the sixth for black).
  • Chess Herald- 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 the Chess Bulletin should be the successor to the Chess Sheet. The purpose of creating such a magazine was to disseminate knowledge about chess game throughout Russia, as well as uniting all fans of the game and the chess players themselves. From January 1913 to October 1916, a bi-weekly version of the magazine was published.
  • Fork– a chess move, as a result of which two or more opponent’s pieces are under combat.
  • Hanging pawns– two connected pawns located in the center, which do not have the support of neighboring pawns.
  • Revealed step(opening) – an attack on the king, in which one chess piece, during a move, opens a line to another piece, announcing a move.
  • Waiting move- a move designed to force the enemy to take any strategic actions, while not bearing any importance for the flow of the game. A wait-and-see move does not fundamentally change the situation on the board and is done in order to better reveal the opponent’s intentions.
  • Take it out into one gate- a confident victory over an 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”) - an attack on the queen. This concept is obsolete and is not currently used.
  • Handicap– a competition between chess players who have different levels of chess proficiency. In order to equalize forces, weaker players are given a certain head start over stronger ones: additional moves, pawns or other pieces.
  • Naked King– a king who is without the protection of other pieces.
  • Horizontal– a line of chessboard fields that has the same digital index (from the first to the eighth).
  • Coffin(jug, pipe, hopelessness, box) - a very difficult situation in the party. A win or draw in such a position is extremely unlikely.
  • Houdini(Houdini) - one of the strongest chess engines in the world, which was able to beat current champion among computer programs– Fish (Rybka).
  • Long-range figure- bishop, rook and queen.
  • Free ride– a dangerous attack without sacrificing pieces, or a convenient position without elements of risk.
  • Elephant spirit advantage– a position in which one of the players has two bishops on the field, and the second has two knights (or a knight and a bishop). Of particular importance this advantage gains in open positions, where the range of the bishops allows him 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 programs such as “Rybka”, “Shredder”, “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 conventional line that visually divides the chessboard into two equal parts; is drawn between the fourth and fifth horizontal lines.
  • Diagonal– cells of a chess field that have the same color and are located in one line.
  • Children's mat– mate 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 fields, as well as over the entire playing space of the board.
  • Come to the shore– specifically aim for a draw for the rest of the tournament, while the player must have a good reserve of points so as 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 are called white fields. 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 plays of the Sicilian defense. The opening got its name because Black's pawns resemble a dragon.
  • Stupid swearing– the fastest checkmate that is possible. You can get it only by deliberately making stupid moves (f4 and g4).
  • Hole– weakened field of the chessboard.
  • Long castling- in addition to the generally accepted meaning, it may also have a hidden meaning - three defeats in a row (arises from the nomenclature designation 0-0-0).
  • Firewood(firewood) are outright weak pawns.
  • Hedgehog– a pawn structure in which the player builds them along the third (or sixth for Black) rank. Can occur in many opening variants.
  • Victim– unequal exchange of pieces. It implies that you can give up a minor piece and gain the necessary advantage in the game. In some cases, this way you can gain control over the desired positions.
  • The sacrifice is correct– this variant of the sacrifice is justified and involves an equivalent exchange of a piece for another or a good position.
  • The victim is incorrect– a situation when a bet is made on the opponent’s possible mistakes, lack of time or other options.
  • Positional sacrifice– a case when the loss of a piece or cell does not require immediate restoration of positions, that is, positional advantages are expected to be obtained in the future.
  • Chess problem– a chess composition that has only one possible solution. There are chess problems with two, three or more moves (multi-move). Depending on the type of task, 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 victim of a piece that creates a threat to declare checkmate.
  • Closed game– a duel in which the center of the chessboard is closed by pawn chains. The main features of such a game are positional maneuvers, regrouping of pieces from flank to flank, attempts to find weak spots to the enemy's location. After the showdown, the fight moves to the active phase (breakthrough, sacrifice, etc.).
  • Close (bury) option– refute the opening option, which was previously considered correct.
  • Ambush– a position on the board in which the long-range piece is behind the pieces (one’s own or someone else’s). The influence of such a figure acts only after moving the one that stands in front of it.
  • Fall asleep- think for a long time.
  • Ringing-conversations during a blitz game.
  • Yawn– this is what professionals call a serious mistake, which most often leads to the loss of a chess piece and can even lead to the loss of the game.
  • Raman vision– the player’s ability to notice opportunities that are hidden certain position, anticipating in advance what sacrifices must be made to gain a tactical advantage.
  • Playing blind- a type of chess demonstration during which players make their moves without looking at the board. Recently, blind play has also become part of some international tournaments chess (for example, “Amber Tournament”). During this tournament, players have the right to use the image of an empty chessboard on the computer display.
  • Game for two results– a position in which a stable advantage of one of the opponents practically eliminates the possibility of defeat.
  • Game for three results- a sudden situation, during the development of which it is possible to get a completely unexpected ending.
  • Play with your hands– play the game automatically, making moves that simply suggest themselves during the game.
  • Sight play– play an unfamiliar opening pattern, without home preparation.
  • Isolator – isolated pawn is a pawn that does not have the support of other pawns on adjacent files.
  • Initiative– the ability of an active player to influence the pace and style of play of the defending passive side. Initiative helps to impose certain game 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 figure.
  • 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 a rook from a knight or bishop; winning or losing an exchange means exchanging a rook for a minor piece (or vice versa).
  • Chess qualification- an official gradation that was created to demonstrate the strength of a chess player in the game. You can record your chess qualifications using special titles. Not only a player, but also a chess composer can receive a rank in chess.
  • Kingchess- a certain type of chess, the main meaning of which is an empty field at the start of the game. During the game, each chess player sequentially places pieces on the field.
  • Classic is a chess game during which standard timekeeping is carried out, it differs from blitz or rapid chess layout.
  • Client- a chess playing partner from whom you can always win.
  • Combination– Botvinnik gave a definition of this concept, meaning by the term an enhanced version of the game with a sacrifice.
  • Combine- a successful combination.
  • Combinator– a chess player who skillfully manages various combinations during the game.
  • Komodo– this is the name of one of the most powerful computer programs that helps analyze a chess match.
  • Konoval- a chess player who successfully plays with a knight. A striking example of a holder of such a title is Topalov in the game against Kramnik.
  • Countergambit– one of the types of the initial stage in chess, when the player, like the opponent, sacrifices a piece to counter the opponent’s actions.
  • 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 figure placed on cell d3.
  • Tarrasch's horse- This is a knight figure that is placed on the edge of the playing field.
  • King Steinitz– when the king piece is activated in the middle of the game.
  • Cooperative checkmate- this is a certain type of task, as a result of which you need to get 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 at the end of the game, when the strongest player cannot win even if he has a significant advantage.
  • Roundabout– a system of group tournament play, which provides for an even (usually) number of players to play one or more rounds with each other.
  • Critter (Critter)– one of the most powerful analytical chess modules.
  • Tacking- a method of play when you keep your opponent in suspense, without showing your true intentions until the very end of the game.
  • Ladeinik– the end of a game in which the rooks play the main role.
  • « Lasker compensation» compensation for the queen, which consists of a rook, a minor piece (most often a bishop) and a pawn. The concept was encouraged thanks to the name of the famous chess player Lasker, who successfully performed a similar size many times.
  • Easy game– a game that does not take place in a championship or tournament.
  • Trap- a fighting technique, the purpose of which is to force the enemy 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 bait, the enemy will lose sight of the threatening checkmate or serious losses.
  • Horse- chess piece - knight.
  • Little quality– this is how the advantage of two bishops is usually called in chess. According to Tarrasch - the difference between an elephant and a knight; exchange of bishop for knight.
  • Mat– a position in which the chess king is in check and has no way to escape it.
  • Checkmate Legal– a checkmate situation in which the queen is sacrificed. Checkmate is achieved with three minor pieces. In practice it works like this: e4 e5 2.Kf3 d6 3.Cc4 Cg4 4.Kc3 h6 5.K:e5! C:d1?? 6.C:f7+ Kpe7 7.Kd5x. For the first time such a checkmate was delivered by Kerimore Sir De Legal in Paris in 1787. This combination bears his name.
  • Linear mat– checkmate on two adjacent extreme horizontal or vertical lines, which is placed using two heavy pieces (rook and queen).
  • Swearing mat– Checkmate to a king who is unable to move in one or more directions due to his own pieces and pawns.
  • Epaulet mat– checkmate, which is placed by the queen. In this case, the opponent’s king on both sides is limited by his own rooks (epaulets). An example of such a checkmate is the white queen on c6, the black king on c8, the black rooks on b8 and d.
  • Mateshnik(matets, composer Matetsky) – mat! Matilda, Matilda Petrovna - a beautiful unexpected mate.
  • Matte network- a position in which the king of the weaker side does not have the opportunity to make a move, because all potential cells for retreat are blocked by their own pieces or are under attack.
  • Material– pawns and pieces that a player controls during a chess game. Possession of excess material implies an advantage. The deliberate sacrifice of material to provide an advantage is a combination.
  • Checkmate– a player who loves and knows how to play on the mat in any position.
  • Match– a form of competition in the sport of chess, when two players play a certain number of games between themselves until a winner is identified. As a rule, the number of parties is 6, 12, 24 or 48, but it can be more. This system is widespread in the qualifying rounds of candidates, as well as championships for the world championship. The winner is the chess player who scores the most points.
  • Mill– alternation of checks and revealed checks, which are announced by the attacking side. It was this typical combination that in 1925 made Carlos Torre, a Mexican chess player, famous at competitions in Moscow. Torre played a game with Em. Lasker.
  • Miniature– there are two interpretations of this term. First: a game that is already won at the very beginning. Second: a task during a chess game that must be completed using only a certain number of pieces.
  • – the middle of a chess match, which comes immediately after the opening phase. Numerous exchanges of pieces in the opening can create a situation where the game moves from the opening into the endgame phase.
  • Target– a chessboard field or a piece standing on it, which is the main target of an attack or combination.
  • Draw– the result of a chess match in which the winner was not identified. In this case, each player receives half a point.
  • Canopy– taking.
  • Rape the position– make a move despite the established requirements of the position. For example, trying to win in a situation where, logically, you need to take defensive actions.
  • Starting position– placement of pieces on the chess field before the start of the game.
  • Don't leave the opening– finish the opening with a losing position.
  • Draw in the pocket– a game without the risk of losing – with a guaranteed draw if necessary.
  • Newnew scheme playing a previously known opening (tabia).
  • Knockout system- a principle of play that is widely used in chess competitions at various levels. Even world championships can be held using the knockout system. The point is that the winner from each pair, who was determined during the draw, advances to the next round. First, chess players play classical games, then, if they cannot determine the winner, they play rapid games, and even if they do not determine the winner, then the chess players play blitz games. If even after all these games it is still not possible to determine the winner, then another game is played - Armageddon. In this game, by drawing lots, one side will get 4 and the other 5 minutes to think. If Armageddon ends in a draw, the victory is awarded to the player who had less time to think. If one of the players wins, then his result is entered into the tournament table.
  • Chess notation– a generally accepted system of symbolic notations that is used when recording the moves of a chess game or any position. The augmented notation is a designation of the square of the chessboard on which the piece being moved stands and the square to which the piece is moved (for example, the notation 23 Nh3-g1 means that White's knight from the h3 square was moved to the g1 square). 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 is alphabetic and numeric notation. The last option is most often used when playing games by correspondence.
  • "Monkey Game"– this is the name of the sequence of moves in a game when one of the players identically repeats the opponent’s moves.
  • Take off your clothes- make a wrong move.
  • Gluttony Row– this is the name of the seventh rank about counting if it is attacked by the opponent’s rook and begins to knock out pawns from the game.
  • Racking the lyules– this is an event that is completely opposite to the distribution of lyuli.
  • Hill up- this term implies gradual, sometimes slow, encirclement of the opponent from all sides and destruction.
  • Fry- win with a big advantage.
  • Postponing the batch– a case when the game is suspended with the possibility of continuing the match. In this case, the player whose turn is next can write down his combination and seal it in an envelope. It should be noted that such a batch can be analyzed, but the assistance of outside specialists is completely excluded. This procedure was used until computer programs became too common. Today it is assumed that if a game starts on one day, it will end on the same day.
  • Open game- tactics that allows you to use mainly tactical means, using moves on open lines, using the practical range of certain figures.
  • Open line- a whole vertical, a line on which there is not a single pawn.
  • Open openings- this is a moment in the game that arises when the moves e4 and e5 are made. This tactic can lead to open game figures.
  • Poisoned Pawn– a game pawn protected in a hidden way. If you take it, you can greatly expose your position to the opponent’s attack.
  • Retarded pawn– a pawn that is not able to occupy a square vertically adjacent to another pawn.
  • Pat- a situation in chess when one side cannot make a single move, but checkmate is never declared to it.
  • First line– the most optimal gaming option that the chess program offers for both chess sides.
  • Pawn- a combat unit of a chess game, with which you can measure the strength of a particular piece (minor piece - three pawns, rook - five pawns, and so on).
  • Pawn– an ending played by a pawn.
  • Game plan– a certain strategy that a player develops by analyzing dynamic changes at the beginning of the game, the need to rearrange and regroup pieces on the field, and the appropriateness of certain moves. A 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. Usually this move improves the defense of other pieces.
  • Giveaways(chess.) - a game in which one of the players allows himself to be defeated by giving up all the pieces and the king for battle.
  • Tighten the position- a move that is made in order to complicate the game. However, it may not be obvious or even seem unsuccessful. This tactic is used in blitz or during a serious game under time pressure of the opponent.
  • Raise the move (idea)– find a non-obvious, non-trivial solution in a position.
  • Pose– position.
  • Position– the position of the pieces on the field during a game or in the context of a chess study. The ability to critically evaluate positions on the field allows a 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 that is especially susceptible to attack.
  • Half move– the minimum unit of measurement of a position on a chessboard, which consists of one move of white or black pieces. When written down on paper, each move is written as a combination of two half-moves.
  • swim- get confused during the game, stop noticing the logical connections of the game.
  • Bury option– refuse to use any obviously correct option 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 meaning that when a pawn reaches the opposite edge of the field, it has the opportunity to transform into any piece except the king.
  • Transformation "weak"- a case when, upon reaching the end of the field with a pawn, the player chooses as a replacement not a queen, as usual, but a weaker piece, which may turn out to be very strong in this situation.
  • Capture your opponent in the opening– take a winning position in the game at the very beginning of the game.
  • Sag– lose the protection of your pieces.
  • Interval– an unforeseen 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 optimal options 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.
  • Interval– an intermediate move – an unexpected insertion into a variation that initially seemed forced.
  • Intermediate move- a move that has no obvious benefit, 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 its position to a more unfortunate one.
  • Space- a fundamental concept of the chess game, which indicates how much space on the field the player has won for himself. Space is as important as time and play initiative. Having space is an opportunity to implement any strategy.
  • Prevention– measures that a player takes to prevent the emergence of threats to his pieces.
  • Rogue- passed pawn.
  • Passed pawn– a pawn in front of which or within the radius of whose moves there is no pawn of another player.
  • Advantage– gaming superiority over the opponent, which may consist of more successful positions or an abundance of pieces on the field.
  • Exchange– this concept implies one move or several at once, resulting in an exchange of approximately equal pieces. It was Mikhail Moiseevich Botvinnik who gave the concept of a generalized exchange that can occur in a game.
  • Woodwork– this term explains that the player analyzes the progress of the game without resorting to the help of a computer.
  • Distribution of lyuli– this is the name of a victory that was achieved thanks to cynicism.
  • Multicolor is a position that can result if you and your opponent use the same piece at the same time, for example, queens. At the same time, other queens should not be captured here.
  • Schedule– play a short game, the result of which will be a draw. The beginning of a game is considered quite rare at such moments, since an agreement is reached 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 strength coefficient. This method of assessing players was proposed back in 1972 by the American physicist Elo Arpad. Thus, it turns out that a grandmaster has at least 2500 units, an international master has from 2400, and a master of the chess federation has from 2300 units.
  • X-ray– in chess terminology, this word denotes a long-term effect of influencing an opponent’s piece. You can't hide from him.
  • Retrograde analysis– this concept defines the ability to find out who moved last in this game, to calculate whose move will be next.
  • Rokada– this is a vertical line on which the rook’s maneuvers can unfold.
  • Castling– this concept implies a special type of move in a chess game. Its purpose is to remove the king piece from the central part of the board. In this case, the king can be moved one square, and the tour will take the place that the king stepped over. The maneuver can only be carried out if the selected pieces have not moved before and the fields are not occupied by any pieces. In addition, a check should not be presented to the king.
  • Row– a concept similar to the concept of “horizontal”. The “Glutton Row” is the seventh row for White and the second row for Black, in which a queen or rook can capture the opponent’s pawns in a row.
  • Chop the flag– play with all your might so that your opponent runs out of time.
  • Fish- game is a draw.
  • Fish (Rybka) – one of the most powerful software chess modules.
  • Bunch- a place from which a piece cannot make a move, since the king will then take this place and the piece can be defeated. Or a pin is the name of a piece whose move leads to a loss or the loss of a queen.
  • Connected pawns– those that stand vertically next to each other or one overtakes the other
  • Doubled (triple) pawns– two (three) pawns that are on the same side, also on the same vertical line.
  • Simultaneous game session- a popular type of chess game when good chess player can play simultaneously with several players who are weaker.
  • Skachography– a creative approach to the arrangement of chess pieces. The player arranges the pieces so that various outlines of numbers, figures, and patterns can be seen.
  • "Weak" transformation– transformation of a pawn into a weak piece, for example, a rook.
  • "Blindness" chess– ignoring obvious moves during the game, which can, in the worst case, lead to a loss.
  • Chess strategy- this is a thoughtful plan that, in the opinion of the player, should lead him to victory.
  • Self-propelled guns- pawns that have advanced so far that they can no longer be destroyed.
  • Harvesting– a proven algorithm of moves that an attacking player can use to have a big advantage in the game.
  • Sicilian– short name for the Sicilian Defense.
  • Throw off – sacrifice a piece or pawn.
  • Slavyanka – short name for Slavic defense.
  • Elephant Horwitz (HorwitzBishops)– two bishops that are located nearby and attack open diagonals. Most often this term is used in the West.
  • Gufeld's Elephant - Black's bishop (g7) is in the old lady.
  • Fischer's Bishop - a light-squared bishop occupying an active position in the Spanish or Sicilian defense.
  • Dismount – salvation in a difficult position.
  • Alloy- a special loss in a chess game.
  • old lady– an abbreviated name for the King’s Indian Defense.
  • Stockfish- one of best programs to analyze a chess game.
  • Column– a significant advantage in the game, which is designated +-. Depending on who wins, that person gets +-, and the loser, on the contrary, receives -+. This designation was introduced by a specialist from Yugoslavia.
  • Stand– a tactic that involves waiting for an opportune moment, without any active action.
  • Line- an important advantage in pariah, which was introduced by a specialist from Yugoslavia and implies the award of +- to the winning and -+ to the losing person.
  • Knock- this is a blitz. A game in which the opponent must desperately need time to think.
  • Tabia– a widely known position, starting from it the player can apply his decisions. Guided only by your thoughts, and not by standard moves. In the chess of past centuries, the pieces had slightly different properties, as a result of which the game very often started with the tabia.
  • Chess tactics– a system of moves that consists of several proven combinations that lead the game to a draw. This includes several standard options at once - luring the enemy into a trap, destroying the defense, or distracting him from the main figures.
  • Pace- There are two variations of this concept. First: a separate move, as a result of which time is simply lost. Second: the rhythm of the game.
  • Chess theory- this is an area of ​​​​chess that affects the analysis of the game, the determination of existing patterns that can arise at each stage of the game.
  • Toptalka– a situation where the same position is repeated over and over again.
  • Triangle– one of the possible options is to transfer the turn of the move to your opponent at the very end of the game.
  • Tura– the second name for the chess piece rook.
  • 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 win the title. This term was first used by Garry Kasparov in 1999.
  • Tournament- a type of chess confrontation in which several participants play with each other at once. The most notable example is a round-robin tournament, where each player passes the other's board to make a move. This way 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.
  • Poking- pawn strike.
  • Threat– an attack on the opponent’s material with a possible aggravation of the situation.
  • Counterput- win with defeat.
  • Magic Chess Lesson is a well-known problem in the chess game Shararam, which was proposed by the character from fairy tales Losyash.
  • Phalanx- a chain of pawns.
  • Fireworks– several consecutive victims during a combination game.
  • Fianchetto (fianchetto)– a chess term that means bringing the bishop to the longest diagonal under the protection of a house of pawns (for example, bishop b7 next to pawns a7, b6 and c7).
  • Chip (fig)-one of the chess pieces.
  • Wing– the edge of the chessboard, which is located on the verticals fgh or abc.
  • King's side– this is the flank, which is located closer to the king’s piece at the very beginning of the game (the verticals f, g, h are meant).
  • Queenside– this is the side of the field, which is correspondingly closer to the queen 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 is worth noting that pawns also occupy the second row, and bishops occupy cells of different colors. In this layout, the tours are located on either side of the king piece. The fact is that the positions used in such a game are less studied and have more original solutions not described in books.
  • Outpost- a figure that has been placed in enemy territory, most often a horse. He is protected by a pawn.
  • Fast and Furious- a move forced as a result of certain circumstances.
  • Forcing is a whole series of moves that the other player can only counter with a certain set of moves. It is this type of battle that can somewhat simplify the calculation of the battle.
  • Window– a cell that the king’s piece can occupy if the opponent has made a check along one of the two ranks. Thus, it turns out that making a window means making a move with a pawn, which closes castling. If this possibility is absent, then the players talk about the theoretical weakness of one of the horizontal lines.
  • Move– change of position of the figure. A move is considered perfect if the chess player not only places the piece, but no longer touches it. During competitions, this action is noted in special notes; if castling or a 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 summary table.
  • Time trouble– lack of time to think about further moves.
  • Cement- defend yourself confidently and successfully.
  • Value of pieces– the weight of each chess piece in the game. This concept can be absolute or relative. For example, if we consider the absolute side of the evaluation, we can compare a rook and two pawns.
  • Center– these are the cells that are located on e4, e5 and d4, d There is also the concept of an extended center – it includes neighboring 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 speed switch and a time counter. They are designed in such a way that time is running for the one who thinks. If there is very little time left, time pressure may arise, and if it is completely over, then there is a delay in time and a loss can be counted.
  • Fisher clock is a device that adds a few seconds in a special way after making a move. Thus, it turns out that in the case successful game you give yourself extra time to think.
  • Chernopolnik- an elephant that walks through black fields.
  • Four-horse, cuadrilla, quadriga– an opening in which the main confrontation is fought 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- a case when the king is declared in check by two enemy pieces at once.
  • Washer– this is what a pawn is called in chess slang.
  • Shararam- this term implies the name of a children's game designed for logical thinking. The name comes from a fictional school of magic in which children study various items, for example, magic chess.
  • Chess composition- the sphere of chess art, where chess players act as artists, creating amazing positions and techniques that have unique beauty.
  • Chess clicker- a type of insect, or rather beetle.
  • Chess figure– these are all the pieces participating in the game, except for the pawn.
  • Light figure- this phrase is used to call an elephant or a horse.
  • Heavy figure– experts consider the queen or rook to be heavy pieces. It differs from a minor piece in that, having the support of the king, it can checkmate the opponent.
  • Swedes- an interesting type of game in which the retired pieces are given to the opponent and he can use them in this game instead of the next move.
  • Swiss– a competition that takes place according to the Swiss system and involves a large number of participants. In this regard, before each stage there is a draw, as a result of which chess players can only play with those who have approximately the same number of points.
  • Schwindel- a sharp blow resulting from a small combination.
  • Slap- This is a fast and weak style of play, at some points even thoughtless.
  • Spieler- so called excessively gambler, who likes to use small traps and also bases his strategy on his opponent’s blunders.
  • Trousers– a case when two enemy pawns are trying to move to the queen’s position, and the opponent’s bishop is not able to resist.
  • Shredder– this is the name of one of the most powerful programs for analyzing chess games.
  • Aesthetics of chess- 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 towards the position of the queen.
  • - the final part of the chess game.
  • Chess sketch- a superbly thought out and implemented combination in chess, when there is only one possible outcome, as a result of which you can achieve the desired goal.
  • Advance- a game in which you can use the help of a computer.
  • Armageddon- the final, decisive game of the match in the event of a draw in both the main part of the match and the tiebreaker.
  • Attack – attacking the position of the enemy's king with the aim of checkmate. In a narrower sense, it is an attack on a figure.
  • Attacker- a player who prefers an attacking style of play.
  • Battery- a tandem of two figures, each of which enhances the potential of the other figure or attack. For example: double rooks.
  • Baranka(donut) - a zero in the standings.
  • Hopelessness - hopeless position.
  • Belopolnik-white-fielded elephant.
  • Whiteflower-a chess player who plays much better with white than with black
  • Crazy Rook- a piece (rook) that is endlessly sacrificed in order to obtain 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 time has expired.
  • Blitzer- a player who knows how and loves to play blitz.
  • Blockade- one of the techniques for limiting the mobility of opponent’s pieces.
  • Blocker- any piece that impedes the advancement of the opponent's pawn.
  • Rapid chess(another name is rapid) is a game in which 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 fields from A1 to A8.
  • Eternal Shah- a situation where one of the players gives repeated checks, and the second cannot evade them.
  • Taking on the pass- capture by a pawn of an opponent’s pawn, which with its first move crosses two squares - a square that is captured by the opponent’s pawn.
  • Fork- simultaneous attack on two opponent pieces with a knight or pawn
  • Hanging pawns- a pair of central pawns that cannot be protected 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.
  • Waiting move- a move whose purpose is not to worsen the position or to find out the partner’s intentions.
  • « One gate"- more than a convincing victory.
  • Gambit- one of the types of opening in which one of the parties sacrifices material to achieve their goals. For example, superiority in development, initiative.
  • Garde(from French gardez - beware) - beginner's slang, meaning an attack on the queen.
  • Naked King- a situation where the king is not protected by his pieces
  • Horizontal- fields on the board and the same digital index. For example: the first horizontal line.
  • Coffin- (hopelessness, pot, jug, pipe, box) - bad or hopeless position.
  • Long-range figure- the queen, rook and bishop are considered long-range.
  • Two bishops 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 built into a chess shell (for example, “Fritz”, “Arena”, “Schroeder”), thereby increasing the strength of the game shell many times over.
  • Debut- the initial stage of the game.
  • Demarcation line- the conventional name of the line separating the fourth and fifth horizontal lines.
  • Diagonal- a group of fields on a board of the same color. For example, all fields from a1 to h8 are in a straight line.
  • Children's mat- quick checkmate with queen and bishop in the opening.
  • Domination- an overwhelming advantage, which manifests itself in complete control over key fields and the space of the chessboard as a whole.
  • Come to the shore(crawl) - play for a draw in the final part of the tournament.
  • The Dragon- one of the variants of the Sicilian Defense, in which Black's dark-squared bishop is fiacked on the g7 square. For example 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4. Nxd4 Nf6 5.Nc3 g6
  • Hole- a very vulnerable field.
  • Long castling- castling to the long side. In addition, castling is jokingly referred to as three zeros in a row in the standings.
  • Hedgehog- the location of black pawns on the sixth rank squares d6 and e6 in some variations of the Sicilian Defense.
  • Victim- giving away or unprofitable (unequal) exchange of material for the sake of achieving other goals. For example: attack on the king.
  • The sacrifice is correct- justified sacrifice
  • The victim is incorrect(bluff) - an unreasonable sacrifice in anticipation of a mistake.
  • Positional sacrifice- a sacrifice that does not involve acting out the material in the near future.
  • Chess problem- a position in which the task is given to find the only path to checkmate in a certain number of moves.
  • Fence- pawn phalanx or row.
  • Closed game- play with the center closed by pawn chains.
  • Ambush- the long-range figure is in the shelter of his figures for the time being.
  • Fall asleep-think for a long time.
  • Ringing- conversations during the blitz game.
  • Yawn- an obvious mistake, looking at a piece or pawn.
  • Raman vision– the ability to see the tactical capabilities of a position.
  • Playing blind- a game without pieces. In this case, you are allowed to use an empty board. Moves are expressed in words of chess notation.
  • Game for three results- an unpredictable position on the board, when any outcome of the game is possible.
  • Play with your hands- play on the machine, without much thought.
  • Insulator- slang term for an isolated pawn.
  • Initiative- the ability to impose on the opponent the nature of the fight: pace, style, direction.
  • Spaniard- simplified name Spanish party.
  • Ruin your hair- destroy the solidity of the pawn formation.
  • Italian- simplified name for the Italian party.
  • Trap- an unfavorable situation in which a player finds himself as a result of a trap set by an opponent.
  • Ride- play a lot and superficially.
  • Chinese draw- brush the pieces off the board and leave the table.
  • Quality- the presence of a ratio of rook against a minor piece. To win an exchange is to win a rook at the cost of a minor piece.
  • Chess qualification- recognized level of play of a chess player. It is documented by assigning ranks and titles in accordance with the chess hierarchy.
  • Kingchess- an exotic type of chess. During the game, opponents gradually place their pieces on the board that is empty at the beginning of the game.
  • Classic- a game with traditional, “classic” time control.
  • Client- an easy opponent, whom he has already won more than once.
  • Combination- forced sequence of moves.
  • Combiner, combiner- a chess player who loves and knows how to combine.
  • Komodo- chess program.
  • Konoval- a chess player who loves to play with knights.
  • Countergambit- a counterbalance to a gambit - an opening in which the sacrifice is followed by a return sacrifice.
  • Counterplay- a counter game against the opponent’s activity.
  • Kasparov's Horse- a black knight, which was placed on the d3 square.
  • Tarrasch's horse- a piece (knight) located on the edge of the board.
  • Cooperative checkmate- checkmate, which arose thanks to the “efforts” of both parties.
  • Short castling- castling towards the king's side.
  • Fortress- the position in which proper game it is impossible for the defending side to win.
  • Roundabout- competition (chess tournament) in a round-robin system. All participants must play each other with each other.
  • Critter- chess program.
  • Tacking- positional play without obvious active actions.
  • Ladeinik- rook endgame.
  • Lasker compensation- a situation in which there is compensation for the queen in the form of a rook, bishop and pawn.
  • Easy game- a chess game in an unofficial format and without time control.
  • Light figure-horse and elephant.
  • Trap- a technique counting on the opponent’s reckless or inept play.
  • Horse-slang, humorous name for a horse.
  • Mat- a position on the board when the king is in check and has no opportunity to escape from check or defend in any other way.
  • Checkmate Legal- matte combination with a queen sacrifice in the opening.
  • Linear mat- a checkmate situation with one or two heavy pieces on the extreme horizontal line.
  • Swearing mat- a situation of checkmate with a knight, in which the king is squeezed by his own pieces.
  • Matte network- a situation where in a few moves checkmate will inevitably be achieved.
  • 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 game short in the number of moves, ending in the victory of one of the parties; 2) A study or problem with a small number of pieces.
  • Middlegame- the middle part of the game. Between opening and endgame.
  • Target- 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 the position- playing without taking into account position is usually to your detriment.
  • Don't leave the opening- be defeated in the opening.
  • Draw in the pocket- a situation in which it is possible to play without the risk of defeat.
  • New- a new continuation in the known version.
  • Knockout system- a tournament format similar to the Olympic system in other sports. Only the winner advances to the next round. Essentially, it's the playoffs.
  • Chess notation- a system of rules according to which the game is recorded.
  • Monkey game- the desire of one of the players to symmetrically repeat moves.
  • Take off your clothes- make a move that is not what you intended.
  • Gluttony Row- the horizontal line on which the rushing rook or queen collects a “harvest” of pawns.
  • Hill up- confident, methodical pressure on the opponent’s position with subsequent winning of material.
  • Fry- a beautiful, convincing victory.
  • Postponing the batch- a process in which the game is interrupted and then (after a few hours or the next day) the game is completed. It is practically not used in modern chess.
  • Open game- playing in open positions.
  • Open line- a vertical free from figures.
  • Open openings- openings that occur after the first move e4 e5.
  • Poisoned Pawn- a pawn, the capture of which entails unpleasant surprises and consequences.
  • Retarded pawn- a pawn that has fallen behind its peers and has become the target of an attack.
  • Pat- a position on the board in which the player who has the right to move cannot make a move without violating the rules of chess and his king is not in check.
  • First line- the best continuation offered by a chess program.
  • Pawn- a chess unit that has minimal value.
  • Pawn- pawn endgame.
  • Game plan- an idea embodied in specific sequential actions in a chess game.
  • Plastuns- pawns that move towards the promotion square on different flanks.
  • Tight move- a synonym for the concept of a strong move.
  • Giveaways- a game format in which the player who gives up all his pieces, including the king, wins.
  • Tighten the position- create additional tension on the board using gaming methods.
  • Position- position on the board.
  • Field- a unit of space in chess, other names are a square or a point.
  • Half a ruble- half of the points scored from the possible number.
  • Field "weak"- a field that can be used for invasion by an opponent.
  • swim- get confused, switch to playing “automatically”.
  • Bury option- clearly evaluate the option as unprofitable and unsuitable for use.
  • Transformation- changing the status of a pawn with another piece of the same color, except the king, upon reaching 8 or 1 rank
  • Capture your opponent in the opening- present your opponent with intractable problems in the opening.
  • Sag- finding a piece “under attack” without protection.
  • Interval- the same as an intermediate move.
  • Chess program- a type of computer program that can make moves, analyze and evaluate a position.
  • Intermediate move- an unexpected, not obvious move in a forced variation.
  • Space- volume of the playing field of the chessboard. It is a fundamental resource of the chess game.
  • Prevention- 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 an opponent in any aspect.
  • Exchange- a move or several moves during which there is a mutual exchange of pieces.
  • Distribution of lyuli- victories with an overwhelming advantage.
  • Multicolor- a position in the endgame when the sides each have one bishop of different colored squares. Not counting other figures.
  • Schedule- play a quick draw without a fight.
  • crumble- get a lost position from an acceptable or good one in a few moves.
  • Rating-the level of relative strength of a 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 threat of capture.
  • Retrograde analysis- a task in a chess composition to find out the last move in the game.
  • Castling- a move involving two pieces at once. Namely, king and rook. When castling, the king moves from its original position across the field (to the right or to the left). and the rook jumps over the king, ending up on the adjacent square.
  • The “gluttonous” row is the second or seventh rank, on which the rook “rages” and eats pawns.
  • Chop the flag- a deliberate game for time.
  • Fish(jargon) - draw.
  • Fish (Rybka)- one of the advanced chess programs.
  • Bunch- an attack on an enemy piece that is covering a more important piece. Or a key field.
  • Connected pawns- pawns located on adjacent verticals next to each other.
  • Doubled pawns- two pawns of the same color on the same file.
  • Simultaneous game session- a game format where a chess player plays with several opponents simultaneously on different boards. The moves are made alternately.
  • Skachography- a genre of chess composition, when the arrangement of the pieces forms the outlines of letters, numbers or drawings.
  • "Weak" transformation- 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 game plan against a specific opponent.
  • Self-propelled guns- connected pawns close to the promotion square.
  • Harvesting (joke)- translation of a positional or other advantage into a material one.
  • Sicilian- Sicilian defense.
  • Throw off- sacrifice material or return the sacrifice to the opponent.
  • Slav- Slavic defense.
  • Elephants of Horwitz- two bishops next to each other of the same color, shooting diagonally.
  • Gufeld's Elephant- fianchetted bishop g7 in the King's Indian Defense.
  • Fischer's Bishop-White's white-squared bishop in the Spanish game and the Sicilian Defense.
  • Dismount- unexpected salvation in a difficult position.
  • Alloy- deliberate loss.
  • old lady(joke) - King's Indian defense.
  • Stockfish- one of the best chess programs.
  • Stand- adhere to wait-and-see tactics.
  • Line- 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 strike, distraction, enticement, etc.
  • Pace- dynamics of moves. Losing tempo is an extra move, a waste of time.
  • Chess theory- area of ​​analysis and generalization of knowledge in chess, identification of patterns. Usually they mean the opening theory.
  • Toptalka- repeated repetition of a position.
  • Triangle- a method of transferring the turn of a move to an opponent to achieve the goal of putting him in a zugzwang position.
  • Tura- slang name for a rook.
  • Tourists- (humor) weak chess players who do not claim to win the tournament.
  • Tournament- a type of chess competition in which more than two players participate.
  • Tournament table- a document that records the results of the games of the tournament participants.
  • Poking- movement of a pawn towards enemy forces.
  • Heavy figure-queen and rook.
  • Threat- potential or real danger.
  • Counterupit- beat confidently.
  • Phalanx- pawn chain.
  • Fireworks-combination with a cascade of victims.
  • Fianchetto-fiancheting, 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.
  • Royal flank- flank on verticals f, g, h.
  • Queenside- flank on verticals a, b, c.
  • Fischer chess- in the initial position the pieces are located arbitrarily, with the exception of: pawns occupy the second row, - bishops stand on squares of different colors, rooks with different sides from the king.
  • Outpost- a piece introduced into the enemy camp under the protection of a pawn. For example, the knight on d6 is protected by the e5 pawn.
  • Fast and Furious- forced version.
  • Forcing- a series of moves in which the opponent responds only in a forced manner.
  • Window windowA- a field for the king to escape from the check along the first (eighth) horizontal rank. Typically h2 or g2.
  • Move- moving a piece from one field to another.
  • Tail- a group of outsider participants in the tournament. This is sometimes called the last board in team competitions.
  • Time trouble- lack of time to think.
  • Cement- ultra-reliable protection.
  • Value of pieces- the nominal importance of a piece in the game in relation to other pieces. For example, a knight is equal to three pawns.
  • Center- fields e4, e5, d4 and d5.
  • Zugzwang(train) - a situation in which any move leads to a deterioration in the position.
  • Chess clock- a special type of clock in which there are two dials and a clock switching mechanism in such a way that the clock of the player who is considering the move runs.
  • Fisher clock- chess clock, which provide for adding a few seconds to each move.
  • Chernopolnik- dark-squared bishop.
  • Shah- the situation of an attack on the king. The king is in check meaning that he is under attack by an enemy piece and must defend himself.
  • Shah d war - a situation in which the Shah is declared by two figures at once.
  • Chess composition- a type of chess in which positions are drawn up for solving problems and studies.
  • Chess figure- king, queen, rook, knight, bishop.
  • Swiss- a tournament with a large number of participants. The main rule is that players who have the same or the closest possible number of points at the moment should meet each other.
  • Schwindel- an unexpected combination strike.
  • Slap- play fast and bad.
  • Spieler-a player betting on traps and taking advantage of his partner’s mistakes.
  • Trousers- a situation where the bishop cannot hold two passed pawns on different flanks.
  • Shredder- one of the advanced chess programs.
  • Aesthetics of chess- the ability of the game to cause aesthetic pleasure.
  • Endgame- the final part of the game.
  • Chess sketch- element of a chess composition. A created position in which you need to find the only way to solve a given problem - achieving a win or a draw.

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Chess dictionary

A

  • Outpost- this is a square on the chessboard, which during the game will no longer be able to be attacked by your opponent’s pawn. A chess outpost that is protected by a player's pawn can becomean excellent place for a chess rook to control an open file.
  • Chess machine- this is the general name for various illusionary devices in which the game is led by a chess player invisible to the public, who presses special levers to move the pieces. Although the machines did not play independently, they played an important scientific role and were the prototype of modern chess computers.
  • Advance(advanced chess) - chess in which people are allowed to use computers. From English Advanced chess.
  • « Armageddon"is a decisive game between two chess players in a blitz game (usually taking place in a tiebreaker of a match for the championship title), which is played under unusual conditions: white has 5 minutes to think about all the moves in his game, and black only 4 minutes, however White is only satisfied with winning, because in the event of a draw, the participant playing black will be declared the winner.
  • Attack- has two concepts. In tactical terms, it means a direct attack on the enemy’s chess pieces. In strategic terms, it means an attack on any part of the chessboard or along the entire board according to a specific plan.
  • Attacker- a chess player who plays in a sharp attacking style.

B

  • Battery- two (or more) chess pieces, the combination of which increases the potential of a chess attack. For example, a battery of “queen + bishop”, “rook + queen” and so on.
  • Baranka(bagel) - defeat, zero in the tournament table.
  • Belopolnik- light-squared bishop.
  • Whiteflower- a player who plays strongly with white pieces and noticeably weaker with black pieces.
  • Raging figure- a piece that is sacrificed repeatedly to create a stalemate on the board. An example of a rook going crazy in a sketch.
  • Blitz - lightning game in chess, in which a shortened control of the time for thinking about one’s moves is used (as a rule, 5 minutes for each of the opponents for the entire game, there are also 3 minutes, and also 1). A player who runs out of time will be checkmated, make an illegal move, and automatically lose.
  • Blitzer - a chess player who loves or plays blitz chess well.
  • Blockade- a strategy for limiting the mobility of the enemy’s chess army (pawns and pieces).
  • Blocker- a piece that blocks the advancement of an enemy pawn with its position.
  • Bomb- a debut novelty (development) of enormous power, changing the assessment of a known variation. One of the brightest good old pre-computer bombs.
  • Rapid chess(rapid) - a game of chess with a shortened time limit for thinking (usually from 15 to 30 minutes for each opponent for the entire game).

IN

  • Vertical- chessboard fields with the same letter index (for example, verticals a, b, c or others).
  • Eternal Shah- a situation in which one of the sides (usually the strongest) cannot avoid a series of repeated checks from the opponent’s pieces. The game, as a rule, ends in a draw after repeating the position three times.
  • Taking on the pass- Capturing an opponent's pawn on a square that it has crossed while making its “double move.” This is possible only in the case when the pawn is on the 5th (for white pawns) or 4th (for black pawns) rank and the enemy pawn, making a double move, crosses the square that is under attack by this pawn.
  • Chess Herald- a monthly magazine published in St. Petersburg in July 1885 - January 1887. The publication was mainly carried out by M. Chigorin, who considered it as a continuation of the magazine “Chess List” and saw its task as disseminating chess knowledge in Russia and uniting Russian chess players. A two-week magazine published in Moscow in January 1913 - October 1916.
  • Fork- a move after which two (or more) enemy chess pieces are under attack.
  • Hanging pawns- two central connected pawns in the absence of their own pawns on adjacent files.
  • Revealed check(opening) - a type of open attack in which a chess piece, making a move, opens the line of action of another piece, under whose attack the king is, thereby declaring a check.
  • Waiting move- a move that does not fundamentally change anything in the nature of the position, but at the same time, which sets the goal of finding out the opponent’s further intentions by giving him the turn of the move.
  • « Take it out into one gate- to beat confidently.

G

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

D

  • Long-range figure- queen, rook, bishop.
  • Free ride- an attack without casualties or a comfortable position without risk.
  • Two bishops advantage- a situation in which one of the sides has two bishops, and the other side has a bishop or a knight, or two knights. This advantage is especially noticeable in open positions, where the range of bishops allows them to be used to their full potential. The advantage of two bishops is sometimes called “small quality”.
  • Engine is a unique program that is built into a chess shell (for example, “Fritz”, “Arena”, “Schroeder”), thereby increasing the strength of the game shell many times over.
  • Debut- the beginning of a chess game, with the goal of the speedy mobilization (development, deployment) of forces.
  • Demarcation line- a line conventionally drawn between the fourth and fifth horizontal lines and dividing the chessboard into two equal halves.
  • Diagonal- fields of a chessboard of the same color, located on the same line.
  • Children's mat- checkmate in the opening, which is usually received by the beginner (child). The main idea is to declare checkmate with the queen and bishop on the f7 (f2) square (that is, both white and black can be the victim). Scheme D.m. characterized by approximately the following moves: 1.e4 e5 2.Qf3 Kc6 3.Cc4 d6 4.Q:f7X.
  • Domination- an overwhelming advantage, which manifests itself in complete control over key fields and the space of the chessboard as a whole.
  • Come to the shore- deliberately play for a draw in all remaining games of the tournament, having a good supply of points - so as not to lose the bird from your hands.
  • Chess board- a square of 64 (eight by eight) equal in size, alternately located light and dark square-shaped cells. Light cells are called white fields, dark ones are called black fields. The chessboard is positioned so that there is a black square to the left of the player.
  • The Dragon- a variant of the Sicilian Defense, in which the position of the black pawns resembles the monster of the same name: 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4. Nxd4 Nf6 5.Nc3 g6!
  • Stupid swearing- mate in the opening, which White gets by making the following moves: 1.f4 e6 2.g4?? Qh4X.
  • Hole- weak field.
  • Long castling- in addition to the generally accepted meaning, it also has another meaning: three defeats in a row. Originated from the designation 0-0-0.
  • Firewood(firewood) - weak pawns.

Yo

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

AND

  • Victim- unequal exchange, giving up any material (pawn, piece, several pieces) to gain a decisive (or positional) advantage, to declare checkmate or reduce the game to a draw. The victim may also have the goal of seizing (intercepting) the initiative, receiving compensation in the form of control over the center or key fields, etc.
  • The sacrifice is correct- that is, justified, correct, justifying itself even with the best defense.
  • The victim is incorrect(bluff) - a victim calculated for the mistakes of the defending side, time pressure, etc., that is, having a fairly obvious refutation.
  • Positional sacrifice- does not involve immediate playback of material and is focused on obtaining long-term positional advantages.

Z

  • Chess problem- a work of chess composition, the solution of which involves finding a strictly unique way to declare checkmate to the weaker side in the designated number of moves. Depending on the number of moves required to solve, problems are divided into two-move, three-move and multi-move.
  • Fence- pawn chain.
  • Gate valve- a thematic victim of enticement, creating the precondition for a dirty swear word.
  • Closed game- conducting the game with a closed (fixed) center, blocked by pawn chains. It is characterized primarily by positional play, maneuvering, regrouping of combat forces, groping for weaknesses in the enemy camp, etc. Opening the game - the transition to open play (through a breakthrough, sacrifices of material, etc.).
  • Ambush- a situation in which a long-range piece is positioned behind one’s own or someone else’s piece(s). The effect of a long-range piece appears only after the movement of the piece(s) standing in front of it.
  • Fall asleep- think for a long time.
  • Ringing- chatter during the blitz.
  • Yawn- rude oversight, an error that results in the loss of one or another chess piece or pawn, most often leading to the loss of the game.
  • Raman vision(tactical) - the ability to see opportunities hidden in a position, to gain an advantage with the help of certain sacrifices of material.

AND

  • Playing blind- a game without looking at the board, one of the varieties of demonstration performances. Recently, to increase entertainment value, the game “blind” has been included in the program of international tournaments (“Amber Tournament”). However, it allows players to use the image of an empty chessboard (on the computer display) for convenience.
  • Game for two results- a situation where a stable advantage of one of the parties virtually eliminates the possibility of loss.
  • Game for three results- 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 thinking, making moves that suggest themselves.
  • Insulator - isolated pawn, a pawn on adjacent files of which there are no pawns of its own.
  • Initiative- the advantage of the active side, which can impose on the defending side the style and tempo of the fight, prepare and carry out an attack, etc.
  • Spaniard- Spanish party. Occurs after the moves 1.e4 e5 2.Nf3 Nc6 3.Bb5…
  • Ruin your hair- destroy the solidity of the pawn formation.
  • Italian- Italian party. Occurs after the moves 1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5.

TO

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

L

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

M

  • Little quality- this is what the advantage of two bishops is sometimes called. According to Tarrasch: the difference in strength between a bishop and a knight; exchange of bishop for knight.
  • Mat- in chess, a situation when the king is in check and there is no way to avoid this check.
  • Checkmate Legal- matte construction, which involves sacrificing the queen and declaring mate with three minor pieces (scheme of this construction: 1.e4 e5 2.Kf3 d6 3.Cc4 Cg4 4.Kc3 h6 5.K:e5! C:d1?? 6.C:f7+ Kpe7 7.Kd5x). The name of the checkmate comes from the name of Kermure Sir De Legal, who first performed this checkmate in a practical game against the Cavalier Saint-Brie (1787, Paris, Café Regence). True, Legal made the move K:e5 with the black knight on c6, and Saint-Bris could have won a piece by simply capturing the knight on e5 (and not getting mate after capturing the queen on d1).
  • Linear mat- checkmate on the extreme verticals (horizontals), which is placed by heavy pieces (two rooks, a rook and a queen, two queens).
  • Swearing mat- checkmate, declared by a knight, in which the checkmated king is limited in movement by his own pieces and pawns.
  • Epaulet mat- a checkmate declared by a queen, in which the checkmate king on both sides is limited by its own rooks (“epaulettes”) (for example, a white queen with e6 checkmates the black king on e8, and the black rooks, respectively, are on the squares d8 and f8).
  • Matte network- a position in which the king of the weakest side cannot avoid checkmate due to the fact that all possible fields for retreat are blocked by its own pieces or controlled by the attacking side.
  • Material- pieces and pawns that a player has in a chess game. Possession of excess material predetermines material advantage. Giving up material to gain a decisive advantage is a combination, a sacrifice.
  • Checkmate- a chess player who loves or knows how to play checkmate.
  • Match- a form of chess competition in which 2 players play each other a certain even number of games (6,12,24,48, etc.) until a winner is identified. The winner is the player who scores more points at the end of the match than his opponent. Most often, the match system is used in candidate competitions and to identify the World Champion.
  • Mill- a typical combination with a sequential alternation of checks and revealed checks declared by the attacking side. It is the “mill” in the game with Em. Lasker glorified the Mexican grandmaster Carlos Torre at a tournament in Moscow in 1925.
  • Miniature- 1) a game won already in the opening or at the beginning of the middlegame (that is, in no more than 20-25 moves) as a result of gross mistakes of the losing side; 2) chess problems or studies with a small number of participating pieces (no more than seven, including kings).
  • Middlegame- the middle, the main part of a chess game, usually following the opening. Massive exchanges in the opening can lead to the fact that the game from the opening immediately goes into the endgame.
  • Target- a piece or field that is the object of a combination or attack.

N

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

ABOUT

  • « Monkey game" is the conventional name for a series of moves in a chess game, when one of the opponents mirrors the moves of the other.
  • Take off your clothes- make a move that is not what you intended.
  • Gluttony Row- the seventh rank, which the enemy rook invades and begins to devour pawns.
  • Raking the cradle- an action in every sense opposite to their distribution.
  • Hill up- methodically, gradually attack, encircle and destroy.
  • Fry- to beat convincingly.
  • Postponing the batch- procedure for interrupting the game and then finishing the game. In this case, the player who had a turn to move could make it on the board (open move) or write it down on a form and seal it in an envelope (secret move). The adjourned game could be analyzed, without excluding the help of other chess players. Practiced before the widespread introduction of computer programs into life. Modern time control assumes that the game begins and ends on the same game day.
  • Open game- fighting primarily by tactical means using open lines, diagonals, long-range pieces, etc. (see also Closed game).
  • Open line- the vertical of the chessboard, free of pawns.
  • Open openings- chess openings that arise after the moves 1.e4 e5. Mainly lead to live open figure play. Although a number of options, for example, the Italian or Spanish game, lead to closed positions and long-term positional maneuvering.
  • Poisoned Pawn- a clearly unprotected combat unit, the capture of which leads to dire consequences.
  • Retarded pawn- a pawn that cannot move next to its own pawn on an adjacent file.

P

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

R

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

WITH

  • The most popular chess term- a task in the popular Internet game "One Hundred to One". On the site you can find answers to it.
  • Bunch- a position when a piece cannot make a move due to the fact that after its move the field on which the king stands will be attacked. A pinned piece can also be a piece whose move would result in the loss of a queen or loss of an exchange.
  • Connected pawns- standing on adjacent verticals side by side or protecting one another.
  • Doubled (triple) pawns- two (three) pawns of the same side, located on the same file.
  • Simultaneous game session- a means of popularizing chess, an event during which a strong chess player (sessioner) plays a number of games simultaneously (from several games to several hundred games) with chess players of lower qualifications.
  • Skachography- a genre of chess composition in which the arrangement of chess pieces forms the outlines of letters, numbers or some kind of drawings (for example, the outlines of a Christmas tree).
  • "Weak" transformation- turning a pawn not into a queen, but into a rook or a minor piece.
  • "Blindness" chess- “eclipse” during the game, in which the player does not see obvious winning continuations or makes a blunder, leading to a loss or loss of a decisive advantage.
  • Chess strategy- a long-term plan, towards the implementation of which specific moves and operations are aimed. The general line of strategy is determined primarily by the requirements of the position and includes an assessment of the position, determination of the final goal (fight for a victory or for a draw), methods for achieving the latter (exacerbation of the game, bluffing, transition to the endgame, etc.).
  • Self-propelled guns - tied and far advanced pawns that the opponent is unable to stop.
  • Harvesting- implementation of positional advantage: a series of moves as a result of which the attacking side achieves a significant material advantage.
  • Sicilian- Sicilian defense.
  • Throw off- donate or return material.
  • Slav- Slavic defense.
  • Elephants of Horwitz- (Horwitz Bishops), two bishops standing side by side and shooting through the opening of the diagonal. Used in the West.
  • Gufeld's Elephant- black bishop g7 in the old woman.
  • Fischer's Bishop- an active light-squared bishop in a Spanish or Sicilian style.
  • Dismount- salvation in a difficult position.
  • Alloy- deliberate loss of the game.
  • old lady- King's Indian Defense.
  • Stockfish- one of the strongest analytical modules (chess programs).
  • Column- a serious advantage. From +/- or -/+. These are estimates put into use by the Yugoslav “Informator”. Pronounced as “plus-minus in a column” (if white has an advantage) and “minus-plus in a column” (in black).
  • Stand- do not take active actions, make wait-and-see moves.
  • Line- decisive advantage. From +- or -+. These are estimates put into use 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 in a serious game when your opponent is under time pressure, move quickly and switch the clock abruptly.\

T

  • Tabia- a well-studied opening position, from which players begin to make their own, not “book” moves. In ancient chess, the pieces were not distinguished by modern dynamics and range, and it took a lot of time to play an opening. Therefore, by agreement, the game immediately began with tabiyas.
  • Chess tactics- a system of techniques (primarily using combinations) that allow you to achieve an advantage or reduce the game to a draw. Chess tactics include a variety of typical means (“distraction”, “enticement”, “destruction of defense”, etc.).
  • Pace- 1) rhythm of the game; 2) a separate move (in this sense, a loss of tempo is an extra move, that is, a loss of time).
  • Chess theory- the sphere of analysis and generalization of practice, identifying certain patterns inherent in the chess game at its various stages (opening theory, ending theory, etc.).
  • Toptalka- repeating a position over and over again.
  • « Triangle"- one of the ways of transferring the turn of a move to an opponent at the end of a game or study in order to put him in a zugzwang position.
  • Tura- chess rook.
  • Tourists- 1. Amateurs who received in the XIX - early. XX centuries handicap equal to rook (round); 2. World Championship participants who do not claim a title or a high result. The term was coined by Garry Kasparov in 1999 during the FIDE Knockout World Championship in Las Vegas.
  • Tournament- a type (along with a match) of chess competition in which a number of participants play with each other. A typical example is a round-robin tournament in which each participant plays everyone else. A tournament using the Swiss system allows you to compete with many dozens (and even hundreds) of participants through a draw after each round (in each new round, participants with approximately equal numbers of points play among themselves). A Scheveningen tournament involves a competition between teams, where ultimately each member of one team plays a game with each member of the other team.
  • Tournament table- a document that allows you to evaluate the current tournament position of the tournament participants (based on the results of the rounds displayed in the table) or their final result (final table).
  • Poking- pawn strike.

U

  • Threat- an attack on one of the enemy’s position objects with the creation of a real danger to his position.
  • Counterupit- beat, defeat.
  • Magic Chess Lesson- a task in the famous chess game Shararam from the fairy-tale character Losyash. On our website you can find answers to this chess lesson.

F

  • Phalanx- pawn chain.
  • Fireworks- a cascade of victims when implementing a combination.
  • Fianchetto- or fiancheting, a term denoting the development of a bishop to a large diagonal under the protection of a pawn “house” (for example, a bishop on g2 with pawns f2, g3 and h2).
  • Fuck, nevermind- chess figure.
  • Wing- the edge of the board located on the verticals a, b, c and f, g, h.
  • King's side- the flank closest to the king at the beginning of a chess game, on the f, g, h files.
  • Queenside- the flank closest to the queen at the beginning of a chess game, on verticals a, b, c.
  • Fischer chess(random chess) - chess in which the pieces stand in their original positions in a different way (but symmetrically for white and black) than in classical chess (pawns still occupy the second row) - and bishops necessarily stand on squares of different colors and rooks on different sides of the king. Positions in this type of chess have not been sufficiently studied by theory and are of a more “fresh” and original nature.
  • Outpost- a piece advanced into the enemy camp (that is, beyond the demarcation line) (usually a knight), protected by a pawn. For example, a knight on the e6 square, protected by the d5 pawn and/or f5.
  • Fast and Furious- forced, that is, forced option.
  • Forcing- carrying out a series of moves to which the opponent is forced to respond only in a certain way (for example, during exchanges, when declaring checks, etc.). Forced options make preliminary calculations easier.
  • « Window" - a square to which the king can retreat in the event of check along the first (last) horizontal line. Accordingly, “to make a window” is to make a move by one of the pawns covering the castling position. In the absence of a “window”, it is customary to talk about the possible weakness of the first (for white) or last (for black) horizontal line.

Cat Asmara writes:

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

Of course, sometimes I get carried away playing on the site at late hours of the day, when I should have been in bed long ago, and besides, I take playing on the Internet lightly, but in real tournaments I am easily beaten by beginners who play in the “Internet style” ( one of these defeated me in the same tournament in which I defeated a participant with a rating of 1822). It seems to me that I should beat such opponents because I am working on improving my game and reading books about chess (for example, Michael Steen's book " Simple chess" is one of my favorites. It helped me defeat highly ranked chess players), but the books teach how to deal with strong players, not opponents who make irrational moves.

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

Since these low-ranked opponents are beating me, they probably know something that I don't. After all, if I try to play according to book 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 a photo of myself as an Asmara cat.

J. Silman: Asmara the cat is a French girl from Paris. Her real name is Sonya. Since I'm a big fan of cats (the best creatures on earth...far superior to humans), most of the time I'll call her by her nickname on .

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

Here's what she writes about her first game:

I played this game against Shakir Amin, and it was this game that made me turn to you. I felt relatively confident because White's 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 grave mistake and allowed his knight to bring him victory in the game.

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

Such actions make me think that her move with the knight on 7...Nh5 was mainly made in order to attack the bishop on f4, but random attacks rarely succeed 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 was simply chasing the enemy piece without any particular reason. The joy of attacking enemy pieces is universally found at the amateur level, but I want to point out again that if such moves have no other justification than “I will take your piece if you let me,” 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 where your king has already castled, but your opponent has not yet. Often in such situations there is an opportunity for quick retaliation.
  • 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 your opponent's best move will be for him. This does not mean that you should expect some kind of blunder from him that will bring you victory; this implies that you will know, to the best of your ability, what your opponent should do (though not necessarily what he will do). If she had followed this advice on move 19, she would have seen the knight move to c4 and very likely would have 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 the 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 simpler than steamed turnips; the opponent's position is illogical.

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

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

LESSONS

  • When you make a knight move like...Bg4, it is obvious that it can be followed by h2-h3. Therefore, if you have to retreat back in response to a pawn move on h3, the first thing you should do is not move to...Bg4 (of course there can always be exceptions)!
  • If you have castled, and your opponent has not yet had time to do this, 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. Your opponent can castle at any time, so it's often a "now or never" question if you want to take advantage of the I-have-castled-and-he hasn't paradigm.
  • Anyone can beat you when you play passively. However, many of your opponents freeze in horror when faced with a dynamic game.

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

  • TACTICS: You should cover as many tactical problems as possible. There are also a huge number of books on this topic on the website.
  • DYNAMICS: Your playstyle is characterized by passivity. This deficiency must be corrected. Try to understand the parts of the titans of dynamics, in particular Alekhine, Tal and other masters of dynamics.

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

Of course, all chess players should work on every aspect of their game, but if one aspect of chess is “slack” more than others, then you should pay maximum attention to curing this “illness”.



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