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.
- 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.