Chess terminology

A beginner-friendly glossary of 98 chess terms, grouped by topic. Search for a word, or browse the groups below.

Board and notation

The words used to describe squares, lines and written moves.

File
A column of eight squares from one player's side to the other, lettered a to h. See The board.
Rank
A row of eight squares, from left to right or right to left across the chessboard. They are numbered 1 to 8. See The board.
Diagonal
A slanting line of squares of one color, touching only at the corners.
Center
The four middle squares d4, d5, e4 and e5. Pieces are usually strongest here.
Extended center
The ring of squares around the center — c3, c4, c5, c6, d3, d6, e3, e6, f3, f4, f5 and f6. Controlling these squares supports a strong center.
Flank
The side of the board: the queenside (files a-c) or the kingside (files f-h).
Open file
A file with no pawns on it at all — ideal for rooks.
Half-open file
A file with only one pawn.
Algebraic notation
The standard way of writing moves: the piece letter plus the destination square, as in Nf3 or exd5.
Castling notation
0-0 means short (kingside) castling, 0-0-0 means long (queenside) castling. See Castling.
FEN
A single line of text that records one position, including whose turn it is and what castling is still allowed.
PGN
A text format that records a whole game: the players, the result and every move.
Touch-move
In official play, a piece you touch is a piece you must move, and a piece you release is a move you have made.

Moves and rules

The basic vocabulary of legal play.

Legal move
A move the rules allow. A move that would leave your own king in check is never legal.
Capture
Taking an enemy piece by moving onto its square. You may never capture your own pieces.
Check
Your king is attacked and you must answer the attack at once. See Check and mate.
Checkmate
The king is in check and no legal move escapes it. The game ends immediately. See Check and mate.
Stalemate
The player to move is not in check but has no legal move. The game is a draw. See Draws.
Draw
A game that ends level, by stalemate, repetition, the fifty-move rule, insufficient material or agreement.
Resign
Giving up a lost game rather than playing it out.
Castling
The king steps two squares towards a rook and the rook hops to its other side. Only possible if neither piece has moved and the king is not in, through, or into check. See Castling.
En passant
A pawn that has just jumped two squares past an enemy pawn may be captured as if it had moved only one square, on that move only. See En passant.
Promotion
A pawn reaching the farthest rank becomes a queen, rook, bishop or knight. See Promotion.
Underpromotion
Choosing a rook, bishop or knight instead of a queen, usually to avoid stalemate or to deliver mate.
Threefold repetition
The same position with the same player to move occurs three times; either player may claim a draw.
Fifty-move rule
Fifty moves by each side with no capture and no pawn move is a draw.
Insufficient material
Neither side has enough left to force mate, for example king and bishop against king.

Tactics

Short forcing ideas that win material or deliver mate.

Fork
One piece attacks two or more enemy pieces at the same time.
Pin
A piece cannot move without exposing something more valuable behind it.
Absolute pin
A pin against the king: the pinned piece is not allowed to move at all.
Relative pin
A pin against a valuable piece other than the king. Moving is legal but usually costly.
Skewer
Like a pin reversed: the valuable piece stands in front and must move, exposing the piece behind it.
Discovered attack
Moving one piece uncovers an attack from a piece standing behind it.
Double check
Two pieces check the king at once. Only a king move can answer it.
Double attack
Any move that creates two threats, so the opponent cannot meet both.
Battery
Two pieces lined up on the same file, rank or diagonal, adding their power together.
Sacrifice
Giving up material on purpose for attack, time or a mating net.
Zwischenzug
An in-between move: instead of the expected reply you insert a stronger threat first.
Desperado
A doomed piece that grabs as much material as it can before it falls.
Deflection
Forcing a defender away from the job it is doing.
Decoy
Luring a piece onto a square where it can be attacked or where it blocks its own side.
Interference
Cutting the line between a defender and the thing it defends.
Overloading
A piece is given more defensive duties than it can carry.
X-ray
A piece acting through another piece along the same line.
Windmill
A repeating sequence of check and discovered check that harvests material.
Trapped piece
A piece with no safe square, which can be won by attacking it again.
Counting
Checking how many attackers and defenders a square has before capturing on it.

Mating patterns

Recognizable finishes worth learning by name.

Back-rank mate
A rook or queen mates on the last rank because the king's own pawns block its escape.
Smothered mate
A knight mates a king hemmed in entirely by its own pieces.
Scholar's mate
An early queen-and-bishop mate on f7 or f2, the classic beginner's trap.
Ladder mate
Two rooks (or rook and queen) drive the king to the edge rank by rank.
Anastasia's mate
Knight and rook trap the king against the edge of the board.
Boden's mate
Two bishops mate a castled king on crossing diagonals.
Damiano's mate
A queen mates a king whose shelter has been torn open by a pawn or rook sacrifice.
Legal's mate
A queen sacrifice followed by mate with knights and bishop against an early pin.
Opera mate
A rook mates on the back rank supported by a bishop on the long diagonal.
Mating net
A web of attacked squares from which the king cannot escape, even if mate is not yet forced.

Strategy and pawn structure

Longer-term ideas about pieces, pawns and squares.

Development
Bringing your pieces off their starting squares into active play.
Tempo
A single unit of time. Gaining a tempo means making progress while your opponent must respond.
Initiative
Being the side making threats, so the opponent has to react.
Space
The number of squares your pawns and pieces control, especially in the opponent's half.
Weak square
A square you can no longer defend with a pawn.
Outpost
A square in enemy territory, protected by your pawn, where a knight sits safely.
Isolated pawn
A pawn with no friendly pawn on either neighboring file.
Doubled pawns
Two of your pawns on the same file.
Backward pawn
A pawn left behind its neighbors and unable to advance safely.
Passed pawn
A pawn with no enemy pawn in front of it or on the files beside it — a candidate to promote.
Pawn chain
A diagonal line of pawns defending one another.
Majority
More pawns than your opponent on one side of the board, often the source of a passed pawn.
Minority attack
Advancing your fewer pawns against the opponent's many to create weaknesses.
Good bishop
A bishop whose diagonals are not blocked by its own pawns.
Bad bishop
A bishop stuck behind its own pawns on the same color squares.
Bishop pair
Owning both bishops, a lasting advantage in open positions.
Fianchetto
Placing a bishop on g2, b2, g7 or b7 behind an advanced knight's pawn.
Prophylaxis
Preventing the opponent's plan before starting your own.
Zugzwang
Every legal move makes your position worse, yet you must move.
Fortress
A defensive setup the stronger side cannot break, even when material down.
Exchange
Trading pieces of similar value. 'The exchange' also means a rook for a bishop or knight.
Compensation
What you get back for material given up: activity, structure or attack.

Phases, play and competition

How games are divided and how they are played in practice.

Opening
The first phase: developing pieces, claiming the center and getting the king safe.
Middlegame
The phase where plans, tactics and attacks decide the character of the game.
Endgame
The final phase, with few pieces left, where kings become active and pawns decide.
Book move
A move that is part of known, published opening theory.
Novelty
The first new move in a game, leaving known theory behind.
Blunder
A serious mistake that loses material or the game outright.
Mistake
An error that clearly worsens your position without losing at once.
Inaccuracy
A slightly imprecise move; the position stays roughly the same.
Time control
How much thinking time each player gets, and how it is added or reset.
Increment
Extra seconds added to your clock after each move.
Blitz
Fast chess, usually three to five minutes per player.
Rapid
Games of roughly ten to sixty minutes per player.
Classical
Long games, often over an hour per player, used in most major tournaments.
Flag
Running out of time. Losing on time is called being flagged.
Elo / rating
A number describing playing strength, which rises and falls with results.
FIDE
The International Chess Federation, which writes the official rules and awards titles.
Arbiter
The official who runs a tournament and applies the rules.
Swiss pairing
A tournament system pairing players on similar scores each round, without knockouts.
Bye
A round a player sits out, usually scored as a half or full point.

Want the moves themselves? Read the basic rules of chess or the site guide.