Bullet chess 1 min rules. Online board game “Chess. Significant chess victory for Nakamura

  • Battery– several chess pieces that have 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 spread knowledge about the game of chess throughout Russia, as well as to unite 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) is one of the strongest chess engines in the world, which was able to beat the current champion among computer programs - 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). This advantage is especially important in open positions, where the range of the bishops makes it possible 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 points in the enemy’s position. 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 the opportunities that a certain position hides, anticipating in advance what sacrifices should 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 chess tournaments (for example, the 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– this is a black knight figure placed on cell d
  • 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 squares 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 widely used 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.
  • New– a new scheme for 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 play with pieces.
  • 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 offer optimal 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.
  • Bundle- 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 a good chess player can play simultaneously with several weaker players.
  • 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 the best programs for analyzing 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 figures– the weight of each chess piece in the game. This concept can be absolute or relative. For example, if we consider the absolute side of the 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 passes for the one who thinks. If there is very little time left, time pressure may arise, and if it is completely over, then there is a delay in time and 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 if the game is successful, you accumulate additional time for reflection.
  • 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 subjects, such as magical 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– this is the name of an overly gambling player who likes to use small traps and also builds 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.

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 ones.

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 an unfamiliar opening pattern, 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 a weak game that helps the opponent win “out of the blue.”

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

Chess- an ancient intellectual game with special pieces on a 64-cell board for two opponents, which has a centuries-old history. Nowadays chess is one of the most common board games.

Origin story

The history of chess goes back at least one and a half thousand years. No later than the beginning of the 6th century, the first known game related to chess, chaturanga, appeared in northwestern India. However, it had significant differences from the chess we are used to - there were four players, not two (played pair by pair), and moves were made in accordance with the results of throwing dice.

Each player had four pieces (chariot (rook), knight, alfil (bishop), king) and four pawns. The moves of some figures differed from modern ones:

  • The chariot walked within two fields vertically and horizontally.
  • Alfil - at first he moved one square forward or diagonally, later he began to “jump” across one square diagonally, and, like a knight, during the move he could step over his own and enemy pieces.

There was no queen at all. The goal of the game is to destroy the opposing army.

In the 6th or 7th century, chaturanga was borrowed by the Arabs. They significantly transformed it: there were two players, each received control of two sets of chaturanga pieces, one of the kings became a queen (moved diagonally to one square). They gave up the bones and began to walk one move at a time, strictly one at a time. Victory began to be recorded not by the destruction of all enemy pieces, but by checkmate or stalemate. The resulting game was called shatranj by the Arabs, and shatrang by the Persians. Later, when it came to the Tajiks, shatranj received the name chess in Tajik (translated as “the ruler is defeated”).

Around 820, chess (more precisely, the Arabic shatranj under the Central Asian name “chess”, which in Russian became “chess”) appeared in Rus', coming either from Persia or from the Central Asian peoples.

In the 8th-9th centuries, during the conquest of Spain by the Arabs, shatranj came to Spain, then, within several decades, to Portugal, Italy and France. The game quickly won the sympathy of Europeans; by the 11th century it was already known in all countries of Europe and Scandinavia. Europeans continued to transform the rules, eventually turning Shatranj into modern chess.

The European version of the chess game came to Russia in the 10th-11th centuries, from Italy, through Poland. By the 15th century, chess had acquired, in general, a modern appearance.

Rules of the game

The game takes place on a board divided into equal square cells ( fields). The board size is 8 x 8 cells. Vertical rows of fields ( verticals) are designated by Latin letters from a to h from left to right, horizontal rows ( horizontal) - numbers from 1 to 8 from bottom to top; Each field is identified by a combination of the appropriate letter and number. The fields are painted in dark and light colors (and are called black and white, respectively). The board is positioned so that the near corner square to the player's right is white. At the beginning of the game, players each have the same set of pieces, conventionally called “white” and “black”. Each set of chess pieces includes: king, queen, two rooks, two elephant, two horse and eight pawns. White occupies the first and second ranks, black - the seventh and eighth. Initial position of the figures

Game duration

  • with clock:
    1. bullet (bullet):< 5 мин.
    2. blitz: 5 - 15 min.
    3. fast (rapid): 15 - 60 min.
    4. classic: > 60 minutes.
  • no clock – unlimited time

Piece moves

White starts the game, then the players make moves one by one, moving one piece with each move. If there is another piece on the path of a piece (either the same or a different color), then it is impossible to move the piece to the squares behind it, with the exception of a knight, which can “jump” over the pieces. A move to a square occupied by one's own piece is impossible. When moving to a square occupied by someone else's piece, it is removed from the board ( take). The field is called under attack enemy pieces or broken, if during its move the enemy piece could capture a piece located on this field (regardless of whether there is such a piece on this field).

King ♔ - can move to any adjacent field horizontally or diagonally. Being in a corner square, the king attacks 3 squares, on the square at the edge of the board - 5 squares, on the remaining squares - 8 squares. In this case, the king cannot move to a square occupied by his own piece, as well as to a square attacked by someone else’s piece (in check).

Pawn ♙ – pieces (8 for each player), at the beginning of the game located on the second (white) and seventh (black) horizontal lines. The basic unit of measurement of chess material (in chess it is not usually called a piece). In pawn equivalent, the “weight” of other pieces is also measured (a minor piece is approximately equivalent to three pawns, a rook to five. From the starting position, a pawn can advance two squares along the same vertical line if both of these squares are unoccupied.
The pawn moves to a square occupied by a partner's piece, which is located diagonally on an adjacent file, while simultaneously capturing this piece.
When a pawn reaches the furthest rank from its original position, it must be replaced by a queen, rook, bishop or knight of its own color as part of the same move.

Horse ♘ - a piece located on squares b1, g1 (white knights) and b8, g8 (black knights) at the beginning of the game. Three knights are approximately equal to a queen or two rooks. The knight moves in any direction across the field to a field of a different color, according to the letter G. The advantage of the knight is that it can “jump” over other pieces, both its own and the enemy’s, therefore, in closed positions, the presence of a knight is more preferable than the presence of a bishop . The knight has maximum strength on the central squares - simultaneous attack of 8 squares, because on the edge of the board the knight can attack only 4 squares, and in the very corner - only 2 *. The price of a knight is approximately equal to a bishop or 3 pawns. Three knights are approximately equal to a queen or two rooks.

Elephant ♗ - another name for elephant - Officer . Each player starts the game with two bishops, White has them on squares c1 and f1, Black has them on squares c8 and f8, respectively. A bishop is called a king bishop if it is on the king's side and is called a queen bishop if it is on the queen's side. Each bishop moves diagonally any number of squares forward only on squares of its own color: black or white. Each bishop is simultaneously under attack from 7 (if the bishop is in the corner of the board) to 13 (in the center) squares*. The price of a bishop is approximately equal to a knight or 3 pawns.

Rook ♖ - another (colloquial) name for rook - tour . The rook is the second most powerful chess piece after the queen. At the beginning of the game, the rooks occupy squares a1 and h1 (white rooks), a8 and h8 (black rooks). The rook can move any number of squares horizontally or vertically, provided that there are no pieces in its path. Wherever the rook is, it always controls 14 squares*. It is approximately equivalent to 5 pawns.

Queen ♕ is the strongest chess piece. At the beginning of the game, the queens are between the bishop and the king, and are located on squares d1 (for White) and d8 (for Black). The queen can move along the verticals, horizontals and diagonals along the entire length of the chessboard. The queen has from 21 to 27 squares under simultaneous attack (subject to unoccupied squares by pieces). It is believed that the material value of a queen is equal to 8-9 pawns. Thus, it is stronger than a rook and a minor piece, inferior to two rooks and approximately equal to three minor pieces.

In the pictures, “x” marks indicate fields to which a piece can move from the field on which it is currently located.

Besides this, there is also two special moves:

Castling- a special move in chess that consists of horizontally moving the king towards a rook of its own color by 2 squares and then the rook to the square adjacent to the king on the other side of the king. Each side can make one castling during the game. Castling conditions:
Castling is not possible:
  1. if the king has already made a move;
  2. if the rook with which the king is going to castle has already made a move;
  3. if the king and the rook are on different ranks (meaning the rook taken after the pawn has passed).
Castling is temporarily impossible:
  1. if the square on which the king is located or the square which he must cross or occupy is attacked by one or more enemy pieces;
  2. if there is any piece between the king and the rook with which they intend to castle.
Castling may be short And long.
Examples of castling

Checkmate, checkmate and stalemate

Shah - a situation in chess when the king is under attack, that is, on the next move at least one enemy piece will be able to capture the king. A king on a broken square is said to be in check. To make a move after which the opponent's king is in check means to give check to the opponent's king (or to declare check). It is forbidden to expose your king to check (to make a move with it on a broken square, as well as to make a move with another piece, as a result of which the king is attacked by an opponent’s piece) and to leave the king in check (if the king is in check, then only moves that eliminate check are allowed ). Generally speaking, check can be eliminated in three ways:

  1. capture a piece that is under attack by the king (impossible if two pieces are checking at the same time);
  2. protect yourself from the check with your own piece (impossible if the knight is checking or two pieces are checking at the same time);
  3. move the king to an unbeaten field.

There is also a concept "The Eternal Shah" . This is a situation in which one of the players declares check to the opponent's king. After leaving check, the opponent immediately declares check again, the sequence of moves and checks continues, and at some point the positions begin to repeat, and the player who finds himself in check cannot avoid this.

Mat - the player’s king is in check and the player does not have a single move to eliminate this check.

Pat – a situation in which a player, during his turn to move, does not have the opportunity to make a single move according to the rules, but the player’s king is not in check.

Mat
Pat
"The Eternal Shah"

* after the move 1.Qc8+ White reduces the game to a draw.

Game summary

A game of chess ends with a win for one of the sides or a draw.

Winning is recorded in the following cases:

  • Checkmate. The player who checkmates the opponent's king wins.
  • One of the players gave up. A player who decides that further resistance is pointless can give up at any time. His opponent is declared the winner. Prolonging a clearly lost game is considered a sign of disrespect for the opponent.
  • One of the players ran out of time.
  • Technical victory - awarded to a player in an official tournament if his opponent did not show up for the game within the time specified by the tournament rules, or interrupted the game (started the game, but refused to continue it), or in case of a gross violation of the tournament rules or disobedience to the judge.
Draw is recorded in the following cases:
  • The players agreed to a draw, that is, one of the players, during his move, proposed a draw, the other accepted it.
  • Neither side has the minimum number of pieces required for checkmate.
  • Repeating the same position three times (not necessarily for three moves in a row).
  • Both sides made the last 50 moves without capturing or moving a pawn.

Elo rating

Elo rating system- a method of calculating the relative strength of players in games involving two people. This rating system was developed by the American (Hungarian-born) physics professor Arpad Elo. The Elo rating system divides chess players into nine classes: the highest class starts with a rating of 2600, the lowest class corresponds to a rating of 1200 and below.

  • Chess is considered a sport in 124 countries.
  • Russian Vladimir Kramnik was given a forfeit at the 2006 World Championships for allegedly going to the toilet too often during the game.
  • A Russian man remains a Russian man, even if he is a chess player and lives in France - at a tournament in Kolkata (September 2009), the French grandmaster of Russian origin Vladislav Tkachev came to a game of dymina drunk and fell asleep on the eleventh move.
  • The maximum Elo rating among chess players belongs to Garry Kimovich Kasparov - 2851. He is considered one of the strongest chess players of all time.
  • The strongest computer program is Rybka. The program supports up to 2048 cores!!! She played more than 1000 official games and did not suffer a single defeat. To date, the rating of the strongest of the tested versions of Rybka, according to the Elo rating, exceeds 3300 points.

Good day, dear friend!

Chess players are inventive people. After they came up with time control, this same control also began to be classified. Rapid chess is one of the game formats with special time control.

What format is this?

Rapid is an overseas word and in translation means fast, quick. I think the meaning is clear: less time is given for the game than with classical control.

Rapid is a format of the game of chess, when the time for thinking is given to each player within the following limits: more than ten minutes and less than an hour.

Using mathematical symbolism > 10 minutes and< 60 минут . That is, strictly more and less. Smooth 10 minutes or less is already considered a blitz. An hour or more – classic control.

Although such controls ( 10 And 60 ) are rare, both in blitz and classics - let’s pay tribute to punctuality.

Rapid control is established in two versions, fundamentally different from each other :

  1. Strictly before the end of the game . For example: 15 minutes until the end of the game. If the game is not completed and the player’s time is up, he loses. Except in cases specified in the general rules. For example: checkmate on the board, impossibility of checkmating (for example, bishop and king against king)
  2. With added time for each move (control ). For each move made, the player gains a few seconds. This is done automatically; the chess clock has this option.

That is, a situation is possible when, under control 15 + 10 at some point the player may have more than 15 minutes.

The most common time control in rapid 15 minutes per game with an addition of 10 seconds for each move made. Serious rapid tournaments are usually held with just such control. In particular, the last World Rapid Championship.


Features of application

Rapid can be used in the following options:

  1. As the main time control of the tournament. That is, rapid tournaments are held. Including world championships.
  2. As an additional format for tie breaks. That is, the main control of the tournament is classic, but if in a match, for example, 4 games - draw 2:2 , in this case two rapid games are played.

Rules

Rapid play is played in accordance with the general FIDE rules. There are no fundamental differences with the “classics”, but there are some changes and additions. They were introduced based on the features of the game with shortened controls.

  • Recording moves is optional
  • If a player notices that the pieces are incorrectly positioned or the time is set incorrectly, he contacts the judge before 3 the move made, inclusive
  • In the event that more than 3 moves, the game continues with the initial settings, no changes are made.
  • The referees try to interfere with the game as little as possible. For example, the rule " touch-go» implemented by the judge only, if the player contacted. If there is no appeal or resolution of the situation between the players (most often this happens), the referee does not intervene.
  • The overdue time is recorded by the referee only upon the player’s application. If there is no appeal, the game can continue.

This happens, although not often. Usually it happens like this: the opponent of the player who has overstayed his time draws his (the player's, not the referee's) attention to this and the game ends. Disputes arise extremely rarely.

  • If an illegal move is made, the referee intervenes only when the player declares. If there is no call, the game continues. The player's request is accepted before he made a counter move and changed the clock . In this case, the position “rolls back” and the chess player makes a move according to the “take-move” rule. That is, a piece that made an impossible move.

Important: Before the tournament starts, find out if there are sanctions in case of an illegal move. In rapid, sanctions in the form of counting a loss for an illegal move are not provided for by the rules. This only happens in blitz.


However, It wouldn't hurt to clarify anyway . I know of cases where in children's competitions defeats were counted for an impossible move.

How to properly record time delays

I draw attention to this separately, since in time pressure the count is not even seconds, but fractions of a second. Wrong actions can cost a chess player the result of the game.

When you notice that your opponent is overdue, you must:

  1. Stop the clock immediately . Without fail. Otherwise, you can also run out of time if your opponent has already switched the time to yours.
  2. Draw your opponent’s attention to his time delay by saying: "Time". Or just a gesture. Usually this is enough; there is no need to contact the judge.

I would like to say the following: in games of strong chess players, conflicts are an extremely rare phenomenon . They know the rules, respect each other, and almost all situations are resolved by default.

Champions

World championships are held in rapid.

Two-time world rapid champion - Magnus Carlsen.

At different times, the winners of the championships were Kasparov, Kamsky, Aronian, Anand, Mamedyarov, Karjakin .

Won at the last championship in Qatar Vasily Ivanchuk.


His party is against Perez Ponsa:

It is Vasily Mikhailovich who is the current champion.

The fair sex has its own champion - Anna Muzychuk.

Her party is against Alina Kashlinskaya :

How to play rapid?

Let me briefly note a few points

  • The tactics of the game during control without adding time and with adding time are significantly different.

For example: in an acute position the opponent has only a few seconds. You have a choice: go to a losing endgame or play for two results, who will mate first.


When checking until the end of the game The first option is preferable - endgame transition. The opponent simply physically does not have time to move the queen and checkmate. This tactic is called "cut the flag". It can be considered conditionally correct, but quite acceptable.

When controlled with added time going into a losing endgame where your opponent has a simple plan to win is unwise. Seconds will be added to each of his moves, and he will make them quickly. As a result, he will succeed in everything.

  • In the format of playing until the end of the game, it is important to have a reserve of time 3-5 minutes. At the “hanging flag”, you simply will not have time to realize your hard-won advantage.
  • Another important principle can be formulated as follows: It’s better to make a couple of “strong” moves than one move is strong and the other is very bad . To successfully play rapid chess, sometimes it is enough to just make 30 good moves and not blunder anything. The opponent will find an opportunity to make a mistake himself.

In conclusion: The current trend is that rapid chess is slowly but surely replacing classics. Rapid is a more spectacular format, and this attracts both sponsors and spectators more.

The rhythm of life accelerates and chess does not remain on the sidelines. This means we draw conclusions and learn to play rapid.

Thank you for your interest in the article.

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

A Advance (advanced chess) - chess in which people are allowed to use the help of computers. From English Advanced chess. Armageddon is a decisive blitz game in which Black is given a minute less and the draw is in their favor. An attacker is a chess player who plays in a sharp attacking style. B Bagel (bagel) defeat, zero in the tournament table. Belopolnik is a white-squared bishop. White Flower is a player who plays strongly with white pieces and noticeably weaker with black pieces. A mad piece is a piece that is sacrificed repeatedly to create a stalemate on the board. An example of a rook going crazy in a sketch. Mikhail Kroytor, 2007

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!

The Bomb is a debut novelty (development) of enormous power, changing the assessment of a known variant

Bullitt (or bullet) is 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) is a game with time control from 15 to 30 minutes per game. IN Fork attack on two (or three) pieces in one move. The rarest type of fork was found in the next game. Botvinnik - Smyslov World Championship Match (m/12), Moscow 1954 (M. Botvinnik)

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

To win by one wicket means to beat confidently. G A naked king is an unprotected king. A coffin (also hopeless, a pot, a jug, a pipe, a box) is a bad, hopeless position. D Free run - an attack without casualties or a convenient position without risk. Childish mate - 1.e4 e5 2.Bc4 Nc6 3. Qh5 (or 3.Qf3 and 4.Qxf7#) Nf6 4.Qxf7# - mate. Variations are possible. Swim to the end - 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 is a variant of the Sicilian Defense, in which the arrangement of the black pawns resembles the monster of the same name: 1.e4 c5 2.Nf3 d6 3.d4 cxd4 4. Nxd4 Nf6 5.Nc3 g6!

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.

A hole is a weak field. Long castling - in addition to its generally accepted meaning, has another meaning: three defeats in a row. Originated from the designation 0-0-0. Firewood (firewood) are weak pawns. Stupid mate - 1.g4 e5 2.f3 Qh4# - mate. This is the shortest possible checkmate in a chess game. Yo Hedgehog is a pawn structure that appears in many openings, in which the pawns stand on the sixth (third) rank. Z The fence is a pawn chain.

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

The latch is the thematic victim of enticement, creating the precondition for the stale swearing. To close (bury) a variation is to refute the opening variation, which was previously considered correct. Falling asleep means thinking for a long time. Ringing is chatter during a blitz. A blunder is a blunder that results in the loss of a 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). 36Nxd6, and White, of course, resigned. AND A game for 2 results is a situation where a stable advantage of one of the parties virtually eliminates the possibility of loss. A game for 3 results is 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. Play from sight - play an unfamiliar opening formation, without home preparation. An insulator is an isolated pawn. The Spanish Flu is a Spanish party. Occurs after the moves 1.e4 e5 2.Nf3 Nc6 3.Bb5

To spoil the hairstyle is to destroy the solidity of the pawn formation. Italian - Italian party. Occurs after the moves 1.e4 e5 2.Nf3 Nc6 3.Bc4 Bc5. TO To play is to play absolutely any position to win.

Pitching is a quality, the difference between a rook and a minor piece. Chinese draw - stop the game by sweeping the pieces off the board with a sweeping movement of the hand. The client is a convenient partner who manages to win always and everywhere. The combine is a spectacular combination. Combinator (great k.), combiner - a player who knows how to combine beautifully at the board. Konoval, Konovalenko (Budennovets) is a player who skillfully operates knights.

Cooperative - 1. A genre of chess composition in which both sides, white and black, cooperate to ensure that one of them is checkmated as quickly as possible. 2. A humorous designation for a weak game that helps the opponent win “out of the blue.” Short castling - in addition to the generally accepted meaning, has another meaning: two defeats in a row. Originated from the designation 0-0. Contra - counterplay, counter initiative. Kasparov's knight is the 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. Round robin is a tournament using a round robin system, which provides for 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 racer, 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) - mat!

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 in every sense opposite to their distribution. Spud (pawn or weakness)- methodically, gradually attack, encircle and destroy. Fry or steam- beat. Win convincingly! Poisoned pawn (or piece)- 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 one (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”). Accordingly, to be in the black (or to be in the black) means to have a positive balance of victories and defeats. To be in the red (or to be in the red) is negative. The downside can be profound. And the plus is big. Tight move- a move with an increased margin of safety, improving the mutual protection of the pieces. Twist (or muddle) 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. Half a ruble- 50% of possible points scored. For example, 3.5 points in 7 rounds. Raise the move(idea) - to find a non-obvious, non-trivial solution in a position. Pose- position. swim- get confused, lose the thread of the game. Bury option- 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 can be revived. Capture your opponent in the opening- 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. Schedule(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 the x-ray effect of the white bishop. 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. Throw off(pawn, etc.) - 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. “One Turkmen coach told me that their old people call two bishops standing next to each other the second queen” (Ivanych). 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. 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. Fuck, nevermind- 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. It may be mutual. Zugzwang example: Novikov - Yakovenko Aeroflot Open 2007 Moscow, 2007 Black move: "=". For example, 80Rf8 81.Rf4+! Rxf4 - stalemate. 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 the 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.

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