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TDINUIN(;

THE VISUAL DICTIONARY OF


OVER 1,000 MOVES,RULES,
STRATEGIES,AND CONCEPTS
ALSO BY BRUCE PANDOLFINI:

Chess Target Practice


Pandolfini's Chess Complete
Beginning Chess
Chessercizes
More Chessercizes: Checkmate!
Chess Openings: Traps and Zaps
More Chess Openings: Traps and Zaps 2
Bobby Fischer's Outrageous Chess Moves
Square One
Principles of the New Chess
Pandolfini's Endgame Course
T he ABC's of Chess
One-Move Chess by the Champions
Weapons of Chess
Russian Chess
Kasparov's Winning Chess Tactics
BRUCE PANDOLFINI

A FIRESIDE BOOK
Published by Simon & Schuster
NEW YORK LONDON TORONTO SYDNEY TOKYO SINGAPORE
FIRESIDE
Rockefel ler Center
1230 Avenue of the Americas
New York, New York 10020

Copyright © 1995 by Bruce Pandolfini

All rights reserved


including the right of reproduction
in whole or in part in any form whatsoever.

FI RESIDE and colophon are registered trademarks


of Simon & Schuster Inc.

Designed by Stanley S. Orate/Folio G raphics Co. I nc.

Manufactured in the United States of America

10 9 8 7 6 5 4 3 2 1

Library of Congress Cataloging-in-Pu blication Data

Pandolfini, Bruce.
Chess thinking I Bruce Pandolfini.
p. cm.
NA Fireside book."
1. Chess-Dictionaries. I. Title.
GV1314.5.P36 1995
794.1 '03-dc20 94-36737
CIP

ISBN: 0-671-79502-3
For
Harry Fajans
and
Raymond Weinstein
ACKNOW L E DGM E N TS

My thanks to Larry Tamarki n fo r prod u c i n g the d i agrams with Chess


Base, and to J udy S h i pman and I nte rnational Maste r Walte r S h i pman
fo r thei r research and i n si ghts on the openi ngs i ndex.
I wou l d also l i ke to than k B ru ce Alberston , Carol Ann Caro n i a ,
Dei rdre H a r e , R o b H e n d e rso n , Bu rt Hochberg, and I d e l l e Pandolfi n i
fo r the i r i nval uable contri butio ns t o t h e man u script, a n d m y ed ito r
Kara Leverte fo r ove rsee i n g t h e enti re p roject.
CONTENTS

Introduction
11

Algebraic Notation
13

Other Symbols
15

The Glossary with Diagrams


19

Appendices A-L
273
INTRODUCTION

Chess Thinking i s not an encycloped i a . You won't fi nd i n it b i ograph ies


of Alek h i ne , Botvi n n i k , o r Capablanca. Nor i s Chess Thinking a
problem book , b u t somehow more than a h u nd red p roblems have
s l i pped i n . I t ' s not even a book pu rely of i n structio n , though certai n ly
my i ntent i s to s h ow and teach .
I p refe r to th i n k of it as m o re of a d i ctionary. Concepts are arranged
alphabetical ly for ease of u se , with a b u n dant cross- refe rences . Te rms
are defi ned and compared to oth e r pe rti nent word s . But l i ke a q u iz
book , some are d i ag ram med with posed q u estio n s , the an swe rs to
wh ich a re right u nderneath or on the ve ry n ext page . Fi nal ly, there's
plenty of explanation and advice, j u st l i ke a book of i n struction .
What k i n d s of entries a re there? A l l the standard chess words I cou ld
th i n k of, b u t a l so i n c l u ded are slang, chess variants, recu rri ng expres­
sions and p h rases, and h e l pfu l max i m s and principles. There's also a
smatte r i n g of items about com p u ters, game theo ry, ed u catio n , and
gen e ral th i n ki n g w h i c h , though not rea l ly chess terms , are u sed q u ite
often by chess teachers, writers , and playe rs .
Any chessplaye r can tap i nto Chess Thinking. Whether you start at
the begi n n i ng and read th rough , or r u n checks on parti c u l a r wo rd s , I
bel i eve you ' l l fi nd a wealth of i nformation to e n h ance yo u r enjoyment
of the game . However you expe rience chess-playi ng, read i ng, or
th i n ki n g-you can expect to enco u n ter semantic road blocks to
u nderstand i n g . I offe r Chess Thinking as a too l to clear the way.

11
ALGEBRAIC N OTATION

You can get more fro m t h i s book if you u nderstand algeb raic notatio n ,
w h i c h i s a way t o reco rd moves u s i n g l etters a n d n u m bers . To sta rt
with , view the c hessboard as an eight-by-eight gri d . Eve ry squ are on
the grid has its own name, de rived from the con n ecti ng files and ran k s .
Files, the l i nes of sq u ares goi ng u p and down , are lette red a t h rough
h. Ran ks, the l i nes of s q u a res goi ng across , are n u m bered 1 th rough 8 .
Squares a r e designated b y com b i n i n g lette rs a n d n u m bers ; t h e lette r i s
lowe rcase and appears fi rst . T h u s , i n the starti ng position , White's
q u een occu pies d1 and B l ack's q ueen occupies d8. A l l squ ares i n the
algeb raic system are named from Wh ite's side. The algebraic grid given
below i n d icates the names of all the sq uares . You might fi nd it h e l pfu l
to p hotocopy the grid and use it as a bookmark, so it's always there
for review.

The algebraic grid. Every square has a unique name.

13
OTHER S YMBO L S

You wi l l fi nd it u sefu l to learn the fol l owi ng sym bol s :

SYMBOL MEA NING


K king
Q q u een
R roo k
B b i s hop
N k n i ght
moves to
x captu res
+ check
+ + checkmate
0-0 castles ki ngside
0-0-0 castles q ueenside

Note that pawns are not identified by a sym bol . If no i nd icati on of


the movi ng u n it is give n , it m u st be a pawn .

15
THINKING
A

Absolute Pin A p i n of a u n it to its k i n g . I n t h i s situation the


p i n ned u n it can n ot legal ly move . See PIN and RELATIVE PI N .

Absolute Seventh Rank See S EVENTH RANK ABSOLUTE.

Accumulation of Advantages The strategy of b u i l d i n g a po­


sition by g rad ual ly accu m u l ati ng advantages , especial ly s m a l l o r i ntan­
gible ones .
The concept was origi nal ly stated by Wi l h e l m Stei n i tz (1 836-1 900),
the fi rst wo rld champion . He argued that, though none of these
" s l ight" p l u ses are necessarily i m portant in themselves, thei r com­
bi ned weight cou l d l ead to a wi n n i ng positio n . They m i ght not seem
l i ke m uc h i ndividual ly, b u t havi ng j u st a l ittle bette r mob i l ity, space,
k i n g safety, flex i b i l ity, dynam i s m , and pawn structu re often t ran s l ates
i nto a tremendo u s ove ral l s u perio rity. See POSITION PLAY.

19
20 • BRUCE PA N D O L FI N I

Activate To develop, i m p rove the position of, mob i l ize, o r make


m o re agg ressive .

W: Ke2 Ra1 P s a2 b 2 d 4 e 3 f2 g2 h2 (9)


B: Kg8 Ra8 Ps a7 b7 dS e6 f7 g7 h7 (9)

QUESTION : What is W h i te's best move ?

Pieces can be activated by transfe rri ng them to bette r squares or by


moving someth i n g , u s u al ly a pawn , out of thei r way. Kn ights, b i s hops,
and q u eens are mai n ly activated by movi ng them off the home ran k
toward t h e opponent. Roo ks, on t h e other hand , become effective
along the home ran k when s h i fted to open or half-open fi les in order
to attack the enemy positi o n .

ANSWER: W h i te gets the u pper hand by activati n g the roo k on a1 to the


open fi le, 1 . Rc1 .
CH ESS TH I N KI NG • 21

Active Aggress ive, as i n active move, piece , variatio n , defense, or


placement.

W: Kg2 Rf1 Bb3 Ps a2 b2 e2 f2 g3 (8)


B: Ke8 Ra8 BhS Ps a6 b7 c7 e6 f7 (8)

QUESTION : How s h o u l d W h i te defe n d the e-pawn ?

An active piece i s one that attack s . It asserts itself, as opposed to a


passive p i ece, wh ich m e rely defends o r marks t i m e . S i m i larly, an active
defense deals with an e nemy th reat by com b i n i n g p rotection with
cou nterattack o r by p resenti ng a more i m med iate, seri o u s , o r rele­
vant th reat .

ANSWER: B l ack's b i shop menaces Wh ite's e-pawn , which can be saved


in a n u mbe r of ways . The most active is not to guard the e-pawn b u t
t o h it b a c k w i t h 1 . Rh1 ! . The b i s h op i s then l o s t , fo r if it captu res on
e2 o r moves to safety, Wh ite's roo k checks on h8, skewe r i n g Black's
king and roo k .

Active Defense O n e that com b i nes defense with cou nte rattack .

Active Rook A rook pos itioned t o attack , a s opposed t o a PASSIVE

ROOK that i s tied to defen se; one that has the CHECKING DISTANCE.
22 • BRUCE PA N D 0 L F I N I

Actual Play The real m oves of a game, i n contrast to poss i b l e


variatio n s .

Adjourn To b reak off a g a m e i nte n d i n g t o conti n u e it late r.

Adjou rned Position The position on the board befo re a move


is sealed . See ADJ O U R N M ENT.

Adjou rnment A suspension of play u nt i l a late r t i m e .


I n most tou rnaments and matches, a game may b e adjou rned after
a specified n u mber of m oves and a certai n amount of time has
elapsed . The p l ayer to move writes down his next move and seals it
i n an envelope , wh ich i s not opened u nt i l the resu m ption of play. The
seal i n g and s u bseq uent open i ng of the envelope m u st be done i n
acco rdance with the official rules o f chess . To fi nd out more about the
official ru les, contact the U . S. Chess Fede ratio n , 1 86 Route 9W, New
Windsor, N .Y. , 1 2550 (or cal l 91 4-562-8350) .

Adjudicate To decide the resu lt of a game when c i rcu mstances


prevent it from be i n g concl u ded by actual play. T h i s i s done either by
the tou rnament d i recto r o r playe r designated by h i m .

Adjudication The act of deci d i ng the resu lt of a game without


playi n g it o u t to a concl u s i o n .

Adjust To center a piece or pawn p recisely on its square . Befo re


d o i n g so o n e says " I adj u st, " "j'ad o u be , " or someth i n g else clearly
mean i n g the same th i n g . See TO UCH-MOVE .

Advance To m ove toward the enemy with a si ngle pi ece or pawn


or with seve ral u n its in a gen e ral assa u l t in a defi n ite area of t h e board ,
as i n " q u ee n s i d e advance, " mean i n g q u ee n s i d e attack .
CHESS TH I N KI NG • 23

Adva nced Pawn One that has reached its fifth ran k o r farther,
an d t h u s has crossed the frontier l i n e i nto enemy territo ry.

W: Ke1 Qd1 Ra1 Rh1 Bc1 Bf1 N b1 Nd4 Ps a2 b2 c2 eS f2 g2 h2 (1 S)


B: Ke8 Qd8 Ra8 Rh8 Bc8 Bf8 N b8 Nf6 Ps a7 b7 d7 e6 f7 g7 h7 (1 S)

QUESTION: H ow s h o u l d Black save the attacked k n i g h t ?

An advan ced pawn confers a spatial advantage along the fi le it occu­


pies . Fo r exa m p l e , if t h e re i s a B l ac k pawn on c3 , Wh ite typically has
access to the two s q u a res i n fro n t of it (c1 and c2), wh i l e be i n g able
to assai l a th i rd (c3 ) . Black meanwh i l e cou l d uti l ize the five squares
beh i n d the pawn (c4, cs , c6, c7, and c8), eventually capital i z i n g on t h i s
c-fi le mobi l ity edge . An advanced pawn i s d i sadvantageou s , howeve r,
when it's been p u s hed too far o r without sufficient preparation . I n
such cases , the pawn , closer to the enemy and f ur th er from its l i nes of
su pport, is ove rexte nded and prone to assai l i ng forces and exploiting
tactic s . See OVEREXTE N S I O N .

ANSWER: I n t h e d i ag ram , reac hed afte r the moves 1 . e4 cs 2 . Nf3 e6 3 .


d 4 cx d4 4. N xd4 Nf6 S . es , B lack doesn't have t o move t h e endange red
kn i g ht to save it. I n stead Black can e l i m i nate the attac k i n g u n i t . Wh ite's
p re m atu rely advanced e-pawn i s vict i m ized by a fo rk, S . . . . QaS + ,
fol l owed by 6 . . . . QxeS + .
24 • BRUCE PA N D O L F I N I

Advantage Any k i n d of s u periority, specific or overal l .


The te rm especially app l ies, i n d ividually o r i n combi nati o n , to the
elements of S PACE, T I M E , MATE RIAL, PAWN STRU CTURE, and K I N G SAFETY. By hav­
i n g the fi rst move , Wh ite begi n s with a s l ight advantage i n time, which
he wi l l try to convert i nto someth i ng more tan g i b l e .

Agreed Draw A prearranged d raw i n wh ich the players fo l l ow a


choreographed game or d o n 't even bothe r to play. The p ractice i s
u s u a l ly i l legal a n d i s always agai nst t h e spi rit o f t r u e com petitio n .
An AGREED DRAW i s not t h e same th i n g a s a DRAW B Y AG REEMENT. I n the
former, the p l aye rs con s p i re before the game i s played . In the latte r,
they decide to d raw d u ri ng the cou rse of play.

Ahead I n chess, h avi n g an advantage i n material , position , or t i m e .

Aim less Development Development fo r development's sake,


not as part of an ove ral l plan .

Algebraic Notation A method of reco rd i n g chess moves i n


which t h e board i s viewed a s a coord i nate gri d .
A square i n alge b raic n otation i s designated b y com b i n i n g the lette r
of its fi l e (a th ro u g h h ) with the n u m ber of its i n tersecting ran k (1
th rough 8). A m o re com p l ete exp lanation of the system , also known
as standard notation or COORDI NATE NOTAT I O N , can be fou n d on page 1 3 .
C u ri o u s ly, the term algebraic n otation i s a m i snomer, fo r i t has noth i ng
to do with algebra . See DESCR I PTIVE NOTATI O N .

Aligned B ishops Two friendly b i s h ops on adjacent d i agonals at­


tac k i n g in u n i so n , often toward a parti c u l a r secto r, such as the ki ng­
side . See TWO-B I S H O P SACRI F I C E .

Allies Two o r m o re players wo rking as a team , either con s u lti ng on


each move o r playi ng moves alternately. If they have the white pieces
they are the "wh i te a l l ies" and if t h e blac k pieces the "black al lies . "
CHESS TH I NKI NG • 25

Alternation Relyi n g on a spatial edge to s h i ft attacks between two


different enemy weak n esses u nt i l the defender m u st make a conces­
sion . A te rm u sed by Aron N i mzovi ch (1 886-1 935), a great player and
i n fl uential theorist.

Amateu r A chessplaye r who does not make a l ivi ng from chess.


Anyone who plays j u st fo r fu n . See PRO FESS I O NAL .

Amaurosis Schacchistica Tarrasch's h u moro u s expression fo r


the " d i sease" of b l u nderi ng repeatedly. Literally translated , it means
"chess b l i nd ness . " S i egbert Tarrasch (1 862-1 934), a great playe r early
i n t h i s centu ry, was a p ract i c i n g physician . Al so, the s u ccession of
wh i te and black m oves .

Ambush A term u sed i n chess com positio n . It refe rs to a situation


i n which a p i ece m oves beh i n d a second piece, wh ich when movi ng
allows the fi rst p iece to come i nto play. Problem i sts cal l t h i s a BATTERY

if both pieces are the same col o r.

Analogue A com parabl e position or situation . A problem whose


solution can be h e l pfu l in solvi n g a related o n e .

Analysis The p rocess of dete rm i n i ng t h rough carefu l exami nation


the best m oves i n a variation o r positio n .
The easiest s ituatio n s t o analyze are forced seq u ences , where the
enemy has o n ly one legal o r reasonable move at each turn . In most
positions you r opponent has a n u m ber of decent responses, and if
you try to look too far ahead you r analys i s becomes c u m bersome,
confused , t i m e con s u m i ng, and even cou nterprod uctive . The trick i s
t o start b y m a k i n g a m ental l ist o f CAN D I DATE MOVES befo re analyz i n g
any o n e m ove i n depth . T h e a r t o f it i s decid i n g w h i c h moves are
relevant e n o u g h to be i nc l u ded on t h i s l i st .
26 • BRUCE PA N D 0 L F I N I

Analyst O n e who analyzes chess pos i t i o n s , parti c u larly with pro­


fic i e n cy. A THEORETICIAN .

Analytic Method A tech n i q u e fo r d ete rm i n i ng the best cou rse


of action by as k i n g oneself pe rtinent q uesti o n s . A method fo r
p l an n i ng .

Analyze To i n vesti gate a position i n deta i l t o fi nd t h e best conti n u ­


ati o n s a n d t o get a t t h e truth .

Anastasia's Mate A parti c u l a r mati ng patte rn relyi ng on a rook


and k n i g h t and typically req u i ri n g a set u p q u een sacrifice.

W: Kb1 Qd3 Re1 Nd5 Ps a3 b2 c4 f3 g2 (9)


B: Kg8 Qa5 Rf8 Ba6 Ps a4 c5 f7 g7 h7 (9)

QU ESTION : Can Wh ite fo rce mate ?

The name i s taken from the 1 803 novel Anastasia und das Schach­
spiel, by W i l h e l m H e i n se , b u t the mate refe rred to in the book (W :
Kc7 B b7 Pb6 B: Ka7) is not the one com m o n ly s i g n i fied as the patte r n .

· ANSWER: W h i te c a n fo rce Anastasia's Mate i n th ree moves: 1. Ne7 +


CH ESS TH I N KI NG • 27

Kh8 2 . Qxh7 + Kxh7 3 . Rh1 #. The k n ight i s positioned to guard g8 and


g6, the q u een i s sacrificed to open the h-fi le, and the roo k gives the
mati ng check-Anastasia's Mate .

Annihi lation A k i n d of u nd e rm i n i ng tactic whereby s h ie l d i n g de­


fen ses are destroyed o r cleared away, u s u a l ly by d i rect captu re .

W: Kg1 Qg4 Rd1 Rg3 Ne4 P s a2 c3 d 4 f2 g2 h4 (1 1 )


B: Kf7 QdS Rd8 Be7 Nf8 Ps a7 b7 c6 e6 g7 h6 (1 1 )

QUESTION: H ow does White force mate ?

An n i h i lation has another mean i n g i n problem com position . There it


refe rs to a theme by wh i c h a piece movi ng on a parti c u l a r l i n e is
sacrificed so that anothe r friendly piece may be able to u se the same
l i ne . T h i s is al so cal led CLEARANCE.

ANSWER: In the d i agra m , Wh ite wi n s by den u d i ng the Black king of


necessary cove r : 1 . Qxg7 + Ke8 2. Qxe7 + ! ! Kxe7 3. Rg7 + Ke8 4. Nf6# .
By capt u r i n g the g7-pawn and the e7- b i s h op, White an n i h i lates B l ack's
control of f6, enab l i n g Wh ite's kn ight to mate on that sq u a re .
28 • B RU C E PA N D 0 L F I N I

Annotated Game A game with co mmentary. See ANNOTAT I O N .

Annotation An expl a n ati o n , c l arificatio n , note , aside, or s i m p l e


com ment o n a move o r va riatio n .

Announced Mate A playe r ' s open declaration that mate can be


fo rced in a specified n u m be r of moves . The practice is frowned u po n
i n tou rnament play.

Answer The solution to a problem or the reply to a move o r


va riati on .

Ant A d i sparag i n g term fo r a playe r who memo rizes open i n g moves


but has no real u nd e rsta n d i n g of them . Diverg i n g from the book
moves makes such a playe r fee l lost. See FISH and F I S HCAKE.

Anti-Positional Move A move that violates the spi rit of a pos i­


tion by fol l owi ng t h e wro n g strategy.

W: Kg1 Qd2 Re1 Bes Ps e3 f2 g2 h3 (8)


B: Kg8 Qb7 Rf7 NfS Ps dS e4 g7 h6 (8)
CH ESS TH I N KI NG • 29

QU ESTION: S h o u l d Wh ite play 1 . g4 to d rive away the k n i g h t ?

U s u a l ly an anti-positional move i s a pawn move made pu rely fo r


i mmediate attack and without regard to l o n gterm con seq uences . Anti­
positional m oves tend to p rod u ce c h ro n i c p roblems, fo r once a pawn
moves past a sq uare it can neve r p rotect it agai n .

ANSWER: The advance 1 . g4, though i t attacks the k n i ght, i s anti­


positional because it permanently weakens f3 , which can then be u sed
by Blac k as a base of operatio n s . The i nvas ion 1 . . . . N h4 soon gai ns
at l east the exchange.

Any When u sed i n the l i ne sco re of a variation it means "any move , "
i n d i cati n g that it i s i rrel evant.
In KRI EGSP I E L it's a typ i cal q u estion add ressed to the refe ree , mean i n g
"are there a n y legal captu res ? "

Arabian Mate A mate given b y a roo k a n d kn ight i n which the


k n i ght su pports the roo k wh i l e also guard i n g a potential escape
square .

W: Kh1 Rg7 Nf6 (3)


B: Kh8 Ra2 Nf3 (3)
30 • BRUCE PA N D O L F I N I

QUESTION: How many poss i b i l ities for Arabian Mate do you see?

The name u ndou bted ly comes from the occu rrence of this mati ng
patte rn in certai n 13th-century Arabic shatranj problem s .

ANSWER: There are a total o f th ree Arabian Mates . Wh ite can mate by
either 1. Rg8# or 1. Rh7# ; a n d , if it's Black's move , B lack can give an
Arabian Mate by 1 . . . . Rh2 # .

Arbiter A tou rnament d i recto r or someone em powered t o settle


d i sputes and make dec i s i o n s concern i n g an official event.

Arithmetic Another word fo r CALCULAT I O N .

Array The starti ng set u p at the begi n n i ng of a game . Also cal l ed


the ORIGINAL POSITION.

Artificial Castling See cA sTU N G ev HAND.

Associative Memory A memory that stores data in paral l e l , so


that one thought automatically tri ggers another.
Chessplayers tend to memorize t h i s way, gro u p i n g i n formation to­
gether in ch u n ks so that one th i n g stands fo r many thi ngs . For exam­
ple, if the situation i s logically based , the placement of certa i n pawns
s h o u l d i mply a re l ations h i p to the position i ng of specific pieces with
correspo n d i n g tactical possi b i l ities .

Asymmetry The term u s u a l ly refe rs to an open i ng strategy (play­


i n g for asy m m etry) in which one avoids a l ifeless positio n , where both
sides have s i m i lar dep loyments, by playi n g a move or fol l owi ng a plan
that can not be cop i ed without d i sadvantage . I t also de notes any gen­
e ral i m balance i n a position that gives it characte r.
CHESS TH I N KING • 31

W: Kg1 Qd2 Ra1 Rf1 Bd3 Ps a2 c2 f2 g2 h2 (1 0)


B: Kg8 Qd7 Ra8 Rf8 Bd6 Ps a7 c7 f7 g7 h7 (1 0)

QUESTION: S h o u l d Wh ite b reak the sym m etry by Bd3-e4 ?

Typical ways t o d i stu rb sym metry i n c l ude chec k i n g , capt u ri n g, o r


merely th reate n i n g , but someti mes it's j u st a matte r o f playi ng a d i ffer­
ent move . I n tryi n g to m a i n tai n sym metry the second player m u st be
particu larly carefu l , fo r once mated he doesn't get last l i cks .

ANSWER: I t ' s true that B l ac k shou l d n 't fol low s u i t and play 1 . . . . Bes ,
for that wou ld expose the q ueen to a free captu re (2 . Qxd7) . But
White's move (1. Be4) i s a q u een-los i n g b l u nd e r : 1 . . . . Bxh2 + ! 2.
Kxh2 Qxd2 .
32 • BRUCE PA N D 0 L F I N I

Attack A move or series of moves to mate, gai n material , or obtai n


advantage . It a l so means to make or th reaten such moves.

W: Ke1 Bf1 Nf3 Ps b2 c3 e4 f2 (7)


B: Ke7 Bes N c6 Ps b6 c7 e6 f7 (7)

QUESTION: Can W h i te wi n material ?

More narrowly, an attack i s the m e re placement of a u n it i n position


to captu re anot h e r, not n ecessarily with advantage . You "attack " when
positioned to captu re , b u t "th reaten " only if the planned captu re i s
des i ra b l e .

ANSWER: I n the d i agram , Wh ite's k n i ght i s attack i n g Black's bishop b u t


doesn 't th reaten it because the b i s hop i s sati sfacto rily defended fo r
the moment. Howeve r, with 1. BbS White attacks the c6-kn i ght and
th reaten s to remove the eS-b i s hop's s u pport. Even if B lack guards c6
with his k i ng, Wh i te exchanges b i s hop for k n i ght (BbSxc6), and then
captu res o n es fo r free .
·1 ,
._ !V
CH ESS TH I N KI NG • 33

Attack at the Base of the Pawn Chain A max i m encaps u ­


l ati n g a strategy fi rst articu l ated b y Aron N i mzovich .

W: Ke1 Qd1 Ra1 Rh1 Bc1 Bf1 N b1 N g1 Ps a2 b2 c2 d4 eS f2 g2 (16)


h2
B: Ke8 Qd8 Ra8 Rh8 Bc8 Bf8 N b8 N g8 Ps a7 b7 c7 dS e6 f7 g7 (16)
h7

QUESTION: H ow shou l d B l ack p roceed ?

When a c h a i n of Wh ite pawn s are held i n place by a chai n of Black


ones, so that none of them can move, it's u s u a l ly advi sable to attac k
the enemy pawns at the base of thei r chai n (the pawn closest to the
opponent's home ran k). The poi nt i s to u nderm i ne the chai n by knock­
i n g out its fou ndati o n . For exam ple, i n the Advance Variation of the
French Defense (1. e4 e6 2 . d4 dS 3. eS), Wh ite's base i s the pawn at
d4, and Black's is the pawn at e6 . The pawn at f7 is tech n i cally not part
of the b lack chai n because it can move (no white pawn blocks it).

ANSWER: Black shou l d start the assa u l t aga i n st the base of White's pawn
chai n by p l ayi ng 3 . . . . cs , with the i dea of weake n i n g Wh ite's su pport
of es . By the same toke n , White wou l d l i ke to push the pawn on f2 to
fS , attack i n g Black's base; but this takes an extra move and is not
i m med i ately practical .
34 • BRUCE PA N D O L F I N I

Attraction Forc i n g a u n it to a parti c u l a r square i n o rd e r to exploit


it. Also cal led DRIVING ON.

W: Ke1 Nf4 Pg2 (3)


B: Kc8 Ne3 Ph4 (3)

QUESTION: Does Black h ave a wi n n i ng tactic ?

Attractions d raw defend i n g u n its to vu l n e rable poi nts s o that other


tactical poss i b i l ities emerge . A com m o n attraction theme i s to force a
square to be blocked , as a q u een sacrifice does i n a typical SMOTH­
ERED MATE.

ANSWER: Black wi n s by 1 . . . . Nxg2 + ! , when 2 . Nxg2 is m u rd e red by


2 . . . . h3, l ead i ng to a new q ueen .
B

B The standard abb reviation fo r b i s h o p .

Back Rank The ran k occ u p i ed by the eight en emy pieces in the
starti n g positi o n ; a playe r ' s last ran k . Less p recisely, either the fi rst or
eighth ran k . Also cal led BACK Row.

35
36 • B RU C E PA N D 0 L F I N I

Back-Rank Mate A c o R R 1 00R MATE given by a q ueen or rook along


the enemy's home ran k when the losing king i s u nable to escape
beca u se i t ' s b l oc ked or trapped . Also cal l ed a BACK-Row MATE.

W: Kh5 Qh1 (2)


B: Kh8 (1 )

QUESTION: H ow can White mate i n two move s ?

Chessplayers often m i s u se t h i s t e r m fo r a n y l i n e-mate by a q ueen


or rook along any edge of the board , whether ran k o r fi l e . All q ueen
and rook l i n e-mates are co rridor mates, but o n ly those given along
outside ran ks are a l so back-ran k mate s .

ANSWER: I n the d i agram , Wh ite c a n force a back- ra n k mate i n two


m oves by 1. Kg6 + Kg8 2 . Qa8# .

Back Rook When fri e n d l y rooks are dou b l ed on a l i ne, the back
rook i s the seco n d o n e , the one that s u pports the i nvasion of the
forward rook . See F R O N T ROOK.

Back Row Another name fo r BACK RANK.


CHESS TH I N KI N G • 37

Back- Row Mate Another name fo r BACK-RA N K MATE.

Backward Pawn A pawn whose neighbori ng pawns are too fa r


advan ced to p rotect it.

W: Kg2 Rb6 Rf1 Nf3 Ps c5 d4 e3 f2 g3 h2 (10)


B: Kg8 Rb8 Re8 Bg7 Ps b7 c6 d5 f7 g6 h7 (1 0)

QUESTION: Can Wh ite wi n a pawn ?

A backward pawn i s u s u a l ly a weakness, especial ly if it is restra i n ed


by enemy p ieces and pawns and i s s u bject to frontal attack by maj o r
pieces along the fi l e . The backward pawn's actual o r practical i na b i l ity
to move renders it a target and ten d s to p rod u ce a defe n s ive, cram ped
position with b l oc ked l i nes and l i m ited scope.

ANSWER: A backward pawn's i n herent weakness may res u l t i n the v u l ­


nerab i l ity of nearby fri e n d l y pawn s . I n the d i agram , Black h a s a back­
ward b-pawn obstructed by a White rook . After 1 . Rfb1 , attack i n g b7
fo r a seco n d t i m e , B l ack m u st lose a pawn . The b-pawn 's only defense
1 . . . . Re7, i s an swered by 2 . Rxc6, when 2 . . . . bxc6 a l l ows 3. Rxb8 + .
38 • B RU C E PA N D O L F I N I

Bad B ishop A b i s h o p whose mob i l ity i s red u ced by b l ocked o r


fixed pawns on s q uares t h e same co l o r a s those u sed b y t h e b i s h o p .

W : KgS N e4 P s a S b 4 c S (S)
8: Kg7 Bc8 Ps a6 bS c6 d7 (6)

QUESTION : H ow can Wh ite exp loit the bad b i s h o p ?

A bad b i shop c a n be opposed b y a good bishop or a good k n i ght.


In either case, the defe n d e r ' s remedy tends to be an exchange of
m i n o r pieces , though t h i s is harder to effect when the pi eces are u n­
al i ke ( b i s h o p vs . k n i ght).

ANSWER: In the d i agram , B l ack's bad bishop i s obstructed by its own


pawns . If the k n ight i nvades (1 . Nd6), the bi shop is lost.

Bad Check A check that wastes time o r i ncu rs di sadvantage . See


POI NTLESS C H ECK.

Knowi ng when to check i s a fi ne art. As a ru l e , if you don't see that


a check res u lts i n ce rtai n advantage , don't give it. Save it for a m o re
pivotal t i m e , when you need it or you r opponent has fo rgotten
abou t it.
CHESS TH I N KI NG • 39

Balance Eq u i l i b ri u m ; a gene ral eq ual ity, where one side's advan­


tages a re rou g h ly offset by the oppone n t ' s .

Balance of Position The s ituation o f hav i n g com parable advan­


tages and wea k n esses , so that neither side has a d i st i n ct edge . See
EQ U I LI BR I U M .

Balanced Pawn Structu re A pos ition i n which every white


pawn i s on the same fi l e as a black pawn .

Bare King A k i n g by itself, without any other same-col o r u n its on


the board . Also cal led a LO N E K I N G .

Barrier U s u a l ly a ran k o r fi l e occ u p i ed and control led by either a


q u een o r roo k , p reventi n g the enemy k i n g from escap i n g or partici­
pat i n g . See CUTOF F .

W: Kg2 Ra1 Rd4 Ps a2 b3 g3 (6)


8: Kh8 Ra8 Re8 Ps a7 e6 f7 (6)

QUESTION: H ow s h o u l d White snare the b l ack king ?


40 • B RU C E PA N D O L F I N I

Actually, any l i n e pi ece can estab l i s h a barrier, s i n ce q u een s and


bishops can form them o n d iagonal s . A pa rticu l arly powerful barrie r
i s a d o u b l e one c reated b y two friendly b i s hops occu pyi ng consecu­
tive d i agonal s .

ANSWER: B y playi n g 1 . Rg4, Wh ite traps t h e black k i n g on t h e h-fi l e .


Next move Wh ite mates b y checki ng on h1 .

Base of the Pawn Chai n I n a fixed chai n of i nte rlocked black


and white pawn s , the base i s the pawn , for each side, closest to its
own home ran k . See PAWN CHAI N and AlTACK AT TH E BAS E OF THE PAWN CHA I N .

W: Ke1 Ps d5 e4 f3 (4)
B: Ke8 Ps c7 d6 e5 (4)

QUESTION: Where i s the base of the pawn chai n ?

A true pawn chai n con s i sts of l i n ked black and white strand s . There
are two bases, one fo r Wh ite and one for Black.

ANSWER: In the d i ag ram , Wh ite's base i s at e4 and Black's at d6. Note


that though the pawns at f3 and c7 are con nected to other pawn s ,
neither i s con s i d e red part o f t h e c h a i n because they can move .
CHESS TH I N KI N G • 41

Basic Center The actual center of the board , con s i sti ng of the
fou r squares d4, dS, eS , a n d e4 .

Basic Mate Any of fou r eleme ntary checkmates that can be forced
aga i n st a lone k i n g by fou r d i fferent com b i nations of pieces .

W: Kf7 BgS Ne7 (3)


B: Kh8 (1 )

QUESTION : H ow can White mate i n th ree moves ?

The fou r standard basic mates are k i n g and q u een vs. k i n g ; k i n g


a n d rook vs . k i n g ; k i n g and two b i s hops vs . k i n g ; and k i n g , b i s hop,
and kn ight vs . k i n g .

ANSWER: I n t h e d i agram , Wh ite can force a typ ical bishop-and - k n ight


basi c mate in th ree moves : 1 . Ng6 + Kh7 2 . Nf8 + Kh8 3. Bf6# .

Basics N ecessary i nfo rmation that eve ry chessplaye r s h o u l d know,


i n c l u d i n g the moves and r u l e s , s i m p l e mates and tactics, essential
endgames , and u sefu l ope n i n g p r i n c i p l e s . S i m i l a r to F U N DAMENTALS .
42 • BRUCE PA N D 0 L F I N I

Battery I n problem com positi o n , an AMBUSH i n which both pieces


are of the same color. In o rd i nary u sage , two o r more pi eces of l i ke
power attack i n g s u p portively along the same l i n e .

W: Kg1 Q b 3 Re2 Ba2 NgS P s f4 g3 (7)


B: Kh8 Qd6 Rf8 Bc7 Nd4 Ps g7 h7 (7)

QUESTION : How can White mate in two moves ?

Two rooks or a q u een and roo k can fo rm batte ries along ran ks and
fi les, and a q u een and bishop can be a batte ry on a diagonal .

ANSWER: White's q ueen-and-bishop batte ry forces mate : 1 . Qg8 + Rxg8


2 . Nf7# .

Bayonet Attack I n any ope n i n g or va riatio n , the sharp pawn


th rust g2-g4 played to open the g-fi le, to seize control mai n ly of fS ,
and/or to th reate n to d i s lodge the f6-kn ight, gai n i ng control of dS and
e4. Also, the com parabl e advance fo r Black (g7-g5) with s i m i lar th reats .

BB Abbreviation fo r b lack b i s h o p .
CHESS TH I N KI NG • 43

Beauty Prize A p rize someti mes awa rded i n to u rnaments fo r the


most beautifu l o r b ri l l iant game . See B R I LLIANCY PRIZE.

Begi nner Someone who i s j u st begi n n i n g to l earn about the gam e .


Although a begi n n e r k n ows l ittle a b o u t chess, it's n o t fai r t o describe
a n ewcom e r as weak . To be con s i d e red "weak" one m u st have stu d i ed
or played seriously fo r years with no vi s i b l e i m p rovement.

Behind a Passed Pawn A p h rase u s u ally app l i ed to rook end­


i n g s , descri b i n g the most effective placement fo r a roo k with regard
to a passed pawn .

W: Ke3 Ra2 Ps b7 f2 g3 h4 (6)


B: Ke7 Rb8 Ps f7 g6 h5 (5)

QUESTION: H ow s h o u l d White defe n d the b-pawn ?

When a rook i s stationed beh i n d a passed pawn on the same fi l e ,


the m o b i l ity o f the rook i n c reases as the pawn advances . T h i s i s t r u e
whether the roo k i s attack i n g an e n e m y pawn o r s u pporti ng the ad­
vance of a fri e n d ly o n e . The oppos i te res u lts when a rook is positioned
i n front of a pawn . The roo k's mobi l ity along the same fi le dec reases
as the pawn advances .
44 • B RU C E PA N D O L F I N I

ANSWER: 1 . Rb2 ! freezes Black's roo k i n place . I f it moves, u n less it


can do so with check, Wh ite's b-pawn p romotes with p rotection .
So Black's frag i l e defe n se wi l l h i n ge solely on the k i n g-a seve re
d i sadvantage .

Best by Test A fam o u s p h rase u sed by Bobby Fischer i n a 1 964


Chess life article to describe White's fi rst-move choice 1 . e4 .

Riffi ng the B ishop Attack i n g an aggressively posted bishop that


is attac k i n g one's own k n i ght, attem pti ng to force it either to take the
k n i ght o r retreat. See PUTII NG THE Q U ESTION T O THE B I SHOP.

Bind A situation in which one side's space i s greatly red u ced by the
opponent's fo rces , especially restra i n i n g pawns, maki ng it difficu lt to
rel i eve the cram ped situation by a l i be rati n g advance .
I f you h ave you r opponent i n a b i n d , avoid free i n g exchanges . Don't
re l ease the cramp u nt i l yo u can convert you r spatial edge i nto some­
th i ng m o re concrete . I f you are in a b i n d , seek to exchange pieces fo r
b reath i n g room , especially you r most i neffective u n its . Make s u re to
do so, howeve r, without p rec i pitat i n g othe r pro b l e m s .

Bishop A m i no r piece, o n e o f the six d i ffe re nt types o f c h e s s u n its .


B i shops m ove o n l y on d i agonal s . Each side starts with two, a dark­
square b i s h o p and a l i ght-sq uare b i s h o p . A bishop i s about equal to a
k n i ght, wh i c h i s wo rth about th ree pawn s . The standard abbreviation
fo r bishop i s s.

Bishop Ending An e n d i n g characte rized b y b i s h ops and pawn s .


CHESS TH I N KI NG • 45

Bishop of the Wrong Color Also cal l ed wRoNG-cmoR BISHOP


or WRONG BISHOP. A b i s h o p that can't guard a fri e n d ly rook-pawn's p ro­
motion square. See FORTRESS and POSITIONAL DRAW.

•• •• ••

.•
.•. !!

•.

·� . . .·. ·· ··
If!. �.······
,.�•··.····
!· ··
W: Ka1 Bd1 (2)
B: Kc6 BdS Ps a3 bS (4)

QUESTION: Can White salvage a d raw?

A position i n which o n e side has a bishop and two pawns (one of


wh ich i s a rook-pawn whose promotion sq uare can't be protected by
its own b i shop) and the oth e r side has a lone m i n o r piece may present
an u n usual opportu n ity fo r the weaker s i d e . If ci rc u m stances a l l ow,
the playe r witho u t the pawns m ight be able to sacrifice the m i n o r
pi ece fo r t h e opposi n g "good pawn , " leavi ng t h e opponent with a
rook-pawn whose p romotion square can 't be co ntro l l ed . To d raw, the
defe n d i n g king m e rely occu pies the co rner p romotion sq uare, and the
attacker i s u nable to fo rce it away without al lowi ng stalemate .

ANSWER: I n the d i agram , Wh ite, though b e h i n d by two pawn s , can fo rce


a d raw by the p i n n i ng 1 . Ba4 ! . H oweve r B l ack respo n d s , h i s b-pawn
d i sappears (or becomes an a-pawn by tak i n g the bi shop), and W h i te
d raws by keepi n g the k i n g i n contact with a1 , mai ntai n i n g the fo rtres s .
46 • BRUCE PA N D O L F I N I

Bishop Pai r The advantage of havi ng two b i shops agai n st the op­
position's b i s h o p and k n i ght o r two kn ights . See iwo B I S H O PS .

Bishop-Pawn A pawn on the c-fi le o r the f-fi l e .

Bishops of Opposite Colors A l s o cal led opposite-co/or bish­


ops . A situati o n , partic u larly germane to the endgame, in which one
p l ayer has a bishop movi ng on l i ght squares and the other playe r has
a bishop m ovi n g on dark s q uares .

W: Ke1 Ba7 (2)


8: Kc2 Bc4 Ps d3 e2 (4)

QUESTION : Can Wh ite stop the pawn s ?

S i n ce b i shops o f opposite co l o rs can never attack each other d i ­


rectly, end i n gs i n c l u d i n g them often e n d i n blood less d raws , with the
defender sett i n g u p b l ockades on squares guarded by its b i s h o p .

ANSWER: I n the d i agram , Wh ite c a n d raw b y 1 . Be3 , stoppi ng the ad­


vance of the d-pawn . Wh ite holds by s u stai n i n g his d o u b l e guard on
d2, safely m a rk i n g t i m e with the bishop along the d2-h6 d iagonal .
Black's b i s h o p can o n ly watch id ly, u nable to check the wh i te ki ng .
CHESS TH I N KI N G • 47

Biting on G ranite A way to characte rize a bishop that lacks


scope. A b i shop o n a d iagonal that i s blocked by enemy pawns i s so
frustrated that it m ight as wel l be attac k i n g rock . Also u sed to describe
a rook on a half-open fi le assai l i ng an enemy pawn sol idly p rotected
by one or two other pawns .

BK The abb reviation fo r b lack k i n g .

Black The p l aye r who goes second at the start of the game and
who has the dark-co l o red pi eces .
The dark-co l o red pi eces are refe rred to as black regard less of thei r
actual color. Fo r i n structional pu rposes it h e l ps to d i sti ngu i s h between
pi eces and squares . Pieces are white and black, squares are l i ght and
dark.

Black-Square B ishop Another name for DARK-SQUARE B I SH O P .

Black Squares Also cal l ed DARK SQUARE S .

Black to Play and Win Also given as Black to move and win .
A sti p u l ation o r caption i n d i cati n g that B l ack plays a move that forces
a wi n n i n g situatio n . T h i s i s seen far less often than the conventional
WH ITE T O P LA Y AND W I N o r White to move and win .

B l indfold Chess Standard chess where at least one of the co m­


batants plays witho u t sight of the board .
A b l i n dfo ld playe r either s its with h i s bac k to the board o r is actually
b l i ndfo l ded . In either case the moves are conveyed by chess notation .
48 • BRUCE PA N D O L F I N I

B l i nd Side The most v u l n e rable side i n situatio n s i n wh i ch a de­


fen d i n g u n it m u st ward off i nvasi o n s from either of two sides.

W: Kf5 Ps b6 e7 f6 (4)
B: Kd7 Ps b7 f7 (3)

QUESTION: H ow s h o u l d White proceed ?

I n pawn e n d i ngs, the stro n ge r k i n g u s u a l ly tries to i nvade on the


defender's b l i nd side when such an option exi sts .

ANSWER: I n the d i agram , Wh ite wi n s by i nvad i ng with the k i n g on the


blind side ( h e re , toward the k i n gside), goi ng from fS to gS to h6 to g7
(and even to g8 if White needs to gai n a te mpo).

Bl i ndsided To be attacked where least expected o r on the side


most d i ffi c u l t to defend .
CHESS TH I N KI NG • 49

B l ind Swine Mate A mate given by a batte ry of two roo ks alo ng


the seventh ran k .

W: Kh1 Ra7 Rf7 (3)


8: Kh8 Ra8 Rf8 (3)

QUESTION: H ow can W h i te mate in two moves ?

Two rooks on the seventh ran k are an awesome fo rce even when
they can 't b r i n g abo u t i m m ed i ate mate . The rooks s u p port each other
and the th reat to mate i s always the re-one rook ready to s h ift to the
last ran k , the othe r retai n i ng control of the seventh .

ANSWER: Wh ite has a b l i nd swi ne mate by 1 . Rh7 + KgB 2 . Rag7# .

B l itz S peed chess . See RAPI D TRAN S I T C H E S S .

B lock To O BSTRUCT a s q u a re or l i n e . Al so, the obstruction itself.


SO • BRUCE PA N D 0 L F I N I

Blockade A strategy to p revent the advance of an enemy pawn ,


particu larly a passed o r isolated o n e , by positio n i n g a piece, especially
a kn ight, in front of the pawn and guard i ng that square with other
pieces and pawns .

W: Ka6 Rb1 P s a7 eS (4)


B: Kg8 Rf7 Ba8 Pe6 (4)

QUESTION: How does Wh ite b reak the b l ockad e ?

An i solated pawn s h o u l d be b lockaded t o p revent i t s advance a n d


s u bseq uent exchange for a healthy fri endly pawn. A passed pawn
s h o u l d be blockaded to stop it from beco m i ng a th reat to q u een .

ANSWER: Not a l l pieces b lockade wel l . I n the d iagra m , the bishop s u c­


cessfu l ly blockades White's a-pawn . White wi n s by replaci ng the good
blockader (the b i shop) with a bad one (the rook) : 1 . Rb8 + Rf8 2 .
Rxa8 ! . A l i kely con c l u s i o n i s 2 . . . . Rxa8 3 . Kb7 Rf8 4. a8/Q Rxa8 5 .
Kxa8 Kf7 6 . Kb7 Kg6 7. Kc6 KfS 8. Kd6 . Wh ite wi n s Black's pawn and
soon makes a new q u een .

Blocked O bstru cted ; i m mobi l ized by pawn s , Without a clear path .


A l i ne i s especially b l ocked if friendly pawns get i n the way, because
you can 't go t h ro u g h you r own pawn s . To u nclog such a l i ne, l oo k to
exchange off the pawn i m ped i ments .
CHESS TH I N KI NG • 51

Blocked Center A situation i n w h i c h i nterlocked wh ite and black


pawns p revent access o r m ovement t h rough the cente r.

B locked Pawn A pawn that can 't move because the squ are i n
front o f it i s occ u p i ed b y an enemy u n it.

Blunder A seri o u s m i stake o r gross ove rs i ght that either loses or


th rows away a wi n n i ng game .

BN The abbreviation for b lack k n i ght.

Board S h o rt fo r cHEsssoARD.

Boden's Mate A mate , typical ly set u p by a q u een sacrifice, given


by the crisscross action of two b i s h o p s .

W : Kd2 Qf3 Be2 Bf4 N c3 P s b 2 b4 c 2 d 4 f2 g 2 h3 (12)


B: Kc8 Qh1 Rd8 Rh8 N d 7 Ng8 Ps a7 b7 c6 e6 f7 g7 h 7 (13)

QUESTION : H ow can W h i te fo rce mate in two moves ?

The name comes from Sam u e l Boden (1826-82) who in 1853 p l ayed
an offhand game i n Lo ndon (Schu lde r-Boden) that went 1. e4 es 2.
52 • BRUCE PA N D 0 L F I N I

Nf3 d6 3 . c3 f5 4. Bc4 Nf6 5 . d4 fxe4 6. dxe5 exf3 7. exf6 Qxf6 8. gxf3


N c6 9. f4 Bd7 1 0 . Be3 0-0-0 1 1 . Nd2 Re8 1 2 . Qf3 Bf5 1 3 . 0-0-0 d5
1 4 . Bxd5 Qxc3 + 1 5 . bxc3 Ba3 # .

ANSWER: White mates b y 1 . Qxc6 + bxc6 2 . Ba6# . T h e pos ition i s from


the game Canal-Amateu r, B udapest 1 934 .

Book P u b l i shed theo ry, mai n ly of the open i n g and sometimes the
endgame.

Book Draw A position that endgame books give as d rawn .

Book End i ng A positi o n , u s u a l ly a gen e ral case, that can be fou nd


in endgame texts with approp riate p roced u res and s u ppor tive
variation s .

Book Move I n a specific ope n i n g variation , the recom mended o r


most u s u a l m ove given i n t h e standard critical man ual s .

Book Player O n e w h o rel ies m o re on p u b l i s hed analys i s than on


original ideas . General ly, a p red ictable, u n i magi native player who l ets
oth e rs do the th i n ki n g .

BP T h e abb reviation for black pawn . Also t h e abbreviation fo r


b i s hop-pawn (one on the a-fi l e or the f-fi le).

BQ The abb reviation fo r black q ueen .

BR T h e abb reviation fo r b l ack roo k .

B reak A free i n g m ove o r mane uver, u s u a l l y a pawn advance .


CHESS TH I N KI NG • 53

Breaking the Pin I n serti ng a fri e n d ly piece on the line of the


pin so that the pin no l o n ge r has any fo rce . Also, d rivi ng away the
pi n n i n g piece .

Breakth rough Typical ly a pawn move (o r moves) to clear l i nes


fo r penetration i nto enemy territo ry, often by mean s of a sacrifice .

W: Kh1 Ps as bS cs (4)
8: Kh3 Ps a7 b7 c7 (4)

QUESTION: Can Wh ite s n eak a pawn th rough to q u een ?

Some b reakth rou g h s are targeted fo r aggressio n , to release at­


tac k i n g forces agai n st the opposi n g k i n g, but many are made to create
a passed pawn that wi l l go on to q u een .

ANSWER: The d i agram i l l u strates a com mon b reakth rough com b i nation .
White starts by advanci n g the m i d d l e pawn , 1. b6. If 1 . . . . axb6, then
2 . c6 bxc6 3. a6 wi n s . O r if 1 . . . . cxb6, then 2. a6 bxa6 3. c6 does
th e tri c k .

Br eakthrough Combination See BREAKTHRoucH.


54 • BRUCE PA N D 0 L F I N I

Brevity A s h o r t game, typically 20 moves or fewer, contai n i n g i nc i ­


sive tactics and u s u a l l y s h owi ng how t o exploit violations o f p r i n c i p l e .

W : Kc1 Q b3 R d 1 BgS P s a2 b 2 c 2 e 4 f2 g 2 h 2 (1 1 )
B: Ke8 Qe6 Rh8 Bf8 Nd7 Ps a7 eS f7 g7 h 7 (1 0)

QUESTION: H ow d i d Pau l Morphy mate in two moves ?

Pe rhaps the most fam o u s b revity of a l l time was a game played at


the Paris Opera i n 1 8S8 between Pau l Morphy (Wh ite) and a team of
two amateu rs ( B lack), Count l souard and the D u ke of Bru n swi c k . I t
began 1 . e 4 e S 2 . Nf3 d6 3 . d 4 Bg4 4 . dxeS Bxf3 5 . Qxf3 dxeS 6 . Bc4 Nf6
7. Qb3 Qe7 8. N c3 c6 9. BgS bS 1 0 . NxbS cxbS 1 1 . BxbS + N bd7 1 2 .
0-0-0 Rd8 1 3 . Rxd7 Rxd7 1 4 . Rd1 Qe6 1 5 . Bxd7 + Nxd7 (see d i agram) .

ANSWER: M o rphy won b y sacrifi c i n g h i s q u een to clear t h e d-fi le for h i s


roo k : 1 6. Q b8 + Nxb8 1 7. Rd8# .

Bridge A block i n g move , u s u a l l y by a rook , to stop enemy checks ,


u s u a l ly fro m a roo k . See LUCENA'S POSITION and B U I LD I N G A B R I D G E .
CH ESS TH I N KI NG • 55

Bri l l iancy A b ri l l iant com b i nation lead i ng to a q u ick victo ry. Al so,
a short game contai n i ng i nge n i o u s tactics . S i m i l ar to BREVITY.

W: Kg1 Qf2 Ra1 Rd1 Ba3 N c3 N d4 Ps a2 b3 g3 h2 (1 1 )


B: Kg8 Qh3 Ra8 Re8 Bb7 Bg7 Ps a7 b6 f7 g6 h7 (1 1 )

QU ESTION : How does B l ack fo rce a wi n ?

An exam p l e of a s h o r t game offering b ri l l iant play i s the contest


between Robert Byrne (Wh i te) and Bobby Fischer ( B lack) p l ayed in the
U . S . Cham p i o n s h i p, 1 963-64. I t started 1 . d4 Nf6 2. c4 g6 3. g3 c6 4.
Bg2 d5 5. cxd5 cxd5 6. N c3 Bg7 7. e3 0-0 8. Nge2 Nc6 9 . 0-0 b6 1 0 .
b 3 Ba6 1 1 . Ba3 Re8 1 2 . Qd2 e 5 1 3 . dxe5 Nxe5 1 4 . Rfd1 N d 3 1 5 . Qc2
Nxf2 1 6 . Kxf2 Ng4 + 1 7. Kg1 Nxe3 1 8 . Qd2 Nxg2 1 9 . Kxg2 d4 20. Nxd4
Bb7 + 21 . Kf1 Qd7 and Wh ite resigned (0-1 ) .

ANSWER: T h e d iag ram position wou l d have been reached if t h e game


had conti n ued with the moves 22 . Qf2 Qh3 + 23 . Kg1 . Fischer wo u l d
have won b y 2 3 . . . . Re1 + ! ! 24. Rxe1 Bxd4, when t h e p i n ned white
queen is u nable to thwart Black's mate at g2 .

Bri l l iancy Prize An award someti mes given at the end of a to u r­


nament fo r the most i ngen i o u s attac k i n g gam e .
56 • BRUCE PA N D 0 L F I N I

Brute Force A term describing the way some computer programs


determine their moves: by sheer calculation of all possibilities. See
PARALLEL ARCH ITECTU R E .

Bughouse Team chess played on two or more boards in which


captured pieces are given to teammates to be used on their own
boards when needed. Each putback counts as a move. The first player
to mate wins for his team. Also called DOUBLE BUGHOUSE and TANDEM

PUTBACK.

Building a Bridge In rook endings, a technique to create shelter


for a king and/or passed pawn.

W: Kb8 Rd1 Pb7 (3)


B: Ke7 Ra2 (2)

QUESTION: How does White shield the king from checks?

In the diagram, White's king is unable to move from in front of the


pawn without being harassed by rook checks. White solves this prob­
lem by deploying the rook so that it can eventual'ly block the checks.
CHESS TH I N KI NG • 57

ANSWER: White first stations the rook on its fourth rank, 1. Rd4!. An
illustrative variation from there is: 1. . . . Ra1 2. Kc7 Rc2 + 3. Kb6 Rb2 +
4. Kc6 Rc2+ 5. KbS! Rb2+ 6. Rb4, and the pawn promotes.

Bust A refuted opening line or tactic. Also, to show to be unsound


or wrong.

Busted Position A hopeless, resignable situation.

Bust U p To ruin the enemy's pawn structure, particularly in front


of the castled king, either by capture or sacrifice.

Busted Variation A refuted line that should be abandoned.

Bye In tournaments, advancing to the next round without playing


because a pairing isn't possible or for some other practical reason
approved by the director. Players receiving byes get either a full or
half point depending on the rules of the event.
c

Caissa The muse or goddess of chess, from an 18th-century poem


by Sir William Jones.

Calculation The process of analyzing and evaluating specific


moves and variations, as opposed to making general judgments and
assessments. Sometimes called ARITHMET I C .

Calculation of Variations See cALcu LAT10N .

Camp A player's half of the board; later on, a player's main strong­
hold, especially around the king.

Candidate See CANDIDATE MOVE and CANDIDATE PASSED PAWN.

58
CHESS TH I N KI NG • 59

Candidate Move A reasonable move, worthy of analysis or con­


sideration. Also called CAN D I DATE .

Before analyzing a situation in depth, whether during a game or


while solving a problem, start by forming a mental list of moves to be
considered-the candidate moves. Although the list might be superfi­
cial, it fulfills several functions. You can't analyze every move in a
position, so it makes sense to determine the most relevant ones before
proceeding. The forming of a list tends to reduce possibilities even
further, for some moves may be rejected on immediate comparison.
The list can be a reminder. If an initial selection gets nowhere, turn
back to the list for other candidates. During clock games the list lets
you apportion time better. The list can be a synthesizer, allowing sev­
eral moves to be combined in an overall solution. Finally, forming any
kind of list imposes order, which can only be helpful.

Candidate Passed Pawn In any group of pawns, the one likely


to become passed, that is, with no enemy pawn in front of it on the
same file. Also called CAN D I DATE .

QUESTION : Which pawn i s the candidate ?


60 • BRUCE PA N D O L F I N I

The chief advantage of a candidate passed pawn is that it could be


converted into an endgame weapon-a passed pawn, which could
then be advanced. The pawn then might be promoted directly or, in
its inexorable march, divert enemy forces from other chores.

ANSWER: Black's f-pawn is the candidate. With correct play it has a


chance to emerge as a passed pawn.

Capablanca's Rule A rule of thumb, attributed to Jose Raul Ca­


pablanca (1 888-1 942), that recommends mobilizing a pawn majority by
first advancing the unopposed pawn-the one with no enemy pawn
in front of it on the same file.

W: Ka1 Ps g3 h3 (3)
B: Kc1 Pg6 (2)

QUESTION : Which pawn should White advance first?

A typical way to create a passed pawn is by applying Capablanca's


Rule. Once you have a passed pawn, try to shepherd it toward promo­
tion in a timely yet prudent way. It either becomes a new queen or is
used as a DECOY to score elsewhere on the board.
CHESS TH I N KI N G • 61

ANSWER: In the diagram, White wins by advancing the h-pawn first (1.
h4), and then the other pawn (2. g4). Starting instead with the g-pawn
(1. g4?) allows 1. . . . gS !, and both white pawns are held back.

Capture The removal of an enemy unit. Also, to take an opposing


piece or pawn.

Castle To move the king and rook on the same turn. See CASTL I N G

and LOST THE RIGHT T O CASTLE. Also, a common but unofficial name for
the rook.

Castle by Hand To achieve the effect of castling by moving the


king and rook individually over the course of several moves, usually
done after the king has LOST THE R I G HT TO CASTLE . Also called ARTI F I C IAL

CASTLI NG .

Castle Early A maxim advising castling as soon as feasible to in­


sure king safety.
Unfortunately, it can't be applied indiscriminately. There are plenty
of times when you should delay castling or not castle at all. Probably
a better principle would be to prepare to castle-to get the ability to
castle-fairly quickly, just in case castling suddenly becomes desirable
or necessary.

Castle into Check A violation of the rules. The king may never
move into check.

Castle Ki ngside To castle using the king-rook. The move is writ­


ten "0-0 . " Also called CASTLE S H O RT.

Castle Long To CASTLE Q u E E N s 1 0 E .


62 • BRUCE PA N D 0 L F I N I

Castle on Opposite Sides White castles on the queenside


and Black on the kingside, or Black on the queenside and White on
the kingside.
It's often recommended by teachers to develop attacking skills. Stu­
dents castle on opposite sides and advance pawns against the enemy
king to create tactical opportunities.

Castle out of Check A violation of the rules.


A king in check must get out of check without castling. If the king
doesn't move, it may be able to castle later.

Castle Queenside To castle using the queen-rook. The move is


written "0-0-0 . " Also called CASTLE LONG.

Castle Short To cAsTLE K 1 N c s 1 m .

Castle Through Check In the act of castling, to move the king


over a square guarded by the enemy, a violation of the rules even
though the king doesn't stop on this attacked square.

Castling Playing the king and rook on the same move, which is
the only time two pieces can be moved on the same turn. Castling is
possible on either the kingside or the queenside. It is achieved by
transferring the king two squares toward the rook (to the g-file if cas­
tling kingside, to the c-file if castling queenside) and then putting the
rook on the square next to the king on its other side.
Castling is permitted only if certain conditions are met. The in­
tervening squares between the king and castling rook must be unoccu­
pied. Both the king and the rook must not have moved in the game.
You can't castle if you're in check (it is legal, however, to castle on a
subsequent move if the king hasn't moved) or if the king must pass
through check (over a square guarded by the opponent), or if the king
is in check after completing castl ing.
CH ESS TH I N KI NG • 63

Casual Game An offhand or friendly game played for entertain­


ment. See SKITILES.

Ce nter The four squares in the very middle of the board, namely
d4, dS, es, and e4. Also the region containing this block of four as
well as the twelve squares surrounding it: c3, c4, cs, c6, d6, e6, f6, fS,
f4, f3, e3, and d3.

Central Of the center ; concerning the middle of the board.

Central ization In the opening and middlegame, a principle rec­


ommending the development of pieces toward the center for general
readiness. In the endgame, the process of bringing the king and other
pieces back to the center before commencing certain plans or
campaigns.

Central ize To move toward the center, usually to prepare for criti­
cal or final stages.

Central Zone The area contained within the square c6 to f6 to f3


to c3. Also called E N LARGED CENTER.
64 • BRUCE PA N D O L F I N I

Centurini's Position A famous ending of king, bishop, and


knight-pawn vs. king and bishop, in which an elaborate bishop maneu­
ver gains a TEMPO and wins.

W: Kc8 Bg3 Pb7 (3)


8: Kc6 Ba7 (2)

QUESTION : What tactic enables White to promote his pawn?

Centurini's actual starting position (W : Kc8 Bd8 Pb7 B : Kc6 Bh2)


leads to the diagram after 1. Bh4 Kb6 2. Bf2+ Kai 3. Bes Bg3 4. Be7
Kb6 5 . Bd8+ Kc6 6. Bh4! Bh2 7. Bf2 Bf4 8. Ba7 Bh2 9 . Bb8 Bg1 1 0.
Bg3 Ba7.

ANSWER: White wins by a deflection, 1 1 . Bf2. If Black takes White's


bishop, the pawn queens. Otherwise, White simply captures Black's
bishop and promotes after that.

Chaturanga The earliest known forerunner of chess, which ap­


pears to have originated in the fifth century A. D. in the Indus Valley.

Chain Short for PAWN CHAI N .


CH ESS TH I N KI NG • 65

Ch eapo Slang for an on obvious trap or one-move setup . See


SU CKER PUNCH.

Check A direct attack or threat to the king.


When one of your units checks the opposing king, you are in posi­
tion to capture the king on the next move (though the rules actually
prevent a king from being captured). A king "in check" must get "out
of check" immediately.

Checking Distance The minimum distance a rook needs to at­


tack without being in danger of counterattack from the approaching
enemy king.

W: Kd8 Rc2 Pd7 (3)


B: Kb7 Rh2 (2)

QU ESTION: Can Black play to draw?

In most cases the rook has the checking distance if it's at least four
squares from its target along the line of attack . The target is either the
enemy king, a passed pawn, or the complex of both. If the rook is
only three squares away, the opposing king may be able to chase the
rook without endangering the pawn, which can then proceed to­
ward promotion.
66 • BRUCE PA N D O L F I N I

ANSWER: Black's rook has the checking distance from the flank,
allowing it to pester the White king into a draw. A reasonable variation
is 1 . . . . Rh8 + 2 . Ke7 Rh7 + 3 . Ke6 Rh6 + 4. Kf7 Rh7 + , forcing the
king back to the pawn's defense. Worse is 4. Kf5, when 4. . . . Rd6
wins the pawn.

Checkmate A situation in which an attacked king has no legal way


to get out of check. The game ends at this point, before the check­
mated king is actually captured. (If the rules permitted it, the king
would be taken on the next turn. )

Chessboard The playing surface, which is a square board consist­


ing of 64 smaller squares, 32 light and 32 dark, arranged in an alternat­
ing pattern. At the start the board is placed with a light square in the
corner to each player's right.

Chess by Mai l See CORRESPO N DENCE c H E s s .

Chess C lock A timing device with two clocks, one for White and
one for Black.
When it's your move, your time runs and your opponent's doesn't.
After completing your move, you can stop your clock and start your
opponent's. Then it's your opponent's turn to move and, after mov­
ing, he stops his clock and starts yours.

Chessmaster See NATI ONAL MASTER .

Chessmen Pieces and pawns considered as a group. See U N ITS .

Chess Problem See PROBLEM.


CHESS TH I N KI NG • 67

Circuit In certain knight endings, a ci rcu lar path of four squares


connected by knight moves.

W: Kg6 Ph6 (2)


B: Ka1 NgS (2)

QUESTION : Can Black move and draw?

If the defending knight can get on the circuit it can stop the pawn
from safely advancing. In the diagram the circuit consists of the
squares h7, f8, e6, and gs. Although the knight must move, it can stay
on the circuit and draw.

ANSWER: The position is held by 1. . . . Ne6!, when 2. h7 encounters 2.


. . . Nf8+ 3 . Kg7 Nxh7 4. Kxh7, and the game is drawn due to 1 NSUFFl­

c1 ENT MAT I N G MATERIAL.

Classical Pertaining to a style favoring straightforward play, includ­


ing direct occupation of the center, especially with pawns; rapid devel­
opment; early castling; and adherence to standard principles. Also,
the style itself.

Classical Pawn Center A l i gned center pawns on a playe r 's


fo u rth rank. For Wh ite, pawn s on d4 and e4 ; fo r B lack, pawn s on dS
and es.
68 • BRUCE PA N D O L F I N I

This is called a classical pawn center because such a formation was


the aim of the early generations of good players in the 17th and 18th
centuries. They laid down the "classical principles" in their games
and analyses.

Classic Bishop Sacrifice See G RECO's sAcR 1 F 1 cE .

Clean Mate A problem composition term. A mate in which unoc­


cupied squares near the mated king are each guarded only once, none
of the units in the pattern have unnecessary functions, and the mating
move is not a double check. Also called PURE MATE. See MODEL MATE.

Clear Unblocked, as a clear line. Also, definite, as a clear


advantage.

Clearance A tactic by which a square or line is evacuated, typically


by a compelling sacrifice, so that a friendly unit can occupy the same
square or line. See AN N I H I LAT I O N .

W: Ka1 Qa6 Bb1 Pa2 (4)


B: Kh8 Rb5 Ba7 Nd4 (4)

QUESTION: H ow can B l ac k mate in two moves ?


CH ESS TH I N KI NG • 69

Annihilation is a form of clearance. But whereas clearance is the


unblocking of either a square or line, annihilation refers specifically
to a line.

ANSWER: Black mates by the sacrifice 1. . . . Nc2 + . After 2. Bxc2, Black's


bishop mates on d4, the square just cleared by the knight.

Clearance Sacrifice See CLEARANC E .

Clock See C H E ss cLocK.

Clock Game A game using a chess clock to make sure the players
complete a certain number of moves in a specified period. A player
failing to make the T I M E CONTROL forfeits the game.

Closed Center A center blocked by chains of black and white


pawns. Loosely, any center through which movement is hindered by
pawns.
A typical closed center has white pawns at dS and e4 interlocked
with black pawns at d6 and eS; or white pawns at d4 and es versus
black pawns at dS and e6. When the middle of the board is obstructed
by pawns, play tends to take place behind the lines, around the pe­
rimeter of the center, or on the flanks. The action is correspondingly
slower, since it's harder to transfer pieces through the central barri­
cade, and intricate maneuvers are common. It's not unusual to see
knights, with their ability to pirouette, get the better of bishops. Fi­
nally, the blocked center often enables the kings to remain uncastled
into the early middlegame and even beyond in preparation for transi­
tion to the endgame. See PAWN CHAI N , ATTACK AT THE BASE OF THE PAWN

CHAI N , CLOSED GAME , and FIXED PAW N S .

Closed File A file occupied by both white and black pawns, so


that rooks and queens cannot move along it completely. See OPEN F I LE

and HALF-OPEN F I L E .

Close Game Another name fo r cLosED GAM E .


70 • BRUCE PA N D 0 L F I N I

Closed Game One with a CLOSED CENTER (obstructed by white and


black pawns), in which few, if any, exchanges have taken place. Also
called CLOSE GAME or CLOSED POS I TI O N .

Closed Open ing A game that begins with 1. d4, or sometimes


1. c4. Also called CLOSE OPE N I NG .

Queen-pawn openings, in contrast to those beginning with the king­


pawn, are more likely to produce closed games if played automatically.
But they are conducted so actively these days, and with such vigor
and creativity, that the distinction has become more a convenience of
classification than a reliable rule of thumb.

Closed Position See cLo s E D GAME.

Coffeehouse Chess A type of chess typical of coffeehouses,


characterized by risky unsound play that in those circumstances (noisy,
smoky, confused) can be difficult to refute.

Color Weakness A difficulty in adequately guarding, occupying,


or influencing squares of one color.

W: Kd1 BdS Ps b3 d3 fS h6 (6)


B: Kf8 Bb6 Ps b4 d6 eS f6 (6)
CH ESS TH I N KI NG • 71

QUESTION: Can White force a win?

A color weakness tends to be pronounced when one's pawns are


fixed on squares of the other color and one's minor pieces are power­
less to help. A balancing act occurs with opposite-color bishops, when
both players may be weak and strong on different color squares. It all
depends on circumstances.

ANSWER: Black can't stop a white king trek to g6 (Kd1-e2-f3-g4-h5-g6)


and the subsequent pawn advance h6-h7.

Column Another name for FILE.

Combination A sequence of forced moves, usually involving sac­


rifice, always leading to an improvement of one's situation.

W: Kg1 Qa6 Bg2 Ng6 Ps f2 g3 (6)


B: Kg8 Qa8 Bd6 Nh7 Ps a7 c7 dS g7 (8)

QUESTION : Does White have a winning combination?

The word "combination" implies a synthesis of several tactical


themes. T h e usual aims are checkmate or gain of materia l . A t rue
co m bi n ation req uires sacrifice , but of a pa rtic u l a r kind . Com binative
sacrifices wo rk by fo rce . They are not REAL SACRIFICES, whe re the out-
72 • BRUCE PA N D 0 L F I N I

come is in doubt, but SHAM SACRI FI C E S , where favorable results have


been foreseen.

ANSWER: After 1 . Qc8 + ! Black must abandon his queen, for 1 . . . . Qxc8
allows 2. BxdS + and mate next move.

Companion Squares Also called coNJUGATE s Q uAREs, cooRDI NATE

SQUARES , CORRESPO N D I N G SQUARES, REIATED SQUARES, and S I STER SQUARE S . See


THEORY OF CORRESPO N D I N G S Q UARES .

Compensation A counterbalancing advantage to offset one or


more disadvantages.
The term is based on a comparison of different elements, such as
material vs. time. A player might have an extra pawn to compensate
for the opponent's initiative. It's also possible to have compensation
within the same element, such as material. One side gets a knight, for
example, for his opponent's three pawns.

Complicate To keep the position complex by avoiding trades and


retaining tension ; to initiate risky, hard-to-analyze lines, possibly in­
volving sacrifice.

Complications Unanticipated difficulties or tactics that confuse


and jeopardize the outcome.
CH ESS TH I N KI NG • 73

Composed Problem A deliberately created position, not neces­


sarily reflecting a real game situation, that sets out in a clever or artistic
way a particular technique or theme. Like puzzles, they are meant to
be solved. A problem often must be solved in a specified number of
moves. See COMPO S I TI O N , PROBLEM, and STUDY.

W: Kg1 Qh8 Rh7 Pa6 (4)


B: Ka8 Bb8 Ps a7 g2 (4)

QUESTION: How does White force mate in two moves?

In an artfully composed problem everything meshes perfectly, noth­


ing is wasted, every unit has a definite purpose, and, ideally, there is
only one answer. Alternative solutions, known as cooks, mar the
problem.

ANSWER: In this version of a famous problem composed by Sam Loyd


(1 841 -1 91 1 ), White mates by 1 . Rh1 !, followed by 2 . Qxh1#.

Composition A coMPosm PROBLEM or sTuDY. See cooK.

All kinds of creations may be considered compositions, including


forced mates, endgame studies, tasks, instructional examples, mathe­
matical/logical puzzles, chess jokes, and who knows what. Some of
74 • BRUCE PA N D O L F I N I

these are quite fantastic, having unusual stipulations and bearing little
resemblance to actual competition.

Computer Notation The barest form of algebraic notation, giv­


ing only the moving unit's starting and destination squares.
Piece symbols are not used, nor are there indications for captures
or checks. For example, if a White knight on e4 captures a Black knight
on f6, giving check, the move is simply written "e4-f6" or " E4- F6. "

Concrete Advantage A tangible advantage, like material or


pawn structure, that tends to be long-lasting .

Conditional Problem A kind of problem in which standard


pieces have enhanced or restricted powers.

Confl icti ng Principles General guidelines that seem to dis­


agree.
An example is being ahead by a pawn with a powerful attack and
having the opportunity to trade pieces. One principle recommends
exchanging when ahead, the other says to avoid trades if pressing an
attack. What do you do ? Try thinking and figuring out what 's really
best.

Conjugate Square Also called coMPAN10N SQUARES, cooRDI NATE


SQUARES , CORRESPONDING SQUARES, RELATED SQUARES, and SISTER SQUARES. See
TH EORY OF CORRESPONDING SQUARES.

Connected For pieces, occupying the same line and capable of


supporting each other (see CONN ECTING THE ROOKS) ; for pawns, occu­
pying adjacent files and capable of defending each othe r (see CON­
NECTED PASSED PAWNS ) .
CHESS TH I N KI NG • 75

Connected Passed Pawns Two friendly passed pawns on adja­


cent files. See PAS SED PAWN .

W: Kf3 Ps a7 b5 (3)
B: Kb7 (1)

QUESTION : How does White win this ending?

Connected passed pawns are often a vital endgame weapon because


they can advance with mutual support. When one of them is placed
to protect the other, the opposing king can't capture the protecting
back pawn without allowing the protected front one to run toward
promotion.

ANSWER: White secures the day by 1. b6 . A possible conclusion is 1 .


. . . Ka8 2. Kf4 Kb7 3. Ke5 Ka8 4. Kd6 Kb7 5 . a8/Q + Kxa8 6. Kc6 Kb8 7.
b7 Ka7 8 . Kc7 Ka6 9. b8/Q Ka5 10 . Qb3 Ka6 11 . Qa4# (or 11 . Qb6#) .

Connecting the Rooks Clearing the home rank by developing


the queen and minor pieces and castling, so that the rooks defend
each other. The situation signifies a state of read iness and usually
marks the end of the opening and the start of the middlegame.
76 • BRUCE PA N D 0 L F I N I

Consol idate To stabilize a loose or uncoordinated position.


One usually consolidates with several defensive or simplifying
moves, exchanging off menacing or clumsy pieces while completing
development and safeguarding the king. The concept most often ap­
plies after risking the win of material or surviving an intense period
of attack.

Consol idation The process of stabilizing and refocusing a posi­


tion, especially after a period of activity, by insuring king safety, de­
fending weak points, completing development, repositioning certain
pieces, and warding off potential enemy threats.

Consultation Game A game in which two or more players work


as a team, discussing their moves before playing them. The opponent
may be a single player or another consultation team.

Continuation A follow-up to a move or series of moves.

Convergent Thi nking In chess, working out the precise moves


when we already know what to do. It is linear and one-dimensional,
as opposed to DIVERGENT TH I N K I N G .

Cook In composed problems, an alternative solution, often requir­


ing fewer moves, usually missed by the composer. A cook spoils the
validity of a composition.

Coordinate Notation Any notation that views the board as a


coordinate grid, such as ALGEBRAIC NOTATI O N .

Coordi nate Squares Also cal led coMPAN 10N sQuAREs, coNJUGATE
SQUARES, CORRESPONDING SQUARES , RELATED SQUARES, and S I STER SQUARES. See
THEORY OF CORRESPONDI NG SQUARES .
CHESS TH I N KI N G • 77

Cordon In the endgame, a boundary line, consisting of guarded


squares and sometimes the board's edge, that confines a king within
a particular area.

Cor ral The trapping of a knight by a bishop along the edge. Also
referred to as CORRALLING A KNIGHT.

W: Kd7 Bh2 Pg2 (3)


B: Ka7 Nh5 Pa6 (3)

QUESTION: How does White win?

This is one reason to avoid positioning a knight along the board's


perimeter. A knight has such reduced mobility there that a smartly
placed bishop can usurp all of its possible moves.

ANSWER: After 1. Be5!, the knight is helpless against the pending ad­
vance g2-g4.

Correspondence Chess Chess played by mailing each move


in a letter or on a postcard .
Correspondence chess requires a real investment in time . In today 's
high-tech age, where info rmation is conveyed i mmediately by tele­
phone, fax, or compute r mode ms, it may have seen its day.
78 • BRUCE PA N D 0 L F I N I

Cor respond ing Squares Also called COMPAN ION sQUAREs, coNJu­
GAL SQUARES, COORDI NATE SQUARES, RELATED SQUARES, and S I STER SQUARES. See
THEORY OF CORRESPONDING SQUARES .

Cor ridor Mate A line mate by a rook or queen, given along any
file or rank when possible escape squares are guarded or obstructed.
See BACK-RANK MATE.

Counter An answer or response. See couNTERATTACK.

Counterattack An attack mounted by the defender or the player


apparently on the defensive. Also, one of a certain class of opening
variations initiated by Black.
A good counterattacker adequately answers the opponent's threats
while generating some of his own. It's a mistake just to strike out
blindly, however ferociously. You can't ignore enemy plans, even if
they seem trivial or unimportant, especially when they come first.

Counterchances Opportunities for cou NTERATTACK.

Countergambit Generally, an opening gambit offered by Black


in response to White's opening gambit; thus, an attempt to seize the
initiative and blunt White's attack.

Counterplay The possibility for the defending side to undertake


aggressive action, usually by opening another front. A player who has
counterplay is said to have overall chances roughly equal to the
opponent's.

Counting With regard to material, comparing. pieces and pawns


to see who's ahead; with regard to pawn races, determining which
CHESS TH I N KI NG • 79

side promotes first; with regard to maneuvers, especial ly for the king,
figuring how many moves it takes to reach a certain square .

Cramped Constricted; especial ly, blocked or restrained by pawns


that fix one's pawns to the third rank , leaving very little room for
positioning behind the lines.

Cramped Position A position in which one side in particular


has reduced space.

Crippled Majority A pawn majority incapable of producing a


candidate, usually because of doubled or isolated pawns.

Critical Diagonal of Retreat In pawn endings, the shortest


path for the defending king to the promotion square; the diagonal the
king needs to traverse to stop the pawn from queening.

W: Kf1 Ps a2 d4 (3)
B: Kf3 Ps e6 f7 (3)

QUESTION: How does White play and win?


80 • BRUCE PA N D O L F I N I

A key battle often revolves around the attacker's attempt at blocking


a critical diagonal, preventing the defending king's auspicious retreat.

ANSWER: White wins by blocking the diagonal line with a pawn sacrifice,
1. dS! , and after 1 . . . . exdS 2. a4 d4 3. a5 d3 4. Ke1 , there's no catching
the a-pawn.

Critical Opposition In endgame theory, the opposition


allowing a king to occupy a critical square. See OPPOSITION and THEORY

OF CRITICAL SQUARES. Also called KEY OPPOSITI O N .

Critical Position That point in a theoretically important line,


usually in the opening and more or less forced from the preceding
moves, the evaluation of which determines whether the sequence fa­
vors White or Black. Also, any decisive turning point in a game.

Critical Square A square whose occupation by the superior


side's king insures the completion of a task. An endgame concept.

Critical Thinking Abstract reasoning used to solve problems ;


higher thought processes marked by careful analysis and evaluation
of alternatives before deciding on the optimal course of action. See
ANALOGUE and LATERAL TH I N K I N G .
CHESS TH I N KI N G • 81

Cross-Check A check that blocks a check by the opponent.

W: Ka8 Qf4 (2)


B: Kf2 Qd3 Pe2 (3)

QUESTION: How does Black end the checks?

In addition to cross-checking by interposition, it is possible to move


the king and discover check or to capture the checking unit with
check. The most typical cross-checking situation occurs in queen end­
ings to avoid perpetual check.

ANSWER: Black wins by 1 . . . . Qf3 + , blocking check with check and


forcing a trade of queens. The pawn then promotes.
82 • BRUCE PA N D 0 L F I N I

Crossover A maneuver by a king in front of and across the path


of one of its own passed pawns to reach the OUTS I DE CRITICAL SQUARE.
Also called the OVERPASS, in contrast to the U N DERPASS .

W: Kf3 Pd4 (2)


B: Kg7 (1 )

QUESTION: How does White insure the pawn's promotion?

White's king must get to any of the pawn's three critical squares to
guide the pawn home. In this situation, with the passed pawn on its
fourth rank, the critical squares are c6, d6, and e6.

ANSWER: A direct diagonal crossover to c6 does the job: 1 . Ke4 Kf6 2.


KdS Ke7 3. Kc6. A possible finish is 3. . . . Kd8 4. dS Kc8 5. d6 Kd8 6.
d7 Ke7 7. Kc7 and the pawn promotes next move.
CHESS TH I N K I N G • 83

Cross-Pin A counter-pin . Answering a pin with a pin .

W: Kh1 Rb1 Bf1 Nc6 Ps e6 hS (6)


B: Kc8 Rh8 Bb7 Nh4 Ps a6 c7 cS (7)

QUESTION : How does White mate in two moves?

The cross-pin idea is more prevalent in problem composition,


though it does arise in ordinary play as well, especially in situations
needing a defensive fix.

ANSWER: White's 1 . Bxa6! cross-pins Black's bishop (which is pinning


White's knight) to its king and mates next move. If 1 . . . . Bxa6, then
2. Rb8#. Otherwise, White's bishop captures on b7, giving mate with
support from the rook .
84 • BRUCE PA N D O L F I N I

Crosstable A chart or table showing the results of every player in


a tournament.

c
c
·a; c
·�m
"O
iii ::I "(ij
c Q) WL
i.iJ
.....

u. Cl �
Albert Einstein x 1 112 1 2112-112

Sigmund Freud 0 >< 112 1 1 v� 1 112

Charles Darwin 112 112 x 1 2-1

Mark Twain 0 0 0 x 0-3

Cutoff A queen, rook, or bishop barrier that the opposing king


can't cross.

W: Kh8 Rg8 (2)


B: Kb6 Pas (2)

QUESTION: How does White force a win?

Cutoffs tend to be most valuable in rook endings-, where it becomes


necessary to prevent the opposing king from supporting or trying to
CHESS TH I N KI NG • 85

stop a passed pawn's advance. The cutoff should be maintained unti l


the last possible moment to give your own forces a chance to join
the fray.

ANSWER: White wins by cutting off the Black king with 1 . RgS ! , when
Black is dead after 1 . . . . a4 2. Kg7 a3 3. Rg3 a2 4. Ra3.
D

Dance of Death A phrase capturing the spirit of the oppositional


fight between two kings. See OPPOSITI ON.

Dangerous Diagonal Either of the two diagonals on which the


FOOL'S MATE can occur. White can be so mated along the e1-h4 diagonal,
Black along the e8-h5 diagonal.

Dark-Square B ishop A bishop that moves only on dark


squares. For White, the queenside bishop starting on c1; for Black,
the kingside bishop starting on f8.

Dark-Square Game An opening plan to control the dark


squares. A type of ga m e with this the m e .
I f yo u ' re p laying a da rk-s q u a re ga m e , t r y t o contro l es peci a l l y the
s q u a res on the a1 -h8 diagonal , which co me unde r the i nfl u ence of the
86
CHESS TH I N KI NG • 67

dark-square bishops. When both sides have developed their kingside


bishops on the flank (White's at g2, Black's at g7), Black is equipped
for a dark-square game and White for a light-square one. A typical
dark-square setup for Black has a bishop at g7, a knight at c6, and
pawns on cS, d6, and e7. A similar scheme for White offers a bishop
on b2, a knight on f3, and pawns on d2, e3, and f4.

Dark Squares The 32 squares of the same co lor as a1 . Also called


black squares, even if they're not black.

D ecoy A distant pawn offered as a sacrifice to lure an enemy piece


(usually the king) out of position. See OUTSIDE PASSED PAWN and
DEFLECTIO N .

W : Ke3 Ps c3 h4 (3)
B: KeS Ps bS c4 (3)

QUESTION : How should White continue ?

A decoy becomes more valuable the farther it is from the main sec­
tor of dispute, especial ly when the only defender is the enemy king.

ANSWER: White sho u l d play 1 . h5 . After 1 . . . . Kf5 2 . Kd4 KgS 3. Kc5


KxhS 4. Kxb5 Kg5 5 . Kxc4 White wins the ending .
88 • BRUCE PA N D O L F I N I

Deductive Reasoning In chess, the mental process of proceed­


ing logically from one or more related ideas to a goal that seems to
follow necessarily. This is what chessplayers do, for example, when
they analyze forcing variations that lead to mate or other definite posi­
tions that can be understood and evaluated with certainty. See I NDUC­
TIVE REASON I NG .

Defender The player under attack. At the start o f the game, White
is the attacker and Black the defender. Also, any unit that protects
another unit.

Defense A move or series of moves designed to meet opposing


threats and attacks, whether immediate or long range. In the open­
ings, a defense is a system of play whose characteristic positions are
determined largely by Black.

Deflection Forcing an enemy unit from its post, leaving a certain


square or set of squares inadequately guarded. See DECOY.

Demo Board Short for DEMONSTRATION soARD.

Demonstration Board A large chessboard with movable


pieces, mounted upright for display and instruction.

Derivative Not original; usually said of opening ideas developed


by others.

Descriptive N otation A system of notating moves in which


every square has two names depending on whos� move it is. For exam­
ple, P-K4 when played by White is a pawn advance from e2 to e4;
when played by Black it's a pawn move from e7 to es . The algeb raic
system is preferred today. See ALG E B RA I C NOTAT I O N .
CH ESS TH I N KI NG • 89

Des perado A tactic by which a threatened or trapped piece is


sacrificed to minimize loss, inflict damage, or gain material.

W: Ka1 Qd5 Bb2 Ps a2 b3 (5)


8: KeB Qa3 Be6 Ps d7 f7 (5)

QUESTION: Who wins?

Sometimes desperado possibilities arise when, instead of extricating


an attacked piece, you let it hang and threaten a comparable piece, of
the opponent's. The player who goes first in such circumstances has
a great advantage because of the possibility of getting something for
the attacked piece with a gain of time, while the opponent gets
nothing.

ANSWER: Whoever moves wins by sacrificing the queen for the oppo­
nent's bishop and then capturing the other side's queen.

Develop To improve a piece's scope or potential, or both, by mov­


i ng it to a better square or by moving something, especially a pawn,
out of its way. In the opening, to move a piece off its home rank or
shift a rook to an unblocked file.

Developing Sacrifice A sacrifice to gain time for development .


See SAC R I F I C E .
90 • BRUCE PA N D O L F I N I

Development The process of increasing the mobility of pieces


by moving them from their original squares to more active ones or by
moving pawns out of their way. In the opening it usually i mplies mov­
ing pieces, other than rooks, off their home rank. Rooks are developed
when placed on open, half-open, or about-to-open files.

Develop Toward the Center A maxim advising players to


develop pieces toward the middle in the opening.

Diagonal A slanted row of same-colored squares. There are 26


different diagonals on the chessboard. See B I SHOP.

Diagonal March A maneuver enabling a king to approach two


widely separated squares simultaneously by traveling along a diagonal
that is equidistant from both.

W: Ka3 Ph4 (2)


B: Kh1 Pc3 (2)

QUESTION: If it's Black's move, can Black draw?

The diagram is a famous endgame study composed by Richard Reti.


Black's k i ng can't catch the h-pawn, nor can it get ove r in time to
CHESS TH I N KI NG • 91

defend the black c-pawn ; but by threatening both Black can save the
g a me.

ANSWER: Black draws with a diagonal march : 1. . . . Kg2 2. hS Kf3 3. Kb3


Ke4! 4. h6 Kd3 5. h7 c2 6. h8/Q c1/Q, and White's checks are useless;
o r 3. h6 Ke2 4. h7 c2 and draws.

Diagonal Opposition An opposition in which the kings are


separated by one, three, or five squares along the same diagonal. It
i n cludes diagonal opposition (one square in between the two kings),
distant diagonal opposition (three square in between), and long­
distant diagonal opposition (five squares in between). See OPPOSITI O N .

D iagram A pictorial representation of the chessboard and pieces.


The white pieces usually start at the bottom and the black at the top.

Didactic Position A position used for instruction. It could be


created, adapted, or taken from real play.

D irect Attack The placement of a unit in position to capture


another with advantage.

Direct Opposition An opposition in which the kings are sepa­


rated by one square on a file, rank, or diagonal. Direct vertical opposi­
tion is along a file, direct horizontal opposition is along a rank, direct
di agonal opposition is along a diagonal. See OPPOS ITI O N .

Direct Protection Guarding a unit by moving another one into


position to recapture.

Dis covered Attack An attack by a piece created when a friendly


Piece moves out of its way. This often results in two si multaneous
92 • BRUCE PA N D 0 L F I N I

attacks: one from the stationary unit and one from the moving one.
Also called DI SCOVERY.

Discovered Check A discovery in which the stationary attacker


gives check. See D I SCOVERED ATTACK.

W: Kg4 Rd4 BaS PfS (4)


B: KeS (1 )

QUESTION : How can White force mate in two moves?

A discovered check can be quite potent. While the defender must


take the time to get out of the stationary unit's check, the moving unit
has virtual carte blanche, capturing and threatening with abandon.

ANSWER: It's mate after 1 . Bc3 Kf6 2 . Rd7#. Here the moving unit is
used to close the door.

Discovery Another name for D 1 scovERED ATTACK.

Distant Diagonal Opposition g


A dia onal opposition in
which the kings are separated by three or five squares. See OPPOSITION .
CHESS TH I N KI NG • 93

Distant Opposition An opposition in which the kings are sepa­


rated by three or five squares on a file, rank, or diagonal. Distant
horizontal opposition is along a file, distant vertical opposition is along
a rank, and distant diagonal opposition is along a diagonal. See
OP POSITI O N .

Divergent Th inking In chess, multidimensional thinking, not


bound by circumstances, open to sudden shifts in context and view­
point, and drawing upon unexpected moves and resources creatively
to solve complex problems. Also called LATERAL TH I N K I N G . See CONVER­

GENT TH I NKING.

D omination In endgame studies, a tactic by which a piece is


trapped and won by a combination of direct attack and other, indirect,
methods that take away all flight squares.

Double To put two pieces of like power on the same line. To form
a BATTERY. For example, to double rooks on a file.

Double Attack Two or more attacks stemming from the same


move. Usually, a simultaneous attack against two separate targets
either by one unit against two (a FORK ) or by two against two (a
DISC OVERY) .

D ou ble- B ishop Sacrifice See iwo-B 1 s H o P sAcR 1 F 1 c E .

Do uble Bughouse Another name for BUGHousE.


94 • BRUCE PA N D O L F I N I

Double Check A discovery in which both the moving and sta­


tionary attackers give check.

W: Kg1 Qe2 Ne4 Pg2 (4)


B: Ke8 Qd8 Bf3 Nf8 Pf7 (5)

QUESTION: How should White take the bishop on f3?

Double check is often described as the most powerful move in


chess. The only way to get out of it is to move the king.

ANSWER: Why take the bishop? You can mate in one move with 1 . Nf6#.

Double Fianchetto An opening or defense in which a player


develops both bishops on the flanks.

Doubled Isolated Pawns Two pawns of the same color on the


same file, neither of which is capable of being defended by a pawn
because no friendly pawns occupy adjacent files.

Doubled Pawns Two friendly pawns occupying the same file and
therefore incapable of protecting each other.
CHESS TH I N KI NG • 95

Doubled Rooks Two rooks on the same rank or file . A BATTERY.

Double Leap For each pawn, the initial possibility of moving


two squares.

Double-Rook Sacrifice The sacrifice of two rooks to exact


mate at the other end . See IMMORTAL GAM E .

D ouble Threat Two different simultaneous threats, not necessar­


ily of the same type or given by the same unit . See DOU B L E ATTACK .

W: KfS Ra3 Rc2 (3)


B: Kd1 Qh4 (2)

QUESTION: How can White force a win?

Most double attacks are really simple forks given by one unit . But a
double threat can be another story, involving several friendly units
and radically different tactics.

ANSWER: White wins with 1 . Rh2 ! , which sets up the double threat of
taking the queen and mating at a1 . I f 1 . . . . Qd4 (1 . . . . Qxh2 2 . Ra1 +

Ke2 3 . Ra2 + s k ewe rs kin g and q u ee n ) 2 . Ra1 + ! Qxa1 3 . Rh1 + , win ­


n i ng the q u ee n afte r al l .
96 • BRUCE PA N D O L F I N I

Doubling Placing two major pieces on the same rank or file or a


queen and bishop on the same diagonal.

Down Behind, as in material. Also, toward the enemy, as in "down


the board. "

Down the Exchange Having only a minor piece against the


opponent's rook.

Down a Pawn Behind by a pawn. Having one less pawn than


the opponent.

Down a Piece Behind by a knight or a bishop, not by a queen


or a rook, which would be specifically indicated ("down a rook").

Draw A chess game that is not won by either player. There are five
ways to draw : agreement, threefold repetition, SO-move rule, insuffi­
cient mating material, and stalemate. In tournament or match competi­
tion each player receives half a point for drawing.

Draw by Agreement A draw in which one player proposes a


draw and the other accepts.

Draw by I nsufficient Mating Material See 1 N su F F 1 c 1 ENT

MATING MATERIAL.

Draw by Perpetual Check See PERPETUAL cH EcK.

Draw by Repetition A draw by repeati � g the same position


(not the same move) on three separate occasions, not n ecessari ly con­
secutive. The draw must be claimed by the playe r befo re mak ing the
CHESS TH I N KI NG • 97

move that brings about the third repetition. See RE PETITI O N O F POSITION

RULE and THREEFOLD REPETIT I O N .

D raw by Stalemate See STALEMATE .

D raw by the 50-Move Rule See so-MovE RULE.

Draw by Threefold Repetition See THREEFOLD REPETITI O N .

Drawing Chance A possibility to save a lost game.

Drawn Game A game ending in a draw. See DRAWN POSITI O N .

Drawn Position A position in which neither player has real


chances to win. The game should end in a draw if both play the best
moves.

Dresden Stonewal l A type of Stonewall setup, with white


pawns at c4, d3, and e4 vs. black pawns at cS, d6, and eS . Compare to
the D UTCH STON EWALL.

Dresden Stonewall Formation See DRESDEN srn N EWALL.

Driv i ng Back Forcing a retreat, often by attacking with a pawn .

Driv i ng Off Another name for DEFLECT I O N .

Dr iv i ng On Another name for ATTRACT I O N .

Du ffer A weak player. See FISH.


98 • BRUCE PA N D O L F I N I

Dutch Stonewall The typical Stonewall setup, with white pawns


at d4, e3 , and f4 vs. black pawns at dS, e6, and fS. See STO N EWALL.

Dutch Stonewal l Formation See ouTcH smN EWALL

Dynamic Active; with mobile forces.

Dynamic Center A pawn center with tension or that hasn't yet


assumed definite form. It could become any of four different centers :
an OPEN CENTER, CLOSED CENTE R , FIXED CENTER, or M O B I LE CENTE R .

Dynamic Factors Elements that contribute to attack, including


time ( i nitiative and development), mobility, control of open lines and
key squares, and healthy pawns capable of vigorous advance.

Dynamics All aspects of movement and attack taken together.


E

Echo The recurrence of the same or a similar theme in a single


game. In problem composition, the purposeful imitation of a certain
theme in different variations of the same problem, not necessarily by
the same color. Commonly, the purposeful or incidental occurrence
of the same idea in any two chess situations.

Eclectic With regard to opening repertoire and style, selecting and


playing dissimilar lines that have no common thread for the sake of
variety and interest.

Economy The achievement of a task with minimum effort and re­


sources. In problem composition, the use of the least amount of force
necessary to accomplish the goal with no superfluous material on the
board, a necessary ingredient of artistry.

99
1 00 • BRUCE PA N D O L F I N I

Edge Any of the board's four outside rows : the a-file, the eighth
rank, the h-file, or the first rank. Also, an advantage .

Eighth Rank In algebraic notation, the rank occupied by Black's


pieces in the original position. In descriptive notation, the rank oc­
cupied by the opponent's pieces at the game's start.

Eight-Queens Problem A famous chess puzzle. The solver


must place eight queens on an empty chessboard so that no queen is
in position to capture any other. One of the 92 solutions : queens on
b1, d2, f3, h4, a6, c5, e8, and g7.

Element A constituent of the overall advantage; one of its aspects.


See ELEMENTS .

Elements The factors that determine which side has the advantage.
There are many elements, but the five fundamental ones are SPACE,

TIME, PAWN STRUCTU RE, MATERIAL, and KING SAFETY.

Elo Rating A method of rating chessplayers developed by Profes­


sor Arpad Elo of the U nited States. FIDE uses a slightly modified form of
it for its international tournaments and matches. Also called F I D E RATI N G .

Endgame The final phase of a chess game, after the opening and
middlegame. See ENDING.

End i ng Another name for ENDGAME, but it also refers to a specific


endgame position.

Enemy The opponent, but it's also used adjectivally as in "enemy


attack " or "enemy position. "
CHESS TH I N KI NG • 1 01

Enlarged Center An area consisting of the four middle squares,


d4, dS, e4, and eS, plus the 1 2 squares surrounding them: c3, c4, cS,
c6, d6, e6, f6, fS, f4, f3, e3, and d3. It can't hurt to dominate this region.

En Passant A type of pawn capture. If a pawn is already on its fifth


rank, and an enemy pawn on an adjacent file advances two squares so
that both pawns occupy the same rank, the first pawn may capture the
second as if it had moved only one square. The option must be exer­
cised on the first opportunity or not at all.

Enveloping Attack An attack from behind the enemy forces.

Enveloping Maneuver A redeployment of a piece, either from


the front or flank, to a more aggressive position in the rear.

Epau let Mate A mate by a queen or rook, in which two possible


escape squares, to the immediate left and right of the mated king, are
blocked by the king's own forces. The losing king is usually mated on
the edge of the board.

W: Kh2 Qc7 Rh1 Ps g2 h3 (5)


B: Kg8 Q e 3 Rf3 Pg7 (4)
1 02 • BRUCE PA N D 0 L F I N I

QUESTION: How should Black save his rook?

An epaulet (or epaulette) is the French word for the ornamental


shoulder piece on certain military uniforms. In the epaulet mate, the
blocking pieces evoke that image.

ANSWER: Don't save the rook. Instead, throw it away to rip open the
seventh rank for an epaulet mate : 1 . . . . Rxh3+ ! 2. gxh3 Qf2#.

En Prise " In take. " A French term indicating an undefended unit


in position to be captured.

Equal Even in material and having approximately the same chances


of winning as the opponent.

Equality A situation in which both sides have roughly the same


chances to win.

Equalize To reach a position of dynamic equilibrium and/or mate­


rial equality with more or less the same winning chances.

Equ i l ibrium A balanced position, in which each side's advantages


offset the opponent's and both players have comparable attacking and
counterattacking chances. Disturbing the equilibrium can be very
risky.

Er ror A mistake, but not quite as bad as a blunder. Loosely, any


faulty play, whether it loses or merely lets slip the advantage : an over­
sight, miscalculation, misjudgment, getting into time-trouble, not tak­
ing the opponent seriously, etc.
CH ESS TH I N KI NG • 1 03

E scape Square A square to which the king could flee in avoid­


ance of mate, especially against back-rank threats.

W: Ke6 Ra8 Ne8 (3)


B: Kg8 Rg7 Bb2 (3)

QUESTION: Should the knight take the rook?

When an escape hatch is created for a castled king by advancing a


pawn, the player is "making LUFT. "

ANSWER: No way. Forget the rook. Mate by 1 . Nf6#. The knight check
usurps the h7 escape square.

Evaluation In chess analysis, judging or determining the worth of


a move, variation, plan, or position.

Even Exchange See EVEN TRAD E .

Ev en Game A game with no material or positional advantages for


either side.

Even Position Essentially the same as EVEN GAM E .


1 04 • BRUCE PA N D O L F I N I

Even Trade An exchange of comparable material, such as a queen


for a queen, a rook for a rook, or a minor piece for a minor piece.
Also, the exchange of dissimilar material of equivalent values, such as
a bishop for three pawns, or a rook for a knight and two pawns.

Exchange An equal trade; also, to trade equal amounts of mate­


rial. THE EXCHANGE, however, is the difference in value between a rook
and a minor piece, as in "to win the exchange. "

Exchange Down Behind by the exchange. Having only a minor


piece for a rook. Also, to trade.

Exchange Sacrifice To sacrifice a rook for a bishop or knight.


See RUSSIAN EXCHANGE SACRIFICE.

W: Kg1 Qc4 Rf1 Bc2 Ps d4 g2 h3 (7)


B: Kh8 Qb7 Rf8 Nf6 Ps c6 c7 f7 g7 (8)

QUESTION: How should White push the attack?

Exchange sacrifices are not uncommon with the defending queen


removed from play. Sometimes you have to be daring.
CHESS TH I N KI NG • 1 05

A NSWER: White should sacrifice the exchange, 1 . Rxf6! gxf6, and follow
with 2. Qd3, menacing mate at h7. A possible conclusion is 2. . . . fS
3 . QxfS Kg7 4 . Qg5 + Kh8 5. Qh6 + Kg8 6. Qh7#.

Exchange Val ues The relative values of pieces and pawns; a


pawn is worth one pawn, a bishop or knight three pawns, a rook five,
and a queen nine. Also called RELATIVE VAL U E S OF THE PIECES.

Exhibition A game or set of games played for public presentation


and entertainment and not for professional advancement or qualifica­
tion. See S I M U LTAN E O U S EXH I B IT I O N .

Exhibition Game A game without official sanction played for


public display and not usually governed by strict tournament rules.

Exhibition Match A game or series of games played between


two players, possibly for stakes, but not for official distinctions or
titles. Also, a similar confrontation between teams.

Exposed King Generally, a king without proper pawn shields and


therefore subject to attack. Also, a king in an open center and unable
to find shelter or castle quickly enough.
F

Fami ly Check A knight fork that attacks the opposing king,


quee n , and at least one rook. A triple fork. See ROYAL FORK or FAM I LY

FORK.

Family Fork Same as FAM I LY CH ECK and ROYAL FORK.

Fast Move A forcing move, usually a check, but also any capture
or powerful threat that requires immediate response. See Q U I ET MOVE

and S LOW MOVE .

Fegatel lo Attack The Italian name for the FR1 m uvER ATTACK of
the Two Knights Defense, 1 . e4 es 2. Nf3 N c6 3 . Bc4 Nf6 4 . N gS dS
5. exdS NxdS 6 . Nxf7, a line of play po p u l a r with newco m e r s .
1 06
CHESS TH I N KI NG • 1 07

Fei nt A maneuver that seems to threaten one thing so as to gain


time to carry out the real threat somewhere else. Usually it involves
faking movement in one direction in order to move toward another.
Similar to Reti's DIAGONAL MARC H .

W: Kd8 Pa4 (2)


B: Kb4 Pf6 (2)

QUESTION : How can White play and draw?

White cannot catch the Black pawn directly, for 1. Ke7 is met by
1 . . . . fS . The key is to gain time by first threatening to support the
a-pawn.

ANSWER: After 1. Kc7! (seemingly moving away from the f-pawn) 1 . . . . fS


2. Kb6!!, Black must either capture the a-pawn, allowing his own to
be overtaken, or continue 2 . . . . f4, when 3. aS f3 4. a6 f2 5. a7 f1/Q 6.
a8/Q ends in a drawn position.

Fianchetto A variation of the Italian word for "flank, " used in


chess to signify a bishop's development toward the flank (usually g2,
g7, b2, or b7) rather than toward the center.
1 08 • BRUCE PA N D O L F I N I

F I D E The abbreviation fo r the French Federation I nternationale des


E checs, the Wo rld Chess Federation , an i n ternati onal body that gov­
erns the p l ay of the gam e . The u scF is America's rep resentative i n F I D E .

Fl D E Laws of Chess See LAws o F c H E s s .

50-Move Rule One of the five ways to d raw a chess game . A


playe r may c l a i m a d raw if 50 moves have been played with out a cap­
tu re or a pawn move . The playe r m u st claim the d raw j u st before
maki n g the 50th m ove , or any later move . I f a captu re or a pawn
move is p l ayed d u ri n g the i nte ri m , the cou nt m u st start a l l ove r agai n .
See DRAW.

File A ve rtical row o f sq u a res .

Fi nger-Feh ler German fo r " fi n ger s l i p . " An obvi o u s m i stake o r


TOUCH-MOVE b l u nder.

Finesse A s u btle tactic. Al so, to play s u c h a stratagem . See TACTI ­

CAL F I N ES S E .

Finite Capable of bei n g dete r m i ned , calc u l ated , meas u red , o r de­
fi n ed , as is chess itself accord i n g to game theo ry. Theo retical ly, if we
cou l d see far e n o u g h , eve ry chess situation cou l d be analyzed to its
concl u s i o n .

Fi rst Move W h i te's fi rst play, the move that starts the game .
Loosely, i t ' s also u sed to refer to B l ack's fi rst move response.

Fi rst-Move Advantage The natu ral i n itiative that Wh ite has i n


starti n g the gam e .
CHESS TH I N KING • 1 09

Fi rst-Move Option Fo r each pawn's fi rst move, the choice of


movi n g o n e o r two sq u ares .

Fish S l a n g for a weak playe r; one who th i n ks he's a lot bette r than
he i s and i s the refo re a prime target fo r chess gam b l e rs and h u st l e rs .
See DUFFER, WOODPU S H E R , and PATZER.

Fishcake A weak playe r ; a FISH .

Five-Minute Chess A fo rm of rapid tran sit chess i n which each


side has but five m i n utes to play the enti re gam e . See RAPID TRAN SIT and
SPEED C H E S S .

Fixed B l ocked o r held i n place, especially referri ng to m utually i m ­


ped i n g white a n d b lack pawn s .

Fixed Center A center contai n i n g a pai r o f fixed pawn s . The typ i ­


cal plan fo r s u c h centers i s to play t o occ u py you r strongpoints-those
sq uares guarded by you r fixed cente r pawn .

Fixed Pawns Two pawn s-one wh i te and one b lack-faci n g and


bloc k i n g each other on the same fi l e , so that neither can move .

Flag A tab o r pen d u l u m at the top of a clock face that fal l s to i n d i ­


cate that t i m e h a s expi red . A chess clock has two faces , each with
a flag.

Flank Par t i c u l a rly the two outer rows on either side of the board ;
i n c l u s ively, the adjace n t b i shop fi les as wel l . See WING.
110 • BRUCE PA N D O L F I N I

Flank Attack An assa u l t on either flan k , often with pawns to d rive


back enemy p i eces that i n fl u e nce the center. In endgames, a roo k
attack along the ran k .

Flanking a B ishop Developi n g a b i s h o p in a FIANCHEno .

Flank Opening An ope n i n g a l i g n ment i n wh ich the c h i ef featu re


is a fianchettoed b i s h o p . See HYPERMODERN O PEN I NG and I N DIAN SYSTEM.

Flight Square Any square to which the king can flee fo r safety.
See ESCAPE SQUARE and L U FT.

Fool's Mate A q u ick mate with the q u een along the K1 -KR4
d i agonal .

W: Ke1 Qd1 Ra1 Rh1 Bc1 Bf1 Nd2 N g1 Ps a2 b2 c2 e2 eS (16)


f2 g2 h3
B: Ke8 Qd8 Ra8 Rh8 Bc8 Bf8 N b8 Ng4 Ps a7 b7 c7 d7 f7 (15)
g7 h 7

QUESTION: H ow d o e s B lack wi n Wh ite's q u ee n ?


CHESS TH I N KI NG • 111

I n a versi o n of the s h o r test game poss i b l e , B l ack mates Wh ite i n


two moves : 1 . f3 e S 2 . g4 Q h4# . Fo r Wh ite t o mate B lack comparably
it takes th ree moves : 1 . e4 gS 2. d4 f6 3. QhS# .

ANSWER: The p reced i ng moves were 1 . d4 Nf6 2. Nd2 e5 3 . dxeS N g4


4. h3. Now Black has the dead ly i ntrusion 4 . . . . Ne3 ! , when 5 . fxe3
ru n s i nto S . . . . Q h4 + 6. g3 Qxg3#, exploiti n g the e1 - h4 d i agonal . To
avo i d th i s mate, W h i te m u st a l l ow h i s q ueen to be capt u red .

Force Material . Also, to red u ce the opponent to a s i ngle legal o r


practical move beca u se the alternatives a r e u nacceptabl e .

Forced Mate A mate that can not b e stopped if the attack i s con­
d u cted correctly, n o matte r how accu rate o r resou rcefu l the defense.
See MATI NG N ET.

Forci ng Compel l i ng the respo nse, either because there are no


oth e r moves o r because n o othe r m oves make sense.

Forcing Move A m ove fo r w h i c h the poss i ble responses are l i m ­


ited a n d determ i na b l e . A forc i n g m ove l eaves no legal or practical
choice.

For Free Without giv i n g u p anyt h i n g i n exchange . It refe rs to cap­


t u r i n g without bei n g recapt u red . See FOR NOTH I NG .

Forfeit To l o s e o n t i m e o r b y a penalty i m posed b y the TOU RNAMENT

DI RECTO R or ARBITER.

Fork An attack o n at least two enemy u n its by a s i ngle u n it with a


s i n gl e move . A fo rm of D O U B L E ATTACK.
112 • BRUCE PA N D O L F I N I

Forking C heck A fork i n which one of the attacked u n its i s the


k i n g . A for k that's a l so a check.

W: Kf6 Bd3 Pg4 (3)


B: Kh6 Rd1 (2)

QUESTION: Can Wh ite e ke out a d raw?

The best forks are checks because they fo rce the enemy to save
the k i ng, w h i c h may resu l t i n the abandonment of the other attacked
enemy u n i t .

ANSWER: W h i te does bette r t h a n a d raw with 1 . g S + KhS 2 . Be2 + , a


forking check m i n c i n g the rook .

Fork Trick A com b i n ation that wi n s a pawn o r trades center pawns


favorably. In a fork trick a pi ece ( u sually a k n ight) i s temporarily sacri­
ficed and then rega i n ed by a s u bseq uent pawn fo r k . An exam ple : 1 .
e4 eS 2 . Nc3 N f6 3 . Bc4 N xe4 4. Nxe4 dS .

For Noth ing A p h rase descri b i n g a one-sided exchange i n which


a player captu res without bei n g recaptu red . See F O R FREE.
CHESS TH I N KI N G • 113

Fortress I n the endgame, a situation i n which an i n ferior fo rce , by


sett i n g up a defe n s ive wal l or barrier, can p revent a s u pe ri o r force from
wi n n i ng the gam e . See B I S H O P O F TH E WRONG COLOR and POSITI ONAL DRAW.

W: Kh1 Q b4 Bg2 N c3 (4)


8: Kh6 Qg3 Bd6 (3)

QUESTION : Can Wh ite to p l ay save the game ?

I t ' s t r u l y amaz i n g how an i m p regnable defensive setup can some­


times be real ized from skeletal fo rce s . H e re Wh ite's situation looks
hopeless because it seems h e m u st extri cate his q u een and also guard
agai n st mate at h 2 . Though it see m s i m poss i b l e , he can salvage a d raw !

ANSWER: Wh ite d raws b y sacrifi c i n g t h e q u een fo r the b i s hop, 1 .


Q xd6 + ! Qxd6 and fo l lowi ng with 2 . N e4, and Black wi l l be u nable to
penetrate Wh ite's fo rtress .

Forward Toward the opponent's s i d e . The o n ly d i rection i n which


pawns can m ove .

Freeing Advance A pawn move that unblocks a c ra m pe d pos i­


tion and releases one's pieces . Often an equalizing move o r the sta rt
of meani n gfu l co unterp l ay.
114 • BRUCE PA N D O L F I N I

Freeing Maneuver A series of moves to exchange off a c u m be r­


some p i ece or reposition it to i m p rove m o b i l ity. The p rocess may also
enhance the scope of seve ral oth e r pieces .

Freeing Move Either a pawn advance o r piece exchan ge that


gives b reat h i n g space to co nstricted fo rce s .

Fried Liver Attack See FEGATELLo AnAcK.

Friend ly Forces The pieces and pawns of one col o r ; one side's
col lective material .

Friend ly Game An offhand game played fo r fu n . See sKIITLEs.

Front The war zon e ; the a rea of d i rect confrontatio n , as deter­


m i ned by the placement of the pawn s .

Frontal Attack A d i rect attack by a roo k o n a passed pawn along


the fi le i n front of the pawn , as opposed to a rear attack from be h i n d .
Also, a b l ockad i n g k i n g attack i n front o f a pawn . See REAR AITACK.

Frontier An i maginary l i ne divi d i n g the board in half h o rizontally,


separati n g the wh ite side from the black. Also cal l ed FRONT I E R L I N E , the
term was coi n ed by Aron N i mzovic h .

Frontier Line See FRONTI ER.


CHESS TH I N KI NG • 115

5
Frontier Line
4

a b c d e g h

Front Rook When rooks are doubled on a fi le or ran k , the fi rst


rook . The front rook is the one capable of captu ring with bac k u p from
the other. See BACK ROOK.

Fu l l Move A move by both White and Black. Either move sepa­


rately is cal led a HALF-MOVE o r a PLY.

Fundamentals The BAs1cs. N ot j u st the moves and rules, but also


the elementary princi ples of com mendable play.

G

Gain a Move To estab l i s h the same position but with the othe r
playe r t o m ove . To com p l ete an acti o n , seq uence, o r p l a n i n one less
move than apparently n eeded o r expected . To fo rce the opponent to
waste a m ove . Also cal l ed GAI N A TEMPO .

Gain a Tempo See GAI N A MovE .

Gambit A vol u ntary sac rifice i n the ope n i ng, u s u a l ly of a pawn ,


offered to gai n a positional advantage, b u i l d the i n i tiative , or b l u nt the
opponent's attack .

Gambiteer A special i st i n open i n g gam bits who enjoys playi n g


the m ; often , a wi l d attacker.

116
CHESS TH I N KI N G • 117

Game of the Centu ry A game played between Donald Byrne


an d Bobby Fischer ( B l ack) in N ew Yo rk in 1 9S6 when Fischer was o n ly
th i rteen years old .

W: Kf1 Qa3 Rd1 Rh1 Bc4 BcS N f3 Ps a2 d4 f2 g2 h2 (1 2)


8: Kg8 Q b 6 Ra8 Re8 Bg4 B g 7 N c3 Ps a 7 b7 c 6 f 7 g 6 h7 (1 3)

QUESTION: What b ri l l iant move does Black play?

The game was played i n the Rosenwald To u rnament held at the Mar­
shall and Manhattan Chess C l u b s . The appe l l ation "game of the cen ­
tu ry" was coi n ed b y the theo reti cian H a n s Kmoc h , who, l i ke most
peopl e , was enth ral l ed by the gen i u s of the yo u n g Fischer.

ANSWER: Fischer's extrao rd i nary com b i n ation began with 1 . . . . Be6 ! ! .


Play conti n ued 2 . Bxb6 (2 . Bxe6 l oses to 2 . . . . QbS + 3 . Kg1 Ne2 +
4. Kf1 N g3 + S . Kg1 Qf1 + 6. Rxf1 Ne2#) 2 . . . . Bxc4 + 3 . Kg1 N e2 +
4. Kf1 Nxd4 + S . Kg1 N e2 + 6. Kf1 N c3 + 7. Kg1 axb6, and Bobby gets
clear mate rial and positional advantages . The game concl uded 8. Qb4
Ra4 9 . Qxb6 Nxd1 1 0 . h3 Rxa2 1 1 . Kh2 Nxf2 1 2 . Re1 Rxe1 1 3 . Qd8 + Bf8
14 . N xe1 BdS 1 S . N f3 N e4 1 6 . Q b8 bS 1 7. h4 hS 1 8 . NeS Kg7 1 9 . Kg1
Bes + 20. Kf1 N g3 + 21 . Ke1 Bb4 + 22 . Kd1 Bb3 + 23. Kc1 Ne2 + 24 . Kb1
N c3 + 2S . Kc1 Rc2# .
118 • BRUCE PA N D O L F I N I

Game Theory A b ranch of mathematics that deals with decision­


maki n g i n con fl i ct situation s .

General Principles G u idel i nes, maxi ms, r u l es o f th u m b , and


p ractical advice . The same as PRI N C I PLES.

Geometric Maneuver A series of m oves that trace a patte rn .

G ive Odds To start a game with the han d i cap of less material ,
a l l owi n g the opponent extra moves or t i m e , or accept i n g some othe r
n o n standard l i m itation o r sti p u l ati o n .

GM The abbreviation fo r g randmaste r. The official title conferred


by FIDE is I NTERNATI ONAL G RAN DMASTER .

Good Bishop A bishop that i s u n i m peded by its own pawns and


i s therefo re wel l p l aced , with clear d i agonals fo r attac k . A good bishop
i s u s u a l ly opposed by a BAD B I SH O P .

G rande Combinaison A com p l ex com b i n ation , b l e n d i n g d i f­


fe rent motifs, often profo u n d , exte n d i n g fo r five moves or more.

G randmaster A loose refe rence to I NTERNATIONAL G RAN DMASTER, the


h ighest title awarded by the Wo rld Chess Federation (FIDE).

G randmaster Draw A l ife less d raw in the ope n i n g of early m i d ­


d l egam e . I t ' s cal led a g ra n d m aste r d raw because i t seems t o the u n ­
knowi n g p u b l ic that grand maste rs d raw m a n y o f thei r games i n t h i s
man n e r. (Th e re may be reason s fo r such d raws t h a t amateu rs fai l to
perceive, b u t sometimes t h ey ' re right . )
CHESS TH I N KI N G • 1 19

G reco's Mate A standard mati n g attack i n i tiated by a bishop sac­


ri fice on h7 (or h2). Also cal l ed CLAS S I C B I S H O P SACRI F I C E .

W: Ke1 Qd1 Ra1 Rh1 Bc1 Bd3 N b1 N f3 Ps a2 b2 c2 d4 eS (1 6)


f2 g2 h4
B: Kg8 Qd8 Ra8 Rf8 Bc8 Be7 N c6 NdS Ps a7 b7 c7 d7 e6 (1 6)
f7 g7 h7

QUESTION: H ow can W h i te beg i n a wi n n i ng attack ?

G reco's sacrifice req u i res a b i s h o p that can b e sacrifi ced on h 7 (or


h2), and at least two, if not th ree o r fou r, s u pporti n g u n its, especially
the q u een and the k i n g- k n i ght.

ANSWER: The wi n n i n g attack goes 1 . Bxh7 + Kxh7 2 . NgS + BxgS (if


2 . . . . Kh8, then 3 . Ng5); 3 . hxgS + Kg6 4 . QhS + KfS 5 . Qh3 + Kg6
6. Q h 7# . 0. ri :, · -

Gueridon Mate A mati n g position that resemb les a tab le, with
the mate del ive red by a q ueen and the two potential escape squares
diagonally beh i n d the mated k i n g b l ocked by its own forces. I t comes
fro m the F rench term gueridon, mean i n g pedestal tab l e , and i s the
same patte rn as a SWALLOW'S-TAI L MATE.
H

Half Move A move by White o n ly or by Black on ly, which i s one


PLY. A FULL MOVE i s a move for both White and Black, which i s two PLY.

Half-Open File A fi l e , occ u p i ed only by pawns of one color, that


the opponent's maj o r p i eces can use fo r attack .

Half-Pin A position with two fri e n d ly pi eces o n the same l i ne so


that, if either moved off the l i ne , the other wou l d fi nd itself in a pi n .

Handicap Usual ly, a mate rial d i sadvantage o r a time d iffe rential at


the start of a game offe red to a weaker playe r to equal ize the chances .

120
CHESS TH I N KI NG • 1 21

Hanging U n p rotected and exposed to capt u re . A related term i s


EN P R I S E .

Hanging Pawns Two adjacent friendly pawns occu pyi n g the


same ran k , u s u a l ly s u bject to attack b u t someti mes capable of advanc­
ing with advantage .

Head Pawn The most advanced in any fo rmatio n . A term coi n ed


by Hans Kmoch (1894-1973) i n h i s classic work Pawn Power in Chess .

Heavy Piece A MAJO R PIECE; a q u een or a roo k .

Helpmate A com posed problem i n which Black moves fi rst and


cooperates with W h i te to get mated in a specified n u mber of moves .
Also, i n ord i nary chess tal k , an epithet fo r a b l u nder lead i n g to mate ,
especially if it's the o n l y m ove a l l owi n g mate . See SELFMATE.

Heuristics The art of p ro b l e m solvi ng. In chess, the u se of a vari­


ety of tech n iques and method s , such as trial and e rro r and posi n g
prob i n g q u esti o n s , t o test certai n moves a n d variations, a n d t o u n ­
earth u sefu l i nfo rmation about t h e positi o n .
1 22 • BRUCE PA N D O L F I N I

Hold To s u rvive an attack ; to defend s uccessfu l ly.

W: Kc1 Bh3 Pd6 (3)


B: Kh4 Bc6 Ph2 (3)

QUESTION: Can Wh ite h o l d ?

The d i ag ram is from the end of a study by M . S . L i b u rki n . White


seem s to be i n d i re straits, b u t a cleve r rejoi nder saves the day.

ANSWER: W h i te holds by the s pectac u l a r 1 . Bg2 ! ! , when 1 . . . . Bxg2


2. d7 h1 + 3 . Kd2 l eads to the promotio n of the d-pawn .

Holding-Off Maneuver I n t h e endgame, an active defe n se by


a k i n g to p revent the app roach of its cou nte rpa rt.

Hole A weakness, u s ual ly a square on a playe r ' s th i rd o r fou rth


ran k , that can not be defended by a pawn and is therefo re ideal fo r
occu pation by e n e my pieces .

Home Analysis Open i n g analys i s "cooked u p " before playi ng a


gam e , enab l i ng o n e to ach i eve a certai n des i red position witho ut
m uch wo rk at the board . See PREPARED ANALYS I S .
CHESS TH I N KI NG • 1 23

Horizontal Opposition An opposition i n which the ki ngs l i n e


u p o n t h e same ran k , separated b y o n e , t h ree, or five squares .
D i rect ho rizontal opposition has one square between , d i stant hori­
zontal oppos ition th ree squares, and long-d i stant h orizontal opposi­
tion five squares . See OPPOSITI O N .

Horizontal Row A RAN K . Starti ng from Wh ite's side o f the board ,


the ran ks are n u m be red from o n e to eight.

Hor rwitz Bishops See RA K I N G e 1 sH0Ps.

H ung Left u n p rotected , as i n " h u ng a pawn . " See EN PRISE.

H u rdle Another n a m e fo r SKEWE R .

Hypermodern A school o r style advocat i n g seve ral ideas op­


posed to classical p r i n c i ples, mai n ly to control the center i n itial ly from
the flan k rather than to occu py it d i rectly. The term was fi rst u sed by
Savie l ly Tartakowe r (1 887-1 956) in the 1 920s . See I N DIAN .

H ypermodern Defense A defe n se by Black that lets Wh ite set


up a classical pawn center (pawns at d4 and e4) so that it can be
underm i n ed with off-center advances s u ppo rted by a fianchettoed
bi s h o p . After gai n i ng control of the center, the hype rmodern defender
h op es to occu py it with his own force s . See I N DIAN DEFENSE.

Hyperm odern Opening See F LA N K OPEN I N G and 1 N o 1AN svsTE M .


I

Ideal Mate A PURE MATE i n which eve ry u n i t on the board has a


reason fo r bei n g there. See MODEL MATE.

I l legal I n violation of the m oves and r u l e s . See LEGAL.

I l legal Move A m ove that violates the rules of the game and
therefore can't be played . See LEGAL MOVE . I f an i l legal move is played ,
it m u st be retracted .

I l legal Position A position n ot capab le of occu rri n g i n a rea l


chess gam e . Either the r u l e s wo u l d have to have been b roken or the
situation i s logica l l y i m poss i b l e . See LEGAL POSITION .

1 24
CHESS TH I N KI NG • 1 25

IM The abb reviation fo r I NTERNATI ONAL MASTE R, a title conferred by FIDE.

I m mortal Game An offhand game played between Anderssen


(W h i te) and Kieseritz ky in London in 1 8S1 i n which Anderssen sacri­
fic ed his q u ee n and two rook s .

W : Ke2 Qf3 B d 6 N d S NfS P s a2 c 2 d3 e S g4 hS (1 1 )


B: Ke8 Qa1 Ra8 Rh8 Bc8 Bg1 Na6 Ng8 Ps a7 bS (14)
d7 f7 g7 h7

QUESTION: H ow does Wh ite mate in th ree moves ?

The sco re of the game u p to the d i agram : 1 . e4 es 2 . f4 exf4 3 . Bc4


Q h4 + 4. Kf1 bS S . BxbS Nf6 6 . Nf3 Q h 6 7. d3 NhS 8. N h4 QgS 9. NfS
c6 1 0 . g4 Nf6 1 1 . Rg1 cxbS 1 2 . h4 Qg6 1 3 . hS QgS 1 4 . Qf3 Ng8 1 S . Bxf4
Qf6 1 6. Nc3 BcS 1 7. NdS Qxb2 1 8 . Bd6 Bxg1 1 9 . eS Qxa1 + 20 . Ke2 .
B lack res i gned h e re , but con s i de red playi n g 20 . . . . Na6 (the d i agram) .

ANSWER: Ande rssen wi n s afte r 21 . Nxg7 + Kd8 22 . Qf6 + ! , with mate


n ext m ove on e7.

I n accu racy A s l i ght error that makes it harder to ach i eve a win o r
h ol d a d raw.
1 26 • BRUCE PA N D 0 L F I N I

I n-Between Move A move that i nterru pts an apparently forced


seq uence. A finesse that gai n s t i m e or some other advantage . Also
cal led ZW I S C H E NZU G .

I ndian A term descri b i n g open i ng setu ps that run counter to trad i ­


t i o n a l p r i n c i p l es by relyi n g o n fianchettoed b i shops, central pawn ad­
van ces of o n l y one sq u are, off-center pawn thrusts , especial ly with the
c-pawn , and i n itial ly a l l ow i n g the opponent to establ i s h a classical
pawn center. The point of the I n d ian system s i s to u nderm i n e t h i s
center and then take it ove r. S e e HYPERMODERN . T h e term also refe rs to
any I nd i a n syste m .

I nd ian Defense Any defense that an swe rs 1 . d4 with 1 . . . . Nf6.


Often Black fol l ows with a fla n k development o n the k i ngside or
q ueens i d e , tryi ng to exe rt piece p ressu re aga i n st the white center.
See I N DIAN .

I ndian System An ope n i n g set u p fo r Wh ite o r Black havi ng the


characte ristics of an I nd i a n defense. See I N DIAN .

I ndi rect N ot i m med i ate o r obviou s , as in an I N D I RECT TH REAT.

I ndi rect Defense Defend i n g a u n it by preventi ng its capt u re


tactical ly o r p ractical ly i n stead of actual ly guard i ng it.
An i n d i rect defe nse m i ght req u i re a d i rect cou nterth reat, the re­
moval or d i slodgi n g of the opponent's attac k i n g u n it, the set u p of a
clever concealed parry, or the exploitation of an al ready existi ng weak­
ness that becomes vu l n e rable if the opponent routinely fol l ows
th rough with h i s own th reat .

I ndi rect Threat A h idden attack, often p repared o r set u p by


a d i rect o n e ; the p retense of i ss u i n g one th reat only to gai n t i m e
fo r anothe r.
CHESS TH I N KI NG • 1 27

I nductive Reasoning I n chess, a method of fo rmu lati ng a st rat­


e gy based on i nt u i t i o n and expe rience with s i m i lar situatio n s by men­
ta l ly tryi n g out moves to determ i n e thei r wo rth . What chessplayers
d o, for exa m p l e , when they search fo r cand idate moves . See omuc­

TI VE REASO N I N G .

I n Front Ahead of or befo re , especial ly appl icable to pawn s , as in


statio n i n g the king i n front of a passed pawn .

W: KbS Pc4 (2)


B: Kd7 (1 )

QUESTION: S h o u l d Wh ite advance the pawn ?

As a r u l e , the k i n g s h o u l d try to clear a path i n front of the passed


pawn so that it can then advance with protectio n , convoyed to
p romotio n .

ANSWER: White seizes a critical square, 1 . Kb6, a n d t h e pawn can not be


stopped . A pos s i b l e concl u s i o n i s 1 . . . . Kc8 2 . Kc6 Kd8 3. Kb7 Kd7 4.
cs , and the pawn goes in by force .
1 28 • BRUCE PA N D O L F I N I

I nitiative The abi l ity to attack and force the play. An aspect of the
element of TIME. The attacker has the i n itiative, the defender tries to
b l u nt it and seize it.

I nnovation A n ew move i n an estab l i shed open i n g , defense, or


variation that often has theoretical val u e .

I nnovative C reative, especially in the ope n i ngs.

I nsan ity Chess A form of amate u r tou rnament chess played


u nder wi l d and d i ffi c u l t co nditions, i n c l u d i n g rid i c u lously fast time
contro l s , i l logical pai r i n gs (such as playi n g the same playe r twice), and
com peti n g ove r n i ght.

I nsufficient Mating Material O n e of the five ways to d raw a


chess gam e . A game is d rawn if neither side has enough mate rial to
force mate . The term also refe rs to either side that is u nable to fo rce
mate with what's l eft on the board .

I n Tandem Cooperatively; said of two or more players playi n g as


a tea m , b u t normally not con s u l t i n g . See ALLI E S .

I ntangible Advantage Any positional (non material , nonstruc­


t u ral) s u perio rity that co u l d eventually d i s s i pate u n less converted i nto
someth i n g co ncrete .

I nterference The tactic of i nterpos i n g a u n it to cut an enem y


piece's l i ne of powe r, often with a time-gai n i n g th reat .
CHESS TH I N KI NG • 1 29

QUESTION: How can Wh ite wi n a piece ?

I n most i nte rfe rences the key is to bloc k the l i n e with a gai n of t i m e ,
particu larly b y givi ng a c h e c k . F o r the defender, getting out o f check
m u st take precedence over defe n d i n g a piece .

ANSWER: White wi n s the kn ight by i nterfering with the B lack q u een 's
defense by a bishop check at dS . Afte r 1 . BdS + Kh8, White's q ueen
can take the k n i gh t.

I nternational G randmaster The h ighest title awarded by F I DE,

the World C hess Federation .

I nternational Master The title j u st below I NTERNAT I O NAL GRAND­

MASTER, confe rred by the Wo rld Chess Federation .

I nte rpose To b lock an attack by movi ng a u n i t between the at­


tack i n g p iece and what it's attac k i n g .
1 30 • BRUCE PA N D 0 L F I N I

I nterposition A block c reated to s h i eld a fri endly piece, espe­


cial ly the k i n g .

W : Kd3 Ba2 N c4 Pd4 (4)


B: KdS Rh3 Bc6 Pd6 (4)

QUESTION: How s h o u l d W h i te get out of check?

Not a l l i nte rpositions are p u rely defen s ive . Some conta i n an element
of cou nterattack and even a l ittl e poi so n .

ANSWER: I nterpo s i n g t h e k n ight on e3, Wh ite gets o u t o f check and


i n cidental ly d i scovers mate !

I ntuitive Player Someone who moves by i ntel l i gent i m p u lse


rather than meti c u l o u s cal c u l ation . A natu ral , who has a good fee l for
positio n s ; often a good speed player.

I r regular Opening A loose exp ression to characte rize ope n i ngs


not begi n n i ng with d o u b l e q ueen-pawn (1 . d4 dS) or double k i n g­
pawn (1 . e4 eS) move s . Not a very h e l pfu l classi fication .

Island S h o r t for PAWN 1 s LA N D .


CHESS TH I N KI N G • 1 31

lsolani N i mzovic h ' s term fo r the i solated q ueen-pawn , which can


be a weakness o r a strength , depend i n g on ci rc u m stances . Ofte n u sed
to sign ify any isolated pawn .

Isolated D-Pawn See 1 s o LATED Q U EE N-PAWN .

Isolated Pawn A pawn with no fri e n d ly pawns on adjacent fi les


and therefo re i ncapab le of bei n g d efended by a pawn . U s u a l l y a
weakness .

Isolated Pawn Pai r A weakness : two same-color, adjacent


pawns , one p rotect i n g the other, neither of which can move because
the opponent contro l s or occupies the squares i m med iately in front of
them . The isolated pawn pai r strives to become HAN G I NG PAWN S, when
although it may sti l l be a weak com p l ex it wou l d have greate r potential
to advance .

Isolated Queen- Pawn A special i solated pawn case . U s u a l ly


it's an isolated wh ite pawn at d4, though it co u l d also refe r to an
isolated black pawn at d5 .
I n the open i n g and m i d d l egame it te n d s to be an asset conferri n g a
spatial edge (open files and more room beh i nd the l i nes) wh i l e provi d­
i n g anchor for a central ized k n ight i n the enemy half of the board . But
i n the endgame it's a d i sadvantage because it can 't be protected by
a pawn .
J

J 'Adoube A French term that mean s " I adj u st" or s i m p ly "adj u st . "
Any o f those te rms are u sed t o i nfo rm t h e opponent that yo u i ntend
to straighten a piece, not move it. It's said i m med iately before touch­
ing the piece i n q u estio n . See TO UCH-MOVE .

1 32
CHESS TH I N KI N G • 1 33

Jettison To abandon mate rial to save the k i n g or avoi d loss of even


g reater material . Also, the name of the com p u l sory defe n s ive tactic
itself.

W: Kg1 Qg7 ReS Ra1 Bc1 Bc4 N b1 Ps a2 b2 d3 f2 g2 h3 (13)


B: Ke8 Qd8 Ra8 Rf8 Be7 Nc2 NdS Ps a7 b7 c6 f7 h7 (12)

QUESTION : How s h o u l d W h i te conti n u e ?

If you r k i n g needs i m m ed i ate shelter o r escape you may have to


jettison a piece to s u rvive . That was the case in the d iagra m , wh ich
stems fro m a game played by Dan i s h s u pe rstar Bent Larsen (1 935- ).

ANSWER: White wi n s with 1 . RxdS ! , when 1 . . . . cxdS encou nters 2 .


BbS + , a n d B l ack i s fo rced t o j ettison h i s q u een on d 7 .

J udgment A gene ral eva l u ation not necessari ly based on concrete


an aly s i s but rather on expe rience with s i m i lar situatio n s . See 1 N ouc­

TIV E REASON I N G .
K

K The abbreviation fo r KING.

KB T h e abbreviation fo r KING-BISHOP.

KB-File The f-fi l e ; descri ptive notation for KI NG-B I S H O P F I L E .

KBP The f-pawn ; the abbreviation fo r KI NG- B I S H O P PAWN i n descri p­


tive notation .

Keep Score To write the moves down .

Key The correct fi rst m ove of the sol ut i o n to a com posed chess
1 34
CHESS TH I N KI NG • 1 35

problem . I f another move also wo rks, the problem i s said to have


a COOK.

Key Opposition The opposition between the two outer critical


squares, lead i n g to a TURN I N G MAN EUVER. The opposition needed to
ach i eve the goa l , u s ually the occu pation of a critical square . See OPPO S I ­

TION and CRITICAL SQUARE S .

•• •• ••
•• •• •• ••
._ ,,
•• •• ••
•• ••
•• •fl!,····
•• •• ••
-.� . 1111. !ii

W: Kd2 (1 )
B: Kc4 PdS (2)

QUESTION: What is Black's co rrect move ?

The opposition i s the tool u sed to fight fo r the critical squares . I n


the d i agram the dS-pawn 's critical squares are c3 , d3, and e3 . By tak i n g
t h e key opposition B l ack's k i n g i n s u res a wi n n i ng t u rn i n g maneuver.

ANSWER: Blac k plays 1 . . . . Kd4, seiz i n g the critical opposition with the
king between the two outer critical squares, c3 and e3 . The game
m i g h t conti n u e : 2. Kc2 Ke3 3. Kd1 d4 4. Ke1 d3 5. Kd1 d2 6 . Kc2 Ke2
and Black promotes n ext move .

key Sq uare Anothe r name fo r CRITICAL SQUARE.


1 36 • BRUCE PA N D 0 L F I N I

Kibitz A Yi d d i s h word that i n chess means to make com ments to


the playe rs d u ri ng thei r gam e . A K I B ITZE R m ight do so afte r the game
as wel l , when it's bei n g analyzed .

Kibitzer A bystander who makes u n so l icited com m ents on a game


being played by others .

Kick To d rive back an enemy p i ece, especial ly a m i nor piece, that


has crossed the frontier l i ne , by attac k i n g it with a pawn .
As a r u l e of th u m b , d o n 't let enemy pieces stand i n you r half of the
board . If you have the time, and the situation a l l ows , d rive them away,
" kick" them o u t . See PUTI I N G THE Q U ESTI O N TO THE B I S H O P .

Killer I nsti nct The des i re to put the game away once you 've
ach i eved a wi n n i n g positio n .
T h i s i s what Bobby Fischer s u pposed ly has i n abu ndance, a n d , ac­
co rd i n g to h i m , either you have it or you don't. Some chessplaye rs
are content to get a wi n n i ng game, and then they let down thei r guard ,
th i n ki n g they 've al ready won .

King The focu s of the game of chess. Each side tries to checkmate
the othe r side's k i n g . The k i n g moves one square in any d i rection but
i s not a l l owed to move i nto check. Abb reviated K.

King and Pawn Endgame See PAWN E N D I N G .

King- B ishop For either side, the b i s hop that starts the game on
the k i ngside-f1 fo r Wh ite a n d f8 fo r B l ac k .
CH ESS TH I N KI NG • 1 37

King- B ishop F i le The f-fi l e , as it i s cal led i n descri ptive notation .

King- B ishop Pawn For either side, an f-pawn , as it is cal led i n


descri ptive notation .

King F i le Descri ptive n otation fo r the e-fi l e .

King H unt A series of moves that chase a k i n g aro u nd t h e board


u nt i l it i s mated o r its owner is fo rced to s u rrender gobs of material .
See MATING AITACK .

W: Ke1 QhS Ra1 Rh1 Bd3 Ne4 N eS Ps a2 b2 c2 dS f2 g2 h2 (14)


· 8: Kg8 Qe7 Ra8 Rf8 Bb7 Bf6 N b8 Ps a7 b6 c7 d7 e6 g7 h7 (14)

QU ESTION: Does Wh ite mate by tak i n g o n f6 with check?

The d i ag ram comes from a fam o u s game between Edward Las ker
(Wh ite) and S i r Geo rge Thomas in London i n 1 91 2 . Afte r 1 . Nxf6 + ,
th reate n i n g to fol l ow with a captu re o n h7, B lack retakes with the g­
pawn , suddenly a l l owi n g the q u ee n to defend along its second ran k .

ANSWER: Las ker's b ri l l i ant wi n n i ng move was 1. Qxh7 + ! ! . Afte r


1. . . . Kxh 7 Wh ite let loose a ferocio u s k i ng h u n t : 2. Nxf6 + Kh6
1 38 • BRUCE PA N D 0 L F I N I

3 . Neg4 + KgS 4. h4 + Kf4 5 . g3 + Kf3 6 . Be2 + Kg2 7. Rh2 + Kg1


8. Kd2# . Yes , 8. 0-0-0 is also mate .

King-Knight File The descri ptive name fo r the g-fi l e .

King-Knight Pawn The descri ptive n a m e fo r e i t h e r side's g ­


pawn .

King March A k i n g maneuve r, often along a critical d iagonal , u p


and/o r across t h e board .

King-Pawn The descri ptive name for either side's e-pawn .

King-Pawn Game A game or open i n g begi n n i n g with the two­


square advance of Wh ite's e-pawn , 1 . e4 .

King-Pawn Opening See K I N G-PAWN GAM E .

King-Rook File The descri ptive name fo r the h-fi l e .

King-Rook Pawn The descri ptive name for either s i de's h-pawn .

King Safety The degree to wh ich a k i n g i s safe from attack , largely


determ i ned by the secu rity of shelteri ng pawn s . One of the five m a i n
elements o f c h e s s , along w i t h T I M E , S PACE, PAWN STRUCTU RE, and MATERIAL.
CHESS TH I N KI N G • 1 39

King's Field A l l the squares adjacent to the k i n g . U sed as a te rm


in tacti cs to describe general attacks to the k i n g and the s u rrou n d i n g
area .

W: Kb1 QeS Ba1 Nd4 Ps a2 b3 g2 hS (8)


B: Kg8 Qc7 Rc8 Rf8 Ps f7 g7 h7 (7)

QUESTION: How can W h i te mate in th ree moves ?

Black's k i n g looks a l l n i ce and cozy beh i nd the cove r of th ree k i n g­


side pawns , but n ow i t ' s Wh ite's m ove .

ANSWER: I t ' s mate afte r detonati n g the k i ng's fi e l d : 1 . Qxg7 + ! ! Kxg7


2. NfS + Kg8 3. N h6# .

Kingside The half of the board occ u pied by the k i ngs at the sta rt,
cons i st i n g of the e- , f- , g-, and h -fi l e s . I t i s cal led the ki ngside even if
the k i ngs eventually wi n d u p on the QUEENSIDE.
1 40 • BRUCE PA N D O L F I N I

a b c d e g h

Queenside Kingside

Kin gside Attack A general attack of a n u mber of u n its ai med at


the enemy ki ng's positio n , u s u a l ly after it's castled k i n gside.

Kin gside Castl i n g Castl i n g with the k i ng-rook , toward the h-fi l e .
T h e move i s written " 0-0. " See CASTL I N G .

Kin g 's Win g The k i n gs i d e , u s u al ly not cou n t i n g the e-fi l e .

KN The descri ptive abbreviation for KI NG-KN IGHT.

K N - F i le The descri ptive abbreviation fo r KI NG-KN IGHT F I L E .

Kni g ht O n e of the six d i fferent types of chess u n its . The move of


the k n i ght rese m bles a capital L.
CHESS TH I N KING • 1 41

Each side starts the gam e with two k n ights. White's beg i n on b1 and
g1 , B l ack's o n b8 and g8. It's sym bol ized N to avoid confu s i o n with
the sym bol for k i n g , K.

Knight Cor ral A b i s h o p trap of a knight on the edge . See CORRAL.

Knight Ending An e n d i n g w i t h k n i ghts and pawn s .

Knight Fork Any d o u b l e attack by a kn ight. See FAM I LY FORK and


ROYAL FORK.

W: Kb4 Nd3 Pg2 (3)


B: Ka6 Qf6 Pa7 (3)

QUESTION: Can White to m ove s u rvive ?

You can 't expect k n i ght fo rks to be se rved to you on a plate . Often
yo u have to set them u p .

ANSWER: Wh ite s u rvives a n d then some with 1 . Nc5 + Kb6 2 . N d 7 + , a


devastat i n g k n i ght fo r k .
1 42 • BRUCE PA N D O L F I N I

Knight Odds A typ i cal h a n d i cap, i n which the odds giver ( u sual ly
White) starts the game without the q ueen - k n i ght.

Knight on the Rim I s Dim A max i m adv i s i n g agai n st movi ng


.
k n i ghts to the edge , where thei r mob i l ity i s red u ced (though it's often
n ecessary to move them to the o uter fi les). Someti mes given as "a
k n i ght o n the r i m i s g ri m . "

Knights Before Bishops A n open i n g max i m s u ggesti ng that


the best way to develop the m i no r pieces i s to b r i n g out at least one
k n i ght befo re developi ng a b i s h o p . Wh i l e the concept seems to apply
to many situati o n s , it's actually a ve ry i nexact p r i n c i p l e that s h o u l d not
be app l i ed rigid ly.

Kn ight's Jump Away An expressi o n sign ifyi ng the le ngth and


shape of a kn ight's move . A u n it that's a k n i ght's j u m p away from a
k n i ght i s i n position to be captu red by the kn ight if ci rc u m stances
perm i t . Also descri bed as " k n ight's move away. "

Knight's Move Opposition An oppos ition i n which the ki ngs


are separated by the d i stance of a k n i ght's move . It app l i es i n situati o n s
where standard straight- l i n e oppos itions a re not available because
fixed pawns block and guard typi cal oppositional squares . See TR E BU­

CHET and THEORY O F CORRESPO N D I N G S Q UARES.

Knight's Tour A puzz l e o r tas k i n wh ich a kn ight i s t o b e moved


ove r an otherwise em pty board , vi siti n g each square on ly once.

KN-Pawn The descri ptive name fo r either s i de's g-pawn .

KP The descri ptive abbreviation fo r K I N G - PAWN . Especially u sefu l fo r


open i n g d i sc u s s i o n s .
CHESS TH I NKI NG • 1 43

KR T h e descri ptive abb reviation fo r KI NG-ROOK.

Kriegspiel A fo rm of chess in which players sit at separate boards


and play standard chess without see i n g the i r opponent's move s . The
actual moves by both s i des are made on a master board by the arbiter,
who says o n ly whether o r not a move i s legal . There is no penalty for
play i n g an i l legal m ove . In fact, del i berately i l legal moves are how the
players learn the l ocations of enemy pieces .

KRP The descri ptive abbrevi ation fo r KI NG-ROOK PAWN .


L

Lateral Thinking The creative use of knowledge and i n si ght i n


o n e area t o solve a prob lem i n another; non l i near reaso n i n g ; sh ifting
perspective to get a fresh viewpo i n t . Chessplayers do t h i s with faci l i ty.
Also cal led D I VERGENT TH I N K I N G . See ANALOGU E and CRITICAL TH I N K I N G .

Laws of Chess The M OVES AND RULES as official ly sancti oned and
applied by FIDE, the Wo rld Chess Federatio n . R u l es fo r tou rnament
com petition in the U n i ted States are defi ned by its affi l iate , the uscF.

Al so cal led F I D E LAWS O F C H E S S .

Le gal A perm i ss i b l e move o r a position reached via legal moves. A


legal move may be played ; an i l l egal move may not. A legal position
may be ach i eved i n a real chess gam e ; an I LLEGAL POSITION may not.

1 44
CHESS TH I N KI NG • 1 45

Legal Move A move a l l owed by the LAws O F c H E s s .

Legal's Mate A mate with two or th ree m i no r pieces aga i n st an


u n castled k i n g ste m m i n g from an u n p i n n i n g com b i nation , d i scove red
by a famous 1 8th-centu ry player named Legal . See LEGAL'S SACR I F I C E .

An example of Lega l ' s mate occ u rs i n the fol l owi ng game : 1 . e4 es


2. N f3 d6 3. Bc4 Bg4 4. N c3 g6 ? S . NxeS ! Bxd1 6. Bxf7 + Ke7 7. NdS # .

Legal's Sacrifice An u n pi n n i ng com b i nation . It either entai l s the


sacrifice of a pi ece ( u s u a l ly a b i s hop) with a S E T U P CH ECK to be fo l l owed
by an u n p i n n i n g check that rega i n s the p iece ( u s ually the opponent's
p i n n i n g b i s hop), o r s i m ply u n p i n s , offe ri n g the q u een with a sti ng :
take the queen and fal l i nto Lega l ' s mate .

W: Kg1 Qd1 Ra1 BgS Nf1 Ps dS e4 f2 g2 (9)


B: Kg7 Qe7 Rh8 Bb6 Nf6 Ps c7 d6 eS g6 (9)

QUESTION : What s h o u l d Black do about the p i n on h i s kn ight?

Newcom e rs often stu m b l e i nto Lega l ' s sacrifice by deve l o p i n g the


q ueen-bi s hOfJ prematu rely to pin the opponent's ki ng-knight. Not a l l
pi n s are g reat.
1 46 • BRUCE PA N D 0 L F I N I

ANSWER: B l ack s h o u l d u n leash an u n pi n n i ng com b i nati o n , conti n u i ng


1 . . . . Bxf2 + ! 2 . Kxf2 Nxe4 + , regai n i n g the sacrifi ced bishop with a
powerfu l attack . Blac k also wi ns by 1 . . . . Nxe4 !

Lever A pawn attack at the base of an opponent's pawn chai n . More


often , any pawn advance lead i n g to BREAKTHRO U G H pawn exchanges .

Lightni ng Chess S peed chess. See RAPI D TRAN SIT C H E S S .

Light on the Right Rule The rule determ i n i n g the board's


correct placement at the game's start : with a l i ght square in the near
co rner at each playe r ' s right.

Light Pieces B i s hops and k n i ghts . Also cal led M I N O R PI ECES. Some­
times, i nexactly, the wh ite p i eces .

Light-Square B ishop A b i s hop that travel s o n ly on l ight


squares . For Wh ite, the b i s h o p starti ng on f1 ; for Black, the bishop
starti n g on c8 .

Light-Square Game A game i n wh ich the most des i rable plan


seems to be to contro l , occu py, and i nfl uence the central l i ght squares,
especially i nvolv i n g a fianchettoed l ight-square bishop. See DARK­

SQUARE GAM E .

Light-Square Rule See L I G HT O N THE R I G H T R U L E .

Line Any n u m be r of con secutive squares along a ran k , fi le, or


d iagonal .
CHESS TH I N KI N G • 1 47

Linear Thinking Reaso n i n g one-d i mensionally with strict ad her­


ence to seq uence and the attai n ment of a defi n i te goal . What chess­
players do, fo r exam p l e , when solv i n g a posed tactical p roblem with
known con seq u ences . See LATERAL TH I N K I N G .

Line-Piece Any piece capable of movi n g along a l i ne of squares ;


a q ueen , a roo k , or a b i s h o p .

Liquidate To exchange, especial ly i n t h e s e n s e o f ridd i ng oneself


of a weakness or p rob l e m .

Liquidation Exchan g i n g to red uce the i nte n s i ty of you r oppo­


nent's attack and/or s i m p l ify to a s u perior, manageab le en dgam e . The
pol i cy of trad i n g to establ i s h clarity.

W: Kh1 Rb2 Pa4 (3)


B: Kh6 Rg4 (2)

QUESTION: S h o u l d Wh ite p u s h the pawn or protect it?

I nstead of p rotecti n g an attacked u n it, get rid of the attacker and


there may be no need to p rotect .
1 48 • BRUCE PA N D O L F I N I

ANSWER: The best conti n u ation i s 1 . Rh2 + ! KgS 2 . Rg2 , p i n n i n g Black's


roo k and fo rc i n g a trade, afte r which the pawn goes i n to q ueen
u n contested .

Little Center A pos ition i n which a pai r of central pawn s have


been traded so that o n e side has a pawn on its fou rth ran k vs. an
oppos i n g pawn on its th i rd ran k .
A n exam p l e i s a wh ite pawn at e4 vs . a Black pawn at d6. Whoeve r
has the m o re advanced pawn (Wh ite h e re) reta i n s a spati al edge and
perhaps the bette r chances , wh i l e the side with the less advanced
pawn ( B lack) is con s i d e red to have the l ittle center.

Live Side I n pawn e n d i n gs , the side of the board closest to the


PROTECTED PASS E D PAWN o r attac k i n g zone. The B L I N D S I DE te n d s to be the
m o re d i stant area, away from the i m med iate fi ght.

Living Chess An exh i bition chess game between two players o r


teams, u s u a l ly played on a f i e l d o r i n a very large roo m , i n which
people d ressed i n costu mes portray the pi eces and move as d i rected
by the playe rs .

Long Diagonal Either o f t h e two longest d iagonal s : a1 -h8 o r a8-


h1 . Loosely, the l o n gest of any two intersecti n g diagona l s .

Long- Distant Diagonal Opposition See LONG-DI STANT

OPPOSITI O N .

Long- Distant Horizontal Opposition See LONG-DI STANT

OPPO S I TI O N .

Long- Distant Opposition An opposition along a fi le, ran k , or


d i agonal in wh ich the k i ngs are separated by five squares . LONG-DISTANT

VERTICAL OPPOSITION i s a l o n g a fi l e , LON G - D I STANT HORIZONTAL O PP O SITION is


CHESS TH I N KI N G • 1 49

along a ran k , and LONG-D I STANT DIAGONAL O PPOS ITI O N is along a d iago n al .
See OPPOSITI O N .

Long- Distant Vertical Opposition A l o n g-di stant opposi­


tion along a fi l e .

W : Kg2 P s c4 d5 (3)
B: Kf8 Pd6 (2)

QUESTION : H ow does W h i te p lay and wi n ?

I t may seem that W h i te s h o u l d s i m ply charge u p the board and


advance the c-pawn , effect i n g an exchange that p rod u ces a passed d­
pawn . B u t that doesn't wo rk because the b l ack k i n g can eventual ly get
a mean i n gfu l oppos i t io n .

ANSWER: White wi n s b y tak i n g t h e long-d i stant ve rtical oppos ition with


1 . Kf2 ! . After 1 . . . Ke7 2 . Kg3 Kf7 3 . Kf3 White has the d i stant opposi-
.

tio n . And after 3 . . . . Ke7 4. Kg4 Kf6 5. Kf4 Wh ite has the d i rect oppos i -
tion , wh ich i s transferred fu rther u p the board after 5 . . . . Ke7 6 . Kg5
Kf7 7. Kf5 . B l ack m u st then give way and a l l ow Wh ite to outfl a n k h i m :
7 . . . . Ke7 8 . Kg6 Ke8 9. Kf6 Kd7 1 0 . Kf7, fo rci n g the gai n of the d-pawn .

Long- Range Piece Any l i ne-piece ; a q ueen , a roo k, or a bishop.


1 50 • B RU C E PA N D 0 L F I N I

Long Side The s i d e of the board with the greate r n u m ber of fi les
fro m a pawn to the edge of the board . See S H O RT s 1 DE .

The concept i s partic u l a rly i m portant i n roo k en dgames i n wh ich


the roo k m u st be far e n o u g h from the opposi n g king to give a s u ccess­
fu l fla n k attack . Th u s the s u ggestion " m ove you r roo k to the long
side . " See CHECKING DI STANCE.

Lose To get checkmated , resi g n , fo rfeit on time, or be d i sq u a l i fied


fo r violati n g the r u l e s . In chess com petitio n , a player gets noth i n g fo r
a loss and o n e poi n t for a wi n . Each playe r gets half a poi n t on a DRAW.

Lose a Move To c reate zuGZWANG by m a k i n g it you r opponent's


turn to move , especially at an u n d es i rable moment.

Lose on Time To fo rfeit a game by fai l i ng to com p l ete a specified


n u mber of moves in the a l lotted t i m e . Th i s i s a facto r i n tou rnament
play, where clocks are u sed to keep track of each playe r ' s t i m e .

Losi ng the Exchange Los i n g a roo k fo r a m i nor piece . See


EXCHANG E .

Lost Said of a position that s h o u l d lose if the opponent plays cor­


rectly. Also, said of the player with s u c h a pos iti o n , as in "yo u ' re lost . "

Lost the Right to Castle A ph rase mean i n g that the king has
al ready m oved and can no l o n ger castle. The right to castle i s also lost
on either s i d e by movi n g the rook on that s i d e .

Lucena's Position I n e n d i ngs, a tech n i q u e t o create sh elter fro m


roo k checks . Wrongly attri b u ted t o L u i s Ram i rez Lucena (1 5th-1 6th
centu ry), i t was fi rst p u b l i s hed by Alessand ro Salvio (1 575-1 640) .
CHESS TH I N K I N G • 1 51

W: Kf2 Rb8 (2)


B: Kc1 Re6 Pc2 (3)

QUESTION : How does B lack fi nd shelte r fo r h i s k i n g ?

T h e tech n iq u e i s a l so known a s " b u i l d i ng a bridge , " w h i c h i s how


N i mzovich refe rred to it. It i nvolves l ifti ng the attack i n g roo k to the
fou rth ra n k , where i t can be used to i nte rpose aga i n st enemy rook
checks. See B R I DG E and B U I LD I NG A B R I DGE.

ANSWER: B lack wi n s after 1 . Res Rb7 2. Kd2 Rd7 + 3. Kc3 Kc8 + 4. Kd3
Rd8 + 5. Kc4 Rc8 + 6. Rc4-e nd of sto ry.

Luft A German term mean i ng "ai r" o r, figu ratively, b reath i n g space .
An escape square fo r the k i n g . When you move a pawn to create an
escape sq uare in front of you r castled k i n g you " make l u ft . " A way to
avoid back-ra n k mate s .

Lust to Expand A col o rfu l exp ression with which N i mzovich


characterized the val u e of a passed pawn : its need to advance to­
ward p ro moti on .
M

Main Line The pri mary variation , especially i n an open i n g .

Major,ty Ove r a n y con secutive set o f fi les, a gro u p o f pawns that


outn u m ber thei r enemy cou nterparts . See PAWN MAJ ORITY.

Major Piece A qu een or rook . Also cal led a H EAVY PIECE.

Make Luft In a castled pos ition , to create an escape hatch fo r the


king by movi n g a pawn . See L U FT .

Man Any of the 32 chess u n its that con stitute a chess set . A sho rt­
ened vers ion of the sex i st term "chessman . "

1 52
CHESS TH I N KING • 1 53

Maneuver The reposition i n g of a p i ece, u s u a l ly over the cou rse


of several m ove s . Al so, to transfer a piece mai n ly with Q U I ET MOVES to
a s u perior square .

W: Kh1 Ra1 N e7 P s a4 b 3 c 2 d3 e2 f4 f 6 g2 (1 1 )
B: Kh8 Ps a5 b4 c3 d4 e3 f7 g4 g3 (9)

QUESTION : How can Wh ite mate i n eight moves ?

Of cou rse Wh ite can w i n the above position by b r i n g i n g the kn ight


back to wi n a few pawns , b u t checkmate i s so m u c h more fi nal .

ANSWER: I t ' s s i mp l e . Maneuver the wh ite k i n g to a2 (that takes seven


moves) and then use an e i ghth move to mate with the rook at h1 .

Maroczy B ind A type of pawn position i n which white pawns at


c4 and e4 ( n o d-pawn) restra i n Black's pawns at d6 and e7. The term
al so appl i es to a com parable setup with co lors reversed . Named afte r
th e H u n garian grand m aster Geza Ma r6czy (1 870-1 951 ) .

Master An u nofficial title fo r a strong playe r, not necessarily with


EL O RAT I N G of 2200 o r m o re . See NAT I O NAL MASTE R.
1 54 • BRUCE PA N D 0 L F I N I

Match A set of games between the same two playe rs or teams, as


opposed to tou rnaments, i n which each com petito r plays d iffe rent
playe rs .

Mate The end of the game. Short fo r CH ECKMATE.

Material Pieces and pawns co l lectively or i n d ividual ly.

Material Advantage Havi n g more mate rial and a greate r poi nt


cou nt u s i n g the re lative exchange val u e s . See MATERIAL SUPERIORITY.

Material Superiority The same as MATE RIAL ADVANTAG E . U s u al ly a


decisive facto r.

Mating Attack A general assau lt aga i n st the k i n g that leads to


mate or s i g n i ficant gai n of materia l .

Mating Material E n o u g h material t o force checkmate . A typical


m i n i m u m mat i n g force i s a rook , though an extra pawn may be suffi­
cient becau se it can be p romoted .
CHESS TH I N KI NG • 1 55

Mating Net A position i n which mate is fo rced .

W: Kg1 Ra7 Bb1 Ne5 Pg2 (5)


B: Kf8 Rb2 Ba8 Ne8 Ph7 (5)

QUESTION: S h o u l d Wh ite's rook take the b i s h o p ?

A d i st i n ction i s m a d e between mati ng attacks and mati ng nets . I n a


mat i n g attack mate i s n 't forced because the defender can abandon
mate rial to postpon e d efeat. B u t no d efense can stave off a mati ng net.

ANSWER: Why take the bishop when you can force mate ? Wh ite does
so by 1 . Rf7 + Kg8 2 . Bxh7 + Kh8 3. Ng6# .

Meaningfu l Opposition In ce rta i n endgames, the opposition


that enables either the attacker to ach i eve a wi n n i n g entry or the de­
fen d e r to bar the door to the i nvas i o n . Not eve ry OPPOSITION i s des i r­
ab l e or mean i ngfu l .

Men The 32 pi eces and pawns con s i d e red co l l ectively.

Methodical I n chess, executi n g a plan in a carefu l , d e l i b e rate


m a n n e r ; systematic .
1 56 • BRUCE PA N D 0 L F I N I

Middlegame The second phase of a chess game, after the open­


ing and before the endgame, characte rized by plan n i n g and maneu­
veri n g , and by tryi ng to ach i eve a smooth tran sition to the endgam e .

Miniatu re A short c h e s s g a m e that featu res n i ce tactical poi nts .


Also, a com posed p ro b l e m with no more than seven u n its on the
board ( i n c l u d i ng the ki ngs) . See BRI LLIANCY and BREVITY .

W: Ka8 Qe6 N e8 Ps a7 b7 (5)


B: Kf8 Pe7 (2)

QUESTION : How can Wh i te mate in two moves?

I t was o n ce thought that com posed p roblems have l ittle p ractical


val u e because the positions tend to be materially one-sided . Fu rther­
more , the asto n i s h i n g solutions never seem to occu r over the board .
Teachers are now reco n s i d e ri n g the i s s u e , reaso n i n g that the atyp ical
situatio n s posed by p ro b l e m s and especially stud ies can sti m u l ate the
student's c reativity.

ANSWER: W h i te wi n s with the u nderp romotion 1 . b8/N ! After 1 . . . . Kxe8


.

the p ro b l e m concl udes with 2. Q g8# .


CHESS TH I N KI N G • 1 57

Mining Operation A pawn advance to engage enemy pawn s ,


lead i ng t o a trade a n d t h e ope n i n g o f a fi l e . A term u sed b y N i mzovich .

Minor Exchange A term s i g n i fyi ng the s l i g ht mate rial edge a


b i s hop has ove r a k n i ght. You w i n the m i nor exchange if yo u gai n a
bishop fo r a k n i ght.

Minority Attack An assault by seve ral pawns agai nst a larger


gro u p of pawn s , atte m pti n g to i nfl i ct weakn esses that can then be
attacked by pieces .

Minor Pieces B i s hops and k n i ghts .

Mobi le Center The same as MOBILE PAWN CENTE R .

Mobile Pawn Center A center with two con nected pawn s , u s u ­


a l l y al igned on the i r fou rth ran k , opposed b y a s i ngle enemy pawn ,
u s u a l ly on its t h i rd ran k , when the u n i ted pawns have the poss i b i l ity
of advanc i n g .

Mobi l ity Freedo m of movement. T h e n u mber o f squ ares and/o r


optio n s avai lable to a p i ece . An aspect of S PAC E .
1 58 • BRUCE PA N D 0 L F I N I

Model Mate A pro b l e m composition term : a p u re mate i n which


there are n o extraneous o r s u perfl uo u s u n its or function s and i n wh ich
a l l of the attacker's u n its (in some cases except i n g the king and pawns)
are req u i red . See CLEAN MATE, PURE MATE, and I D EAL MATE.

W: Ka1 Qh1 Rg1 B b4 (4)


B: Kc2 Bd1 (2)

QUESTION: How does Wh ite mate in two moves ?

T h i s is a version of a p rbblem p u b l i shed by P. H . Wi l l iams i n 1 897.


I ts art see m s removed from actual game positions, s i n ce Black prob­
ably wou l d have resigned a long time ago .

ANSWER: The key i s 1 . Rg4 . If 1 . . . . b i s hop moves, then 2 . Qb1 # ; if


1 . . . . Kc1 , then 2 . Rc4 # ; if 1 . . . . Kb3 , then 2. Qxd1 # ; and if 1 . . . . Kd3 ,
t h e n 2 . Qe4 # .
CHESS TH I N KI NG • 1 59

Monster Chess A teac h i n g tec h n i q u e , developed by B ruce Al­


berston , i n wh ich students p ractice maki n g captu res in seq uence,
lead i ng to the removal of the enemy king. Monster pawn i l l u strates
the use of the pawn ; M o n ster b i s h o p shows how to captu re with a
bishop; Monste r rook with a roo k , etc.

W: Pb2 (1 )
B: Kh2 Qg1 Re3 Rf2 BgS Bf4 Ps g7 h6 Nd8 f8 Ps a3 b4 a5 b6 (1 6)
c7 e7

QUESTION : What i s the ri ght seq u e n ce for capt u r i n g eve ryt h i n g ?

Don't apply t h e ru les o f standard chess i n attempti ng t o solve t h i s


problem . I n Monster chess pawns may captu re backward a n d may
move to the back ran k and then retu rn the other way, and the k i n g i s
allowed t o stay i n check . Moreover, Wh ite's k i n g c a n be absent.

ANSWER: Starting from b2 the pawn goes to a3 to b4 to aS to b6 to c7


to d8 to e7 to f8 to g7 to h6 to gs to f4 to e3 to f2 to g1 to h2 .

Move A tu rn fo r either s i d e , or a turn for both sides. A tu rn fo r


one side is m o re p recisely cal led a HALF MOVE and a tu rn fo r both sides
a F U L L MOVE . Al so, to make a move . See PLY.
1 60 • BRUCE PA N D O L F I N I

Move on Move A fo rm of s peed chess i n which each player


responds to the opponent's m ove i n stantly. The games can be q u ite
exciti ng.

Moves and Rules The l aws of the gam e ; how to play the game ,
b u t not how to p l ay it wel l .

Mysterious Rook Move A roo k move to a closed fi le o r ran k,


which seems to make no sense beca u se the rook's line of attack i s
b l ocked . B u t the player h a s fo reseen a poss i b i l ity for attack or deter­
rence and wants to be p repared . A term coi ned by N i mzovich .

W: Kg1 Rf1 Bg2 Ps a2 b3 c4 e2 f2 g3 h2 (10)


B: Kg8 Rb4 Ba6 Ps a4 a7 c7 e6 g7 h7 (9)

QUESTION: How can W h i te defe nd h i s q ueen side pawn s ?

The above position comes from the game Vaganyan-Noguei ras ,


Montpe l i e r 1 985 . If Wh ite plays 1 . Rb1 B l ack can cou nter 1 . . . . Bxc4
becau se W h i te's b-pawn i s pi n n ed ; and 1 . bxa4 leaves a l l the q ueen­
side pawns v u l n e rab l e .
CHESS TH I N KI N G • 1 61

ANSWER: White holds with the myste rious roo k move , 1 . Ra1 ! , when
1 . . . . axb3 2 . axb3 sudde n ly opens the a-fi le fo r rook cou nte rplay.
Vaganyan eventually won after 2 . . . . Bb7 3 . Bxb7 Rxb7 4. Kf1 as S . Ke1
Kf7 6. Kd2 axb3 7. axb3 Rxb3 8. Rxa5 Rb2 + 9. Kd3 Ke7 1 0 . h4 Rb3 +
1 1 . Kc2 Bb7 1 2 . f3 Kd6 1 3 . hS h6 1 4 . Ra8 c6 1 S . Kc3 Rf7 1 6 . Kd4 eS +
1 7 . Ke4 Re7 1 8 . Ras Re7 1 9 . RxeS (1 -0) .
N

N Abbreviation for K N I G HT.

National Master U sually the h ighest title awarded by a national


chess o rgan izatio n . See I NTERNATI ONAL MASTER.

NN An abb reviation that i nd i cates a player whose name is not


known , someti mes u sed in the sco re of an exh i b ition game agai n st
an amate u r.

1 62
CH ESS TH I N KI N G • 1 63

Noah 's Ark Trap I n the Ruy Lopez (1 . e4 es 2. Nf3 Nc6 3 . BbS)
a fam o u s trap of the Wh ite ki ng-b ishop by Black's q u eenside pawn s .

W: Kg1 Qd4 Ra1 Rf1 Bb3 Bc1 N b1 P s a2 b 2 c 2 e4 f2 g2 h2 (14)


B: Ke8 Qd8 Ra8 Rh8 Bc8 Be7 Nf6 Ps a6 bS c7 d6 f7 g7 h7 (14)

QUESTION: H ow can B l ack play and wi n a piece ?

Starti n g from the Ruy Lopez the d i agram i s reached after 3 . . . . a6 4.


Ba4 Nf6 S . 0-0 d6 6 . d4 bS 7. B b3 exd4 8 . Nxd4 Nxd4 9. Qxd4 . Actual ly,
s i m i lar traps can occ u r in oth e r ope n i ngs, but the most fam i l i a r devel­
ops in th i s open i ng .

ANSWER: B l ack wi n s a p iece with 9 . . . . cs , a n d when Wh ite retreats the


quee n , then 10 . . . . c4, s n a ri n g the b i s h o p .

Notation Any method for record i n g the moves of a chess game .

NP The descri ptive abbreviation for k n i ght-pawn , which has partic u ­


lar uti l ity i n the classification o f certai n e n d i ngs.
0

Objective Bas i n g moves, eval uatio n s , and deci sions on the actual
facts and c i rcu mstances and not on personal considerations or for
arbitrary reaso n s . See S U BJ ECTIVE.

Obl ique Opposition Anothe r name for RECTANGULAR oPPo s 1 T 1 0 N .

Obstruct To fo rce an enemy u n it to a partic u l a r squ are so that no


other enemy u n it can u se the sq u a re o r pass across it.

Obstruction A piece o r pawn that b l ocks the movement of an ­


other piece. Also, the name of the tactic.

Occupation D i rect p l acement of a pi ece o r pawn on a specific


square. Also, abso l u te contro l of a fi l e .
1 64
CHESS TH I N KI N G • 1 65

Odds See HAN D I CAP.

Offhand Games Games played without tou rnament conditions.


Friend ly, casual games p l ayed fo r fu n . See SKIITLES.

One-Mover A p roblem that can be solved in one move . Also, a


d i rect th reat with an obvio u s poi nt, as i n a "one-move th reat . "

W: Kg1 Qf8 Ra4 (3)


B: Kg3 (1 )

QUESTION: H ow can W h i te mate i n one move ?


Some one-movers are so u nexpected that they escape o u r notice .
But they ' re there, wait i n g to be m i ssed .

ANSWER: It's a l l over after 1 . Qa3 # .

Open Board A board with few o r no obstructi ng pawn s , allowi ng


pieces to traverse it easi ly.

Open Center A center u n b l ocked by pawn s .


Open centers a re con d u cive t o s u d d e n attacks , s o development and
1 66 • BRUCE PA N D O L F I N I

k i n g safety are i m portant. Afte r castl i ng, it's usually u nwise to move
the pawn s i n front of the k i n g , because the u n blocked center offe rs
poss i b i l ities for fast mat i n g attacks.

Open F i le A fi le devo i d of pawns. Sometimes a half-open fi l e i s


descri bed as "ope n " for the p l aye r a b l e t o u se i t .

Open Game A game o r open i n g i n which a t least a pai r o f center


pawns have been exchanged , so that movement t h rough the center is
poss i b l e . Open games nat u ral ly develop from the begi n n i n g moves 1 .
e4 e5 . Also cal l ed OPEN POS I T I O N .

Openi ng The begi n n i n g p hase of a chess game, usually last i n g 1 0


o r 1 5 moves, someti mes longer. Development, contro l o f t h e center,
k i n g safety, and the fight fo r the i n i tiative are its paramount concern s .

Opening Line A variation i n any ope n i ng .

Opening a File General ly, cleari ng a fi le for you r own use by


exchangi ng away a pawn blocking it. An action partic u larly h e l pfu l
to rooks.

Opening Repertoire T h e set o f open i n g l i nes fo r White and


B l ack that a player reg u larly uses.

Openings The moves by both sides at the begi n n i ng of a game


that h ave been analyzed and played so often that they have become
standard .

Open Line A ran k , fi l e , or d i agonal u nobstructed by pawns .


CHESS TH I N KI NG • 1 67

Open Position The type of pos ition l i kely to arise from an OPEN

GAM E .

Open Tou rnament A tou rnament open to players of any


strength who are m e m bers of the gove r n i n g chess fede ratio n .

Opposite-Color Bishops Also cal l ed Opposite- Colored Bi­


shops. See B I S H OPS OF OPPOS ITE COLORS.

Opposition In endgames, a zuGZWANG relation s h i p between op­


pos i n g k i n gs that confers an advantage on the playe r not on the move .
If the ki ngs " stan d i n oppositi on , " whichever moves is at a d i sadvan­
tage because i t m u st give gro u n d . The k i n gs u se the opposition in
the i r fight to control a passed pawn's CRITICAL SQUARES. The attack i n g
k i n g "takes t h e oppositi on , " tryi n g t o occ u py a critical sq uare, a n d the
defe n d i n g king tries to " keep the oppositi o n " to p revent the enemy
king from occu pyi n g that critical square o r others. In standard oppos i ­
tion s (vertica l , ho rizontal , o r d i agonal ; a n d di rect, d i stant, a n d long­
di stant), the ki ngs occu py squares of the same co lor separated by one,
th ree , or five squares along the same fi l e , ran k, or d i agonal . See D I RECT

OPPOSITI O N , DI STANT OPPOSITI O N , DIAG O NAL OPPOS ITI O N , and RECTANG U LAR

OPPOSITI O N .

Oppositional Field The i nterrelation of eve ry pos s i b l e opposi ­


tio n , taken i n series, exte n d i n g across t h e enti re board . T h u s , a player
with the long-di stant opposition can convert it to a d i stant oppos ition
as the opponent's king approaches, and then to a d i rect oppos ition if
the k i n g steps even closer. See OPPOSITI O N .
1 68 • BRUCE PA N D 0 L F I N I

Original Position The i n itial placement of the board and ar­


ran gement of fo rces at the begi n n i n g of a game . See ARRAY.

Outflanking In endgames with fixed pawns, a flan k i nvasion by


one k i n g aga i n st the othe r, u s u a l ly to gai n material .

W: l<eS PgS (2)


B: l<f7 Pg6 (2)

QUESTION: How can Wh i te force a wi n ?


CHESS TH I N KI NG • 1 69

A k i n g can wi n a lone fixed pawn by occu pyi ng any of the th ree


CRITICAL SQUARES to the right or left of the target pawn on the same
ran k . In the d iagra m , Wh ite's k i n g can force the wi n of B lack's g-pawn
by occu pyi n g f6, e6, or d6.

ANSWER: White outfl a n k s , wi ns the g-pawn , and then promotes . A pos­


s i b l e variation : 1 . Kd6 (occu pyi ng a critical sq uare) Kf8 2 . Ke6 Kg7
3. Ke7 Kg8 4. Kf6 Kh7 5 . Kf7 Kh8 6. Kxg6 Kg8 7. Kh6 Kh8 8. g6 Kg8 9. g7
Kf7 1 0 . Kh7 and the pawn soon q u ee n s .

Outpost A weak square, usually on the opponent's th i rd o r fo u rth


ran k , that the opponent can't guard with a pawn . Such a square, s u p­
ported by at least one fri e n d ly pawn , can be occu pied by a pi ece to
good effect. From the defender's point of vi ew, s u c h a square is a HOLE.

Outside Critical Square In any set of th ree critical squ ares,


the one farth est from the enemy king. See U N DERPASS and CROSSOVER .

Overextension The advance of pawns or pi eces so far that they


can't be p roperly s u ppo rted . An overextended position is v u l n e rable
to cou nterattack .
1 70 • BRUCE PA N D 0 L F I N I

Overload A tactic exp l o i t i n g an overbu rdened pi ece's i nab i l ity to


fu lfi l l a l l its defe n sive com m itments .

W: Ke1 Qd1 Bb3 Pe3 (4)


B: Ke8 Qd8 Bc6 Ps e7 f7 (5)

QUESTION: S h o u l d W h i te trade queens and then wi n the f-pawn ?

When you have a poss i b l e two-move seq uence, con s i d e r what


wou l d happen if you made the second move fi rst.

ANSWER: Play the second m ove fi rst here, 1 . Bxf7 + ! , and Wh ite wi ns
the black q ueen by deflect i n g the k i n g .

Overpass A k i n g maneuver across the path o f a passed pawn to


reach the OUTS I D E CRITICAL SQUARE. See CROSSOVE R .

Overprotection G u a rd i n g a key square with more pieces than


necessary so that, if an exchange takes place there, a pi ece can take
back i n stead of a pawn . T h u s the square can sti l l be u sed . Also, add i ng
protection to rel i eve oth e r defe n d i n g u n its o r to be ready fo r any
conti nge n cy. The con cept was deeply analyzed by N i mzovic h .
CH ESS TH I N KI NG • 1 71

Over the Board Actual com petitio n , as opposed to study o r the­


o ry. An idea may work beautifu l ly in home analys i s , but agai n st a real
opponent anyth i n g can happe n .

Overworked Piece An OVE RLOADE D pi ece that can't fu lfi l l all its
p rotective com m itments .
p

P The abbrevi ation for pawn , though i n record i n g algeb raic chess
moves the sym bol i s not u sed .

Pai ring The process of assign i n g opponents and col o rs i n tou rna­
ments . Al so, any part i c u l a r match u p .

Pai ring Charts See PAI R I N G TABLES.

Pai ri ng Tables Charts fo r ROUND-RO B I N TO U R NAME NTS i n d i cati n g the


rou n d , the opponents, and thei r co lors .

1 72
CHESS TH I N KING • 1 73

ROUND PA IRINGS
1 1 :4 2:3
2 4:3 1 :2
3 2:4 3:1

I n rou n d 1 o f the above fou r-player rou nd-ro b i n the chart i n d i cates
that player 1 has W h i te agai nst playe r 4, wh i l e playe r 2 has Wh ite
aga i n st player 3 .

Paral lel Arch itectu re The a b i l ity of some computer programs


to approach the solution of p ro b l e m s i n two d iffe rent ways s i m u l tane­
o u s l y : by b rute fo rce calcu l ation and by relyi ng on complex algori t h m s
for sop h i sticated general izatio n s .

Par ry a Check To end a check by i nterpo s i n g a friendly u n it .

Passed Pawn A pawn capable of advanc i n g t o promotion because


no enemy pawns can block it o r guard squares in its path . I t has
" passed " the opposition's pawn s .

Passed Pawns Must B e Pushed A max i m exhorti n g the


playe r to advance a passed pawn so that it becomes a th reat to q u een .
The point i s th reefold : either to make a n ew q u een , o r to force the
opponent to concede mate rial , o r s i m ply to dive rt enemy resou rces .

Passive Defe n sive o r i n active ; designed merely to guard , ward off


th reats , o r mark t i m e , i n contrad i sti nction to an aggressive attack o r
cou nterattack . S e e ACTI V E .
1 74 • BRUCE PA N D O L F I N I

Passive Rook I n certa i n endi ngs, a rook that merely protects


aga i n st mate or is tied to defense.

W: Kd6 Rh7 Pe6 (3)


B: Kd8 Rg8 (2)

QUESTION : Can Wh ite to move eke out a wi n ?

A n active rook i s one that can position itself for cou nterplay either
fro m beh i n d a passed pawn o r from the flan k . A passive rook , on the
other h an d , lacks cou n terattac k i n g pu nch .

ANSWER: Wh i te wi n s at o nce with 1 . Ra7, s h ifti ng to the other flan k and


menacing a check at a8 . Black gets mated o r s kewered .

Pattern Recognition D i scern i ng relationsh i ps or visual s i m i lar­


ities between positions or situatio n s and u s i n g them to fo rm u l ate plans
and solve p ro b l e m s . See ANALOG U E and CRITICAL TH I N KI N G .

Patzer A weak p l aye r. From the German , mean i n g b u ngler. See ANT,
BEG I N N E R , D U FFER, F I S H , F I S H CAKE, WOODPUSHER, and RABBIT.
CHESS TH I N KING • 1 75

Pawn O n e of the six d i ffe rent types of u n its, the pawn is the least
val uable, wo rth o n ly one poi n t . Its abbrevi ation is P.

Pawn and Move A hand icap in wh ich , to beg i n a game, the


stronger playe r removes a pawn ( u s u a l ly the f-pawn) and also accepts
the b l ack pieces, givi n g h i s opponent the fi rst move . Also a way to
describe a weak p l aye r ' s a b i l ities : " H e's pawn and move . "

Pawn and Two Moves A h a n d i cap i n which a playe r accepts


the black p i eces, removes h i s f-pawn , and a l l ows Wh ite two moves to
begi n the game . T h i s is vi rtually a fo rced wi n fo r White-u n l ess Wh ite
is a ve ry weak playe r.

Pawn Center A d i st i n ctive arrangement of center pawn s that de­


te rmi nes the game's characte r.
If the cente r i s clear of pawn s , tactics and qu ick attacks reign . If the
center i s i m peded by i nterlocked pawn s of both col o rs , play tends to
proceed grad ual ly, with both sides havi ng more time fo r maneuve r i n g .

Pawn Chain An i nterloc k i n g g ro u p o f friendly a n d enemy pawns


block i n g each oth e r ' s movement. Wh ite's pawns fo rm one obstructive
d i agonal (or chai n ) , Black's another. Loosely, any diagonal series of
same-co l o r pawn s . See F I X E D PAWNS and AlTACK AT THE BAS E O F THE PAWN

CHAI N .

Pawn Configu ration See PAWN FO RMATI O N .


1 76 • BRUCE PA N D O L F I N I

Pawn Duo Two a l i gned pawns on adjacent fi les, each possessi n g


t h e abi l ity t o s u pport t h e othe r ' s advance. See CONN ECTED PAWN S .

Pawn End i ng An endgame w i t h j u st k i n gs and pawn s . Also cal led


K I N G AND PAWN E N DGAM E .

Pawn Fork A s i m u ltaneo u s attack by one pawn agai nst two enemy
u n its . See F O R K TRICK.

W: Kf4 Rd1 Ps e4 g3 (4)


B: Kf6 Rb6 Bd6 (3)

QUESTION: Where s h o u l d Wh ite move h i s k i n g ?

T h e more s u btle forks need t o be prepa red . I nexperienced players


often become frustrated because they look for obvio u s one-move
forks that a re easi ly ave rted , i n stead of tryi ng to set them up i n two
or th ree m oves . You can learn to d i sg u i se you r i ntentions by practici ng
loo k i n g ahead .

ANSWER: The trick is the set u p sacrifice 1. Rxd6 + ! . After 1. . . . Rxd6


2. es + , Wh ite s i m p l i fies to a won pawn end i n g .
CHESS TH I N KI N G • 1 77

Pawn F ormat i on The ove ral l arrangement of pawns or any spe­


cific g ro u p of pawn s . Also cal led PAWN CON F I G U RATI O N . See PAWN

STRUCTU RE.

Pawn Game A s i m p l e r version of chess u sed as a teac h i n g tool


in the original Manhattan Chess C l u b School and related progra m s .
Students play o n l y w i t h ki ngs and pawns i n itial ly, captu ring a n d tryi ng
to wi n pawn races . Eventually they add the other pieces , piece by
piece , as the s ituation warrants . T h i s allows them to play right from
the start, before they 've learned all the moves and ru les .

Pawn-G rabber Someone who captu res pawns that may not be
safe to captu re . Also cal led PAWN S NATCHER.

Pawn-G rabbin g The hazard of tak i n g pawns at the expense of


development and positio n . See PO I SO N E D PAWN .

Pawn I sland A pawn or gro u p of pawns separated from oth er


friendly pawns by at least one fi l e . U s u a l ly, the fewe r the i s lands, the
easier it i s to defe n d the pawns . Also refe rred to as an I S LA N D .

Pawn M aj o rit y A troop of friendly pawn s outn u m bering enemy


pawns over the same n u m be r of files.
A playe r with a healthy pawn majo rity can create a passed pawn .
When both sides castle ki ngside, a playe r with a q u eenside majority
can p rod u ce a passed pawn and use it as a decoy to l u re the enemy
king from the ki ngside, possi bly leav i n g that secto r defenseless. See
Q U E E N S I D E MAJO RITY and CAPABLANCA'S RULE.

Pawn Promotion See PROMOTI O N .


1 78 • BRUCE PA N D 0 L F I N I

Pawn Race An actual race between black and white pawn s to see
which can p ro m ote fi rst.

W: Kc7 Pal (2)


B: Kh6 Pg7 (2)

QUESTION : Wh ite to play. Is the game d rawn ?

I n most pawn races p romoti ng fi rst is card i nal . The fi rst side to get
a new q u een is u s u a l ly the fi rst to give check, before the other side
has time to organ ize a defe n s e .

ANSWER: B y wi n n i ng the pawn race, 1 . a4 g s 2 . a s g4 3 . a 6 g 3 4. a 7 g2


S . a8/Q g1/Q, Wh ite i s a b l e to check fi rst, 6 . Qh8 + , which forces the
black king onto the g-fi l e (say 6 . . . . Kg6) fo r a wi n n i ng s kewe r, 7. Qg8 +
and 8 . Qxg1 .

Pawn Rol ler An avalanche pawn attack . See STEAMROLLER and


PAWN STO RM.

Pawn Skeleton The general outl i n e of pawn s . So cal led beca u se


it's l i ke a backbo n e , s u pporti n g pi ece p l acements and p rovi d i n g a
fou ndation for plan n i ng . See PAWN FO RMAT I O N .

Pawn-Snatcher A PAWN-G RA B B E R .
CHESS TH I N KI N G • 1 79

Pawn-Snatching Also cal led PAWN-GRABB I N G .

Pawn Storm A gen e ral onslaught by pawns on one side of the


board , as a " ki n gside pawn sto rm . "
The i dea of a pawn storm i s to open l i nes lead i n g to the other side's
king. Also cal led PAWN ROLLER.

Pawn Structure All aspects of pawn placement and dynamics.


One of the five c h i ef ELEMENTS of chess .

Pawn Weakness A v u l n e rable pawn that can be attacked or can 't


be defended adeq uately by fri endly pawn s . Typical pawn weakn esses
i nc l u d e DOUBLED PAWNS, ISOLATED PAWNS, BACKWARD PAWNS, HAN G I N G PAW N S ,

and ISOLATED PAWN PAI RS .

Pendulum Draw A d raw b y repetition w h e n two attack i n g


moves a r e repeatedly played and an swe red b y two defend i n g moves ,
with the same moves " swi n g i n g " to and fro . If the playe rs do not agree
to a d raw, the game ends in a d raw anyway by th reefold repetition .

Perfect I nformation A game theory term referri ng to i n stances


where there i s n o h idden i n formation .
Chess, fo r exa m p l e , is a game of pe rfect i n fo rmatio n . Eve ryt h i n g
rel evant cou l d be d i scove red b y observation if one's powe rs o f d i s­
ce rnment were s u fficiently acute . Th i s is not true fo r certai n card
games , for i n stance, where some cards can 't be seen . There one has
i m pe rfect i nformation and m u st rely on p robabi l ities.

Permanent Last i n g t h roughout most of the game. Not su bject to


change or d i ssol ution based on i m mediate acti o n s and plan s .

Permanent Advantage A lasti ng advantage , s u c h as mate rial


or pawn s t ruct u re . The opposite i s a TEMPORARY ADVANTAG E .
1 80 • BRUCE PA N D O L F I N I

Permanent Weakness A sq u a re o r pawn that can never be p ro­


tected by a pawn , p rovi d i n g enemy pieces with a persi stent target for
attack . See HOLE and WEAKN E S S .

Perpetual See PERPETUAL cH EcK.

Perpetual Attack See PERPETUAL P U Rs u 1T and PE RPETUAL THREAT.

Perpetual Check A d raw ste m m i n g from a series of checks that


gai n noth i n g b u t can 't be stopped and that are u s u a l ly i n itiated by a
playe r who i s l o s i n g o r i n TIME TRO U BLE. Either the game is d rawn by
agreement or a th reefol d repeti tion eventual ly e n s u e s . Also cal led
PERPETUAL.

Perpetual Pu rsuit A d rawi ng tactic by which an attacked piece


oth e r than the k i n g can 't be won but is u nable to escape relentless
th reats of being captu red .

W: Kc7 B hS Ps a3 d3 e2 g7 (6)
B: Kg8 Ra8 Ps a4 d4 es (5)
CHESS TH I N KI NG • 1 81

QUESTION : Can W h i te p l ay and d raw?

Some pe rpetual p u rs u i t examples are q u ite a m u s i n g . Even when


there seems to be lots of roo m , amazi n g traps can suddenly emerge .
See PERPETUAL CHECK and PERPETUAL THREAT.

ANSWER: Wh ite has a spectac u l a r d raw by 1 . Kb7 Ras 2. Kb6 RdS 3 . Kc6
Rd8 4. Kc7 Ra8 5. Kb7, etc .

Perpetual Threat Two or more th reats that can be alternated to


p revent a s u perior enemy from m a k i n g p rogres s . A target is attac ked ,
and when it's guarded the attack switches to a second target . When
that's guarded , the attack s h i fts back to the fi rst ta rget . A d raw fo l l ows .
See PERPETUAL PURS U I T and PERPETUAL CH ECK.

Petite Combinaison A " l ittle com b i natio n , " u s u a l ly lead i n g to


a smal l gai n or a s l ight positional i m p rovement. The k i n d of t h i n g fo r
wh ich Capablanca was fam o u s .

Phalanx A gro u p o f pawns e i t h e r advancing as an attac k i n g fo rce


or stand i n g side by side poi sed to advance.

Phase A stage o r part of a chess game with its own characte r. The
th ree mai n p hases are the open i n g , the m i dd legame, and the
endgam e .
1 82 • BRUCE PA N D 0 L f I N I

Phil idor 's Draw I n rook e n d i n gs , a d rawi n g idea based on a


j u d icious th i rd - ra n k cutoff of the attacki n g k i n g .

W : Ke1 RbS (2)


B: Kf4 Ra2 Pe4 (3)

QUESTION: What i s Wh ite's best contin uat i o n ?

Black to p l ay wou l d advance h i s k i n g to f3 , s o that no matte r which


check W h i te gives , Black's king cou l d fi n d s h e l te r. The most re l iable
d rawi ng i dea i s to stop th i s i nvasion .

ANSWER: By playi n g 1 . Rb3 ! , a t h i rd-ran k c utoff, White halts Black's i n­


trusion . Wh ite then d raws by s h i ft i n g h i s rook along its th i rd ran k . If
Black conti n ues 1 . .. . e3, tryi n g to creat e s h e l ter fo r the k i n g to ad­
vance, White plays h i s roo k to b8 fo r a se ries of checks from b e h i n d ,
and Black's k i n g has nowhere to h ide.
CHESS TH I NKI NG • 1 83

Phi l idor's Legacy A parti c u l a r s m othered m ate attack i n wh ich


the q u een i s sacrificed to b l ock a potential escape sq uare .

W : Kg2 Qf3 Ng5 Pb3 (4)


B: Kg8 Q b8 Re8 Ps f6 g7 h7 (6)

QUESTION : Where s h o u l d White retreat the knight?

Ph i l ido r ' s Legacy has l ittle to do with Fran<;oi s-And re Dan ican Ph i l i ­
d o r (1 726-95) . T h e i dea actually goes back t o analys i s b y Lucena i n
1497. Ph i l i d o r ' s name got m ixed u p with i t i n Thomas Pruen's 1 804
book An Introduction to th e History and Study of Ch ess.

ANSWER: The wi n n i ng variation is 1 . Qd5 + Kh8 2. Nf7 + Kg8 3. N h 6 +


Kh8 4. Qg8 + ! Rxg8 5 . Nf7# .

Phi l idor's Position I n the endgame of k i n g , roo k , and b i s h o p


vs . k i ng and rook , a wi n n i ng pos ition analyzed b y Ph i l i d o r.

Pi ece A k i n g , a q u een , a roo k, a b i s h op, or a k n i g h t , b u t not a pawn .

Pie ce Play Activity with the pieces, especially m i no r pieces and


roo k s .
1 84 • BRUCE PA N D O L F I N I

Pig Chess jargon for a roo k on the seventh ran k .

Piling on Exploiti n g a p i n ned u n it b y attac k i n g it with additional


force .

Pin A tactic p reventi n g o r d i ss u ad i ng an enemy u n it from movi ng


off a line because to do so wou l d expose a friendly unit to captu re o r
a key square t o occu patio n . The p i n ned u n it i s i n t h e u n eviable situ­
ati o n of b e i n g a s h i e l d . See ABSOLUTE P I N and RELATIVE P I N .

W: Kf1 Qf2 Rh2 Ps b3 b5 e3 (6)


B: Ka7 Qf7 Rf6 Ps a6 b7 (5)

QUESTION: H ow can White save h i s q u ee n ?

When you r q u ee n i s see m i ngly lost i n a p i n it's easy t o give u p hope .


But don't do that. I n stead , fi nd a tactic that turns the situation aro u n d .

ANSWER: W h i te saves the q ueen b y wi n n i n g : 1 . b 6 + ! Kxb6 ( 1 . . . Rxb6


.

a l l ows 2. Qxf7, and 1 . . . . Kb8 is m u rde red by 2. Rh8 + with mate to


fol low) 2. Rh6, pi n n i ng and wi n n i n g at least B lack's roo k ! Wh ite es­
capes the pin by c reat i n g one of h i s own .
CHESS TH I N KING • 1 85

Pin B reaking E n d i n g a p i n by putti ng a pi ece o r pawn i n the l i n e


o f t h e p i n n e r ' s attack, b y i m mo b i l iz i n g t h e p i n n e r, o r b y captu ri ng o r
d rivi n g it away.

Pin-Mate A mate i n which a key defensive u n it is sudden ly p i n ned


and can't save the k i n g by capt u r i n g the mating u n it .

Pin Overload Exploiting an overloaded p i ece b y pi n n i ng it s o


that it can't fu lfi l l i t s o b l i gati o n s .

Plan A strategy. A ge neral cou rse of actio n .

Planning The art of strategizi n g and fo rm i n g long term goal s .

Play the Board, Not the Man A piece o f advice s u ggest i n g


that one s h o u l d s i mply consider the val u e o f the moves themselves
and not the stre n gth or rat i n g of the person making them .
Some people p l ay thei r best when they don't know the qual ity of
the opposition ; others play wel l o n ly when the opponent is h i ghly
rated . But i t ' s sti l l wi se to place emphasis on the obj ective q ual ities of
the opponent's moves.

Plus An advantage . Al so, when given as a notational sym bol ( + ) , it


means check.

Plus Score An ove ral l tou rnament res u lt consisting of more wi n s


t h a n l osses .

Ply A term u sed by com pute r chess p rogram mers to i nd i cate how
many half-moves a p rogram looks ahead . Th ree ply means that the
program looks at th ree half-moves, two fo r one side and one fo r the
oth e r.
1 86 • BRUCE PA N D O L F I N I

Point Count See RELATIVE EXCHANGE VAL U E S .

Pointless Check A check given fo r the sake of givi ng a check.


Li ke any other m ove , a check shou l d n 't be pl ayed u n less it's a good
move .

Poisoned Pawn A pawn offe red as bait, the capt u re of wh ich


leads to tro u b l e either becau se of a h i dden trap o r the time wasted
captu ri n g i t .

W : Ke1 Q d 1 Ra1 Rh1 Bf1 Bg5 Nc3 Nd4 Ps a 3 c 2 e4 f2 g 2 h 2 (14)


B: Ke8 Q b2 Ra8 Rh8 Bc8 Bf8 N b8 Nf6 Ps a6 b7 d6 e7 f7 g7 (15)
h7

QUESTION: H ow does Wh ite save the c3- knight?

To captu re a poi soned pawn a playe r often has to position a captu r­


i n g u n it, p l ay a seco nd move tak i n g the pawn , then play another move
or two to extricate the captu ri ng u n it (pos s i b ly the q ueen) for co n s o l i ­
dati o n . The loss o f th ree o r fo u r te m p i often leads t o an u nti mely end .

ANSWER: W h i te saves the k n ight by u s i n g it to trap the black q ueen ,


1 . Na4 ! , w h i c h had captu red b-pawn .
CHESS TH I N KI NC • 1 87

Position The l ocations of al l the pi eces on the board taken to­


gether, either fo r one side or both . The term can also be u sed as a
verb mean i ng to deploy.

Positional Concerned with long-term effects and not so m u c h


with i m med i ate conseq uences ; be i n g caref u l wh i l e b u i l d i ng fo r the
futu re ; playi ng to i n s u re a s l ight but defi n i te advantage .

Positional Advantage Any non-mate rial advantage .

Positional Chess A style of tryi ng to accrue smal l advantages


without i ncu rri n g prob l e m s . See ACC U M U LATI O N O F ADVANTAGES and POS I ­

TION PLAY.

Positional Draw A d raw agreed to for practical reasons, or a


position that s h o u l d be d rawn . The attacker may have sufficient mati ng
material but can't fo rce mate beca u se of the defense. See FORTRESS.

W: Kg2 Q b4 (2)
B: Kg8 RfS Pg7 (3)

QUESTION: Can Black move and set up a d raw?


1 88 • BRUCE PA N D O L F I N I

The p roblem for the i nfe rior fo rce i n such c i rc u m stances i s how to
p revent the other side from real izing its advantage wh i le keepi n g one's
own force satisfacto rily g l u ed together.

ANSWER: Black holds by m ovi ng the rook to f6 a n d , as necessary, s h i ft­


i n g it between f6 and h6, both of wh ich are solidly protected squares .
The roo k is always safe and Wh ite's k i n g is u nable to j o i n the fight.
Logical ly, the game wi l l end in a d raw.

Position Play Playi n g fo r s m a l l but s u re advantages i n stead of


ri s ky and u nclear attack s . See ACCUMU LAT I O N O F ADVANTAGES and POSI­

T I O NAL CHESS.

Postal Chess Chess by mai l . See coRRESPO N DENCE c H E s s .

Post Mortem Analys i s of a game i m med iately afte r its com p l etion
by the p l ayers and on lookers . Loosely, analys i s of the co ntest at any
late r poi n t .

Praxis Practical p l ay and app l i cati o n , as opposed t o theory a n d


analys i s .

Prepared Variation An open i n g l i ne p repared a n d analyzed


ahead of t i m e in an attem pt to catch an u n s u s pecting opponent. See
HOME ANALYS I S .

Preventing Castling A tactic o r strategy that tem po rarily o r per­


manently p revents the opponent from castl i ng . See PREVENTIVE SAC R I F I CE .

Preventive Sacrifice A sac rifice to p revent the opponent from


castl i ng , kee p i n g the enemy k i n g in the center, where it tends to be
more vu l n e rabl e .
CHESS TH I N KI N G • 1 89

Principle A gen e ral truth se rvi ng as a g u i d e fo r reasonable play.


See RULE OF TH U M B .

Principle of Two Weaknesses An endgame concept advocat­


i n g that a player whose opponent has one weakness s h o u l d i nfl ict on
him a secon d weakness o r target, u s u a l ly at some d i stance fro m the
fi rst one, befo re p roceed i n g with the fi nal attem pt at wi n n i ng. I deal ly,
the opponent wi l l not be able to contend with the th reats to both
poi n t s .

Problem A tactical o r coMPosrn PROBLEM. A n y c h e s s tas k with


sti p u l ation s .

W: Kc5 Qe2 Bd7 (3)


B: Kb7 Ps a7 a6 es (4)

QUESTION: H ow can Wh ite force mate i n th ree moves ?

The above p ro b l e m was p u b l i s hed by Otto Wu rz b u rg i n 1 895 . The


sol ution i l l u st rates the Tu rton d o u b l i n g theme, where the pi ece moved
fi rst is the one that del ivers mate in the main va riati o n .

ANSWER: Wh ite mates b y 1 . B h 3 (th reaten i n g 2 . Qg4 a n d 3 . Qc8#)


1 90 • BRUCE PA N D O L F I N I

1 . . . . a5 2 . Qa6 + and mate next. If 2 . . . . Kxa6, then 3 . Bc8# ; o r if


2 . . . Kc7, 2 . . . . Kb8 , o r 2 . . . . Ka8, Wh ite fi n i shes with 3 . Qc8# .
.

Problem Bishop A b i s hop b l ocked by its own pawn s , a typ i cal


featu re of certa i n o pe n i n gs . In the French Defense, 1 . e4 e6, Black has
a p roblem b i s h o p at c8, which i s al ready obstructed by the pawn on
e6. A c h i ef concern for B l ack i s whether to exchange t h i s bishop or
somehow i nc rease its scope. A l so cal led PROBLEM CH I LD . See BAD B I S H O P .

Problem Child See PROBLEM B I SHOP.

Prod igy A ch i l d u nder the age of ten who perfo rm s at ad u lt-l i ke


leve l s . Fam o u s chess p ro d i gies i nc l u d e Pau l Morp hy, J ose Capablanca,
Sammy Res h evs ky, Bobby Fischer, and J u d i t Polgar. loosely, the term
i s u sed to i nc l u d e talented adolescents .

Professional With regard to occu patio n , anyone who makes a


l ivi n g playi n g chess. B road ly, t h i s may i nc l u d e not o n ly players but
also teac h e rs , exh i bito rs , organ ize rs , to u rnament d i recto rs, writers,
vendors , and promote rs . See AMATEUR.

Promoted Piece A p i ece that's been created by PROMOTI O N .


CHESS TH I N KI NG • 1 91

Promotion The advancement of a pawn to its last ran k and its


conversion to a q u e e n , a rook , a b i s hop, or a k n i ght. Generally re­
ferred to as QUEENING, even though U N D E RPROMOT I O N is pos s i b l e .

W : Kg1 Qe4 Rc1 Ps a4 c 6 f2 g 3 h 2 (8)


B: Kg7 Qc7 Rd6 Ps a7 e6 f7 g6 h7 (8)

QU ESTION: H ow can White force a wi n ?

When a passed pawn i s blockaded , the key i s to b reak the blockade.


Ve ry often t h i s can be done by means of a sacrifice because a new
queen i s i n the offi n g to compen sate fo r the sacrificed material .

ANSWER: After 1 . QeS + f6 2 . Qxd6 ! Qxd6 3 . c7, Black can stop the
passed pawn o n ly by givi n g u p the q ueen , which is tantamount to
s u icide .

Promotion Square The square on a passed pawn's eighth ran k


where p romotion takes place. Also cal l ed the QUEEN I N G SQUARE.

Prophylaxis A pol i cy o f playi ng t o p revent, deter, o r antici pate


enemy possi b i l ities. A N i mzovich favo rite .
1 92 • BRUCE PA N D 0 L F I N I

Protected Passed Pawn A passed pawn defended by another


pawn and general ly safe from capt u re, especially by the oppos i n g k i n g .
A l s o cal l ed SU PPORTED PASSED PAWN.

Protection The guard i n g of a partic u l a r poi nt with other u n its so


that captu re or recaptu re is poss i b l e there .

Pseudo Sacrifice An offe r o f mate rial that i s n 't a t r u e " sacrifice"


because a favo rab l e o u tcome has been foreseen . Often merely a step
in a fo rced wi n n i n g com b i nati o n . Also cal led a SHAM SACRI FICE. See TRUE

SACRI FICE and REAL SACRI FI C E .

Pul l A s l i ght advantage toward one side, so that the eq u i l i b ri u m


seems to b e " p u l l ed " i n that d i rection .

Punctuation C ommen ts Standard ized sym bols appeari ng


after the notation of a move to i n d i cate its q u a l ity i n the opi n ion of
the write r.

Symbol Meaning
good move
!! bri l l iant m ove
!? a risky move worth tryi ng
?! a d u b i o u s move
? m istake
?? b l u nder

Pure Mate The same as CLEAN MATE .

Push To advance, especially a pawn . Al so, the advance itself.

Putsch A sudden attack by several pieces i n a partic u l a r secto r.


CHESS TH I N KI NG • 1 93

Putting the Question to the B i shop The move of a pawn


to a3 , h3, a6, or h6, th reate n i n g an enemy b i s h o p that is attac k i n g or
p i n n i n g a kn ight. The move "asks" the bishop to either take the k n i ght
o r retreat . Also cal led B I F F I N G THE B I SHOP.

Puzzle Any k i n d of posed chess problem .


Q Abbreviation for QUEEN.

QB Abb reviation fo r QUEEN-BISHOP.

QB-Fi le S hort descri ptive name fo r QUEEN-BISHOP F I L E .

QBP Descri ptive abbreviation fo r QUEEN-BISHOP PAWN .

QB-Pawn S h o r t descri ptive name fo r QUEEN-BISHOP PAWN .

QN Abbreviation fo r Q U E E N-KN I G HT.

Q N - F i le S h o rt descri ptive name fo r Q U EEN-KN I G HT F I L E .

1 94
CH ESS T H INKING • 1 95

QNP Descri ptive abb reviation for QUEEN-KN I G HT PAWN.

Q N - Pawn Short descri ptive name for QUEEN-KN IGHT PAWN .

QP Descri ptive abbreviation for Q U EEN-PAWN .

QR Abbreviation for Q UEEN-ROOK.

QR- F i le Short descriptive name for QUEEN-ROOK F I LE.

QRP Descri ptive abbreviation for Q U EEN-ROOK PAWN .

QR-Pawn Short descri ptive name for QUEEN-ROOK PAWN .

Quadran g le See SQUARE O F THE PAWN .

Quad rant A block of 1 6 squares making up one of the fou r sectors


of the board . F rom Wh ite's pe rspective, the lower right quadrant cov-

a b c d e g h

The Fou r Quadrants of the Chessboard


1 96 • BRUCE PA N D O L F I N I

e rs the area h 1 -e1 -e4-h4; the lowe r left covers d1 -d4-a4-a1 ; the u pper
l eft covers a5-a8-d8-d4 ; and the u pper right cove rs e5-e8-h8-h4 . Al so,
anothe r name fo r SQUARE O f THE PAWN, as in QUADRANT Of THE PAWN .

Qualitative Majority A pawn majority with no weaknesses (no


doubled o r isolated pawn s) and the refo re capable of p rod u c i n g a CAN­

DI DATE PASSED PAWN .

Quality The EXCHANGE ; a rook fo r a m i no r piece .

Queen O n e of the six d i fferent types of chess pieces, sym bol ized
by Q. It's u s u a l ly wo rth the equ ivalent of n i ne pawn s . Al so, to PROMOTE

to a q u ee n .

Queen- B ishop T h e b i s h o p that starts t h e game o n t h e q ueenside


(c1 for White and c8 fo r B l ack). Wh ite's q u een-bishop moves on dark
squares, B l ack's o n l ight squares . Abb reviated QB.

Queen-B ishop File The descri ptive name fo r the c-fi l e , oc­
c u p i ed by the q ueen-bishops at the start.

Queen-B ishop Pawn A c-pawn ; a pawn occu pyi ng the c-fi le,
whether i t started there o r moved there by capt u re .

Queen Ending An e ndgame with pri mari ly q ueens a n d pawn s,


s u bject to the special characte ristics of these e n d i ngs.

Queen File The descri ptive name fo r the fi l e occu pied by the
q ueens at the start, k n own in the algebraic system as the d-fi l e .
CHESS TH I N KI NG • 1 97

Queen Fork A d o u b l e attack o r fo rk given by the q u een .

W: Kc5 Qd4 (2)


B: Ke8 Ra6 (2)

QUESTION: H ow can W h i te gai n the rook ?

A s a r u l e , i n the e n d i n g q u een vs . roo k it's usually (though not


always) a bad i dea fo r the weaker side to separate the rook from i ts
k i n g becau se of the q u een ' s power. Wi n n i n g forks seem al most
i n evitabl e .

ANSWER: T h e rook d ies afte r 1 . Qe4 + Kf8 (1 . . . . Kd8 2 . Qd3 + or 1 . . . .


Kf7 2 . Qb7 + ) 2 . Qf3 + Kg8 (2 . . . . Ke8 Qe2 + ) 3 . Qg2 + Kh8 (3 . . . . Kf8
4. Qf1 + ) 4 . Qb2 + Kg8 (4 . . . . Kh7 5 . Qb7 + ) 5 . Qb8 + Kf7 6. Qb7 + any
7. Qxa6 .

Q ueening Promoti n g a pawn to a q u een . See PROMOTI O N .

Queening a Pawn Same as QUEENING.

Q ueening File A fi le occ u pied b y a passed pawn .


1 98 • BRUCE PA N D 0 L F I N I

Queen i ng Square The sq u a re on wh ich a parti c u l a r pawn i s able


to p ro mote o n ce it reaches the eighth ran k , also cal led PROMOTI O N

SQUARE.

Queen-Kn ight A k n i ght that starts the game on the q u een s i d e .


White's q ueen - k n i ght i n itially occ u pies b1 , and Black's b 8 . Abbrevi ­
ated QN.

Queen- Knight File In descri ptive notatio n , the fi le occu pied by


the q u e e n - k n i ghts at the start. The b-fi l e . A l so written as the QN-FILE.

Queen-Knight Pawn In descri ptive notation , a pawn on the b­


fi l e , however it got there.

Queen on Its Own Color An exp ression h e l pfu l i n setti ng up


the board at the game's start. When the board i s placed co rrectly, with
a l ight square i n each p l aye r ' s near right corner, the white q ueen i n i ­
tially occupies a l i ght s q u a re (d1 ) a n d t h e b l ack q u een a dark square
(dB) .

Queen- Pawn Game A game that beg i n s with a two-sq uare ad­
vance of Wh ite's d-pawn . Also, any pos ition that typical ly ari ses from
games begi n n i ng 1 . d4, howeve r it developed .

Queen-Pawn Opening An open i n g begi n n i n g 1 . d4 o r that


becomes a q u een-pawn open i n g by TRANSPO S ITI O N .

Queen- Rook A roo k that begi n s the game on the q u een sid e; it
rema i n s the qu e e n -rook even i f it moves to the k i ngside. At the start,
Wh ite's q u ee n - rook occ u p i es a1 and B l ack's a8. Abb reviated QR.

Queen- Rook File The descri ptive name fo r the fi l e occ u pi ed b y


the q ueen- rooks at the start ; the a-fi l e .
CHESS TH I N KING • 1 99

Queen-Rook Pawn A pawn on the a-fi le, regard less of h ow it


got there.

Queenside The half of the board occu pied by the q ueens at the
game's start, i n c l u d i n g a l l the s q u a res on the a-, b-, c-, and d-fi l e s .
See KINGSIDE.

Queenside Attack A gen e ral assau lt on the q u een's wing, u s u ­


a l ly d i rected n o t aga i n st t h e enemy k i n g but fo r s m a l l e r gai ns (material ,
space, pawn struct u re).

Queenside Castling Castl i n g on the queenside. Afte r castl i n g ,


Wh i te's k i n g wi l l be on c 1 and h i s q u een-rook on d1 ; Black's k i n g wi l l
b e o n c 8 a n d h i s q u ee n - rook on d B . Written "0-0-0. "

Queenside Majority An advantage i n pawns on the q u een s i d e ,


often lead i ng to the c reation of an o u t s i d e passed pawn , a DECOY. Also
cal l ed Q U E E N S I DE PAWN MAJORITY.

W: Kg2 Ps a2 g4 h4 (4)
B: Kh8 Ps as bS h6 (4)

QU ESTION : H ow does B lack play a n d wi n ?


200 • BRUCE PA N D O L F I N I

I n most cases both players castle ki ngside, wh ich means that a


q u eenside majority is advantageous because it cou ld lead to the pro­
d u ction of a passed pawn away from the mai n theater.

ANSWER: The show closes afte r 1 . . . . b4 2. Kf3 a4 3. Ke3 b3 4. axb3 a3 !


and B lack q u een s .

Queenside Pawn Majority See Q U E E N s 1 0E MAJORITY.

Queen's Wing The q u eenside, usually m i n u s the d-fi l e .

Quiet Move A u sefu l move that i s n o t a captu re o r check and


i s n 't necessari ly a th reat in itself, but may contain a d rop of poiso n .
A n u nexpected resou rce, such a s a zw1scHENzuc. Also cal led a SLOW

MOVE . See FAST MOVE .


R

R The abbreviation for ROOK.

Rabbit A playe r of some expe rience but l ittl e s k i l l who t h i n ks he's


bette r than he i s .

Race T h e rapid advance o f com peti ng white a n d b lack pawns t o b e


t h e fi rst t o promote, o r t h e race between a pawn t o p romote before
the oppos i n g k i n g catches it. Also, any task req u i ri n g exped itiousness,
such as development and maneuve ri n g .

Race Game The oldest k n own type o f boa rd gam e . A n y g a m e i n


wh ich o n e wi n s b y bei n g t h e fi rst t o either reach t h e fi n i s h l i n e o r
com p l ete a tas k . Backgammon i s a race game, n o t c h e s s .
201
202 • BRUCE PA N D 0 L F I N I

Raking B ishops A L I G N E D B I SHOPS beari ng down on an enemy flan k ,


particu larly the k i n gs i d e , often from far away, capab le o f explosive
attack . Also cal led H O RRWITZ B I SHOPS.

W: Kg1 Qe2 Rf1 Be3 Nd4 Ps c3 f2 h2 (8)


B: Kg8 Qd8 Rb8 Bc6 Bd6 Ps c7 f7 g7 (8)

QUESTION: H ow s h o u l d B l ac k save the c6-bishop?

Two b i s h ops complement each othe r beautifu l ly, cutti ng across the
board as a u n i fied force . When the center i s ope n , defense agai n st
thei r comb i n ed assau lt can be d i ffi c u l t .

ANSWER: W h y save the c6-bishop w h e n there's mate i n th ree ?


1 . . Bxh2 + ! 2 . Kxh2 Q h4 + 3 . Kg1 Q h 1 # .
. .

Rank A horizontal row o f s q u a res, o f wh ich there are eight on the


chessboard .

Rank Beginner An absol ute begi n n e r.

Rap id Chess See RAP I D TRANSIT c H E s s .


CH ESS TH I N KI NG • 203

Rapid Transit Chess SPEED cHEss played with a clock, a timer, or


a bel l . Someti mes i t ' s played MOVE O N MOVE . Also cal led BLITZ, FAST CHESS,

FIVE-M I N UTE C H E S S , L I G HTN I NG CHESS, or Q U I C K CHESS.

Rating A n u m be r, typ i cal ly fou r digits, sign ify i n g re lative p l aying


strength . The F I D E RATI N G system i s based on the wo rk of professo r
Arpad Elo of the U n ited States . See ELO RATI N G .

Rating Chart A table o r l i st of uscF rating catego ries . The vario u s


classes are :

CATEGORY USCF RATING


Master 2200 and above
Can d i d ate Master 2000-21 99
C l ass A 1 800-1 999
C l ass B 1 600-1 799
Class C 1 400-1 599
Class D 1 200-1 399
C l ass E 1 000-1 1 99
Begi n n e r Be low 1 000

Real Sacrifice The opposite of a sham or PSE U D O SACRI FI C E ; a mate­


rial offe r i n g that entai l s r i s k because its conseq u e n ces can 't be calcu­
lated at the board , so the playe r m u st rely on J U DGMENT. Also cal led a
TRU E SACR I F I C E . See S HAM SAC R I F I C E .
204 • BRUCE PA N D O L F I N I

Rear Attack I n endgames, an attack by a k i n g o r rook from be­


h i nd an enemy passed pawn .

W: Kf6 Be6 Pg5 (3)


B: Ke3 Be8 (2)

QUESTION : Can Black to play hold ?

A rear attack is partic u larly efficacious fo r a rook . Though the k i n g


tends t o be bette r placed defe n s ively i n front o f an advancing pawn ,
bloc kad i n g it, someti mes a game can be saved by menaci n g the pawn
with the k i n g from the rear.

ANSWER: B l ack d raws by a rear k i n g attack , 1 . . . . Kf4 ! , confronti ng the


pawn and p reventi n g W h i te fro m posi n g a trade of b i s h ops on f7.

Recapture Tak i n g back afte r a capt u re .

Reciprocal Zugzwang A true zuGzwANG for both sides.

Recording Moves See scoRE KEEPI NG and scoRE oF GAM E .


CHESS TH I N KI N G • 205

Rectangular Opposition An oPPos1T10N in which the ki ngs


stand at cross co rners of an i magi nary rectangle i n stead of oppos i n g
each other a l o n g the s a m e ran k , fi l e , o r d iagonal . Also cal l ed OBLIQUE
OPPOSITIO N .

• •• ••
•• •• •• ••
•. •,1�•. ,
•. !.'l• •,,.
•• ••
•• •• •• •• �. �
•• •• ••
W: Kg2 Ps e4 h3 h4 (4)
8: Kc5 Ps e5 h5 (3)

QUESTION: Where s h o u l d Black's k i n g go ?

If Black plays 1 . . . . Kd4, W h i te an swe rs 2. Kf2 , seiz i n g the d iagonal


oppositio n , so that 2 . . . . Kxe4 leads to a d raw afte r 3 . Ke2 . A possi b l e
conti n u ation i s 4 . Ke2 Kf4 4 . Kf2 e 4 5 . Ke2 Kg3 6 . Ke3 Kxh4 ( o r 6 . . . .

Kxh3) 7. Kxe4 Kxh3 (or 7 . . . Kxh4) 8 . Kf3 with a d raw.


.

ANSWER: B l ac k wi n s by taki n g the rectangu lar opposition , 1 . . . . Kc4,


mai ntai n i n g it u nti l he wi n s the h-pawns, and then goi n g back fo r
the e-pawn . A sam ple variation of t h i s i dea, d rawn from the work of
Botvi n n i k, i s 1 . . . . Kc4 2 . Kf3 Kd3 3 . Kf2 Kd2 4. Kf3 Ke1 (a TURN I NG
MANEUVER) 5 . Ke3 Kf1 6 . Kf3 Kg1 7. Kg3 Kh1 ! 8. Kf3 Kh2 9. Kf2 Kxh3 1 0 .
Kf3 Kxh4 1 1 . Kf2 Kg4 1 2 . Kg2 Kf4 a n d wi n s .
206 • BRUCE PA N D O L F I N I

Redactive I nstruction A method of teac h i n g that a l l ows m u lti­


move pro b l e m s to be s i m p l ified by editi n g them backward from the
sol utio n .
For exa m p l e , i f t h e student h a s tro u b l e fi n d i n g a mate i n five moves ,
t h e same p roblem i s posed a t a later poi nt when there's a mate i n o n e
move . T h e p ro b l e m may t h e n b e s h own when i t ' s mate i n two move s ;
t h e n mate i n th ree ; then mate i n fou r ; and fi nally t h e i n itial mate- i n ­
five position i s aga i n p resented . The tec h n i q u e , a k i n d o f RETROGRADE

ANALYS I S , stresses goal orientation wh i le enab l i n g i n expe rienced players


to tackle d i ffic u l t p rob l e m s .

Refutation A move o r variatio n that demol i s hes another move o r


variatio n . S e e BUST.

Refute To prove the u nsou n d ness or i nco rrectness of a variation .


See B U ST.

Related Square Another name fo r coRRESPO N D I N G SQUARE.

Relative Exchange Values The RE 1AT1vE VALUES o F THE P1 EcEs ex­


p ressed as poi nts , which are often calc u l ated when con s i deri ng
exchanges .
CH ESS TH I N KI NG • 207

Relative Pin A p i n not i nvolvi ng the k i n g and the refo re a l l owi ng


the p i n ned u n it to move and accept the conseq uences . See ABSOLUTE

PIN and PI N .

W: Ke1 Q d 1 Ra1 R h 1 Bf1 Bg5 N d5 N g1 P s a2 b 2 d 4 e 2 f2 g2 h2 (15)


B: Ke8 Qd8 Ra8 Rh8 Bc8 Bf8 Nd7 Nf6 Ps a7 b7 c7 f7 g7 h7 (14)

QUESTION: Can B l ack wi n mate rial ?

The above position i s a wel l - k n own trap i n the Queen's Gambit


Decl i ned , a ri s i n g fro m the moves 1 . d4 d5 2 . c4 e6 3 . N c3 Nf6 4. Bg5
N bd7 5. cxd5 exd5 6. Nxd5 ? .

ANSWER: Black wi n s with 6 . . . . Nxd5 ! , s i m ply movi n g out of the rel ative
pi n . After 7. Bxd8 B b4 + (the sti ng) 8. Qd2 Bxd2 + 9 . Kxd2 Kxd8 Black
i s a piece fo r a pawn ahead .

Relative Values of the Pieces The approximate n u merical


worth of the pieces exp ressed i n terms of pawns o r poi nts and based
gen e ral ly on thei r powe rs and mobi l ity in a va ri ety of situatio n s . Also
cal led RELATIVE EXCHANGE VAL U E S .

The accepted val u es are : a pawn i s wo rth 1 point, a k n i ght o r b i shop


3 pawn s , a roo k 5 paw n s , and a q u een 9 pawn s . The king has no
exchange val u e , fo r it can 't be expended . Of co u rse, i n any given
208 • BRUCE PA N D O L F I N I

ci rc u m stance a weaker u n it cou l d suddenly take o n i m med iate sign i fi ­


cance (such as a pawn about t o p ro m ote), b u t i n most cases these
val ues hold tru e .

Release of Tension A pawn exchange , usual ly in the center, that


tends to fix the game's character. The attacker p refers to mai ntai n
the ten s i o n by retai n i n g optio n s , d i sgu i s i n g i ntentio n s , and delayi ng
exchanges until a defi n ite advantage can be derived . The defender
often wants to clarify the s ituation by the release of ten s i o n .

Remis F rench for d raw, often u sed by p retentious non- French­


spea k i n g chessplaye rs .

Remote Corner I n ce rtai n e n d i ngs, the co rner most d i stant from


the mai n fight, especially the one farthest from the pawns .

Remote File I n certa i n roo k e n d i ngs, t h e fi l e on the edge that i s


most d i stant from the passed pawn .

Remote Passed Pawn When each side has a passed pawn , the
one farthest from the mai n theater, which can be u sed as a decoy to
d ive rt the opposi n g k i n g o u t of position . Al so, any passed pawn far
enough away to worry the oppos i n g k i n g . See D I STANT PASSED PAWN as
wel l as OUTS I DE PASSED PAWN .
CH ESS TH I N KI NG • 209

Re moving the Defender A tactic making a u n it vu l n e rable by


ca pt u ri ng, l u ri n g or d riving away, or i m mob i l iz i n g its protector. Also
ca l led REMOVING THE G UARD or U N DE RM I N I NG .

W : Ke1 Re2 Bg2 (3)


B: Ke8 Re5 N c6 Pb7 (4)

QUESTION: Can Wh ite wi n material ?

Removi n g the defender u s ual ly m ean s s i m ply captu ring a u n it that


protects another. I f the fi rst captu re i s a time-gai n e r (such as a check),
the attacker may be able to take the u nderm i ned piece fo r free .

ANSWER: Wh ite wi n s a roo k by exchangi ng bishop fo r kn ight with


check : 1 . Bxc6 + bxc6 2. Rxe5 + .

Removing the Guard Also cal led REMOVI NG THE DEFENDER or


UNDERM I N I N G .
21 0 • BRUCE PA N D 0 L F I N I

Repetition of Position Rule A r u l e al lowi ng a player to clai m


a d raw by a n n o u n c i n g that he is about to repeat a position fo r a th i rd
t i m e . See D RAW BY REPETITI O N .

W: Kc1 Rb7 (2)


B: Kc3 Re8 Ps c2 c4 (4)

QUESTION : Can Wh ite p l ay and d raw?

The repetitions need not occ u r on con secutive moves but the posi­
tion m u st be i dentical each time. The rule i s u s u a l ly i nvoked by the
i nfe rior side to avert defeat .

ANSWER: I t ' s a clear d raw after 1 . Re7 ! , when the wh ite roo k can n ot be
taken because of stalemate . No matte r where Black moves the rook,
White wi l l oppose it along the seventh ran k . For example, if 1 . . . . Rf8
then 2 . Rf7 ! . If B lack doesn 't agree to a d raw White wi l l eventual ly
force a th reefold repetition of the same position .

Resign To give u p befo re b e i n g checkmated , u s u a l ly i nd icated at


the bottom of a game sco re as " resign s . " If White wi n s it may be
sco red as (1 -0) and if B lack wi n s as (0-1 ) .
CHESS TH I N KING • 21 1

Resignation The act of givi ng up befo re mate .

Restraint The strategy, p roposed by Aron N i mzovi c h , of playi ng


to con strict enemy forces by ove rp rotecting crucial squares to prevent
free i n g advances a n d red u ce cou nterattac k .

Retard ing Sacrifice A sacrifice t o s l ow down or b l o c k enemy


development. See SAC R I F I C E .

Retrograde Analysis In problem compositi o n , the process of


ascerta i n i n g the m oves that p rod u ced a given position .

Reverse Pin Another name fo r SKEWER.

Reversing the Move Order A tech n i q u e in problem solvi n g .


It reco m m e n d s that when you ' re havi ng d ifficu lty analyz i n g a se­
q u e n ce of two m oves (or two i deas), as in a posed tactical p roblem ,
con s i d e r p l ayi n g the second one fi rst. Even if it fai l s , t h i s app roach
may h i nt at the solutio n .
21 2 • BRUCE PA N D O L F I N I

Right Bishop In the e ndgame (especia l ly the situation of K, B,


and RP vs . K), a b i shop that can guard a fri e n d ly rook-pawn 's p romo­
tion sq uare, thereby averti n g a POSITIONAL DRAW.

W: Kc1 Bd6 Be4 Pa2 (4)


B: Ke6 PfS (2)

QUESTION: W h i c h b i s hop s h o u l d Wh ite save ?

White cou l d wi n a pawn by 1 . BxfS + , b u t that wou l d be a m i stake,


allowi n g a d raw.

ANSWER: Wh ite s h o u l d save the l i ght-sq uare bishop because it contro l s


the a-pawn ' s promotion s q uare . After 1 . Bf3 Black cou ld resign (1 -0) .

Right Corner I n endgames where the defe n d i n g k i n g is bette r


placed on corner squares of a part i c u l a r col o r, a right co rner is either
of the two corners of that col o r. General ly, the corner offe ring the best
defen sive chances. See WRONG CORNER, WRO NG B I SHOP, and RIGHT B I S H O P.

Right-Triangle Check An i magi nary right triangle fo rmed by


th ree pi eces (two k i n gs separated by one s q u a re i n the same ran k o r
fi l e , and o n e chec k i n g maj o r pi ece on a l i n e perpend i c u l a r t o the l i ne
of the k i ngs).
CHESS TH I N KI N G • 21 3

When the k i ngs are on a fi l e , the major piece checks along a ran k ;
i f they ' re o n a ran k , t h e check i s along the fi l e . I n al l cases, a right­
triangle check d rives the e n e my king back a row, and along the edge
it gives mate .

Right-Triangle Mate A mate by a q u een or roo k along the edge,


with seve ral escape s q uares guarded by the friendly k i n g . The th ree
pieces trace an i magi nary right triangle.

Rol l A seq uence of forc i n g checks by two pieces of l i ke powe r that


d rive a defe n d i n g k i n g to the edge o r a co rner.

W: Kh1 Qc3 Re8 (3)


B: Kd5 (1 )

QUESTION : H ow can Wh ite force mate i n fou r move s ?

The typi cal rol l i s w i t h two rooks, b u t a q u een and rook a r e also a
standard rol l i ng fo rce a n d , less often , so are a q u een and b i s hop o r
two b i s hops.

ANSWER: I t 's mate afte r 1 . Re5 + Kd6 2 . Qc5 + Kd 7 3 . Re7 + Kd8 4 . Qc7# .
21 4 • BRUCE PA N D O L F I N I

Romantic Pe rtai n i ng to a style of play d i st i n g u i shed by free­


spi rited attacks and a q uest for beauty.

Romantic School N ot real ly a schoo l , but an app roach to the


game that was popu lar among players in the 1 9th centu ry who tried
to e m u late the spectacu lar victo ries of Ado l f Ande rssen (1 81 8-79) and
Pau l Morphy (1 837-84) . The style i s typifi ed by attempti ng to create
artfu l sacrifices and com b i nations wh i l e strivi ng fo r class i cal beauty
and d i sdai n i ng the cold logic of Ste i n i tzian pos ition play.

Rook O n e of the s i x d i ffe rent types of chess u n its . Wo rth five


pawns on the exchange val u e market . Both sides begi n the game with
two roo ks, each occu pyi n g one of the co rners at the start.

Rook End ing An e n d i n g mai n ly w i t h roo ks and pawn s .

Rook Fi le Either the a-fi le o r the h-fi l e .

Rook Lift An advance o f a roo k, u s ual ly t o the th i rd , fou rt h , or


fifth ran k , to get i n front of its own obstructi ng pawns so that it can
s h i ft ho rizontally to a more aggressive positio n .

Rook Odds A typ i cal h a n d i cap, where the odd s-giver takes the
wh ite pieces and starts without a q ueen-rook. In some versions of
rook odds the a-pawn sta rts on a3 i n stead of a2.

Rook- Pawn A pawn on either roo k-fi l e .


CHESS TH I N KI N G • 215

Rooks Belong Beh i nd Passed Pawns A max i m with parti cu­


lar relevance i n the endgame. It reco m mends pos iti o n i n g a rook be­
h i n d a pawn , whet h e r in attack o r defense, so that the roo k's mob i l ity
wi l l i nc rease as the pawn advances . See B E H I N D A PASSED PAWN.

Rooks Belong on Open Fi les A pi ece of open i n g and m i d ­


d l egame advice, reco m m e n d i n g that roo ks be pos itioned on fi les with
no pawns in the way.

Round Robin A type of tou rnament where eve ryone plays eve ry­
one else.

Royal Fork A k n ight fo rk of a k i n g , queen, and rook . See FAM I LY

CHECK and FAM I L y FORK.

RP The abbreviati on for ROOK-PAWN .

R-Pawn Short fo r ROOK-PAWN.

Rule of the Square A way to te l l at a glance if a passed pawn


can be caught by a defe n d i n g k i n g . See SQ UARE O F THE PAWN .

Rule of Thumb A maxi m o r h e l pfu l p r i n c i p l e , but not a rule as


in " m oves and r u l es . "

Ru les The laws of the game, as in " m oves and r u l es , " and d i sti n­
g u i s h ed from princi ples of good play. Loosely, p r i n c i p les and maxi m s .

Ru ssian Exchange See Rus s 1 AN EXCHAN G E sAcR1 F 1 cE.


21 6 • BRUCE PA N D O L F I N I

Russian Exchange Sacrifice Sacrifi c i n g THE EXCHANGE fo r active


play and possi bly to create a more aggressive pawn struct u re, often
by positi o n i n g a rook where it is s u p po rted by two pawns so that a
p rotected passed pawn e n sues from its captu re .
Saavedra's Position A famo u s e ndgame study, attri buted to Fer­
nando Saaved ra (1 847-1 922), in which White wi n s by a clever u nderp ro­
motion and a fol low- u p d o u b l e attack .

W : Kb6 Pc6 (2)


B: Ka1 RdS (2)
21 7
21 8 • BRUCE PA N D O L F I N I

QUESTION : Afte r 1 . c7 Rd6 + , h ow s h o u l d White p roceed ?

If White conti n u es 2 . Kb7, Blac k d raws by 2 . . . . Rd7, p i n n i ng the


pawn and i n s u ri n g its captu re on the n ext move . If 2 . Ka5 , B lack actu­
al ly wi n s the pawn by 2 . . . . Rc6 . And if 2 . Kc5 , Black saves the day by
2 . . . . Rd1 , when 3 . c8/Q ? a l l ows the wi n n i ng skewer, 4. Rc1 + .

ANSWER: White can force a wi n with 2 . Kb5 ! , when play m i ght conti n u e
2 . . . . Rd5 + 3 . Kb4 Rd4 + 4 . Kb3 Rd3 + 5 . Kc2 . Black t h e n h a s the
i n ge n i o u s resou rce 5 . . . . Rd4 ! , when 6 . c8/Q enco u nters 6 . . . . Rc4 +
7. Qxc4 stalemate ! But n ot to be outdone, Wh ite i n stead plays
6. c8/R ! , u nderp romot i n g to a roo k and th reaten i ng mate . The o n ly
reasonable way to stop that is 6 . . . . Ra4, but White then scores with
7. Kb3 ! , th reaten i ng the rook and mate at c1 .

SAC S h o r t for SACRI FI C E .

Sacrifice A vol u ntary s u rrender of material fo r attack o r other ad­


vantage . A GAMBIT i s an ope n i n g sacrifice.

Sacrifice of Pursuit A sacrifice to force the enemy king i n to the


ope n , where it can be attacked by at l east seve ral pieces and possi bly
d riven i nto mate . See SAC R I F I CE and KING H U NT.

Sans Voi r French fo r without sight, u sed i n conj u n ction with b l i n d­


fol d play.

Saving Any tactic that avoids mate rial loss, o r manages to hold a
d i fficu lt positi o n , u s u a l ly with a t i m e-gai n i ng th reat .

Scheme A particu lar open i n g set u p or patte rn . Any such arrange­


ment or plan .
CHESS TH I N KING • 219

Scholar's Mate A mate res u lti ng from a typi cal begi n ne r ' s m i s­
take in the open i ng . W h i te's q u een captu res Black's f7-pawn , s u p­
po rted by a b i s h o p on c4, o r Black's q ueen captu res on f2 , s u pported
from cS . A favorite of school kids wo rldwi d e .
Two examples of it a re : (1 ) 1 . e4 e S 2 . Bc4 N c6 3 . Q hS Nf6? 4 . Qxf7# ;
and (2) 1 . e4 es 2 . N c3 Bes 3 . d3 Qf6 4 . NdS ? Qxf2 # .

School of Chess An approach t o t h e game shared b y a gro u p of


players who are d riven by a s i m i l a r playi ng p h i losophy and who rely
on ope n i ngs l i kely to p rod u ce pos itions characte ristic of t h i s d i sti nc­
tive style . See SOVIET S C H O O L , HYPERMODERN SCHOOL, and ROMANTIC SCHOO L .

Score The reco rd of the moves of a game ; o r to record the moves


of a gam e . Al so, a tou rnament res u lt. For exam p l e , in a six-ro u n d
event, if y o u wi n th ree games, d raw two, a n d l o s e one, you r ove ral l
sco re i s 4-2 .

Scorekeeping The writi ng down of the moves of a gam e . Also


refe rred to as KEE P I N G SCORE.

Scoresheet A fo rm with col u m n s for the reco rd i n g of Wh ite's and


Black's moves, and designated places to i n d i cate other i nfo rmatio n ,
such a s t h e names o f t h e playe rs, t h e event, t h e ope n i ng, t h e date ,
and the eventual res u l t .

S coring The way the poi nts are awarded i n tou rn aments . Al so, rec­
or d i n g the m oves of a chess game .

Sealed Move T h e last move befo re t h e adjou rn ment o f a game .


I nstead o f bei n g played on t h e board , i t i s written on t h e sco res heet,
w h i c h i s seale d in an envelope and reveal ed when the game is
re su med .
220 • BRUCE PA N D 0 L F I N I

Second I n match play, an assi stant who, before and afte r games,
h e l ps a p l aye r p repare ope n i ngs, analyze adjou rned positi o n s , study
the opponent's p l ay for strengths and weaknesses, and ove rsee offici al
tou rnament matte rs.

Sector Any s u bd ivi s i o n of the board ; u s ual ly an area where a par­


ticular s k i r m i s h takes place .

Seesaw A repeat i n g d o u b l e attack given by two l i ne-pieces , a sta­


tionary one and a m ov i n g o n e , that seems to swi ng back and fo rth ,
l i ke the motion of a seesaw. Also cal l ed WINDMILL and W I N D M I L L ATTACK.

QUESTION: H ow does Wh ite save h i s b i s h o p ?

I n a seesaw, tw o f r i e n d l y pi eces coope rate t o fleece the e n e m y posi­


tion . A stationary piece contro l s a crucial square, to which a movi ng
piece repeatedly retu rns to give check and then moves away to captu re
someth i n g , d i scove r i n g check by the stationary piece .

ANSWER: Wh ite regai n s the q u een afte r wi n n i ng a b i s h o p and fou r


CHESS TH I NKI NG • 221

pawns with 1 . Bf6 ! QxhS 2 . Rxg7 + Kh8 3 . Rxf7 + Kg8 4. Rg7 + Kh8 5.
Rxd7 + Kg8 6 . Rg7 + Kh8 7. Rxb7 + Kg8 8 . Rg7 + Kh8 9 . Rxa7 + Kg8 10.
Rg7 + Kh8 1 1 . Rg5 + Kh7 12. Rxh5 Kg6 13. Rf5 .

Self-B lock A forced obstruction by a friend ly u n it, either by neces­


sary capt u re o r u n avoidable retreat, that prevents you r own k i n g's
escape .

Self-Mate I n problem compos i t i o n , a situation i n which Wh ite


fo rces Blac k to mate h i m . Also cal led S U I -MATE . In o rd i nary chess par­
lance, the term i n d i cates a game o r seq u e n ce con d u cted so bad ly that
it see m s to be h e l p i n g the opponent give mate . See HELPMATE .

Self-mate and h e l p m ate a re problem composition terms that are


often confu sed . I n a self-mate, Wh ite moves fi rst and fo rces Black to
give mate . I n a h e l p m ate, Black moves fi rst, and Wh ite and Black con ­
spi re t o mate Black.

Self-Pin In p ro b l e m compositi o n , vol u ntari ly movi ng a piece i nto


an absol ute p i n . I n o rd i nary play, it's u s ually an erro r-b locki ng a
check by p u tti ng you r own piece i n a p i n i n stead of s i m ply movi ng
the king off the l i n e .

Semi-Closed Descri ptive o f an ope n i ng i n which Wh ite begi n s


1 . d 4 and B l ack d o e s n o t respond 1 . . . . d5 ; characte ristic o f I N D IAN

defe n ses .

Semi-Open Descri ptive of an ope n i n g i n which Wh ite plays 1 . e4


and Black does n ot fol l ow with 1 . . . . es ; characte ristic of asymmetri­
cal k i n g-pawn respon se s .

Setup Check A c h e c k that freezes the action o r repos itions a


pi ece to prepare somet h i n g e l s e .
222 • BRUCE PA N D 0 L F I N I

Seventh The seventh ran k , often expressed merely as "the


seventh . "

Seventh Rank The seventh ran k from either playe r ' s pe rspective .
A great p l ace to put an attack i n g rook . A rook on the seventh often
attacks a row of enemy pawns wh i l e confi n i ng the opposi n g k i n g and
genera l ly issu i n g powe rfu l th reats .

Seventh Rank Absolute A term u sed by N i mzovich i n d i cati ng


control of the seventh ran k by a rook so that the opposi n g k i n g i s
trapped o n its home ran k . Also cal led ABSOLUTE SEVENTH RANK.

W: Kg2 Rc2 Ps a7 f2 (4)


B: Kh8 Ra8 Ps g6 h 7 (4)

QUESTION : H ow does Wh ite force a q u i c k wi n ?

I n add ition to h a rassi ng the enemy k i n g , a rook o n its seventh ran k


m ight attack seve ral pawn s . T h i s i s the row o n which the opponent's
pawns start a n d , even as l ate as the endgame, some of them may sti l l
b e o n the i r origi nal s q uares . I n chess slang, a roo k s o positioned i s
cal led a PIG because o f its g l u ttony for these u n moved pawns.
CH ESS TH I N KI NG • 223

ANSWER: Wh ite seizes the absol ute seventh ran k , 1 . Rc7 ! . There i s no
d efense to 2 . Rb7 and 3 . Rb8 + .

Sh am Sacrifice A mate rial offe ri ng that lead s at least to a pos i­


tional gai n , if n ot an actual wi n . It's not a REAL SACRI F ICE o r a T R U E SACRI F I CE
becau se it lacks the element of ris k : the playe r dete r m i nes that it wi l l
have favorabl e con seq u e n ces before playi ng i t . Also cal led PSEUDO

SAC R I F ICE.

S harp Aggressive ; u sed to describe any move o r variation with bite.

Shatranj An outmoded p redecesso r of chess played i n I s lam i c


co u ntries a t h o u sand years ago .

Shish Kebab Attack Anothe r name fo r SKEWER .

Shogi Japanese chess. A game i n many ways s i m i lar to Weste rn


chess, s i n ce , l i ke chess , i t evolved fro m CHATURANGA and SHATRANJ .

Short Castling K i n gside cast l i ng, reco rded as " 0-0, " often de­
scri bed as " castl i n g s h o rt. "
224 • BRUCE PA N D 0 L F I N I

Short Game A game com p l eted i n no more than 20 moves ; a


BREVITY or M I N IATU RE.

W: Ke1 Qd4 Ra1 Rh1 Bc1 Bc4 Nc3 NgS Ps a2 b2 c2 e4 f2 g2 h2 (15)


B: Ke8 Qd8 Ra8 Rh8 Bd7 Bf8 Nc6 Nf6 Ps a7 b7 c7 d6 fS g7 h7 (15)

QUESTION : H ow can Wh i te force mate?

The sta r t i n g m oves to reach the above position were 1 . e4 eS 2. Nf3


d6 3 . Bc4 fS 4 . d4 Nf6 5 . N c3 exd4 6 . Qxd4 Bd7 7. NgS N c6 .

ANSWER: I t ' s mate b y 8. Bf7 + Ke7 9 . Qxf6 + Kxf6 1 0 . N d S + KeS


1 1 . Nf3 + Kxe4 1 2 . N c3 # .

Short- Range Piece Either a k i n g o r a k n i ght, a s opposed t o the


long-range pieces (the l i ne-pieces) : the q u ee n , the rook , and the
bishop.

Short Side A p h rase, com mo n ly u sed i n the endgame, referri ng


to the side of a pawn with the fewest fi les separating it from the edge .
Also known as short side of the pa wn .
A c-pawn i s separated from one edge b y two fi les a n d from the other
edge by five fi les . Th u s the short side of a c-pawn is the one n earest
CH ESS TH I N KI NG • 225

the a-fi l e . The oppos ite side, toward the h-fi l e , i s the LONG SIDE. ( N ote
that roo k-pawns have o n ly o n e s i de . )

Shot An u n expected tactic or a s u rp ri s i n g resou rce .

Shut-Off A l i ne b lock that p revents an enemy piece from contro l ­


l i ng o r u s i n g the l i ne .

Simpl ification T h e p rocess o f exchanging pi eces to avoid com­


p l i catio n s , e m p h as ize a material advantage , get control of the positio n ,
a n d establ i s h clarity.

Simpl ify To avoid com p l i catio n s and clarify the pos ition by ex­
chan g i n g pi eces .

Simul S h o rt fo r S I M U LTAN EOUS EXH I B IT I O N .

Simultaneous B l i ndfold Exhi bition A s i m u ltaneo u s d i splay


in which the exh i bitor plays b l i n dfolded o r with h i s back to the oth e r
pl aye rs . The m oves are conveyed , board b y board , i n chess notation .

Simu ltaneous Display Another name for s 1 M u LTAN Eous

EXH I B ITI O N .

Si m ultaneous Exhibition A p u b l i c demon stration i n which a


st r ong playe r contests a n u m ber of games at one t i m e , each on a
d iffere nt board agai nst a d i ffe rent opponent.

Si ster Squares Another name fo r coRRESPO N D I N G SQ UARES .


226 • BRUCE PA N D 0 L F I N I

Sitzfleisch A German wo rd l iterally mean i n g " b u ttocks" and figu ­


ratively "pe rseve ran ce . " It describes the tendency of some playe rs to
j u st sit and wait o u t a tough situati o n , hoping the opponent wi l l lose
concentration and b l u n de r. The i ntrod u ction of the chess clock about
a h u n d red years ago made t h i s a less i m portant ski l l .

Skewer A tactic by wh ich a l i ne-piece compels a n enemy piece to


move off a l i ne, expo s i n g another u n it to captu re or a key squ are to
occu pati o n . The opposite of a PI N ; a l so cal led REVERSE P I N , H U RDLE, or SHISH

KEBAB ATIACK.

Skewer Check A s kewe r that i s also a check.

W: Kb1 Qc1 Ne3 (3)


B: Kb4 Qf8 N b3 Pa4 (4)

QUESTION: S h o u l d Wh ite's q u ee n check at e1 ?

Black's c h i ef problem i s h i s bad ly placed q u ee n , which is d i stant


from the action and situated on the same d i agonal as its k i n g .

ANSWER: The g a m e i s won not b y 1 . Q e 1 + but b y 1 . Qa3 + ! ! , when


movi n g the king to safety loses the q u een , and tak i n g the white q ueen
al l ows 2. N c2# .
CH ESS TH I N KI NG • 227

Skittles Offhand , casual play.

Slow Move A Q U I ET MOVE. Also, a non-chec k i n g move , a l l owi n g


t h e opponent a chance t o defe nd o r cou nter.

Small Advantage An i ntangi b l e advantage ; one so apparently


i n s i g n i ficant that the opponent someti mes doesn 't even real ize it is
an advantage .
Some typical s m a l l advantages are control of an open file, greate r
mob i l ity, fewe r wea k n esses, occu pation of a strongpoi nt, and the bet­
ter m i no r piece . Ste i n itzian position play advocates the acc u m u lation
of s u c h smal l advantages, for eventually they cou l d add u p to an ove r­
whel m i n g advantage or a wi n n i ng attack .

Smothered Checkmate Anothe r name fo r SMOTH E RED MATE.

Smothered Mate A mate del ivered by a kn ight to a k i n g blocked


by its own forces . A fam i l iar i n stance of t h i s i s PH I U DOR'S LEGACY.

W: Kh1 Qb1 Re1 Ps g2 h2 (5)


B: Ke8 Q b6 Ba7 N e4 (4)
228 • BRUCE PA N D 0 L F I N I

QUESTION : Can Black fo rce mate by checki n g on g3 ?

The smothered mate i n s u c h c i rc u m stances has to be created by the


attacker, for the defe n d e r i s not goi n g to b l oc k i n his king vol u ntari ly.

ANSWER: B l ack can 't p l ay 1 . . . . N g3 + because the kn ight is p i n ned .


But he can mate by 1 . . . . Qg1 + ! 2 . Rxg1 Nf2 # .

Sockdolager An o l d slang te rm, u sed often i n the writi ngs of A l


Horowitz (1 907-73), sign ifyi n g a b ri l l iantly wi n n i n g move or daringly
cleve r rej o i n d e r.

Sound Correct and logica l , said of a move, plan , variation , o r idea.

Soviet School An app roach to chess developed in the Soviet


U n i o n of the 1 930s and 1 940s , espou sed in the writi ngs of M i khai l
Botvi n n i k and oth e rs , and pu rsued with p rofessional vigor by a cote rie
of the Soviet U n i o n 's e l i te players . It advocates a clash fo r the i n itiative
right from the start, d riven by objective analys i s of new ideas for sharp­
e n i n g the ope n i n g fight. Characte ristic of the school i s a spi rited defi­
ance of trad itional pri nciples, especially in the wi l l i n gness, often at
great ri s k , to accept structu ral weaknesses fo r active ten s i o n . A player
of the Soviet school wi l l entertai n any idea that might wo r k . I nd i cative
of thei r i nd ividual i s m , few Russians ad m i t that the " schoo l " ever
exi sted .

Space O n e of the maj o r ELEMENTS of chess, eva l u ated in terms of


MOBI LITY or the n u mber of sq u a res i nfl ue nced and contro l l e d . The
playe r who contro l s m o re of the board than the opponent has an
advantage in space .

Space Count A way to determ i n e spatial s u periority by co u nt i n g


o n e point for every s q uare i n the opponent's half o f the board that you
CHESS TH I N KI NG • 229

either attack o r occu py, com paring h ow many squares yo u r opponent


contro l s i n yo u r half of the board , and s u bt ract i n g the s m a l l e r n u m b e r
fro m the larger. ( I f two d i ffe rent u n its attack the s a m e square, score
two poi nts fo r that s q u a re . )

Spatial Havi n g to do with space, such as a " s patial advantage . "

Spatial Relations An aspect of i nte l l igence deal i n g with space


and its changi ng perspectives and orientatio n s . O n e of the talents a
stro n g chessplayer s u p posedly m u st have, though recently t h i s has
been q u estioned .

Speculative Ri s ky ; often said of a sacrifice whose worth or o ut­


come can 't be dete r m i ned with certai nty.

Spite Check A mea n i n gless check given by a player abo ut to re­


sign , sometimes contai n i ng a SWI N DLE, but u s ually played merely to
exten d the game or s i m ply o u t of i n e rtia.

Split Pawns A pai r of friendly pawns separated by at least one fi l e .

Springer T h e Ge rman word fo r kn ight, often u sed joki ngly i n some


E n g l i sh-spea k i n g chess c i rc l e s .

Square A n y of the 64 del i n eated spaces maki ng u p the chessboard .


Also, the board itself.
230 • BRUCE PA N D 0 L F I N I

Square of the Pawn An i m agi nary q u ad rangle that i n c l ude s a


passed pawn . I f the enemy k i n g can enter the q u ad rangle, the pawn
can be caught befo re it p romotes .

W: Kh1 Pa4 (2)


B: Kf3 (1 )

QUESTION : Can B lack catch the pawn ?

The "sq uare of the paw n " i s determi ned by visualizi ng a l i ne from
the pawn's l ocation to the promotion square, here exte n d i n g from a4
to a8. Th i s l i n e i s one side of a q uadrant, with co rners at a8, e8, e4 ,
and a4. I n order to stop the pawn , Black's k i n g , with the move , m u st
be able to enter t h i s q u ad rant.

ANSWER: Black stops the pawn after 1 . . . . Ke4 2 . a5 KdS 3 . a6 Kc6


4. a7 Kb7.

Square Vacation Cleari n g a square, u s u a l ly by sacrifice, so that


it can be u sed by a fri endly piece . See VACATI O N .

Squeeze A situation in which it i s u ndes i rable fo r a particular


p l ayer to be on the move . A position whe re neither playe r wants to
move is a ZUGZWA N G .
CHESS TH I N KI N G • 231

Stalemate The i nab i l ity of the player whose move it i s to make


any l egal move wh i l e not being i n check.

Static Characte rized by a res i stance to change ; lac k i n g movement,


s u c h as a " static pawn formation . " The opposite i s DYNAM I C .

Staunton Chess Set The standard chess set design accepted


and u sed a ro u n d the wo r l d , named afte r Howard Stau nton (1 81 0-74).
Also cal led Staunton chessmen.

Steam rol ler A menac i n g j u ggernaut of con nected pawns capable


of advanc i n g and d rivi n g back e n e my forces . Also cal led PAWN ROLLER.

Stonewal l A particular pawn fo rmation of m utual ly obstructi ng


wh ite and b l ack pawn s . Fo r Wh ite the structu re con s i sts of pawns at
d4, e3, and f4 (and usual ly c3) ; fo r Black, at d5, e6, and f5 (and u s u a l ly
c6) . Al so, i n o rd i n a ry use, pawns at Q4, K3 , and KB4 (and possibly
Q B3) for either s i d e , without regard to the deployment of the oppo­
nent's pawn s . See DUTCH STON EWALL and DRESDEN STO N EWALL.

Stonewal l Defense A black defens ive wal l , con s i sti ng of pawns


at d5, e6, and f5 (and u s u a l ly c6), typical ly occu rri ng in the Dutch
Defe n se (1 . d4 fS) .

Stonewall Formation A gro u p o f pawn s occu pyi n g a playe r ' s


Q4, K3 , and KB4 (and u s u a l ly QB3). S e e STO N EWALL.

Stratagem A sudden twi st o r short tactic, u s u a l ly played to i m ­


prove o n e ' s position rather t h a n t o wi n materi al . Loosely, any tact i c .

Strategic H avi ng to do with STRATEGY.


232 • BRUCE PA N D 0 L F I N I

Strategic Sacrifice A sacrifice to gai n control of a l i n e or square


or to i m pai r the opponent 's pawn structu re by i nfl i cti ng weaknesses .
See SAC R I F I C E .

Strategy The art of p l an n i ng . General th i n ki n g , as opposed to the


specific natu re of TACT I C S .

Strong Point A sol id l y p rotected pawn o r square, u s u a l ly i n the


center, that a playe r tries to mai ntai n . See STRONG SQUARE.

Strong-Point Defense A defense based on a strongly s u p­


po rted center pawn .

Strong Square A wel l-guarded square, u s u a l ly i n the opponent's


half of the board , capabl e of being occu pied to advantage because no
enemy pawns can attack it. See O UTPOST. Al so, a STRONG PO I NT.

Study A com posed e ndgame p rob l e m , often elegantly and eco­


nom ically artistic, h i ng i n g on one o r more u n usual , b ri l l iant, o r a m u s­
i n g themes.

Style A d i st i n ctive approach to cond u cti n g the open i n g and the play
of the gam e . For exa m p l e , a player with an attack i n g style often
chooses aggressive b u t ri s ky move s ; one with a solid styl e develops
q u ickly, atten d s to king safety, and takes few chances .

Subjective Ten d i ng to th i n k i n te rms of one's personal p refe r­


ences rather than the objective characteristics of a position . Fo r exam ­
ple, n o t trad i n g q ueens w h e n the pos ition cal ls fo r i t because the
player feel s u n comfortable without the q u een . See OBJ ECTIVE .
CH ESS TH I N KI NG • 233

Sucker Punch A l ast-d itch sw1 N DLE to save a lost game, u s u a l ly


con s i sti n g of both a d i rect and i n d i rect attack . The hope is that the
opponent wi l l foc u s on the obvio u s poi nt and m i ss the concealed o n e .

Sui-Mate See S E LF-MATE .

Supported Passed Pawn A PROTECTED PASSED PAWN .

Supported Mate A checkmate given by a p rotected q u een on a


square adjacent to the oppos i n g k i n g .

Support-Point An i deal square t o occu py, bei n g we l l guarded by


pi eces and pawns . See O UTPOST and HOLE.

Swallow's Tai l Mate A mate given by a p rotected q ueen in


which two of the e n e my k i ng's possible escape squares are blocked
by its own force s .

W : Ke4 Qf8 (2)


8: Ke6 Qc7 Pe7 (3)

QUESTION: H ow does Wh i te force m ate in two ?


234 • BRUCE PA N D 0 L F I N I

I t 's cal l ed swa l l ow's tai l mate beca u se the ove ra l l patte rn s u pposed ly
looks l i ke a b i rd in fl ight (you have to stretch you r i magi nation a bit).

ANSWER: It's mate after 1 . QfS + Kd6 2 . Qd5 # .

Swi mming Playi ng a i m l essly; without a plan ; lost i n com p l exity.

Swi ndle A deceptive trap that, if the opponent fal l s fo r it, wi n s o r


d raws an otherwi se l o s t gam e .

Swiss System A pai ri ng method fo r tou rnaments . I n each rou n d ,


players are pai red agai n st opponents with s i m i lar scores , taki ng i nto
accou n t rati ngs and atte m pti ng to balance colors . The system is effec­
tive for large tou rnaments .

Symmetrical Havi n g a visual correspondence or a com parab le


set u p .

Symmetrical Open ing An open i n g i n wh ich both Wh ite and


Black p l ay s i m i lar m oves , though not necessarily i n the same o rder. At
the right moment, the playe r with the i n itiative, u s u a l ly White, s h o u l d
be able t o b reak the sym metry b y playi ng a move that can 't be copied
without seri o u s d i sadvantage .

Symmetrical Pawn Structu re A situation in wh ich the pawns


for each p l ayer occ u py co rrespo n d i n g squares on the same files.

Symmetrical Play For both playe rs , moves and plans that are
the same o r s i m i lar and that p roduce a position with essential balance .
CHESS TH I N KI NG • 235

Symmetry A m i rror- i m age positi o n i n g of white and black forces


so that the board cou ld be cut i nto two pe rfect halve s . Loosely, any
k i n d of s i m i larity that makes the position look balanced .

System A set of related ope n i n g variatio n s b ranch i ng from a par­


ticu lar move or set of moves , i n w h i c h pieces and pawns are pos i ­
tioned harm o n i o u sly and logically and from which defi n ite
m i d d l egame plans e m e rge .

Szen Position A fam o u s endgame position analyzed by Jozsef


Szen (1 805-57) in w h i c h a k i n g and th ree q ueen side pawns (W : Kd1
Ps a2 b2 c2) face off aga i n st a k i n g and th ree ki ngside pawn s ( B : Ke8
Ps f7 g7 h7) .
T

Tactical Having to do with tacti cs (concrete attacks). The opposite


adjective i s STRATEG I C ( h avi ng to do with general plans).

236
CH ESS TH I NKI NG • 237

Tactical Finesse An u nexpected resou rce that holds the position


or enables a tactic o r com b i nation to wor k .

W : Ka3 N e3 N e6 Pe7 (4)


B: Ka5 Re8 (2)

QUESTION: Can Wh ite fo rce a wi n ?

White has to be carefu l i n th i s study by M . E i s e n stadt. I f 1 . N c4 +


Kb5 2 . Nd6 + Kc6 3 . N xe8 Kd7 the pawn fal l s and White can not force
a wi n with j u st two k n i ghts .

ANSWER: The solution i s 1 . N c7 ! , a wi n n i ng tactical fi nesse, fo r 1 . . . .


Rxe7 enco u n te rs 2 . Nc4# .

Tactics Specific th reats , usual ly i m m ed i ate and forc i n g . The oppo­


site i s strategy, the art of gen e ral plan n i ng . At the h igher leve l s of
com petitive play, tactics and strategy tend to m e rge i nto an ove ral l ,
systematic approach .

Take To captu re . Al so, a captu re.


238 • BRUCE PA N D 0 L F I N I

Take Back To recaptu re . Also, a recaptu re . When playi ng aga i n st


a com p u te r, it i s possi b l e to take back a move and play another. I n
t h i s way, com p u ters enable u s to correct o u r b l u nders .

Take the Opposition I n the endgame, moving t h e k i n g i nto


position to seize the oppositio n . If it's a MEAN I NG F U L OPPO S ITI O N , doing
s o confers the advantage o r holds the d raw. S e e OPPos 1T1 0 N .

Take Toward the Center When havi n g the option of capt u r i n g


with e i t h e r of tw o pawn s , theory general ly recommends u s i n g the o n e
that leads toward the center. The opposite i s t o "take away from the
center, " toward the edge.

Taking Away the Last Square In certa i n endi ngs, guard i n g


t h e very l ast squ are occ u p i ed b y t h e enemy k i n g along t h e edge of
the board , thereby fo rc i n g it to move in the other d i rection toward an
undes i rable corner.

Tandem Together as a team . Al so, the team itself, as i n a "wi n ­


n i n g tandem . "

Tandem Putback An older te rm fo r sucHousE or oousLE

BUGHOUSE.

Target A potential object of attack, either a vu l n e rable u n it or


square . Also, to aim one's attack at these weaknesses .

Tar rasch Trap Either of two traps i n the Ruy Lopez attri buted
to Tarrasch .
The fi rst occ u r red i n the game Tarrasch-Zu kertort, Fran kfu rt 1 887.
The game went 1 . e4 es 2. N f3 N c6 3. B bS a6 4 . Ba4 Nf6 5. 0-0 Nxe4
CHESS TH I N KI N G • 239

6 . d4 bS 7. Bb3 dS 8. dxeS Be6 9 . c3 Be? 10. Re1 0-0 1 1 . Nd4 Qd7?


12. Nxe6 ! fxe6 1 3 . Rxe4 Res i g n s (1 -0) .
The second was p l ayed i n the game Ta rrasch-Marco, Dresden 1 892 .
That game went 1 . e4 es 2 . Nf3 N c6 3 . BbS d6 4 . d4 Bd7 S . Nc3 Be7
6. 0-0 Nf6 7. Re1 0-0 ? 8. Bxc6 Bxc6 9. dxeS dxeS 1 0 . Qxd8 Raxd8
1 1 . NxeS Bxe4 1 2 . Nxe4 Nxe4 1 3 . Nd3 fS 1 4 . f3 Bes + 1 S . NxcS NxcS
1 6 . BgS Rd4 1 7. Be7 Resi g n s (1 -0) .

Task A specific goal . I n p roblem compos iti o n , a sti p u l ation or set


of req u i rements to be satisfied in o rder to solve the p rob lem . Al so,
the pro b l e m itself.

TD T h e abb reviation fo r TOU RNAM ENT DI RECTO R.

Technique The method and manner of i m plementing a tas k,


cou rse of actio n , o r plan ; the u se of acq u i red s k i l l s , expe rience, and
knowledge to proceed efficiently and correctly wh i le m i n i m iz i n g waste
and risk . The term is app l i ed more to the m i d d l egame and endgame
than to the open i n g , and often refe rs to actually wi n n i n g a theoretical ly
won o r h o l d i n g a t h eo retical ly d rawn game .

Tempo A move as a u n it of TIME.


240 • BRUCE PA N D 0 L F I N I

Tempo Move A WAI T I NG MOVE . A way of transferri n g the tu rn to


the other p l ayer-fo rci n g h i m to m ove when he doesn't n ecessarily
want to-without changi n g the position sign ificantly.

W: KeS Pe3 (2)


B: Ke7 (1 )

QUESTION : S h o u l d Wh ite move h i s k i n g then h i s pawn ?

White wants to play a TU R N I N G MAN EUVER to the sixth ran k and occ u py
a CRITICAL SQUARE, b u t he can't because B lack has the OPPOS ITION .

ANSWER: So Wh ite s h o u l d advance the pawn , 1 . e4 . Black's k i n g wi l l


have t o give g ro u n d a n d W h i te's k i n g advances t o either d 6 o r f6, with
an easy wi n .

Temporal Havi n g to do with time, as in "temporal advantage . "

Temporary Advantage A n advantage, such a s time, dependent


on i m med i ate ci rc u m stances, h i g h l y s u bject to change, and therefore
i m permanent.
For exam p l e , if you are ahead in development you m u st convert
you r s u perio rity i nto a m o re con c rete, last i n g advantage, such as a
mate rial p l u s , befo re t h e oth e r side catches u p by com p l eti ng h i s de-
CHESS TH I N KING • 241

velopment. I f, fo r i n stance, yo u use you r edge in time to gai n a pawn ,


you wi l l probably keep that extra pawn th roughout the game u n less
you make a m i stake. A temporary advantage m u st be exploited at
once , o r tran sformed i nto someth i n g more tangi b l e , e l se it d i sappears .

Temporary Sacrifice A tactic i n wh ich mate rial is i n itial ly s u r­


rendered b u t regai ned with advantage . It's a sac rifice essentia l ly i n
name o n ly becau se t h e sacrificer knows befo re playi n g i t that i t wo rks .
See PSEUDO SACR I F I C E and S HAM SAC R I F I C E .

Ten-Second Chess S peed chess played at the rate of 1 0 seco n d s


per move . The p l aye rs are cued eve ry 1 0 seconds b y a buzzer o r bel l
or a tou rnament d i rector ' s a n n o u n cement.

Ter ritory The portion of the board contro l l ed by a player. At the


start of play, Wh ite's territory i s separated from Black's by the FRON­

TIER L I N E .

Text In the pri nted a n n otatio n s of a game, the text i s the moves
actually played as o pposed to the annotato r's alternate moves. I n
analys i s , the text refe rs to the m a i n l i ne , exc l u s ive of side variations
and poss i b i l ities .

Text Move A move actual ly played and appeari ng i n the main


sco re of a game , not i n the note s . Al so, the pri mary move given i n
analys i s , often d i sti n g u i s hed from alternatives b y a d i fferent typeface .

Thematic Con s i stent with , or re levant to, the d o m i nant idea i n


a position .

Thematic Move A move that i s consonant with the mai n concept


of an open i n g o r plan . Often the c h i ef move in such sch emes.
242 • BRUCE PA N D 0 L F I N I

Theme The para m o u n t motif i n any chess situation ; the c h i ef fea­


tu re of a tactic, p rob l e m , stu dy, game, phase, plan , or method .

W: Ka6 Nd7 Pc7 (3)


B: Ka8 Rd8 Bh4 (3)

QUESTION: H ow s h o u l d W h i te conti n u e ?

T h e theme o f the above 1 962 study b y P. Ten Cate i s p romotion . I n


th ree o f the c h i ef variat i o n s , Wh ite makes a new q u een .

ANSWER: The wi n n i n g m ove is 1 . c7 ! . If 1 . . . . Rxd7 2 . c8/Q# (or 2 . c8/


R#) ; if 1 . . . . Rb8 2 . cxb8/Q # (or 2. cxb8/R#) ; and if 1 . . . . Bf2 2. cxd8/
Q# (or 2. cxd8/R#) .

Theoretical H avi n g t o do with t h e analys i s o f critical positi o n s ,


s o m e of which may be spec u l ative and therefo re i n need o f fu rthe r
test i n g i n seri o u s tou rnaments and matches. A term with partic u l ar
c u r rency i n the analys i s of open i n gs.

Theoretical Novelty A p ro m i s i n g n ew open i n g move, poss i b ly


appea r i n g in a notable game but not yet part of the accepted body of
theo ry. An i nte resti n g or i m portant move apparently wo rthy of fu r­
ther u s e .
CH ESS TH I N KI NG • 243

Theoretician A recogn ized authority on ideas critical to the state


of the art, partic u l a rly in the analys i s of n ew open i ng moves and l i nes,
who p u b l i shes his work i n scholarly jou rnals fo r pu rposes of demon­
stration , eval uatio n , and either corroboration o r refutation .

Theory The col lective j udgment of critical l iteratu re on open i n g


variations a n d system s , m i d d l egame pos ition play, a n d endgame
tech n i q u e s .

Theory of Cor responding Squares Not a theory a t al l , b u t


t h e concrete analys i s o f specific k i n g and pawn e n d i ngs t o determ i ne
wh ich pai rs of sq u a res a re oppositionally related when there i s no
reg u l a r pattern . See CORRESPO N D I N G SQUARES, OPPOSITIONS, and ZUGZWANG.

Theory of Critical Squares A method to analyze king and


pawn e n d i ngs in te rms of key squares that the attac k i n g king tries to
occu py and the defe n d i n g k i n g tries to contro l . See CRITICAL SQUARES.

Thi rd-Rank Cutoff In roo k e n d i ngs, plac i n g the defensive rook


on its th i rd ran k to p revent the i nvasion of the oppos i n g k i n g . See
PH I L I DOR'S DRAW.

Threat A move p resenti n g a danger that m u st be heeded .

Three- Di mensional Chess A n o n standard version of chess


played o n th ree separate board s , u s ually stac ked one above the oth e r,
i n which the rules a l l ow the pieces to move from level to level . T h i s
u ses t h e fo rm o f chess played b y M r. Spock on the original "Sta r Tre k . "

Threefold Repetition A ru l e mandati n g a d raw i f t h e same posi­


tion i s abou t to be rep eated fo r the th i rd time with the same player
on the move .
244 • BRUCE PA N D 0 L F I N I

The playe r m u st clai m the d raw befo re playi n g the move that wi l l
b r i n g abo u t t h e th i rd repeti tion .
Newcom e rs often th i n k the r u l e means that the repetitions m u st
occu r on con secutive moves (they need not) or that a d raw can be
clai med m e rely if the same move i s played on th ree separate tu rns .
The r u l e states that eve ryth i ng about the position m u st be identical :
the same p l aye r m u st be on the move, eve ry white and black u n it h as
to occu py the same sq u ares , and each u n it m u st retain the same pow­
e rs . See DRAW BY RE PETITION and REPETITION O F POSITION RULE.

Three-Mover A com posed th ree-move checkmate p roblem i n


which W h i te plays a m ove and Black responds, White plays a second
move and B l ack respon d s agai n , and Wh ite plays a th i rd move , giv­
i n g mate .

Time The period a l l otted fo r the playi n g of a clock game . More


usual ly, the ELEMENT h av i n g to do with DEVELOPMENT and I N ITIATIVE. If you
are bette r developed , o r if you control the game's flow, you have an
edge in ti m e . Time i s a te mporary element, com pared to mate rial and
pawn structu re .

Time C on t ro l The last move of a t i m e l i m it . A player m u st com ­


plete th i s m ove with i n the a l lotted time o r fo rfeit t h e gam e . Also, t h e
t i m e l i m it itself.

Time Limit In a clock gam e , a period of time a l l otted fo r a certa i n


n u m b e r o f moves . Fai l u re t o play the req u i red n u mber o f moves i n
the a l l otted t i m e-exceed i n g the time l i m i t-res u lts i n fo rfeit.

Time Pressu re The need to make a n u m ber of moves with o n ly


a l ittl e t i m e before the t i m e control . A playe r i n such a s i tuation i s
CH ESS TH I N KI NC • 245

forced to p l ay m o re q u ickly than he wo u l d l i ke . Also cal led TIME

TRO U B L E .

Time Trouble Also cal l ed T I M E PRES S U R E .

Timing Playi ng a move or com m e n c i n g an action at j u st the right


moment.

Title A recogn ition of ach i evement. The two h i ghest titles awarded
by F I DE are I NTERNAT I O NAL G RAN DMASTER and I NTERNAT I O NAL MASTER.

TN The abbreviation of THEO RETICAL N OVELTY.

Touch and Move Rule See TOucH-MovE.

Touch-Move A r u l e , also cal led the TO UCH-MOVE RULE or the TOUCH

AND MOVE RULE, req u i ri ng a player to move (or captu re) the fi rst pi ece
touched . If a legal p l ay with the tou c h ed u n i t is not poss i b l e , the playe r
may make any legal m ove without penalty.

Touch-Move Rule See TOucH-MovE.

Tou rnament A contest in w h i c h a n u mber of playe rs com pete .


The R O U N D-RO B I N and the SWI S S TOU RNAMENT are the two most typi cal
chess tou rnaments . See MATC H , OPEN TO U RNAMENT, and KNOCKOUT

TO U RNAMENT.

Tou rnament D i rector At a tou rnament, a pe rson em powe red


to enfo rce the r u l e s , hear and decide d i sputes, post res u lts, make
pa i r i n g s , and see to the s mooth ru n n i n g of the eve n t .
246 • BRUCE PA N D 0 L F I N I

Toward the Center Towa rd the m i d d l e of the board . T h i s is the


u s u a l p refe rred way to captu re with a pawn when a choice m u st be
made between tak i n g away from the center o r toward it. See TAKE

TOWARD THE CENTER.

W: Kg1 Be2 Ps b3 d3 (4)


8: Kf8 Bd5 Nc4 Ps c6 e6 (5)

QUESTION: H ow s h o u l d Wh ite recaptu re the knight?

How one takes ba c k i s not j u st based on gene ral conce r n s . Of


greate r i m port is the tactical situation .

ANSWER: After the correct 1 . bxc3 , captu ri ng toward the cente r, B lack's
bishop is trapped and lost . By taki n g away from the center, 1 . dxc3 ? ,
White abandons central control a n d a l l ows Black's bishop t o escape
to e4.

Trade An exchange of equal material . Al so, to make such a


transaction .

Transition A change from one k i n d of situation to another, o r from


one phase to anot h e r ; fo r exam p l e , the t ransition from the open i n g
to t h e m i d d l egam e . Al so, t h e i nterve n i n g pe riod between two phases .
CHESS TH I N KI N G • 247

Transpose To arrive at a known o r expected position by a d iffe rent


o rder of moves . In the o pe n i n g , to ach i eve a standard pos ition by an
i rreg u l a r seq u e n ce of move s .

Transposition A d i ffe rent or u n expected path t o a given positi o n ,


often taken t o steer clear o f u nwanted poss i b i l ities . Also, t h e res u l t i n g
position itself.

Trap A baited variation to l u re a careless opponent i nto e rro r. Al so,


to snare an oppo n e n t .

Trapped Piece A th reatened pi ece that can 't be extricated and i s


the refore lost.

Trapping The p rocess or tactic of snari ng an en emy piece .

Trappy Move A com p l i cated , perhaps q u estionable, move that


seem s to be a m i stake b u t actual ly conceals deceptive tactical poi nts.
248 • BRUCE PA N D 0 L F I N I

Trebuchet An endgame zuczwANG i nvolvi ng ki ngs and fixe d


pawns , i n which the playe r on the m ove loses .

W: Kd6 PeS (2)


B: KfS Pe6 (2)

QUESTION: Is it better to m ove fi rst or seco n d ?

I n F rench t h e wo rd trebuchet s i g n i fies a trap or s iege weapon . I n


chess it refers t o a very com m o n situation i n w h i c h both sides m u st
be wary.

ANSWER: It i s bette r to go seco n d . Whoever moves m u st abandon h i s


pawn t o t h e opposi ng k i n g .

Tree of Analysis A schematic showi n g t h e cou rse o f a player's


thoughts when con s i d e ri n g candidate moves, with variations given as
l i nes o r " b ranches" of a tree stem m i n g from one tru n k . The tru n k i s
the m a i n move u n d e r con s i d e ration and the opponent's repl ies are
the c h i ef b ranches. These in tu rn can ram i fy further if necessary.
CHESS TH I NKI NG • 249

Triangulation An endgame k i n g maneuver in which a playe r


"wastes" a move to ach ieve the same position b u t with the othe r playe r
to move .

W: KeS Pf6 PhS (3)


B: Kf8 Ph6 (2)

QUESTION: H ow does W h i te wi n ?

I f White tries to wi n d i rectly by 1 . Ke6, Black h o l d s the fo rt with 1 .


. . . Ke8 . And if W h i te tries to i nvade on g6 by fi rst playi n g 1 . KfS , Black
cou n ters with 1 . . . . Kf7.

ANSWER: White can b reak the patte rn by stepping bac k , 1 . Ke4 ! . Afte r

1 . . . . Ke8 2 . Kf4 Kf8 3 . KeS ! , we a rrive at the original position but with
Black to move . I f B lack conti n ues 3 . . . . Ke8, then 4 . Ke6 takes the
opposition and wi n s ; wh i l e 3 . . . . Kf7 runs i nto 4 . KfS fol l owed by 5 .
Kg6, wi n n i ng t h e h -pawn . Anothe r wi n n i ng variation i s 1 . Kf4 Ke8 2 .
Ke4 Kf8 3 . Ke5 .

Triple To position th ree major pieces on the same l i ne , especial ly


the same fi l e, so that the th ree form a triple batte ry.
250 • BRUCE PA N D 0 L F I N I

Tripled Pawns Th ree friendly pawns occu pyi ng the same fi le .


U s u a l ly a h orri b l e wea k n ess .

True Sacrifice A sacrifice i nvolvi n g a certa i n amo u n t of risk be­


cause the o u tcom e can not be see n , u n l i ke a SHAM SACRI F I C E . Also cal led
REAL SACRI F I C E .

Try A m ove, variation , o r poss i b l e defe n s ive resou rce . In problem


compositio n , a p l a u s i b l e move that fai l s aga i n st the most accu rate
defense.

Turning Maneuver A k i n g advance to a cR1T1cAL SQUARE made


after the oppos i n g k i n g has been fo rced to give gro u n d .

W: KeS Pe4 (2)


B: Ke7 (1 )

QUESTION : Black to play. What ' s the res u l t ?

If t h e s u perior s i d e ' s k i n g h a s t h e opposition i n t h i s type o f end i ng


(or comparable ones), it wi l l have the a b i l ity to force a wi n n i n g t u rn i ng
maneuver-so named because th e k i n g " t u r n s " u p the board to clear
a path fo r the pawn .
CHESS TH I N KI N G • 251

ANSWER: White wi n s . I f B l ack's k i n g steps to d7, Wh ite's k i n g has a


tu r n i n g maneuve r to the critical square f6 ; if i nstead B lack fi rst goes
to f7, White's k i n g has a tu r n i n g maneuve r to the critical square d6;
and if B lack's k i n g fi rst steps back to the eighth ran k , White i n s u res a
wi n by occ u py i n g either d6, e6, or f6 with h i s k i n g .

Two Bishops T h e advantage of havi ng tw o bi shops agai nst either


a b i s h o p and k n ight o r two k n i ghts. Also cal led B I S H O P PAI R o r two­
bishop advantage.

Two-Bishop Sacrifice A standard attack i nvolvi ng the sacrifice


of both b i shops to ri p away the s h i e l d i n g pawns i n front of the enemy's
castled position .

QUESTION: H ow s h o u l d White p roceed ?

The position comes from a fam o u s game between Emanuel Las ker
(Wh ite) and Johann Ba u e r i n Am sterdam 1 889 . Las ker won by fi rst
destroyi ng the cove r in front of B lack's k i n g and then u s i n g the open
k i n gs i d e to th reaten mate with h eavy pi eces .
252 • BRUCE PA N D 0 L F I N I

ANSWER: The game conti n u ed : 1 . Bxh7 + ! (sacrific i n g one b i shop) Kxh7


2 . QxhS + Kg8 3 . Bxg7 ! (sacrifi c i n g the second b i shop) Kxg7 4. Qg4 +
Kh7 5 . Rf3 (a ROOK L I FT) e5 6 . Rh3 + Qh6 7. Rxh6 + Kxh6 8. Qd7 (a FORK),
wi n n i ng a p i ece .

Two-Move Mate A checkmate that is fo rced i n two moves,


whethe r i n a n o rmal tactical situation o r in a com posed p roblem .

Two-Mover A pro b l e m , usual ly a checkmate, that can be solved


in two m oves-two fo r the playe r on the move and one for the
responder.
u

Unbalanced D i ffe re nt but com parable. Lac k i n g sym metry i n the


placement, k i n d , o r n u m ber of force s .

Unbalanced Forces General ly, d i fferent com b i nations o f ap­


proxi mately eq ual but u n l i ke forces, such as th ree m i no r pieces vs .
two rook s . Also, com parable forces concentrated i n d i ffe rent secto rs,
such as k i n gside vs . q u een side deployments .

Unbalanced Pawn Structure A configu ration i n which white


and black pawn s do not occu py a l l the same fi les . For i n stance, if one
player has a k i n gside pawn majority and the other playe r a q u eenside
on e , o r if one p l aye r has d o u b led and i solated pawn s wh i l e the other
has an eq u a l n u m be r of healthy pawn s , the pawn structu re i s
u n balanced .
253
254 • BRUCE PA N D 0 L F I N I

Unblock I n general parlance, to clear a l i ne by mov i n g someth i n g ,


especially a pawn , o u t o f t h e way; or t o cl ear a space fo r t h e k i n g so
it won 't get trapped . I n problem com position , to vacate a square so
that anothe r piece can u se it.

U nclear U n ce rtai n as to the o u tcome of a position or l i ne of play.


Often u sed by analysts u nwi l l i ng to com m it themselves to a defi n ite
opi n i o n .

U nderdeveloped Lac k i n g development; i n t h e l ate ope n i n g or


early m i d d l egame, havi n g seve ral pi eces sti l l on the i r original squares .
See U N DEVELOPED.

U ndeveloped Havi n g few or no developed pieces . Often u sed


i n terchangeably with U N DE RDEVELOPED .

U ndermin ing A tacti c to make a u n it vu l n erable by captu ring,


l u ri n g or d rivi ng away, o r i m mobi l iz i n g its p rotector. Also cal led REMOV­

I N G THE DEFENDER or REMOVI NG TH E GUARD.


CH ESS TH I N KI NG • 255

U nderpass A maneuve r i n k i n g and pawn e n d i ngs by which a


k i n g moves beh i n d a passed pawn to reach the O UTS I D E CRITICAL SQUARE.

Com pare CROSSOVER and OVERPASS .

•• •• ••
·- �· ·· ··
•• •• ••
•. •,1�·· ··
••. �. ·.
•• •• •• ••
, •• •• ••
W: Ka1 (1 )
B: Kc6 Pd4 (2)

QUESTION: H ow does Black fo rce a wi n ?

Most passed pawns are associated with a set of critical square s . The
outside critical sq u a re i s the one farth est from the defend i n g king and
the refore hardest to p rotect . Usual ly, the most effective approach fo r
the attacki n g k i n g i s to head d i rectly fo r that square .

ANSWER: B l ack wi n s b y b r i n g i n g the k i n g t o e3 , the outside critical


square for the pawn at d4. Afte r 1 . . . . Kd5 2 . Kb2 Ke4 3. Kc2 Ke3 4.
Kd1 Kd3 5 . Kf1 Kc2 (or 5 . Kc1 Ke2), the pawn can 't be stopped .
256 • BRUCE PA N D 0 L F I N I

U nderpromotion Promoting to a k n i ght, a b i s hop, o r a rook ,


but n o t t o a q u ee n .

W: Kc2 Ph7 (2)


B: Ka1 Rg8 (2)

QUESTION: H ow does Wh ite mate in two moves ?

Promot i n g to a q u ee n i s u s u a l because an extra queen i s a deci sive


force . But there are ti mes when m a k i n g a q u een doesn 't wo r k . In the
d i agram , i f White takes the roo k and p romotes to a queen, it's
stalemate !

ANSWER: Correct i s 1 . hxg8/R ! . After 1 . . . . Ka2 , Wh ite's newly created


roo k mates at a8.

U ndouble To exchange off o r captu re with a d o u b l ed pawn so


that the pawn formation i s straightened . Al so, from a l i ne contai n i ng
two maj o r p i eces, to m ove one of them off the l i n e .

U n it Any chess figu re, wheth er a pi ece o r a pawn .


CHESS TH I N KI N G • 257

U nited Passed Pawns U N ITED PAWNS that are also passed , so


that either o n e has the poss i b i l ity of movi ng toward p romotion . See
CONN ECTED PASSED PAW N S .

U nited Pawns Two friendly pawns on adjacent fi les, occu pyi n g


or capable o f occ u pyi ng t h e s a m e ran k , s o that e i t h e r one c a n su pport
the other's advance. Also cal led CONN ECTED PAWNS.

U nited States Chess Federation The offi cial gove rn i n g body


'
for U . S . chess and Ame rica's rep resentative in FIDE. The usCF s add ress
i s 1 86 Route 9W, N ew W i n d so r, New Yo rk 1 2550 (91 4-562-8350) .

Un iverse Fo r a passed pawn not on a rook-fi l e , an i magi nary sec­


tion of the board con s i st i n g of the fi l e the pawn occu pies, the adjacent
fi l e to the right, and the adjacent fi le to the l eft . In theoretical k i ng­
and-pawn vs . k i n g e n d i ngs, the fight over the CRITICAL SQUARES gen e ral ly
takes place with i n t h i s zon e .

Unnecessary Pawn Moves I n t h e ope n i n g , pawn moves that


do not contri b ute to development. At other times, pawn advances that
have no point or are n eedlessly p reparato ry.

U npin A tactic fo r b rea k i n g a p i n , either by obstructi ng the p i n n i ng


l i ne, by captu r i n g o r removi ng the pi n n i n g piece, or by movi ng the
p i n ned o r s h ielded u n it, someti mes with a sacrifice to expose the en­
emy king and make poss i b l e a p i n -breaki ng chec k .
258 • BRUCE PA N D 0 L F I N I

U npinning Combination B rea k i n g a p i n with a temporary sac­


rifice in order to fol l ow with a check by the p i n ned u n i t .

W : Kg1 Qe2 Re1 Bc4 Nf3 P s e 4 f2 g2 h2 (9)


B: Kg8 Q b6 Rd8 Bg4 Nf6 Ps eS f7 g7 h7 (9)

QUESTION: H ow can Wh ite wi n a pawn ?

U n pi n n i ng com b i n ations often h i nge on a set u p check to expose


the enemy k i n g . Th i s may req u i re a SHAM SAC R I F I C E (a sacrifice in name
on ly) in which the sacrificed mate rial i s rega i n ed once the oppos i n g
k i n g h a s become vu l ne ra b l e .

ANSWER: White wi n s a pawn b y 1 . Bxf7 + ! . I f B lack takes the bishop,


White's knight fi rst captu res the pawn on eS with check and then
seizes the former p i n n e r, the bishop o n g4 .

U nsound I nco rrect beca u se it can be refuted by co rrect play. U s u­


al ly u sed to describe a variation that conta i n s a flaw.

U p a Pawn Ahead by a pawn .

U p a Piece H avi n g an extra b i s h o p or k n i g h t .


CHESS TH I N KI NG • 259

Up the Board Movi ng toward the opponent.

U p the Exchange Havi ng a roo k aga i n st a m i nor piece .

U SC F The abbreviation fo r U N ITED STATES CHESS FEDERATI O N .

Useless Check A check that serves no pu rpose but i s given fo r


the sake of givi ng a check . Often the fi nal move of a playe r abo u t to
resign : a SPITE CHECK or PO I NTLESS CH ECK.
v

Vacate To clear a square or l i ne by movi ng a u n it off it.

Vacation Mov i n g a u n it off a square o r l i ne fo r tactical pu rposes .

Val ue See VALU E oF THE P 1 EcEs.

Val ue of the Pieces The relative wo rth of the pieces and pawns
based on the i r mob i l ity and powe rs , general ly u sed to dete r m i n e who
ben efits when an exchange takes place .
U s i n g the pawn as a com parative u n it, kn i ghts and b i s h ops are wo rth
about th ree pawns each , rooks about five , and q u een s about n i n e .
The k i n g has no exchange val u e , b u t i n the endgame, when it i s most
l i kely to be active, its attack i n g powe r i s wo rth abo ut fo u r pawn s . See
RELATIVE VAL U E S OF THE PIECES.

260
CHESS TH I N KI N G • 261

Variation Any seq u e n ce of m oves u n ited by a logical , p u rposefu l


idea, either played i n a game or p ro posed by an analyst . Also a specific
ope n i n g l i n e , such as the D ragon Variation of the S i c i l ian Defense.

Vertical Line A FILE.

Vertical Row A FILE.

Vertical Opposition Any opposition i n which the ki ngs are


separated by one, th ree , or five squares on the same fi l e . If they are
separated by one square they stand i n d i rect opposition ; if by th ree
squares , in d i stant opposition ; and if by five sq u ares, in long-d i stant
opposition . See OPPOSITI O N .

Violation of Principle A transgress ion of a guidel i n e o r recom ­


mended cou rse of p l ay.
Fo r example, a typical ope n i n g pri nciple i s not to move the same
piece repeatedly but rather in gen e ral to develop as many pieces as
reasonably poss i b l e .

Visual ization T h e abi l ity t o see variations, positions, patte rns,


and app l i ed concepts i n the mind (without movi n g the pieces).
w

Waiting Move A move that s h i fts the tu rn to the opponent with­


out changi n g anyt h i n g i m portant in the position . Also cal led a TEMPO

MOVE .

Wal l A contro l l ed l i ne . Any barrier to the k i n g . Al so, a sho rtened


version of STON EWALL, referring to a part i c u l a r pawn fo rmati o n .

Wal l board A DEMONSTRATI O N BOARD, especially one that hangs from


the wal l .

262
CH ESS TH I N KI NG • 263

Wal l i ng I n A self-stalemati ng strategem to avoid l o s i n g .

W: K h 4 P s g s g4 g 2 h 3 (5)
B: Kc8 Ps a2 g6 (3)

QUESTION: Can Wh ite salvage a d raw?

Wal l i ng i n i s a defe n s ive endgame tactic. If you can 't stop an enemy
pawn p romotio n , o r if you ' re s i m ply l o s i n g a pawn race, try to b l ock
you rself u p by "wal l i ng in" you r k i n g so that you have no possi b l e
moves.

ANSWER: White d raws by 1 . g3 ! . Black then makes a new q u een , b u t


White i s left witho u t a l egal move : STALEMATE.

War Game A type of board game in wh ich one wi n s by captu ri ng


someth i n g . Chess i s a war game whose obj ect i s to captu re the oppos­
ing k i n g .

Waste a Move To play an i n nocuous move ; t o make it you r oppo­


nent 's tu rn mai n ly when it's u ndes i rable fo r h i m to move . See LOSE A

MOVE and TEMPO MOVE.


264 • BRUCE PA N D 0 L F I N I

Waste Move A tem po s h i fte r. A move played fo r no reason i n


itself, u s u al ly t o com pel t h e opponent's response. A waste move
changes noth i n g essential abo u t the pos ition except whose tu rn it i s .

Wasting Time Neglecti ng development, movi ng a i m l ess ly, pre­


pari ng u n n ecessarily, or p u rs u i n g the wrong plan .

Weakness A square, u n it, or structu re that's d i ffic u l t to defe n d ,


especially because it lacks p roper pawn protection . T h e term a l s o ap­
pl ies to anyt h i n g tactical ly vu l n e ra b l e .

Weak Square A square that c a n be exploited or occu pied b y t h e


opponent because it can 't be guarded adeq uately b y pawn s . The weak­
ness is pro n o u nced if the opponent's pawns have a fi rm grip on the
square to s u pport i nvad i n g pieces .

White The playe r who m oves fi rst and has the l ight-colored pieces .

White Pieces The l ight-colored pieces .

White Squares The l i ght-colored squares . To d i st i n g u i s h be­


twee n p ieces and s q uares, regard less of thei r actual colors , the l i ght
pieces are cal led "white" and the l i ght squares are cal led " l ight. "

White to Play and Win A caption expressing a typical tas k


i n d i agra m m ed prob l e m s a n d stu d i e s . Also given as White to Move
and Win .
Most com positions are p resented from Wh ite's point of vi ew, with
the wh i te p i eces movi n g up the d iagram . The term "wi n " may entai l
either checkmate or s i m ply a more-or-less fo rced seq u e n ce of moves
res u lt i n g in a decisive advantage fo r Wh ite, such as be i n g up a q u een .
CHESS TH I N KI N G • 265

Wideni ng the F ront In rook-and-pawn e n d i ngs, i ncreasi n g the


powe r of a roo k by a l i ne-exte n d i n g pawn sac rifice o r pawn exchange
along a key ran k .
S i n ce t h e rook's strength i n c reases with t h e length o f i t s attack i n g
l i ne , I often advise my students t o get a roo k on t h e seventh ran k (a
PIG ) and then to " lengthen the p i g . "

Win To defeat you r opponent, whether he res igns or is mated (or


forfeits on time). A l so, a won game or a game that should be won if
both playe rs make the best moves.

Windm i l l A series of repeat i n g d o u b l e attacks, starti ng with a


setup check and conti n u i ng with a fo l l ow-u p d i scove red check, re­
s u l t i n g in the captu re of material fo r free . The two-move seq u e n ce i s
repeated as l o n g as des i rable. A l s o cal led SEESAW and W I N D M I L L ATIACK.

Wind m i l l Attack See w1NDMILL and SEESAW.

Wing Another name fo r FLANK. The q ueen's wi ng con s i sts of the a-,
b-, and c-fi les, and the ki ng's wi ng the f- , g-, and h-fi les .

Wing Attack An attack d i rected aga i n st a flan k, often as a co u nter


to an enemy attack in the center.

Winning Havi n g an advantage that s h o u l d win if both sides make


the best moves . Also, forci ng mate o r prod u c i n g a position that s h o u l d
eventu l ly lead t o m ate .

Win the Exchange To gai n a roo k (worth about five pawn s) for
a m i n o r p iece (worth about th ree pawn s ) .
266 • BRUCE PA N D 0 L F I N I

With Check Wh i le givi n g chec k . Whatever the tas k, you can u s u ­


al ly gai n t i m e b y d o i n g it w i t h check .

Won Game A game that with best play s h o u l d end i n vi cto ry.

Won Position See woN GAM E .

Woodpusher A weak playe r. Someone who pu shes "the wood "


(or plastic) a ro u n d a i m l ess ly. See DUFFER, F I S H , F I S H CAKE, PATZER, WOOD­

S H I FTER, and WOOD THUMPER.

Woodshifter See wooDPu s H ER.

Wood Thumper See wooDPU S H E R .

Wrong Bishop With regard to ce rta i n endgames, a b i s hop that


can 't guard squares of the othe r col o r and so i s u nable to fu lfi l a
specific task .

W : Kb1 Bc1 (2)


8: Kb3 Re3 (2)
CHESS TH I N KI NG • 267

QUESTION: How does B lack fo rce mate in two move s ?

I n s ituati o n s of k i n g , b i s hop, and rook-pawn vs . lone k i n g , t h e


wrong b i s hop i s the one that can 't guard the rook-pawn's promotion
sq uare . S i n ce i t can 't force the defe n d i n g king out of the corner, a
d raw resu lts i n stead of a wi n . I n s i tuations of k i n g and rook vs . k i n g
a n d b i shop, t h e wrong b i shop i s u nable t o occu py either sq uare adja­
cen t to the co rner of l i kely retreat and th u s can 't sati sfacto rily s h i e l d
its king.

ANSWER: Black exp l oits the "wrong b i s h o p " b y pi n n i ng it, 1 . . . . Re1 .


Afte r White's k i n g moves to the co rner, the rook takes the b i s h op,
givi ng mate . Move al l fou r u n its in the d i agram one fi le to the l eft and
White sudden ly has the " right b i shop, " i n s u ri n g a d raw because the
p i n p rod u ces stalemate .

Wrong-Color Bishop See WRONG BISHOP and B I SHOP OF THE

WRONG COLOR.

Wrong Corner In ce rtai n e n d i ngs, the co rner where the de­


fen d i n g k i n g i s most vu l n e rab l e , u s u a l ly because the corner squ are is
the wrong col o r. See RIGHT CORN E R and WRONG B I S H O P .
X The symbol for capt u re . The "x" i s given i n l owe r case .

268
CHESS TH I NKING • 269

X-Ray A tactic by which a l i n e-piece s u pports a friendly p i ece


t h rough a fu l ly e m powe red enemy piece occu pyi ng an i ntermed iate
position on the same l i n e . Loosely, any skewe r attack or defense.

W: Kg1 Q h4 Rd1 Pg2 (4)


B: Kg8 Qb7 RdS Ps f7 g7 h7 (6)

QUESTION: S h o u l d Wh ite exchange rook s ?

X-rays i nvolve th ree p i eces capable o f movi ng a l o n g the s a m e l i ne :


Two pieces of the same color bol ste r each other through an enemy
piece of s i m i lar capabi l ity. I n actual play, s i m ple x-rays can be ove r­
looked becau se o u r l i n e of sight n atu ra l ly stops at the enemy p i ece,
obl ivi o u s of the sq u ares beh i n d it.

ANSWER: Wh ite scores with 1 . Qd8 + ! , when 1 . . . . Rxd8 2 . Rxd8 i s


mate .

X-Ray Attack An x-ray enabl i n g one attacker to s u pport another


through an i nterve n i n g enemy piece-the most typical k i n d of x- ray.
270 • BRUCE PA N D 0 L F I N I

X-Ray Defense An x- ray enab l i ng one defender to guard another


th rough an i n te rposed enemy p i ece .

W: Ke2 Qd8 Rd2 Pg2 (4)


B: Kg8 Qa4 Ra8 Ps f7 g7 h7 (6)

QUESTION: Can B lack avert mate ?

Most x-rays a re aggressive, designed to i nfl i ct damage on the oppo­


nent. But someti mes they are u sed to hold the fort when no defense
seems pos s i b l e .

ANSWER: Black saves the day with 1 . . . . Qe8 + ! , bloc k i n g Wh ite's


check with a check in tu rn (a CROSS-CH ECK ) . White i s fo rced to s i m p l i fy
to a los i n g e n d i n g (2 . Qxe8 + Rxe8 + ), two pawns down .
z

Zeitnot A German word mean i n g "time-tro u b l e , " now u sed fai rly
widely. See TIME PRE S S U R E .

Zero-Sum Game In G A M E THEO RY, a game i n wh i ch a gai n fo r


either side means an equ ivalent loss fo r the othe r side.
Chess i s a zero-s u m gam e . I n tou rnaments , exactly one poi nt i s
awarded fo r each game . I f there i s a decisive resu lt, the wi n n e r gets
one poi nt and the loser noth i n g . If the game is d rawn , each playe r
gets half a poi n t . There are no add itional benefits fo r tri u m p h i n g i n 1 0
moves or 20 . I t doesn 't matte r if you wi n by virtue of being ah ead by
a k n ight or by a q u een . I n the sco re col u m n , you sti l l get o n ly one
poi nt for wi n n i ng .

271
272 • BRUCE PA N D O L F I N I

Zugzwang A German word mean i n g " co m p u l sion to move . " Yo u


are " i n z u gzwang" when any m ove you make wo rsens you r position .

W: Ke6 Pd6 (2)


B: Ke8 (1 )

QUESTION: Does W h i te wi n ?

Zugzwang refe rs to a s i tu atio n i n which you 'd p refe r not to move


but it's you r tu rn . Pu ri sts u se the word to mean that neither playe r
desi res to m ove . A true z u gzwang i s a RECIPROCAL zuGZWANG. It is d i st i n ­
g u i shed fro m a SQUEEZE, which i s a zugzwang fo r j u st the player on t h e
move (if it we re the o p p o n e n t ' s tu rn , he wou l d n 't be i n zu gzwang) .

ANSWER: W h i te wi n s if it's B lack's t u r n , but o n l y d raws if it's Wh ite's


move .

Zwischenzug A German wo rd mean i ng " i nte rmed iate move , "


also cal led I N-BETWEE N MOVE. I t ' s usual ly a way t o gai n advantage by
i n serting a s u rprise fi nesse before fol l owi ng th rough on an obvio u s
response, s u c h as a recaptu re .
A. PANDO L FIN l ' S S H O R T
CH E S S CO U R S E

MOVES A N D RU LES

THE BOARD: An eight by eight checkered board of 64 squ a res , 32 l i ght a n d 32


dark.
LIGHT SQUARE RULE: Each p l ayer m u st h ave a l i ght s q u a re in th e i r near right
co rner.
Rows OF SQUARES: H o rizontal rows are ran ks , vertical rows are fi l e s , a n d s l anted
rows of one color are d i ago nal s .
THE PLAYERS: Chess i s fo r two p l aye rs . T h e l i ghter forces a r e ca l l ed W h i t e , t h e
darker B l a c k .
THE FORCES: E a c h p l ayer starts with 1 6 u n its : e i g h t p i eces ( o n e k i n g , o n e q u ee n ,
two roo k s , two b i s h o p s , a n d two k n i ghts) and e i g h t pawn s . Q u e e n s and
roo ks a re major p i eces ; b i s hops and k n i ghts are m i n o r pi eces .
THE OBJECT: To checkmate the enemy k i n g .
THE FI RST MOVE: W h i te goes fi rst, t h e n B l a c k , t h e n W h i te , etc .
A MOVE: The t ra n sfe r of a u n i t from one s q u a re to another.
A CAPTU RE: The removal of a u n i t from the boa rd by rep l ac i n g it with a u n i t
belo n g i n g to the capt u r i n g p l aye r.
GEN ERAL RULES: Move you r own u n i ts . Capt u re yo u r oppo n e n t ' s . Move o n e u n i t
on a tu rn , except when castl i n g . Move i n one d i rect i o n on a t u r n , except
k n i g hts. U n its move bac kward o r forwa rd , except paw n s . Pawns move o n ly
forward . No m ove is com p u l so r y u n less i t ' s t h e o n l y l egal o n e . The s i x
k i n d s of u n its m ove i n d i ffere n t ways . Al l , except paw n s , capt u re the way
they move . O n l y k n i g h ts can j u m p ove r other u n i ts .
THE KING: Moves o n e s q u a re i n any d i rect i o n .
THE ROOK: Moves on ran k s or fi les as many u n b l ocked s q u ares as de s i red , o n e
d i rect i o n o n a t u r n .
THE BISHOP: Moves on d i ago n a l s of o n e co l o r as many u n b locked s q u a res as
desi red , o n e d i rect i o n o n a tu rn .
THE QUEEN: Moves l i ke a roo k or a b i s hop, but o n l y o n e d i rect i o n on a t u rn .
THE KNIGHT: Moves o n e s q u a re o n a ra n k o r fi l e , th e n two at a r i g h t a n g l e , o r
two o n a ra n k o r fi l e , t h e n o n e a t a r i g h t a n g l e . T h e co m p l ete m ove l o o k s

273
274 • Pan d o l fi n i ' s S h o rt Chess Cou rse

l i ke the capital l ette r L . It always cove rs the same d i stance. It can j u m p ove r
friendly and e n e m y u n i t s , as if noth i n g we re in the way. Each move, t h e
k n i g h t m oves t o a s q u a re of t h e opposite color.
THE PAWN : Moves o n e s q u a re stra i g h t a h ead . Each pawn has the option of
adva n c i n g two s q u a res on its fi rst move . Captu res one s q u a re d i agon a l l y
ah ead . Does n o t captu re ve r t i cal ly.
PROMOTION: Paw n s reac h i n g t h e last ran k m u st be changed i nto a q u e e n , roo k ,
b i s hop, o r k n i g h t o f t h e same co l o r. No restrictions (you may h ave two o r
m o re q u e e n s ) .
EN PASSANT: Type of pawn capt u re . I f a pawn i s o n i t s fifth ra n k , and an enemy
pawn o n a n adjacent f i l e advances two s q u a res, the enemy pawn may be
captu red as i f i t had adva n ced o n l y one s q u a re . The opt i o n may be exer­
c i sed o n l y on the fi rst opportu n i ty.
CHECK: A d i rect attack to t h e k i n g , a th reat to capt u re it next move .
IF " I N CHECK": A k i n g m u st be taken o u t of c h e c k . It m u st be moved to safety,
t h e check m u st be b l o c ked ( k n i g h t checks ca n't be blocked), or the check­
i n g u n i t m u st be capt u red .
CH ECKMATE: W h e n a k i n g can't be taken out of check, the game is ove r by
checkmate. The s i d e givi n g check wi n s .
TO CASTLE: To m ove t h e k i n g a n d a roo k on the same tu rn . I t m u st b e the fi rst
move fo r both pieces. If the i nterve n i n g s q u a res a re em pty, move the k i n g
tw o spaces o n t h e ra n k toward t h e roo k and move the roo k next t o t h e
k i n g on t h e o t h e r s i d e .
YOU CAN'T CASTLE: I f yo u a re i n c h e c k o r cast l i n g i n to c h e c k , or i f yo u r k i n g m u st
pass ove r a s q u a re attacked by the enemy (pas s i n g t h rough check).
DRAWS: T h e re a re five ways to d raw : stal e m ate, ag ree m e n t , th reefo l d repeti -
t i o n , 50- m ove ru l e , and i n s u ff i c i e n t mati n g materi a l .
STALEMATE DRAW: A p l ayer i s sta l e m ated i f not i n check b u t without a l egal move .
AGREEMENT DRAW: O n e p l ayer offe rs a d raw, t h e other accepts .
REPETITION DRAW: T h e p l aye r about to repeat t h e same pos i t i o n for the th i rd
t i m e may c l a i m a d raw by i n d icat i n g the i n tended repet i t i o n . The repet i t i o n
n eed not be o n consecutive moves .
so-MOVE RULE DRAW: If 50 m oves go by without a captu re or pawn move , the
p l aye r making the 50th move may claim a d raw.
INSUFFICIENCY DRAW: If n e i t h e r p l aye r has e n o u g h mate rial to checkmate, the
game i s d rawn . For exa m p l e , k i n g vs. k i n g .
EXCHANGE VALUES: A q u ee n i s wo rth about 9 , a roo k 5 , a b i s h o p 3 , a k n i g h t 3 ,
a n d a pawn 1 .
NOTATION: A way to write d own chess move s . Pi eces are abbrevi ated . K i n g = K,
q u een = Q, roo k = R , b i s h op = B , k n i g h t = N, pawn = P ( i f necessary) . In a l ge­
braic notat i o n , s q u a res a re n a m ed by co m b i n i n g a lette r (fo r the file) and
a n u m be r (fo r the ra n k) . T h e fi l es a re lettered a-h , sta r t i n g from W h i te's
l eft . The ra n ks a re n u m be red 1 - 8 , sta r t i n g from Wh ite's s i d e of the board .
Pan d o l fi n i 's S h o r t Chess Cou rse • 275

W h i te's king sta rts o n e1 and B l ack's o n e8. Some other sym b o l s :
check = + , m ate = # , captu re = x , k i n g s i d e castl i n g = 0-0, q u ee n s i d e cas­
t l i n g = 0-0-0, good move = ! , bad move = ? . I f both sides sta rted by movi n g
pawns i n fro n t of thei r k i ngs two sq u a res ahead, the moves a re writte n : 1 .
e2-e4 e7-e5 (sometimes a b b revi ated 1 . e4 e5) .

PRI NCI PLES A N D G U I DELI N ES

THE CENTER Play fo r i t . Occu py, guard , and i n fl u ence i t . Drive away e n e m y
pieces that control it.
T H E I N ITIATIVE W h i te , havi n g the fi rst move , starts with the i n i t i ative . Be aggres­
sive . Don't waste time or move s . Try to attack in ways that b u i l d yo u r gam e .
Co m b i n e defense with cou nterattac k . Do n 't b e afra i d t o gam b i t a pawn for
an ope n i n g attac k , but d o n 't sac rifice without so u n d reaso n s . Don't waste
t i m e captu ri n g wi ng pawns at the expe nse of development.
DEVELOPMENT Use a l l pieces . Move o n l y center pawn s . A i m to deve l o p a d i ffer­
ent p i ece o n each t u rn . Move out m i n o r p i eces q u i c k ly. Castl e ea rly. Don't
move the same p i ece repeatedly. Develop with th reats .
CASTLING Prepare to cast l e early i n the gam e , especial ly if the center is open .
Avo i d weaknesses i n front of the castled k i ng. Castl e fo r both defe n s ive
and offe n s ive reas o n s (to safeguard the k i n g and to activate a roo k ) .
PAWNS Move both center pawns o n e o r two squ ares a h ead , p refe rably two .
Make few pawn move s . Bad pawns moves c reate wea k s q u a re s . Don't block
center pawns by movi ng b i shops in front of them . Don't move paw n s i n
front o f the castled ki ng's positi o n . Trade pawns t o avo i d loss of materi a l ,
open l i n e s , or save t i m e .
KNIGHTS Develop k n i g hts towa rd t h e center, the wh i te o n e s to f3 and c3 , t h e
black o n e s t o c 6 a n d f6 . Develop them el sewhere o n l y i f needed o r f o r a
parti c u l a r pu rpose ( e . g . move the KN to h3 to guard f2) . G e n e ral ly m ove at
least one k n i g h t before any b i s h o p s . Avo i d gett i n g k n i ghts p i n ned d i ago­
n a l l y by b i shops to the k i n g o r q u ee n , o r on the e-fi l e by rooks to the k i n g .
BISHOPS Place b i s h o p s on o p e n d i ago n a l s . Use t h e m t o g u a rd ce nter s q u a res,
p i n enemy k n ights, o r defe n s ively to b reak pins. Flan k them i f p a r t of a
plan to control s q u a res of o n e color. Avo i d u n n ecessary exchanges for
k n i ghts . Use them to back u p q u ee n and k n i g h t attac ks.
ROOKS Put roo ks o n open fi les (clear of a l l pawns), half-open files (clear of
fri e n d ly pawn s), o r be h i nd adva nced f r i e n d l y paw n s . Do u b l e t h e m , so that
they s u pport each oth e r. Somet i m es deve l o p t h e m by movi ng t h e pawn in
fro n t . Use them to attac k the u n castled enemy king a l o n g t h e e-fi l e and to
pin enemy u n it s . I f feas i b l e , p l ace them on the seve nth ran k .
T H E QUEEN Don't m ove t h e q u ee n too early. Don't m ove it too ofte n . Avo i d
deve l o p i n g i t w h e re i t c a n be attac ked . D o n ' t u se i f i t wea ker u n its wo u l d
s uffi ce . U s e i t t o s e t u p m u l t i p l e attac ks, a l o n e o r i n co m b i nation with oth e r
276 • Pan d o l fi n i ' s S h o r t Chess Cou rse

forces . D o n 't be afra i d to t rade i t fo r the e n e my q u ee n i f desi rab l e or to


avo i d d iffi c u l t i e s .
ANALYSIS Eva l u ate the m aj o r e l e m e nts : mate r i a l , pawn struct u re , t i m e , space,
and king safety. E l i ci t i n fo r m at i o n about t h e pos ition with p ro b i n g q u es­
t i o n s . For exam p l e : Why did s h e do that? D i d he respond to my l ast
move sati sfacto r i l y ?
PLANNING Plan early. Don 't c h a n ge p l a n s w i t h o u t good reaso n . But be flexi b l e .
Mod i fy yo u r p l a n i f desi rab l e o r necessa ry. Base yo u r p l a n on an analys i s
of t h e pos i ti o n , noti n g stre n gths a n d wea k n esses and acco u n t i n g fo r defi­
n i te th reats .
THE EN DGAME T h reate n to m a ke new q u ee n s by adva n c i n g passed pawn s . Fo rce
yo u r opponent to s u rre n d e r mate rial tryi n g to stop yo u . Activate the k i n g .
Trade pieces, not paw n s , when ah ead i n mate r i a l . Pos i t i o n rooks actively
beh i n d enemy pawn s . Place them on the seventh ran k . Don't tie them down
to defe n s e . With a n extra q u e e n , try to force mate .
B. O P E N IN G S IN D E X

Abonyi Gambit 1 . Nf3 dS 2. e4 dxe4 3. NgS

Adorjan Gambit 1 . d4 Nf6 2. c4 g6 3. dS bS

Agincourt Defense see E n g l i s h Open i n g (Ku raj ica Defense)

Alapin's Opening 1 . e4 es 2. Ne2

Alekhine's Defense 1 . e4 Nf6

Alekhine's Defense 1 . e4 Nf6 2. es NgB


(Brooklyn Defense)

Alekhine's Defense 1 . e4 Nf6 2. es NdS 3 . d4 d6 4 . c4 N b6 S. exd6


(Exchange Variation)

Alekhine's Defense (Four 1 . e4 Nf6 2. es Nds 3. d4 d6 4 . c4 N b6 s. f4


Pawns Attack)

Alekhine's Defense 1 . e4 Nf6 2. eS NdS 3 . d4 d6 4. Nf3


(Modern Variation)

Alekhine's Defense see B rooklyn Defe n se


(Retreat Variation)

Alekhine's Defense (Two 1 . e4 Nf6 2. eS NdS 3 . c4 N b6 4. cS NdS


Pawns Attack)

Aleppo Gambit see Queen's Gambit

Amar Gambit 1 . N h3 dS 2. g3 es 3. f4 Bxh3 4. Bxh3 exf4


s. 0-0

Amazon 1 . d4 dS 2. Qd3

Anti-Grunfeld System 1 . d4 Nf6 2. c4 g6 3. f3

Baker Defense 1 . e4 a6

Basman Defense 1 . e4 g5

Battambang 1 . Nc3 2 . a3

Benko Gambit 1. d4 Nf6 2. c4 cs 3. dS bS

Benoni Defense 1. d4 Nf6 2. c4 cS 3 . dS


Benoni Defense (Czech) 1. d4 Nf6 2. c4 cS 3 . ds es

277
278 • Ope n i ngs I ndex

Benoni Defense (Four 1 . d4 Nf6 2. c4 cs 3. dS e6 4. Nc3 exdS S. cxdS


Pawns Attack) d6 6. e4 g6 7. f4

Benoni Defense (Knight's 1 . d4 Nf6 2. c4 c5 3. dS e6 4. Nc3 exdS S. cxdS


Tour Variation) d6 6. Nf3 g6 7. N d2

Benoni Defense (Mikenas 1 . d4 Nf6 2. c4 c5 3. dS e6 4. Nc3 exdS S. cxdS


Attack) d6 6. e4 g6 7. f4 Bg7 8. es

Benoni Defense (Old) 1 . d4 c5 2. dS

Benoni Defense 1 . d4 Nf6 2. c4 cs 3. dS e6 4. Nc3 exdS S. cxdS


(Taimanov Variation) d6 6. e4 g6 7. f4 Bg7 8. B bS +

Bird's Opening 1 . f4

Bird's Opening (From's 1 . f4 es


Gambit)

Bird's Opening (Swiss 1 . f4 fS 2. e4


Gambit)

Bishop's Opening 1 . e4 eS 2. Bc4

Bishop's Opening 1 . e4 eS 2. Bc4 fS


(Calabrian Gambit)

Bishop's Opening (Lewis) 1 . e4 eS 2 . Bc4 BcS 3 . c3 dS

Bishop's Opening 1 . e4 es 2. Bc4 Bes 3. Qe2


(Lopez)

Black Knights' Tango 1 . d4 Nf6 2 . c4 Nc6

Blackmar-Diemer 1 . d4 dS 2 . e4 dxe4 3. Nc3 Nf6 4. f3


Gambit

Blumenfeld Counter 1 . d4 Nf6 2 . c4 e6 3. Nf3 cS 4. dS bS


Gambit

Boden-Kieseritzky 1 . e4 eS 2 . Nf3 Nf6 3. Bc4 Nxe4 4. Nc3


Gambit

Budapest Defense 1 . d4 Nf6 2 . c4 eS

Budapest Defense 1 . d4 Nf6 2 . c4 eS 3 . dxeS Ng4 4. e4 d6


(Balogh Gambit)

Budapest Defense 1 . d4 Nf6 2. c4 es 3. dxeS Ne4


(Fajarowicz Variation)

Bugayev Attack 1 . b4, 2. a3

Caro-Kann Defense 1 . e4 c6 2 . d4 dS

Caro-Kann Defense 1 . e4 c6 2 . d4 dS 3 . es
(Advance Variation)

Caro-Kann Defense 1 . e4 c6 2. d4 dS 3. N c3 dxe4 4. Nxe4 Nf6 S.


(Bronstein-Larsen Nxf6 + gxf6
Variation)
Caro-Kann Defense 1 . e4 c6 2. d4 dS 3. Nd2 Qb6
(Edinburgh Variation)
Open i n gs I ndex • 2 79

Caro-Kann Defense 1 . e4 c6 2. d4 dS 3. exdS cxdS


(Exchange Variation)

Caro-Kann Defense 1 . e4 c6 2. d4 dS 3. f3
(Fantasy Variation)

Caro-Kann Defense 1 . e4 c6 2. Nc3 dS 3. Qf3


(Goldman Variation)

Caro-Kann Defense 1 . e4 c6 2. d4 dS 3. N c3 g6
(Gurgenidze Variation)

Caro-Kann Defense 1 . e4 c6 2. d4 dS 3 . N c3 dxe4 4. Nxe4 BfS


(Main Line)

Caro-Kann Defense 1 . e4 c6 2. d4 dS 3. Nd2 g6


(New)

Caro-Kann Defense 1 . e4 c6 2. d4 dS 3. exdS cxdS 4 . c4


(Panov Attack)

Caro-Kann Defense (Two 1 . e4 c6 2. N c3 dS 3. Nf3


Knights Variation)

Catalan Opening 1 . d4 Nf6 2. c4 e6 3. g3 dS

Catalan Opening 1 . d4 Nf6 2. c4 e6 3. g3 dS 4. Bg2 dxc4 S. N f3


(Classical Line) Be7

Catalan Opening (Closed 1 . d4 Nf6 2. c4 e6 3. g3 dS 4. Bg2 Be7 S. Nf3


Variation) 0-0 6 . 0-0

Catalan Opening (Open 1 . d4 Nf6 2. c4 e6 3. g3 dS 4. Bg2 dxc4


Variation)

Center Counter Defense 1 . e4 dS

Center Counter Defense 1 . e4 dS 2. exdS Nf6 3 . c4 e6


(Icelandic)

Center Counter Defense 1 . e4 dS 2. exdS QxdS 3. N c3 Qa5 4. b4


(Mieses-Kotrc Gambit)

Center Counter Defense 1 . e4 dS 2. exdS N f6 3 . c4 c6


(Scandinavian Gambit)

Center Game 1 . e4 es 2. d4 exd4 3. Qxd4

Charlick-Englund Gambit 1 . d4 eS

Colle System 1 . d4, 2. Nf3, 3. e3, 4. Bd3, S . c3 , 6. 0-0, 7.


N bd2

Colorado Counter 1 . e4 N c6 2. N f3 fS

Dada Gambit 1 . g3 eS 2. Bg2 dS 3. b4

Damiano's Defense 1 . e4 eS 2 . N f3 f6

Danish Gambit 1 . e4 es 2. d4 exd4 3. c3

Dory Defense 1 . d4 N f6 2. N f3 e6 3 . e3 N e4

Double Fianchetto b3, Bb2, g3, Bg2


Attack
280 • O pe n i ngs I ndex

Dunst 1 . Nc3

Dutch Defense 1 . d4 ts

Dutch Defense (Balogh's 1 . d4 ts 2. e4 d6


Defense)

Dutch Defense (Classical 1 . d4 ts 2. g3 Nt6 3. Bg2 e6


System)

Dutch Defense (llyin­ 1 . d4 ts 2. g3 Nt6 3. Bg2 e6 4. c4 Be7 S. Nt3 0-0


Genevsky System) 6. 0-0 d6

Dutch Defense (Korchnoi 1 . d4 fS 2. h3


Attack)

Dutch Defense (Krejcik 1 . d4 ts 2 . g4


Gambit)

Dutch Defense 1 . d4 ts 2. c4 Nt6 3 . g3 g6 4. Bg2 Bg7


(Leningrad Variation)

Dutch Defense 1 . d4 ts 2. Qd3


(Manhattan Variation)

Dutch Defense (Nimzo­ 1 . d4 fS 2. c4 Nt6 3. Nt3 e6 4. Nc3 B b4


lndian)

Dutch Defense 1 . f4 dS
(Reversed)

Dutch Defense (Sjodin) 1 . d4 e6 2. N f3 ts 3. e4

Dutch Defense 1 . d4 ts 2 . Nc3 Nf6 3. g4


(Spielmann Gambit)

Dutch Defense (Staunton 1 . d4 ts 2. e4


Gambit)

Dutch Defense 1 . d4 ts 2 . c4 Nt6 3 . g3 e6 4. Bg2 Be7 S. Nt3


(Stonewall Formation) 0-0 6. 0-0 dS

Dz in 1 . d4 Nt6 2. c4 e6 3. Nt3 a6

Elephant Gambit 1 . e4 eS 2 . N f3 dS

English Defense 1 . d4 e6 2 . c4 b6 3 . e4 Bb7

English Opening 1 . c4

English Opening see E n g l i s h Open i n g (Carls' B remen System )


(Accelerated Fianchetto)

English Opening 1 . c4 g6 2 . e4 es
(Adorjan Defense)

English Opening (Anglo­ 1 . c4 ts 2. b4


Polish Dutch)

English Opening (Anglo­ 1 . c4 c6


Slav)
English Opening 1 . c4 cS 2. Nt3 h6
(Basmaniac Gambit)
Ope n i ngs I ndex • 281

English Opening (Bellon 1 . c4 eS 2. N c3 Nf6 3. Nf3 e4 4. NgS bS


Gambit)

English Opening (Carls' 1 . c4 es 2. N c3 Nf6 3. g3


Bremen System)

English Opening (Closed 1 . c4 es 2. N c3 N c6 3. g3 g6 4. Bg2 Bg7


Variation)

English Opening (Double 1 . c4 Nf6 2. N f3 b6 3. g3 Bb7 4. Bg2 cs s. 0-0


Fianchetto Defense) g6

English Opening (English 1 . c4 b6 2. d4 e6


Defense)

English Opening 1 . c4 eS 2. N c3 Nc6 3. g3 fS 4. Bg2 Nf6 s. d3


(Fischer's Gambit) Bc5 6. e3 f4

English Opening (Four 1 . c4 eS 2. N c3 Nf6 3. Nf3 Nc6


Knights Variation)

English Opening (Great 1 . c4 g6


Snake)

English Opening 1 . c4 Nf6 2. N c3 dS


(Griinfeld)

English Opening 1 . c4 c5 2. N f3 Nf6 3. Nc3 e6 4. g3 b6


(Hedgehog Defense)

English Opening (keres 1 . c4 cS 2. N f3 Nf6 3. Nc3 e6 4. g3 dS S. cxdS


Defense) NxdS 6. Bg2 N c6 7. 0-0 Be7

English Opening (keres 1 . c4 es 2. N c3 Nf6 3. g3 c6


Variation)

English Opening (king's 1 . c4 Nf6 2. Nc3 g6 3. g3 Bg7 4. Bg2 0-0


Indian)

English Opening 1 . c4 e6 2. N f3 dS 3. g3 c6
(Kurajica Defense)

English Opening (Nimzo- 1 . c4 Nf6 2. Nc3 e6 3. Nf3 B b4


Indian)

English Opening 1 . c4 N f6 2. b4
(Orangutan)

English Opening 1 . c4 Nf6 2. N c3 e6 3. Nf3 b6


(Queen's Indian)

English Opening 1 . c4 Nf6 2. Nf3 e6 3. g3 a6 4. Bg2 bS


(Romanishin Variation)

English Opening 1 . c4 cS 2. N c3 Nf6 3. g3 dS 4. cxdS NxdS S. Bg2


(Rubinstein/Botvinnik Nc7
Variation)
English Opening (Slav 1 . c4 Nf6 2. N c3 c6
Defense)
282 • O pe n i ngs I ndex

English Opening 1 . c4 cS 2. Nf3 Nf6 3. Nc3 Nc6


(Symmetrical Four
Knights)

English Opening 1 . c4 cs
(Symmetrical Variation)

English Opening (U ltra­ 1 . c4 cS 2. N c3 N c6 3. g3 g6 4. Bg2 Bg7


Symmetrical)

Englund Gambit see Charl ick Engl u n d Gambit

Four Knights Game 1 . e4 es 2 . N f3 Nc6 3. Nc3 Nf6

Four Knights Game 1 . e4 es 2. Nf3 Nc6 3 . Nc3 Nf6 4. d4 exd4 S. NdS


(Belgrade Gambit)

Four Knights Game 1 . e4 es 2. N f3 Nc6 3. Nc3 Nf6 4. BbS Nd4


(Rubinstein Variation)

Four Knights Game 1 . e4 es 2. N f3 N c6 3. Nc3 Nf6 4. d4


(Scotch)

Four Knights Game 1 . e4 es 2. N f3 Nc6 3. Nc3 Nf6 4. BbS


(Spanish)

Four Knights Game 1 . e4 eS 2. Nf3 N c6 3. Nc3 Nf6 4. BbS Bb4


(Svenonius Variation) S. 0-0 0-0 6. d3 Bxc3 7. bxc3 dS

Four Knights Game 1 . e4 eS 2. Nf3 N c6 3. Nc3 Nf6 4. BbS Bb4


(Symmetrical Variation) s. 0-0 0-0 6. d3 d6

Franco-Indian Defense 1 . d4 e6 2. c4 Bb4 +

French Defense 1 . e4 e6

French Defense 1 . e4 e6 2. d4 dS 3. es
(Advance Variation)

French Defense 1 . e4 e6 2 . d4 dS 3 . N c3 Nf6 4 . BgS Be7 S. eS


(Alekhine-Chatard Nfd7 6. h4
Attack)

French Defense (Burn 1 . e4 e6 2 . d4 dS 3. N c3 Nf6 4. BgS dxe4


Variation)

French Defense 1 . e4 e6 2. Qe2


(Chigorin Variation)

French Defense 1 . e4 e6 2. d4 dS 3 . N c3 Nf6 4. BgS Be7


(Classical Variation)

French Defense 1 . e4 e6 2. d4 dS 3. exdS exdS


(Exchange Variation)

French Defense 1 . e4 e6 2. d4 dS 3. es cs 4. c3 Qb6 S. Nf3


(Extended Bishop Swap) Bd7 6. Be2 BbS

French Defense (Franco­ 1 . e4 e6 2. d4 cs 3. dS


Benoni)

French Defense 1 . e4 e6 2. d4 dS 3. Nd2 N c6


(Guimard Variation)
Ope n i n gs I n d e x • 283

French Defense 1 . e4 e6 2. d4 dS 3. Nc3 Nf6 4. BgS Bb4


(Maccutcheon Variation)

French Defense 1 . e4 e6 2. d4 dS 3. Nc3 cs


(Marshall Defense)

French Defense (Milner­ 1 . e4 e6 2 . d4 dS 3. es cs 4. c3 Nc6 s. Nf3


Barry Gambit) Q b6 6. Bd3 cxd4 7. cxd4 Bd7 8. 0-0 Nxd4 9 .
Nxd4 Qxd4

French Defense (Reti) 1 . e4 e6 2. b3

French Defense 1 . e4 e6 2 . d3 dS 3 . Nd2 Nf6 4. Ngf3 Nc6 S . Be2


(Reversed Philidor)

French Defense 1 . e4 e6 2 . d4 dS 3 . Nc3 dxe4


(Rubinstein Variation)

French Defense (Steinitz 1 . e4 e6 2. es


Attack)

French Defense (Steinitz 1 . e4 e6 2. d4 dS 3. Nc3 Nf6 4. eS


Variation)

French Defense 1 . e4 e6 2. d4 dS 3. Nd2


(Tarrasch Variation)

French Defense (Two 1 . e4 e6 2. Nf3 dS 3. Nc3


Knights Variation)

French Defense 1 . e4 e6 2. d4 dS 3. Nc3 B b4


(Winawer Variation)

French Defense 1 . e4 e6 2. d4 dS 3. Nc3 B b4 4. es cs s. a3


(Winawer Variation­ Bxc3 + 6. bxc3 Ne7 7. Qg4 Qc7 8. Qxg7 Rg8 9.
poisoned pawn) Q x h 7 cxd4

French Defense (Wing 1 . e4 e6 2. Nf3 dS 3. es cs 4. b4


Gambit)

From's Gambit Reversed 1 . Nc3 fS 2. e4 fxe4 3. d3

Giuoco Piano 1 . e4 es 2. Nf3 Nc6 3. Bc4 Bes

Giuoco Piano (Canal 1 . e4 es 2. Nf3 Nc6 3. Bc4 Bes 4. d3 Nf6 S. N c3


Variation) d6 6. BgS

Giuoco Piano (Cracow 1 . e4 es 2. N f3 Nc6 3. Bc4 Bes 4. c3 Nf6 s. d4


Variation) exd4 6. cxd4 Bb4 + 7. Kf1

Giuoco Piano (Evans 1 . e4 es 2. Nf3 Nc6 3. Bc4 BcS 4. b4


Gambit)

Giuoco Piano (Evans 1 . e4 eS 2 . Nf3 Nc6 3. Bc4 Bc5 4. b4 Bxb4 S . c3


Gambit-Compromised BaS 6. d4 exd4 7. 0-0 dxc3
Defense)

Giuoco Piano (Moller 1 . e4 es 2. N f3 Nc6 3. Bc4 Bes 4. c3 Nf6 s. d4


Attack) exd4 6. cxd4 B b4 + 7. Nc3 Nxe4 8. 0-0 Bxc3
9. dS

Giuoco Piano 1 . e4 eS 2 . Nf3 N c6 3. Bc4 BcS 4 . c3 Nf6 S . d3


(Pianissimo)
284 • Ope n i ngs I ndex

Giuoco Piano (Rousseau) 1 . e4 eS 2. N f3 Nc6 3. Bc4 fS

Grob see S p i ke

Griinfeld Defense 1 . d4 Nf6 2. c4 g6 3. Nc3 dS

Griinfeld Defense 1 d4 N f6 2. c4 g6 3. N c3 dS 4. Nf3 Bg7 S. Q b3


(Classical Line) dxc4 6. Qxc4 0-0 7. e4

Griinfeld Defense 1 . d4 Nf6 2 . c4 g6 3 . Nc3 dS 4 . cxdS NxdS S . e4


(Exchange Variation)

Griinfeld Defense (Neo­ 1 . d4 Nf6 2 . c4 g6 3 . g3 Bg7 4. Bg2 dS


Griinfeld)

Griinfeld Defense (Prins 1 . d4 Nf6 2. c4 g6 3. Nc3 dS 4. Nf3 Bg7 S. Qb3


Variation) dxc4 6. Qxc4 0-0 7. e4 Na6

Griinfeld Defense 1 . Nf3 dS 2. g3 cS 3. Bg2 Nc6 4. d4


(Reversed)

Griinfeld Defense 1 . d4 Nf6 2. c4 g6 3. Nc3 dS 4. Nf3 Bg7 S. Qb3


(Smyslov Variation) dxc4 6. Qxc4 0-0 7. e4 Bg4

Guatemala Defense 1 . e4 b6 2. d4 Ba6

Heinrich Wagner Gambit 1 . d4 Nf6 2. Nf3 e6 3. BgS cS 4. e4

Hippopotamus . . . g6, . . . f6, . . . e6, . . . d6

Italian Opening 1 . e4 eS 2. N f3 N c6 3. Bc4

Keres Defense 1 . d4 e6 2. c4 Bb4 +

Kevitz-Trajkovic Defense see Black Kni ghts' Tango

King's Fianchetto 1 . d4 g6
Defense

King's Gambit 1 . e4 es 2. f4

King's Gambit 1 ! e4 es 2. f4 exf4


(Accepted)

King's Gambit (Algaier 1 . e4 es 2. f4 exf4 3 . Nf3 gS 4. h4 g4 S . NgS


Gambit)

King's Gambit ( Bertin) 1 . e4 es 2. f4 exf4 3. Nf3 Be7 4 . Bc4 Bh4 + s. g3

King's Gambit (Breyer 1 . e4 es 2. f4 exf4 3 . Qf3


Gambit)

King's Gambit (Bryan) 1 . e4 es 2. f4 exf4 3. Bc4 Q h4 + 4. Kf1 bS

King's Gambit 1 . e4 es 2. f4 exf4 3. Nf3 Be7


(Cunningham Variation)

King's Gambit (Declined) 1 . e4 eS 2 . f4 anyth i n g but 2 . . . . exf4

King's Gambit (Double 1 . e4 es 2. f4 exf4 3. Nf3 gs 4. Bc4 g4 s. 0-0


Muzio) gxf3 6 . Qxf3 Qf6 7. eS QxeS 8 . Bxf7 +

King's Gambit (Falkbeer 1 . e4 es 2. f4 ds


Counter Gambit)
O pe n i ngs I ndex • 285

King's Gambit (Fischer's 1 . e4 es 2. f4 exf4 3. Nf3 d6


Defense)

King's Gambit (Ghulam 1 . e4 es 2. f4 exf4 3 . Nf3 gs 4. Bc4 g4 s. d4


Khassim)

King's Gambit ( Hanstein 1 . e4 es 2 . f4 exf4 3. Nf3 gs 4. Bc4 Bg7 s. 0-0


Gambit)

King's Gambit (Keene 1 . e4 es 2. f4 Q h4 + 3. g3 Qe7


Defense)

King's Gambit (Keres) 1 . e4 eS 2. f4 exf4 3. Nc3

King's Gambit 1 . e4 es 2 . f4 exf4 3. Nf3 gs 4. h4 g4 s . NeS


(Kieseritzky Gambit)

King's Gambit (King 1 . e4 es 2 . f4 exf4 3. Nf3


Knight's Gambit)

King's Gambit (King's 1 . e4 es 2 . f4 exf4 3. Bc4


Bishop Gambit)

King's Gambit (lesser 1 . e4 es 2. f4 exf4 3. Be2


Bishop's Gambit)

King's Gambit (lopez­ 1 . e4 es 2. f4 exf4 3 . Bc4 ts


Gianutio)

King's Gambit 1 . e4 e5 2 . f4 exf4 3 . Nf3 gS 4. Bc4 g4 S. Nc3


(McDonnell)

King's Gambit (Muzio 1 . e4 eS 2. f4 exf4 3. Nf3 gS 4. Bc4 g4 S. 0-0


Gambit)

King's Gambit (Norwalde 1 . e4 es 2 . f4 Qf6


Variation)

King's Gambit (Pernau) see King's Gam bit ( Ke res)

King's Gambit (Philidor 1 . e4 es 2 . f4 exf4 3 . Nf3 gs 4. Bc4 Bg7 s . h4


Gambit) h6 6 . d4 d6 7. c3

King's Gambit (Quaade) 1 . e4 eS 2 . f4 exf4 3 . Nf3 gS 4. Nc3

King's Gambit (Rice 1 . e4 es 2. f4 exf4 3. Nf3 gs 4. h4 g4 s. NeS


Gambit) Nf6 6. Bc4 dS 7. exdS Bd6 8. 0-0

King's Gambit 1 . e4 es 2. f4 exf4 3. Nf3 gs 4. d4 g4 s. Bf4


(Rosentreter)

King's Gambit (Salvio) 1 . e4 es 2. f4 exf4 3 . Nf3 gs 4. Bc4 g4 s. N eS

King's Gambit (Sorensen) 1 . e4 es 2 . f4 exf4 3. Nf3 gs 4. d4 g4 s. NeS

King's Gambit 1 . e4 es 2. f4 exf4 3. d4


(Willemson)

King's Indian Attack 1 . e4, 2. d3 , 3 . N bd2, 4. Nf3, 5 . g3 , 6. Bg2 ,


7. 0-0

King's Indian Defense 1 . d4 Nf6 2 . c4 g6 3 . Nc3 Bg7


286 • O p e n i ngs I ndex

King's Indian Defense 1 . d4 Nf6 2. c4 g6 3. N c3 Bg7 4. e4 d6 S. Be2 0-0


(Averbakh Variation) 6. BgS

King's Indian Defense 1 . d4 N f6 2. c4 g6 3. N c3 Bg7 4. e4 d6 S . Nf3 0-0


(Classical Variation) 6. Be2

King's Indian Defense 1 . d4 Nf6 2. c4 g6 3. g3 Bg7 4. Bg2 0-0 S. N c3


(Fianchetto System) d6 6. Nf3

King's Indian Defense 1 . d4 Nf6 2. c4 g6 3. N c3 Bg7 4. e4 d6 s. f4


(Four Pawns Attack)

King's I ndian Defense 1 . d4 Nf6 2. c4 g6 3. N c3 Bg7 4. e4 d6 s. h3


(Makogonov Variation)

King's Indian Defense 1 . d4 Nf6 2. c4 d6


(Old Indian Defense)

King's Indian Defense 1 . d4 Nf6 2. c4 g6 3. N c3 Bg7 4. e4 d6 s. f3 0-0


(Panno Variation) 6. Be3 N c6

King's Indian Defense see Ki ng's I nd ian Attack


(Reversed)

King's Indian Defense see Modern Defense


(Robatsch Defense)

King's Indian Defense 1 . d4 Nf6 2. c4 g6 3. Nc3 Bg7 4. e4 d6 s. f3


(Samisch Attack)

King's Indian Defense 1 . d4 Nf6 2. c4 g6 3. N c3 Bg7 4 . e4 d6 s. f3 0-0


(Samisch-Orthodox 6. Be3 es
Variation)

King's Indian Defense 1 . d4 Nf6 2. c4 g6 3. g3 Bg7 4. Bg2 0-0 S . Nc3


(Yugoslav Line) d6 6. Nf3 c5

Larsen Attack 1 . b3

Latvian Gambit 1 . e4 eS 2. N f3 fS

Latvian Gambit 1 . e4 es 2. N f3 fS 3 . N eS N f6 4 . Bc4 fxe4 S. N xf7


(Corkscrew) Qe7 6 . Nxh8 dS

Lemming 1 . e4 Na6

Lisitsin Gambit 1 . Nf3 fS 2. e4

Mengarini Attack 1 . d4 Nf6 2. c4 g6 3. Qc2

Mieses Opening 1 . d3

Modern Defense 1 . e4 g6

Modern Defense 1 . e4 g6 2. d4 Bg7 3. c4 d6 4. Nc3 cS S. Nf3 Qa5


(Pterodactyl)

Modern Defense 1 . e4 g6 2. d4 Bg7 3. c4 d6 4. Nc3 fS


(Randspringer Variation)

Modern Defense 1 . e4 g6 2. d4 Bg7 3. c4 d6 4. Nf3 Bg4


(Rossolimo Variation)
Napoleon 1 . e4 es 2. Qf3
O pe n i ngs I ndex • 287

Nimzo-lndian Defense 1 . d4 Nf6 2. c4 e6 3 . Nc3 B b4

Nimzo-lndian Defense 1 . d4 Nf6 2. c4 e6 3 . Nc3 B b4 4. Qc2


(Classical Variation)

Nimzo-lndian Defense see Dutch Defense ( N i mzo- l n d i an)


(Dutch)

Nimzo-lndian Defense 1 . d4 Nf6 2. c4 e6 3. Nc3 B b4 4. e3 b6


(Fischer Variation)

Nimzo-lndian Defense 1 . d4 Nf6 2. c4 e6 3. Nc3 B b4 4. e3 0-0 S. Bd3


(Gligoric Variation) dS 6 . Nf3 cS 7. 0-0

Nimzo-lndian Defense 1 . d4 Nf6 2 . c4 e6 3. Nc3 B b4 4. e3 cs S. Bd3


(Hubner Variation) N c6 6. Nf3 Bxc3 +

Nimzo-lndian Defense 1 . d4 Nf6 2. c4 e6 3. Nc3 B b4 4. BgS


(Leningrad Variation)

Nimzo-lndian Defense 1 . d4 Nf6 2. c4 e6 3. Nc3 B b4 4. Qd3


(Mikenas Attack)

Nimzo-lndian Defense 1 . d4 Nf6 2. c4 e6 3 . Nc3 B b4 4. Qc2 Nc6


(Milner-Barry Variation)

Nimzo-lndian Defense 1 . d4 Nf6 2. c4 e6 3. Nc3 B b4 4. e3


(Rubinstein Variation)

Nimzo-lndian Defense 1 . d4 Nf6 2. c4 e6 3. Nc3 B b4 4. a3


(Samisch Variation)

Nimzo-lndian Defense 1 . d4 Nf6 2 . c4 e6 3. Nc3 B b4 4. Qb3


(Spielmann Variation)

Nimzovich Defense 1 . e4 N c6

Nimzovich Defense 1 . e4 Nc6 2. d4 dS 3. exdS QxdS 4. Nc3


(Marshall Gambit)

Orangutan see Sokolsky Open i n g

Owen Defense 1 . e4 b6

Paris Opening 1 . Nh3

Petrov's Defense 1 . e4 e s 2 . Nf3 Nf6

Petrov's Defense 1 . e4 eS 2. N f3 Nf6 3. NxeS d6 4. Nxf7


(Cochrane Gambit)

Philidor's Defense 1 . e4 es 2 . Nf3 d6

Philidor's Defense 1 . e4 es 2. Nf3 d6 3 . d4 Nf6 4. NgS h6 s. Nxf7


(Locock)

Philidor's Defense 1 . e4 eS 2. Nf3 d6 3. Bc4 fS


(Lopez Counter Gambit)

Pirc Defense 1 . e4 d6

Pirc Defense (Austrian 1 . e4 d6 2 . d4 Nf6 3 . N c3 g6 4. f4


Attack)
288 • O pe n i n g s I nd ex

Pirc Defense (Byrne 1 . e4 d6 2. d4 Nf6 3. N c3 g6 4. BgS


Variation)

Pirc Defense (Classical 1 . e4 d6 2. d4 Nf6 3 . Nc3 g6 4. Nf3 Bg7


System)

Pirc Defense (Fianchetto 1 . e4 d6 2. d4 Nf6 3. Nc3 g6 4. g3


Variation)

Pirc Defense (Reversed) 1 . N f3 dS 2. g3 N c6 3. Bg2 es 4. d3

Polish Attack see Sokolsky Open i n g

Polish Defense 1 . d 4 bS

Polish Gambit 1 . d4 dS 2. e4 dxe4 3. Nc3 Bf6! 4. BgS

Ponziani Opening 1 . e4 eS 2. Nf3 N c6 3. c3

Queen's Bishop Attack 1 . d4 dS 2. BgS

Queen's Gambit 1 . d4 dS 2 . c4

Queen's Gambit 1 . d4 dS 2. c4 c6 3 . N c3 e6 4. Nf3 dxc4 S. a4


(Abrahams-Noteboo m Bb4 6 . e3 bS 7. Bd2 a5
Variation)

Queen's Gambit 1 . d4 dS 2 . c4 dxc4


(Accepted)

Queen's Gambit (Albin 1 . d4 dS 2 . c4 eS


Counter Gambit)

Queen's Gambit (Anti­ 1 . d4 dS 2 . c4 c6 3 . N f3 Nf6 4. N c3 e6 S. BgS


Meran Variation)

Queen's Gambit 1 . d4 dS 2. c4 e6 3. N c3 N f6 4. BgS N bd7 S. e3


(Cambridge Springs c6 6. Nf3 Qa5
Defense)

Queen's Gambit 1 . d4 dS 2. c4 Nc6


(Chigorin's Defense)

Queen's Gambit 1 . d4 dS 2. c4 e6 3. N c3 N f6 4. Nf3 Be7 S . Bf4


(Classical Variation)

Queen's Gambit 1 . d4 dS 2. c4 anyth i n g but 2 . . . . dxc4


(Declined)

Queen's Gambit (Dutch 1 . d4 dS 2. c4 e6 3 . N c3 N f6 4. BgS c5 S. cxdS


Variation) cxd4

Queen's Gambit 1 . d4 dS 2. c4 e6 3. N c3 N f6 4. cxdS exdS


(Exchange Variation)

Queen's Gambit 1 . d4 dS 2 . c4 e6 3. N c3 a6
(Janowski Variation)

Queen's Gambit 1 . d4 dS 2. c4 e6 3. N c3 Nf6 4 . BgS Be7 S. e3 0-0


(Lasker's Defense) 6 . Nf3 h6 7. B h4 N e4

Queen's Gambit 1 . d4 dS 2. c4 e6 3. N c3 Nf6 4. BgS Nbd7 S. e3


(Manhattan Variation) B b4
O p e n i ngs I nd e x • 289

Queen's Gambit 1 . d4 dS 2. c4 e6 3. N c3 cs 4. cxdS exdS S. e4


(Marshall Gambit)

Queen's Gambit 1 . d4 dS 2 . c4 Nf6


(Marshall Variation)

Queen's Gambit (Meran 1 . d4 dS 2. c4 c6 3. N f3 Nf6 4. Nc3 e6 S. e3


Variation) Nbd7 6. Bd3 dxc4

Queen's Gambit 1 . d4 dS 2. c4 e6 3 . N c3 Nf6 4. BgS Be7 S. e3 0-0


(Orthodox Defense) 6 . Nf3 Nbd7

Queen's Gambit 1 . d4 dS 2 . c4 e6 3 . N c3 N f6 4 . BgS cS


(Peruvian)

Queen's Gambit 1 . d4 dS 2 . c4 e6 3. Nc3 Nf6 4. BgS Be7 S. e3 0-0


(Petrosian Variation) 6 . N f3 h6 7. Bxf6

Queen's Gambit 1 . d4 dS 2. c4 e6 3. N c3 N f6 4. Nf3 B b4


(Ragozin System)

Queen's Gambit 1 . d4 dS 2. c4 c6 3. Nf3 Nf6 4. Nc3 e6 S. e3


(Reynolds Variation) Nbd7 6. Bd3 dxc4 7. Bxc4 bS 8. Bd3 a6 9. e4
c5 1 0 . dS

Queen's Gambit (Romih 1 . d4 dS 2 . c4 c6 3. Nf3 Nf6 4. N c3 e6 S . e3


Variation) Nbd7 6. Bd3 Bb4

Queen's Gambit (Sahovic 1 . d 5i- dS 2. c4 BfS


Defense)

Queen's Gambit (Semi­ 1 . d4 dS 2. c4 c6 3. Nf3 Nf6 4. Nc3 e6


Slav Defense)

Queen's Gambit (Semi­ 1 . d4 dS '} c4 e6 3. N c3 Nf6 4. Nf3 cs


Tarrasch Defense)

Queen's Gambit (Slav 1 . d4 dS 2. c4 c6


Defense)

Queen's Gambit 1 . d4 dS 2. c4 e6 3. N c3 cs 4. cxdS exdS S. Nf3


(Swedish Variation) N c6 6. g3 c4

Queen's Gambit 1 . d4 dS 2 . c4 e6 3. N c3 cs
(Tarrasch Defense)

Queen's Gambit 1 . d4 dS 2. c4 e6 3. N c3 cS 4. cxdS exdS S. Nf3


(Tarrasch-Rubinstein N c6 6. g3
Variation)

Queen's Gambit 1 . d4 dS 2. c4 e6 3. N c3 Nf6 4. BgS Be7 S. e3 0-0


(Tartakower Variation) 6. Nf3 h6 7. B h4 b6

Queen's Gambit (Vienna 1 . d4 dS 2. c4 e6 3. N f3 Nf6 4 . BgS B b4 +


Variation)

Queen's Gambit (von 1 . d4 dS 2. c4 e6 3. N c3 cs 4. cxdS cxd4


Hennig-Schara Gambit)
Queen's Gambit 1 . d4 dS 2. c4 c6 3. Nc3 es
(Winawer Counter
Gambit)
290 • Ope n i ngs I ndex

Queen's Indian Defense 1 . d4 Nf6 2. c4 e6 3. Nf3 b6

Queen's Indian Defense 1 . d4 Nf6 2. c4 e6 3. Nf3 b6 4 . a3


(Petrosian System)

Queen's Knight Defense 1 . d4 N c6 2. c4

Relfsson Gambit 1 . e4 es 2. Nf3 Nc6 3 . d4 exd4 4. B bS

Reti Opening 1 . N f3 dS

Reti Opening (Barcza 1 . Nf3 dS 2. g3


System)

Reti Opening (Benoni 1 . N f3 dS 2. c4 d4


Reversed)

Reti Opening (Gambit 1 . Nf3 dS 2 . c4 dxc4


Accepted)

Reti Opening (Lasker 1 . Nf3 dS 2 . c4 c6 3. b3 Nf6 4. g3 BfS


System)

Reti Opening (Neo­ 1 . N f3 dS 2. c4 e6 3. g3


Catalan)

Reti Opening (Polonaise) 1 . N f3 dS 2. c4 d4 3 . b4

Richter-Veresov Attack 1 . d4 dS 2. N c3

Russian Game see Petrov's Defense

Ruth-Trompowsky Attack 1 . d4 Nf6 2. BgS

Ruy Lopez 1 . e4 es 2. N f3 N c6 3 . BbS

Ruy Lopez (Alapin 1 . e4 es 2 . Nf3 N c6 3. BbS Bb4


Variation)

Ruy Lopez ( Berlin 1 . e4 es 2. Nf3 N c6 3. BbS Nf6


Defense)

Ruy Lopez ( Bird's 1 . e4 es 2. N f3 N c6 3 . BbS Nd4


Defense)

Ruy Lopez (Classical 1 . e4 es 2 . Nf3 Nc6 3. BbS Bes


Defense)

Ruy Lopez (Closed 1 . e4 eS 2. N f3 N c6 3. BbS a6 4. Ba4 N f6 S. 0-0


Defense) Be7

Ruy Lopez (Closed­ 1 . e4 eS 2. Nf3 Nc6 3. BbS a6 4. Ba4 Nf6 S. 0-0


Breyer Variation) Be7 6. Re1 bS 7. Bb3 d6 8. c3 0-0 9. h3 N b8

Ruy Lopez (Closed­ 1 . e4 eS 2. N f3 N c6 3 . BbS a6 4. Ba4 Nf6 S. 0-0


Chigorin Variation) Be7 6. Re1 bS 7. Bb3 d6 8. c3 0-0 9. h3 NaS

Ruy Lopez (Closed­ 1 . e4 eS 2. Nf3 Nc6 3. BbS a6 4. Ba4 Nf6 S. 0-0


Smyslov Variation) Be7 6. Re1 bS 7. B b3 d6 8. c3 0-0 9. h3 h6

Ruy Lopez (Closed­ 1 . e4 eS 2 . Nf3 N c6 3 . BbS a6 4. Ba4 N f6 S. 0-0


Zaitsev) Be7 6. Re1 bS 7. Bb3 d6 8. c3 0-0 9. h3 Bb7

Ruy Lopez (Cordel see Ruy Lopez (Classical)


Defense)
Ope n i ngs I ndex • 291

Ruy Lopez Lopez (Cozio 1 . e4 eS 2 . N f3 N c6 3 . BbS N ge7


Defense)

Ruy Lopez (Dilworth 1 . e4 es 2. Nf3 N c6 3. BbS a6 4. Ba4 N f6 S. 0-0


Attack) Nxe4 6. d4 bS 7. Bb3 dS 8. dxeS Be6 9 . c3
BcS 1 0 . N bd2 0-0 1 1 . Bc2 Nxf2

Ruy Lopez (Exchange 1 . e4 eS 2. N f3 Nc6 3. BbS a6 4 . Bxc6


Variation)

Ruy Lopez (Jaenisch see Ruy Lopez (Sch l i eman n )


Gambit)

Ruy Lopez (Marshall 1 . e4 e S 2 . N f3 N c6 3 . B b S a 6 4. Ba4 N f6 S . 0-0


Attack) Be7 6. Re1 bS 7 . Bb3 0-0 8 . c3 dS

Ruy Lopez (Modern 1 . e4 eS 2. Nf3 N c6 3 . BbS a6 4. Ba4 d6


Steinitz Defense)

Ruy Lopez (Open 1 . e4 eS 2. N f3 Nc6 3. BbS a6 4. Ba4 Nf6 S. 0-0


Defense) Nxe4

Ruy Lopez (Open 1 . e4 eS 2. Nf3 N c6 3. BbS a6 4. Ba4 N f6 S. 0-0


Defense-Harksen) Nxe4 6 . d4 bS 7. Bb3 dS 8 . c4

Ruy Lopez (Schliemann 1 . e4 es 2. N f3 N c6 3. BbS fS


Gambit)

Ruy Lopez (Siesta 1 . e4 es 2. N f3 N c6 3 . BbS a6 4. Ba4 d6 S. c3 fS


Variation)

Ruy Lopez (Steinitz 1 . e4 es 2. N f3 Nc6 3. BbS d6


Defense)

Ruy Lopez (Vinogradov) 1 . e4 es 2. N f3 Nc6 3. BbS Qe7

Ruy Lopez (Worrall 1 . e4 es 2. Nf3 Nc6 3. BbS a6 4. Ba4 N f6 s. 0-0


Attack) Be7 6. Qe2

Santasiere's Folly 1 . N f3 dS 2. b4

Saragossa Opening 1 . c3

Scotch Game 1 . e4 es 2. N f3 N c6 3. d4

Scotch Game (Goring 1 . e4 es 2. N f3 Nc6 3 . d4 exd4 4. c3


Gambit)

Scotch Game (Relfsson) 1 . e4 es 2. N f3 N c6 3. d4 exd4 4. BbS

Scotch Game (Scotch 1 . e4 es 2 . N f3 Nc6 3. d4 exd4 4. Bc4


Gambit)

Seirawan Attack 1 . d4 Nf6 2. c4 e6 3. BgS

Sicilian Defense 1 . e4 cs

Sicilian Defense (Action 1 . e4 cs 2. N f3 g6 3. c4 Bh6


Extension)
Sicilian Defense 1 . e4 cs 2. N f3 Nc6 3 . d4 cxd4 4. Nxd4 Nf6
(Boleslavsky Variation) S. N c3 d6 6. Be2 eS
Sicilian Defense 1 . e4 cS 2. Ne2, 3) N bc3 or 2) Nc3, 3) N ge2
(Chameleon)
292 • Ope n i ngs I ndex

Sicilian Defense (Closed 1 . e4 cs 2. N c3


Variation)

Sicilian Defense (Dragon 1 . e4 cS 2. Nf3 d6 3. d4 cxd4 4. Nxd4 Nf6 S. Nc3


Variation) g6

Sicilian Defense (Dragon 1 . e4 cS 2 . Nf3 d6 3. d4 cxd4 4 . Nxd4 Nf6 S. N c3


Variation-Zollner) g6 6. Be2 Bg7 7. 0-0 0-0 8. Be3 Nc6 9. f4
Qb6 1 0 . es

Sicilian Defense 1 . e4 cS 2. Nf3 N c6 3. d4 cxd4 4. Nxd4 g6


(Dragon-Accelerated)

Sicilian Defense 1 . e4 cS 2. N f3 d6 3. d4 cxd4 4. Nxd4 Nf6 S . N c3


(Dragon-Classical) g6 6. Be2

Sicilian Defense (f4 1 . e4 cS 2. f4


Attack)

Sicilian Defense (Four 1 . e4 cs 2. N f3 e6 3. d4 cxd4 4. Nxd4 Nf6 S. N c3


Knights Variation) N c6

Sicilian Defense 1 . e4 cS 2. Nf3 d6 3. d4 cxd4 4. Nxd4 Nf6 S. Nc3


(Goteborg Variation) a6 6. BgS e6 7. f4 Be7 8. Qf3 h6 9. Bh4 gs

Sicilian Defense (Kan see S i c i l i a n Defense (Pau lsen)


Variation)

Sicilian Defense (Keres 1 . e4 cS 2 . N f3 e6 3 . d4 cxd4 4. Nxd4 Nf6 S . Nc3


Attack) d6 6. g4

Sicilian Defense (Larsen see S i c i l ian Defense (f4 Attack)


Grand Prix)

Sicilian Defense (Larsen 1 . e4 cS 2. Nf3 N c6 3. d4 cxd4 4. Nxd4 Nf6


Variation) S . N c3 d6 6. BgS Bd7

Sicilian Defense (Lasker­ see S i c i l i a n Defense (Sves h n i kov)


Pelikan Variation)

Sicilian Defense 1 . e4 cS 2. N f3 d6 3. d4 cxd4 4. Nxd4 Nf6 S. Nc3


(Levenfish Variation) g6 6. f4

Sicilian Defense 1 . e4 cS 2. N f3 Nc6 3. d4 cxd4 4. Nxd4 eS


(Lowenthal Variation)

Sicilian Defense 1 . e4 cS 2. Nf3 N c6 3 . d4 cxd4 4. Nxd4 g6 S . c4


(Mar6czy Bind)

Sicilian Defense (Morra 1 . e4 cs 2 . d4 cxd4 3 . c3


Gambit)

Sicilian Defense (Morra 1 . e4 cs 2. d4 cxd4 3. c3 dxc3


Gambit-Accepted)

Sicilian Defense (Morra 1 . e4 cs 2. d4 cxd4 3. c3 anyth i n g but 3) . . . dxc3


Gambit-Declined)

Sicilian Defense (Najdorf 1 . e4 cS 2. N f3 d6 3. d4 cxd4 4. Nxd4 Nf6 S. Nc3


Variation) a6
Ope n i ngs I ndex • 293

Sicilian Defense (Najdorf 1 . e4 cs 2. N f3 d6 3. d4 cxd4 4. Nxd4 Nf6 S. Nc3


Variation-poisoned a6 6. BgS e6 7. f4 Qb6 8 . Qd2 Qxb2
pawn)

Sicilian Defense ( Neo­ 1 . e4 cS 2 . N f3 Nc6 3. d4 cxd4 4. Nxd4 eS


Sveshnikov Variation) S. N d bS d b

Sicilian Defense (Paulsen 1 . e4 cS 2. N f3 e6 3. d4 cxd4 4. Nxd4 a6


Variation)

Sicilian Defense 1 . e4 cS 2 . N f3 d6 3 . d4 cxd4 4. Nxd4 Nf6 S . Nc3


(Polugaevsky Variation) a6 6. BgS e6 7. f4 bS

Sicilian Defense 1 . e4 cS 2. N f3 Qc7


(Quinteros Variation)

Sicilian Defense 1 . c4 es
(Reversed)

Sicilian Defense (Richter­ 1 . e4 cs 2 . N f3 Nc6 3. d4 cxd4 4. Nxd4 Nf6


Rauser Variation) S . N c3 d6 6. BgS

Sicilian Defense 1 . e4 cs 2. N f3 Nc6 3. BbS


(Rossolimo Attack)

Sicilian Defense 1 . e4 cS 2. N f3 e6 3. d4 cxd4 4. Nxd4 Nf6 S. N c3


(Scheveningen Variation) d6 6. Be2 N c6

Sicilian Defense (Slow) 1 . e4 cS 2. Be2

Sicilian Defense (Smith­ see S i c i l i a n Defense (Morra Gambit)


Morra Gambit)

Sicilian Defense (Snyder 1 . e4 cS 2. b3


Variation)

Sicilian Defense (Sozin) 1 . e4 cs 2. Nf3 N c6 3. d4 cxd4 4. Nxd4 Nf6


S. N c3 d6 6. Bc4

Sicilian Defense (Stiletto 1 . e4 cS 2. Nf3 Qa5


Variation)

Sicilian Defense 1 . e4 cS 2. N f3 N c6 3. d4 cxd4 4. Nxd4 Nf6


(Sveshnikov Variation) S . N c3 eS

Sicilian Defense 1 . e4 cs 2. Nf3 e6 3. d4 cxd4 4. Nxd4 Nc6


(Taimanov Variation)

Sicilian Defense 1 . e4 cS 2. N f3 Nc6 3. d4 cxd4 4. Nxd4 Nf6


(Velimirovic Attack) S. N c3 d6 6. Bc4 e6 7. Be3 Be7 8. Qe2

Sicilian Defense (Wing 1 . e4 cs 2. b4


Gambit)

Sicilian Defense (Wing 1 . e4 cs 2. b4 cxb4 3. a3


Gambit-Marshall
Variation)
Sicilian Defense 1 . e4 cs 2. Nf3 d6 3. d4 cxd4 4. Nxd4 Nf6 S . Nc3
(Yugoslav Attack) g6 6. Be3 Bg7 7. f3
294 • Openi ngs I ndex

Sokolsky Opening 1 . b4

Spanish see Ruy Lopez

Spike 1 . g4

St. George Defense 1 . e4 a6 2. d4 bS

Tayler Opening 1 . e4 es 2. Nf3 N c6 3. Be2

Tennison Gambit see Abonyi Gambit

Three Knights Game 1 . e4 es 2 . N f3 Nc6 3 . Nc3

Torre Attack 1 . d4 Nf6 2 . Nf3 e6 3 . BgS

Trompowsky 1 . d4 Nf6 2. BgS

Two Knights Defense 1 e4 es 2. N f3 Nc6 3. Bc4 Nf6

Two Knights Defense 1 . e4 es 2. N f3 N c6 3. Bc4 Nf6 4. d4 exd4 S. 0-0


(Canal Variation) Nxe4 6 . Re1 dS 7. Nc3

Two Knights Defense 1 . e4 es 2 . N f3 N c6 3. Bc4 Nf6 4. NgS dS S. exdS


(fried Liver Attack) NxdS 6. Nxf7

Two Knights Defense 1 . e4 es 2. N f3 N c6 3. Bc4 Nf6 4. N gS dS S. exdS


(Fritz Variation) N d4

Two Knights Defense 1 . e4 ifs 2. N f3 N c6 3. Bc4 Nf6 4. d4 exd4 S. 0-0


(Max Lange Attack) Bc5 t. es
Two Knights Defense 1 . e4 es 2. N f3 N c6 3. Bc4 Nf6 4. N gS dS S. exdS
(Pinkus Variation) NxdS 6. d4 Bb4 +

Two Knights Defense see Two Kni ghts Defense (Wi l kes-Barre Variati on)
(Traxler Variation)

Two Knights Defense 1 . e4 eS 2 . N f3 N c6 3 . Bc4 Nf6 4 . N gS dS S . exdS


(Ulvestad Variation) bS

Two Knights Defense 1 . e4 es 2. N f3 N c6 3. Bc4 Nf6 4. N gS BcS


(Wilkes-Barre Variation)

Two Knights Defense 1 . e4 es 2. N f3 N c6 3. Bc4 Nf6 4. N gS dS S. exdS


(Lolli) NxdS 6. d4

Van't Kruij's Opening 1 . e3

Venezolana d3, Nc3, g3

Vienna Game 1 . e4 eS 2. Nc3

Vienna Game 1 . e4 eS 2 . N c3 N f6 3 . Bc4 Nxe4 4 . QhS Nd t


(Frankenstein-Dracula) S. Bd3 Nc6 6. N bS g6 7. Qf3 fS 8. QdS Qe7
9. Nxc7 + Kd8 1 0 . Nxa8

Vienna Game (Fyfe) 1 . e4 es 2. N c3 N c6 3. d4

Vienna Game (Hamppe­ 1 . e4 es 2. N c3 N c6 3. f4 exf4 4. Nf3 g5 s . h4


Allgaier Gambit) g4 6. N gS

Vienna Game (Hamppe­ 1 . e4 es 2. N c3 N c6 3. f4 exf4 4. Nf3 gS S. Bc4


Muzio) g4 6. 0-0
O pe n i ngs I nd ex • 295

Vienna Game (Pierce 1 . e4 es 2. Nc3 Nc6 3 . f4 exf4 4. Nf3 gS s . d4


Gambit)

Vienna Game (Steinitz 1 . e4 es 2. Nc3 Nc6 3 . f4 exf4 4. d4 Qh4 + S. Ke2


Gambit)

Vienna Game (Vienna 1 . e4 es 2. Nc3 Nf6 3. f4


Gambit)

Vulture 1 . d4 c5 2. dS Nf6 3. c4 Ne4

Wade Defense 1 . Nf3 d6

Woozle 1 . d4 c5 2. dS N f6 3. Nc3 Qa5


C. TACTICS

ABSOLUTE PIN DRIVING OFF


ACTIVATE DRIVING ON
ALTERNATION EN PRISE
AMBUSH ENVELOPING ATTACK
ANN I H I LATION ENVELOPING MANEUVER
ARITHMETIC EVEN EXCHANGE
ATTACK EVEN TRADE
ATTRACTION EXCHANGE
B I FFING THE BISHOP EXCHANGE SACRIFICE
BLU N DER FAM I LY CHECK
BREAKING THE PIN FAMI LY FORK
BREAKTH ROUGH FAST MOVE
BREAKTH ROUGH COMBI NATION FEI NT
BRIDGE FOR FREE
B U I LDING A BRIDGE FOR NOTH I NG
BUST UP FORCE
CALCULATION FORCING
CALCULATION OF VARIATIONS FORC I NG MOVE
CHEAPO FORK
CHECK FORKI NG CHECK
CLEARANCE FORK TRICK
COMBI NATION FRONTIER ATTACK
CORRAL GAI N A MOVE
CORRALLING A KN IGHT GAI N A TEMPO
COU NTI NG GRANDE COMBINAISON
CROSS-CHECK HANGING
CROSS-PIN H U NG A PAWN
DECOY HUNG MATE
DEFENSE H U RDLE
DEFLECTION IN-BETWEEN MOVE
DESPERADO I N D I RECT
DI RECT ATTACK I N D I RECT DEFENSE
DI RECT PROTECTION I N D I RECT THREAT
DISCOVERED ATTACK I NTERFERENCE
DISCOVERED CHECK I NTERPOSE
DISCOVERY I NTERPOSITION
DOM I NATION JETTISON
DOUBLE ATTACK KICK
DOUBLE CHECK KNIGHT CORRAL
DOUBLE THREAT KNIGHT FORK
DRIVI NG BACK L I Q U I DATE
297
298 • Tactics

LUFT SHOT
MAKE LU FT SH UT-OFF
MYSTERIOUS ROOK MOVE SIMPL I F I CATION
OBSTRUCT SIMPL I FY
OBSTRUCTION SKEWER
OCCUPATION SKEWER CHECK
ON E-MOVER SLOW MOVE
OPPOSITION SMOTH ERED MATE
OUTFLAN KING SOUND
OVERLOAD SPECULATIVE
OVERLOADED SPITE CHECK
OVERWORKED PI ECE SQUARE VACATION
PARRY A CHECK SQUEEZE
PAWN FORK STRATAGEM
PAWN RACE SUCKER PUNCH
PERPETUAL CH ECK SWIMMING
PETITE COMBI NAISON SWI N DLE
PILING ON TACTI CAL F I N ESSE
PIN TACTICIAN
PIN BREAKING TACTI CS
PIN MATE TAKE
PIN OVERLOAD TAKE BACK
POI NTLESS CH ECK TEMPO MOVE
PREVENTING CASTLING TEMPORARY SACRIFICE
PREVENTIVE SACRIFICE THREAT
PROMOTION TIMING
PROTECTION TRADE
PSEUDO SACRIFICE TRANSPOSE
PUTTING THE Q U ESTION TO TH E TRANSPOSITION
BISHOP TRAP
QUEEN FORK TRAPPING
QUEENING TRAPPY MOVE
QUEEN ING A PAWN UNBLOCK
Q U I ET MOVE UNDERM I N I NG
REAR ATTACK UNPIN
RECAPTURE UNSO U N D
REFUTATION USELESS CH ECK
REFUTE VACATE
RELATIVE PI N VACATION
REMOVING TH E DEFENDER WAITING MOVE
REMOVING THE G UARD WALLING I N
REVERSE PIN WASTE A MOVE
ROOK L I FT WIN THE EXCHANGE
ROYAL FORK WINDMILL
SAVING WINDMILL ATTACK
SEESAW WITH CHECK
SELF-BLOCK X-RAY
SELF-PI N X-RAY ATTACK
SETUP CH ECK X-RAY DEFENSE
SHAM SACRIFICE ZUGZWANG
SHISH KEBAB ATTACK ZWISCH ENZUG
D. ADVICE T E CH N IQ U E S

ACCUMULATION OF ADVANTAGES DARK-SQUARE GAME


AGREED DRAW DERIVATIVE
AIMLESS DEVELOPMENT DEVELOP
ALTERNATION DEVELOP TOWARD THE CENTER
AMAUROSIS SCACCH ISTICA DEVELOPMENT
ANALYSIS DOUBLING
ANALYTIC METHOD ERROR
ANALYZE EVALUATION
ANNOUNCED MATE FREEING MAN EUVER
ANTI-POSITIONAL MOVE FREEING MOVE
ARITHMETIC HOME ANALYSIS
ASYMMETRICAL HYPERMODERN
ASYMMETRY I LLEGAL MOVE
ATTACK AT THE BASE OF TH E PAWN I N ITIATIVE
CHAI N I N NOVATIVE
BAD CH ECK I NTU ITIVE PLAYER
BEH I N D A PASSED PAWN J U DGMENT
BEST BY TEST KIBITZ
CALCULATION KI LLER I NSTI N CT
CALCULATION OF VARIATIONS KN IGHT ON THE RIM IS DIM
CANDI DATE MOVE KN IGHTS BEFORE BISHOPS
CAPABLANCA'S RULE LIGHT-SQUARE GAME
CASTLE BY HAND L I Q U I DATION
CASTLE EARLY MAKE LU FT
CENTRALIZATION MANEUVER
CLASSICAL METHOD
CLASSICAL PAWN CENTER METHODICAL
COFFEEHOUSE CH ESS OPE N I NG REPERTO IRE
COMPENSATION OVEREXTENSION
COMPLICATE OVERPROTECTION
COMPLI CATIONS PASSED PAWNS MUST BE PUSHED
CONN ECTI NG THE ROOKS PATTERN RECOGN ITION
CONSOLI DATE PAWN-GRABBING
CONSOLI DATION PAWN-SNATCH I NG
COU NTERATTACK PLAN N I NG
COU NTERCHANCES PLAY THE BOARD, NOT TH E MAN
COU NTERGAMBIT POI NTLESS CHECK
COUNTERPLAY PREMATURE
COUNTING PREPARED VARIATION

299
300 • Advice Tec h n i q u e s

PROPHYLAXIS TECH N I Q U E
REVERSING THE MOVE ORDER T I M E PRESSURE
ROMANTIC TIME TROUBLE
ROOKS BELONG B E H I N D PASSED TIMING
PAWNS TRANSPOSE
ROOKS BELONG ON OPEN FI LES TRI PLE
SCHOOL OF CHESS UNDERDEVELOPED
SIMPLI F I CATION UNDEVELOPED
SIMPLIFY UNN ECESSARY PAWN MOVES
SOUND UNSOUND
SPECU LATIVE USELESS CHECK
SPITE CHECK VIOLATION OF PRINCI PLE
STYLE VISUALIZATION
STYLISTIC WASTI N G TIME
TAKE THE OPPOSITION ZEITNOT
TAKE TOWARDS THE CENTER
E. PEOP L E

ANALYST NN
ANT PATZER
ARBITER PAWN AND MOVE
BEG I N N E R PAWN AND TWO MOVES
B O O K PLAYER ODDS
CHESSMASTER HANDICAP
CH I LD PRODIGY PAWN-GRABBER
DUFFER PAWN-SNATCH E R
ELO RATING RABBIT
FISH RANK BEG I N N E R
FISHCAKE RATING
GAMBITEER ROMANTIC
GM SECOND
GRAN DMASTER SITZFLEI SCH
I NTERNATIONAL GRAN DMASTER STYLE
I NTERNATIONAL MASTER THEORETICIAN
I NTU ITIVE PLAYER TITLE
K I BITZER TOU RNAMENT DI RECTOR
KI LLER I NSTINCT WOODPUSHER
MASTER WOODS H I FTER
METHODICAL WOODTH UMPER
NATIONAL MASTER

301
F . GEOGRA P H Y

BACK RANK KINGSIDE


BACK ROW KN-FILE
BASI C CENTER LIGHT ON THE RIGHT RULE
BISHOP-PAWN LINE
BLACK SQUARES LONG DIAGONAL
CAMP LONG S I DE
CENTER OPEN F I LE
CENTRAL PROMOTION SQUARE
CENTRAL ZON E QUADRANGLE
CENTRALIZE QUADRANT
CHESSBOARD QUEEN-BISHOP F I LE
COLUMN QUEEN FILE
COORDI NATE GRID QUEEN-KN IGHT F I LE
DANGEROUS DIAGONAL QU EEN ON ITS OWN COLOR
DARK SQUARES QUEEN-ROOK F I LE
DIAGONAL QUEEN'S WING
DOWN QUEEN ING F I LE
EDGE QUEENING SQUARE
EIGHTH RANK QUEENS I DE
EN LARGED CENTER RANK
ESCAPE SQUARE REMOTE CORN E R
F IANCHETTO RIGHT CORN E R
F I LE RIGHT TRIANGLE CHECK
FLANK RIGHT TRIANGLE MATE
FLANKING A BISHOP ROOK FILE
FLIGHT SQUARE SEVENTH
FORWARD SEVENTH RANK
FRONTIER SHORT S I DE
FRONTIER LINE SQUARE
HOLE TERRITORY
HORIZONTAL ROW UP
IN FRONT UP T H E BOARD
KB-FILE VERTICAL L I N E
KING-BISHOP F I LE VERTICAL ROW
KING FILE WH ITE SQUARES
KI NG-KN IGHT F I LE WING
KI NG-ROOK FILE WRONG CORN ER
KING'S WING

303
G . GAM E VARIATION S

ALLIES PAWN AND MOVE


ANALYSI S PAWN AND TWO MOVES
BLINDFOLD CHESS PERFECT I N FORMATION
BLITZ POST MORTEM
BUGHOUSE POSTAL GAME
CASUAL GAME PRAXIS
CHATURANGA PROBLEM
CHESS BY MAI L PUZZLE
CLOCK GAME RACE GAME
COFFEEHOUSE CHESS RAPI D CHESS
COMPOSED PROBLEM RAPID TRAN S IT CHESS
COMPOSITION RETROGRADE ANALYS I S
CONDITIONAL PROBLEM ROU N D ROB I N
CONSULTATION GAME SANS VOI R
CORRESPONDENCE CHESS SELF-MATE
EIGHT QUEENS PROBLEM SHATRANJ
EXH IBITION SHOGI
EXH I B ITION GAME SIMUL
EXH IBITION MATCH SIMULTANEOUS
FIVE-M I N UTE CHESS SIMULTAN EOUS BLIN DFOLD
FIVE-M I N UTE GAME EXH I B ITION
GAME THEORY SIMULTANEOUS DISPLAY
G IVE ODDS SIMULTANEOUS EXH I B ITION
HANDICAP SKITTLES
HELPMATE STUDY
I N TAN DEM SUI-MATE
I NSAN ITY CHESS SWISS SYSTEM
KN IGHT'S TOU R TANDEM
KRI EGSPIEL TANDEM PUT-BACK
LIGHTN ING CHESS TASK
LIVING CHESS TEN-SECOND CH ESS
MATCH THREE-DIMENSI ONAL CHESS
MOVE ON MOVE THREE-MOVER
NORMAL CHESS TOU RNAMENT
ODDS TWO-MOVE MATE
OFFHAND GAMES TWO-MOVER
ONE-MOVER WAR GAME
OPEN TOU RNAMENT WH ITE TO PLAY AND WIN
OVER THE BOARD ZERO-SUM GAME

305
H. PATTERN S

ALIGNED BISHOPS GRECO'S MATE


ANASTASIA'S MATE GUERIDON MATE
ARABIAN MATE HORRWITZ B ISHOPS
BACK-RANK MATE IMMORTAL GAME
BACK-ROW MATE KING H U NT
BATTERY LEGAL'S MATE
BLIND SWI N E MATE LEGAL'S SACRI FICE
BODEN'S MATE LUCENA'S POSITION
CENTU RI N l 'S POSITION NOAH'S ARK TRAP
C I RCUIT PH I L I DOR'S DRAW
CLASS IC BISHOP SACRI FICE PH I L I DOR'S LEGACY
CONNECTED PH I L I DOR'S POSITION
CONNECTI NG THE ROOKS RAKI NG BISHOPS
CORRIDOR MATE SAAVEDRA'S POSITION
DOUBLE SCHOLAR'S MATE
DOUBLE-BISHOP SACRIFICE SUPPORT MATE
DOUBLE FIANCH ETTO SWALLOW'S TAI L MATE
DOUBLE-ROOK SACRIFICE SZEN POSITION
DOUBLED ROOKS TARRASCH TRAP
DOUBLING TR � BUCHET
EPAULET MATE TRIANGU LATION
FEGATELLO ATTACK TRI PLE
FOOL'S MATE TU RN I NG MANEUVER
FRIED LIVER ATTACK TWO-BISHOP SACRIFICE

307
I . ADM IN IS T R ATIO N A N D
PARA P H E N A LIA

ADMINISTRATI ON CHESS PARAPHENA LIA

ADJOURN ANNOTATED GAME


ADJOURNED POS ITION ANNOTATION
ADJOURNMENT BLACK PIECES
ADJ UDICATE BOARD
ADJ U D I CATION CHESSBOARD
ALGEBRAIC NOTATION CH ESS CLOCK
ARBITER CH ESSMEN
BEAUTY PRIZE CLOCK
BRILLIANCY PRIZE CROSSTABLE
BYE DEMO BOARD
CLOCK GAME DEMONSTRATION BOARD
COMPUTER NOTATION FLAG
COORDI NATE NOTATION PAI RI N G CHARTS
CROSSTABLE PAIRING TABLES
DESCRIPTIVE NOTATION RATING
E LO RATI N G SCORESHEET
F I DE SECOND
FIDE LAWS OF CHESS STAU NTON CHESS SET
FORFEIT THEORY
LAWS OF CHESS WALLBOARD
LEGAL WH ITE PIECES
MOVES AND RU LES
NOTATION
PAIRING
RATING
SCORING
SEALED MOVE
TD
TIME CONTROL
TIME LIMIT
TITLE
TOU RNAMENT D I RECTOR
U N ITED STATES CHESS FEDERATION
USCF

309
J . M OVES R U L E S

ADJOU RNMENT I LLEGAL MOVE


AGREED DRAW I LLEGAL POSITION
ARRAY I NSUFFICI ENT MATING MATERIAL
BISHOP J'ADOUBE
CAPTURE KEEP SCORE
CASTLE KING
CASTLE I NTO CHECK KN IGHT
CASTLE KINGSIDE LAWS OF CHESS
CASTLE OUT OF CHECK LEGAL
CASTLE QUEENSIDE LEGAL MOVE
CASTLE THROUGH CHECK LOSE
CASTLING LOSE ON TIME
CHECK MATE
CH ECKMATE MOVE
CHESSBOARD MOVES AND RULES
DRAW PAWN
DRAW BY AGREEMENT QUEEN
DRAW BY INSUFFICI ENT MATING REPETITION O F POSITION RULE
MATERIAL RESIGNATION
DRAW BY PERPETUAL CHECK RES IGNS
DRAW BY REPETITION ROOK
DRAW BY STALEMATE RULES
DRAW BY THE SO-MOVE RULE SEALED MOVE
DRAW BY THREEFOLD REPETITION STALEMATE
DRAWN GAME THREEFOLD REPETITION
EN PASSANT TIME CONTROL
FIDE LAWS OF CHESS TIME LIMIT
50-MOVE RULE TOUCH-MOVE RULE
FORFEIT WIN
I LLEGAL

31 1
K . E NDING S

BRIDGE OBLIQUE OPPOSITION


B U I LDING A BRI DGE OPPOSITION
COMPAN ION SQUARES OPPOSITIONAL FI ELD
CONJ UGATE SQUARES OUTFLAN KING
COORDI NATE SQUARES OUTSIDE CRITICAL SQUARE
CORRESPO N D I NG SQUARES OVERPASS
CRITICAL OPPOSITI O N QUADRANGLE
CRITICAL SQUARE QUADRANT
CROSSOVER RECI PROCAL ZUGZWANG
DANCE OF DEATH RECTANGU LAR OPPOSITION
DIAGONAL MARCH RELATED SQUARE
DIAGONAL OPPOSITI O N RULE OF THE SQUARE
DI RECT OPPOSITION SISTER SQUARE
D ISTANT DIAGONAL OPPOSITION SQUARE OF THE PAWN
DISTANT OPPOSITION SQUEEZE
HORIZONTAL OPPOSITION STAND IN OPPOSITION
KEY OPPOSITION TAKE THE OPPOSITION
KEY SQUARE TH EORY OF CORRESPO N D I NG
KING MARCH SQUARES
KNIGHT'S MOVE OPPOSITION THEORY OF CRITICAL SQUARES
LONG-DISTANT DIAGONAL TR E BUCHET
O PPOSITION TRIANGU LATION
LONG-DISTANT HORIZONTAL TURN I NG MAN EUVER
OPPOSITION UNDERPASS
LONG-DISTANT OPPOSITI O N UN IVERSE
LONG-DISTANT VERTICAL OPPOSITION ZUGZWANG
MEAN I NGFUL OPPOSITION

31 3
L. PAWNS

ADVANCED PAWN HANG I N G PAWNS


BACKWARD PAWN H EAD PAWN
BALANCED PAWN STRUCTU RE HOLE
BASE OF TH E PAWN CHA I N I S LAND
BAYON ET ATTACK ISO LAN I
BEH I N D A PASSED PAWN ISOLATED D-PAWN
B I FF I N G THE B I S H O P ISOLATED PAWN
B I T I N G ON GRAN ITE ISOLATED PAWN PAI R
B L I N D S I DE ISOLATED Q U E E N-PAWN
BLOCKADE KICK
BLOCKED KI NG-PAWN GAME
BLOCKED CENTER KI NG-PAWN OPEN I N G
BLOCKED PAWN LEVER
BREAK LITTLE CENTER
BREAKTH ROUGH LIVE S I DE
BREAKTH ROUGH COMBI NATION LONG S I DE
CAN DI DATE P(\SSED PAWN LU FT
CHAI N LUST TO EXPAND
CLASS ICAL PAWN CENTER MAJORITY
CLOSE GAME MAKE LU FT
CLOSED CENTER MAR6CZV B I N D
CLOSED F I LE M I N I N G OPERATION
CLOSED GAME MI NORITY ATTACK
CLOSED OPEN I N G MOBILE CENTER
CLOSED POSITION MOBILE PAWN CENTER
CONN ECTED PASSED PAWNS OPEN BOARD
CONN ECTED PAWNS OPEN CENTER
CRI PPLED MAJORITY OPEN F I LE
DOUBLED I SOLATED PAWNS OPEN GAME
DOUBLED PAWNS OPEN L I N E
DYNAM IC CENTER OPEN POSITION
FIXED OPEN I N G A F I LE
FIXED CENTER PASSED PAWN
FIXED PAWNS PAWN CENTER
FLAN K ATTACK PAWN CHA I N
FREE I N G ADVANCE PAWN CON F I G U RATION
FRE E I NG MOVE PAWN DUO
GAMBIT PAWN E N D I N G
HALF-OPEN FILE PAWN FORK

315
31 6 • Pawns

PAWN FORMATION SEMI-OPEN GAME


PAWN I S LAND SEM I-OPEN POSITION
PAWN MAJORITY SHORT S I DE
PAWN PROMOTI ON SPLIT PAWNS
PAWN RACE STEAMROLLER
PAWN ROLLER STONEWALL
PAWN SKELETON STON EWALL DEFENSE
PAWN STORM STONEWALL FORMATION
PAWN STRUCTURE STRONG PO I NT
PAWN WEAKNESS STRONG-PO I NT DEFENSE
PERMANENT WEAKN ESS STRONG SQUARE
PHALANX SU PPORT POI NT
PROMOTION SUPPORTED PASSED PAWN
PROTECTED PASSED PAWN SYMMETRI CAL PAWN STRUCTURE
PUTTI NG TH E Q U ESTI ON TO THE TAKE TOWARD TH E CENTER
B I SHOP TOWARD THE CENTER
QUEEN-PAWN GAME TRIPLED PAWNS
QUEEN-PAWN OPEN I NG UNBALANCED PAWN STRUCTURE
QUEENING A PAWN UNBLOCK
QUEENSIDE MAJORITY UNDERPROMOTION
QUEENS I DE PAWN MAJORITY UNDOUBLE
RELEASE OF TENSION U N ITED PASSED PAWNS
REMOTE CORNER UN ITED PAWNS
REMOTE FILE UNN ECESSARY PAWN MOVES
REMOTE PASSED PAWN WALL
SEMI-CLOSED WALLING I N
SEMI-CLOSED GAME WEAK SQUARE
SEMI-CLOSED POSITION WEAKNESS
SEMI-OPEN WIDENING TH E FRONT
AB O UT T H E AUT H OR

Bruce Pandolfi n i is the author of sixteen i n structional chess books,


i n c l u d i n g Chess Target Practice; More Chess Openings: Traps and Zaps
2; Beginning Chess; Pandolfini 's Chess Complete; Chessercizes; More
Chessercizes: Checkmate!; Principles of the New Chess; Pandolfini 's
Endgame Course; Russian Chess; The ABC's of Chess; Let's Play
Chess; Kasparov's Winning Chess Tactics; One-Move Chess by the
Champions; Chess Openings: Traps and Zaps; Square One; and
Weapons of Chess. He is also the ed itor of the d i sti ngu i s h ed
anthologies The Best of Chess Life & Review, Vol u mes I and I I , and
has p rod uced , with David MacEn u lty, two i n structional videotapes ,
Understanding Chess and Opening Principles .
Bruce was the c h i ef com mentator at the New York half of the
1990 Kasparov-Karpov World Chess Cham p i o ns h i p, and in 1 990 was
h ead coach of the U n i ted States Team in the World Youth Chess
Champ i on sh i ps in Wisco n si n . Perhaps the most expe rienced chess
teacher in North America, he i s co-fou nder, with Faneu i l Ada m s , of
the Man hattan Chess C l u b School and i s the d i rector of the New Yo rk
City Schools Program . B ruce's most famous student, six-ti me National
Scholastic Champion Jos h u a Waitzki n , i s the s u bject of Fred Waitzk i n ' s
acclai med boo k Searching for Bobby Fischer a n d o f t h e movie o f the
same name. B ru ce Pandolfi n i l ives i n New Yo rk City.
I I
i or every chess player's l i bra ry, Bruce Pa ndolfi n i has c reated
t h e u l ti m a te refe ren c e-a v i s u a l d i cti o n a ry of ove r l , 0 00
moves, rules, strateg ies, and concepts fro m a lgebra i c n otatio n
to zugzwang . For t h e new player n eed i ng c l a rificati o n o n a
certa i n pos i t i o n to t h e expert bo n i n g u p o n m o re o b sc u re
strateg ies, Chess Th inking covers the ABC 's of c h ess a s they've
never been covered before .

A-Active Defense, Aligned Bishops, Anastasia's Mate,


Annihilation • • •

U-Back Rook, Balanced Pawn Structure, Biffing the Bishop,


Blind Swine Mate. . .

[-caissa, Capablanca's Rule, C hecking Distance, C rippled


Majority • • .

C o m p re h e n s ive, i l l u strated with 1 40 d eta i led d rawi n g s ,


a n d writte n with exce pti o n a l c l a ri ty, Chess Th in king wi l l be
i n d ispensable to a ny player ready to m a ke a m ove .

UUUU PANDOUINI, a Nati o n a l Master i n U . S . c h ess com petiti o n ,


is the creator o f t h e acc l a i m ed F i reside C hess Li bra ry.

Other Pa ndolfi n i titles in the Fireside Chess Li bra ry i n c l ude:

Square One Beginn ing Chess


Chess Target Practice Pan dolfin i 's Chess Complete
Chess Openings: Traps and Zaps Chessercizes
More Chess Open ings: Traps and Zaps 2 More Chessercizes: Checkmate !

I
51 500

[E
Cover design b y Karen Katz Des i g n
A F i reside Book
P u b l i shed by S i mon & Schuster .....

I I
New York
9 780671 795023
· l:J.S. $ 1 5.00
ISBN 0 - 671- 79502 -3 Ca n . $20.00 04951500

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