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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 letter or scroll down to find a term.

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
Adjudication
The process of a chess arbiter determining the result of an unfinished game based on the position and a player's analysis.
Adjournment
The temporary suspension of a game, with the position recorded. This practice is now rare in top-level play due to time controls and computer analysis.
Algebraic Notation
The standard method for recording chess moves, using letters for files (a-h) and numbers for ranks (1-8).
Annotation
Commentary, notes, and analysis added to a recording of a game, often using special chess symbols (e.g., '!' for good move, '??' for blunder).
Arbiter
An official responsible for overseeing the game, ensuring rules are followed, and settling disputes.
Attack
An aggressive action against a piece or position. An attack forces the opponent to defend.
Back Rank
The first (for White) or eighth (for Black) rank where the major pieces start.
Back-Rank Mate
Checkmate delivered by a Rook or Queen on the opponent's back rank, where the King is prevented from escaping by its own pawns.
Bad Bishop
A bishop that is restricted by its own pawns (which are on the same color as the bishop), limiting its mobility and effectiveness.
Battery
Two or more pieces (usually Rooks, or a Queen and a Rook/Bishop) lined up on the same file, rank, or diagonal, often targeting a specific square or enemy piece.
Bishop
A minor piece that moves any number of squares diagonally. Each player starts with two bishops: one on light squares and one on dark squares.
Bishop Pair
Possessing both bishops (light-squared and dark-squared) in open positions is often considered a strategic advantage over a knight and bishop or two knights.
Black
The designation for the player who moves second in the game. The black pieces are dark-colored.
Blitz
A fast variation of chess where each player starts with a very limited time control, typically 10 minutes or less (often 3 to 5 minutes).
Blockade
The strategic placement of a piece directly in front of an enemy pawn (usually a passed pawn) to stop its advance.
Blunder
A gross error that immediately and dramatically worsens a player's position, often leading to a material loss or quick checkmate.
Candidate Move
A small set of moves a player seriously considers during analysis. Usually the best 2–4 moves in a position.
Castling
A special move involving the King and one of the Rooks. The King moves two squares toward a Rook, and the Rook moves to the square the King skipped over.
Center
The four central squares on the board (d4, e4, d5, e5) and the squares adjacent to them. Controlling the center is a key strategic goal.
Check
A direct attack on the King by an enemy piece. The player whose King is checked must immediately resolve the threat.
Checkmate
The game-winning situation where the King is in check and there is no legal move to remove the threat. The game ends immediately.
Closed Game
A game where the pawn structure is locked, making lines for rooks and bishops difficult to open. Play often revolves around maneuvering.
Combination
A sequence of forced moves, often involving a sacrifice, to gain a specific advantage.
Compensation
Advantages (such as better activity or attack) gained in exchange for sacrificing material.
Decoy
A tactical maneuver that forces an enemy piece to move to a square where it becomes vulnerable to another threat.
Desperado
A piece that is already doomed to be captured, which sacrifices itself (often capturing an enemy piece) to inflict maximum damage before leaving the board.
Development
The process of moving pieces (Knights, Bishops, Rooks, Queen) from their starting squares to active, useful squares.
Discovery/Discovered Attack
An attack made by a piece when a friendly piece moves out of its line of sight.
Discovered Check
A powerful variant of the discovered attack where the revealed piece delivers a check to the opponent's King.
Double Attack
A tactical threat where a single piece or a combination of moves attacks two or more enemy targets simultaneously.
Doubled Pawns
Two pawns of the same color on the same file, usually considered a structural weakness.
Draw
A game that ends without a winner. Common causes include stalemate, agreement, or threefold repetition.
Elo Rating
A system for calculating the relative skill levels of players in zero-sum games such as chess.
Endgame
The final phase of the game, characterized by few pieces remaining on the board, where the King takes an active role.
En Passant
A special pawn capture. If a pawn moves two squares forward and lands beside an opponent's pawn, the opponent can capture it "in passing."
Exchange
The trade of pieces, usually of equal value. "Winning the exchange" refers to trading a minor piece (Knight or Bishop) for a Rook.
Exchange Variation
An opening variation where an early exchange of pawns or pieces occurs to clarify the position.
Expert
A title used to denote a player with a rating below master level (usually 2000-2199 USCF/FIDE).
Fianchetto
Developing a Bishop to the long diagonal, typically by moving the b or g pawn one square (e.g., Bishop to b2 or g2).
FIDE
Fédération Internationale des Échecs. The World Chess Federation, the governing body of international chess competition.
Fifty-Move Rule
A rule stating that a player can claim a draw if no capture has been made and no pawn has been moved in the last fifty consecutive moves.
File
A column of eight squares running vertically up the board, labeled 'a' through 'h'.
Fool's Mate
The quickest possible checkmate in chess, occurring on the second move (usually 1. f3 e5 2. g4 Qh4#).
Forced Move
A move that a player must make because all other moves lead to immediate loss or are illegal (e.g., getting out of check).
Fork
A tactical attack by a single piece (most commonly a Knight) simultaneously threatening two or more of the opponent's pieces.
Fortress
A defensive setup in the endgame where the inferior side sets up a zone that the opponent cannot penetrate, often salvaging a draw.
Gambit
An opening move in which a player sacrifices material (usually a pawn) with the aim of achieving a compensating advantage in position, time, or development.
Good Bishop
A bishop that is not blocked by its own pawns and has good mobility.
Grandmaster (GM)
The highest title awarded by FIDE, achieved by meeting rigorous performance standards (norms) and reaching a rating threshold (currently 2500).
Hanging
A piece is "hanging" if it is unprotected and exposed to capture.
Hole
A square inside a player's territory that cannot be defended by a pawn. It is an ideal outpost for an enemy piece.
Increment
A specific amount of time added to a player's clock after they make a move.
Initiative
The advantage of being the attacker and dictating the flow of the game, forcing the opponent to respond.
Insufficient Material
A draw scenario occurring when neither player has enough pieces to force a checkmate (e.g., King vs. King).
Interference
A tactical theme where a piece is sacrificed or moved to block the line of defense between two enemy pieces.
Intermezzo
See Zwischenzug.
International Master (IM)
A high-ranking chess title, below Grandmaster but above FIDE Master.
Isolated Pawn
A pawn that has no friendly pawns on adjacent files. It can be a weakness in the endgame but a strength in the middlegame.
J'adoube
French for "I adjust." A phrase a player must announce before touching a piece to adjust its position without intending to move it.
Kibitzer
A spectator who watches a game, often offering unwanted advice or commentary (common in informal settings).
King
The most important piece. The game ends when the King is checkmated. It can move one square in any direction.
Kingside
The side of the board where the Kings start (files e through h).
Knight
A minor piece that moves in an "L" shape (two squares in one cardinal direction, then one square perpendicular).
Liquidation
Exchanging pieces to simplify the position, often to transition into a favorable endgame.
Long Diagonal
The two longest diagonals on the board: a1-h8 and h1-a8.
Lucena Position
A well-known rook and pawn endgame position where the player with the pawn can force a win by building a "bridge" for their king.
Luft
German for "air." Making a move (usually with a pawn) to create an escape square for the King to prevent a back-rank mate.
Major Piece
A Queen or a Rook. Also called "heavy pieces."
Mate
Short for Checkmate.
Material
The collection of pieces and pawns a player has on the board. A player with more value is said to have a "material advantage."
Middlegame
The phase of the game between the opening and the endgame, where most tactical combat occurs.
Minor Piece
A Bishop or a Knight.
Minority Attack
Advancing pawns on the side of the board where you have fewer pawns than the opponent, aiming to create a weakness.
Norm
A performance benchmark achieved in a tournament that counts toward earning titles like International Master or Grandmaster.
Notation
Any system for recording chess moves (e.g., Algebraic Notation).
Novelty
A new move in the opening that has not been played in recorded master games before.
Open File
A file with no pawns of either color on it. Rooks are most effective on open files.
Opening
The initial phase of the game where players develop their pieces.
Opposition
A position in the endgame where two Kings face each other with one square in between. The player not to move has the advantage.
Outpost
A secure square (usually supported by a pawn) where a piece can be placed, often deep in enemy territory.
Overloading
A tactical theme where a defensive piece is given more tasks (defending squares or pieces) than it can handle.
Passed Pawn
A pawn that has no opposing pawns on its file or adjacent files to stop its advance to promotion.
Patzer
A slang term for a weak chess player.
Pawn
The most numerous piece. It moves forward one square (or two on its first move) but captures diagonally.
Pawn Structure
The configuration of pawns on the board, which dictates the strategic plans for both players.
Perpetual Check
A situation where one player can check the opponent's King endlessly. This results in a draw.
Philidor Position
A crucial defensive technique in rook and pawn endgames used to secure a draw against a stronger side.
Piece
Strictly speaking, non-pawn chessmen (Queen, Rook, Bishop, Knight, King). However, in casual usage, pawns are often called pieces.
Pin
A situation where a piece cannot move because doing so would expose a more valuable piece (usually the King or Queen) to attack.
Positional Play
A style of play focusing on long-term maneuvering and accumulation of small advantages rather than immediate tactical attacks.
Promotion
When a pawn reaches the eighth rank, it must be exchanged for a Queen, Rook, Bishop, or Knight.
Prophylaxis
A strategy of preventing the opponent's plans before they can develop.
Queen
The most powerful piece, combining the movement of the Rook and the Bishop.
Queening
Promoting a pawn to a Queen.
Queenside
The side of the board where the Queens start (files a through d).
Rank
A horizontal row of squares on the chessboard, numbered 1-8.
Rapid Chess
A game played with a time control faster than classical chess but slower than blitz (typically 15-60 minutes per player).
Rating
A number indicating a player's skill level (see Elo Rating).
Resignation
Conceding the game before checkmate occurs. A player usually resigns when they see their position is hopeless.
Rook
A major piece that moves horizontally or vertically. It is involved in castling.
Sacrifice
Giving up material (a pawn or piece) voluntarily to gain a tactical or strategic advantage.
Scholar's Mate
A four-move checkmate (1. e4 e5 2. Qh5 Nc6 3. Bc4 Nf6 4. Qxf7#) that targets the weak f7 square. Common among beginners.
Simul (Simultaneous Exhibition)
An event where one strong player (often a master) plays multiple games against different opponents at the same time.
Skewer
A tactical attack on two pieces in a line, similar to a pin, but the more valuable piece is in front and must move.
Smothered Mate
A checkmate delivered by a Knight where the King is surrounded ("smothered") by its own pieces and cannot move.
Space
The amount of territory (squares) controlled by a player. A space advantage allows for greater mobility.
Stalemate
A position where the player whose turn it is has no legal moves but is not in check. The game ends in a draw.
Strategy
Long-term planning and positioning of pieces, as opposed to short-term tactics.
Swindle
A trick or trap used by a player in a losing position to achieve a win or draw.
Tactics
Short-term sequences of moves involving threats, captures, and sacrifices to gain an immediate advantage.
Tempo
A unit of time in chess represented by one move. Gaining a tempo means developing faster than the opponent.
Threefold Repetition
A rule stating that a game is a draw if the exact same position occurs three times with the same player to move.
Time Control
The limit on the amount of time players have to complete the game or a set number of moves.
Time Trouble
A situation where a player has very little time left on their clock to complete their moves, often leading to errors.
Touch-Move Rule
The rule that if a player touches a piece, they must move it (if a legal move is available).
Triangulation
A King maneuver in the endgame used to lose a tempo and pass the move to the opponent while maintaining the same position (forcing Zugzwang).
Undermining
A tactic of capturing or driving away a defending piece (often a pawn) to leave a target vulnerable.
Underpromotion
Promoting a pawn to a piece other than a Queen (e.g., a Knight to deliver a checkmate or a Rook to avoid stalemate).
Variation
A specific sequence of moves that differs from the main line of an opening or analysis.
Waiting Move
A move made with the intention of doing nothing significant, forcing the opponent to move and potentially weaken their position.
White
The player who moves first in a game of chess. White pieces are light-colored.
Windmill
A devastating tactic where a series of discovered checks allows a piece (usually a Rook) to capture multiple enemy pieces freely.
Wing
The flanks of the board (the a-, b-, c- files on the Queenside and f-, g-, h- files on the Kingside).
X-Ray
An indirect attack or defense where a piece exerts influence through another piece (friend or foe) occupying a square on the same line.
Zugzwang
A German term meaning "compulsion to move." A situation where every legal move available to a player worsens their position.
Zwischenzug
German for "intermediate move." An unexpected move inserted into a tactical sequence (usually a check or capture) that changes the outcome.

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.