The glossary

Every term that ever made you nod along

198 definitions, written for the moment you have just been confused by one over the board. Each explains what it means, why it actually matters, and the mistake almost everybody makes with it.

Basics

9 terms

Tactics

44 terms
Fork

One piece attacking two or more enemy pieces at the same time.

Pin

A piece that cannot move without exposing a more valuable piece behind it.

Skewer

A pin in reverse — the valuable piece is in front and must move, exposing the piece behind.

Discovered attack

Moving one piece to unveil an attack from a piece behind it.

Double check

Two pieces give check at the same time; the king must move.

Smothered mate

A knight delivers mate to a king trapped by its own pieces.

Back-rank mate

Checkmate on the back rank against a king trapped by its own pawns.

LuftGerman for 'air'

An escape square made for the king, usually by advancing a pawn in front of it.

ZwischenzugGerman for 'in-between move'

An unexpected in-between move played before the 'obvious' recapture.

Sacrifice

Giving up material on purpose for a larger gain — mate, more material, or a winning attack.

Windmill

A repeating see-saw of discovered checks that harvests enemy material.

Deflection

Forcing an enemy piece away from an important duty so something it was guarding falls.

DecoyDecoy (luring)

Luring an enemy piece — often the king — onto a square where it can be hit by a follow-up tactic.

OverloadingOverloaded piece

A piece given more defensive jobs than it can perform, so removing or distracting it collapses the defence.

Battery

Two pieces lined up on the same file, rank or diagonal so their power stacks.

X-rayX-ray attack

A piece attacking through an enemy piece to something valuable behind it.

Interference

Cutting the line between an enemy piece and what it defends by planting a piece in between.

Clearance

A move — often a sacrifice — that vacates a square or line so another piece can use it.

Desperado

A piece that is doomed anyway, so it grabs material or makes trouble before it falls.

Greek giftthe Bxh7+ sacrifice

The classic bishop sacrifice on h7 (or h2) to rip open a castled king.

Underpromotion

Promoting a pawn to a knight, rook, or bishop instead of a queen.

En priseFrench for 'in take', i.e. hanging

A piece left undefended where it can be captured for free.

Combination

A forcing sequence of moves — usually with a sacrifice — that wins by force.

Intermezzoalso 'zwischenzug', an in-between move

An unexpected in-between move — often a check — inserted before an expected recapture.

Discovered check

A check delivered by moving a piece out of the way of a rook, bishop, or queen behind it.

Quiet move

A non-forcing move — no check or capture — that quietly sets up an unstoppable threat.

Exchange sacrifice

Giving up a rook for a minor piece (the 'exchange') for positional compensation.

Positional sacrifice

Giving up material for long-term positional gains rather than a forced win.

Underminingalso 'removing the defender'

Attacking or exchanging the piece or pawn that defends a key point.

Flight square

A square the king can escape to — or a hole you must give it before it's needed.

Spite check

A pointless check in a lost position that only delays the inevitable.

Brilliancy

A game or move of exceptional beauty — usually a surprising, sound sacrifice.

Overloaded piece

A piece asked to do two defensive jobs at once — remove one and the other collapses.

Trapped piece

A piece with no safe squares — it can be hunted down and won for little or nothing.

Clearance sacrifice

Giving up material purely to vacate a square, line or diagonal for another piece.

King hunt

Driving the enemy king out into the open and chasing it to mate with a series of checks.

Cross-check

Answering a check with a check of your own — often a saving or winning resource.

The f7 (f2) weakness

The square in front of the king, defended only by the king at the start — the classic attacking target.

Weak back rank

A castled king boxed in by its own pawns, vulnerable to a rook or queen mate on the first rank.

Queen sacrifice

Giving up the queen for a forced mate, a winning attack, or a decisive material return.

Winning the exchange

Trading a knight or bishop for a rook — a gain of roughly two pawns' worth of material.

Pin vs skewer

Two mirror-image motifs: a pin freezes a piece in front of a bigger one; a skewer forces the bigger one to move and abandon what's behind it.

Deflection vs decoy

Deflection drags a defender away from its job; a decoy lures a piece onto a bad square. Same idea, opposite direction.

Breaking the pin

Freeing a pinned piece — by blocking, trading off the pinning piece, or moving the piece the pin protects.

Strategy

74 terms
Outpost

A square in or near enemy territory, protected by a pawn, where a piece can sit untouchable.

Open file

A file with no pawns on it — ideal territory for rooks.

Pawn structure

The arrangement of the pawns, which shapes the plans available to both sides.

Isolated pawn

A pawn with no friendly pawns on the files beside it, so no pawn can defend it.

Blockade

Placing a piece directly in front of an enemy pawn to stop it advancing.

Prophylaxis

Preventing the opponent's ideas before pursuing your own.

Weak square

A square that can no longer be defended by a pawn, inviting an enemy piece to settle there.

Doubled pawns

Two friendly pawns stacked on the same file after a capture.

Backward pawn

A pawn left behind its neighbours that can't safely advance and is stuck defending a hole.

Minority attack

Advancing your fewer pawns on a wing against the opponent's majority to create a weakness.

Bishop pair

Owning both bishops while the opponent has a bishop and knight, or two knights.

Counterplay

Active play that creates your own threats instead of passively defending.

Hanging pawns

Two adjacent friendly pawns on half-open files with no friendly pawns beside them.

Candidate move

One of the handful of moves worth calculating in a position.

Overprotection

Defending a key point more times than strictly necessary so the pieces doing it gain strength.

Isolanian isolated queen's pawn (IQP)

An isolated d-pawn — dynamic and space-giving in the middlegame, a target in the endgame.

Space advantage

Controlling more of the board with your pawns, giving your pieces more room than your opponent's.

Waiting move

A move that improves nothing but passes the turn, forcing the opponent to commit first.

Swindle

Saving a lost position by setting a trap that the winning side falls into.

Pawn storm

Advancing a wing of pawns en masse to blast open lines against the enemy king.

Rook lift

Bringing a rook into the attack along a rank, in front of its own pawns.

Colour complex

Persistent strength or weakness on squares of one colour — often after a key bishop is gone.

Half-open file

A file with no pawn of your own but an enemy pawn on it — a highway for your rooks.

Rook on the seventh

A rook on the opponent's second rank — attacking pawns and boxing in the king.

Pawn majority

More pawns than the opponent on one wing — the raw material for a passed pawn.

Pawn phalanx

Two or more pawns side by side, controlling the squares in front of them together.

Restriction

Limiting the mobility of an enemy piece — especially a knight — before you attack it.

Mysterious rook move

Placing a rook on a closed file in anticipation of it opening later.

King walk

Marching the king across the board — to safety, or into the attack.

Connected rooks

Two rooks on the same rank or file with nothing between them, defending each other.

Opposite-side castling

The kings castle on different wings, turning the game into a pawn-storm race.

Fixed pawn

A pawn that can't advance and can't be defended by another pawn — a permanent target.

Compensation

Non-material value — activity, initiative or structure — that offsets sacrificed material.

Pawn lever

A pawn push that attacks an enemy pawn to open lines and get your pieces moving.

Good bishop

A bishop whose diagonals are open because your own pawns sit on the other colour.

Bad bishop

A bishop hemmed in by its own pawns, which sit on its colour and block its diagonals.

Simplification

Trading pieces to reach a clearer position — usually to convert an advantage or defuse an attack.

Fianchetto bishop

A bishop developed on the long diagonal from g2/b2 (or g7/b7) behind a knight-file pawn.

Bishop vs knight

The classic minor-piece debate — the bishop's range against the knight's ability to hop and fork.

Opposite-wing play

Both sides attack on different flanks — usually a race, often after opposite-side castling.

Pawn tension

Two opposing pawns that could capture each other but haven't — a decision held in reserve.

Weak colour complex

A whole set of same-coloured squares left weak — usually after the bishop that guarded them is gone.

Centralisation

Placing pieces (and the king in the endgame) in or near the centre for maximum reach.

Piece activity

How much your pieces actually do — often worth more than a pawn or two of material.

Knight outpost

A protected square in enemy territory where a knight can sit, immune to pawn attack.

Doubling rooks

Stacking both rooks on the same open file (or rank) to multiply their pressure.

Pawn roller (phalanx)

Connected pawns advancing side by side, rolling forward to cramp or crash through the enemy position.

Piece coordination

Pieces working together toward one goal — the whole worth more than the sum of the parts.

The two bishops

The bishop pair — two bishops versus bishop-and-knight or two knights, a small but lasting edge.

Principle of two weaknesses

One weakness is rarely enough to win — create a second so the defender can't cover both.

Lead in development

Having more pieces in play than the opponent — a temporary edge that must be used quickly.

Prophylactic thinking

Habitually asking 'what does my opponent want?' and preventing it before pursuing your own plan.

King in the centre

An uncastled king stuck in the middle — a liability the moment the position opens.

Castling by hand

Manually walking the king to safety when normal castling is unavailable.

Attacking the base of the chain

Undermine a pawn chain at its root — the rear pawn that supports the whole structure.

Pawn-majority attack

Advancing a group of pawns where you outnumber the enemy, to create a passed pawn.

Alekhine's gun

A heavy-piece battery of two rooks behind the queen, aimed down an open file.

Restraint

Preventing an enemy pawn or piece from advancing before you attack it — Nimzowitsch's first step.

Blockading a passed pawn

Parking a piece squarely in front of an enemy passed pawn to stop it dead.

Kingside pawn majority

More pawns than the opponent on the kingside — usable for an attack or a passed pawn.

Knight on the rim

A knight on the edge of the board controls fewer squares — usually a poorly-placed piece.

Improve your worst piece

When you have no obvious plan, find your least-active piece and make it better.

Dynamic vs static advantages

Temporary, activity-based edges versus permanent, structural ones — and which suits the position.

Pawn-grabbing

Snatching material at the cost of time or safety — often punished, sometimes correct.

Queenside expansion

Advancing your queenside pawns to gain space, cramp the opponent, or start a minority attack.

Good knight vs. bad bishop

A classic minor-piece imbalance: a knight that dominates fixed, same-coloured pawns against a bishop boxed in behind its own.

Hedgehog structure

A cramped-looking pawn setup (pawns on a6/b6/d6/e6) that coils and waits to strike with a well-timed break.

Material imbalance

Unequal trades of different piece types (e.g. two minor pieces for a rook and pawn) that need judgement, not just counting, to evaluate.

Open diagonal

A diagonal with no pawns blocking it — a bishop or queen's highway across the board.

Exposed king

A king with a thin or missing pawn shield, regardless of whether it's castled — a standing target for anyone with pieces aimed at it.

Static weakness

A structural flaw — a hole, a backward pawn, a weak square — that can't be fixed by a single good move, only worked around or defended forever.

Dynamic compensation

Activity, tempo, or an exposed enemy king that makes up for a material deficit — but only for as long as it lasts.

Trading down to win

Simplifying toward an endgame specifically because your material or structural edge gets clearer, not smaller, as pieces come off.

Overextension

Pushing pawns or pieces further than they can be supported, creating weaknesses behind the advance.

Openings

11 terms

Endgame

42 terms
Passed pawn

A pawn with no enemy pawns able to block or capture it on its way to promotion.

Promotion

A pawn reaching the last rank becomes any piece you choose — almost always a queen.

Opposition

Kings facing each other with one square between them; the side NOT to move usually holds the advantage.

ZugzwangGerman for 'compulsion to move'

A position where every legal move worsens your position — but passing is not allowed, so you must move.

King activity

In the endgame the king becomes a strong piece and should march toward the action.

Perpetual check

An unbroken series of checks the opponent can never escape, forcing a draw by repetition.

Lucena position

The fundamental winning technique in rook endgames — 'building a bridge'.

Philidor position

The fundamental drawing technique in rook endgames — the third-rank defence.

Triangulation

Losing a tempo with the king (taking three moves to reach a square two allow) to put the opponent in zugzwang.

Fortress

A drawn setup the stronger side cannot break down despite being materially ahead.

Opposite-coloured bishops

Each side has one bishop, on opposite colours — strongly drawish in the endgame, sharp in the middlegame.

Connected passed pawns

Two adjacent passed pawns that defend each other as they advance.

Outside passed pawn

A passed pawn far from the main body of pawns — a decisive trump in king-and-pawn endings.

Wrong bishop

A bishop that doesn't control the queening square of a rook's pawn — a famous drawn fortress.

Corresponding squaresalso 'conjugate squares'

Pairs of squares in a locked pawn ending where each king must mirror the other to hold or win.

Breakthrough

A pawn sacrifice that forces a passed pawn through a seemingly solid pawn wall.

Key square

A square whose control decides a king-and-pawn ending.

Domination

Trapping a piece that has many squares but nowhere safe to go.

Trebuchet

A mutual zugzwang in a king-and-pawn ending where whoever moves loses.

Shoulderingalso 'body-checking'

Using your king to physically block the enemy king's path in an endgame.

Promotion race

Both sides pushing passed pawns to queen first — often decided by a single tempo or a check.

Rook endgame

The most common endgame of all — rook and pawns each side, famously drawish and technique-heavy.

Building a bridge

The winning technique in the Lucena position — use your rook to shield your king from checks.

Active king

In the endgame the king becomes a fighting piece — centralise it and use it to attack and support.

Pawn race

Both sides push passed pawns for promotion — often a matter of a single tempo.

Wrong rook pawn

A rook's pawn plus a bishop that can't control the promotion square — a notorious drawn exception.

Réti manoeuvre

A king that chases two goals at once by taking a diagonal path — the idea behind Réti's famous study.

Pawn endgame

Kings and pawns only — the most exact phase of chess, where a single tempo decides everything.

Positional draw

A drawn result forced by a setup — a fortress or perpetual — despite a big material deficit.

Stalemate trick

A defensive resource that engineers stalemate to steal a draw from a lost position.

Do not hurry

An endgame maxim — improve every piece to the max before committing to the decisive break.

Reciprocal zugzwang

A position that is zugzwang for whoever is to move — the losing spot changes hands with the move.

Pawn breakthrough

Sacrificing one or two pawns to force a passed pawn through the enemy line.

Technique

The precise, patient method of converting a clear advantage into a win without fireworks.

Bishop-and-knight mate

The hardest basic checkmate — forcing mate with king, bishop and knight against a lone king.

Queen versus pawn

A queen usually beats a lone pawn on the 7th — except for a rook's or bishop's pawn, which can draw.

Vancura position

A key drawing method in rook-and-rook's-pawn endings — the rook harasses from the side.

Reserve tempo

A spare pawn move held back to lose a move at will and put the opponent in zugzwang.

Shouldering (body-check)

Using your king to block the enemy king's path — a body-check that wins the race.

Fortress draw

A defensive setup the stronger side can't break, so being material down draws anyway.

King-and-pawn race

A pure pawn endgame reduced to counting: whose passed pawn queens first?

Endgame

The final phase of the game, once most pieces are traded off and the king becomes an active fighting piece.

Rules & notation

11 terms

Ratings & formats

7 terms

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