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The Essential Chess Glossary – Terms, Jargon, and Definitions

A quick reference for all the terms, jargon, and concepts you'll encounter in the world of chess. Click a category below to filter the list.

Showing all terms
A B C D E F G H I J K L M N O P Q R S T U V W X Z
Absolute Pin
A powerful tactical situation where a piece shields the King from an attack. The pinned piece is legally forbidden from moving.
Advantage
Having a better position than your opponent (e.g., "White has a space advantage" or "Black has a material advantage").
Adjudication
The process of a chess arbiter determining the result of an unfinished game based on the position.
Adjournment
The temporary suspension of a game to be continued later. Rare in modern play.
Alekhine, Alexander
The 4th World Champion. Known for complex tactical attacks and deep combinations.
Alekhine's Gun
A powerful triple battery where a Queen lines up behind two Rooks on the same file.
Algebraic Notation
The standard method for recording chess moves (e.g., e4, Nf3).
Anand, Viswanathan
The 15th World Champion. The "Madras Tiger," famous for his rapid calculation speed.
Anastasia's Mate
A geometric checkmate where a Knight traps the King against the board edge while a Rook delivers mate on the open file.
Annotation
Commentary, notes, and analysis added to a recording of a game.
Arbiter
The referee of a chess tournament responsible for enforcing rules.
Armageddon
A tie-break game where White has more time but must win; Black wins if drawn.
Arabian Mate
A classic checkmate pattern delivered by a Rook and Knight working in unison to trap the King in a corner.
Artificial Castling
Manually moving the King and Rook over several turns to achieve a castled position.
Attack
An aggressive action attempting to capture a piece, checkmate the King, or create weaknesses.
Attraction
A tactical motif where you force or lure an opponent's piece onto a vulnerable square.
Back Rank
The first or eighth rank. A weak back rank can lead to checkmate.
Back-Rank Mate
A checkmate delivered by a Rook or Queen on the 8th rank because the King is trapped by its own pawns.
Backward Pawn
A pawn that has fallen behind its neighbors and cannot be supported by other pawns.
Bad Bishop
A bishop restricted by its own pawns reducing its mobility.
Battery
A formation where two or more pieces line up on the same line to multiply their power.
Bishop
A Minor Piece that moves diagonally. Value: 3.
Bishop Pair
Possessing both bishops in an open position is often an advantage.
Black
The player who moves second. The pieces are usually dark-colored (Dark Brown or Black). (See Board Setup »)
Blindfold Chess
Playing chess without looking at the board.
Blind Swine Mate
A checkmate pattern where two rooks invade the 7th rank.
Blitz
Fast chess! Typically 3 to 5 minutes per player.
Blockade
Placing a piece directly in front of an enemy passed pawn to stop it.
Blunder
A severe mistake that loses material or the game immediately. Worse than a "Mistake".
Board Geometry
The board has 64 squares, organized into Ranks (rows), Files (columns), and Diagonals.
Board Setup
The standard arrangement of pieces at the start of the game. Remember: "White on right". (Read Full Guide »)
Botvinnik, Mikhail
The 6th World Champion. The patriarch of the Soviet Chess School and pioneer of scientific preparation.
Brilliancy
A game containing a beautiful, original, and correct strategic concept.
Bullet Chess
Ultra-fast chess! Typically 1 minute or less per player.
Calculation
Mentally visualizing future moves.
Capablanca, José Raúl
The 3rd World Champion. A Cuban genius known for his endgame mastery and "machine-like" precision.
Candidate Master (CM)
A FIDE title ranking below FIDE Master.
Candidate Move
A shortlist of moves you consciously evaluate before making a decision.
Capture
Taking an opponent's piece by moving onto its square. The enemy piece is removed.
Carlsen, Magnus
The 16th World Champion. Renowned for his universal style and endgame grinding ability.
Castling
The only move where two pieces move at once (King and Rook) to get the King to safety. (Read Full Guide »)
Center
The critical squares e4, d4, e5, and d5.
Centralization
Bringing pieces towards the center where they control the most squares.
Check
The king is under immediate attack and must be protected.
Checkmate
The ultimate goal of the game: the King is under attack ("in check") and has no legal move to escape. The game ends immediately. (See many Classic Examples »)
Classical Chess
Standard slow chess (e.g., 90+ minutes per player).
Clearance Sacrifice
A piece moves to vacate a key square or open a line for a stronger piece.
Clock
The timer used to limit how long each player can think. Your time counts down on your turn; after you move, you press the clock to start your opponent’s time. If your time reaches zero, you usually lose (you “get flagged”).
Closed Game
A position with locked pawn chains where lines are blocked.
Combination
A long, forced sequence of moves (usually involving a sacrifice) to win material or mate. Distinct from a simple 1-2 move "Tactic".
Compensation
Strategic advantages gained in return for sacrificing material.
Connected Pawns
Pawns on adjacent files that can protect each other.
Correspondence Chess
Games played over days or weeks per move.
Dark Square Complex
A situation where a player is weak on dark squares.
Declined (Gambit)
Refusing a gambit pawn offered by the opponent (e.g., Queen's Gambit Declined).
Defend
Preventing an opponent’s threat by protecting a piece, square, or King.
Decoy
Luring an opponent’s piece onto a specific square to make it vulnerable.
Deflection
Forcing a key defending piece away from an important square.
Desperado
A doomed piece that sacrifices itself for maximum damage.
Development
Moving pieces from the back rank to active squares. "Ahead in development" means having more active pieces.
Diagonal
A straight line of squares of the same color running at an angle.
Ding Liren
The 17th World Champion. Known for his stoic defense and resilience under pressure.
Discovered Attack
The revealed piece delivers an attack.
Discovered Check
A powerful variant where the revealed piece delivers a check.
Double Attack
A simultaneous attack on two targets.
Double Check
A check delivered by two pieces at the same time. The King MUST move.
Doubled Pawns
Two pawns of the same color on the same vertical file.
Draw
A game where neither player wins. Common draws include Stalemate, Threefold Repetition, the 50-move rule, and Draw by Agreement. (See the 6 Draw Rules »)
Draw by Agreement
When both players agree to end the game as a tie.
Draw Offer
An offer to end the game as a draw, which the opponent may accept or decline.
Elo Rating
The system used to calculate the relative skill level of chess players.
Endgame
The final phase of the game where few pieces remain.
Engine
Computer software (like Stockfish) used to analyze games.
En Passant
A special pawn capture rule: "In passing." (Read Full Guide »)
En Prise
A piece left hanging or unprotected.
Euwe, Max
The 5th World Champion. A Dutch mathematician who defeated Alekhine using logic and preparation.
Exchange
Trading pieces.
Exchange Sacrifice
Sacrificing a Rook for a Minor Piece to gain an advantage.
Exchange Variation
An opening variation where an early exchange of pawns occurs.
Expert
A player with a rating below master level (2000-2199).
Fianchetto
Developing a Bishop to b2 or g2 to control the long diagonal.
FIDE
The International Chess Federation.
FIDE Master (FM)
A chess title ranking below FIDE Master.
Fifty-Move Rule
A draw claim if 50 moves pass without a pawn move or capture.
File
A vertical column of squares on the chessboard, lettered a through h. (See Board Diagram »)
Fischer, Bobby
The 11th World Champion. An American legend known for his clarity, willpower, and the 1972 Match of the Century.
Flag
To run out of time on the clock.
Fool's Mate
The fastest possible checkmate (2 moves).
Forcing Move
A move that limits the opponent's responses: Checks, Captures, Threats.
Forced Move
A move that must be made because all other moves are illegal.
Fork
A tactic where one piece attacks two or more enemy pieces simultaneously.
Fortress
A defensive setup in the endgame that the opponent cannot break through.
Gaining Space
Advancing pawns (and pieces) to control more of the board than the opponent.
Gambit
Sacrificing material for rapid development or attack.
Good Bishop
A bishop that is not blocked by its own pawns.
Grandmaster (GM)
The highest title in chess.
Greek Gift
The classic sacrifice Bxh7+, exposing the enemy King.
Hanging
Leaving a piece unprotected.
Hedgehog
A solid pawn structure (pawns on e6, d6, b6, a6).
Hole
A square that can no longer be controlled by pawns.
Hypermodernism
Controlling the center from a distance with pieces rather than pawns.
Illegal Move
A move not permitted by the rules (e.g., moving King into check). Online it is blocked; OTB it incurs penalties.
Imbalance
Any difference between the White and Black position.
Increment
Time added to the clock after every move.
Initiative
The momentum of the game; making threats that force the opponent to react.
Insufficient Material
A draw declared when neither side has enough pieces to force a mate.
Interference
Sacrificing a piece to block the line of defense between two enemy pieces.
Intermezzo
See Zwischenzug.
International Master (IM)
A strong FIDE title below Grandmaster.
Isolated Pawn (IQP)
A pawn that has no friendly pawns on the adjacent files.
J'adoube
French for "I adjust." Said before adjusting a piece.
Karpov, Anatoly
The 12th World Champion. The master of prophylaxis and positional restriction ("The Boa Constrictor").
Kasparov, Garry
The 13th World Champion. Dominant for 20 years with an aggressive, dynamic style and deep opening prep.
Key Square
A square in a pawn endgame that guarantees a win if occupied.
Kibitzer
A spectator who offers advice.
King
The most important piece.
King Hunt
Forcing the King out of safety and attacking it across the board.
King Safety
Keeping the King secure, usually by castling.
Kingside
The half of the board where the King starts (e, f, g, h).
Knight
The piece that moves in an "L" shape.
Kramnik, Vladimir
The 14th World Champion. Defeated Kasparov with the "Berlin Wall" and deep positional understanding.
Lasker, Emanuel
The 2nd World Champion. Held the title for 27 years; a pioneer of psychological chess.
Legal Move
A move allowed by the rules. You cannot move a pinned piece or move your King into check.
Light-Squared / Dark-Squared
Refers to the color of the squares or the Bishops that travel on them.
Liquidation
Trading off pieces to clarify the position, often to reach an endgame.
Long Diagonal
a1-h8 and h1-a8.
Loose Piece
A piece that is undefended. "Loose pieces drop off" (LPDO).
Lucena Position
The "Building a Bridge" technique for winning Rook endgames.
Luft
Creating an escape square for the King ("Air").
Major Piece
Collective term for Queens and Rooks. These are the "heavy" pieces capable of checkmating a lone King. (Read Definition »)
Maróczy Bind
A pawn structure (c4 and e4) that cramps Black.
Mate
Short for Checkmate. It occurs when a King is attacked and cannot escape. (See Checkmate Patterns »)
Mate in 1 / Mate Threat
A position where you can deliver checkmate on your very next move.
Mating Net
Pieces cooperating to cut off escape squares for the King.
Material
Refers to the pieces and pawns on the board and their relative value (Pawn=1, Knight/Bishop=3, Rook=5, Queen=9). Having more "material" usually means you are winning. (See Piece Values »)
Middlegame
The combat phase after the opening.
Miniature
A game lasting fewer than 25 moves.
Minor Piece
Collective term for Bishops and Knights (Value: ~3 points). Unlike Major Pieces, a single Minor Piece is not strong enough to checkmate a lone King. (See Movement & Rules »)
Mistake
A bad move, but not as catastrophic as a Blunder. Often loses a small advantage.
Minority Attack
Advancing fewer pawns against a pawn majority to create a weakness.
Mysterious Rook Move
A move to a closed file to discourage the opponent from opening it.
Minority Attack
Advancing fewer pawns against a pawn majority to create a weakness.
Mysterious Rook Move
A move to a closed file to discourage the opponent from opening it.
Norm
A high-level tournament result counting toward a title (IM or GM).
Notation
Writing down moves.
Symbols: x (captures), + (check), # (checkmate), O-O (short castle).
Novelty
A new move in a known opening position.
Open File
A file with no pawns. Rooks love open files!
Opening
The first phase of the game (approx first 10-15 moves). Goal: Develop pieces and control the center.
Opening Principles
Basic guidelines for the opening: develop pieces, control the center, and safeguard the King.
Opposite-Colored Bishops
Bishops on different colors. Favors attacker in middlegame, draws in endgame.
Opposition
Kings facing each other in the endgame; forcing the enemy King to move.
Outpost
A strong square (usually protected by a pawn) where a piece cannot be driven away by enemy pawns.
Outside Passed Pawn
A passed pawn on the wing that distracts the enemy King.
Overloading
A piece having too many defensive jobs at once.
Overprotection
Defending a strong point more times than strictly necessary.
Passed Pawn
A pawn with no enemy pawns ahead of it on the same or adjacent files.
Patzer
Slang for a weak player.
Pawn
The foot soldier. Value: 1.
Pawn Chain
A diagonal line of pawns protecting each other.
Pawn Island
A group of connected pawns separated from others.
Pawn Storm
Advancing pawns on one wing to attack the enemy King.
Pattern Recognition
Instantly spotting familiar tactics without calculating.
Perpetual Check
Forcing a draw by checking the King endlessly. (See Threefold Repetition).
Petrosian, Tigran
The 9th World Champion. "Iron Tigran," famous for his impenetrable defense.
Philidor Position
The standard defensive technique to draw Rook endings.
Piece
Usually refers to non-pawns (Knight, Bishop, Rook, Queen, King).
Piece Movement
The rules governing how the King, Queen, Rook, Bishop, Knight, and Pawn move. (Read Full Guide »)
Pin
A piece cannot move because it exposes a more valuable piece behind it.
Poisoned Pawn
A pawn that is left unguarded but is dangerous to capture.
Positional Play
Improving position gradually through structure and activity rather than immediate tactics.
Premove
Inputting a move during the opponent's turn (online only).
Promotion
When a pawn reaches the opposite side of the board (8th rank), it transforms into a Queen, Rook, Bishop, or Knight. (Read Full Guide »)
Prophylaxis
A move that prevents the opponent's future plans.
Protected / Defended
A piece is safe because if captured, you can capture back.
Queen
The most powerful piece. Value: 9.
Queening
Promoting a pawn to a Queen.
Queenside
Files a, b, c, d (the left side for White).
Quiet Move
A non-checking move that creates an inescapable threat.
Rank
A horizontal row of squares on the chessboard, numbered 1 to 8. (See Board Diagram »)
Rapid Chess
Time control longer than Blitz (e.g., 10-30 mins per player).
Rating
A number indicating skill level (e.g., 1200).
Relative Pin
A pin where moving is legal but loses material.
Removing the Defender
Capturing or distracting a piece that defends a key target.
Refutation
Proving a move or idea is incorrect.
Resignation
Choosing to end the game and admit defeat before checkmate occurs. (How Games are Won »)
Romantic Chess
19th-century style of attacking, sacrificial chess.
Rook
A major piece moving in straight lines. Value: 5.
Rook Lift
Moving a Rook forward to attack on the flank.
Sacrifice
Giving up material (e.g., a Knight) to gain an attack.
Scholar’s Mate
A 4-move checkmate attacking f7.
Second
An assistant to a top player.
Semi-Open File
A file with opponent's pawns but none of your own.
Sharp
A risky, tactical position where accuracy is critical.
Simplify
Trading pieces to reach a favorable endgame (also see Liquidation).
Simul
A master playing multiple games at once.
Skewer
Attacking a valuable piece to win the piece behind it (Reverse Pin).
Smothered Mate
A Knight mate where the King is blocked in by its own pieces.
Smyslov, Vasily
The 7th World Champion. Known for his harmonious style.
Sofia Rules
Tournament rules forbidding early draw offers.
Space
The number of squares your pawns and pieces control. "Gaining Space" restricts the opponent's mobility.
Spassky, Boris
The 10th World Champion. A universal player.
Spite Check
A useless check by a losing player that delays the game but changes nothing.
Square
One of the 64 spaces on the chessboard.
Stalemate
A specific type of draw where the player to move has no legal moves but is NOT in check. (See Examples »)
Steinitz, Wilhelm
The 1st World Champion. The father of modern positional chess theory.
Stem Game
The game that introduced an opening variation.
Strategy
Long-term planning (pawns, weak squares, bad pieces).
Swiss System
A common tournament format where players with similar scores play each other.
Swindle
A trick to save a lost position.
Symmetry
When Black copies White's moves.
Tabiya
A standard opening position.
Tactics
Short-term sequences (like Forks or Pins) for immediate gain. Distinct from Strategy (long-term).
Tal, Mikhail
The 8th World Champion. "The Magician from Riga," famous for intuitive sacrifices.
Tempo
Time measured in moves. "Gaining a tempo" means developing a piece while forcing the opponent to waste a turn.
Theoretical Draw
An endgame known to be a draw with perfect play.
Threat
A move that intends to do damage on the next turn.
Threefold Repetition
A draw can be claimed if the exact same position occurs three times. (Read Full Rule »)
Time Control
The rules regarding clock time.
Time Trouble
Having very little time left.
Touch-Move Rule
If you touch a piece, you must move it.
Trade
Swapping pieces of equal value. (See Exchange).
Transposition
Reaching a position via a different move order.
Trap
A move that provokes an error.
Trapping
Surrounding a piece so it has no escape.
Triangulation
A King maneuver to lose a tempo and force Zugzwang.
Undermining
Removing the guard or weakening the base of a pawn chain.
Underpromotion
Promoting a pawn to a Knight, Rook, or Bishop instead of a Queen. Used to deliver surprise checkmates or avoid stalemate. (See Famous Examples »)
Variation
A specific sequence of opening moves.
Waiting Move
A move intended to pass the turn without changing the position.
Weakness
A pawn or square difficult to defend.
White
The player who moves first. The pieces are usually light-colored (White or Light Wood). (See First Move Rule »)
Windmill
A pattern of repeated discovered checks.
Wing
The flanks of the board.
Winning on Time
Winning the game because your opponent's clock reaches zero. (Read Rules »)
Woodpusher
Slang for a weak, planless player.
X-Ray Attack
Attacking a square "through" another piece.
Zugzwang
"Compulsion to move." Any move worsens your position.
Zwischenzug
"Intermediate move." An unexpected move inserted into a sequence.

This glossary covers the most important terms. For in-depth guides on openings, strategies, and famous games, please explore the rest of our Chess Strategy sections.