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Items 1→33 of 33. Page 1 of 1.
- DECISIVE look up translate image
- A move which alters or makes certain the result of a game. A decisive move may make an advantageous position a winning one. A decisive error may lose the advantage or the game.
- DECOY look up translate image
- 1. The offering of material in order to get an enemy piece to move. 2. The lure of an opponent's piece to a square that is particularly vulnerable.
- DEFENSE look up translate image
- 1. Any move or plan that is intended to meet or stop an enemy's threats or attack. 2. Name used for openings initiated by black, such as Petroff Defense, French Defense. etc. These systems are called defenses due to black having the second move, and being forced to respond to white's first move.
- DEFLECTION look up translate image
- A tactic which forces an opponent piece from a square where it had to be, either because it was defending a piece or square or because it was blocking a threat.
- DESCRIPTIVE NOTATION look up translate image
- System of recording the moves of a Chess game based on the names of the pieces and places they occupy before the game begins. A move is given by the name of the piece or Pawn moving, followed by the square to which it moves. This notation is now almost completely replaced by algebraic notation.
- DESTRUCTIVE SACRIFICE look up translate image
- Sacrificing material to destroy the pawn cover or other protection around the enemy king. Usually a point of no return.
- DEVELOPMENT look up translate image
- The process of moving pieces from their starting positions to new posts, from which they control a greater number of squares, have greater mobility or where they can better aid the player's plans.
The moving of pieces from their starting positions to new positions where their mobility and activity are increased. To bring pieces into play.
- DIAGONAL look up translate image
- A row of squares running obliquely across the board rather than up and down (a file) or side to side (a rank).
A diagonal row of squares. Diagonals are named by the coordinates of their starting and ending squares.
- DIRECTMATE look up translate image
- A type of problem where white, moving first, is required to checkmate black in a specified number of moves against any defence. Such a problem is usually indicated by the stipulation "mate in two" (or however many moves is necessary) or "checkmate in two". The term directmate is useful to distinguish these sorts of problems from helpmates, selfmates, reflexmates and others.
- DISCOVERED ATTACK look up translate image
- A player, by moving a piece, uncovers an attack on an opponent's piece.
The creation of an attack from one piece caused by the moving away of another piece that was masking it. These are potent moves, as they may enable a piece to move away from a threat in safety, or enables two attacks to be launched simultaneously.
- DISCOVERED CHECK look up translate image
- A discovered attack that involves checking your opponent's King by moving a piece so that the piece behind it can give check. This term describes an often powerful move where a line is opened allowing an otherwise blocked piece to give check to the enemy King. If the moving piece also gives check, then the move is described as a 'double check'.
Check given by one piece as the result of the moving away of another piece that was masking it.
- DISLODGING MANEUVER look up translate image
- A move to upset a defensive formation.
- DISTANCE look up translate image
- The number of squares between two pieces. This is a crucial calculation in endgames to determine whether a king can stop a hostile passed pawn.
- DISTANCE TO CONVERSION look up translate image
- A phrase used to describe the number of positions or plies in a tablebase between any given endgame position and a conversion of material. A conversion of material may be either a promotion or capture. Such conversions often indicate a major shift of endgame advantage.
- DISTANCE TO MATE look up translate image
- A phrase used to describe the number of positions or plies in a tablebase between any given endgame position and checkmate.
- DISTANT OPPOSITION look up translate image
- Kings that oppose or are separated by more than one square, rank or file one another and still have the relation of opposition (e.g. Kings on g1 and g5) are said to be in "distant opposition." Kings in distant opposition can often maneuver to a more simple position of direct opposition but such maneuvering often requires careful calculation.
- DOMINATION look up translate image
- In studies, a situation whereby a piece has relatively wide freedom of movement but which nevertheless must be lost.
- DOUBLE ATTACK look up translate image
- An attack against two pieces or Pawns at the same time.
The launch of two threats simultaneously. It is different from a fork in that either or both threats need not be a capture.
- DOUBLE CHECK look up translate image
- A powerful type of discovered attack, which checks the King with two pieces. The King is forced to move because no other means are available to extricate the King from this special type of check by two pieces simultaneously, thus frozen for at least one tempo or move.
A simultaneous check given by moving one piece to give check, thereby also unmasking another piece which also gives check.
- DOUBLE LEVER look up translate image
- Kmoch's term for the situation where a Pawn may be captured by either of two Pawns, each in a different lever.
- DOUBLE PAWNS look up translate image
- Two Pawns of the same color lined up on a file. This doubling come about only as the result of a capture and generally considered a disadvantage because the Pawns cannot defend each other.
- DOUBLE ROOKS look up translate image
- Two Rooks of the same color positioned on the same file or rank.
- DOUBLED PAWNS look up translate image
- Two pawns of the same colour on the same file, put there by a capture. These pawns are generally considered to be weak, but they can control valuable squares and create open or half-open files.
- DOUBLING look up translate image
- A manoeuvre in which two pieces are placed on the same line (rank, file or diagonal) such that they support each other. Special cases are Turton doubling and Zepler doubling.
- DRAW look up translate image
- A tied game. A common result in a game of Chess when neither side wins or loses. A draw can result from a stalemate, the 50-move rule, the three-move repetition rule, if neither side has enough material to mate, by adjudication or by an agreement between the players.
A game that ends in a tie, where each player is awarded half a point. A draw occurs when 1) there's not enough material to force mate; 2) there is a stalemate; 3) a 3-time repetition of position has been reached, or 4) there is mutual agreement.
- DRAW OFFER look up translate image
- The suggestion by one player to the other that they agree to call the game a draw. When playing manually, the correct way to make a draw offer is to make your move, say clearly "Draw?", and then start your opponent's clock. Never make a draw offer when it's your opponent's turn to move.
- DRAWING CHANCES look up translate image
- A The probability in any complex and roughly equal position that one or both sides may successfully draw a game of Chess. The game of Chess is extremely complex. Neither humans or machines can determine with certainty the outcome of a game when given a complex position. However, skilled and experienced players can often estimate the probability that one side can win, lose, or draw the game. Such an estimate is based on an understanding of sometimes subtle criteria such as board position, player skills, time pressure, and strategy both on the board and off.
- DRAWN POSITION look up translate image
- Any Chess game position from which a draw must result from accurate play. Many complex drawn positions may still offer winning chances for one or both sides with alert play. The phrase "drawn position" is rarely used by experienced players to mean an artistically rendered, or randomly selected position. It is unknown whether the starting position is also a drawn position.
- DUAL look up translate image
- Ideally, white should have only one move at each juncture which solves a problem - if white has an alternative at any stage other than the first move, this is a dual. A dual is not as serious a flaw as a cook, and in minor lines, duals may be permissible (opinions differ on this point). Some problems make a virtue out of dual avoidance - of two apparently equivalent white moves, only one works.
- DUFFER look up translate image
- Disparaging term to describe a very poor player.
- DUPLEX look up translate image
- A type of problem in which there are two solutions, the second one reversing the roles of the colours in the first. The most common type is the duplex helpmate, in which the two solutions to be found are: black moves first and cooperates with white to be mated; and white moves first and cooperates with black to be mated.
- DYNAMIC look up translate image
- Dynamics are represented by the aggressive potential in a move or position.
- DYNAMIC PLAY look up translate image
- Dynamic play occurs as a result of frequent structural changes that demand constant reevaluation of one's strategy. These changes are usually as a result of tactical threats or significant changes in the pawn structure.
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