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.
